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Adventure Games Magazine

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( MCC'

DRAGONS OF
AUTUMN TWILIGHT
"P*7

Dragons creatures of legend. Krydic, a • -


world oifantasy. DRAGONLANCE"
CHRONICLES, the epic clues of a small
band of heroes comes alive if% R ' s first
full-length ADISLD1'1 fantasy%iqv
You've played the game. Non
novel. Finally, available.
Ask for DRAGONS OF AUTUMN-%
TWILIGHT, the first volume in he emit_
trilogy, at your favorite hobby, bok or -1g-
toy store.
I 18 ) a w . , , t ( I \ Limn( tui

cv I l k Than
1
M a g a i n e
z
1
Contents
GAMESFAIR Special
G a m e s F a i r ' 8 5 : report and pictures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
T h e A d v e n t u r e r s ' G u i l d : a new occasional feature with tips from experienced garners . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
S o n o f M o n s t e r m a r k , by R o g e r MUSS0111 the return of the rating system tor the bad-guys . . . . . . . . . . . . . . . . . . . . . .
P E L I N O R E — IMAGINE° magazine's campaign world
THIS MONTH: Gods of PelinOre, by Tom Kirby and friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3
Tel/halter, by Paul Cockburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5

RubioOf Moggedon ...............nl................................................. ........................................................... 17


F e l l o w TraVetteIrS, b y P a u l Ve r n o p e o p l e On the road . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 8
T h e G r e a t P a l a d i n H u n t , by M i k e B r u n t o n l the scenario that had them in stitches at Gamesf air . . . . . . . . . . . . . 2 3
M I N D M E L D , by N a n P a u a new boardgame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7

Rock Touch, by Sharon Clark: I 10.10r1 ................ 35 L e t t e r s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48


Illuminations: news from the world of gaming ........... 39 V O P, by Ian Gibbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Notices: games viewed by independent reviewers ......... 40 S t i r g e Corner, by Roger Musson .................... 51
C h a i n M a i l , b y B r i a n C r e e s e : Finchley Central . . . . . . . . 4 4 S o a p b o x : the hobby forum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2
G a m e C o m p a n y , clubs & events . . . . . . . . . . . . . . . . . . . . ... 4 4 P r e s s C U t t i n g s : fanzine coverage . . . . . . . . . . . . . . . . . . . . . . . 5 2
Dispel Confusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Phalanx, by Robin Grenville-Evans . . . . . . . . . . . . . . . . . 55
Fantasy Media, by Colin Greenland ..... . . . . . . . . . . . . . . . . 47 C o v e r by ...........A l a n AanlCraddock
... .. Published
I M Aby TSR
G IUKNLtd E
..... Publisher
magazine,Don
NoTurnbull
26, May.....
1985Editor
.....Keith Thomson .....
..... Assistant Editor C o c k b u r n ..... Editorial Assistant Kim Daniel ..... Features ASSiStallt Mike Braaten .....
... PPhila
t Kaye
ur .....
Al Advertising Lesley Hudson-Jessop ..... News Doug Cowie ..... FarailleS Mike Lewis .....
. This month's contributing artists' Robin GreaVille Evans, lan Gibbs, Tim Sell, Keith Cooper, Dave PearS011 .....

Editorial

Once again, i t ' s GamesFair time. T h e Y o u ' l l have to see how you get on; see the
annual jamboree at Reading University sold r e p o r t overleaf for some tips on how to avoid
out faster titan ever this year a sign of its t h e biggest disasters achieved by GamesFair
increasing popularity. Now, of course, the players.
rest of you can join in the fun, by playing L a t e r in the year you will also be able to
The Great paladin B u n t . T h i s i s t h e p l a y IJK7 Dark Clouds Gather, which will
scenario that was used for the ADScD(01 Team b e a r some resemblance to the scenario used
Competition, and should provide you with f o r the D8cD*Open Competition. Last year's
two or three hours of entertainment. When scenario — released as UK2 The Sentinel and
he wrote it, Mike BlaintOn worked on the U K 3 The Gauntlet — made a big impact on
principle that it would be easier to judge the t h e gaming public. Dark Clouds Gather
competition i f there weren't t o o many c o m e s from the same writing team; it should
surviving pat ties. b e a winner.

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

May 5
GAMESFAIR '85
Reading University — 29th-31st March

GamesFair '85 was the best yet! Since it It's not the Winning, it's the paladins' victory in one encounter: 'I
sold out in record time, perhaps this news nailed h i s h e a d t o t h e f l o o r w i t h m y
is less than welcome to some of you, but
the Claim to Fame that counts! sword.' Their DM decided this was a little
450 delegates, at least, indulged in more over-passionate and docked t h e m a f e w
gaming t h a n e v e r before. T h i s year t h e The m a i n activity started w i t h t h e Te a m marks.
harassed s t a f f o f T S R U K o p e n e d t h e Competition, which suffered from a slight The B r i g h t o n a n d Bridge o f Weir Bar-
proceedings even earlier, a n d still there shortage o f D M s (let's have a b i t m o r e barian Balrog Bashers will be the first to
were people waiting at the door when we commitment n e x t y e a r, y o u l o t ) a n d a admit t h a t t h e i r paladin-play w a s a b i t
arrived. Certain garners were reported to severe dose o f 'underkill' — there w e r e shaky. Even after the event they were still
have taken m a x i m u m advantage o f t h i s far too many survivors! This was a severe arguing b u t t h e y eventually announced
by staying a w a k e d u r i n g t h e e n t i r e 5 4 disappointment t o t h e designers, a n d that A d a m To d m a n w a s t h e p e r s o n t o
hours! P r e s u m a b l y t h e r e w e r e l o t s o f made the judging difficult. Small wonder blame. 'I kicked the gnome where it hurts'
w e l l - D M e d zombies t o w a r d s t h e end o f there w a s raging controversy! ' K e y 1 0 he claimed proudly, 'and I got killed while
the weekend. Dungeons & Dragons Diabolos I I M I w a s thumping a pile of rubbish.'
GamesFair wouldn't work without will- (phew!) were aghast to hear rumours that A n o t h e r team got a free burst of fame
ing delegates w h o run games for all t h e they had lost to The South Hants Assoc- when a f i l m c r e w turned u p t o take a
others. M o r e people r a n m o r e r p g s — iation o f D o w n a n d O u t W e r e g a m e r s promotional f i l m f o r T S R ' s m a r k e t i n g
from Call o f C t h u l h o to Runequest, you (SHADOW) on t h e m e r e toss o f a coin. department. It made life a little difficult for
name i t — t h a n i n previous years, a n d Demanding t o k n o w t h e t r u t h , t h e y them. ' I t ' s a b i t bright, innit?' they cried
there were plenty of boardgames to fill in received an affirmative reply; but any fool w h e n t h e lights w e n t on, a n d ' I t ' s a b i t
those odd f e w hours. can see the real reason is that SHADOW dark now' when they were turned off. The
is so much more pronounceable! Yes, this apparently universal m e d i a assumption
was the year when we reminded everyone that role-playing involves dressing up and
The Te a m C o m p e t i t i o n W i n n e r s : S H A D O W - that role-playing is not about winning. It hitting people w i t h wooden swords w a s
f e a t u r i n g J o h n B r e a k well, P a u l O r m s t o n , turned o u t that the Diabolos w e r e really painstakingly dispelled by the staff, only
Craig C a r t m e l l , H e n r y H i p p o
(coach), M a r k B y n g a n d
only worried about getting their picture in to b e resurrected b y t h e appearance o f
J i m To l l e y IMAGINES' magazine, a n d t h e y virtually Skullcrusher's A m a t e u r Lobotomists i n
held photographer John Aldous hostage full s u r g e o n ' s g e a r, a n d a h a n d f u l o f
until the shots were taken (see opposite). others in chainmail wielding swords and
Those s n e a k y p l a y e r s a m o n g s t y o u axes. Another image-correcting campaign
who a r e w o n d e r i n g h o w t h e s e t e a m s bites the dust....
scored highly probably w a n t a f e w hints The team names provided considerable
from the winners. The best teams got into fun b e f o r e t h e e v e n t e v e n started — i t
the spirit o f paladin-playing, dispensing might b e t h o u g h t t h a t U n i o n C a r b i d e
with i n i t i a t i v e r o l l s a n d o f f e r i n g t h e Safety Te a m (Retired) bordered o n poor
monsters t h e c h a n c e t o ' s t r i k e a g o o d taste, b u t w e appreciated i t s topicality.
blow first, sirrah, let's have your best.... Stirling University now has the distinction
and p r a y b o r r o w m y s w o r d ' b u t t h a t ' s of producing, as well as excellent editorial
probably going too far. SHADOW suffered assistants, t h e b e s t - a n d w o r s t - l i k e d
only o n e p e n a l t y w h e n C r a i g C a r t m e l l team n a m e s (neither o f w h i c h are suit-
decided to leave a symbolic memento o f able for these pages, unfortunately!).
2 I M A G I N E magazine, may 1985
'Let's Go Crazy' came t o p l a y h i s latest.... ' Yo u k e e p
changing the rules t h a t isn't what you
The h i g h l i g h t o f t h e w e e k e n d w a s o f said last round.' David Wa t t s had a very
course the Gary Gygax Seminar. A t 7.30 rough version o f a game he is hoping t o
on Friday evening a man w h o looked and release later in the year, called Big Steel.
sounded suspiciously like D o n Tu r n b u l l 'It's going very well — people keep asking
appeared i n t h e coffee b a r a n n o u n c i n g very a w k w a r d questions. I'll h a v e t o go
himself a s t h e g r e a t E G G . O n l o o k e r s away a n d t h i n k about t h i s some m o r e . '
refuted this, in spite of the appearance of There w a s a noticeable d o w n t u r n in t h e
a t r i o of guys w h o looked like t h e body-- use made of the arcade games, although
guards w h o accompanied Prince t o t h e there w a s the usual plethora o f injuries
Record I n d u s t r i e s a w a r d c e r e m o n i e s a playing Tr a c k a n d F i e l d (particularly t o
w h i l e ago, a n d t h e m a n w a s forced t o Ian Marsh's pride, eh Ian?). In fact it was a
confess t h a t h e w a s i n d e e d D S T ( t h e poor year for the microchip all round. The
'bodyguards' proved t o b e t h e P r o d u c t Esso Games Society had brought a micro
Development t e a m , G r a e m e , J i m a n d along in the hope that they could speed up
Phil, w h o w r i t e t h e U K modules). H e the processing o f E n G a r d e t u r n s , b u t
explained t h a t t h e r e a l M r G y g a x h a d w i t h i n a few hours they were frying eggs
been u n a b l e t o m a k e it. R u m o u r h a d i t on the casing and back to doing .things by
that this was because he was adding the hand. ( S e e o v e r l e a f f o r s o m e o f t h e
finishing t o u c h e s t o T 2 , b u t t h i s i s awards and the best piece of Press from
patently ridiculous. this game.)
It w a s n ' t l o n g b e f o r e t h e i n e v i t a b l e GamesFair is a great social event, and
question was asked, and 'Gary' explained Friday concluded with people meeting up
that T 2 b e e n t h e subject o f an e n l a r g e in the bars and lounges to put the world to
spell and would appear later this year (no, rights — or at least to r e - w r i t e the rules
N e a r l y The B e s t a n d The W o r s t o f the Worst..
really!) a s T 1 - 4 , p r o b a b l y a h a r d - b a c k for just about every game system there is.
(top) K e y 1 0 D U N G E O N S & D R A G O N S
book. In contrast, the bendy figures were Hardened f a n a t i c s w e r e s t i l l s t a r t i n g D i a b o l o s 11M.' S t u a r t H o l h n g h u r s t , S e a n R e i d ,
acknowledged to be ' n o t h i n g t o do w i t h games at 1.30 in the morning, and by the N e l d a E d m u n d s (reserve), T i m S t u b b e r f i e l d ,
our hobby' and a f e w harsh w o r d s w e r e time all t h e TSR staff were tucked up in P e t e r Kelly, S t a f f a n T j e r n s t r o m
said a b o u t s o m e o f t h e o t h e r r e c e n t bed there w e r e 2 0 0 or more people still ( b o t t o m ) B r i g h t o n & B r i d g e o f We i r Barbarian
playing in the main hall.... B a l r o g Bashers.. A n d r e w M l l e s , A d a m To d m a n ,
trends in the industry.
Theo B i n g h a m , S t u a r t R a y. S h o r t y,
In addition t o t h e n o w i n f a m o u s M a t t Some o f these w e r e probably a m o n g Stuart McMillan
Connell, t h e r e w e r e a n u m b e r o f o t h e r the small number who didn't get up early
people i n t h e s e m i n a r w h o w e r e c o n - enough o n S a t u r d a y m o r n i n g t o c l a i m
cerned about the D r a g o n l a n c e modules their place in the Open Competition. One
and the direction that modules seem to be or t w o of the D M s looked a little ragged,
taking. M o s t people seemed to appeciate too. C h r i s B a y l i s s t a r e d a t h i s t a b l e
that the UK module series was a sign for forlornly f o r a f e w m i n u t e s : ' t h e r e ' s
the better, and that there were people in something missing, I h a v e n ' t got every-
the i n d u s t r y w h o w a n t e d t o m a k e s u r e thing with me.' 'Dice, C h r i s ? " A h a R i g h t ,
that experienced garners got w h a t t h e y can anyone lend me a f e w of those....'
needed. Cartoons are one thing, but what
about some decent adventures? Continued overleaf

Don decided to ask a f e w questions of


his o w n a t one point, although i t w a s n ' t
easy to find out exactly the information he Delegate Games:
was looking for. ' W h o goes out and buys (top r i g h t ) D a v i d Wa t t s d i s c o v e r s h o w t h e S t i r l i n g U n i v e r s i t y ' s A l c o h o l i c s O b v i o u s Society.'
IMAGINE magazine?' he enquired, and a N o r w e g i a n s w o u l d have f o u g h t the P e n i n s u l a r P h i l J o h n s o n , S t e p h e n C o r c o r a n , P a u l Blundell,
War c a m p a i g n Fiona W o o d , C h r i s B o t h w e l l ,
few hands went up. Someone then asked
( b o t t o m right) Alan Ovens disputes another o f R a y m o n d M c C u l l o c h , D a v i d Ta y l o r
if going and buying included people w h o
Francis Tr e s h a m ' s ' o f f the c u f f ' d e c i s i o n s
got t h e i r m a g a z i n e s o n s u b s c r i p t i o n .
( b e l o w ) Save The President f i n d s a n o t h e r ' '
'Alright,' said Don, ' w h o gets IMAGINE convert....
magazine, n o m a t t e r w h a t w a y ? ' T h a t
didn't do the trick either, and Don decided
to c h a n g e t r a c k a n d l o o k f o r t h e g u i l t y
parties. 'Who doesn't buy IMAGINE maga-
zine at all?' Up went the hands of all those
w h o apparently take pride i n t h e i r n o n -
subscription to this magazine (they clear-
ly d o n ' t k n o w w h a t t h e y ' r e missing!).
Grinning most smugly was fanzine editor
Trevor M e n d h a m , b u t w e w e r e n ' t going
to let him get away with that h e gets a
copy sent to him free most months!

Friday Night
and Saturday Morning
By n o w, o f course, t h e weekend w a s in
full s w i n g . M o s t o f t h e d e l e g a t e - r u n
games were under way, including one or
two b e i n g g i v e n a t r i a l a t t h i s e v e n t .
Rumour h a s i t t h a t F r a n c i s Tr e s h a m ,
inventor of 1 8 2 9 and several others, was
harshly dealt with by some of those w h o
'NIACIN': ma9uzitte, May 1985 3
One good idea:
That's all it takes!

The Open Competition proved more than


a l i t t l e d i ff i c u l t — even t h o s e w h o took
part in it will be waiting for the arrival of
UK7 Dark Clouds Gather to find out all
the bits they missed! This year, a separate
room w a s u s e d f o r a l l s t a g e s o f t h e
competition. Wa l k i n g i n t o the room w a s
just l i k e w a l k i n g i n t o a n e x a m i n a t i o n
room at first— b u t things soon livened up
once t h e e v e n t g o t started. Tw o t h i n g s
were n o t i c e a b l e t h i s year; t h e r e w e r e
more w o m e n players represented in t h e
first t w o r o u n d s t h a n e v e r before, a n d
many o f t h e p l a y e r s w h o n o r m a l l y
progress t o t h e l a t e r s t a g e s o f t h e
competition w e n t out in the first round!
The Final, o n S u n d a y afternoon, s a w
several players being very a w a r e o f t h e
need for sound strategy, b u t the w i n n e r
was b y u n i v e r s a l c h o i c e a l s o t h e b e s t
role-player. And for the first time ever, the
w i n n e r was a woman: Tracey Scourfield.
Interestingly, this meant that the title was
going b a c k t o S o u t h a m p t o n , f o l l o w i n g
Richard W i l l i a m s ' success i n 1 9 8 4 ( h e
also m a d e i t t h r o u g h t o t h e F i n a l t h i s The F i n a l i s t s o f the D & D O p e n
B a c k R o w : A n d y F a u l k n e r (Third),
year). However, Tracey is originally from R i c c a r d o A b b a t e ( S e c o n d ) , N e i l Packer,
the S w a v e s e y a r e a i n Cambridgeshire, Richard Williams, Charlie Braham
and w a s a m e m b e r o f t h e Yo u t h C l u b F r o n t R o w : C r a i g C a r t m e l l , Tr a c e y S c o u r f i e l d ,
there, which has a little bit of a connection Steve Lansdale

with certain members of the TSR staff.... R i g h t : Tr a c e y S c o u r f i e l d ,


but b e f o r e a n y o n e c r i e s ' F i d d l e r, l e t 1985 Open Champion

Richard W i l l i a m s s t a r t p r a i s i n g t h e
winner: ' S h e w a s t h e o n l y choice. S h e
had a b r i l l i a n t idea r i g h t a t t h e e n d —
no-one else was even thinking the same At six o'clock on Sunday, there were still
way.' Tracey agreed t h a t one good idea players s l u m p e d a r o u n d t a b l e s i n t h e
can w i n t h e Final: ' I t ' s all a b o u t making Main H a l l , t r y i n g t o complete j u s t o n e
choices. If you can be seen to be offering more e n c o u n t e r before heading f o r t h e
good i d e a s w h e n decisions h a v e t o b e station. O n l y t h e t h r e a t o f h a v i n g t o
made, y o u m u s t b e i n w i t h a c h a n c e . ' sweep up the collected litter of a w e e k -
Tracey's decisive contribution shows that end's g a m i n g g o t t h e m o n t h e i r f e e t . tell h i m that w e w e r e already starting to
she isn't one of the hack-and-slay brigade, Suddenly, everything went very quiet. All plan n e x t year's event, s o w e j u s t piled
since s h e t a l k e d h e r w a y o u t o f a the TSR s t a ff w e r e standing beside t h e him into a litter bin and left him there as a
dangerous situation while the rest of the reception desk, w o n d e r i n g w h a t had h i t souvenir. I ' m s u r e w e ' l l s e e h i m , a n d
party w a s t r y i n g t o c h o o s e b e t w e e n a them, s u m m o n i n g up the energy for the many others from t h e 1 9 8 5 GamesFair,
fireball o r a massed charge.... trip b a c k t o C a m b r i d g e . A f e w l a t e back for another weekend next year. Book
Typically, the 'reserve' final w a s a less departees were still there, amongst them early!
tense affair, a n d t h e y progressed m u c h Jerry W e s t , w h o s t o o d i n a s a Te a m
faster than the actual Finalists. Everyone Competition D M a t t h e l a s t m i n u t e . GamesFair R e p o r t
agreed that the scenario was very excit- 'Thank G o o d n e s s t h a t ' s o v e r — I ' m b y K i m D a n i e l and Paul Cockburn
ing, a l t h o u g h i t w a s n ' t always easy f o r exhausted.' No-one h a d t h e strength t o P h o t o s by J o h n A l d o u s
every character to play an active role. The
designer, J i m Bambra, says n e x t year's
will contain all the bits that were missed EN GARDE!
by players this year....
Once a g a i n t h e r e d o u b t a b l e T h e o A n d this was the best piece o f Press.
Clarke and Paul Evans ran a w e e k e n d
of E n G a r d e f o r t h e d e l e g a t e s a t tine fettre from Ce front (1675)
GamesFair. I f anyone doubts that it is Katy, mon petite thou _ITeur,
pretty hard work, just look at the state La vie iciest sheer hell Rien, trials blood et
of them in the photo to the left, a l o n g musketballs. Le food est diabolique, mais avec plus th
with f e l l o w Esso G a m e s Society vin, test acceptable. Mon thoughts est seutement
members J e r e m y S e a r l e a n d P a u l tit, except when les musketballs whizz about nwit tete,
Hanton. T h i s y e a r t h e y g e n e r o u s l y and fespere trvenir a tu, shortly.
made several awards t o t h e players, Dans h meantime, keep away from let autres
including: rouges sexual et, remember, je taint.
The P l a y e r A c h i e v i n g T h e G r e a t e s t Les hugs et [Is kisses,
Increase In S o c i a l Level: Jo Proctor Ray
Players O f Highest SL A t The E n d O f TS Donnez-moi met thermal unckrwear et woolly
The G a m e : Ray Cole/Paul Hanton socks, s'il vous plait; d esttees brass monkeys ici.

4 I M A G I N E maqa,thu, May 1985


9amt7Jair 8 5
The c o n v e n t i o n w h e r e g a m i n g c o m e s f i r s t

SPECIAL MODULES OFFER


Now available to all readers of IMAGINE'm magazine;
the R and RPGA modules — formerly only to PA members

R1 fl 50 RPGA1 f 2.00
R2 2.00 RPGA2 2.00
R3 2.00 RPGA3 2.50
R4 2.50 RPGA4 2.50

R1 To The A i d O f Falx (AD&DR game) RPGA1 R a h a s i a ( D & D . game)


Fah( the Silver Dragon needs a hardy band of adventurers to The elven maid Rahasia is in great peril. A fate worse than
death awaits her at the hands of the evil Rahibl The Temple
explore some caves near his lair, for the dark powers lurking
in t h e c a v e s h a v e s t o l e n f i v e p o t i o n s o f s i l v e r d r a g o n of t h e S a c r e d B l a c k Rock, t h e e l v e s w h o t e n d i t , a n d
control. C a n y o u p e n e t r a t e t h e c a v e s a n d r e c o v e r t h e Rahasia's father and betrothed are in his clutches. Can you
potions before sundown? stop the Rahib before he brings ruin to all?

R2 The Investigation o f Hydell (AD&D) R P G A 2 Black Opal Eye (D&D)


Slinks a r e clean, w e l l c a r e d f o r, h a p p y, o b e d i e n t s e m i - Three w i t c h e s l u r k in Elyas' t o w e r. None o f those sent to
humans. They are protected by law, and owned by many a explore t h e place h a v e returned. T w o e l f m a i d e n s h a v e
vanished without trace, and the elves' magic is failing. Now
wealthy m e r c h a n t . S o w h y i s H i g h C l e r i c M a c k u r i a n
suspicious? Can you find o u t what the slinks really are? you m u s t enter the tower and find out w h a t lurks within....

R3 The Egg o f the Phoenix (AD&D) R P G A 3 The F o r g o t t e n K i n g (AD&D)


In t h e l o n e l y t o w n o f N o r t h e n d i n g , t h e C o u n c i l h a s A restless populace claims all has gone awry since the last
summoned the Paladin Athelstan to their aid. The fabulous King was deposed, t w o centuries ago. The Brothers of Brie
Egg of the Phoenix has been stolen and hidden deep within have prophecied t h a t a long-forgotten k i n g w i l l arrive i n
the Negative M a t e r i a l Plane. I t ' s also guarded b y a real Pellham's hour of greatest need. Can you prove that this is
phoenix! the appointed time, and rouse the Forgotten King?

R4 D o c ' s Island (AD&D) R P G A 4 The Elixir o f Life (AD&D)


After centuries of strife between the forces of good and evil, The Kingdom o f Pellham i s in danger. O n l y the return o f
the lost Holy Sword, Chrysomer, m u s t be recovered. This King Llwellyn can save the realm. Many arduous tasks must
legendary blade is n o w in the hands of Evil. This module can be performed before t h e great king can be resurrected —
be played as a continuation of R3. tasks you m u s t perform!

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All orders from the UK should include E l postage & packing
and those from our friends overseas should include E2.50.

SEND TO: Mail Order Office, TSR UK Ltd, The Mill, Rathmore Road, Cambridge CB1 4 A D
5
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
TheAdventurers' guia
A Training Course For Alf Members
(Price 50gp for One Lecture)
Tour Instructor Chris Felton

'Good afternoon, Guildmembers. thing I've heard one group advise another ignite firedamp o r wood in those under-
'Welcome t o t h e f i r s t i n a s e r i e s o f during s o m e d r u n k e n r e v e l r y. I n o t h e r ground lairs you prefer to frequent.
lectures on - as it were - t h e "tricks of the words, these are the tricks of the adven- Those i r r i t a t i n g g l o w i n g m a r b l e s t h e
trade". Y o u t r a i n e e s w i l l n o t i c e t h a t turing trade. I'm sure that when you have children outside were playing with, given
you've b e e n j o i n e d b y t h e c r e a m o f read just what a lot of paraphernalia and by passing adventurers, a r e p a r t o f t h e
adventurers f r o m a l l t h e l a n d s around, nonsense goes o n i n t h e n a m e o f 'epic same idea. Have c o n t i n u a l l i g h t cast on
looking f o r n e w wiles. T h i s b r i n g s m e quests', y o u ' l l w o n d e r w h y y o u d i d n ' t marbles. When you want to find the depth
straight t o m y f i r s t p o i n t ; n o - o n e e v e r decide t o b e c o m e a f a r m e r o r c l e r k of a s h a f t , o r t h e c o n t e n t s o f a d e e p
knows a l l the tricks o f this business. I ' d instead. alcove, d r o p i n t h e m a r b l e . A n y t h i n g
like to remind the experienced characters For e x a m p l e : t h e d e f i n i t i v e w a y t o would do really, b u t i f the lightsource is
here t h a t i f y o u c o n t r i b u t e a n o r i g i n a l recognise an adventurer is to look around small, light, a n d w i l l bounce and roll, i t
stratagem to t h e Guild's files, I ' l l refund the neck. I f you c a n see a c o i n blazing can be t h r o w n o r slung a great distance
the fee you have paid for this course. w i t h light, or a pouch of some lightproof with accuracy — a marble is ideal.
'Before w e s t a r t today's lecture, d o e s cloth, the wearer is sure to be one of us. You s h o u l d use marbles a great deal.
any o f you o w n t h e g r i ff o n t i e d t o t h e That's one use one can find for continual As w e l l a s s o m e t h a t g l o w, y o u s h o u l d
appletree in the garden? You, A m b r i n i - I light. A n o b l e , o r a n y d e c e n t c i t i z e n have some to cast silence upon. Cast the
thought so. Move it would you, so we can (pause for catcalls), w o u l d have the spell spell b e f o r e breaking d o w n a door, a n d
let the children from the orphanage play cast u p o n a l a n t e r n t o b e carried b y a enter unheard. Next, toss t h e marble in
outside? Many thanks; I promise we shall linkboy, a p r o p e r s i g n o f s t a t u s . Yo u , amidst the defenders so that they cannot
not start u n t i l you are back. W e can use being entirely practical, have a less self- raise the alarm or cast spells themselves.
the time profitably to deal with the small aggrandizing u s e f o r i t W h e n 5th-level It i s a m y t h t o believe t h a t i t i s w o r t h
matter o f t h o s e m e m b e r s w h o s e s u b - clerics can cast c o n t i n u a l l i g h t w i t h o u t carrying them around to t h r o w underfoot.
scriptions are overdue....' material cost, there's no reason w h y any You need far too many.
of you should not have plenty of perman- I've h e a r d t e l l o f m a g i c - u s i n g t y p e s
Some people c l a i m t h a t all adventurers ent lightsources about your person. A n d using great magicks such as t r a n s m u t e
are crazy. H o w e v e r, y o u w i l l f i n d t h i s for t h o s e w h o h a v e n o t s u c h a c l e r i c rock to mud to cause unsound footing. In
rarely said in the presence of one of the among them, B r o t h e r Ignatio w i l l gladly addition to radically undermining the land
dungeoneering b r e e d , a s w e h a v e a sell you a spell or two on the way out. above, this causes any creature crossing
reputation o f being.... t o u c h y (pause f o r The reason why it is cast upon a coin or it t o sink; t h e s e s t o u t adventurers t h e n
laughter). Fortunately, i t w i l l a l w a y s be a bauble about t h e neck is to keep both re-solidify the morass using dispel magic.
easy for the ordinary man to recognise us, hands free. You will see some gaudy 'free- Some w o u l d s a y t h a t t h i s i s ridiculous,
as we move about town in groups of six to lance' t y p e s w i t h c o n t i n u a l l i g h t o n a that one cannot undo the magic of such a
ten, armoured, bristling w i t h weaponry, helm or torc to illuminate behind them as spell any more than one could un-mend,
but there is always m u d t o r o c k (which
accounts f o r t h e m a n y c h a n g e s t o o u r
watercourses a n d marshlands). J u s t as
If you have an idea that might save the life of a fellow much f u n can be had by casting r o c k t o
m u d u p o n t h e ceiling, w h i c h s h o u l d n ' t
adventurer — or you could use some ideas yourself — the actually kill anyone healthier than a little
Adventurers' Guild is the place to go.... old man, but ought to slow them down a
bit.
Slowing o p p o n e n t s i s a l w a y s a g o o d
idea, and s l o w is possibly the best spell;
ropes and odd pieces of equipment. I've well; t h e y w i l l n o t b e m e m b e r s o f t h i s certainly it is the most underrated. Do not
heard some of you also tend to frequent Guild, I a s s u r e y o u . L a r g e r s o u r c e s o f hold t h e m i g h t y fireball i n a w e — such
the s o r t o f public e s t a b l i s h m e n t w h e r e light are d i ff i c u l t t o cover u p w h e n y o u magic has too much risk of blowback, and
gossip i s o f a h i g h e r standard t h a n t h e w a n t t o escape notice. Yo u ' v e probably many say it is useless against fire-using
ale; t h i s w i l l also mark you o u t from t h e heard o f magical s w o r d s glowing i n t h e creatures, a n d a g a i n s t devils, a n d t h a t
masses. dark — t h i s is n o t universally true, a n d any opponent with a little intelligence will
Another thing that will separate mem- since it is a complication in the enchant- have obtained a ring o f fire resistance to
bers of this Guild from the common herd ing process, f e w mages w o u l d a c t u a l l y halt the spell's effects, or will have a fire
will b e t h e w a y y o u u s e t h e resources bother t o i n c l u d e i t . N o t e v e n t h o s e resistance spell prepared. S l o w picks out
around you. This lecture is for the benefit painfully sincere paladins in the audience your enemies f r o m y o u r friends, h a s no
of all you adventurers w h o have stopped would w a n t to be seen to be g l o w i n g all risk of backfiring, a n d there is no saving
to w o n d e r w h a t t h o s e pieces o f equip- the t i m e w h i l e they are rescuing under- against t h e e ff e c t s . T h e o n l y w a y s t o
ment are that more experienced brothers privileged citizens, so a glowing sword is avoid it are a ring o f free action or magic
tote around with them. I suppose, it might quite a drawback. resistance.
even be of use to a f e w of those brothers Using the spell in this way confers two Magic resistance i s t h e m a g i c u s e r ' s
themselves, f o r s o m e o f t h e ideas a n d further advantages. The items require no bogey-man. However powerful the spell,
wrinkles in this lecture are just the sort of fuel o r maintenance, a n d t h e y w i l l n o t if t h e t a r g e t r e s i s t s t h e m a g i c , i t h a s
6 I M A G I N E n t a n e , May 1985
in r e v e r s e , i t c a n b e u s e d t o r e m o v e term w i z a r d ' s b a s e c o u l d b e festooned
obstacles. That five-inch-thick door may with dozens o f m a g i c m o u t h s t o cover
be held closed by fifty-odd bolts, but they every possibility, r u n n i n g i n c h a i n s t o
w o n ' t do any good if they can't reach the pass the alert to some central guard post.
doorframe. Explosive r u n e s could b e placed w h e r e
A wizard-locked door might save the defenders never look — if the door has
against the effects of reduce, and all must a Judas-gate, m o s t parties w i l l use i t to
know t h a t a w i z a r d - l o c k e d d o o r i s a check o u t t h e opposition o n t h e o t h e r
formidable b a r r i e r t o a n y o n e e x c e p t a side. T h e g a t e c a n b e f a l s e , c o v e r i n g
magic u s e r f o u r levels h i g h e r t h a n t h e explosive r u n e s , a n d t h e p a r t y w i l l b e
caster. So, wizard-locking a door behind caught b y i t ; t h e defenders, o f course,
you o n y o u r w a y i n t o a d u n g e o n o r never look through the gate. Similarly, i f
fortress is a good idea, so that if you have the defenders include an illusionist, t h e
to leave i n a h u r r y, y o u c a n g e t t e n t o place will be littered with illusory scripts,
thirty minutes start w h i l e your pursuers which t o a n y a r c a r e j u s t m o r e ' N o
break t h e door d o w n . B u t d o n ' t g e t t h e Smoking' signs.
caster killed in the meantime, otherwise On the other hand, a spell designed for
you're g o i n g t o b e s t u c k d o w n t h e r e anti-burglar use has found another pur-
yourself. pose. A g l y p h o f w a r d i n g can cause all
Using y o u r opponents' d o o r s a g a i n s t sorts of damage if the spell a cleric wishes
them m i g h t a p p e a l t o y o u r s e n s e o f to use on a n i n t r u d e r is cast in combin-
humour, b u t d o n ' t f o r g e t t h a t a l l t h e ation w i t h t h e g l y p h . N o r m a l l y, t h i s
defences o f t h e r o o m b e y o n d w i l l b e requires t h e c a s t i n g o f t h e g l y p h o f
ranged against the doors and windows. If w a r d i n g spell, f o l l o w e d by c a u s e para-
you come in through the walls, it will give lysis, c a u s e b l i n d n e s s o r e n e r g y d r a i n
you a great tactical advantage. High level (reversed restoration). B u t t h e r e i s n o -
magic users can do this very easily with a thing to say that the spell effect must be
passwall, d i s i n t e g r a t e o r r o c k t o m u d , hostile; w h a t i f t h e g l y p h i s c o m b i n e d
but even a low-level group can go through with c u r e serious w o u n d s ? These could
walls w i t h a t h i r d - l e v e l D r u i d t o s t o n e be cast upon 'safe' wall areas, but it might
shape a n e w door. be common for them to be cast on 'glyph
Once inside, watch out for anti-burglar books' — sheets of metal (since the glyph
devices. Some are powerful and complex, requires an inflexible surface of at least 2'
some simple. The simplest of all is a bead x 3') with restorative spells cast on them.
curtain. I t needs n o maintenance, n e e d Since anyone touching the sheet sets the
not b e avoided b y guards, a n d c a n n o t glyph off, the covers cannot have glyphs
accidentally b e s e t o f f . I f a n i n v i s i b l e upon them, so a two-sheet book can hold
intruder penetrates the door, it will show two glyphs, or a three sheet book can hold
absolutely no effect. That is w h y we see the fact. Of course, a bead curtain needs four. There is only one drawback e a c h
everywhere t h e r e m a i n s o f indirect someone to observe it being moved, but a sheet weighs 6lbs, which makes it some-
magicks. I f you f i n d a s l a b of iron i n a n magic m o u t h c o u l d b e s e t t o s c r e a m w h a t heavier than a standard ring of spell
unlikely place, it is probably the result of 'Intruder!' i f t h e c u r t a i n m o v e s w i t h o u t storing. A n d t h e r e are t w o spells w h i c h
the casting of wall of iron in the air above visible cause. A pool of water can be used cannot be stored upon it r a i s e dead and
a target. A f t e r all, e v e n t h e smallest in the same way, and it is more subtle; it resurrection, since only living creatures
weighs over t e n tons, a n d n o t h i n g t h a t can look just like a natural puddle from a can be affected by a glyph.
finds i t s e l f underneath w i l l ever survive roof leak. Once again, an invisible char- .1At5 Chris Felton
it E v e n w a l l o f ice would do, if it did not acter w i l l b e betrayed. S o , a d o p t t h e s e
break up. precautions f o r y o u r h o m e s a n d w a t c h We'll have a n o t h e r A d v e n t u r e r s ' G u i l d
Then there is enlarge. If something can out f o r t h e m w h e n y o u a r e r u n n i n g Training Course again soon.... I f any o f
be enlarged to block the escape route the around somebody else's. you heroes o u t t h e r e w a n t t o d e l i v e r a
adventurers have passed, t h e m o n s t e r s Remember, every magic user can spare lecture, or if you only have one good idea,
will have to find another way around. Or, one spell a week for defences, and a long- drop us a line, a n d we'll pass it on.

A n A M ; ; t k ,

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8 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 adve t i s e m e n t s
7
Monstermark
Revisited
by Roger Musson /
Of all the articles about the D8AID•, games
that I have read over the years, f e w have
shown t h e s a m e d e g r e e o f o r i g i n a l
insight into the game as the three articles
on t h e M o n s t e r m a r k concept, b y D o n
Turnbull, w h i c h a p p e a r e d i n t h e f i r s t
three issues o f W h i t e D w a r f . For those
unfamiliar with Monstermark, the idea is
basically this — the creation of a system
by w h i c h o n e c a n m a k e a n a c c u r a t e
assessment o f t h e r e l a t i v e d a n g e r o u s -
ness of different monsters. By making a
few simple calculations, one can come up
with a s i n g l e statistic w h i c h expresses
how d a n g e r o u s a n y m o n s t e r i s t o t h e
average adventurer. T h i s i s v e r y u s e f u l
for s o m e o n e l i k e m y s e l f w h o l i k e s t o
compose n e w m o n s t e r s t o u s e i n t h e
game, for it enables one to find out exactly
how lethal these creations are, and con-
sequently h o w far d o w n t h e dungeon to
put them. I t also permits re-assessment
of standard monsters; i n D o n ' s original
articles h e f o u n d t h a t s o m e o f t h e
monsters w e r e w i l d l y misplaced i n t h e
original D&D monster level tables. Use of
the M o n s t e r m a r k v a l u e s p e r m i t t e d t h e
construction o f n e w l e v e l t a b l e s t h a t
more accurately reflected t h e strengths •
of the standard monsters. The M o n s t e r -
, ••••••
—-

mark system is also very useful w h e n i t
comes t o c a l c u l a t i n g t h e a p p r o p r i a t e
experience p o i n t a w a r d s f o r k i l l i n g You a l s o n e e d t o t a k e m u l t i p l e attacks appeared w i t h their calculated M o n s t e r
monsters. a n d / o r alternative attacks i n t o a c c o u n t mark figure (the column w a s then being
here. Then the final result is edited by Don) b u t n o w t h e system h a s
The a c t u a l s y s t e m w o r k s a s f o l l o w s : fallen into disuse. This seems to me to be
imagine that a monster is being attacked Average damage done x Average number very unfortunate, a n d t h e object o f t h i s
by an endless series of first-level fighters, of rounds lasted article is to put it back on its feet. There
all i n plate mail plus shield and wielding are one or two basic flaws in the existing
swords (le A C 2 , 1 - 8 p e r attack). T h e y and this is basically the Monstermark. Monstermark s y s t e m , w h i c h a r e v e r y
attack o n e a t a t i m e , a n d w h e n o n e i s easily p u t right, a n d I h o p e t h a t t h e s e
killed, t h e n e x t s t e p s i n a n d t a k e s h i s However, things are n o t quite as simple revisions w i l l g i v e M o n s t e r m a r k a n e w
place, u n t i l t h e m o n s t e r i s killed. H o w as t h a t , s i n c e m a n y m o n s t e r s h a v e lease of life.
many hits, o n average w i l l t h e m o n s t e r special abilities, w h i c h m a k e t h e m t h a t I should at this point m e n t i o n the one
inflict on the fightingmen before it keels much m o r e f e a r s o m e — l e v e l d r a i n s , case of recent work updating the system
over? T h e first t h i n g to do is to calculate paralysation, s p e l l attacks, m a g i c a l — the articles that appeared by Graeme
how long it will last, in rounds, w h i c h is: defences, a n d a l l t h e others. To reflect Morris in the old PA N e w s l e t t e r, w h i c h
this, t h e statistic calculated above (de- demonstrated how danger varied accord-
Average number of hit points/(probability noted b y t h e l e t t e r A ) i s m o d i f i e d b y a ing to the number of monsters attacking
of being hit x Average hits lost per attack). special m u l t i p l i e r t o y i e l d t h e f i n a l at a t i m e a n d t h e n u m b e r o f p l a y e r s
Monstermark, r e f e r r e d t o a s M . So, f o r attacking at a time. This is very useful for
The average n u m b e r of h i t points that a instance, a m o n s t e r w i t h p a r a l y s a t i o n assessing experience point awards, but is
monster has is equal to its hit dice times abilities gets a t i m e s t w o bonus — or to peripheral t o t h e b a s i c c o n c e p t o f t h e
4.5; t h e p r o b a b i l i t y o f i t b e i n g h i t i s put i t mathematically, M=211. F o r petri- Monstermark as a m e a n s o f comparing
dependent o n i t s a r m o u r class, a n d t h e fication t h e m u l t i p l i e r i s 2 . 5 , p o i s o n 2 , different monsters.
average damage it takes per hit is 4.5 (this magical attack/defence 1.5-3 depending The m o d i f i c a t i o n s p r o p o s e d i n t h i s
is the average score from on a roll of 1 d8). on extent, strength point drain 1.5, level article I shall refer to as Revised Monster-
The a v e r a g e d a m a g e t h a t t h e m o n s t e r drain 2.5, etc. mark, a b b r e v i a t e d t o R M ( w h i c h a l s o
deals out per round is given by stands for something else). They origin-
That, briefly, is the original Monstermark ally arose in the course of conversations
Chance of hitting AC2 x Average damage system. F o r a w h i l e , a l l n e w m o n s t e r s with Bob Luckin many years ago, but have
done per hit. appearing i n t h e F i e n d F a c t o r y c o l u m n languished unprinted until n o w.
I M A G I N E maga6m, May 1985 9
Attack Damage equivalent weaponry, I w o u l d m a i n t a i n t h a t t h e A f e w notes o n t h i s table: w h e r e a
(no save) ( w i t h save) benefit t h e m o n s t e r g e t s f r o m t h i s i s creature n e e d s m a g i c a l w e a p o n s o f a
Death 50 25 much the same no matter w h a t its other certain q u a l i t y t o b e h i t , I w o r k o n t h e
Petrification 40 22 abilities are. I n t h e case o f the Gromble principle o f 1 0 points b o n u s p l u s 1 f o r
Paralysation 24 17 and G i a n t Gromble, t h e f o r m e r o n l y got every p l u s needed t o hit, s o a c r e a t u r e
Level Drain 10 n/a an extra 0 . 7 added t o i t s M o n s t e r m a r k , that c a n o n l y b e h i t b y + 2 w e a p o n s o r
while the latter got over 3 4 extra. In the better g e t s 1 2 p o i n t s a d d e d o n t o t h e
Poison is not included, since it tends to be Revised M o n s t e r m a r k system i m m u n i t y Revised Monstermark. And in case you're
handled differently by different DMs. If it from normal weapons merits a b o n u s of wondering, yes, I h a v e seen + 0 swords.
is i n s t a n t - d e a t h t y p e p o i s o n , t h e n t h e 10 added to the calculated Monstermark. W i t h regard t o creatures w i t h m u l t i p l e
damage e q u i v a l e n t i s t h e s a m e a s f o r So the Gromble has R M = 11.4, and the attacks, I h a v e b e e n g o i n g o n t h e a s -
death (the save is the same). Less virulent Giant Gromble 78.63. sumption that a m o n s t e r will attack with
poisons a r e s o m e t i m e s d e a l t w i t h a s With r e g a r d t o s p e l l u s e , t h e w a y claws o r bite b u t n o t both p e r r o u n d —
straight h i t p o i n t losses, i n w h i c h case around t h i s i s t o e x a m i n e t h e s p e l l s and I c e r t a i n l y d o n ' t b e l i e v e t h a t a
these values can be taken in the calculat- available to the creature, see w h i c h w i l l gargoyle c a n b u t t a n d b i t e i n t h e s a m e
ions, a l l o w i n g f o r s a v i n g t h r o w s a s do t h e most damage in attack or be t h e round. H o w e v e r, i f y o u p l a y t h a t a
appropriate. most benefit i n defence, a n d factor that monster with multiple attacks uses all its
This c o v e r s s p e c i a l a t t a c k s w h i c h into t h e c a l c u l a t i o n o f t h e R e v i s e d attacks p e r r o u n d , y o u w i l l h a v e t o
require actual hitting. Gaze attacks are a Monster mark. recalculate the figures. A n d I leave i t to
bit different, and depend on h o w the DM you a s t o h o w y o u w i s h t o h a n d l e
handles such things. The rule books are Let's n o w do some calculations for some monsters s u c h a s t h e c h i m e r a . For t h e
vague o n s u c h m a t t e r s . M o s t people I more familiar monsters: harpy I have taken the charm to be slightly
know handle monsters like t h e M e d u s a
such t h a t everyone i n a p a r t y, o n f i r s t
encountering s u c h a creature, m a k e s a creature HD AC attacks RM
saving t h r o w t o s e e i f t h e c h a r a c t e r s
avoid m a k i n g e y e c o n t a c t . T h e r e a f t e r, basilisk 6+1 4 1-10 + gaze 60
they are assumed to be able to avoid eye cockatrice 5 6 1-3 + petrification 87.26
contact for t h e rest of the encounter. I n gargoyle 4+4 5 2 x 1-3 or 1-6 or 1-4 23.88
such an instance, the Monstermark would ghoul 2 6 2 x 1-3 or 1-6 + para 27.71
be calculated for the combat abilities of harpy 3 7 2 x 1-3 or 1-6 + charm 35.44
the Medusa, and then a single gaze attack manticore 6+3 4 2 x 1-3 or 1-8 or spikes 41.95
added on to the result. Conceivably other skeleton 1 7 1-6 (special defence) 1.50
DMs m a y r e q u i r e s a v i n g t h r o w s t o b e spectre 7+3 2 1-8 + level drain (x2) 268.15
made more frequently, or give the Medusa wight 4+3 5 1-4 + level drain 46.60
an advantage in combat to simulate t h e
fact that her opponent is studiedly looking
at his feet all the time he is fighting her.
Let's try the sums:
1st option — Medusa has 6 HD, A C 5,
and t h u s w i l l l a s t f o r an average o f 1 2
rounds. She does 1-4 + deadly poison per
attack; the actual physical damage comes
out to an average o f 1.25 HP per round;
the p o i s o n d a m a g e i s 5 0 x 0 . 5 (saving
throw) x 0 . 5 (chance o f h i t t i n g ) 1 2 . 5
average damage per round. So the total
average damage per round is 13.75. That
means the average damage done by the
Medusa's a s p a t t a c k b e f o r e s h e s u c -
cumbs is 1 2 x 1 3 . 7 5 = 165. In addition,
she gets o n e gaze attack f o r 4 0 points,
which goes down to 22 when we allow for
the saving t h r o w, and so RM = 187.
2nd option I f the Medusa gets a gaze
attack every round, t h e average damage
she does per round is 1 . 2 5 (bite) + 1 2 . 5
(poison) + 2 2 (gaze) = 3 5 . 7 5 . T h i s o v e r
twelve rounds gives a final value of RM =
429. Very Nasty!
3rd option —The Medusa's opponent is
carefully not looking at her, so he hits at
-2. This makes the Medusa effectively AC
3, so she lasts for 15 rounds on average.
This yields 15 x 1 3 . 7 5 + 22 = 228.25.

By contrast, using t h e multipliers o f the


original M o n s t e r m a r k system, w e would
have: a v e r a g e d a m a g e 1 . 2 5 x average
rounds 12 x petrification 2.5 x poison 2 =
75. W h i c h is very different. Furthermore,
this c o u l d n o t e a s i l y b e a d j u s t e d t o
distinguish b e t w e e n o p t i o n s 1 a n d 2
above.

Magical abilities must betaken individual-


ly. W i t h regard to i m m u n i t y from normal
IMAGINE magathw, May 19tE5 11
less in effect than paralysation, at 22, or beast really is frightening. However, no- average o f 3 . 3 8 h i t s against a t r o l l p e r
11 w i t h saving throw. The harpy's singing one w i t h a grain o f sense actually goes round, f o r a n e t damage o f 0 . 3 8 h p per
is not taken into account, since it doesn't around hacking these things with swords. round w h e n t h e r e g e n e r a t i o n i s t a k e n
have a n y e ff e c t o n c o m b a t o t h e r t h a n If there i s n ' t a friendly spell caster w i t h into account. Even then the troll is going
making i t unavoidable. T h e m a n t i c o r e I sleep on hand, you run. But just because to take a lot of fighting before it's through,
assume to loose off one shower of spikes it i s p o s s i b l e t o s e n d t h e s e c r i t t e r s t o and t h e r e s u l t i n g R M , l i k e t h a t o f t h e
before i t s opponent closes — s i m i l a r i n sleep, they are not as dangerous to a party carrion crawler, will still be disproportion-
effect t o a gaze attack. T h e skeleton i s as a spectre, e v e n t h o u g h t h e y m a y be ately high. Conclusion: trolls have got to
assumed to be fought w i t h a mace; i f for more d a n g e r o u s t o a s o l i t a r y f i g hting- be outnumbered or fought with magic.
consistency we assume our fighter to hit ma n. This is not a problem that is easy to At this point I shall leave off examples
it with a sword, RM becomes 2.34. resolve. S i m i l a r l y, a n u n d e a d c r e a t u r e and l a y m y c a l c u l a t o r aside. S o m a n y
Just l o o k i n g a t t h e s e f i g u r e s , i t i s that m a y b e a n a s t y proposition f o r a monsters depend on exactly h o w the DM
interesting t o n o t e t h a t a cockatrice i s fighter m a y be easy m e a t for a cleric to likes to handle them that the RM will vary
actually more dangerous than a basilisk, turn. according t o h o w m u l t i p l e a t t a c k s a r e
since t h e l a t t e r has o n l y o n e chance t o There a r e a l s o o n e o r t w o m o n s t e r s handled, T h e e x a m p l e s I h a v e q u o t e d
petrify its opponent, whereas the former which are quite hard to resolve still. Take already s h o w that conventional w i s d o m
may paralyse with each hit. However, the the t r a p p e r, f o r i n s t a n c e — o n c e t h i s about s o m e m o n s t e r s i s n o t e n t i r e l y
same options are available with regard to thing closes u p o n you, t h a t ' s i t unless accurate. In the tables at the back of the
the basilisk's gaze as w e r e investigated you have friends on hand to rescue you. I DMG, t h e experience a w a r d s f o r killing
for the medusa. tend t o regard t h e s e beasts (and o c h r e monsters give the basilisk 1 0 0 0 + 8 / h p ,
One t h i n g n o t covered here is special jelly, grey ooze, etc) as traps m o r e than the cockatrice 3 1 5 + 5 / h p , t h e gargoyle
weaknesses. I t c o u l d b e a r g u e d t h a t monsters, and as such, I doubt i f giving 165 + 5 / h p , the ghoul 62 + 2 / h p , and the
something s h o u l d b e t a k e n o f f b e a s t s them a Monstermark is really appropriate. harpy 1 4 5 + 3 / h p . I w o u l d suggest t h a t
easily s e t o n f i r e , l i k e t h e m u m m y ; One creature that really is a nuisance is this i s grossly overvaluing t h e basilisk,
however this is not strictly relevant to the the common or garden troll. This was no unless you give a gaze attack every round,
definition of the Monstermark in terms of problem in the original D&D game, but in and a l s o o v e r v a l u e s t h e g a r g o y l e a n d
single combat w i t h sword. Advanced, the troll's rate of regeneration undervalues t h e g h o u l . I w o u l d a l s o
However, w h a t i s o n e t o d o i n s u c h has been stepped u p to 3 h i t points per maintain t h a t , a s f a r a s m y experience
cases as t h e carrion crawler? Assuming round; unfortunately, a single fifth-level goes, c o m p a r i s o n s m a d e v i a R e v i s e d
one is fighting it head on (AC 3), this beast fighter only deals out an average of 2.03 Monstermark bear out very well w h a t is
has RM = 270.82. This is almost the same hit points per round against it, so in single observed in actual play.
as a spectre! B u t as far as hand to hand combat t h e troll can o n l y be killed i f an Now, dear reader, it is over to you. Get
combat goes this figure i s justified. Yo u improbably high number of good die rolls out t h a t file y o u h a v e marked ' d u n g e o n
try taking one on with a sword sometime, are m a d e . T h e o r e t i c a l l y, t h e R e v i s e d specials', get out your calculator, and see
and see w h a t happens to you. With eight Monstermark i s i n f i n i t e ! O n e approach just h o w dangerous all those n e w m o n -
attacks, any one of w h i c h could p u t you would b e t o r e d o t h e s y s t e m u s i n g a n sters that you keep in reserve really are.
out o f t h e f i g h t i f y o u f a i l t o save, t h i s 11 th level fighter, w h o w i l l deal o u t a n 0,5 Roger M u s s o n

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G©i of PeErmorre
Introduction
The gods of Pelinore are numerous; some famous, some obscure. They Different gods have d i ff e r e n t attitudes to clerics and followers. S o m e
live i n t h e i r o w n p l a n e a n d c a n n o t leave it, b u t are able t o project a roundly ignore both, o t h e r s i n t e r f e r e q u i t e often. N o god c a n control
tangible ' f o r m ' onto the prime material plane w h i c h m i g h t appear as a followers — those w h o choose to w o r s h i p cannot be stopped; but the
person, a creature or even an artifact. In this way the gods may interfere gods can force clerics to adopt certain standards, both in the shrines and
w i t h day-to-day life. W h a t is more, t h i s is the only w a y the gods m a y outside t h e m . F o r e x a m p l e , a g o d m a y i n s i s t t h a t c l e r i c s a n d a l l
interact one w i t h another. The material f o r m can be h u r t or killed, but worshippers must be neutral and will refuse to give the clerics their full
this has no effect whatsoever on the god, who can create another at will. quota of spells if non-neutral worshippers are admitted to holy places.

Gods' C l e r i c s ' Clerics'


Name I n t e r e s t A l i g n A l i g n C h a n g e s to Clerics' Abilities Weapons

Abex/Sritinna C h a r i s m a + L E A n y E For each point of Ch over 14, v i c t i m ' s saving t h r o w vs q u e s t or M a y use


Dominance c o m m a n d is reduced by 1. Control undead at 1 level better than normal, w h i p
Gain hold person as M U s as a p o w e r at 5th level. Cannot use bless,
chant, resist cold, resist fire, prayer or feign death. Min Ch 15
Csthenkes Despair N A n y Only level 1 c l e r i c s

Dayleeh Vigour L N A n y L Gain 1 p o i n t of constitution at 3 / 5 / 5 7 / 9 levels. Spend 4 hours every day


in w o r s h i p / t r a i n i n g to gain spells (in addition to normal requirements)
Fealans Pretty Things N A n y Must have been at least T3 before converting to cleric. Gain all detect Leather
spells one level earlier than usual armour only,
no shields

Grea Dissembling C G A n y C I m m u n e to d e t e c t lie. Gain c h a n g e self at 3rd, m i s d i r e c t i o n at 5th, n o n -


d e t e c t i o n at 7th level. Learn these as normal. M a y not use augury,
commune, divination, true seeing or know alignment.
Green Man Growth + N A n y N M u s t become moderately intoxicated before acquiring spells
Abundance

G r u n n u n d e r g r o n D w a r v e n God C A n y Dwarves only — no special abilities May use


of M i n i n g pick

Hrea D i s s e m b l i n g C N A n y C see Grea

Mielsen R o m a n c e C G A n y non-E No cure spells, gain detect/dispel spells 1 level earlier. Non-combative. If
forced, fight a t -5, lose all spells until forgiven

Onjura Mourning N A n y N No cures, resurrection or light (darkness is available).


Pharastus Death C E C E Turn paladins 2 levels better than normal. No cures or resurrection. M a y use
When fighting a t -4hp or lower, enter 'death frenzy' and fight o n for 1 - 4 e d g e d
rounds at 2 attacks per round w e a p o n s
Rissinis Fishing N A n y Cannot locate o b j e c t through earth or rock. N o s t o n e tell or e a r t h q u a k e M a y use
trident

Saith Vengeance L G L G No raise dead, resurrection, regenerate or atonement. Cure disease as


Paladins upon reaching C3. Get q u e s t as 3rd level spell
Tarmanel Sky, a i r + N G A n y non-E No stone tell or earthquake. No locate object through earth/rock. Only
weather 1st & 2nd level spells w h e n out of sight of sky. Gain powers once per day
as spells: f e a t h e r fall at 3rd, f l y a t 6th, c o n t r o l w e a t h e r at l l t h level. No
dwarves or gnomes
Trea Dissembling CE Any C See Grea

Urrumaa Memory Any When 5th level may repeat any 1st or 2nd level spell already cast
Valbure Swords Any L or N M i n i m u m D 15. No spiritual h a m m e r, all o t h e r spells gained 1 level later Use swords
only; non-
intelligent

A l i g n m e n t s N o t e : A l l alignments are in A d v a n c e d terms. Basic players should assign appropriate a l i g n m e n t s to the table above.

A b e x / S r i t i n n a — god/goddess of charisma and dominance D a y l e e h — god of vigour


Formerly a d e i t y w o r s h i p p e d by sahuagin; n o w ' b o r r o w e d ' by certain Dayleeh is worshipped in the civilised fleshpots of the Domains. Clerics
men. Followers can be of any alignment but are normally fighters. value p h y s i c a l p r o w e s s a n d a c h i e v e m e n t a s m u c h a s s p i r i t u a l i t y.
This god v a l u e s w o r s h i p t h r o u g h deeds; t h e m o r e o t h e r s f e a r t h e Throughout the Domains, m a n y Circuses and A r e n a s are dedicated to
clerics (all LE, Ch 15+), the higher they are in the god's esteem. Dayleeh and those w h o compete there make ritual obeisance. Despite
A b e x / S r i t i n n a never intervenes directly, but can offer advice on the neutral alignment, Deyleeh ruthlessly demands that all clerics adhere
best route to power. This must be obeyed or the god will slay the follower rigidly t o t h e i r r e g i m e n o f physical activity. Even w h e n adventuring,
w i t h o u t a s e c o n d t h o u g h t . A l w a y s a p p e a r s i n m a l e f o r m (Abex) t o clerics of this god m u s t put aside the required t i m e to earn their daily
females and in female form (Sritinna) to males. spells.

C s t h e n k e s — god of despair F e a l a n s — god of pretty things


Only those w i t h o u t hope turn to this god of pessimism and defeat. The By implication, also a god of thieves. Fealans is a great meddler in the
clerics who serve him give up all hope of worldly wealth, achievement or affairs of Pelinore at a trivial level, appearing as a child or magpie.
progression a n d s o r e m a i n f o r e v e r a t f i r s t l e v e l . C s t h e n k e s n e v e r Followers are n o r m a l l y neutral in some respect — Fealans is not an
interferes in the prime material plane and when those whose final h o u r 'extremist'. T h e y c a n b e d e t e c t e d t h r o u g h t h e i r h a b i t o f c a r r y i n g a
has come turn to him, he w i l l accept their homage but do nothing. painted tile w i t h a likeness of a gem or some similarly valuable item.

I M A G I N E m49athle, May I985


13
,Tjk J v j u 0-UT
Temples are normally small. A l t h o u g h a t a r g e t for other thieves and Onjura i s o f t e n i n v o k e d b e f o r e t a k i n g l e a v e o n j o u r n e y s . S m a l l
the authorities due to reputation for great wealth, they usually hold little statuettes of the goddess may be placed at the mouths of harbours, next
of value as donations are spirited a w a y to some secret location. This to outside gates o r doors, o r on headlands (where she can w a t c h t h e
gives rise to further r u m o u r s of huge hidden hoards. departed ship for the longest period).
Clerics m u s t once have been thieves. T h e y disdain all a r m o u r and
most other forms of clothing. Believers eschew all weapons except — in P h a r a s t u s — g o d o f death
extremis — daggers (of the best possible quality). As god of death and all t h i n g s evil associated w i t h death, Pharastus is
not worshipped publicly at all. Indeed, were it not for his o n s old hatred
Grea, Hrea and Trea — the dissemblers of Ta r m e n e l , h i s n a m e m i g h t n e v e r h a v e a r i s e n a b o v e t h e l o w
Grea is the W h i t e Liar. She lies for fear that truth w i l l h u r t the hearer; m u r m u r i n g s o f h i s evil acolytes. A s it is, f o l l o w i n g h i s persecution o f
she is invoked by lovers and others in m a t t e r s of the heart. She is the Ta r m e n e l ' s priests, P h a r a s t u s i s n o t o n l y w e l l k n o w n a s t h e g o d o f
patron, h o w e v e r temporary, of those w h o lie to help their fellows. killing, m u r d e r, m u t i l a t i o n a n d m a y h e m , b u t h i s n a m e h a s b e c o m e
Hrea is the Grey Liar. She tells untruths and spins a web of deceit and synonymous w i t h all of these things.
illusion for no reason. She is capable of lacing her lies with a small dose None w i l l ever a d m i t to w o r s h i p p i n g t h i s god and no cleric w i l l ever
of truth to give them substance. Hrea is far from malicious, she is simply confess to following him. However, secret, evil shrines exist throughout
indifferent t o t h e f a t e o f h e r fictions. H r e a i s t h e s i s t e r invoked b y Pelinore and it is safe to assume that any town of any size w i l l have some
musicians, poets or playwrights. S h e i s also, a s mistress o f illusions, vile reminder of this deity.
increasingly seen a s a p a t r o n suitable f o r illusionists a n d diplomats;
indeed all those w h o live by not revealing the w h o l e truth. R i s s i n i s — g o d o f fishing
Trea i s t h e B l a c k Liar. S h e l i e s t o cause p a i n a n d deceive f o r i l l - Worshipped w i d e l y t h r o u g h o u t the Domains, Rissinis intervenes most
purposes. She is invoked in w a r by spies, diplomats, lawyers, the guilty regularly to save the lives of worshippers threatened by bad weather or
and the cruel. Those w h o lie out of habit are thralls of Trea. Because of other misfortune w h i l e fishing at sea. Clerics are drawn from the ranks
her black nature, h e r most devoted followers are sometimes unable to of the saved, and operate a s i m p l e religion based on the observance of
distinguish t r u t h from falsehood even w h e r e it stares them in the face. obscure rituals rather than spell-casting.
The s i s t e r s h a v e a u n i f i e d c l e r g y, w h o profess t o f o l l o w a l l t h r e e
equally, t h o u g h e a c h w e a r s t h e c o l o u r s o f t h e i r chosen M i s t r e s s o f S a i t h t h e P r o t e c t o r — vengeance-giver of law
Untruth. N a t u r a l l y, t h e Te m p l e s emphasise t h e w o r s h i p o f Grea a n d Saith is a v i o l e n t god at times, b u t compassionate. I n h i s aspect as a
Hrea, w h i l e keeping Trea in her proper place — t h e darkness at the heart warrior h e i s f a v o u r e d b y p a l a d i n s , w h o m a k e u p t h e b u l k o f h i s
of the Temple and all lies... followers. In his peaceful aspect he is a healer, especially of plague and
Their temples thrive in a modest way as almost everyone tells lies — pestilence; a b r i n g e r o f p l e n t y a f t e r f a m i n e ; t h e e n d e r o f p a i n a n d
and feels the need to make donations so these are never discovered. strife.... T h e c o m m o n populace o f t e n t u r n t o S a i t h f o r deliverance i n
times of siege or plague.
T h e G r e e n M a n — g o d o f g r o w t h and a b u n d a n c e Those c l e r i c s w h o d o f o l l o w S a i t h a r e m e n a n d w o m e n o f a
The Green M a n concerns h i m s e l f w i t h the plants and creatures of the scrupulously l a w f u l and good nature. They are the ones w h o serve the
natural, m u n d a n e w o r l d . H e i s interested i n t h e p r o d u c e o f n a t u r e , god in his peaceful aspects, bringing succour to those who suffer — and
especially t h a t u s e d i n t h e m a k i n g o f beers, a l e s a n d w i n e s . T h i s i s collecting tithes for doing so. The warlike aspects of Saith are served by
reflected b y h i s symbol, t h e h o p — foundation o f t h e f i n e s t ales. H e paladins, for w h o m his vengeance taking on the forces of evil are seen
projects m a n y guises (gardener, brewer, forester, etc) for his dealings as t h e m o d e l f o r p a l a d i n - l i k e b e h a v i o u r. Nevertheless, s u c h a c t i o n s
with m o r t a l s a m o n g s t w h o m h e f a v o u r s t h e s i m p l e f o l k o f t h e must a l w a y s b e j u s t a n d n e e d f u l , n o t s i m p l y g r a t u i t o u s a n d w a n t o n
countryside. K n o w n b y m a n y r e g i o n a l n a m e s ( t h e G r e e n M a n , destruction.
Barleycorn and M o t h e r Nature's Son are but three), he is called upon by
peasants a n d s m a l l h o l d e r s d e p e n d e n t o n t h e w h i m s o f n a t u r e t o T a r m e n e l — g o d o f the sky
increase their crops and to help them celebrate harvest in the m a n n e r Tarmenel, w h o holds s w a y over the sky and thereby the quality of air
that only he can that is breathed and the w e a t h e r that controls so m u c h of life, is a god
His l o v e o f l i v i n g c r e a t u r e s i s broadcast b y h i s songs. M a n y a n d known t h r o u g h o u t Pelinore. In the days long before history, there was a
beautiful they arel These songs are his peculiar magic and he uses them tacit a g r e e m e n t b e t w e e n t h e g o d s n o t t o i n t e r f e r e w i t h t h e p r i m e
to encourage life to grow and prosper to his will. The Green Man is rarely material plane, b u t Tarmenel could not resist aiding a particular idyllic
found w i t h o u t a song on his lips and never w i t h o u t one in his heart. group of sheep-herders to a position of authority and power. A l b e i t this
The G r e e n M a n h a s f e w p e r m a n e n t worshippers. Some, h o w e v e r, power was benign, the other gods did not approve. Only Pharastus dared
choose him as their patron deity, although he takes little interest in them intervene a n d h e m a d e i t h i s b u s i n e s s t o w r e a k h a v o c w h e r e v e r
and w i l l o n l y i n f l u e n c e t h e spheres of natural abundance. His clerics Ta r m e n e l ' s i n f l u e n c e stood. Eventually Ta r m e n e l w i t h d r e w from daily
must become moderately intoxicated before sleeping in order to regain interference, b u t h i s w o r s h i p h a s t h r i v e d a n d lived on. M a n y look t o
their spells. M a n y druids respect him. Tarmenel f o r a i d , n o t l e a s t t h o s e w h o d e p e n d u p o n t h e w e a t h e r
(adventurers and sailors, i n particular), for success.
G r u n n u n d e r g r o n — dwarvish god of mining
Grunnundergron is the god dwarves look to for maintaining safety in the U r r i l M a a — god of memory
mines. A l t h o u g h he n o w has been given full responsibility for all mining Urumaa, although famed t h r o u g h o u t the Domains and beyond, is a god
activities by his followers, his origins were much more specific. He was w i t h many followers but almost no clerics, shrines or temples. As a god
originally the Net god, w h o caught dwarves who mined too deep and fell of memory he is frequently called upon, but rarely worshipped.
through the underside of the earth. Some say he is the father of the gods but others deny this, ferociously
maintaining t h a t 'she' is their mother. W h a t e v e r the truth, U r r u m a a is
M i e l s e n — god/goddess of romance considered a n c i e n t , e v e n a m o n g s t t h o s e t o w h o m a g e i s a l m o s t
Mielsen h a s temples i n every m a j o r t o w n o r city and occasionally in meaningless.
unexpected locations. These take the f o r m o f open gardens bestrewn
Urrumaa has never)iAte,rfered on the prime material plane.
with flowers a n d shady walkways, o f t e n w i t h a complicated maze
leading to the shrine. Wo r s h i p p e r s are expected to bring something of V a l b u r e — god of swords
beauty as a love token; a painting, fine fabrics or jewels are most usual. Valbure i s t h e god o f s w o r d s m i t h s a n d s w o r d users, a l t h o u g h r a r e l y
Clerics perform marriages, birth ceremonies and record oaths. They worshipped t o t h e e x c l u s i o n o f o t h e r g o d s b y h i s f o l l o w e r s . H e i s ,
also b r e w love philtres, but only to administer to t w o willing parties. however, i n v o k e d b y m a n y o f t h o s e i n v o l v e d i n t h e m a n u f a c t u r e o f
weaponry and a r m o u r, w h e t h e r to lend h i s strength t o w h a t is being
n j u r a — the Weeper, goddess of m o u r n i n g (and departures) made (in the case of swords) or to w i t h h o l d his vengeance from those
Onjura is not a goddess of death, nor is she connected with the afterlife. w h o dare to create a r m o u r and other, m e a n e r weapons.
It is her function to watch over the journey of the soul from the world to Valbure is also invoked by those w h o use swords professionally, both
its final destination, wherever that may be O n j u r a is also the goddess of to ward off misfortune and to wish it upon the opposition ("Valbure, may
mourners, a l t h o u g h she gives no comfort, save the knowledge that the his knife chip and shatter"; " Va l b u r e , give my swordarm strength", etc).
dead will be cared for — at least for a little w h i l e longer. Clerics o f Va l b u r e a r e m a r t i a l folk, w h o set u p p e r m a n e n t shrines
Onjura's clerics officiate a t funerals (usually in addition to clerics of w h e r e they w o r s h i p and dedicate swords to the god (usually enchanted
whatever god t h e deceased worshipped) a n d g a t h e r t e m p l e f u n d s i n weapons of some type). These temples also provide protection for their
payment f o r t h e i r services a t t h i s c e r e m o n y. S e r v a n t s o f O n j u r a d i g localities in the f o r m of skilled and armed swordsmen, and training for
graves a n d m a i n t a i n graveyards a n d extract a t o l l f r o m relatives f o r all t h o s e w i l l i n g t o w o r s h i p a n d d o n a t e t i t h e s . T h e c l e r i c s a r e w e l l
doing so. T h e y a l s o a c t a s " p r o f e s s i o n a l m o u r n e r s " w h e n r e q u i r e d , respected by most secular authorities for they do not proselytize, but do
weeping and wailing over the corpse. It is not unusual for wills to include provide a solid m i l i t a r y cadre and weaponsmiths.
a small s u m set aside for this and it is believed that for t r u l y massive Valbure's clerics hold meteors to be especially holy and will pay good
donations O n j u r a ' s clerics w i l l provide surrogate wives, h u s b a n d s or prices for meteorites, as the iron in them is often of the finest quality and
concubines to be t h r o w n Onto funeral pyres, i f this is required. the " s k y m e t a l " is believed to have fallen from Valbure's o w n anvil.
14
I M A G I N E maaadae, May 1985
6' 1271 27 cl?
is centuries o l d '71 gaunt, blach-lvalled lortress
1 I w, i g a l l g e W i t r a l i r r
Ja Me Ags, L i d d e d on Me volcanic soil ot a slender
1 4 4 J r e a t plazas there are irithin O t i f 4 1 : 1 (
tS.1
where once ' L a r d Me soldiers/ long-past I K E Z

' a n e i v ' m a i n but a leu• a venturers 5.,••• ? , 1 1• 0 . 1

Antroni Carturne, Reeve-herald of Itithotd

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IONS
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Ateitak
DIEL,

Tellilitailterc
Of all the t o w n s and villages in Cerwyn, Tellhalter is the most removed. Money c h a n g e s h a n d s g r u d g i n g l y i n t h e fortress, a n d t h e r e i s l i t t l e
In fact, i t is dubious if it is in Cerwyn, since it is a self-governing Free outward s h o w of wealth. The traders charge extortionate a m o u n t s for
To w n beyond the recognised boundary of the Countess' authority. every necessity (five times the listed amounts), but the shops and stalls
see c u s t o m e r s rarely. Freshly returned adventurers m a y have a large
But for adventurers, Te l l h a l t e r acts like a magnet. Barely t w o leagues cache of money, but it will be difficult to spot.
away is the road that leads from Wicbold to the Cirbell Pass and thence
to the Steppes — as clear a route to fame and fortune as one could ever Among the leading lights of Tellhalter are a number of NPC parties. The
find. S o m e w h e r e in the mountains above the pass is the fabulous City of DM should encourage the players to believe that their characters will be
the M a g e s — or so m e n say. There are no maps, n o r records to s h o w in competition w i t h these for what commissioned w o r k there m i g h t be
w h a t might be found in the forested peaks, not a morning's ride away.... — and that there m i g h t be times w h e n they will be hired by opposing
sides in a dispute. Life comes cheaply in a place such as this.
Tellhalter is an a d v e n t u r e r ' s t o w n w h e r e danger lurks i n every street
and no-one is to be trusted. So f e w of the inhabitants have any regular
form o f income, t h a t f r o m the m o m e n t n e w c o m e r s set foot w i t h i n the C r i T h e Temple of Mordrenn: Everyone in Tellhalter
walls, every possession m u s t be guarded. visits this place eventually; i t is the only public temple in t h e fortress.
The h u g e Hall b e h i n d the m a i n doors is t h r e e storeys high, a n d f r o m
galleries at the top there are access stairways to the tower, w h e r e only
The Village the priests of Mordrenn may tread. There are 19 priests (C9, C7, 2x C6,
Tellhalter is a fortress, built in the time of the Empire of Almete, and its C5, 3x C3, 1 0 x Cl ; all CE; plate and shortswords; spells as standard —
black walls are centuries old. It perches on the saddle of a n a r r o w pass, emphasis on defensive, reversed curative and those that allow them to
on an ill-kept path. O n e gate breaches the wall, and a f u r t h e r bastion move unnoticed and take prisoners) besides Sairin. Only the 9th-. 7 t h -
and 1st-level clerics are active adventurers, o u t 30% o f the time. T h e
guards t h e b r i d g e across t h e m o a t . O n c e , 2 0 , 0 0 0 m e n — o r o t h e r s
—were quartered here, but there are only 300 inhabitants now, mostly 6th-level clerics officiate at the Ceremony of Servitude on each Av a n n -
humans. A l l of the b u i l d i n g s are made of the same black stone as the day, and all the clerics perform the necessary devotional duties.
walls, dragged from w h o knows where. The dominant feature is a huge
block building, w i t h a slender t o w e r rising into the sky, w h i l s t no other Mordrenn i s a n a n c i e n t d e i t y f r o m t h e t i m e o f t h e A l m e t e E m p i r e ,
building r i s e s h i g h e r t h a n t w o storeys. T h e r e s t o f t h e f o r t r e s s i s w h e r e i n he was a God of Love — known romantically as the Heart God.
occupied by the plazas of domestic buildings the current citizens inhabit. The c u l t d i e d Out, b u t S a i r i n h a s revived i t , t w i s t i n g i t t o h e r o w n
The orderly plan is m a r r e d o n l y in the Gate Quarter, w h e r e extensive purposes. W h e n s h e discovered t h e t e m p l e , s h e believed M o r d r e n n
damage h a s been s h o d d i l y repaired. I n t h i s area a r e a f e w i n n s and required the sacrifice of young men and women, to obtain their hearts.
businesses. O t h e r a r e a s a r e c l a i m e d b y i n d i v i d u a l s o r a d v e n t u r e r This has perverted M o r d r e n n himself; w i t h o u t f o l l o w e r s he k n o w s he
parties, s q u a b b l i n g o v e r precedence. T h e a t m o s p h e r e i s s u l l e n a n d could no longer manifest himself in physical form. He scours the streets
foreboding. of Tellhalter in the guise of an old man (CT8a) looking for a cleric w h o
might restore the true n a t u r e of his religion; he promises very little in
return, hoping to find someone w h o will help him in the name of love.
People
Although the population is nominally 350, since at least 200 of these are For now, Sairin's is the only openly-operating religion in Tellhalter. She
of the adventuring persuasion, as many as 100 can be out of town at any maintains that she is Priestess for a deity worshipped in Kosre w h o s e
time. T h e D M s h o u l d r e c o r d t h e c o m i n g s a n d g o i n g s o f t h o s e province is reincarnation. There are few who disbelieve her. Most of the
adventurers the PCs have dealings with, but should make it very difficult victims she requires are brought in secretly by her acolytes who prey on
for the PCs to discover t h a t information. Te l l h a l t e r is a very secretive the hamlets of eastern Cerwyn, but when short, she has been k n o w n to
place and one w i t h no police or militia. pluck victims from the very streets of the fortress....
15
I M A G I N E magaste, May 1985
t, LI

C T 1 a s a i r i n v e r t n i i e ; H i g h Priestess of the God M o r d r e n n C T 3 c Croan; Fence


F; C16; CE; A C -1; h p 6 8 / 6 4 ; S 15, W 15, D 15, C 14; uses matched M; Fr3; N; AC9; hp 12; wears h e l m o f t e l e p o r t a t i o n
shortswords + 3 ; p l a t e m a i l + 4 ; h e l m o f teleportation; r i n g o f Croan appears to be independent of Jarda's Guild, b u t is utterly under
invisibility, H a n d o f M o r d r e n n . his control; this halfling's w i f e is being held prisoner by a confederate of
W h e n c e Sairin comes, or when, no-one knows. In fact, she is 45 years Jarda's in the League. It is t h r o u g h Croan that Jarda a c c u m u l a t e s his
old t h o u g h she was born at t h e very death of the Almete Empire! She wealth. The fence is a skilled m a n i p u l a t o r of men, and pits individual
was magically suspended by the clerics o f a Religion o f Wa r r i o r s and party members against each other. Thus he will offer one 1 0 0 0 g p for an
Death and was only restored by the intervention of another cleric, Corvet item w o r t h three times as much, but with the bonus that he will tell the
of the Glaive, some twenty summers ago. He is now dead, and the secret rest of the party t h a t the item i s next to worthless. H e t h e n takes t h e
died w i t h h i m . H e left S a i r i n behind, d w e l l i n g i n t h e t o w e r above the items and sells them in the League, and brings the money back toJarda.
disused t e m p l e , w h e r e s h e d i s c o v e r e d m a n u s c r i p t s r e l a t i n g t o This journey occurs every month, and is made in the greatest of secrecy.
M o r d r e n n that allowed her to commence her evil religion. Now, all she
lives f o r is t h e o p p o r t u n i t y t o extend h e r dominion. A n y a t t e m p t by a C T 4 C a r t e n n s e n ' s P l a z a : Even by Tellhalter standards, the
cleric to found another religion, or to restore Mordrenn to his true faith, goings-on i n t h i s part of t h e fortress are shrouded i n secrecy. T h o s e
will be m e t w i t h all the resources at her command. watching the building at night have noted strange smells upon the air
and lights in the sky. M o s t people avoid the place.
Sairin u s e s h e r t w o m a t c h e d , m a g i c a l shortsvvords w i t h g r e a t skill,
although she is not genuinely two-handed. The Hand of M o r d r e n n is an C T 4 a Cartennsen; Wizard
artifact she compelled the god to fashion. It is a glove of silvered steel F; MU16; L / L N ; AC 2; hp 46; I 18; wears bracers o f defence A C 2 , uses
that stores a staggering a m o u n t of electrical power. If she lays hands w a n d o f f i r e b a l l s / w a n d o f fire (8 charges); m e d a l l i o n o f ESP 3 0 ' .
upon another being, they will take 8d8 points of electrical damage; the Cartennsen g a v e u p a c t i v e a d v e n t u r i n g f i v e y e a r s ago, t o t a k e u p
glove may also be 'fired' as a w a n d o f l i g h t n i n g three times a day, or at experimentation in enchantment. One particular experiment has gone
will on Av a n n - d a y. Only Sairin may wear it. Any other being that tries to dreadfully w r o n g , a n d a ferocious d e m o n i s n o w c o n t a i n e d w i t h i n a
don it must save vs w a n d s or take a shock equal to the full stored power chamber, h e l d o n l y b y C a r t e n n s e n ' s magicks. W h i l e s h e h a s l i t t l e
of t h e g l o v e — 1 8d8. A f t e r s u c h a n o c c u r e n c e t h e g l o v e w i l l b e difficulty in keeping the demon contained under normal circumstances,
powerless until the next Avann-day; only Mordrenn may alter its power. on approximately one night in ten it tries to break free, and she has to
fight it. If anything happens to break her concentration on such a night....
C T 2 C o r d ' s H o m e : A part of one simple plaza houses one of
the more famous sons of Cerwyn, Cord of Da hn. A n adventurer for 4 0 C T 5 The Plaza of the Medusa Legionnaires: This
years, h e w a s t h e l e a d e r o f t h e f a m o u s Red G a u n t l e t s , a b a n d t h a t houses o n e o f t h e NPC a d v e n t u r e r parties i n h a b i t i n g Te l l h a l t e r. T h e
roamed t h e Domains. H i s h o m e i s poorly f u r n i s h e d and offers barely Legionnaires are a noisy, quarrelsome group of chaotics, not particularly
130gp in treasure, although there are ten locked, trapped chests around malicious, who use the fortress as a base. They will only be in residence
the building, testimony to former grandeur. A l l are n o w empty. 20% of the time, and normally carry a variety of w o u n d s and a i l m e n t s
w h e n at home. They rarely have any money, even after adventures; their
C T 2 a Cord of Dahn; Adventurer first port of call is always Alnedius' (CT7). W h e n first encountered, the
M; 1 6 / R 1 6 ; LG; A C -1; h p 6 0 / 7 4 ; C 1 5 ) 6 ) , C h 17; u s e s l o n g s w o r d party consists of F6, C5, M U 5 , F-MU4, F4, T4, C 4 and F3 — there is a
+5/Holy Avenger longsword, a crossbow + 2 and a shield + 3 50% chance of 1-3 of them failing to return from one of their forays.
(Advanced O n l y : s p e l l s m e m o r i s e d u s u a l l y curative, d e f e n s i v e a n d
animal-related) C T 6 T h e P a t r i c i a n s : A tiresome bunch of neutrals, m u c h
Cord is virtually impoverished. Having accumulated wealth estimated at depleted by over-ambition. They are in residence just 10% of the time,
over a million gold pieces in a long career, he retired, passing most of his and have another home in the City League. They are more inclined to be
magical goods to trusted lieutenants. Then, a terrible illness nearly slew evil t h a n t h e Legionnaires, a n d are m o r e successful a t holding o n t o
him, and only a series of costly clerical spells halted the decline. He was money. They m i g h t have d i 00 x 100gp in t h e i r block at any one time,
left weakened, so that for every hour spent adventuring he will lose one although t h e i r e n o r m o u s appetite f o r f i n e w i n e s u s u a l l y evaporates
point of constitution, down to a m i n u m u m of 6. He has come to Tellhalter whatever money they do find. The party currently consists of T8, F7, F7,
to r e f o r m t h e Red Gauntlets, a n d w i l l r e c r u i t a n y w i l l i n g L a w f u l PCs. C 6 / D r 6 , but they could easily just fail to return one day.
However, h e a i m s h i g h , a n d a l r e a d y o n e g r o u p o f s e v e n t h - l e v e l
adventurers has fallen at his side. He will extract an oath of loyalty from C T 7 A l n e d i u s ' C l u b : A squalid gambling den, i n n a n d
all w h o join him; w h o k n o w s to w h a t adventure it will lead them. bordello, w h e r e the rowdy adventurers of Tellhalter generate the only
truly regular income: Alnedius'. Prices are 5x normal, and the quality is
C T 3 T h e C o r i n : A n e t w o r k of alleys near the Gate Quarter. A n lousy; but it's the only game in town.
independent Thieves' Guild, operated byJarda Whitehand, is establish-
ed here, among the semi-destroyed buildings. The blocks are riddled by C T 7 a A l n e d i u s ; Club-owner
tunnels, secret doors and underground passages that only Jarda knows M; T 6 ; N ; A C 5 ; h p 1 8 / 2 4 ; D 1 7 ; u s e s poisoned daggers, p o i s o n e d
completely. T r y i n g t o t r a c k d o w n a n i n d i v i d u a l c o u l d b e n e x t t o swords or just poisons the wine....
impossible. A b o u t 3 0 Thieves live here, in n e a r poverty; d r a w n by the Alnedius doesn't intend to stay in Tellhalter long. W i t h the money he is
lure of 'easy' pickings on t h e frontier. Each w i l l be Ti -4, A C 4, a r m e d raking in, he can buy a proper club in High Lygol or even the League, and
w i t h t h r o w i n g daggers and shortswords. be respectable. For now, he just sits back and rakes it in. The club has
been robbed every w e e k o r so f o r t h e l a s t t e n years, b u t h e d o e s n ' t
C T 3 a J a r d a W h i t e h a n d ; Thieves' Guildmaster M; 116; CN; mind..., his three savage guard dogs have killed t w o men for every gold
Ti 6; A C 4; hp 5 4 / 6 2 ; D16; uses shortbow and poisoned dagger piece that has ever been taken.
Jarda is using Te l l h a l t e r and the thieves w h o dwell there as part of his
design t o b e c o m e a g r e a t G u i l d m a s t e r i n t h e C i t y League. W h i l s t C T 8 T h e G a t e Q u a r t e r : Food, drink and most perishables can
maintaining an air of incompetence and poverty, he has located a vault, be bought from the stalls in the 'market', but at 5x times normal prices.
hidden in a maze of tunnels below the Inn of White Bells, and known to All other goods can be imported at double the cost again. These factors
him alone. There he stores the loot he has accumulated a staggering ensure no-one does business with the traders of Tellhalter unless they
haul of over a quarter of a million gold pieces in gold, platinum and gems, are r e a l l y desperate, a n d w h y l a r c e n y i s t h e c a u s e o f m o r e m o n e y
and a number of art treasures which might double that sum. The vault is circulating t h a n trade. There w i l l be 1 - 6 traders, 2 - 1 2 T i -2s a n d 5 - 8
so well hidden and defended that no-one has ever managed to penetrate beggars here at any time.
it; Jarda trusts nobody. One additional quirk in h i s nature is that he also
has no faith in magic, and will never employ magical items against even C T 8 a The Old Man/Malsenn; deity
his w o r s t enemies. M; F r i ; AC 10; hp 1; S 4; Ch 4; no visible weapons or means of defence
The only w a y M a l s e n n can m a n i f e s t h i m s e l f upon t h i s plane is in the
C T 3 b S h m e t t l i n g ; J a r d a ' s lieutenant guise of a pathetically weak, diseased old man. H e w a i t s i n t h e Gate
M; 11 0 / A 1 0 ; NE; AC 1; hp 4 0 / 4 0 ; S 17, D 17, Ch 17; uses black-bladed Quarter for newcomers, and will badger clerics for aid, along with three
blade o f v e n o m +4, w e a r s leather a r m o u r +4. or f o u r other beggars. He doesn't w a n t money though. Instead he w i l l
Shmettling i s a f r i g h t e n i n g individual, u t t e r l y i m m o r a l . H e i s Jarda's beg them to restore the true religion of Malsenn. He will, if anyone will
assassin, and kills w i t h o u t compunction. He has no motive for staying in listen, relate the story of the malicious twist the worship of Malsenn has
Tellhalter — he is not enjoying any of Jarda's wealth — but since he gets taken; everything, in fact, but his true nature. S houl d anyone mistreat
so m a n y o p p o r t u n i t i e s t o p r a c t i c e h i s a r t , h e h a s n e v e r t h o u g h t o f him, he w i l l appear again the first t i m e that person is alone, and lay a
leaving. A n y threat the PCs pose toJarda, and Shmettling will begin his curse. The person will then be left with an effective charisma of 3; surely
work.... to be reviled by everyone and everything until the inevitable end.
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I M A G I N E magazine, M a y 1985 17
sori DIpeopleyDa"nigh! met)!Dnge marl ira ge 1)63 g) and 2' g)6J,g)games

J J k I r a v e l l e r s
g)filial T e r y w n

18 I M A G I N E trtagathle, May 1985


1fit
1
10'7\
\\

Commoners
In settled areas especially, a large number
of e n c o u n t e r s w i l l b e w i t h c o m m o n
people going about their everyday affairs,
• • * not usually posing a threat to adventurers.
- /44, -
They are very useful sources o f general
information about the area, gossip about
the political situation and local personal-
ities, and news of past, present and future
local events. M a n y of the following types
are a l s o g o o d d i s g u i s e s f o r t h o s e n o t
wishing to draw attention to themselves,
perhaps for nefarious purposes.

Vi l l a g e r s : I f e n c o u n t e r e d n e a r t h e i r
village, t h e s e w i l l b e i n v o l v e d i n a g r i -
cultural t a s k s (herding, t e n d i n g c r o p s ,
gathering wild nuts and berries, searching
for straying animals, etc), or other every-
day affairs. If encountered on roads, they
might be taking goods to market, returning
from t h e m a r k e t w i t h t h e i r purchases,
visiting relatives, and so on. They will be
•!: 4 4 v '
I/ Lvl 0 - 1 , A C 9 - 1 0 , typically a r m e d w i t h
weapons that are easily manufactured or
cheaply purchased by the users, o r t h a t
are a c t u a l l y a g r i c u l t u r a l i m p l e m e n t s
employed a s weapons. T h e s e ' p e a s a n t
weapons' include clubs, staves, billhooks,
Incorporating Wa y f a r e r s scythes, axes, sickles and shortbows.
Into Your Campaign
Carters: T h e s e w i l l b e f o u n d o n l y o n
roads or tracks, carrying a large variety of
The information is presented as if for an loads. I n r u r a l a r e a s t h e y w i l l c a r r y
AD&DR. game based loosely on a medieval agricultural produce a n d i m p l e m e n t s o f
English type setting. To convert t o D & D all kinds (from dung to grain, and ploughs
mostly r e q u i r e s j u s t t h e a d j u s t m e n t o f to millstones), either in service to a lord or
The e n c o u n t e r tables i n t h e D M G a n d A r m o u r Class by -1, and, in some cases, on their own account. Alternatively, they
FIEND F O L I O t o m e o f t h e A d v a n c e d the hit points. could be connected to some local 'indust-
game, a n d t h e E x p e r t S e t o f t h e B a s i c To c o n v e r t t o a s e t t i n g l i k e P e l i n o r e rial' enterprise, such as mining, quarry-
D&D. g a m e are very limited where requires m o s t l y j u s t c o m m o n s e n s e . ing, or working a claypit, and such cases
fellow t r a v e l l e r s a r e c o n c e r n e d . T h e There are more characters involved in the they w i l l be carrying appropriate mater-
dozen o r s o t y p e s o f m e n l i s t e d l a c k adventuring professions in Pelinore, and ials. In less peaceful areas, the carriers of
variety, a n d s o o n b e c o m e predictable. more ordinary people with some profess- important produce might even be accom-
This i s n ' t important — perhaps — w h e n ional abilities, like Pick Pockets or a little panied b y men-at-arms. Carters w i l l b e
the only travelling is between unrelated simple m a g i c . T h e D M m i g h t w i s h t o mostly Lvl 0-3, A C 8-10, typically armed
dungeons, b u t w h e r e t h e y a r e u s e d t o adjust the tables to reflect this. Regard- with 'peasant weapons' or daggers.
generate e n c o u n t e r s i n c a m p a i g n p l a y, less, the DM should be prepared to ignore
the tables soon prove to be inadequate. a particular roll i f it does not seem to fit Wandering Labourers: can either be poor
One of the best things about playing in the circumstances; e n t e r t a i n e r s i n t h e townspeople supplementing their meagre
a well-run campaign i s t h a t you c a n Theocratic Principalities m i g h t b e o n e incomes b y taking a g r i c u l t u r a l w o r k a t
almost b e l i e v e t h a t t h e p l a c e a c t u a l l y such case.... Lastly, the DM should adjust certain t i m e s o f t h e y e a r ( e s p e c i a l l y
exists. U n f o r t u n a t e l y, w h e n t h e o n l y the status of most of the non-professional during harvest) or peasants o u t of bond
classes from N M / F 0 to Freeman, setting who have deserted their former masters
people you meet on the road are patrols,
robbers, m e r c h a n t c a r a v a n s , r o o t l e s s the appropriate level. or fled f r o m famine, w a r, flood, disease,
tribesmen and bands of pilgrims heading Lastly, the commonest fault in dealing banditry, i n r o a d s by monsters, o r s o m e
towards unknown shrines, that illusion is with these kinds of encounters is that the other catastrophe t h a t drove t h e m f r o m
soon shattered. Where's everybody else? DM f e e l s t h e n e e d t o m a k e t h e m a l l their h o m e . S o m e l o r d s s e e t h e m a s
My o w n campaign is loosely based on 'worthwhile'. E v e r y p e a s a n t k n o w s a unwelcome troublemakers, as they often
merchant E n g l a n d , a n d i t s r o a d s a r e thing o r t w o about the Forgotten City — spread discontent, and they in turn can be
mostly used by the type o f traveller one that s o r t o f t h i n g . T h e r e i s n o p o i n t i n very suspicious and insular. T h e i r stats
would e x p e c t t o h a v e f o u n d t h e r e . A adding v a r i e t y t o t h e t y p e o f p e r s o n will be the same as for the villagers.
selection of these types are listed under encountered only to allow the interaction
the five categories below. to r e m a i n t h e s a m e . T r y t o d i s g u i s e Beggars: c a n b e w a n d e r i n g l a b o u r e r s
Most of the material in this article was information, to make it as ordinary as the w h o have been u n a b l e t o f i n d w o r k , o r
gleaned from various history books, part- normal babblings o f normal people, u n - professional beggars w i t h s o m e real o r
icularly E n g l i s h Wa y f a r i n g L i f e I n T h e less y o u r e a l l y n e e d t o g e t t h e p o i n t feigned disability. S o l i t a r y h e r m i t s b e g -
M i d d l e A g e s by J J Jusserand. across. ging a l m s f r o m passers-by w e r e f a i r l y
19
I M A G I N E atagathIG May 1985
common i n medieval E n g l a n d a n d c a n the state o f local trade (with associated Masons. C a r p e n t e r s a n d D i g g e r s :
also be included in this class. Often they dangers) and the like, in addition to being Workers at these trades might travel vast
lived near bridges or small shrines, and among t h e f i r s t t o h e a r a b o u t c u r r e n t distances t o take e m p l o y m e n t o n l a r g e
begged alms ostensibly for their upkeep. local news. Typical tradesmen who could scale construction projects, such as town
They c a n b e a g o o d s o u r c e o f l o c a l be encountered include: walls, castles and temples. Some special-
wisdom f o r a price. Finally, wandering ists w o u l d actually be sought o u t by the
holy men can be found preaching by the Cobblers a n d C l o g g e r s : s e l l i n g a n d contractor. Cranes and scaffolding would
road side, or anywhere else they can find repairing l e a t h e r g o o d s a n d s h o e s , o r be constructed on site, and tools would be
a congregation. A favourite place f o r clogs. provided b y t h e employer. J o u r n e y m e n
these ( u s u a l l y g o o d a n d / o r c h a o t i c ) Tailors: s e l l i n g , r e p a i r i n g a n d m a k i n g might be presented with these tools upon
zealots t o p r e a c h i s i n t h e g r o u n d s o f garments to order. the completion o f their apprenticeships,
Lawful t e m p l e s o n h o l y d a y s a f t e r Joiners: r e p a i r i n g w o o d e n s t r u c t u r e s however, so travelling workmen might be
services, s o t h a t t h e y c a n h a r a n g u e and selling wooden implements such as encountered with tools of their own. They
temple-goers a s t h e y leave. N a t u r a l l y, bowls, c o o k i n g u t e n s i l s , b u c k e t s , t u b s will be levels 1-4, A C 8-10, a r m e d w i t h
they are also seen as trouble-makers by and tuns. the t o o l s o f t h e i r t r a d e a n d p e a s a n t
the authorities. A l l beggars are Lvl 0, AC Thatchers: c o n s t r u c t i n g a n d r e p a i r i n g weapons.
10, and can defend themselves only with thatched roofs on all types of buildings.
club or staff. Ti n k e r s : s e l l i n g a n d r e p a i r i n g m e t a l Scribes: O f t e n t r a v e l l i n g i n s e a r c h o f
implements at portable forges, sharpen- more p e r m a n e n t e m p l o y m e n t , s c r i b e s
Common Hunters: These commoners ing knives and other cutting tools. will o f t e n take t o occasional scrivening
are found h u n t i n g as a livelihood, rather Quack D o c t o r s : selling 'holy' relics and for illiterate f o l k t o o ff - s e t t h e c o s t s o f
than for pleasure as nobles do. In settled universal panaceas to cure all known and their journey. Normally, they will only be
areas t h e y w i l l b e h u n t i n g d e e r, b o a r, unknown ills. encountered o n r o a d s b e t w e e n m a j o r
wolves o r fur-bearing animals, s o m e o f settlements. They might be encountered
which w i l l b e r e s e r v e d b y t h e l o c a l All t h e above w i l l b e Lvl 0 - 1 , A C 8 - 1 0 , bound for one of the construction projects
aristocracy for their o w n sport. In these typically a r m e d w i t h daggers, tools and mentioned above, hoping for accounting
circumstances, c o m m o n h u n t e r s w i l l be peasant weapons. Usually they will travel or record-keeping w o r k , o r t h e y m i g h t
fighters o r thieves o f Lvl 1 - 4 , A C 7 - 1 0 . — and possibly even live — in wagons or have h e a r d o f a m o n a r c h , p r i e s t o r
They w i l l b e e q u i p p e d w i t h v a r i o u s carts i n t h e c o m p a n y o f o n e o r m o r e institution looking f o r additional scribes
weapons f r o m t h o s e available t o peas- helpers, normally relatives. to expand their records. They make much
ants; also spears, s w o r d s and longbows more reliable sources of information than
might be available t o some t o h u n t t h e Pedlars: Travelling o n foot, these s m a l l most other travellers. They would be level
more formidable quarry. traders s e l l a w i d e r a n g e o f g o o d s 1-3, AC 10, and carry a dagger or staff for
In t h e w i l d e r n e s s , h u n t e r s m i g h t g o including p i n s , m u s i c a l i n s t r u m e n t s , protection.
after t h e m o r e exotic species, i n s o m e purses, r i b b o n s , l a c e s , g l o v e s , k n i v e s ,
cases trying to capture monsters for sale glasses, rabbit skins, vests, caps, girdles, Bandits: Robbing travellers as a profess-
to menageries, nobles or arenas. In t h i s pewterware a n d pots. I n L a w f u l areas, ion, rather than from short-term necess-
case t h e y s h o u l d be treated as Bandits they m i g h t r e q u i r e p e r m i t s o r licences, ity a s w o u l d a n o u t l a w , b a n d i t s a r e
(see M o n s t e r M a n u a l / B a s i c S e t / and would be restricted to certain circuits detailed i n t h e M o n s t e r M a n u a l / B a s i c
D R A G O W 6 3 ) insofar a s levels a n d allotted to them. They will be Lvl 0-1, AC Rulebook/DRAGON m a g a z i n e 6 3 . T h e
equipment are concerned. 10, and defend themselves with daggers membership of bandit gangs will be made
or peasant weapons. up of ex-mercenaries, deserters, success-
O u t l a w s : will be r u n a w a y serfs, common ful outlaws, landless knights a n d o t h e r
hunters w h o h a v e b e e n c a u g h t w i t h Herbalists: These usually travel o n f o o t dangerous malcontents.
illegal g a m e , a n d / o r o t h e r malefactors as well, offering herbal remedies for most
fleeing f r o m local justice or persecution. complaints to villagers. Where the clerical
Their statistics should conform to one of community has power, herbalists m i g h t
Dignitaries
the above types, according to the previous find themselves outlawed for encroaching Wayfaring adventurers m i g h t also m e e t
status o f t h e o u t l a w s c o n c e r n e d . I n on t h e preserves o f the Gods. Statistics up w i t h people o f considerable i m p o r t -
certain areas, they could well be seen as are as for pedlars. ance, travelling i n a style befitting t h e i r
freedom f i g h t e r s b y t h e local populace. rank. A l t h o u g h these i m p o r t a n t person-
Whatever t h e i r position m i g h t be, t h e y Local M e r c h a n t s : T h e s e h a v e s i m i l a r ages are unlikely to have m u c h t i m e for
will n o t n o r m a l l y p o s e t o o m u c h o f a statistics to the merchants of the Monster common soldiers-of-fortune and r i ff - r a ff
threat to most parties of adventurers. M a n u a l / B a s i c Handbook, b u t trade over adventurers, t h e s e e n c o u n t e r s g i v e t h e
a restricted a r e a u s u a l l y based u p o n a PCs a n o p p o r t u n i t y t o m a k e i n f l u e n t i a l
Tradesmen central t o w n . A s pedlars, they w i l l trade friends (or p o w e r f u l enemies), a n d c a n
in a v a r i e t y o f goods. To w n s w i l l w a n t result i n some interesting c o m m i s s i o n s
Medieval villages w o u l d not normally be surplus a g r i c u l t u r a l p r o d u c t s , s u c h a s for the party.
big e n o u g h t o support m a n y craftsmen, corn, meat, hides, wool and other animal Nobles and Retinues: In certain states,
and w o u l d depend o n i t i n e r a n t t r a d e s - products, wood, bark for tanning, and so important lords may have estates scatter-
men o r t h e n e a r e s t t o w n t o f u l f i l t h e i r on; villages w i l l r e q u i r e necessities like ed all over the country. This might be due
needs. E v e n s m i t h s a n d w h e e l w r i g h t s , salt, m a n u f a c t u r e d g o o d s , m e t a l s a n d to the policy of the local suzerain, since it
doubling a s housebuilders, c a r p e n t e r s , luxury goods for the richer inhabitants. makes i t easier to control t h e nobles by
coffin-makers o r undertakers, w o u l d b e Alternatively, they could trade in locally- depriving them of compact power bases.
itinerant w o r k e r s i f t h e village w a s t o o extracted r a w m a t e r i a l s , o r b e l o c a l Elsewhere, o n t h e o t h e r h a n d , n o b l e s
small to have its own. entrepreneurs taking s u c h m a t e r i a l s t o might control vast tracts of land, able to
Villagers w o u l d also have to trade for and collecting finished articles from their defy Royal a u t h o r i t y w i t h i m p u n i t y. T h e
necessities (such as salt, metal and pitch) outworkers. W h a t e v e r t h e i r s p e c i a l i t y, only exceptions to this would be Lords of
if they did n o t have access to them, and they will usually travel in smaller numbers Marches or border provinces, w h o would
items b e y o n d t h e c a p a b i l i t i e s o f t h e i r and be less well guarded than merchants need t o d r a w o n t h e i r r e s o u r c e s t o
craftsmen to manufacture (tools, pottery), travelling f u r t h e r afield. Each local m e r - counter foreign attacks; the central auth-
while t h e r i c h e r o n e s w o u l d a t t r a c t chant will be accompanied by a scribe and ority s h o u l d b e p r e t t y s a f e a g a i n s t t h e
traders in luxury items such as oil, w i n e 1-3 carts and carters (or pack animals and threat of rebellion from a source like this.
and fine fabrics. handlers). I f men-at-arms are called for, Instead of having all their dues sent to a
As professional travellers, these trades- due to local unrest or other danger, they central c o l l e c t i o n p o i n t , i t w o u l d b e
men will have a fund of knowledge about will number 1-10 per merchant, according common p r a c t i c e f o r l o r d s a n d t h e i r
good a n d b a d roads, u s e f u l s h o r t - c u t s , to the cargo. followers to spend m u c h t i m e travelling
20 IMAGINE magazine, May 1985
between e s t a t e s , l i t e r a l l y e a t i n g t h e i r Knights On Expeditions: These could be be largely d r a w n f r o m t h e fighting class
dues for a few days, then moving on to the seeking a d v e n t u r e f o r i t s o w n sake — (levels 3-6) or trusted freemen (levels 3-
next. T h i s c u s t o m w o u l d apply e v e n t o although o f a d i f f e r e n t n a t u r e t o t h e 5), and they will be accompanied by 1 - 2
Kings. Drawing on historical examples, it rather ignoble activities o f m o s t adven- scribes, 2 - 5 s e r v a n t s a n d 2 - 8 m e n - a t -
might be possible for a monarch to move turers! — o r b e i n v o l v e d i n a s p e c i f i c arms.
his c o u r t t h r e e t i m e s a f o r t n i g h t o n quest for a lord, lady or in f u l f i l m e n t of a
average! vow. Particularly where the knight has no Stewards: W h e r e a n o b l e o r m o n a r c h
Purveyors would go ahead of the main specific quest in mind, he might challenge has too many estates to manage person-
party, requisitioning carts and demanding a s u i t a b l y equipped player-character t o ally, a s t e w a r d o r s e n e s c h a l w i l l b e
corn, hay, oats, beer and meat from t h e an i m p r o m p t u j o u s t i n t h e A r t h u r i a n appointed. They visit their lord's manors
unfortunate peasants. tradition. occasionally to formulate and implement
A typical Royal entourage might consist Knightly quests could range from run- agricultural policy, c o n v e n e t h e M a n o r
of a F o r e i g n M a r s h a l l ( t h e d e s i g n a t e d ning down monsters or brigands, rescuing court i n t h e l o r d ' s absence, m a k e s u r e
military c o m m a n d e r i n t h e field), I n n e r abductees, seeking revenge u p o n those that service dues are being rendered, and
Marshall (responsible f o r royal palaces who h a v e w r o n g e d t h e k n i g h t o r h i s hear t h e accounts o f t h e village reeves
and castles, a n d keeping t h e m f r e e o f master, o r seeking knowledge from elu- and e l d e r s . T h e y w i l l b e o f a s i m i l a r
courtesans), C h a m b e r l a i n ( t h e c h i e f sive wisemen. stature to the Magistrate, and accompan-
accountant), Marshall of the Hall (to eject Alternatively, t h e k n i g h t m i g h t b e o n ied by a similar retinue.
dogs a n d u n w o r t h y p e r s o n s f r o m t h e the way t o / f r o m a major conflict (perhaps
royal presence), S t e w a r d (organiser o f a crusade), or a tournament. Purveyors: T h e s e w i l l a c c o m p a n y t h e
the trip, w h o informed sheriffs and other Each k n i g h t w i l l be accompanied by a noble retinue, having w r i t s to requisition
notables who were expected to entertain squire, and might also have a n u m b e r of carts, horses and provisions. Often, their
the K i n g ' s p a r t y ) , a C h a n c e l l o r ( c h i e f men-at-arms if the task and the knight's appearance w i l l b e t h e f i r s t w a r n i n g o f
dispenser of justice), a bodyguard — say stature warrants. the approach of a noble retinue. They will
two dozen archers, servants f o r a l l t h e be drawn from the fighting (levels 3-4) or
officers, a n d a h o s t o f knights, squires, Robbers: I n l e s s w e l l - g o v e r n e d areas, thieving (levels 3-6) professions, and may
clerks, valets, g r o o m s , carters, porters, travellers were often robbed (and worse) have a small escort of fighters if the land
falconers, huntsmen, messengers, bakers by quasi-seigneurial bands under knights ahead i s d i ff i c u l t . O p p o s i n g b o n a f i d e
and kitchen staff. or nobles acting as a law unto themselves. purveyors will carry the stiffest penalties,
The r e t i n u e p r o p e r w o u l d i n t u r n b e The bands of these robber barons should but 30% will be charlatans....
followed by parties with law suits, out-of- be t r e a t e d a s h o s t i l e p a t r o l s a s i n t h e
favour nobles seeking to reinstate them- Dungeon M a s t e r s G u i d e / E x p e r t R u l e - Messengers: These w i l l be employed by
selves, o t h e r petitioners, w o m e n o f i l l - book. The leader will normally have to be nobles, o ff i c i a l s , c h u r c h d i g n i t a r i e s o r
repute (taking advantage o f t h e l a c k o f a f i g h t i n g m a n o f g r e a t experience o r mercantile i n s t i t u t i o n s , a n d w i l l c a r r y
wives present), a n d s o o n . T h i s l a t t e r charisma to hold the group together. some t o k e n t o d e s i g n a t e t h e i r s t a t u s .
group w i l l spend m u c h t i m e quarrelling, They w i l l a l w a y s be m o u n t e d i n w i l d e r -
robbing, murdering and generally making Officials ness a r e a s , a l t h o u g h t h e r e i s a 1 5 %
themselves (and the King) unwelcome. Of chance of them being on foot elsewhere.
course, c e r t a i n m o n a r c h s m i g h t t i r e o f A n u m b e r o f o ff i c i a l s i n v o l v e d i n t h e Hindering a royal messenger will carry
this, and there are historical examples of government o f t h e a r e a m i g h t b e e n - a stiff penalty, but merchants' and traders'
Kings w h o ordered t h e s e ' m e n w i t h o u t countered. T h e y a r e a g o o d s o u r c e o f couriers will carry less protection. H o w -
character' to be put in irons for 4 0 days, information r e g a r d i n g l o c a l r u l e r s , b u t ever, where they carry important inform-
and the 'women of ill-life' imprisoned and can be a great deal o f trouble t o adven- ation, they might even have some kind of
branded. turers if affronted, insulted or otherwise magical protection.
Nobles and their ladies travelled in fine annoyed.
carriages ( c o s t i n g u p t o 2 4 , 0 0 0 g p i n Patrols: T h e s e s h o u l d b e a s i n t h e
AD&D terms), or on horseback, and their Sheriffs: These officers were responsible Dungeon M a s t e r s G u i d e / E x p e r t R u l e -
accompanying r e t i n u e s c o u l d b e v e r y for t a x collection a n d j u d g i n g o ff e n c e s book, altered to suit local circumstance.
large as well. against the authority of the king (in w h i c h
In c e r t a i n circumstances, t h e n o b l e s case the DM must judge what constitutes Entertainers
encountered m i g h t b e j o u r n e y i n g t o o r a crime in the area; certain places might
from a specific event, such as a wedding be very intolerant of sorcery or priests, for Many types of entertainers can be found
or tournament, to attend a parliament, or example, w h i l s t t u r n i n g a b l i n d e y e t o travelling between markets, fairs, towns,
to v i s i t s o m e o t h e r n o b l e o r i m p o r t a n t most m u r d e r s and petty crime). Usually festivals and banquets at wealthy houses.
personage. powerful nobles in t h e i r o w n right, they They will have much interesting i n f o r m -
will b e d i s c o v e r e d t r a v e l l i n g b e t w e e n ation about g o o d / b a d t o w n s and gener-
Religious Dignitaries: T h e s e could b e localised c o u r t s , o r r e t u r n i n g t o t h e i r o u s / m i s e r l y patrons, as well as a fund of
important landowners in their own right, central s e a t . M o s t w i l l b e f i g h t e r s o f juicy gossip, n o t all fictitious. D e t a i l s o f
and m i g h t b e e n c o u n t e r e d i n s i m i l a r levels 7 - 1 0 , a l t h o u g h a f e w m i g h t b e residences they have visited m i g h t be of
circumstances t o t h e N o b l e R e t i n u e , thought of as clerics or even N M / F 0 (or particular interest to certain characters.
travelling b e t w e e n temples. T h e i r retin- Freeman, levels 4-7). They will be accom- Entertainers are likely to travel in bands
ues would be comparable with the nobles' panied by 1-3 bailiffs (Fighters, levels 2- or troupes, perhaps under the auspices of
as well, a l t h o u g h t h e officials w o u l d be 3), 2 - 4 scribes, 2 5 s e r v a n t s a n d 6- 15 a g u i l d o r patron. F a m o u s practitioners
different, and there might be a high level men-at-arms. will be in great demand in cities and noble
fighter t o act as C h a m p i o n a n d f i g h t i n houses, and such famous artistes should
judicial duels. Bailiffs: These might be found independ- be c o n s i d e r e d a s b a r d s , o r f i g h t e r s /
ently o f t h e s h e r i f f u n d e r w h o m t h e y thieves of levels 1-8.
Noble Hunters: These will be unlikely to work, a p p r e h e n d i n g l a w b r e a k e r s a n d
s u r p r i s e a n y b o d y, r o a r i n g a b o u t t h e collecting taxes. They are u n l i k e l y to be Conjurers: These can j u s t b e practised
countryside at their sport. They could be popular w i t h t h e l o c a l peasantry. T h e y merchants o f s l e i g h t - o f - h a n d t r i c k s ( i n
local d i g n i t a r i e s ( w i t h t h e i r r e l a t i v e s , will be accompanied by a scribe and 2 - 5 which c a s e t h e y m i g h t a l s o b e g o o d
friends a n d g u e s t s ) o r m e m b e r s o f a men-at-arms. thieves), b u t s o m e m i g h t b e l o w - l e v e l
travelling retinue. In either case, they will magic users or illusionists (levels 0-2).
be h u n t i n g f o r s p o r t , w i t h a h a u g h t y Magistrates: Royal a r b i t e r s o f l a w also
disregard for those around them, and will travel dispensing justice, installed by the Bearwards: These men w i l l display per-
be a c c o m p a n i e d b y v a r i o u s g r o o m s , King perhaps to curb the p o w e r of some forming bears (or other animals). They are
huntsmen, falconers, and so on. local magnate. Again, their members will level O.
21
1 M AW N E magadtte, May 1985
Jugglers: There m i g h t be a t h i e f of l o w The two right-hand columns on the table
level a m o n g s t a t r o u p e o f jugglers, b u t
Using the below give s o m e indication o f h o w t h e
nearly all w i l l be level O. Wayfarers Tables DM m i g h t reconsider t h e e n c o u n t e r i n
the light of different circumstances, a n d
Fire-Eaters: A l l level O. All t h e categories o f w a y f a r e r s a r e i n - should n o t b e t a k e n t o o literally. M a n y
cluded in the following tables, which can other circumstances could also affect the
Tumblers & A c r o b a t s : Depending o n be used whenever men (including patrols way the by-ways of the area are used; the
your p o i n t o f v i e w, t h e s e p r o f e s s i o n s and characters) are called for w h e n t h e tables a r e b y n o m e a n s e x h a u s t i v e .
might e i t h e r be good cover f o r a t h i e f / Dungeon M a s t e r s G u i d e / F i e n d F o l i o / Various other conditions could be added,
acrobat, or the most obvious place to look Expert R u l e b o o k e n c o u n t e r t a b l e s a r e and considerable changes would have to
for one. The majority will be level O. used. Those g r o u p s n o t outlined i n t h e be m a d e t o t h e e n c o u n t e r s i n c i r c u m -
descriptions above should be treated as stances where activity in the campaign is
Travelling Players: T h e r e i s always a before. different — particularly i f t h e s e t t i n g i s
great call f o r plays based on legends or different. For a middle-eastern campaign,
important historical events. S u c h a play In a w e l l structured campaign, t h e com- Grand Viziers, s l a v e t r a d e r s , c a r a v a n s
might b e commissioned, a n d e v e n t h e ings and goings of important personages and exotic dancers might replace some of
PCs might be lampooned by a good mimic. w h o play an integral part in the campaign the types above.
They w i l l t r a v e l i n b a n d s o f 1 0 - 3 0 a n d will be controlled by the DM to a greater
have wagons and carts to transport props extent. W h e n an encounter w i t h such a M o r e i m p o r t a n t l y, t h e s e r e v i s e d e n -
and c o s t u m e s . A l t h o u g h m o s t w i l l b e personality is called for, an existing noble counter tables do s h o w h o w a campaign
Level 0 a n d A C 1 0 , s o m e m i g h t b e who i s n o t otherwise active could b e can be brought alive, and given an air of
fighters a n d / o r thieves — possible even called i n t o play. Alternatively, a n active greater believability. Chance encounters
clerics — of levels 1-4, and there might be noble could be 'just passing through'. The can b e used t o provide interesting s u b -
all m a n n e r o f w e a p o n s a n d a r m o u r DM m i g h t t h e n f i n d t h a t t h e s e ' n e w ' plots alongside t h e m a i n c o u r s e o f t h e
amongst the props. nobles assume a greater prominence in adventure, o r information t h a t helps the
the campaign, as the players seek employ- adventure towards its next episode. A n d
Travelling Menageries: T h e s e a r e t h e ment, court favour, etc. this w a y, t r a v e l l i n g b e c o m e s a m u c h
forerunners o f z o o s a n d circuses. T h e When the encounter tables are used in more interesting occupation, rather than
animals w i l l b e transported i n w h e e l e d less-structured areas, or in areas the PCs just a n e c e s s a r y i n t e r l u d e b e t w e e n
cages, accompanied by 1-2 owners, 3 - 1 0 are unlikely to cross again, the details and dungeon-delving and city intrigue.
carters, 3 - 1 0 a n i m a l h a n d l e r s a n d 1 - 4 roles o f encountered dignitaries s h o u l d
men-at-arms. be tailored to the situation in hand. 411t5 Paul Vernon

Random Encounters — Men, By Category


Lawful A r e a s Chaotic Areas
Road/ Scrub/ H i l l s / Open/ H i l l s / Bad
Roll p e r c e n t i l e s No Plain Forest Mts Marsh Forest Mts Marsh We a t h e r Wa r t i m e

Villagers 3-18 11 2 1-16 11 6 1-16 as n o r m a l only 2 - 1 2 e n c o u n t e r e d


Carters 1-4 13-20 1-5 only on roads 1-3 e n c o u n t e r e d
W n d r g Labourers 2-12 21-24 17-20 17-20 17-20 1-6 encountered none e n c o u n t e r e d
Beggars 1 25 21-23 21-23 21-23 as n o r m a l more g e n u i n e h a r d s h i p
Beggars 2 12 26-27 24 24 6-8 1-3 1-2 1-6 encountered more g e n u i n e h a r d s h i p
Cmn Hunters 4-48 28 30 25-29 25-29 24-29 9-10 4-10 3-10 3 - 3 6 encountered 3-36 encountered
Outlaws 3-18 31-32 30 32 30 32 30-32 as n o r m a l 8-64 encountered
Cobbler/Clogger 1 33-34 as n o r m a l as n o r m a l
Ti n k e r 1 35 36 as n o r m a l shortage of goods
Ta i l o r 1 37-39 as n o r m a l shortage of goods
Joiner 1 40-42 33 35 none encountered none near c i t i e s / c o a s t
Thatcher 1 43 44 none in w i n t e r as n o r m a l
Quack 1 45-46 11-12 11 11 as n o r m a l richer; escorted
Pedlar 1 47 55 36-50 33-50 36-50 as n o r m a l shortage of goods
Herbalist 1 56-60 51-56 51-56 51-56 as n o r m a l a s normal
Local M e r c h a n t 2-5 61-65 57 65 57-65 57-65 13-17 12-17 12-18 treat 6 4 - 6 5 as pedlar 3 - 8 1- larger escort
Masons, D i g g e r s large parties near sites
Carpenters 4 32 66 68 66-67 66-67 66-67 18-20 18 19 as n o r m a l o f defence c o n s t r u c t i o n
Scribes 12 69 71 68-69 68 69 68-69 none encountered n o n e e n c o u n t e r e d
Bandits 2 200 72 70-72 70-72 70-72 21-25 19 25 20 25 half encountered d o u b l e e n c o u n t e r e d
Nobles 13 73-74 73 73 26-31 26-27 26 27 none encountered d o u b l e escort
Te m p l e D ' n i t a r i e s 1-3 75 32 35 28 28 none encountered 4 - 7 encountered
Noble H u n t e r s 3 30 76 74 76 74 76 73 36 40 29-36 27-39 none encountered t r e a t 7 6 as Nobles
Knights on
Expeditions 1-3 77 77 77 74 76 41-45 37-42 40-45 as n o r m a l more likely to challenge
Robbers 20-50 78 78 78 77 78 46 50 43-50 46 50 half n o r m a l double n o r m a l
S h e r i ff 1 79 79 79 only on roads double escort
Bailiffs 1-2 80-81 80-81 80-81 79 treat 81 a s patrols double escort
Steward 1 82 82 82-83 80 only on roads double escort
Purveyors 1-3 83-84 83 84 — as n o r m a l requisition all horses
Messengers 1-4 85 84 85 81 8 2 51-55 51-55 51-55 as n o r m a l 25% w i t h escort
Patrol 10-30 86 88 85-88 86-88 83-88 f e w e r challenges 6 0 - 1 0 0 near w a r zones
Entertainers 1-4 89 92 89-93 89 93 89-94 56-57 56-57 56-61 none encountered treat 9 1 - 9 2 as patrols
Entertainers 2-12 93 94 94 94 58-59 58-63 62-65 none encountered none e n c o u n t e r e d
Entertainers 30-100 95 95 95 60-65 none e n c o u n t e r e d none e n c o u n t e r e d
Merchants 50-300 96-97 96 96 66 77 64-73 66-72 none encountered double escort
Characters 2-12 98-99 97-99 97-99 96-98 78-88 74-83 73 82 as n o r m a l as n o r m a l
Pilgrims 10 100 00 00 00 99 00 89-95 84-89 83-93 as n o r m a l 5-50 encountered
Tribesmen 10-100 96-98 90-97 94-00 as n o r m a l 20-200 encountered
Berserkers 10-100 99-00 98 00 as n o r m a l 30-300 encountered

22 I M A G I N E m a g a z i n e , M a l , 1985
The G AMESFAIR '85 ADgeD® Team Competition Module

The Great Paladin Hunt


by Mike Brunton

This m i n i - m o d u l e w a s u s e d d u r i n g G a m e s Fair ' 8 5 a s t h e The statistics for monsters and NPCs are given in the following order:
ADVANCED DUNGEONS & DRAGONS® Te a m Competition, a A r m o u r Class (AC); M o v e m e n t (MV); H i t Dice (HD) o r Class &
less-than-serious t w o - h o u r contest f o r t e a m s o f five players Level; h i t p o i n t s (hp); N u m b e r o f A t t a c k s ( 7--AT); D a m a g e (D);
Special A t t a c k s (SA); Special D e f e n c e s (SD); Intelligence (Int);
held on Friday 2 9 t h March. The Great Paladin H u n t does not
A l i g n m e n t (AL); Size (eg L); Experience Points for overcoming (xp);
quite use standard AD&D game rules and special rules are given To Hit A r m o u r Class Zero (THACO); other notes as applicable.
to aid the Dungeon Master (DM) in running the adventure.
THACO is the roll needed to hit a target with ACO. I n most cases the roll
STOP! I f you h a v e b e e n invited f o r d i n n e r — t o play i n t h i s needed to hit a t a r g e t can be calculated as THACO m i n u s target's AC.
adventure — do not read any further. The rest of the information NSA as a n o t a t i o n i s applicable o n l y to magic i t e m s and signifies N o
is for the D M alone. Prior knowledge w i l l only spoil the terror, Special A b i l i t i e s f o r t h e item. W o r n a r m o u r class i s literally that t h e
suspense and anticipation of the first course. armour a c h a r a c t e r i s w e a r i n g , w i t h o u t a n y d e x t e r i t y o r m a g i c a l
adjustments.
A list of pregenerated characters f i v e P a l a d i n s i s provided on p34.
DMs who wish to run this adventure for their players' characters should
Ability Checks
take note of the equipment and abilities of the competition characters. It
is n o t r e c o m m e n d e d t h a t m a j o r d e v i a t i o n s f r o m t h e c o m p e t i t i o n At certain points d u r i n g t h e adventure characters m a y be required to
characters are allowed, as this will unbalance the adventure unduly. It is make a b i l i t y c h e c k s . T h i s n o r m a l l y i n v o l v e s r o l l i n g l e s s t h a n t h e
fair to say that any weakling magic-users will suffer terribly in w h a t is to specified ability on a d20, but in special circumstances a roll using other
come... types of dice may be required.
23
I M A G I N E magadne, May 1985
T H E G R E AT PA L A D I N H U N T

Introduction The forest areas are apparently safer, but very dark, as mangrove-like
trees crowd together. Root networks hold the m u d and sand together,
The Great Paladin H u n t concerns the escape of a group of five paladins w i t h occasional patches of open m u d and water. Beneath the trees the
from the clutches of a band of gnolls, who have gathered to celebrate the air is oppressive and fetid.
Festival of R'r'rib'ett (a relatively minor god of the gnoll p a n t h e o n ) w i t h a
traditional feast. U n f o r t u n a t e l y f o r t h e paladins, t h e traditional m a i n There are several trails and tracks across the Brinegrove; all are clearly
course of this feast is fresh human a n d paladin-au-yin is on the menu. marked t h r o u g h u s e , o r b y s i g n s s u c h a s c a r v e d o r p a i n t e d trees,
wooden stakes with tribal markers or cairns of rocks. These signs are the
However, t h e gnolls have a n o t h e r tradition, t h e Gnollmoot, i n w h i c h only indication of w h e r e the trail is in some places. Travel along these
only the strongest gnolls can partake. The main course is first released paths is, f o r t h e m o s t p a r t , s a f e , a l t h o u g h f a r f r o m speedy, c u t t i n g
into the s w a m p s w i t h a small head start, and then hunted down before movement rates t o t w o - t h i r d s (eg a n M V 9 " equates to 6 0 yards per
becoming a toothsome morsel. This gives the meat a certain flavour and turn).
tenderness that the gnolls greatly appreciate. The successful h u n t e r s
also advance w i t h i n the hierarchy of the tribe and are allowed to keep Off the tracks the Brinegrove is treacherous. Areas which look identical
the h u m a n s ' teeth as a mark of their success. to the track conceal deep areas of quicksand or bubbles of marsh gas.
Every round that characters do not travel along the path there is a 1 i n 4
As t h e a d v e n t u r e starts, t h e G n o l l m o o t i s about t o begin. T h e player chance that the leading character(s) will step into some kind of hazard.
characters have been marinading all n i g h t in a pit cage full of slime... The DM should roll a d6:

On a roll of 1-5 the character has fallen into an area of quicksand, and
Conduct Unbecoming w i l l sink in (1 + worn AC) rounds, d r o w n i n g after a further three rounds.
Paladins a r e g r a n t e d s p e c i a l p o w e r s b y v i r t u e o f t h e i r e x t r e m e Characters can be pulled clear by a combined strength of 40 or more and
goodness, and are quite rightly stripped of these powers when they stray then revived at any point before death.
from the straight and narrow. In spite of the stress of this adventure, the
characters will be expected to maintain standards of gentility, and the On a roll o f 6 the character has been u n f o r t u n a t e enough to disturb a
players should be so warned. The DM should take note of the characters' bubble of gas, w h i c h bursts. The surface layer a n d the character —
and p l a y e r s ' b e h a v i o u r. F o r e a c h o f f e n c e a g a i n s t t h e c o d e o f then drop into the hole w h i c h promptly fills w i t h mud. The character is
Paladinhood, one benefit of paladin status will be lost. The following list buried, and takes 1-4 points of damage per round for three rounds, after
of sample offences is not exhaustive, but should serve as a guide. w h i c h death is caused by suffocation. The character may be dug out a
strength a b i l i t y c h e c k o n d 1 0 0 f o r e a c h c h a r a c t e r i n v o l v e d — a n d
Failing to act in a Lawful Good manner and, more importantly, failing to revived before death occurs. A character making a dexterity ability check
be seen acting in a L a w f u l Good m a n n e r is the most heinous offence. on 5 d 6 w h e n a g a s bubble ruptures will leap clear in time.
This includes such actions as killing defenceless opponents, abandon-
ing comrades-in-arms in their h o u r of need, theft and the like. Events
Ungentlemanly c o n d u c t , s u c h a s s t r i k i n g a n o p p o n e n t w i t h o u t f a i r Unlike the fixed e n c o u n t e r s 1-12, which occur at specified geographical
w a r n i n g (a b a t t l e c r y is considered f a i r warning), stabbing f r i e n d s o r locations, events take place at set times. The DM should have a watch to
enemies in the back, cowardice, threats of torture or 'fates worse than hand to m o n i t o r the passage of real time, so that the following delights
death' to prisoners, r e f u s i n g ladies (or anybody else) in distress, and can b e i n f l i c t e d u p o n t h e player characters at the r i g h t moment. The
simple bad manners to all and sundry (except unwashed peasantry) are events in The Great Paladin H u n t take place at these set intervals after
also f r o w n e d upon in this adventure and attract equal penalties. the start of play, regardless of h o w much 'game time' has passed since
the playing session began. The location of the party in the Brinegrove
The D M s h o u l d a l s o encourage good (ie paladin-like) role-playing b y does n o t m a t t e r t o the c o u r s e of m o s t events. W h e n i t is t i m e for an
applying the loss of benefits for player actions w i t h i n the game that are event, i t o c c u r s — a n d i f t h e p a r t y a r e a l r e a d y i n t h e m i d d l e o f a n
not w o r t h y o f a paladin. R u d e o r lascivious language o r behaviour, encounter that is their misfortune!
impoliteness t o o t h e r p l a y e r s o r t h e D M ( e s p e c i a l l y t h e D M ) ,
'accidentally' misreading the dice, bending the rules or arguing over the 15 minutes
DM's i n t e r p r e t a t i o n o f t h e s a m e , s l u r p i n g d r i n k s , p u t t i n g e m p t y
wrappers back in the After Eight box and passing the port to the right are After 15 m i n u t e s the first group of hunting gnolls will catch up with the
not the marks of a gentle and courteous paladin. player characters, d u e m o s t l y to the keen nose and h u n t i n g sense o f
'Woof', their hunting gnome. The gnolls will burst from the undergrowth
Before removing any of the benefits of Paladinhood, the DM should give behind the party and attack, the hunting gnome slavering for blood at the
one warning. A traditional 2 0 0 d 6 (the DM does not have to roll for the end of his taut chain. The party will be surprised automatically, unless
damage c a u s e d ) l i g h t n i n g b o l t f r o m t h e h e a v e n s s h o u l d s t r i k e t h e the players specifically stated that the rearmost character was listening
ground ( o r a c o n v e n i e n t t r e e ) n e x t t o t h e o f f e n d i n g character(s), for sounds of pursuit.
knocking t h e m o f f t h e i r feet, b u t c a u s i n g n o damage. S h o u l d s u c h
subtlety fail, the benefits of being a paladin are lost in the following order If a character is listening f o r p u r s u i n g h u n t e r s , a n Intelligence ability
(one for each offence): check i s required f o r t h e c h a r a c t e r involved t o f i l t e r o u t t h e n o i s e o f
pursuit from the other noises of the swamp. If the character does hear
1 T h e ability to detect evil the gnoll h u n t i n g party, t h e normal surprise rules should be applied.
2 P r o t e c t i o n from evil 1 " radius
3 T h e ability to turn undead (assuming the gnolls: AC 5 (7); M V 9"; HD 2; hp 11 each; A T 1; D 2 - 8 or by weapon;
almost-ex-paladin could formerly do this) Int Low-Ave, A L CE; Size L; xp 40 each; THACO 16; armed w i t h swords
4 T h e ability to 'lay on hands' and cure wounds. (D1-8) and morning stars (D2-8); M M p46.
5 T h e +2 saving t h r o w bonus.
6 T h e ability to cure disease. ' W o o f ' t h e h u n t i n g g n o m e : A C 5; M V 1 2 " (6"), HD 1; hp 6; . A T 4 (1);
7. I m m u n i t y from disease. D 1 - 6 / 1 - 6 / 1 - 2 / 1 - 2 (1-6); SA +1 vs goblins and kobolds; SD save as 5HD
monster; Int Low (High); A L N; Size S; xp 20; THACO 19; modified gnome
— M M p46.
The Brinegrove Swamps
The terrain around the gnoll village is unpleasant in the extreme, and is Tw o gnolls carry heavy crossbows w i t h 1 5 bolts each (D 1-6), but they
full of unforeseen risks for the unwary and foolish traveller. The original are bound by the rules of the h u n t and will not use the crossbows until
coastline o n c e f o l l o w e d t h e l i n e o f c l i ff s w i t h a f e w s m a l l stacks o f they are attacked by missile weapons. A l t h o u g h the gnolls do not know
harder rock j u s t o ff the coast. O v e r the centuries sand, silt, m u d and it, o n e o f t h e s e w e a p o n s i s a h e a v y c r o s s b o w + 2 , a n d t h r e e o f i t s
other d e t r i t u s gradually b u i l t up, a n c h o r e d b y a v a r i e t y o f u n h e a l t h y associated bolts are b o l t s +1. Each gnoll has 1 Ogp in mixed coins and a
brine-loving plants. The swamps, mud flats and 'forests' of the area are small item of treasure — an earring, small trinket or the like, worth 25gp•
the result — a poor environment for the creatures that live there.
The h u n t l e a d e r (dressed i n s t o l e n h u m a n f i n e r y — A C 7 ) h a s t w o
The m u d f l a t s a r e relatively open areas o f m u d a n d scrub, s a l t y and iron-bound flasks, o n e o f w h i c h c o n t a i n s t w o doses o f a p o t i o n o f
unhealthy, w i t h a smell o f decay and old fish. F e w creatures, save a gnome c o n t r o l (dark b r o w n w i t h a w h i t e froth, tastes o f hops —
hardy gull o r two, m a k e any effort to live in the m u d flats. The s w a m p cf potion of h u m a n c o n t r o l ) w h i l e the other holds four doses of a potion
areas are p r i m a r i l y open, s h a l l o w and brackish water, overgrown w i t h of speed (green and slimy, tastes of cider vinegar). This second potion
tall (often 10' or more) reeds and ugly surface dwelling scum-like algae. has an unfortunate side effect in t h a t it lowers the imbiber's intelligence
24 I M A G I N E magathie, May 1985
T H E G R E AT PA L A D I N H U N T

by 6 points for 5 - 2 0 hours. This effect is cumulative if another dose is


swallowed during this time, and should the victim's intelligence drop to
0 or below the character will die (no saving throw).

'Woof' has been given a dose of the p o t i o n of speed, hence his multiple
attacks, including t w o bites for 1-2 points of damage each — the potion
has the additional effect of making him unthinkingly savage and hostile.
The g n o l l s keep h i m o n a 2 0 ' c h a i n a t all t i m e s a n d u s e h i m a s t h e
equivalent of a hunting dog. The current dose will wear off after 4 melee
rounds and Snaggletooth Koboldhammer — 'Woof' — w i l l be restored to
normality, but the gnoll leader will keep control of him with the potion of
g n o m e control, making the poor gnome sit down in a convenient puddle
until the fight is over.

Should Snaggletooth Koboldhammer survive the fight, h e will beg the


party to release him from his chain and allow him to accompany them in
their escape attempt. If the players accede to his request the DM should
note that Snaggletooth will be unable to keep up with them (due to his 6"
m o v e m e n t rate) unless they slow down to his pace or give him a dose of
the p o t i o n o f speed. Dosing h i m w i l l cause his Intelligence to drop to
A n i m a l f o r 5 - 2 0 h o u r s a n d m a k e h i m u n u t t e r a b l y savage — h e w i l l
immediately attack the party, driven to do so by the potion's effect.

50 minutes
High above the swamp, often rising as much as 50 feet from the ground,
soar Orbil and Wylva, t w o brothers n o w fallen victim to wights. These
Encounters
t w o were obsessed by the idea of flight and have built a rather primitive
t w o - w i g h t hang-glider in w h i c h they ride the thermals above the cliffs, 1. Starting the Adventure
rivalling the birds t h e flightless ones i n their mastery of the air.
The D M should read the following Out to players at the start of play:
The first the characters will know of these two depends upon where they
are 50 minutes into the playing session. In open s w a m p or mud flat the
characters w i l l see an e n o r m o u s ' b ir d ' swooping t o w a r d s them, w i t h A night in a pit half-full of slime, muck and small, wriggly things is
t w o ' h u m a n • figures clutched in its claws. Seconds later, the 'bird' will less than pleasant. A l t h o u g h t h e physical discomfort counts for
crash into the ground, and Orbil and Wylva will be hurled through the air nothing, a r m o u r, even t h a t of the noblest paladin, goes rusty if
into the middle of the group of characters. Orbil and Wylva Wight will be given such treatment. But even more insulting than the repulsive
surprised on a 1, 2 or 3 t h e shock of the impact has dazed them. w o r m c r e a t u r e s t h a t h a v e s p e n t t h e n i g h t investigating y o u r
lower a r m o u r, a r e t h e m a n n e r s o f your captors: t h e gnolls are
If t h e characters are u n d e r a canopy of trees t h e first t h i n g t h e y w i l l boorish to a m a n — or rather, gnoll.
k n o w of t h e wights is the hang-glider's sudden crash into the trees and
the c o n s e q u e n t depositing o f t h e w i g h t s i n t o t h e characters' midst. And worse is yet to come. Dragged from the pit at dawn, you now
Normal surprise rules apply in this case. stand i n t h e c e n t r e o f t h e g n o l l v i l l a g e a t t h e e d g e o f t h e
Brinegrove S w a m p . 2 0 0 o r m o r e o f t h e u g l y creatures — a n d
Orbil a n d W y l v a : A C 5; M V 1 2 " ; H D 4+3; h p 2 5 each; A T 1; D 1 - 4 ; other evil chaotic beasts s t a r e at you, prod you with their sharp
SA ' t e m p o r a r y ' energy drain; SD silver or magical w e a p o n s to hit; I n t nails and, most worrying of all, feel your flesh and lick their lips.
Ave; A L LE; Size M ; x p 6 6 5 each; THACO 15; modified w i g h t — M M
p100. Suddenly the c r o w d g r o w s quiet and draws back from you. Into
the centre of the village strolls the biggest, ugliest gnoll you have
Orbil and Wylva are wights, but they really do not take a true interest in ever s e e n . A t h i s h e e l s i s a c r i n g i n g g n o l l d r e s s e d i n a n e l f
their wightdom. Anyone totally drained by these two will fall into a coma maiden's w e d d i n g d r e s s . T h e c h i e f s i t s , a n d g e s t u r e s t o h i s
for an hour, then rise as an independent, half strength wight. Characters bodyguards. T h e y w a l k f o r w a r d and t h r u s t five s w o r d s into the
will have lost energy levels restored (lost hit points will not be restored), ground before you, then back away. The chief nods in satisfaction
should Orbi I and Wylva be destroyed. and begins to speak. Wedding Dress steps forward and translates
his hideous speech into badly accented Common:
The w i g h t s have no treasure, and t h e i r flying contraption is damaged
beyond the abilities of the characters to repair it. 'The Great Chief of Gnolls speaks to you, u n w o r t h y ones, o f the
h o n o u r that is yours! Today Is t h e Feast o f R'r'rib'ett, t h e Great
1 hour 15 minutes God of our people. To d a y is the H u n t of R'r'rib'ett. To d a y you die!

A second hunting pack of gnolls, more numerous and confident in their 'The M i g h t y Chief grants you gifts. The first gifts are your swords
abilities than the first group, are taking little care to move quietly — the - take them, b u t r e m e m b e r warriors s u r r o u n d you. T h e second
player c h a r a c t e r s w i l l h e a r s o u n d s o f p u r s u i t f o r 2 - 4 m e l e e r o u n d s gift is the breath in your lungs, the beating of your hearts, and the
before the gnolls actually break cover and attack. If an ambush of some sun on your ugly human faces. It is said that the rat only lives fully
kind is set up, the characters will automatically achieve surprise on the Just before it is t h r o w n into the cooking fire! So live, for soon you
first m e l e e round. One round after combat is joined, the gnolls w i l l be die! Hungry bellies a w a i t you!'
joined by their (rather lumbering) companion in the hunt, an ogre.
The C h i e f a n d h i s t r i b e h o w l w i t h l a u g h t e r. W e d d i n g D r e s s
reaches into a pouch around his neck and pulls out a small box,
9 gnolls: A C 5; M V 9"; HD 2; hp 11 e a c h ; A T 1; D 2 - 8 or by weapon; once o f fine w o r k m a n s h i p and inlaid w i t h precious gems, n o w
Int L o w - A v e ; A L CE; S i z e L ; x p 4 0 e a c h ; T H A C O 1 6 ; a r m e d w i t h dented and stained. The Chief speaks again, and Wedding Dress
longswords (D 1-8) and battleaxes (D 1-8); M M p46. hands h i m the box. Then all eyes are turned to you.

1 o g r e : A C 5; M V 9"; HD 4+1; h p 27; A T 1 D 1 - 1 0 ; Int Low; A L CE; 'Escape a n d w e f e a s t o n o t h e r f a r e ! B u t h u m a n s h a v e n e v e r


Size L; x p 215: THACO 15; M M p75. escaped the swamp! When the box starts its song, you run. W h e n
the box ends its song, w e h u n t ! '
The gnolls have 11 gp each in mixed coins, and a t r i n k e t of some type
w o r t h 25gp each. One of the gnolls wears a ring o f fire resistance. The The Chief holds the box high i n t h e air and opens the lid. From
ogre has no treasure except a small potion bottle containing t w o doses w i t h i n comes a s l i g h t w h i r r i n g noise, a n d then t h e first off-key
of a p o t i o n o f healing (bright blue, smells of cinnamon) w h i c h he has notes e l a n old lullaby. The gnolls stand transfixed by the box and
never used because he cannot get the stopper out — and it is such a its tiny melody. A s one, you turn and run into the Brinegrove, the
pretty colour! He also uses a t w o - h a n d e d s w o r d +2 (NSA) as a walking notes drifting after you on the breeze....
stick — it is still in its leather scabbard and the cross guard is missing.

I M A G I N E magadme, May 1985 25


SWAMP
MUD FLAT
MANGROVE
BUILDINGS
CLIFFS
TRAIL

26 I M A G I N E inagadaa, May 1985


2.8 Movement of Defending Symbols The Attacker has all the Attacking Symbols. These than one Symbol may start from the same hex, if
Defending Symbols may move up to their maximum are not arrayed around the board at the beginning of desired. Note that this gives the Attacker the choice of
movement allowance (see 2.1) into any unoccupied the game. 24 hexes for each Symbol entering play.
hexes on the playing area. They are not restricted in
any way by the tracks, by the Soulshrine or by Rank. 3.2 How To Win The Game 3.7 Movement of Defending Symbols
Defending Symbols may not enter hexes occupied In a Single Game, the Attacker wins if any Attacking Defending Symbols move as in the Solitaire Game.
by Attacking Symbols, nor may they 'jump' over Symbol enters the Sou!shrine. The Defender wins by
Attacking Symbols. defeating all 42 Attacking Symbols. 3.8 Fragmenting
A Defending Symbol may not move through a hex In a Grand Trial, players alternate between The Defending player only may fragment Symbols.
occupied by another Defending Symbol or Symbols controlling the Attacking and Defending Symbols This is handled as in the Solitaire Game.
(ie, it may not 'jump'). A Defending Symbol may only over a series of games. The strength of the Attacker
stack with another Defending Symbol or Symbols if a increases, until one Defending monk succumbs. 3.9 Melding
meld involving all the stacked pieces takes place in The series consists of 'rounds' of 2 games, with first The Defender must meld stacked Symbols, as in the
Step E. one player, then the other as the Defender. The series Solitaire Game. Additionally, the Attacker may meld
NOTE: To aid the player's memory, he or she may starts with 5 points of Attacking Symbols entering Attacking Symbols with the same restrictions as the
wish to invert Defending Symbols after movement, so play each turn (see 3.3). If both Defenders win their Defender. 2 Wolves meld into an Ogre; 4 Wolves or 2
that the player can tell which Symbols have yet to games when 5 points per turn are used, then the Wolves and 1 Ogre or 2 Ogres may meld into a
move. The Symbols should be turned face up again Attacker receives 6 points per turn for the two games Wyrm. For each meld made by the Defender during
before the Player starts Step F. of the next round. If both survive again, 7 points per the turn, an additional point is added to the Attacker's
turn are used, and so on. The first player to win a point total for Symbols entering play in the next turn.
2.9 Fragmenting game as the Attacker wins the Grand Trail. For each meld made by the Attacker a point is
The player may fragment any Swords or the Shield in The first Defender is chosen by some random deducted from the points total. Note that in the
Step C. A Sword fragments into 2 Daggers; a Shield method. Subsequently, if both monks survive a round Solitaire Game, these additions and deductions last
fragments into 4 Daggers or 2 Daggers and 1 Sword of two games, the first Defender for the next round only one turn, unless further melds are made.
or 2 Swords. The fragmented Symbol is removed should be the monk who lost the greater number of
from play and the new Symbols are stacked in the hex defending points in the previous round. In the event of 3.10 Defeating Attacking Symbols
and may then move their full movement allowance. a tie, a random method will have to be used again, to These is handled as in the Solitaire Game.
decide who shall be the first Defender.
2.10 Melding
In Step E, the player must meld any Defending 3.3 How To Play 4 Players' Notes
Symbols stacked together in one hex. 2 Daggers meld Each turn, the Attacker deploys a number of Attack-
into 1 Sword; 4 Daggers or 2 Daggers and 1 Sword or ing Symbols. The precise number and type is decided
2 Swords meld into a Shield. No other combinations by the Attacker with reference to a point score. A RN\ 4 f i g i
are permitted. The melding Symbols are removed Wolf counts as 1 point, an Ogre as 2, and a Wyrm as
from play and replaced by the single new piece. 4 points. The Attacker may deploy any type or OGRE- 1 1 %
For each meld during the turn, an additional combination of Symbols as long as the total allowable
Attacking Symbol enters play in the next turn. Note points for that round is not exceeded (see 3.2) WOLF
that this is not a permanent alteration to the number of In a Single Game, it is suggested that the Attacker
Attacking Symbols entering play each turn; it lasts deploys up to 6 points per turn. EXAMPLE: 6 points SH10-4) •
one turn only. could be 6 Wolves, or 3 Ogres, or I Wyrm and 2
Wolves, and so on. SWORD
2.11 Defeating Attacking Symbols When calculating the loss o f points by each 0(166ER
The player must move the Defending Symbols so as to Defender, a Dagger counts as 1 point, a Sword as 2
defeat the Attacking Symbols. Defeated Symbols are points and a Shield as 4.
removed from play.
Any Defending Symbol which moves to a hex 3.4 Sequence of Play 4.1 Defender (Solitaire and Two-Player Games)
adjacent to a Wolf will defeat it. To defeat an Ogre, Step A : Attacker must move all Attacking You must avoid losing any Symbols, especially early
the player must move two Symbols adjacent to it, Symbols; see 3.5 in the game, unless you are forced to do so to prevent
including at least one Sword or the Shield. Only a Step B: Further Attacking Symbols enter play and the Attacker winning. Your greatest advantage is
Dagger, Sword and the Shield in combination can move; see 3.3 and 3.6 knowing where the committed Attacking Symbols will
defeat a Wynn. Note that the Symbol(s) must be Step C: Attacker must meld any stacked Attacking be nest turn, so you can choose which ones to defeat
moved next to the Attacking Symbol; stationary Symbols; see 3.9 first. Mobility is another asset. Plan ahead, and avoid
Symbols cannot defeat Attacking Symbols (though Step D: Defender may fragment, as in the Solitaire being caught by new Symbols entering play from
moving from one adjacent hex to another — and, if Game unexpected directions.
possible, back again — does meet this requirement). Step E: Defender may move any, some or all
Note also that newly melded Symbols may defeat Defending Symbols, as in the Solitaire Game 4.2 Attacker
Attacking Symbols, if all the Symbols involved in the Step F: Defender must meld stacked Symbols, as in Though you have a limited range of options, try to use
meld moved. the Solitaire Game them to the full. You have to win the game, while the
A single Defending Symbol may defeat or help Step G: Defender may defeat Attacking Symbols, Defender merely has to avoid losing. Let your pieces
defeat only one Attacking Symbol each turn, even if it as in the Solitaire Game support each other. If you can force the Defender to
is adjacent to two or more Attacking Symbols. Step H: Return to Step A lose pieces, your opponent will be weakened for the
remainder of the game. Your pieces should work
3 The Two-Player Game 3.5 Movement of Attacking Symbols together as much as possible.
The Attacker may move Attacking Symbols as in the
The rules are the same for the Two-Player Game as Solitaire Game, except that where an Attacker has a
for the Solitaire Game, except where noted below.
Credits
choice of tracks out of a hex, either track may be
One player is the Attacker, the other is the Defender. selected, and i n addition, f o r the purposes o f Game Design: Alan E Paull
movement the Rank of the Symbols is ignored. Playing Board: Tim Sell
3.1 Initial Set-Up Playtesting: Lucy Annett, Terry Bonnick, B o b
The Defender's initial Symbols are the same as in the 3.6 How Attacking Symbols Enter Play Carlysle, Jonathan Garnett, Ian Leggat, Charlie
Solitaire Game (see 2.1); 4 Daggers, 2 Swords and 1 Each turn, the Attacker chooses any of the set-up Paull, Jeanette and John Simpson.
Shield. They may be placed anywhere on the playing hexes on the outside of the board as the set-up hex for Thanks To: Carol, Richard and Samantha Calcutt,
area, including the Sou!shrine. each Attacking Symbol entering play that turn. More and Philip Paull.

28
I M A G I N E magazine, May 1985
Sequence of Play: The Solitaire Game Sequence of Play: The Two-Player Game
Step A: All Attacking Symbols move Step A: Attacker must move all Attacking Symbols
Step B: Further Attacking Symbols enter play and move. Step B: Further Attacking Symbols enter play and move
The number entering play each turn depends upon the
player's rank Step C: Attacker must meld any stacked Attacking Symbols
Step C: Player may fragment Swords or Shield Step D: Defender may fragment, as in the Solitaire Game

Step D: Player may move any, some or all Defending Symbols Step E: Defender may move any, some or all Defending
Symbols, as in the Solitaire Game
Step E: Player may meld stacked Defending Symbols
Step F: Defender must meld stacked Symbols, as in the
Step F: Player may defeat Attacking Symbols adjacent to Solitaire Game
Defending Symbols
Step G: Defender may defeat Attacking Symbols, as in the
Step G: Return to Step A Solitaire Game

Step H: Return to Step A

I M A G I N E ma9azine, M a y 1985 29
Comingsoon/ Set 2 in THE COMPLETE DUNGEON MASTER series

Tile Lost S i r * of liasaraiiipp f4•95

Dat'

An exciting scenario by TORTURED SOULS!


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* see TORTURED SOULS! issue 6 for special introductory scenario
D O N ' T FORGET! ISSUES 1-7 OF TO RT U R E D SOULS! AVA I L A B L E NOW A T E2.95 E A C H

5 B O X E D SETS O F ENDLESS P L A N S (2 DUNGEONS, 2 CAVES, FORESTS) E3.99 E A C H


Tortured Souls!, T h e H a l l s o f t h e D w a r v e n K i n g s a n d T h e L o s t S h r i n e o f K a s a r - K h a n
are a v a i l a b l e d i r e c t f r o m B e a s t Enterprises L i m i t e d , D i v i n i t y R o a d , O x f o r d 0 X 4 1 L R
Endless P l a n s b o x e d s e t s a r e a l s o a v a i l a b l e b y p o s t f r o m B e a s t E n t e r p r i s e s L i m i t e d

L . . ) r d i r e c t f r o m Endless Games, 2 T h e O l d B a k e r y, L o n g Itchington, R u g b y CV23 8PW.

30 I M A G I N E nuu3 adne, May 1785


T H E G R E AT PA L A D I N H U N T

The five swords that the gnolls have brought in are: a two-handed sword the B l a c k s c u m w i l l b e blackened a n d f a i n t l y pitted. S w a l l o w i n g t h e
(of t he competition characters only H e r o n i m o u s may use this w i t h o u t water will cause nauseous feelings for 2-8 rounds (save vs poison at +2),
the n o n - p r o f i c i e n c y p e n a l t y ) , o n e b r o a d s w o r d +1 ( N S A ) , o n e n o n - but no permanent damage. Should w a t e r get into a character's eyes, it
magical broadsword (Yezebel o r Pisces) one l o n g s w o r d + 2 (NSA) and will cause stinging and burning sensations (although no damage), and
one n o n - m a g i c a l l o n g s w o r d ( H e r o n i m o u s , D u a r t e o r K o d d l y n g ) . unless the eyes are washed w i t h clean water or some other unpolluted
Alternatively, the DM may let characters have one of their own weapons fluid t h e character w i l l s u ff e r a penalty to hit of -2. Successful saving
if the competition characters are not being used. throws vs breath weapon will avoid these effects.

Should the characters turn round and head straight back into the village, The source of the Blackscum is a hot volcanic spring at the base of the
the g n o l l s w i l l t a k e t h i s a s a s i g n t h a t t h e characters have given u p cliffs (3a). Long beneath the sea, this is now above the current sea level.
w i t h o u t a fight. T h e entire tribe of gnolls will attack immediately in an The relatively clean w a t e r t h a t bubbles f o r t h i s rapidly f o u l e d b y t h e
attempt to rend the characters limb from limb. unclean plants and algae that live in the pools of the Blackscurn.

Attacking the village and — as is more than likely — dying in the process There a r e n o c r e a t u r e s a n d f e w b i r d s o n t h e w e s t e r n b a n k s o f t h e
should be discouraged. I f the characters do consider r e t u r n i n g t o the Blackscum, a n d t h e g n o l l s rarely venture across i n t o t h e m a n g r o v e s
village the DM is entitled to think of this as an act u n w o r t h y of a paladin. there. The lack of animal life is due to a marsh variety of giant sundews
While it may appear to be a w o r t h y act to destroy such evil, the result of that have managed to take over this entire area of the Brinegrove. Every
certain death a n d the subsequent inclusion of the paladins' remains round that the characters are to the west of the Blackscum there is a 3 in
into the Feast of R'r'rib'ett mean that, on balance, it is not the course of 6 chance of encountering one or more of these foul plants.
action for wise and noble men. Evil's purposes would have been served,
so prudence indicates that the paladins should try to escape. 1 o r m o r e g i a n t s u n d e w s : A C 7; M V 1"; HD 8; hp 60 each; aAT up to 6
tendrils on each o p p o n e n t w i t h i n 5 feet; D 1 - 3 ; S A Sap — 1 p o i n t o f
If the characters still insist on returning to the village they will meet the damage per attached tendril, victim at -1 to hit if 3 tendrils are attached,
entire gnoll population of the village who are waiting for the musical box -2 if 6 tendrils, on a 20 tendril is across nose and mouth; SD Missile and
to f i n i s h p l a y i n g . F o r c o n v e n i e n c e ' s sake t h e D M s h o u l d i g n o r e t h e fire attacks do half damage, sap can o n l y be removed w i t h alcohol o r
individual differences w i t h i n the tribe. vinegar; Int Semi; A L N; Size M; xp 1 6 7 5 each; THACO 12; M M 2 p116.

2 2 6 gnolls: AC 5; M V 9"; HD 2; hp 11 each; g AT 1; D 2-8; int Low-Ave; For t h e purposes o f t h i s adventure t h e r e are an u n l i m i t e d n u m b e r of
AL CE; Size L; x p 4 0 each; THACO 16; M M p46. giant sundews in this area of the Brinegrove. None, however, have any
treasure beyond an odd trinket (worth 30gp at most) from a p a s t gnoll
victim.
2. The Lurking Slitherer
W i t h i n the cover of the mangroves lurks a babbler, w h o preys on those
4. The Eastern Boundary The Ditch and Beyond...
gnolls w h o f o o l i s h l y w a n d e r a l o n e b e n e a t h t h e t r e e s . A f t e r t h e
characters have passed into the darkness of the mangroves, the babbler Between the lagoon and the rank saltwater pool that lies to the east of
will attack them, seeking a meal of tasty human flesh. It will attempt to the Brinegrove, t h e gnolls have dug a d i t c h (4a), s o m e 5 - 6 f e e t deep
sneak u p b e h i n d t h e player characters and attack the rearmost party along its entire length, and n o w h e r e less than 20 feet wide. The ditch is
member, attempting to drag off a crusty h u m a n morsel to its lair. half full of stinking green-grey mud, w h i c h disguises the real danger of
the ditch — the fact that it is lined w i t h sharp stakes.
Even i f spotted b e f o r e i t c a n attack, i t w i l l s t i l l d o so, a s i t s l u c k i n
ambushing g n o l l s h a s b e e n p o o r r e c e n t l y. T h e g n o l l s k n o w o f t h i s To each side of the ditch the trees have been cut back to root level, so
creature and fear it, but have never managed to track it back to its lair — there is little chance of a character inadvertently falling into the ditch.
cunningly positioned so close to the gnoll village. However, if a character jumps onto what appears to be the bottom of the
ditch (the layer of mud 3 feet below the edge) he or she may be impaled
1 b a b b l e r : A C 6; M V 6 " or 1 2 " ; HD 5; h p 25; A T 3; D 1 - 6 / 1 - 6 / 1 - 8 ; on the stakes hidden below the surface. The stakes should be treated as
SA can o n l y attack w h e n u p r i g h t (6" movement), o n l y 25% chance of a THACO 1 0 , D 1 - 3 attack. A n y w o u n d f r o m t h e stake w i l l cause a n
detecting w h e n s l i t h e r i n g ( 1 2 " movement), does double damage and agonising i t c h i n g sensation (the v i c t i m i s a t -1 t o hit, b u t n o f u r t h e r
attacks at +4 due to back attack if undetected; I n t Av e — but cunning; damage) d u e to the effects o f the m u d . T h i s lasts u n t i l t h e w o u n d i s
AL CE; Size L; x p 255; THACO 15; FF p l 3. washed w i t h c l e a n w a t e r o r healed. Characters w h o carefully l o w e r
themselves into the ditch will suffer no such attack.
The babbler will flee back to its lair w h e n it has 15 or f e w e r hit points
remaining. T h e l a i r l i e s s o m e 3 0 y a r d s w e s t o f t h e t r a c k a n d t h e The ditch is not to keep the characters within the hunting grounds of the
characters w i l l h a v e n o difficulty i n f o l l o w i n g t h e babbler back there. gnolls, but to exclude the broobie birds that dwell to the east. These birds
Once in its lair the babbler will fight t o the death. range freely to the east of the ditch and the saltwater pools, but never
venture into the gnolls' h u n t i n g area or go near the old cliff line.
The lair is a set in the midst of a group of mangroves, thickly e n t w i n e d
with c r a w l i n g vines and rank vegetation. Little more than a raised nest Once in the broobies' territory the characters are fair game for the birds.
of woven branches, it is lined w i t h broken bones and the accumulated They w i l l b e attacked a f t e r 1 - 6 m e l e e r o u n d s b y a p a i r o f f l i g h t l e s s
spoils of its attacks. Most of these are simply torn, bloodstained clothing, broobies and, if they remain (alive) in the broobies' territory, by another
broken w e a p o n s a n d s h i e l d s , a n d d a m a g e d a r m o u r. S m a l l t r i n k e t s pair 1-6 rounds after the fight w i t h the first pair has ended.
(seven in all, w o r t h 2 0 g p each) and mixed coins (worth 1 2 7 g p in total)
are s c a t t e r e d a b o u t , a n d a c a r e f u l s e a r c h w i l l u n c o v e r a p o u c h 4 (flightless) broobie birds: AC 5; MV 15"; HD 9; hp 50 each; #AT 3;
containing a emerald (worth 250gp), a plain gold ring (worth 1 Ogp) and a D 1 - 6 / 1 - 6 / 2 - 1 6 ; SA Surprises 2 in 6; SD I m m u n e to poison; Int Animal;
stoppered flask containing two doses of a potion of poison (bright yellow, AL N; Size L; xp 1500; THACO 12; M M 2 p20.
tastes of blueberries). B e n e a t h the pouch is a scabbarded s c i m i t a r -1
(NSA, save t h a t i t s o w n e r w i l l a l w a y s believe i t t o b e o f a t least +2 None of the broobie birds has any treasure.
quality).
5. The Log Trap
3. The Western Boundary - Across the Blackscum At this point the track rises slightly over a hummock of tangled roots and
The Blackscum is a narrow, foul estuary that lies to the west of the gnoll weeds and passes into an avenue of tall creeper-clad mangroves. It is
village, and it effectively delineates the western boundary of the gnolls' here that Mad Rollo (see Encounter 6) has prepared a small surprise for
hunting g r o u n d . T h e river is s h a l l o w (no m o r e t h a n 3 ' deep at most), any intrusive gnoll neighbours....
slow m o v i n g and, a s b e f i t s i t s n a m e , i s covered w i t h a f o u l l a y e r o f
green-black scum a n d filth. Crossing t h e Blackscum — even its pools Hidden in the undergrowth is a length of fine wire, wrapped with weeds
and lakes — is relatively easy, but each r o u n d a dexterity ability check and c r e e p e r s l e s s t h a n 1 i n c h a b o v e t h e g r o u n d — t h e t r i g g e r
must b e m a d e t o avoid slipping o n a p a t c h o f b o t t o m m u d o r slime. mechanism f o r a p a i r o f s w i n g i n g logs. T h e r e i s a 8 0 % c h a n c e t h a t
Characters w h o do slip w i l l be totally i m m e r s e d i n t h e w a t e r s o f the anyone p a s s i n g o v e r t h i s w i r e w i l l d i s t u r b i t a n d t r i g g e r t h e t r a p .
Blackscum, but will have no difficulty in regaining their footing. However, s h o u l d t h e c h a r a c t e r a t t h e f r o n t o f t h e g r o u p m a k e a n
Intelligence ability check (the DM should roll the die) he or she will spot a
The w a t e r s o f t h e B l a c k s c u m s m e l l s t r o n g l y o f b a d e g g s , r o t t i n g gleam from the wire. A f t e r this, any character w h o manages to make a
vegetation a n d salt. T h e y a r e a l s o s l i g h t l y acidic, b u t n o t e n o u g h t o dexterity ability check (rolled on 3d6) will be able to avoid triggering the
cause any real damage. Metals — other than gold — that are dipped into trap.

I M A G I N E nta9atine, May 1985 31


T H E G R E AT PA L A D I N H U N T

Should the wire be disturbed, the character unfortunate enough to have The o t h e r contents of the chest are the mixed rubbish t h a t Rollo has
released t h e t r a p w i l l h e a r a s l i g h t ' w h o o s h ' a s t h e t r a p i s s e t o ff . picked up over the years: several sheets of blank paper, a goose quill, a
Seconds later a pair of logs, suspended on thick ropes, will swing Out of small bag o f mixed coins (worth 2 5 g p in total), a c u t crystal d e c a n t e r
the g l o o m o n e i t h e r s i d e o f t h e path. T h e y a r e h u n g s o a s t o m e e t (worth 50gp), a bottle of fine w i n e (30gp), t w o wooden drinking cups, a
end-to-end a b o v e t h e w i r e , c r u s h i n g w h a t e v e r — o r w h o e v e r — i s knife, a box of fish-hooks and fishing line, his spell book (which contains
caught b e t w e e n them, causing 3 - 2 4 points of damage in the process. only the four spells he has memorised) and, wrapped in a piece of cloth,
The character w h o activated the log trap is entitled to make a dexterity a s m a l l r a g d o l l a n d a w a n d o f m a g i c m i s s i l e s ( 6 charges). T h e
ability check. Should this be successful the character will only suffer 1-8 command words for the wand, Fire, strike home are w r i t t e n on a small
points of damage from a grazing impact by one of the logs. scrap of paper tied to the wand.

If the characters take their leave in a peaceable fashion after being given
6. Mad Rollo (and Arnolds) the dried fish and the potion Rollo will look crestfallen. He will, however,
The D M should read the following to the players at this point: see t h e necessity of their departure and w i s h t h e m good luck in t h e i r
escape. Should the characters give Rollo anything in payment he will be
overjoyed, especially if it is shiny and attractive.
Struggling o n t h e path a h e a d o f you i s a m o s t peculiar fig.ure.
Dressed a l m o s t i n m o c k e r y o f a w i z a r d , a h i g h p o i n t e d h a t Should a n y o f t h e c h a r a c t e r s t o u c h a n y o f R o l l o ' s p o s s e s s i o n s ,
perched o n h i s head and stained robes trailing i n t h e mud, t h e particularly the rag doll, he will g r o w angry. He will grab w h a t e v e r the
spindly f i g u r e i s s t r u g g l i n g t o p u l l s o m e t h i n g f r e e o f t h e characters have touched and then demand that they leave, if necessary
undergrowth. S u d d e n l y the m a n notices you and, w i t h a m a n i c pushing t h e m Out of his shack. A s soon as they are outside Rollo w i l l
grin, he starts down the path towards you. rush over to Arnold the Crocodile and release him. He will then cast his
w e b spell a t t h e p a r t y, f o l l o w e d b y a m a g i c m i s s i l e a n d a s c a r e o r
As h e reaches you h e licks h i s f i n g e r a n d raises it i n t o the air, shocking grasp as the DM feels appropriate.
sniffs the breeze and then gazes at the sky. A dead fish dangles on
a piece of string tied round his wrist. Arnold t h e Crocodile: A C 5; M V 6 " / / 1 2 " ; H D 3; h p 20; # A T 2;
D 2 - 8 / 1 - 1 2 ; Int Animal; A L N; Size L; xp 140; THACO 16; M M p15.
'That t i m e o f year again, eh?' h e says, a n d breaks i n t o a f i t o f
giggles. 7. The Mound and the Muck
At this point the Blackscum divides into a main channel and a stagnant
It is this man, Rollo ('Some call me Mad Rollo, you know. But Rollo's not and stinking blind channel. O n the n o r t h e r n bank of this inlet a s m a l l
mad, n o t yet...'), w h o set the log trap (Encounter 5) to discourage the group o f m u c k d w e l l e r s h a v e r e c e n t l y e s t a b l i s h e d a c o l o n y. T h e
gnolls from taking too close an interest in ' h i s part of the Brinegrove'. muckdwellers have not yet been bothered by the gnolls — although they
Rollo will be most apologetic if any of the characters have been injured have managed to kill one or t w o of the younger, more adventurous ones
by the trap and w i l l insist — regardless of w h e t h e r the characters are w h o strayed into their newfound territory. As a result they are confident
wounded or not — t h a t they all go to his house for rest and healing. Rollo enough to spend most of their time warming themselves on the banks of
will make a point of mentioning, w i t h an enforced casual air, that he is a the river and sporting in the water, safe under the protective eye of their
wizard, a n d c a n probably help i n s o m e small w a y. Rollo w i l l n o t take ruler, a large lizardman.
kindly t o a r e f u s a l o f h i s offer, a s s u m i n g t h a t t h e characters are t o o
proud to be seen w i t h him, but he w i l l not resort to violence. Unless the characters have made an excessive a m o u n t of noise w i t h i n
one hex of the the m u c k d w e l l e r s ' lair (fighting w i t h one of the groups
Mad R o l l o : A C 6 ; M V 9 " ; M U 4 ; h p 12; # A T 1; D b y weapon; given i n t h e E v e n t s section, f o r example), t h e m u c k d w e l l e r s w i l l b e
SA/SD Spells — magic missile, shocking grasp (x2), scare, web; automatically surprised by t h e characters' appearance. T h e y and t h e
AL CN; Size M; xp 225; THACO 18; S 9, 113, W 10, C 10, D 17 (+2/-3), lizardman will flee into the Blackscum, leaving their treasure and eggs
Ch 12; wears ring of protection +1, armed with dagger +2, will use behind, o n l y to return 4 melee rounds later and attack w i t h o u t mercy,
w a n d o f m a g i c missiles if one of characters touched it. fear or regard f o r casualties. T h e r e is n o t h i n g t o stop t h e c h a r a c t e r s
examining the muckdwellers nest mound during this period if they wish
Rollo k n o w s all a b o u t t h e gnolls, t h e Feast o f R ' r ' r i b ' e t t and w h y the to d o so. I f t h e p l a y e r c h a r a c t e r s h a v e l e f t t h e s i t e o f t h e l a i r t h e
gnolls leave h i m alone — after all, he is a m i g h t y wizard. The gnolls, so muckdwellers and the lizardman will pursue them and then attack.
he claims, fear him because he killed many of them when they attacked
him and stole one of his pet fish. ' A r n o l d , i t was... Poor old Arnold... I 1 l i z a r d m a n : AC 5; MV 6 " / / 1 2 " ; HD 2+1; hp 17; #A1-3; D 1 - 2 / 1 - 2 / 1 - 8 ;
think t h e y ate h i m , barbarous c r e a t u r e s r. A f t e r recounting t h i s sorry Int Ave; A L N; Size L; xp 86; THACO 16; M M p62.
tale Rollo w i l l also introduce the fish o n the piece of string as Arnold, 13 m u c k d w e l l e r s : A C 6; M V 3 " / / 1 2 " ; H D 1 - 4 h p ; h p 3 each; # A T 1;
despite the fact that this latest Arnold is quite dead and rather battered D 1-2; S A Wa t e r jet; I n t Ave; A L LE; Size S; xp 1 0 each; THACO 2 0 * ;
after being dragged along the path. M M 2 p93.

The g n o l l s leave Rollo alone, b u t o n l y as a m a t t e r of prudence. T h e y The muckdwellers have built a mound of sticks, roots and mud as a nest
believe that he did manage to kill one of their n u m b e r w i t h wizardry. It at t h e w a t e r s i d e . O n t o p o f t h i s m o u n d a r e t h e t r e a s u r e s t h a t t h e
was actually a coincidence, in that a gas bubble ruptured at the moment muckdwellers have managed to collect: a silver brooch ( w o r t h 50gp),
Rollo was waving his arms about. A s a result of this the gnolls take the coins of various types and nations (worth 165gp), a small ruby earring
(not unreasonable) view that anyone w h o lives by himself in the middle (worth 150gp) and a s m a l l steel box, polished to a m i r r o r finish. Inside
of a hostile s w a m p m u s t be powerful. the box on a bed of soft velvet are three sealed glass vials and the broken
remains of a fourth. The three vials contain a one dose of a p o t i o n o f
Rollo's shack (6a) is a hovel on stilts, built from driftwood, bits of canvas heroism (grey, tastes o f old cheese), t w o doses o f a p o t i o n o f p l a n t
and old ships' timbers. A 60-foot length of rusty chain tied to one of the c o n t r o l (yellow, tastes of freshly cut grass) and one application of ghast
stilts restrains Arnold, Rollo's crocodile. ichor essence. This last item is an o i n t m e n t to be rubbed into the skin.
Once t h i s is done i t has exactly the same effects as a g h a s t ' s carrion
The inside of the shack is surprisingly clean and dry, and well stocked stench — all w i t h i n 1 0 ' m u s t make a saving t h r o w vs poison or suffer
w i t h dried fish, w h i c h hang f r o m every available inch of the rafters. In from nausea and retching. The ichor's effects last for 5 - 2 0 rounds, but
one corner there is a small bed, covered in a heap of jumbled blankets. the wearer is not affected.
The only other furnishings are three chairs grouped around a table made
from a sea chest. There is a small candle stuck to the table. Pride of place Buried in the mound are a clutch of 27 m u c k d w e l l e r eggs.
goes to a framed, m i l d e w e d Certificate of Licentiate Membership of the
Guild of Wizards that hangs on the wall. 8. The Lurker Below
Rollo w i l l o f f e r e a c h c h a r a c t e r a p i e c e o f d r i e d f i s h , a f t e r c a r e f u l l y Around t h e edge of the m a n g r o v e trees the l i n e o f the trail b e c o m e s
covering the late fishy A r n o l d w i t h the bedclothes because 'he is very indistinct a n d m a r k e d o n l y b y s k u l l - t o p p e d s t a k e s s e t a t i r r e g u l a r
sensitive about relatives being eaten in f r o n t of him.' He w i l l then sort intervals and odd angles. The other s w a m p vegetation is t h i n n e r than
through the contents of the sea chest, until he finds a large glass bottle. normal here, as this path has been beaten open by a muddigger.
He will insist that each of the characters has a m o u t h f u l from the bottle,
and will become suspicious of them if they refuse. The bottle holds ten This creature now lurks just below the surface of the mud of the swamp,
doses of a w e a k p o t i o n o f healing (pale blue, tastes of nutmeg) each of some 25 yards beyond the tree line. ! t w i l l wait until 1-4 characters have
which w i l l cure 2 points of damage. passed over it before it attacks.
32 I M A G I N E magetthie, M a y 1985
T H E G R E AT PA L A D I N H U N T

never t o f i n d r e s t . T h e y w i l l e m e r g e f r o m t h e
largest hole in the side of their ship and advance
towards the characters, armed with cutlasses and
belaying pins, a ghastly parody of a press gang.

10 z o m b i e s : A C 8 ; M V 6 " ; H D 2 ; h p 1 2 each;
AT 1; D 1-8 or by weapon; Int Non; A L N; Size M;
xp 4 4 each; T H A C O 1 6 ; a r m e d w i t h c u t l a s s e s
(treat as scimitars D 1-8) and belaying pins (D 1-3);
M M p103.

Each of the zombies wears an earring in the shape


of a s m a l l silver skull (worth 5gp each due to the
superior workmanship).

The leader of t h e zombies — dressed i n a faded


blue c o a t a n d a t o r n t r i c o r n e h a t — h a s t h e
remains o f a parrot riding on o n e shoulder. T h i s
unnatural bird will launch itself into the attack as
soon as it is able.

1 u n d e a d parrot: A C 8; M V 0"; H D 1-1; h p 6;


AT 1; D 1 - 2 / r o u n d ; S A Leap 3 " ; SD Cannot be
turned, n e e d s magical o r silver w e a p o n s t o h i t ,
i m m u n e to electrical attacks; Int Non; A L N; Size S;
xp 15; THACO 20; special monster.

This e x - p a r r o t c a n n o t f l y o r m o v e i t s e l f a b o u t
properly. I t a t t a c k s b y l e a p i n g a t a v i c t i m a n d
attaching i t s e l f w i t h i t s c l a w s (should i t miss, i t
falls t o t h e g r o u n d a n d i s s t u n n e d f o r 1 m e l e e
round w h i l e i t re-orientates f o r t h e n e x t attack).
Once attached, it tears at its victim w i t h its beak,
automatically causing 1 - 2 points of damage.

W i t h i n t h e h u l l o f the ship the i n t e r n a l deck has


fallen away into the mud below. A large intact sea
chest rests u n s t e a d i l y i n t h e crook o f t h e s h i p ' s
timbers. Anyone touching this chest should make
a dexterity ability check, failure indicating that the
chest has shifted and fallen t h r o u g h the r e m a i n s
of the ships planking, taking the character w i t h it
and causing 1 - 6 points of damage.

M u d d i g g e r : A C 3 / 7 ; M V 3"; HD 4; h p 16; ;TAT 1; D 1 - 8 I- victim's AC; W i t h i n t h e chest are three bags of coins (2000gp, 1 5 0 0 s p and 3Opp),
SA D r o w n i n g in mud; I n t Semi; A L N; Size L; xp 229; THACO 15; w e t several suits of fine, but rotted clothing, a gold chased astrolabe (worth
environment version of dustdigger, M M 2 p61. 200gp), a bottle containing t w o doses of a p o t i o n of fish c o n t r o l (white
w i t h b l u e streaks, tastes salty; c f other potions of control, except t h a t
In a s i m i l a r m a n n e r t o i t s desert cousin, t h e m u d d i g g e r digs a hole, this one w o r k s for all fish, b u t not the land lampreys, 11 b e l o w ) and a
covers itself with a layer of mud and then inflates itself to fill the hole it flask containing one dose of a p o t i o n o f speed (bluish green, tastes of
has made. W h e n a creature walks on top of the muddiger it deflates and fresh apples).
folds its five arms around its prey, causing damage by constriction each
round. Its victim is trapped and cannot attack, and unless helped quickly The other contents a n d the fabric o f the ship are unsalvageable,
will d i e i n 3 m e l e e rounds, d r o w n e d b y t h e m u d a n d w a t e r t h a t t h e save for some of the ship's ropes, in all a total of some 100 feet of stout,
muddigger has scooped u p w i t h the character. Its outer hide is tough tarred h e m p rope.
and rubbery (AC 3), b u t its inner skin is only AC 7.

The m u d d i g g e r has l i t t l e treasure, save t w o indigestible morsels that


10. Flitting Things
have b e c o m e s t u c k i n i t s m a w. T h e s e a r e a golden a r m t o r c o f f i n e The D M should read the following to the players:
workmanship (worth 125gp) a n d a n a n k l e t o f w a t e r w a l k i n g (the
functional equivalent of a r i n g o f w a t e r walking). For the purposes of
this adventure, the anklet w i l l a l l o w the character wearing it to ignore This area of the mangroves is darker and uglier than most. The
the e f f e c t s o f a r e a s o f q u i c k s a n d , b u t n o t g a s b u b b l e s ( s e e T h e ground is slightly higher here and s o m e w h a t drier, thanks to the
Brinegrove Swamp). huge thickness of the roots, but away from the path the trees are
impenetrable and linked by thick curtains of creepers and vines.
9. The Rotten Ship From above comes a heavy fluttering sound, and a fat, repulsive
The D M should read the following to the players: moth, nearly eight feet across, swoops towards your faces.

Rising from the reeds is a disconcerting sight a ship's mast. A The creature is a gravid female gloomwing, seeking a place to lay h e r
tattered and faded banner, the skull crest just visible, flaps at the eggs, a n d t h e c h a r a c t e r s — o n c e d e a d — w i l l s u i t h e r p u r p o s e s
mast head. admirably. S h e w i l l attack until she has only 1 0 hit points r e m a i n i n g ,
and then flee i n search of easier prey.
The hull is rotted and badly holed, but the remains of a once proud
w a r galley are visible yet, half buried in the mire and weeds of the 1 g l o o m w i n g : AC 1; M V 0 " / 1 2 " ; HD 5+1; hp 20; ..AT 3; D 1 - 3 / 1 - 3 / 1 - 8 ;
Brinegrove. SA Pheremone; SD Confusion; Int Animal; A L N; Size M (8' wingspan);
xp 645; THACO 15; M M 2 p70.
Above the taffrail looms a h u m a n face, n o w no longer human...
A g l o o m w i n g ' s pheremone causes an exposed creature to suffer a loss
of 1 strength point per round of exposure (after the second round) unless
The s h i p is t h e h o m e o f w h a t r e m a i n s of i t s c r e w, w h o r a n aground a saving t h r o w vs poison is made. Lost points are restored in 1 - 4 turns.
nearly a c e n t u r y ago. T h e s e u n f o r t u n a t e s a r e n o w zombies, c u r s e d Furthermore, the pheremone will also attract other g l o o m w i n g s in the

I M A G I N E maga6ne, May 1985 33


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I N A H N I U V 7 V J 117'3119 g i l l
ROCK •

TOUCH
by Sharon Clark.
,•
The groan rolled across the landscape like dominant sun of the system was disappear-
a ripple on a lake. Slowly it spread through ing behind the horizon, leaving the ir-
the irregular terrain, dying as i t reached regular bulks of rocky outcrops silhouetted
out. against the glowing sky. She reached the
Within seconds of its birth Tanar was first o f a series of hillocks and climbed
aware of its presence moving towards her. slowly t o its summit. H e r heavy boots
Too quickly it was upon her, surrounding rasped against the gravelly surface as she
her senses w i t h a blanket o f sound. climbed.
Urgently she probed for the source but it The scream stabbed through her with an
was t o o late. T h e r i p p l e h a d passed. intensity o f sound, h u r l i n g her t o the
Hurriedly she climbed t o her feet and ground. With a cry of anguish site rammed
peered intently into the growing night, her hands to her ears trying to block out the
hoping irrationally that her eyes would noise. The cry seemed to grow within her
catch the tail of the tremor. mind as she fought t o escape it. Tears
Her team of field geologists gazed up at rolled unheeded down her face as she
her in surprise. Grant, her personal assist- twisted across the rockface seeking relief.
ant, opened his mouth to speak but she Somehow above the turmoil she could hear
silenced hint with an imperative gesture of her own voice calling beyond the rock.
her hands. Straining her senses, Ta n a r 'Boots. Remove. Boots.'
drank i n t h e silence t h a t buried t h e Desperately her fingers tore at the st ub-
disturbance. born laces, disorientated by the howl of
Suddenly she became aware o f t h e noise. At last they were free and she hurled
amused expressions o n the faces of the the boots from the rock.
team. She glared around, pinpointing With the same abruptness that the noise
individuals w i t h cold stares. T h e grins had clutched her she was released. Drawing
dropped quickly. in gulps o f cold, damp a i r Ta n a r lay
'Didn't anybody feel anything?' she motionless, her hands still clamped over
demanded. her ears and her face buried in the dirt. She
Warned by the sharpness in her tone the moved cautiously, aware o f an aching
crew answered with a polite, formal negat- numbness t h a t had accompanied her
ive. Ta n a r sighed inwardly. I t was the actions. Carefully she lifted her face from
fourth time that she had experienced the the earth and eased herself into a sitting
groaning cries of the new planet and each position.
time the crew had denied hearing anything. Something was wrong. Ta n a r stared
Now her initial surprise was turning to fear down at the palms of her hands trying to
as each cry had grown louder and more identify the problem. The excess of noise
intense titan the previous one. She had was still affecting her thoughts. She touch-
almost tasted a physical pain in the touch ed her cheeks slowly, brushing away the
of the last cry, so intense was its grip on her. loose earth which had clung to her. The
She was afraid t h a t t h e crew were skin tingled with a subtle warmth that did
drawing nearer t o t h e source as they not belong to the chill of the evening. She
surveyed t h e n e w planet. Facing t h a t looked again at her hands. An idea began to
source was something Tanar decided she form at the edge of her consciousness. From
would rather avoid. her hands she looked warily at the bare
As soon as the day's samples had been rock. The idea formed despite its contradict-
catalogued and packed away, Tanar left the ion to her scientific knowledge. Cautiously
camp and headed out into the open. She site reached out and pressed her palms
felt uncharacteristically restless; the com- against the rock face. A tremor o f heat
pany of the crew had grated on her nerves glowed through her fingertips, racing up
throughout the day. Never I heless, safety the nerves in a flow of warmth. Shocked
was foremost in her mind and she kept the Tanar snatched her hands away and felt the
camp's lights clearly in view. Before her the contact break with an abrupt snap.
I M A G I N E magadne, May 1985 35
The air shifted around her as if a crowd shook her head in confusion. Glancing up computer's memory. As Tanar had forecast
had brushed past. The atmosphere grew she saw the sun was rising quickly above it was nearly dusk when they reached the
tense and heavy. Almost at once Tanar was the horizon. She glanced once more at the final outcrop.
aware of a feeling of regret. It was as if she crevice then started t o jog towards the 'Last one for today,' said Grant with
had harmed somebody with calculated ease camp, grateful for the warmth the exercise relief, 'I'll get a fresh specimen.'
and now it was too late to repay the hurt. gave her. He pulled his handlaser from his belt
The oppressive emotion weighed down on 'Where have you been?' demanded Grant and strode to the outcrop intending to slice
her, bringing tears to her eyes. She shook angrily as she arrived o n t h e camp's off a clean surface.
her head, trying to throw off the feeling. perimeter, 'You were missing all night. I 'Wait a minute!' Tanar ran to catch up
Part of her was still aware of her position, didn't know whether to send out a search with him, driven by a sudden impulse to
sitting alone on the rock. She was being party or whether you'd done it on purpose.' prevent hint from c:utting into the rock. She
manipulated and, with a thrill of fear, she 'You should have assumed that I was stooped d o w n a n d picked u p a large
realised she was powerless t o escape. lost,' snapped Tanar, 'Don't they teach you boulder which was lying loose.
Curiously she watched as her hand lifted anything in field school these days?' 'This will do.'
Grant stared at her in disbelief.
'Are you serious?' he asked, 'You know
that loose r o c k i s n ' t supposed t o b e
representative. Come on, Tanar, even a
zero-candidate knows that.'
'Yes. O f course.' Ta n a r dropped the
boulder and held out her hand for the
handlaser, 'I'll finish off here. You go and
start camp.'
Grant studied her carefully, weighing
the new lines of tension on her face.
'I don't think you're well, Tartar. Go and
rest. Perhaps you should have a word with
control.'
Without waiting for her to reply Grant
turned t o the rockface and slashed the
brilliant white laser beam through the
surface.
Tartar heard the scream erupt from her
itself from her lap, then with a growing 'They teach us not to leave camp alone,' lungs as the pain resonated through her.
sense o f horror she sat transfixed as i t retorted Grant. She launched herself towards the cause of
reached down to the surface of the rock. As Tanar opened her mouth to speak, then her agony, dragging Grant to the ground.
her fingers brushed against the crystalline changed her mind. I n his present mood For an instant she recognised the lasergun
surface she broke through the physical Grant w o u l d n o t understand the u n - in his hand then another wave o f pain
lassitude. In desperation she tried to pull explained events of the night. struck her and she cried out again. I n
away but her muscles were locked. Her 'You're lucky to be alive,' Grant con- desperation she rolled across t h e dirt,
palm dropped flat against the surface and tinued, staring at her suspiciously. 'It was clinging to Grant, trying to burn out the
the contact gripped her. With one final below zero last night, you know.' threatening darkness.
effort Tanar allowed herself to sink into the Tanar watched h i m stride away, h i s Above crashing waves of sound she could
consciousness of the alien rock. words adding to her confusion. Now that hear h e r name being called, repeated
she was back i n camp she felt no effects continuously i n frantic pitches. Hands
Tanar awoke, shivering with cold. She from her night in the open, yet if Grant was pulled her back, forcing her to fight against
tried to turn, hoping to ease the cramp telling the truth she should be experiencing their restraint with a wild fury. She felt an
which gnawed at her. Solid rock grazed third degree exposure. She pushed the arm lock around her throat, cutting off the
against her skin. She peered up, noticing problem from her mind. She felt fine and air from her body; then there was the taste
the grey stone inches from her face and she had to get the crew out into the field. of blood in her mouth as she bit into flesh.
feeling it hard against her back. 'OK? Everybody ready?' Tanar swung Abruptly she was thrown against raw rock.
Painfully she twisted her body around quickly into her morning routine. 'Today Cold crystal jarred against her skin, break-
until at last she was looking out of the we are heading along the western trajectory ing into her nightmare. The touch held
narrow crevice i n which she was tightly and then doubling back on ourselves five her, washing away the anger and the pain.
wedged. She stared out across the land- kilometres northwards. So by nightfall we As she ceased to struggle against the hold
scape, her eyes straining in the dim light of should be over there.' the darkness flooded over her, removing
early morning. Where on earth was she? Tanar pointed t o t h e i r destination, the image of her destruction.
Slowly she worked h e r w a y free, h e r realising as site did so that they would end Pulsating r h y t h m echoed t h r o u g h
cramped muscles protesting a t every the day approximately by the rock where Tanar's mind, forming coloured shapes of
movement. With a final effort she pushed she had woken. sound which drifted away into the envelope
herself out and toppled to the ground. 'Tanar?' of black silence around her. She clawed her
She lay still, allowing the pins and She shook her head realising she had way through an intangible world seeking
needles t o r u n t h e i r course over her. drifted into thought. for a reality to cling to. Terror rose and died
Memory of her whereabouts eluded her as 'Sorry, team. Right. T'oday's assign- and the rhythm went on.
she pulled herself to her feet. There was ments will be as follows...' Dadah,. tadh, tadh, tanah, tanar
something familiar about the rock face but Tanar!
she could not remember what. She felt The day dragged by slowly as the crew She sensed her name rather than heard it
chilled to the bone and incredibly weary. worked through the routines of geological and became aware of its steady beat being
She stretched lavishly, studying the alien surveying. Even with recent advances i n caught up by other tones and voices around
landscape around her. technical analysis much of the initial field her. She tried to turn towards the name but
Camp! She whirled round i n sudden classification was s t i l l done by eye A was trapped in a directionless void.
panic as the thought hit her. To her relief mobile analytical unit gave the team an 'I hear you,' she cried, 'I hear you.'
the lights of the generator were flickering instant chemical breakdown of the bulk of Sensations swooped down on her with
brightly. Memory began to seep back. A the rock but the mineral composition was hungry claws as the alien consciousness
walk, she thought. I came out for a walk left to human judgement. Each outcrop leapt at her response. She fell into the touch
and then... She looked a t t h e narrow was carefully mapped by hand before the of the rock unable to resist the strength of
crevice. I must have fallen asleep and... She co-ordinates were locked into the field its contact. Deeper and deeper she was
36 I M A G I N E magazine, M a y 1985
drawn into the inner world, touching the aware of the mind which waited beyond the withdraw from yours. Tanar, forgive me. I
ways of a life form which (lid not share her shadows. The sharing was over and she have shown you a paradise in which we
senses. I n one incredible instant she was could sense the alien's unsureness. She cannot live. Forgive me.'
transformed into a world of silicon intel- longed to reach out to him. She realised Dazed, Tanar stared at the face of the
ligence. She breathed the same white fire of that she had assigned a human gender to rock before her. A r o u n d h e r l a y t h e
living diamonds and tasted the flame of a him without thinking. I have lived with unconscious bodies o f her companions.
thousand sapphires. Vast crystalline struct- you, she thought. Speak to me. I need you. They seemed unharmed. For the first time
ures danced in honour to her, displaying a She felt calmness brush against h e r she felt free of the alien presence. Tears
rainbow of emotions like a kaleidoscope. nerves, removing the last traces of tension welled in her eyes as she felt the depth of her
At last she was released from the inward that clung to her. Images floated through loss. It was as if somebody had removed all
pull and with relief she drew away from the her mind as the creature sought a new form her most treasured memories. The empti-
touch. She felt awed by the scenes that had of communication. Eagerly she reached ness grew hollower as she remained by the
played before her. Beauty from another towards them. With a suddenness, as if a rock. At last she threw herself against its
world s t i l l filled h e r thoughts. F o r an sheet o f ice had suddenly shattered, the surface. It felt cold and lifeless to her touch.
instant she wanted to run, to forget the images broke away. 'Listen,' she sobbed, 'I can tell them. I'll
wonders that could never exist in her life 'Tanar. Oh, Tartar. What have we done?' make them realise. There must be others
but the creature was waiting. She had been 'We are one. Can you not feel the bond?' who can touch you. Please. Don't leave
within the inner veil of an alien culture and 'It must be broken. How foolish. Forgive me.'
now she was required t o return t h e me, Tanar.' Around her the field crew began to stir.
experience. A s she comprehended t h e 'I d o n ' t understand,' Ta n a r ' s voice 'Speak to me,' she implored the alien.
intentions of the rock she fclt panic seize betrayed her anxiety. 'What is there t o 'They'll think
her. The grip grew tighter around her and forgive?' Mad, she thought. Was that what the
Tanar realised that she had nowhere to run 'I sought you out. I wanted t o learn creature had seen. Her story would appear
to. about this creature that I found on the insane t o those who could not feel the
Half forgotten memories floated through surface of my world. I didn't realise what touch. She was aware as she turned to face
her mind. She remembered her mother; a the l i n k i n g o f o u r lives would mean. the crew of the faintest tremor beneath her
tall boisterous woman w i t h a flare f o r Tanar, please...' feet. Suddenly she recognised the danger
physics. Her father's face focused sharply 'Stop it! We are one now. I want...' that faced her and the men.
before her; his fine features so like her own. 'No. I have seen. Your people seek after With one final caress she pushed herself
She cried as a baby in her parents arms, my kind for wealth. Minerals to you are from the rock and ran to Grant's side. He
learned t o w a l k a n d talk; growing i n power and money. To me they are body and gazed up at her, his eyes focusing slowly.
strength and intelligence. Piece by piece life.' 'We have to get away from here,' she said
she relived her life, recalling bad and good 'No. We use rocks not... They have no urgently, 'There is going to be one heck of
with a frightening clarity. She was at once feelings. They don't live like you.' an earthquake.'
watching and living the memories. 'Your people cannot see, Tanar. Only
Tanar rested, sipping the cool silence, you could I touch. M y people must llk3 Sharon Clark

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Real-Time Role-Playing Judging the Pace


Until r e c e n t l y, Tr e a s u r e Tr a p w a s v i r t u a l l y a A f e w catalogues have come into our possess- adventure w i l l all f o l l o w this year.
synonym f o r p l a y - i t - f o r - r e a l t y p e g a m e s , i n ion f r o m t h r e e o f t h e m o r e a c t i v e g a m e s They a r e a l s o e x p a n d i n g t h e r a n g e o f t h e
w h i c h participants dress as fantasy characters producers in the USA. One of them is a s m a l l Role A i d s m o d u l e s b y p u b l i s h i n g m o d u l e s
and p l a y Out a d v e n t u r e s i n s u i t a b l e s e t t i n g s outfit called TSR Inc, and next m o n t h w e ' l l be taken f r o m t h e c a m p a i g n o f D a v e A r n e s o n ,
such as (in the case of IT) an old castle. able t o g i v e y o u a r a t h e r m o r e t h o r o u g h co-creator of the D & D game. The B l a c k m o o r
This has proved to be a popular concept and preview of some of the n e w ideas coming from Chronicles will n u m b e r 1 2 scenarios in t h e
so, naturally, other organisations are develop- Lake Geneva in the rest of the year. first y e a r, a n d o t h e r Role A i d s m o d u l e s w i l l
ing the idea. One such is Timescape. They are But l e t ' s q u i c k l y g l i m p s e t h r o u g h t h e appear every month.
going t o r u n w h a t t h e y call Real Ti m e Role- catalogues of Mayfair Games and Pacesetter. Passing s w i f t l y over t h e B a r b a r a C a r t l a n d
Playing A d v e n t u r e h o l i d a y s i n Leicester t h i s Mayfair h a v e c o m e a l o n g w a y v e r y quickly, R o m a n c e boardgame.... w e f i n d t h e E l l e r y
year. N o t t h e place o n e w o u l d a u t o m a t i c a l l y and n o w brand themselves as 'The Licensing Queen M y s t e r y M a g a z i n e G a m e , a n d S F
bring t o m i n d i n association w i t h holidays o f Specialists'. They back this up w i t h a range of games b a s e d o n T h e F o r e v e r W a r, D o w n -
romance a n d adventure, b u t doubtless t h e r e interesting titles, starting w i t h the D C Heroes below S t a t i o n a n d H a m m e r ' s Slammers,
are good r e a s o n s f o r choosing it. S t a r t i n g i n S u p e r p o w e r s Role-Playing Game, an obvious There's the S a n c t u a r y boardgame based upon
July, you can book in f o r a w e e k of real time, competitor t o y o u - k n o w - w h o . T h e m a i n s e t Asprin's Thieves' World; Elfquest; The Worlds
full size role-playing. Yo u r t a s k w o u l d b e t o has a n I n t r o d u c t i o n , S o l i t a i r e A d v e n t u r e , of B o r i s Va l l e j o ; D r a g o n r i d e r s o f P e r n a n d
pursue a super villain through time, starting in Players' B o o k , G M ' s B o o k , a Te e n T i t a n s two games n o t a m i l l i o n m i l e s removed f r o m
a medieval fantasy w o r l d (set i n a suitable Adventure, a GM's Screen, 30 character cards, R a i l w a y Rivals.
sylvan s e t t i n g o f p a r k a n d w o o d e d glades), counters a n d d i c e (phew!). I t m u s t h a v e t h e That little lot made the Pacesetter catalogue
continuing t h r o u g h a 1 9 2 0 s s e t t i n g ( i n t h e same sort of appeal to those fans of S u p e r m a n look a l i t t l e t a m e , b u t y o u c a n ' t i g n o r e a
many t u n n e l s b e n e a t h L e i c e s t e r r a i l w a y and Wonder Woman as the M A R V E L SUPER company t h a t h a s m a n a g e d C h i l l a n d Ti m e -
station!), and ending in an sf finale (featuring a HEROES'" g a m e h a s h a d f o r t h e S p i d e y master in the first year. A l s o on s h o w was an
computer controlled space f l i g h t / c o m b a t brigade. A R e f e r e n c e G u i d e , Te e n T i t a n s SF rpg, S t a r Ace, and the n e w B a r d ' s Legacy
simulator). The price w i l l be from f 100 + VAT, adventure, Justice League of America adven- rpg w h i c h i s supposedly playable in minutes,
covering accommodation and meals. ture, a B a t m a n S o u r c e b o o k a n d a S o l i t a i r e Where have w e heard that recently?

Test of Wits Collectors' Item


The Chaosium are one o f the f e w companies world. I t i s also compatible w i t h C h a m p i o n s Tu n n e l s & Tr o l l s has f i n a l l y c o m e o u t o f the
whose games are both superbly produced and and Villains 8E Vigilantes. closet. Its bright n e w colour box should by now
also attractive to the experienced gamer. The The big interest, o f course, i s i n t h e latest be t w i n k l i n g a t y o u f r o m t h e s h o p shelves.
transfer of their top-selling game, Runequest, Call o f C t h u l h u releases. This is Chaosium's Contents a r e a s b e f o r e e x c e p t t h a t t h e
to Av a l o n Hill, does not seem to have had any major title n o w and very successful. Chaosi um enclosed r u l e b o o k i s a l s o s p o r t i n g a c o l o u r
detrimental e f f e c t o n t h e i r o u t p u t . O n t h e have t w o n e w Cthulhu products, and as usual cover. Price is n o w f 8 . 9 5 . Chris Harvey, T&T's
contrary, t h e y n o w h a v e a h e a l t h y stable o f the first m a j o r task the doughty investigators UK p u b l i s h e r, t e l l s m e t h a t h e a l s o h a s
rpgs, p o p u l a r w i t h t h e d e d i c a t e d h o b b y i s t . face is how to pronounce the titles. First is Trail Enemies 3 for C h a m p i o n s at the same current
Admittedly they're also saddled with a handful of Ts a t h o g g h u a w h i c h c o n t a i n s t h r e e scen- price as E n e m i e s 2.
of rather geriatric boardgames and miniatures arios. T h e i n v e s t i g a t o r s s h i v e r t h e i r w a y Champions itself has been reboxed. It hasn't
rules t h a t c a n o n l y occasionally t r o u b l e t h e through Greenland before the final test of wits arrived i n B r i t a i n a t t h e t i m e o f w r i t i n g b u t a
cash register. Presumably they keep t h e m on in t h e H a u n t e d H o u s e . T h e o t h e r release i s neutral o b s e r v e r (Steve P a r k e r o f Vi r g i n
for sentimental reasons. A n y w a y, back to the something of a m o n s t e r itself. It's a c o m p l e t e Games) is quoted as pronouncing it to be 'very
all-important rpgs w h e r e w e f i n d t h a t recent boxed c a m p a i g n c o n s i s t i n g o f f i v e booklets, nice'. The g a m e inside, so far as w e k n o w, is
releases i n c l u d e a C o m p a n i o n w h i c h i n t r o - each c o v e r i n g a d i f f e r e n t a d v e n t u r e i n a unchanged.
duces n e w H o m i n i d s , A d v e n t u r e s , A r t i f a c t s particular geographical location. There is also Chris also reports a totally unexpected and
and A l i e n s to the R i n g w o r l d game (reviewed an introduction and a set o f player handouts. more or less unsolicited upsurge in sales of old
.21) w h i c h i s based o n Larry Niven's truly The name of this impressive package is Masks M e t a g a m i n g games which he has had in stock
original series of books. Tr o u b l e for H AV O C is o f N y a r l a t h o t e p and the UK price is likely to be for years. W h y this should be is unclear, Surely
a n e w adventure book for Chaosium's Super- horrendous. they're not collector's items already?

Cthulhu Crackers Floppy Hats & Rapiers


Games Wo r k s h o p , o f c o u r s e , p r i n t C t h u l h u t w o was to design a Cthulhu adventure apiece. Flashing B l a d e s is a n e w rpg f r o m FGU t h a t
under licence in Britain. However, they are not Wo r k is n o w proceeding a n d already w e see attracted a lot of favourable c o m m e n t s at Toy
content to leave it at that. The w o r d w e n t Out the b e n e f i t o f u s i n g s u c h p o w e r f u l m i n d s . Fair earlier this year. It takes one of the great
from t h e S u n b e a m R o a d n e r v e c e n t r e t h a t Marcus' w o r k h a s a t i t l e w h i c h i s r e a d i l y romantic legends as i t s t h e m e — t h a t o f t h e
individuals of exceptional talent, erudition and pronounceable — amazing! It's called Shades Three M u s k e t e e r s . T h e b a s i c s e t i n c l u d e s
intellect w e r e t o b e assembled f o r a special o f Te r r o r and is set in modern Britain. Peter's some i n t o r d u c t o r y s c e n a r i o s a n d F G U h a v e
task. I f p o s s i b l e t h o s e s e l e c t e d w e r e t o b e hasn't go the title stage yet but I doubt if we'll also p r o d u c e d P a r i s i a n A d v e n t u r e s w h i c h
proficient in joined-up writing also. Well, after be disappointed when it finally surfaces. There contains further situations to test the mettle of
a search worthy of being made into an rpg in its is also going t o be a t h i r d publication, j o i n t l y the floppy h a t and rapier brigade. S o m e other
own right, a t e a m w a s p u t together w h o s e designed a n d described p i t h i l y a s a ' S o u r c e n e w or u p c o m i n g adventure packs f r o m FGU
names w e r e capable o f m a k i n g t h e average Thing'. Should be a cracker. are L o s t W o r l d Ta l e s f o r D a r e d e v i l s a n d
M E N S A m e m b e r t h r o w in t h e towel and take Available now from GW is Legacy of Evil, an D e v i l ' s D o m a i n , Ta c k l e t h e To t e m a n d T h e
up watching darts on the telly. Under one roof, adventure for G o l d e n Heroes. N o sign of the Pentacle P l o t f o r V & V. P l a n n e d b u t s o f a r
GW b r o u g h t M a r c u s R o w l a n d a n d t h e s e m i - J u d g e Dredd rpg yet. Latest news is that Marc nameless a r e a c o u p l e o f adventures f o r Psi
legendary Pete Tamlyn. The task given to these Gascoigne is 'plodding on' w i t h it. Wo r l d and one for O t h e r Suns.

I M A G I N E magathu: 1 5 8 5
39
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exception 0 0 . 0 0 0 0 . 1 1 1 . 1 1 1 0 4 :
% 0 4 very well-maintained, and some are surprising- o f B u s h i d o (about the only game I can think of 1114
ly useful, although all have their strengths and t h a t b e a r s comparison), M a e l s t r o m m u s t b e g DRAGONLANCE®
O S 0 weaknesses. T h e t r e a t m e n t o f Rogues i s a n the first product which can actually claim to do q
I o l l m u t t e r d e l i g h t , w i t h b e g g a r s ( f i v e d i f f e r e n t a n y t h i n g about it— a n d I m u s t say I've never 0 D r a g o n s o f A u t u m n Tw i l i g h t is the 'Book of

P O 0 kinds!),
sters all thieves,
lovingly burglars, assassins
detailed. Anyone whoand trick- fFoi un na dl l learning
enjoyed y , there 'history' suchA tfun!
is the price. AD&D,,
E1.95 the value ( t h e m o dgame
u l e s ' modules.
o f t h e f i rAs
s t well
t w o as
D rno
a g less
o n L athan
nce
i d ! . idAlist
t a l l IMAGINE!, m a g a z i n e e 2 4 s h o u l d b u y M a e l - f o r money leaves me lost for words, and if more 0 t w e l v e modules and books to match, t h e real
rom for these alone, c o m m e r c i a l publishers move i n o n the role- D r a g o n L a n c e g r o u p i e c a n a l s o g e t a D L
a r i 0 T h e magic system is low-key, and simple but p l a y i n g m a r k e t I c a n s e e g a m e s c o m p a n i e s I calendar!

S O W e l lists
e g a of
n tspells,
and open-ended — instead
the referee takes each of endless
case on its gOevt et i rnag l lvery,
, M avery
e l s t worried.
r o m i s a n i n t e r e s bt i n g a n d P 4T5h0 epages.
book Ititself is atothick
is said havepaperback of almost
been written partly
0 4 0 t t i merits, weighing up the difficulty of the desired e l e g a n t l y - d e s i g n e d g a m e . Players o f f a n t a s y I from t h e p l a y o f t h e original m o d u l e s . D o e s
l e o 1 Knowledge attribute check
effect and assigning m o d i f ito
e r sk nt o wthe
an Mappro-
a g e ' s i rnpf og rsm w
a ti il lo n
f i nodn a' r ehaol 's tl a ot ef - M
i mem
d ieenvsael l lyi f e
u saenf ud l i 0t hrelated
a t make
t o itaan wAo rDk M
of) literature
m o d u l e coincidentally
series, o r a

0 0 C O priate c o ncjhuer a
attribute c kt iso nt oa cnads tt ot hoen es poerl l mc o
o rr ree cWt liy,
l l ds eo vc ei el ot p
y i nwgh icampaign
c h c o u l d backgrounds,
b e a g r e a t especially
h e l p i n 6I roleplaying
A s a r o l eaid?
p l a y iOr
n g both?
a i d , tOr
h i sneither?
book would be
0 1 1 1 4 Needless t o s a y, p r a c t i t i o n e r s o f m a g i c r u n f o r c i t y adventures. Everyone, w h e t h e r t h e y p valuable p r e l i m i n a r y reading f o r a D M o f the

14 a t $ certain
must be risks
usedinwith
16thgreat
century
care.England, so magic
Priests also have ui ns eMaelstrom
the game to
itself or not,
justify w i l l El
paying find
.95s for
o m eit,t hand
i n g l D r a g o n L a n c e series. I t provides b a c k g r o u n d i

l a 0 4 the ability t o w o r k small miracles, a s w e l l as f o r t h e b e g i n n e r w a n t i n g t o f i n d o u t w h a t a O d r a q t r a l i r 0 - 1 1 - 1 r a l r e r t


full-scale role-playing game is all about, there
0 0 ( 0 the m o s t utsreofuubl l seksiol lmi e
exorcising s st hpei ri irt sa,bbi l u
i t yt pt oo ssswi bal yy c a n b e n o b e t t e r introduction. A n d , p e r h a p s Ii t ADScDO:
i a t 1 4 1 men's hearts through preaching and oratory b e s t of all, t h e game is entirely British — and 0

D r a g o n L a n c e e p i c s e r i e s a n d c concludee
o t h ee
6 e l The game
t r emechanics
e a r e depend
S T almost
O T entirely
O I . n o It S
before
I T time,
S . too!
1 0 A/ 5VG Or aTe O
m e
W DSa vD
i s 11The
L 4 m- oDdrual g eos nDs Lo3f -D D
e sr oa lgaot inosn ,o fn H
t ionpue , tahn d

0 0 111 0 4 11 0 1 0 0 F i r s t Tw i l i Book
g h t (not to be confusedTawl iet sh othe
of DragonLance, f Abook
u t u mof
n

00 Kt 0 0 $ 1 • * ' S O
1 0 4 o s t o ( 1 4 0 0 0 0 . 0 1 1 1 1 1 0 1 1 1 1 . 0 0 1 1 1 8 1 t h see series,
e review D above).
r a g o n l a n c e C h r o n i c l e s vol 1 ----
Dragons' of H o p e s t a r t s o f f w h e r e D L 2 -
D r a g o n s o f F l a m e left off, and f o l l o w s m u c h

01
O S 1010
Mt S APO*
OK e l th1.1
the s a m e f o r m a t a s t h e f i r s t m o d u l e i n t h e
series, D L 1 - D r a g o n s o f D e s p a i r. I t i s also

0414000 0110tihy I S O O S S O O presented i n t h e s a m e e x c e l l e n t l a y o u t a n d


clarity of detail.
Provided w i t h t h e m o d u l e is a tabletop size

Ile 00014410
Ot O l t 4-, 0- 0* *0 *0 S0 O0 W
1110090000 0 map of the Lands of Abanasynia w h i c h can be
used by the players to plot their progress. The

0010000 0•0011100 • 00111011001Madventurersaregeneray


lfreetowander around these lands as they please (remember-

h O 1 1 , 1 1 1 0 1 1 0 . I I I b 6 1 0 i l i a t , 4 1 0 0 , A t ,i6 A t e P I P l e " . w . i t z a PA I o n 1 n o m m a l a l j

b * I Or10'6'0Rail10w16v - -Y ' -1ritreISw"ew.s-w•Ce***We'welErti01I1


mitt..,010,010,",smootoks„,„.. • • • • , • • • • • • • • • • • " * J 1

rdwarilloWSKOMBRECCORIMEECOX.M.04161
46641111
REOEILIS,NOTICES R E O E L / 5 . . . NOTICES.. o•
ISTOW010101
WOW R P r -VW ilro W O W * * MOP 1
4001 1.10000 OSO 0 . 0 4 4
SS** p o l o r d 6 gobsii64646.116 l a le
DOM 0 0 0 1AD8cD®: Midnight P O I
SOO* 40
MON P S I o n Dagger Alley
$10001 m v i _ Midnight on Dagger Alley is the first of 0 1
40 0 1

0•111011 1 0 % 1 the M a g i c Vi e w e r series of modules and is


01011
Mb* 1 • 1 0 0 transparent piece of red plastic w h i c h is used
40
01006101 O S S 4 to filter out the red splurges covering the maps

010.611 1 0 0 0 and e n c o u n t e r, w a n d e r e r a n d t r a p / t r e a s u r e

010404 b e e

N O S S o fthethe
dungeon
l
level, street
l

andlevel,
descriptions.
T h e action is set in the 'narrow1 muddy alleys'
upper levelshow
and 0 1
V

Me* city of Goldstar the four maps $ 4

IO l o l l e dIR top
l 0 •
rooftop level,
of the eachbeing
others, o f w hi ch superimposes
linked by a numbered on
grid system. I t m u s t b e said t h a t t h e v i e w e r 18
1.• o 0 0 having
1 w a every
orks w l l , glimited field
iving o n e of
t h view
e i m pasr eyou
s s i owould
n of 1 0
el
q
0
1lerns of solos, le lack of choice and channelling 10
• riI
' of a c t i o n s . F o r i n s t a n c e , i n d e s c r i b i n g t h e
P o l l e j M V 1 , h foaw e b vu e
i l r,
d i nsgu ftfheer sentry
all t hgoes
e u s uon
a l to
pro b-
say

• that i f you k n o c k
0 0 o 0u t4 s i d e o
N m

be Le
1 • s . • Three
and tells 6you
t h to
l e vcome
ea
l tc h
t haer kadoor,
back cte rsa
,c ne aecl fh aw
tomorrow!o n si twhe ras

6 0 0 4 mission,
ever t h e arroemprovided;
a n t i c , s est o oI f picked
f t o r em
s ci nuee and,
the
Princess. However, w i t h i n 10 minutes I'd quite 0 A

reskwilekwatwe rerA1teethsel
by a c c i d e n t c o m p l e t e d a n o t h e r c h a r a c t e r ' s
mission b y f i n d i n g w h a t h e w a s looking f o r ! 1 1 0

Chronicles: Dragons of Autumn Tw i l i g h t This h i g h l i g h t s t h e m a i n • deficiency o f t h e 0 1


module, it is far too small. W i t h a mere 5 sides
0 4

I
material, 'feel' for the campaign setting, and b a g . T h e story is straightforward, w e l l told,
ideas for characterisation of NPCs etc. A D M o c c a s i o n a l l y funny and refreshingly free of the
mission, the second is already half done and as O f 0 4
of encounters, once you've completed the first 1
l e i

has to be careful not to become a slave to the e x c e s s e s o f 'pseudo medieval' English. I f i t forGenerally,
the third...!t h e r e a r e f e w m i s tIa k e s b u t t h e I •
book's interpretation of the plot, however, l a c k s anything i t i s i n t h e a r e a s o f d e e p
Players of the DragonLance modules must c h a r a c t e r i s a t i o n a n d profound feeling. T h e t w o h o w l i n g b l u n d e r s a r e t h e d i
rooms u p s t a i r s i n i n n s . I w o u l d suggest U 4 8 r e c t i o n s t o 0 4 M
and U 1 7 should be squares R4 and H2 on the I
0104
avoid reading this book until after playing the e f f e c t i s rather t h a t o f a good quality book 11 •
modules. Reading it before would both reveal a i m e d at intelligent older children (or is that a upper level respectively.
the plot and tend to 'channel' characterization, d e f i n i t i o n of rpg players?). Although it provides In conclusion, a novel idea but the size of the
Read after playing t h e modules, t h e book is a f e w hours' enjoyable reading, t h e r e a r e module makes it very poor value for money. 1
interesting as a glimpse of w h a t they might s e v e r a l o t h e r b o o k s i n t h e g e n r e w h i c h
have done, o r w h a t w a s originally intended r e p r e s e n t better buys.
— although, due to minor plot differences, you I n conclusion, t h e book stands up well as
can't a s s u m e t h a t y o u c a n r e a d t h e book A D & D supplementary material, but rather less
• . C h r i s Hunter 1
because you've finished the first two modules! w e l l as a novel. YO 1 1 1 . 6 7 • 1 . 4 1'''•,-::
: 7 0 1 " r ",. v ‘ . * I04t t5h i 1N1o1 ' 4 g * P I P : 0 1 4 1 1
As a novel, this book is something of a mixed O n 5 Steve Hampshire
—:--,:•••• l e *
e l l i f i l r e f o l

Dragons of Hope, Dragons of Desolation


i o s p o l l e T O V I O S I S I S I V O W I f e l l e t

a I
O W a g a t i t a g g e 0 1 1 a
itoIA g

ing t h a t draconian
collecting h i n t s a s at or mwi ehse raer et hclose
e y s hbehind),
ould be Di nr ta og ot hnes Dof
w aDrev seonl aKt i n
ong dleads
o m o the adventurers
f Thorbardin. It o n
f the
it (I dungeon w i t h to
had to resort several numbe
the picture r i nthe
on g errors
front • I I I 0

heading, a s t h e y go. T h e s t o r y l i n e d o e s n o t d e p a r t s f r o m t h e previous D L f o r m a t i n t h a t c o v e r to help decipher it). O q 041


require them to be pushed along the right path m o s t o f t h e a c t i o n t a k e s p l a c e i n t h e u r b a n As w i t h DL2, the players have to be carefully
'
as was required by DL2. s u r r o u n d i n g s of the Kingdom's cities, p u s h e d along b y t h e D M t o e n s u r e t h a t they 4 1 •
There a r e n u m e r o u s e n c o u n t e r s along t h e T h e cities are described u s i n g a n u m b e r of k e e p to the plot. Very few real decisions are left
way to keep people on their toes, some played building blocks that are given on a large chart. t o them. Even t h e final b i g battle is carefully
for the usual 'get in and slay t h e m ' effect and T h i s becomes a p r o b l e m for the D M , trying to s c r i p t e d . I 641

others
tend to to
woadd humour
r k very wellto the w
situation.
o These
u all
l v i de w i t have
witho u t l efar
been t t i nbetter
g t h e printed
playersalong
see. T
whi ti hs n
P ol ar yDeLd4 w
asi l lindividual
w o r k v e r ymodules,
well, w in
t he i nt hoe rsatis-
DL3 O a 1 4

The only major f l a w w i t h the module is that t h e r e s t o f t h e m o d u l e t e x t , o r e v e n a s a f a c t o r y c o n c l u s i o n t o D L 3 a n d i n s u f f i c i e n t I S


by t h e e n d t h e p l a y e r s ( a n d t h e D M ) a r e s e p a r a t e booklet b a c k g r o u n d information for the start of DL4. As
supposed t o h a v e s u f f i c i e n t i n f o r m a t i o n t o T h e descriptive text itself is vague, giving the a pair they will w o r k quite well given that the
logNI e l

enable them to start DL4. Unfortunately this is D M plenty of work filling in the details. Part of D M m u s t be prepared to do plenty of work. A s 1 1 101
DM t o i n v e n t by
not provided it T h em
the r eo are
d u l ealso
and several
it is up m
toi nthe
or ct oh nes i m
s tosd uolfe t r( a
ndo itt iao tn at lh e
d uenngde of no rwao rckh. aEnvgeen) tpe al er vt i soifo tnh esoap
D r aopera,
g o n l a nonce you've started
c e series... i t ' s l i k eyou
a 01 0 1
numbering errors on the plans, but these are
easily spotted and corrected D. M , w h o is not helped by an unclear diagram 1
h e r e t h e r e is very little description t o aid t h e j u s t can't stop. Roll on DL5
A U ,.001
1 E I PA I R TO I I I I iti " A t 14 a P I a II I P P I a t i l INFR E l 1111lig t r a l g a r d 1611 a 11.111 f i r a V A . , * il I N g M

1 1 1 0 , 6 1 1 1 1 0 1 4 1 1 1 1 7 0 1 1 . 0 1 1 . 00. 1 v 9 1 0 1 1 1 1 0 1 0 1 0 . 1 1 0 1 1 0 1 0 1 0 / 0 , l o r o l O W - g o w i l o w New 4 1 •

1 V I 1 i t t l t r i bedbed a Pi1bedI it 1 i t t e P l A 0 21 e a I s t I P P I N t h S t t t t IA
'
P a r awe e k r V e d r e da r e A e n 6 W . i r de , W i a r Wl i bn d h ,

REPIEUS...NOTICES.a.15RITIFREPIELJS.aaNOTICES_
r„..„,...,„................ ,c,...vv,„,,,,,h,.,,..................„,..„
.111,6 WA R H A M M E R II p o , , , Va t , i _ , I
V 4 t g ; There has been a link between rolegames and

g1 aroundb, g
g w a r g a m e s for as long as the former have been
surprise
o s o broughthwto u t twnotagrrheaamtmsuerr ( e w

o i I . A 8 s ),saogoaftmeen whichhappeine
s,dhotrowfeuvltfi I b1
reont ttryingl
f

0 4 t w o jobs a t once i t w a s unable to do either N


g a g g t really w e l l . Hence, t h e second edition o f t h e 0
qiil,q. $ game concentrates o n t h e w a r g a m i n g r u l e s ,

t 4 1 leaving the roleplaying aspects in the most part 0


to itehpela'companion s e t ' W a r h a m m e r Fantasy
g o ; 1
„slit,44 1 T h e g a m e c o n s i s t s o f t h r e e b o o k l e t s ,

l ' I a1l 1w Combat,


h i c h areB A
a t4t l(rather
e M a g ithan
c a nthe
d Boriginal
a t t l e B eA5)
s t i aand
r y,

k i t 4 gq have
quality
c oof
v ethe
r s par irnt w
t eodr ki ninl uthe
s c itohur se ec obooklets
l o u r. T his
e

s o 1 variable but generally very good, and the layout i


0 I In t h e ifmuninspired.
is clear, a i n , t h i s edition corrects t h e m o r e i

e l 1 obvious f l a w s in the original — for example, a


• i I quick
tablesreference
is included — and
sheet the
with actual
the morerules have Pi
important k

S l i i been revised, knocked into shape, and treated


s y . 111
0 a 1 t o TaI1geoocd0 healthyby0 dose t gt i'Forces
voe s theetof core Fantasy'
t aWar-
n .

• I I thhaemremearrew thegea Basic grules,


o rIe saat which
ch
i levels.

o s I simple ' r o l l a d 6 t o h i t a n d c h e c k t h e t a b l e ' 0


approach of the original, and detail Movement,

_________Italdiato ree
1 k m o t : - V W S . I. I A t z P R I p l i w
0 0 1 1 • Shooting, Combat, Morale — all the essentials 111 I

1 0 I of a g o o d w a r g a me. T h e A d v a n c e d r u l e s il p a l l i l l I M I E M M I _ _ _ _

0 1 4 1 alnstrpoodiunctsevseavlueer asItadditionalo
a r mr iarme
i s,comp
hwi1elexthe
tii eEsxsguecrht I MERP: Combat Screen, Northern Mirkwood! OS:
os 1 rules appear to consist o f three pages on t h e
I ge M
rei acters as Casualties.
i
g o o 1 subjects o f F i g h t i n g a C a m p a i g n a n d C h a r - 1
Book T w o c o v e r s B a t t l e M a g i c , a s i m p l e I T h e M i d d
li Spell P o i n t s s y s t e m b a s e d o n C o n s t i t u t i o n S cintended,
o l e E a r t h Rr o l e - p l a y i ni g C o m b a a
r e e n i sandp e MERP
r f e c t l yisadefinitely
d e q u a t e af ogame
t p a r t i c u l a r l y liked the data on! trade and barter,
r u s which
e a s pa l na d
y e Ir' m
s ws iut h
r ebuilt-in
t h e c h motives
a r a c t e r backgrounds
requires a c o m p r e h e n s i v e q u i c k r e f e r e n c e a good w a y o f getting players integrated i n t o
for adventure fare
or 1
I
l
S ot oi
1i w

F e :
e l l 1 P oiBnatstt.1eThmeMagic gerfoivgeerd iNffeecrerNecromantic,cs,olifiuMsalognic I
-
guide, as the rules are complex. However, one t h e campaign. But there is so much detail, and
I
!
PS
M e

s
0 1 1 1s t , D e m o n- i c a n d E l e m .e n t a l M a g i c E a c h o f I could easily photocopy the tables straight from s1 o m a n y (often obscure) facts, that it would be
the rulebook — no n e w material is presented a t a s k o f n e a r - h e r o i c d i m e n s i o n s t o b e c o m e
O M I I these types has a type of Wizard devoted to it, I
— for far less than t h e selling price o f the t h o r o u g h l y c o n v e r s a n t w i t h i t a l l — and,
r 1 Screen; and ICE could have granted permission i n d e e d , I w o u l d n ' t recommend ICE products to
o s 1 akiltnhoosucgahnWailzsaordossespseocrniaelisBinatgt1ien the latter

o i l T s h i sn ,booklet a alsoosm i an-lsccae


lIau dsesscenari T'horelN•ilnatgrondifolcgeinngt I for players t o do so. A s i t is, t h e y are
i they can hardly afford.
0 1 1 1 I players to the rules (and lots of puns). M o n a i s nis, o tbelieve
e a sr good,
uit ort not,
a sn tquite
hee sveunsuitable
t t idn g af o r
h B o o k Three i s basically a compendium o f I Ploll
O i l P monsters in the style that we've come to know I Your m o n e y w o u l d b e f a r b e t t e r s p e n t o n f o r varied play. Yo u have t w o options: t o play
Northern M i r k w o o d . T h i s i s o n e o f I C E ' s b e f o r e Durin's folk left, which involves neces-
0 4 11 l a includes
nd e(or I
vol loathe...) i n o t h e r games, a n d i t

0
p—
lTudeshe Known vv onaorla c aw

1111 l i o n s dTime
na .Line
mipt ahi gnna/tw

,
i oonr l d sescript- 0 1
setting 1c a m p a i g n m o d u l e s , e a c h o f w h i c h d e t a i l s a s a r y i n t r i g u e a n d d i p l o m a c y, o r t o p l a y a f t e r
P b a c k g r o u n d b u t leaving p l e n t y of freedom f o r a n d b o r i n g — d u n g e o n - b a s h i n g c a m p a i g n .
l a r g e a r e a o f M i d d l e E a r t h , d e s c r i b i n g t h e D u r i n ' s f o l k have gone, w h i c h i s a s i m p l e -
ii
package, w h i c h c o v e r s t h e f i e l d o f F a n t a s y t h eNorthern
referee. M i r k w o W o d c o m ei s w i t h t a v e r yh v e r y unusual.14 levels it is a massive dungeon, and not
. 1 a l l 1 A l l i n all, Wa r h a m m e r is a m u c h improved
Figures Wargarning w i t h simple rules, and yet
b
l oi i interesting f u l l - c o l o u r p u l l - o u t map, a n d t h e A l t h o u g h there is a lot of interesting detail, I
high standard of presentation expected of ICE f e a r t h a t d i s a p p o i n t m e n t is i n store f o r those 6
1 6 4 4 1 more m p r e h e n s i v e l y than virtually ataany m = 1
1111 ,
p r o es5 2 reviewed here,arecw ei l l sused,
l a wni t h sast s i c d u n g e o n a d v e n t u r e . I ' m s o r r y, b u t i t

roprwpwwwwww,Al_ .
• • s r o r o e l r e - -640-0- 0 p r oThe pages
ntained tof
d u c t s mai h r otext
u g h o u t this and the o t h e r w h o b u y t h i s m o d u l e b e c a u s e M o n a i s t h e 1 &P
much detail a s anyone could !ever w i s h for. I i Pf f i k AA n d y Blakeman
'A b 1 I 0 1 td t i a l t i 1klAo61 0 b . 4 1 II 0
_ _ • 1 kb 2
Oil IO M E G A K R O N p w
0 0 g1Oscenarios
m e g a k r ofno ri sAvt h
aelon
t hHill's
i r d i n Lao rseries
ds of C
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P e I contains n o t o n l y a 3 2 - p a g et scenario booklet t u r e is nwo t l i n e a r and indeed t h e players o can n i c e scenario, s h a, m e about the price!
1 1 1 1 1 ]and player aids (maps and an 8-page booklet t a k e many different courses in their attempt to 1 0 0 1 Mike Dean 0 1 -

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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 43
CHAIN MAIL N
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by Brian Creese Ui

This Month's Play-By-Mail Game: FINCH LEY CENTRAL


In the w o r l d o f games, really n e w ideas — i n d e e d w i n n i n g a g a m e o f Finchley As I h a v e e x p l a i n e d , w h e n p l a y i n g
occur only very infrequently. The abstract Central is childishly easy t h e idea is to Finchley Central, style is all. Let us take,
brilliance o f c h e s s h a s e n s u r e d a n u n - play with style. as a n example, m y experience teaching
dying popularity for two thousand years. For t h e stylish gamesplayer, Finchley the game to a relative novice o f games-
In m o r e r e c e n t t i m e s , t h e p h e n o m e n a l Central is the ultimate game. playing i n t h e p u b o n e e v e n i n g . H e
growth o f fantasy role-playing games, a Today Finchley Central i s played on a appeared p u z z l e d b y t h e r u l e s , b u t I
virtually u n h e a r d o f style of gaming t e n map of the London Underground. Inevit- immediately started a game, inviting him
years ago, has introduced n e w concepts ably a h o s t o f variants exists, f r o m t h e to n a m e a s t a t i o n , a n y s t a t i o n , f i r s t .
to r e p l a c e ' w i n n i n g ' a n d ' l o s i n g ' w h i l e Paris M e t r o t o t h e n e t w o r k o f s e w e r s Ti n c h l e y Central' h e said, a n d w o n t h e
simultaneously liberating t h e i m a g i n a t - around Newcastle, but serious players do game. I challenged h i m t o a second and
ion i n a n e n t i r e l y u n i q u e m a n n e r . stick t o t h e generally accepted L o n d o n he again opened 'Finchley Central', mov-
D i p l o m a c y, t o o , w i t h i t s c o n c e p t o f Transport format. ing 2 - 0 ahead on the series. A third time
interpersonal c o m m u n i c a t i o n s b e i n g o f The rules are simplicity itself, and are and his tactics were unaltered, •Finchley
far m o r e i m p o r t a n c e t h a n a n y complex as follows: Central' and an impressive lead. B u t he
rules, deserves a m i n o r accolade. H o w - looked troubled, confused as he realised
ever, a l l t h e c o n c e p t u a l l e a p s o u t l i n e d 1. E a c h player, in turn, names a London that he was missing something. A n o t h e r
above pale into insignificance beside the Underground station. game, I d e m a n d e d , a n d t h i s t i m e h e
game of Finchley Central. pondered f o r a l o n g t i m e . ' T u r n h a m
Who i n v e n t e d t h i s astonishing game, 2. T h e w i n n e r is the first to say IFinchley Green' h e s a i d i n a s o f t e r voice, t h e n
and w h e n , r e m a i n s a mystery, though a Central'. added, 'There's m o r e t o t h i s t h a n I f i r s t
BBC d o c u m e n t a r y o v e r C h r i s t m a s p u t thought.' H o w true, h o w true!
forward p e r s u a s i v e e v i d e n c e t h a t t h e How I w i s h a l l g a m e s h a d s u c h e a s i l y In t h e postal g a m e s w o r l d , F i n c h l e y
game h a s been r e g u l a r l y played, i n t h e understandable rules, but then, Finchley Central is highly organised. Gazfinc (The
upper echelons of society at least, for over Central belongs to the people, and has yet Gazetteer o f t h e International F i n c h l e y
500 years. I t i s a g a m e w h i c h c a n b e to be packaged by a m a j o r games com- Central A s s o c i a t i o n ) i s t h e o ff i c i a l
played by any n u m b e r o f people, i n a n y pany, w i t h plastic markers and a jigsaw- Finchley Central hobby zine, and through
location, b y post, i n t h e p u b o r i n t h e style interlocking cardboard underground its p a g e s a r e r u n t h e v a r i o u s services
drawing room. Its originality lies not in its map, a n d w i t h a n e.xorbitant p r i c e t o which w e w o u l d e x p e c t , t h e F i n c h l e y
game mech an ics, i t s v i c t o r y criteria o r match. Finchley Central, w i t h its elegant Central Gamestart Service, t h e Finchley
even i t s e x t r e m e portability, b u t i n t h e simplicity, is firmly centred on the streets Central Official N u m b e r i n g Service, and
singular concept that w i n n i n g is nothing of cultural credibility. most i m p o r t a n t l y, t h e F i n c h l e y C e n t r a l

GAME COMPANY
Clubs & a u b s & a u & Events (tubs & Evmts, Chtbs & Events. d u b s e, Events.

Events Games Day: Royal Horticultural Hall, London


will b e t h e v e n u e f o r G a m e s W o r k s h o p ' s
S T E V E N A G E : A keen A D & D player, Michael
Doney (age 11) w o u l d like to k n o w if there are
annual jamboree, 2 8 - 2 9 September. any clubs in his area. Wr i t e to Beacon House,
With the hi9li1ight o f the Events calendar over 15 Deards End Lane, Knebworth, Herts.
f o r another year, let's have a brief Cook at what N o v a c o n 1 5 : 1 - 3 N o v e m b e r, D e Ve r e H o t e l
else is plcumect for 9amers in 1985- Coventry. GoH Dave Langford (see fiction =3, G R I M S B Y: A t T h e G u i l d , t h e y p l a y A D & D ,
12). D e t a i l s 8 6 B e a r w o o d F a r m R d , W y l d e Runeguest, Stormbringer, Victorian Adven-
Manorcon: T h e latest n e w s i s t h a t t h e r e Green, Sutton Coldfield, B i r m i n g h a m B72 ture, Call of Cthulhu, Warhammer, Bushido,
almost c e r t a i n l y w o n ' t b e a M a n o r c o n t h i s S t a r Tr e k , a n d n e a r l y a l l o t h e r rpgs, 6 . 3 0 -
year, t h o u g h i t s h o p e d t h a t s o m e o n e w i l l
organise a s u m m e r con in its place.
Clubs 11 .30pm on Thursdays. M e m b e r s h i p is E2 per
year and 50p per week, w h i c h gets you access
to club discounts and club trips as well. Bk 38,
Sol III: Last call for this charity Trekkie con, at We w i l l print M a i l s o f dubs, o r club-less Ladysmith R d ( i n S i x h i l l s S t ) , G r i m s b y,
the Adelphi, Liverpool, 3 - 6 M a y itufiviiluaIs, free of char9c write to IMAGINE S Humberside.
ma9azine, The Mitt, Rathmore RA Cantbri49e
D r a g o n m e e t : S e t aside 2 5 M a y for this 'dry' LEICESTER/LOUGHBOROUGH; The Mad
garners' event in Central Hall, Westminster. DURHAM: Tw o mentions for Durham this Butchers of the Flatulent Wyvern Society is the
month. D u r h a m Tr e a s u r e Tr a p Society h a v e unlikely n a m e of an A D & D club w h i c h meets
A l b a c o n 8 5 : 1 9 - 2 2 J u l y, i n C e n t r a l H o t e l , appealed f o r a n e w v e n u e f o r t h e i r r e a l l i f e every S u n d a y i n t h i s a r e a . D a v e W e b s t e r,
Glasgow, GoH Anne McCaffrey, Harlan Ellison. role-playing adventures, a s t h e l e a s e a t 455 Loughborough Rd, Birstall, Leics.
That's all w e k n o w, b u t w r i t e to 2 0 Hillingdon Peckforton C a s t l e h a s r u n o u t . A n y ideas?
Gdns, Cardonald, G l a s g o w for more details. Please contact Joanne Shorthouse, Trevelyan N O R T H A M P T O N : N o r t h a n t s RPGers• Assoc
College, Elvet Hill Rd, Durham. meets o n c e a w e e k t o p l a y v a r i o u s A D & D
C a m c o n : W e r e w a i t i n g f o r o u r invite to t h i s On a d i ff e r e n t note, S i m o n Donald (age 15) campaigns. R e a l i s m stressed; m i n i a t u r e s
Unicon, at New Hall College Cambridge,13-15 has been role-playing for quite a w h i l e and is used. 1 7 + a g e r e s t r i c t i o n . C o n t a c t C h r i s
September. D e t a i l s : N e i l Ta y l o r, Perspective looking for a suitable club in his area. Wr i t e to Lampert, 2 8 L a r c h L a n e , N e w D u s t o n ,
Design Ltd, 9 Pembroke St, Cambridge. 48 Lumley Rd, N e w t o n Hall Estate, Durham. Northampton,
44 I M A G I N E m a g a n e , May 1,385
DISPEL CONFUSION
Role-playing games have rules which are two casters) w o u l d not only have to
open t o interpretation, a n d t h i s s o m e - cast t h e i r t w o spells a t exactly t h e
times causes problems when two garners same time, but they would also have
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 to cast them into the same place. Not
C o n f u s i o n is a c o l u m n intended to help easy in the heat of a battle!
by providing answers to rules questions. Finally, a l t h o u g h a fireball h a s a
A t present we mainly answer questions range o f 1 0 " + 1 / l e v e l , t h e pyro-
about TSR games; while the answers we technics spell has only a 1 6" or 1 2 "
give a r e n o t f u l l y o f f i c i a l w e d o h a v e range, d e p e n d i n g u p o n w h e t h e r a
contact w i t h t h e designers a n d a g o o d druid or a magic user casts it, w h i c h
deal of playing and refereeing experience might limit the range of the combined
Ratings Service. Its pages are frequently effect somewhat.
filled w i t h debate o n t h e m o s t elegant (among our other dubious abilities).
A n answer column needs questions, so
opening play, or the most accurate ratings
system. send yours to: Dispel Confusion, TSR UK Q . If a character w i t h a strength of 1 0
Ltd, The Mill, Rathmore Rd, CAMBRIDGE finds a girdle o f giant strength, can
This is not the place to outline some of
CBI 4 A D , I f you d o n ' t w a n t t o w a i t f o r he o r s h e become a r a n g e r, w h i c h
the simpler theories for either opening or
your question to appear in the magazine, has a m i n i m u m s t r e n g t h r e q u i r e -
middle play, b u t I t h i n k it is obvious that
please enclose a 9 " x 4 " SSAE. ment of 13? (Advanced)
successful o p e n i n g s w i l l avoid m o s t o f
what w e in London have had to learn to
A. No. C h a r a c t e r c l a s s p r e r e q u i s i t e s
call Zone 1, the area roughly bounded by ADVANCED DUNGEONS & apply t o t h e u n a u g m e n t e d perman-
the Circle Line. To d a y ' s stylists t e n d t o
open s o m e w h e r e in t h e f u r t h e r reaches DRAGONS@ and DUNGEONS ent abilites o f a character. A b i l i t i e s
that are boosted above the required
of the Metropolitan or Bakerloo, although & DRAGONS® games m i n i m u m o n l y w h i l e i t e m s such as
the Osterly Gambit, Osterly followed by
Chalfont & L a t i m e r, A m o s G r o v e a n d gauntlets, rings and girdles are in the
Q. I s i t p o s s i b l e t o c a s t t h e s p e l l character's possession do not count;
Farringdon, is experiencing something of
a renaissance. pyrotechnics o n magical fires, f o r the augmentation is temporary, last-
example a fireball, and will it increase ing only as long as the item is worn.
I think I have explained Finchley Central
the area of effect of the fireball by 10 Of course, f o r characters w h o read
sufficiently f o r you n o w to realise that it manuals and tomes o r use wishes
can hardly be described as a game at all; as pyrotechnics does w i t h a normal
fire? (Advanced) to increase their abilities perman-
indeed, i t i s m o r e a n a r t f o r m o f t h e
ently, these restrictions do not apply
highest level, e n c o m p a s s i n g t h e g r e a t
A. A p y r o t e c h n i c s s p e l l d o e s n o t i n - w h e n t h e y e n t e r a n e w class (see
philosophies and aesthetics of our time,
crease t h e v o l u m e o f a f l a m e b y a PHB p 3 3 , ' T h e Character w i t h Tw o
an a c t i v i t y w h i c h o p e r a t e s d i r e c t l y
factor of 10. W h a t it actually does is Classes'), a s t h e i r n a t u r a l a b i l i t i e s
against the more gross aspects of today's
to replace t h e f l a m e b y a c l o u d o f have been improved for good, w i t h -
materialist and achievement ethics. Truly
blinding f i r e w o r k s ( 1 0 t i m e s t h e out t h e t e m p o r a r y a i d o f a r t i f i c i a l
a synthesis of opposites operating w i t h i n devices w h i c h w i t h d r a w their bene-
the confines of an abstract game. volume of the flame) o r smoke (100
times t h e v o l u m e o f t h e f l a m e ) , fits w h e n no longer w o r n etc.
Finchley Central, the game where style
extinguishing t h e f l a m e i n t h e A similar point should also b e
means more than winning.
. I B r i a n Creese process. made about the D&D game i t is the
It s e e m s reasonable t o s a y t h a t character's u n a u g m e n t e d a b i l i t i e s
casting t h e spell on a fireball w o u l d that c o u n t w h e n d e t e r m i n i n g i f a
be possible, s i n c e a f i r e b a l l s p e l l class i s a g o o d c h o i c e f o r t h a t
iTubs c, 'E',,u c E t v, C l u b s c. 'Emu,— Clubs
actually produces flame (as it should character, s o p l a y e r s c a n n o t c l a i m
do, given its name). Since the flames that t h e i r brand n e w character j u s t
are extinguished, t h e fireball w o u l d happened to inherit daddy's girdle of
no l o n g e r d o a n y damage, b u t t h e giant strength.
N U N E AT O N : rpg club requires members age effects could still be quite interesting
18+. M e e t W e d n e s d a y n i g h t s 7 . 3 0 - 11 . 0 0 . — and potentially very powerful. Q. I f a troll's finger is chopped off, would
Phone Marnie, tel 3 8 2 3 2 5 , for details. A pyrotechnics spell c a s t u p o n a the t r o l l g r o w a n e w f i n g e r o r t h e
fireball c o u l d p r o d u c e a s p h e r e o f finger g r o w a n e w t r o l l ? ( B a s i c /
blinding f i r e w o r k s w i t h a r a d i u s o f Advanced)
Hobbytteets about 43 feet, and it would also blind
all c r e a t u r e s u p to 1 2 0 feet beyond A. The troll grows a n e w finger, unless
HobbymePts,10119 tic9lcctec1 in this column, are
that, p l u s t h o s e i n a d i r e c t l i n e o f the finger is the last piece of the troll
non-9aming events where gamcrs meet socially)
sight! Alternatively, the combination left unburnt. Incidentally, how does it
usually in a pub. lye haven't much information
could produce a globe of smoke about know when it is the last piece?
so we'd law to hear if tha-c is one in your area.
93 feet in radius, w i t h i n which vision If t h e r e g e n e r a t i o n w o r k e d t h e
We understand that there is n o w no G l a s g o w is reduced t o 2 f e e t o r less. These, other way round the world would be
hobbymeet. Wa l l a c e & c o a r e o b v i o u s l y t o o even b y mega-character standards, knee deep in trolls. Trolls themselves
busy w i t h P r i s o n e r s o f W a r. L a m b m e e t i n are pretty powerful — and w o u l d be would see the advantages of hacking
London i s a l s o n o m o r e — i t h a s b e e n excellent methods for stopping large off a finger o r two in the middle of a
transformed into 'Verticalmeet'. Consult NMR! concentrated groups of creatures, i f fight t o provide i n s t a n t allies or the
for details. T h e C o v e n t r y m e e t i s said t o be only by laying d o w n a smokescreen bits t h a t adventurers missed w h e n
moving — N i c k Kinzett is the man to contact, at on t o p o f a n a d v a n c i n g a r m y, o r splashing t h e o i l o r a c i d a r o u n d
11 D a l e w a y R d . A n e w S h e f f i e l d m e e t i s
blinding a regiment or two.... would s p a w n t h e i r o w n c o m p l e t e
proposed by Neil Hopkins of G r o u n d Zero: see trolls...
Press Cuttings, r 23 for his address. See NMR!
Difficulties arise in respect of tim-
to discover whether Steve Norledge succeeded ing, a i m i n g a n d r a n g i n g . F o r t h e
in l a u n c h i n g a S o u t h a m p t o n m e e t . F i n a l l y, combination o f spells t o w o r k , t h e Bambra, M i k e B r u n t o n ,
the next C a m b r i d g e meet will be at the n e wly two casters (there w o u l d have to be Phil Gallagher & G r a e m e M o r r i s
renovated S a l i s b u r y A r m s o n M a y 3rd, f r o m
7.30 onwards.
45
I M A G I N E m a g a t u : M a y 19/35
A 5 L i n e k e t r A p 4 .
j r 4 b
Tunnels &Trolls
LARGEST PLAY-BY-MAIL GAME IN THE UK
Fantasy & Fun
A Play-By-Mail game with a D & D flavour'

' 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
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. C o m p a r e d to others
of its kind it is not expensive and it goes out of its way to
Tunnels &Trolls
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 h a n d - w r i t t e n 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
Sorcerers & Solos
GM. So, w i t h its regular newsletter, C r a s i m o ff ' s World
is a friendly, e ff i c i e n t and relatively cheap game to play,
and i f y o u 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
d i s t i n c t l y D & D game-ish flavour, I w o u l d unhesitating-
ly r e c o m m e n d i t . ' Tunnels & Trolls
As reviewed in I M A G I N E 1 8

Goblins G r o u p s
EarthWood
THE M A J O R US PLAY-BY-MAIL GAME
Tunnels & Trolls
EARTH WOOD has been r u n n i n g f o r over 3 years in A m e r i c a
and c u r r e n t l y has over 2 , 0 0 0 players. K J C g a m e s has been Wizards & Warriors
granted t h e exclusive r i g h t t o m o d e r a t e t h i s u n i q u e
c o m p u t e r - m o d e r a t e d P l a y - B y - M a i l game in the UK. Tw e n t y -
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 a n d be t h e

Tunnels & Trolls


u l t i m a t e p l a y e r. 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
w i t h the f i r s t k n o c k o u t s after six m o n t h s .
Each player is either a king o r a f a n t a s y race or a p o w e r f u l
c h a r i s m a t i c character in this w o r l d o f conquest and sorcery.
Yo u r character or king controls several groups, each of which
is t o t a l l y i n d e p e n d e n t o f t h e o t h e r s . Yo u c a n r e c r u i t N P C
trolls, w i l d m e n and o t h e r s i n t o y o u r service, o r even c o n t r o l
Solos & Satisfaction
such p o w e r f u l c r e a t u r e s as d r a g o n s 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.
W i t h g o l d y o u r w i z a r d s can u n d e r t a k e m a g i c a l research t o
increase their p o w e r and k n o w l e d g e and thus aid your armies
in battle. Spies can search out enemy strongholds, a t t e m p t to
&value for
moneyrole-playing
do acts of sabotage, t h e f t and assassination. These are just a
f e w o f the options available t o a player in E A RT H WOOD.
E A R T H W O O D is completely c o m p u t e r - m o d e r a t e d , but the
t u r n sheet and replies are w r i t t e n in plain English so that you
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 t o understand this game.

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 E 5 . 0 0 c h e q u e / P O payable t o K J C For further information and for our
Games. For this you w i l l receive a rulebook, set-up material,
the latest n e w s l e t t e r and the first f o u r rounds. Future rounds latest FREE catalogue, send s.a.e. to:
are f l . 2 5 each. European rates are as UK.
CHRIS H A R V E Y GAMES
Return to:
KJC Games,
5 Vicarage Av e n u e , P.O. Box 100, Bath Street,
Cleveleys, Blackpool,
Walsall, W. Midlands.
L A N C A S H I R E FY5 2 B D .

46 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
....letters —.letters ....letters ....letters ....letters ....letters ....letters l e t t e r s ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters ....letters

Letters U K modules were enjoyable, I f o u n d the basic


plots u n o r i g i n a l . T h e Dragonlance scenarios,
vs players. T h e story neatly tied o ff the article,
showing a full con at w o r k — very impressive it
on the other hand, are like a breath of fresh air. was too.
Welcome, o n c e again, t o t h a t part o f the The w o r l d of Krynn is totally different. G u i l t y If Caught was useful, and probably the
magazine which has been variously described The m o d u l e s g i v e p l a y e r s t h e c h a n c e t o most useful sort o f scenario — one w h i c h can
as 'the best part o f the magazine after the participate i n an epic quest. H o w m a n y other easily be slid into a campaign. T h e trouble w i t h
Contents' (Mrs Cockburn) and 'the bit where adventures give the party the chance to save a this, t h o u g h , i s t h a t o n c e y o u b e g i n t o g e t
you rabbit on and on about letters we all know world? Thieves o n jobs, t h i n g s b e g i n t o p a l l a f t e r a
you wrote anyway' (Eric the Cleric). Since we while, so a few more exciting missions could do
have an over-sized VOP on o u r hands, I ' d D M Parker, Berkhamsted, Herts: A certain Matt w i t h being slid in. The amotmts of gps seemed a
better get on with faking this month's letters Connell criticised the maps, characters and just bit extravagant, though.
right away, with just the customary pause to about a n y t h i n g else he could t h i n k of from D L
make it look real. I f you have a point of view 18c2. M o s t o f his criticisms are t o t a l l y u n j u s t - Mark Nelson: Recently, there has been a general
that you think other garners might like to hear, ified. T h e maps are of a superior quality to any development o f t h e restrictions i m p o s e d o n
don't delay; write to I M A G I N E magazine, The previous releases. Admittedly the prose tends to certain classes regarding weapons, such as the
Mill, R a t h m o r e R o a d , C A M B R I D G E C B I be a little verbose, but this is entirely preferable use of bows by thieves. T h i s has not been carried
4AD today! to t h e l a c k o f d e s c r i p i o n t o w h i c h c e r t a i n far enough. Yo u suggest that the old restriction
The biggest controversy for a while was modules are susceptible. I can o n l y say t h a t I should continue except f o r certain clerics w h o
stirred up by the cover of #24. We haven't had thoroughly e n j o y e d b o t h m o d u l e s a n d l o o k must use different weapons; why not say that all
so many letters about a cover since that little forward to the future modules in I he series. clerics can use any weapons, except where there
misunderstanding with #10. is a specific restriction. Surely t h i s i s a m o r e
This is getting a bit one-sided, so I'm declaring 'realistic' position. A p p l y i n g the same principle
Mark Nelson, Spondon, Derby: Hey! Yo u can't the official end to the MC hunting season. Onto to thieves, we could have something which goes
go around m a k i n g good ( overs — people might #24 and the Thieves Special. Behind that cover along the lines o f " a 1st-level T h i e f must have
start buying the magazine. When I M A G I N E was were a number o f articles that we thought the o l d choice (as i n t h e rules), b u t o n each
first advertised w e w e r e p r o m i s e d ' b r i l l i a n t really added something to the class. So, what proficiency g a i n h e o r s h e m a y select a n y
covers'. W h a t (lid we get? — pathetic, c r u m m y did you think? weapon w h i c h costs X g p to learn."
stuff; b u t n o w , a masterpiece w h i c h i s v e r y T h e look at Thieves missed out a point which
Gorean i n o u t l o o k and pose. Pete Blanchard, Wo k i n g , Surrey: I t h o u g h t the is very i m p o r t a n t . W h y do Thieves receive the
majority of the stuff on Thieves was nice.... Read Languages skill? Surely this skill is based
N B Wright, Fairfield, Liverpool: Yo u r last issue on I n t e l l i g e n c e a n d n o t D e x t e r i t y s o t h a t i t
( #24), a l t h o u g h being very good in content, fell Nice? A r e you sure you're n o t getting too should be an M U / S a g e skill?
into the g u t t e r o f y o u r rivals. So f a r the n o n - excited about it, Pete?
sexist a t t i t u d e o f y o u r m a g a z i n e h a s b e e n Or, i f you've decided to follow Paul Vernon's
refreshing, b u t I was m o s t disappointed w i t h if not directly useful. The best thing was Chris advice in 2 3 , i t ought to be a skill learned
this. Felton's A l l T h a t Glistens. I f i n d discursive beyond the restrictions of character classes.
articles far more useful t h a n rules expansions, We're delighted that the articles in the Thief
Christian L a m , S a l f o r d : C o n g r a t u l a t i o n s o n because I use more than one game system, as, I'm Special have provoked such interest a n d
your best cover yet! Ken Kelly cat: draw his pay sure, do a great many other players. discussion. Magic-Users and Illusionists are
now. the next classes to come under the microscope,
CR, Cardiff: # 2 4 was excellent. Please publish so i f you've got any ideas, you'd better start
Malcolm P a r k i n , Shipley, W Yo r k s : #24 has a more small thieves adventures. T h e class does putting pen to paper.
magnificent c o v e r ( w e l l d o n e , K e n ) , b u t i t seem to get left Out. In the next month or two you will see some
reminded me of something I nearly said about a changes in our Hobby coverage in line with
previous issue. W h y does the lady on #18 look so Paul S W i l l i a m s , To r q u a y , D e v o n : I w a s what we learned through the Readers' Poll.
rnuch like Sandra Dickenson, and the woman on particularly interested i n C r i m i n a l Negligence There is a lot more interest in fanzines and
the horse look like Koo Stark? by Kerry Bateman, as I have always considered hobby-related activities than perhaps everyone
character classes t h e very centre of the game. I realises, and the recent spate of new fanzines
And so on. At a panel discussion at Warwick agree w i t h Kerry about the p l i g h t of Thieves. I - as reviewed in Press Cuttings - shows how a
University recently, a t which Ian Marsh o f would, however, t a k e issue w i t h h i m o n h i s new generation o f fanzine editors is coming
White D w a r f and I faced an audience o f suggested methods for combating the problem. forward. The next two letters show why we
garners to answer questions on a variety of His answer was t o restrict the other character feel the amateur side of the hobby is important,
topics, this cover raised a lot more steam. It's classes and to have the D M organise something and might persuade a few more of you to get
easy to see why, and also why it should appeal in the campaign for the Thieves to do. involved in the hobby - even if only by reading
to a different section of our audience. Frankly, Personally, I t h i n k this is a l i t t l e unfair. M y the coverage in this magazine!
we didn't set Out to be controversial, but the answer would be to give the T h i e f more abilities.
field o f fantasy art owes very little t o the For example, integrate the T h i e f Acrobat skills Zy N i c h o l s o n , Slough, Berks: W h i l e scanning
concepts o f the D & D games, a n d therefore (#6), w h i c h are n o great shakes, give them the Press Cuttings, m y eyes happened t o catch the
suitable pictures are not always available. I f ability t o s l i p o u t o f b o n d s l i k e H o u d i n i words • D a g o n , g o o d i f y o u p l a y C a l l o f
you want a fighter thumping the living day- (something like the percentage chance of Picking Cthulhu.'
lights out another guy, no problem. Women in Pockets), and give them extra knowledge about Being short o f CoC material, I sent o f f f o r a
various states of undress are a pretty common the area; people, places and things (perhaps the copy. I was very pleased w i t h the contents, and
theme too. But thieves? It would be ironic if a same as the Bard's Legend Lore). the editor was most helpful and answered all my
cover which we felt forced to use for want of queries on the game. I have now subscribed.
choice proved on the one hand a firm favourite Jeremy N u t t a l l , Congleton, Cheshire: C r i m i n a l However, i t seems t h a t D a g o n i s s u ff e r i n g
with some o f o u r audience a n d offended Negligence w a s q u i t e a g o o d a r t i c l e . T h e from a lack of money and support. I am w r i t i n g
another section. It's a known fact that covers prOblern w i t h the T h i e f class is that it is exactly to l e t everyone k n o w t h a t D a g o n i s w o r t h
sell magazines - so why not tell us which ones that — a Thief! Thieves are best played alone, or buying. Keep up the excellent work.
have worked, and which ones have failed? I'm on jobs with other Thieves, rather than dungeon-
sure we haven't hear the last of the lady on the eering. I w o u l d suggest a new class, the Scout, Graham Staplehurst, L o n d o n : Please f i n d e n -
horse. with a tracking skill instead of Pick Pockets. closed a c o p y o f Deneb Sector f o r r e v i e w i n
A w h i l e ago I asked i f there were a n y Thieves Den was excellent, and very useful in I M A G I N E magazine. T h i s Tr a v e l l e r scenario
supporters for Matt Connell's suggestion that setting u p a Thieves' c o m m u n i t y. Perhaps i t was w r i t t e n between 1983-84, p r i m a r i l y f o r
the Dragonlance modules were a sign o f a tailed off a bit i n the middle w i t h the nauseous Quasits and Quasars. A f t e r that ' z i n c folded, I
downturn in scenario quality. We've had a lot new spells, but apart from that it was good, solid determined t o c o n t i n u e w i t h a n a t t e m p t t o
more letters, mostly like this; stuff publish it and came up w i t h the idea of doing it
A l l T h a t Glistens was another beauty. C o n - myself. Dave H u l k s helped w i t h t h e graphics
David Pearson, Stoke Golding, Warwicks: I was ning, like Thieves' Guilds, has been something and illustrations, w h i l s t Tr e v o r M e n d h a m d i d
disappointed to see yet another so-called serious I've overlooked so far in my campaign. I wasn't all the typing and word-processing.
gamer r a n t i n g a n d r a v i n g o n (Letters # 2 3 ) . very s u r e a b o u t t h e b i t r e g a r d i n g c o n n i n g After m a n y delays and changes, t h e supple-
Perhaps M a t t w o u l d l i k e t o e x p l a i n t h e t r u e players. C h r i s o b v i o u s l y h a s v e r y suspicious ment was finally sent to the printers in December
spirit o f the game? Even t h o u g h I t h o u g h t the players, and is making too much of it being D M 1984. We decided t o donate all profits m a d e to

48 I M A G I N E magazine, Max 1985


—.letters ....letters ....letters —.letters ....letters ....letters ....letters ....letters —.letters —.letters l e t t e r s ....letters ....letters l e t t e r s ....letters ....letters —.letters ....letters ....letters ....letters ....letters --letters

the Save The Children Fund, who gave their


support to the project, and Marc Miller gave his
R D Wilkinson, Peterborough, Cambs: I agree
with Paul Mason's views on why people play
Letters
permission to use the word 'Traveller' on the role-playing games (Soapbox #24). I play for a
cover. multitude of reasons; fun, a chance to let the there are plenty of AD&D players who would
The finished booklet is 60 pages and contains imagination fly, and a bit of escapism amongst consider themselves as well equipped for role -
complete listings for 16 subsectors and many others. These reasons account for why I don't playing as anyone else. A r e n ' t there? Don't
planets with adventure ideas, 11 o f these are play the A I M ) game. leave me on my own here - speak up!
strung together to form a single adyenture. We The games that seem to promote role-playing There are signs that some of the ideas that
think that i t is possibly the biggest Traveller are T&T, RQ and a sophisticated form of the were rooting around a while ago for changes to
supplement yet from this point of view. It will be DifeD game. This is because you don't get bogged and expansion o f the AD&D game might be
available in certain games shops (Games Work- down in the rules, and if you get a situation not coming closer to reality. Here's one reader
shop, Virgin Games and smaller independent covered by them, you just expand your own ideas who's breath appears to be less than bated
shops) at various prices (RRP 0.95), or by mail and write some rules to cover it. In the ADO) about some of those ideas.
order (price: £2.25 = 501) p&p from: game, a lot of potentially uncovered areas are
DENEB, 62 Church Road, Flarlesden, London covered, and if DMs don't agree with them, they P Kornejeus, Halifax, W Yorks: While mulling
N \VI° 9QD are often against changing them thanks to the over my back issues, I came across a Dispel
domination of the game by EGG. 'There are so Confusion in Ot15 — what is the Jester class? '1.1te
I think these letters illustrate two points. First, many rules in the ADM) game that you spend answer mentioned a few other classes which
Dagon, a n d 'zines like it, are the only way 10% of the time role-playing and 90% of the time might be on the way, so I dug out my dictionary
minority games can be assured o f regular 'rule-playing'. and came out with these definitions.
coverage. M u c h though w e m i g h t like t o The Savant turns out to be a medieval research
publish more material on CoC, Runequest, I don't often disagree in print with correspond- chemist; the Montebank was a travelling sales-
James Bond 0 0 7 or whatever, w e have to ents, but/think you're way off-line, RDW. Two man who purveyed medicines and pots and pans
recognise that i t i s the t w o breeds o f the points. The AD&D books are reference tools, of doubtful quality; the Mystic was a keeper of
DUNGEONS & DRAGONS, game that butter explaining concepts in a particular language old laws and languages, who also acted as a
our bread. 'Zines can be a vital centre o f that gainers can immediately translate into communicator between man and the gods.
communication for players of a game who find their own. Where is the difference between I wonder i f my guesses are any closer titan
themselves separated by a lot of country from buying rules or making up your own as far as yours?
others of their kind. role-playing goes? It's how you use them that
Second, there are some good people involved counts. Second, the idea that Gary - or anyone Who knows? The Cavalier, according to the
in the hobby, capable o f having some great else - dominates individual AD&D games is first entry in our Shorter Oxford, is just a horse-
ideas. Deneb Sector is one such idea. We will crazy. He has offered one set of interpretations soldier, although it does recognise him also as
indeed be reviewing it very soon, but if you're a which you can take or leave. Just how many a courtly gentleman. I'm not saying that we
Traveller player, you can show that it isn't just players do you think there are who slow down have any more idea of what the new classes
rock musicians who can do something for the a game to nit-pick over rules 90% of the time? will be than anybody else, but I think looking up
people of the Third World. Buy a copy, now! There are some, yes, but how many more have names in a dictionary might be a dangerous
While we're looking at fan coverage, let's developed a short-hand form o f play that way to try and predict them. I hope we have
take a glimpse at some of the early reactions to incorporates their own ideas, classes, inter- some news soon.
Soapbox, where we give the amateur side of pretations of rules, etc? Some people just like
the hobby space to put over their ideas. to have some basis to start with, that's all, and A i Letters edited by Paul Cockburn

VOP by Ian Gibbs


-TELLYou 1;.1 ebst-rNE, -n-tArr c4.)
'SEE WHEMItO o P AL4EAZ, 1;*1 s k l a 6 r r i

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cb<1712.1,4cTenti-C:

I M A G I N E magazine. M a y 1985
49
GAMES
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PLAY
The garners games shop.

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Press Cuttings
The Space Where The Amateur Press Tells
I suppose i t is just another indication o f the
The Professionals Where They're Going Wrong power o f M u r p h y ' s L a w, t h a t i n t h e m o n t h I
decide to devote a l o t of space to postal zi nes
and p o s t a l g a m i n g , I g e t h a r d l y a n y ; a n d a
torrent of n e w frp zi nes. A h well, no-one ever
said that t h i s job w a s easy. The imbalance in
the zines received is the reason for postponing
the detailed postal gaming coverage this time,
but t h e n e x t c o l u m n w i l l t e l l y o u w h a t t o do
w i t h those stamps and envelopes I k n o w all of
This month's contributor: MIKE LEWIS you have bought in readiness.
This t i m e of year is u s u a l l y a q u i e t one for
n e w zines; they usually appear in the s u m m e r
when t h e editors have t h e spare t i m e (and
cash) to bring out that first issue. Either we've

Remember Yesterday? had a heatwave I didn't notice, or some people


just i g n o r e t h e o l d t r a d i t i o n s ; w h a t e v e r t h e
Every t i m e a n e w f a n z i n e a r r i v e s t o b e reason, I've got five zines n e w to this c o l u m n
not an artform, then a valid form of creativity.
this issue.
reviewed for IMAGINE,' magazine, I approach These are the people w h o would benefit most 1he first o f these is I V O R Y TO W E R , w h i c h
it w i t h some trepidation. This is not because I from t h e p r e s e r v a t i o n o f n e w i d e a s a n d
has t h e distinction (?) o f being a l m o s t totally
think t h e c o n t e n t s w i l l b e terrible, a l t h o u g h concepts. I t w o u l d p r o v i d e t h e m w i t h a
handwritten! Admittedly, the writing is printed,
they often are; it is more a feeling of deja vu. foundation t o develop role-playing e v e n
not joined up, so it is fairly readable. The zine is
realise that m a n y n e w fanzine editors have further. I t h i n k t h e r e a r e n e w i d e a s t o b e
obviously a i m i n g t o p r o d u c e u s e f u l m a t e r i a l
had very little contact w i t h t h e fanzines that created w i t h i n t h e roleplaying genre, i d e a s rather than chat, as it contains scenarios, and
came before them, and the traditions that they w h i c h a r e as g e n u i n e l y n e w and exciting as encounter tables f o r R D , AD8LDF' a n d
are f o l l o w i n g , s o t h e i r o w n m a t e r i a l s t r i k e s RO o r C & S w e r e w h e n t h e y f i r s t appeared.
S t o r m b r i n g e r games. The standard of writing
them a s f r e s h a n d o r i g i n a l . S a d l y, t h i s i s But, t h e s e ideas w i l l n o t appear w i t h o u t t h e
is reasonable, a n d I v o r y To w e r i s d e f i n i t e l y
seldom the case. already created styles of play to draw upon.
worth w a t c h i n g out for — if only to see w h e n
There seems to be a strange, and no doubt Once y o u h a v e a c c e p t e d t h a t r p g i d e a s
they get a typewriter!
very s c i e n t i f i c , l a w o p e r a t i n g i n f a n z i n e should b e p r e s e r v e d , y o u t h e n h a v e t h e BURNING R U B B E R 1 i s t h e official
circles, w h i c h states that there will be a n e w problem o f w h a t m a t e r i a l t o c o n s i d e r. A r e
J u g g e r n a u t fanzine, o r so the cover o f issue
version of the AD&D!, g a m e Archer character new monsters and character classes genuine-
one i n f o r m s me. J u g g e r n a u t is an alternative
class p r o d u c e d e a c h y e a r, a s w e l l a s y e t ly innovations, o r a r e t h e y j u s t rehashes o f to C a r Wa r s , t o b e p u b l i s h e d b y RuneRelic
another Vorpal Bunny, each version arising in tired old game concepts which offer little new
Enterprises later this year, and Burning Rubber
the s a m e i g n o r a n c e o f w h a t h a s b e e n and interesting? The answer depends on your contains rules and scenarios for use w i t h the
produced before. N e w c o m e r s to fandom w i l l point o f v i e w, y e t they are t h i n g s w h i c h are
game. Q u i t e w h a t t h e p o i n t is i n releasing a
probably gain from these articles: the material repeatedly c r e a t e d a f r e s h e a c h y e a r , s o
fanzine for an as yet unreleased game, I'm not
is as n e w to t h e m as to the people w h o have someone m u s t w a n t t h e m . I f a l l t h e b e s t
sure! RRE tell m e they plan to release several
produced i t , y e t i t s e e m s a t r a g i c w a s t e o f monsters a n d c l a s s e s c o u l d b e c o l l e c t e d
more fanzines t h r o u g h o u t the next year; I just
talent t o r e p r o d u c e t h e s a m e a r t i c l e s a n d together a n d p u b l i s h e d , w o u l d i t f i n a l l y
hope they release the pertinent games first.
concepts in a continuous cycle. saturate t h e m a r k e t a n d m a k e p e o p l e t u r n THE R O L E P L AY I N G K A R M A S U T R A i s
Paul M a s o n i n h i s fanzine, Imazine, h a s their creativity to areas which, to my mind, are
the u n l i k e l y t i t l e o f a n o t h e r f i r s t i s s u e . I t i s
recently suggested that some attempt should more u s e f u l a n d interesting? If you consider
rather scruffy and badly laid out, but interest-
be m a d e t o p r e s e r v e ' f a n t h o u g h t ' , a s t h e game styles and n e w systems worth preserv-
ing t o read as the articles are linked by short
hobby i s n o w ten years old, a n d f e w people ing, w h i c h d o y o u keep, a n d w h i c h reject?
pieces of chat covering just about everything. If
remember t h e z i n e s o f t w o y e a r s a g o , l e t W h a t w i l l f u t u r e garners w a n t f r o m s u c h a
they can s u r v i v e t h e terri bl e n a m e (after all,
alone ten. He has proposed a booklet, intend- collection of a decade of rpg material? Surely
Te m p e s t u o u s O r i f i c e did!), a n d sort t h e zine
ed t o b e a n i n t r o d u c t i o n t o t h e i d e a s a n d more than another monster to populate their
out a little, I t h i n k they'll make a very welcome
discoveries of fandom as a whole over the last dungeon.
new magazine.
ten years, w h i c h w i l l h e l p n e w editors a n d The v e r y e x p r e s s i o n ' b e s t ' w i l l c r e a t e The C H A O S L O R D i s a n o t h e r n e w z i n e
fans a v o i d r e p e a t i n g p r e v i o u s i d e a s a n d problems s i m p l y because i t is so subjective.
from C a l d e r c o m i x , w h o p r o d u c e I m p a c t , a
mistakes, G r a h a m S t a p l e h u r s t h a s a l s o Paul M a s o n a c k n o w l e d g e s t h a t a n y F a n
comics z i n e , a l r e a d y. T h e y r e a d i l y a d m i t i n
endeavoured to produce an introductory guide material to be preserved w i l l have to contain
their advert f o r I m p a c t t h a t i t i s produced b y
to r p g f a n d o m , w h i c h w i l l i n i t i a t e t h e n e w - material w h i c h i s c u r r e n t l y u n f a s h i o n a b l e
10-15 year olds for the same audience, and I
comer into some of its mysteries. I hope these within fandom, and a t odds w i t h the com-
would say that the same is true of Chaos Lord.
ideas do produce some results; it w o u l d be a piler's own views. Otherwise, the collection is
The z i n e m o d e l s i t s e l f r a t h e r t o o closely o n
shame t o s e e t h e good m a t e r i a l w h i c h h a s not a r e p r e s e n t a t i o n o f all t h e last decade's
W h i t e D w a r f for my liking, w i t h a similar style
been produced disappear w i t h o u t a trace. additions t o t h e f i e l d o f r p g s , m e r e l y a
news page, a Laserburn page, a reviews corner
Yet, I w o n d e r if the concept of just preserv- reflection o f one facet.
and a C t h u l h u page promised next issue. It is
ing 'fan t h o u g h t ' is a little n a r r o w t h e field I have to admit that I doubt such a collection
one w a y t o o r g a n i s e a z i n e , I a g r e e , b u t i t
of frp gaming has a lot to offer as a whole. The of material could be compiled, or produced in causes stagnation, w i t h t h e same layout and
major a d d i t i o n s t o a n d i n n o v a t i o n s i n r o l e - a long-term, endurable book format. The book feel to each issue. The best article in the issue
playing g a m e s do n o t t a k e t h e f o r m o f n e w publishers seem to have steered clear of the converts t h e c h a r a c t e r s f r o m Wa r r i o r ' s e x -
rulebooks, they occur in magazine articles, all frp m a r k e t , p r e f e r r i n g t o p u b l i s h F i g h t i n g cellent M a r v e l M a n s e r i e s t o V i l l a i n s a n d
forms of magazines from fanzines to prozines. Fantasy style books, rather than g e n u i n e frp Vigilantes. Overall, n o t very impressive, but if
By their very nature, magazines are transitory, material. Y e t y o u o n l y h a v e t o s c a n t h e
you a r e p a r t o f t h e i n t e n d e d audience range,
each n e w issue being replaced by the next at shelves of any bookshop w h i c h carries hobby
then a good zine to get involved with.
the e n d o f t h e m o n t h . B e c a u s e o f t h i s books to realise that the w a r g a m e s hobby — New to these pages, though already on issue
temporary n a t u r e of magazines, m u c h of the surely a m u c h s m a l l e r market area t h a n f r p 2 is C O M B AT IS G L O R Y, an A D & D R fanzine,
material is lost, perhaps to be repeated a f e w garners, e s p e c i a l l y n o w a d a y s — s u p p o r t s
It concentrates on A D & D alone, and i n c l u d e s
years o r e v e n m o n t h s l a t e r i n a n o t h e r large n u m b e r s of w a r g a m i n g books, m a n y of scenarios, n e w m o n s t e r s a n d c h a r a c t e r
magazine, S h o u l d n ' t s o m e a t t e m p t be m a d e w h i c h are very general i n nature. W h y c a n ' t
classes ( i n c l u d i n g t h e S a i n t ! ) a s w e l l a s
to p r e s e r v e t h e b e s t m a t e r i a l t o p r e v e n t the frp market support the same? reviews and news. The material is of reason-
needless r e p e t i t i o n o r t h e loss o f g e n u i n e l y While y o u m a y f e e l t h a t a l l t h i s t a l k o f
innovative ideas? able quality, and if you are looking for a source
preserving old material is rubbish, and you are
of n e w A D & D m o n s t e r s , c h a r a c t e r classes,
I accept t h a t m o s t f a n s consider role- better w i t h n e w g a m e s a n d n e w rulebooks,
etc, then it is good value for money.
playing g a m e s to be simply a f u n hobby, and just give it a thought, as you open a magazine Issue o n e o f B L O O D , G U T S A N D B E E R
are not concerned w i t h n e w rules or playing and s e e t h e A r c h e r c h a r a c t e r c l a s s o n c e
more! didn't impress me particularly, w i t h its fanatic
styles. Fine, but there are others who take the
devotion to RQ, a sparse content; so I am happy
games more seriously, w h o consider them, if * 0 Mike Lewis
to report than issue 3 is far better. The zine's
appearance i s g r e a t l y i m p r o v e d , a s i s t h e
52
I M A G I N E magazinv, May 1 5 5
zine reviews... Press Cuttings._ zine reviews... Press Cuttings... line reviews... Press Cuttings... zinc reviews... Press Cuttings.., rine reviews... Press Cuttings... zine reviews... Press Cuttings.., zinc reviews...

N O R S T C L A W is a n o t h e r t h i r d issue, a n d
content, w i t h a s y s t e m - f r e e , Egyptian-based his old Tw i q u , w h i c h had reached the allotted
scenario, IRO r u n e s , a n d p l e n t y o f c h a t a n d
yet a n o t h e r f r o m a g a m e s c o m p a n y about t o 12 issues. T h e n e w zine i s really o n l y Tw i o u
letters. P R O T O P L A S M 2 has n o w appeared,
release a n e w game. I t c o n t a i n s m a t e r i a l f o r under a n e w name, and Graham continues to
AD&D, S t a r Frontiersw a n d some fairly atroci-
still w i t h s l i g h t l y d i s t a s t e f u l m a t e r i a l . I s s u e chat about t h i n g s w h i c h i n t e r e s t him, a n d t o
one h a d S A S vs I r a n i a n terrorists, t h i s issue
ous f i c t i o n . F o r s o m e r e a s o n , t h e w h o l e offer n e w games ideas. The centre piece of this
attitude and feeling about the zine annoys me
has rules for playing Riots... There are articles issue being the cards for a Silmarillion version
on t h e p o l i c e i n Tr a v e l l e r, a n d i n t e r e s t i n g
— it is really an average fanzine, yet the editors of Illuminati!
Cthulhu and D a r e d e v i l s scenario and a large
spend m u c h o f t h e m a g a z i n e p u s h i n g t h e i r In t h e past, I h a v e been r a t h e r unflattering
section on the Sea in HQ to make up for this,
own g a m e s c o m p a n y a n d a c t i n g a s t h o u g h with m y comments regarding Denis Jones'
they w e r e W h i t e D w a r f o r I M A G I N E . O n e
though. D E A D E L F 3 c o n t i n u e s t o o f f e r a FIVE Y E A R P L A N (F-Plan) zine, w h i c h offers
fanzine which doesn't take itself too seriously,
friendly and interesting zine, w i t h articles on postal g a m i n g a n d c h a t . T h e l a t e s t i s u e ,
Asterix, an RQ scenario and plenty of reviews
and which does deliver good quality material is entitled D r e a m t i m e , i s a surprising improve-
and letters. D A G O N , and issue 6 is no exception. As ever, ment on previous issues. Denis' w r i t i n g style
the t h e m e is C a l l o f Cthulhu, still lacks some of the basics, but he is clearly
THIS M K . REFUSED TO BUY A COPY OF and a r t i c l e s c o v e r t h e C t h u l h u working on it, and this issue is a very pleasant
IVORY TOWER:DON'T MAKE HIS MISTAKE! Mythos Hierarchy, a n e w race of and interesting read, w i t h pieces on B u n n i e s

iscr monsters, a n d •Abduction i n


Arkham, an excellent scenario.
and B u r r o w s , m u s i c and books, plus a M u s i c
Biz game and postal Call M y B l u f f running!
Another z i n e w h i c h a l w a y s P R I S O N E R S O F W A R is the second issue
provides s o m e t h i n g i n t e r e s t i n g of the renamed P s y c h o p a t h , and it w e i g h s in
is Paul M a s o n ' s I M A Z I N E , a n d at a hefty 5 2 pages! There are articles on the
issue 9 carries on w i t h the trad- Sinclair C 5 ( t h o u g h w i t h o u t t h e p r a c t i c a l
ition. P a u l w r i t e s e x t r e m e l y experience I ' v e h a d a n d w o u l d h e s i t a t e t o
clearly and i n t e l l i g e n t l y on a lot repeat!), m u s i c , l e t t e r s a n d t h e S u p e r b o w l .
of i s s u e s , s u c h a s p r e s e r v i n g Add t o t h a t pages a n d p a g e s o f games, a n d
fan-thought ( s e e t h i s i s s u e ' s you've got a very packed, value for money, zine.
Soapbox f o r similar views), That's it for this issue: all zines received are
anarchy, his n e w campaign and mentioned in t h e address below, even if they
role-playing c a m p a i g n s i n g e n - haven't been reviewed in the main column.
eral. I f y o u w a n t m o r e f r o m a OL5 Mike L e w i s
games f a n z i n e t h a n n e w m o n -
sters and magic items, but prefer Contact Addresses
intelligent discussion, t h e n look BLOOD, GUTS & BEER, Barry Atkins, 3 Pembroke Crescent,
no further than Imazine. Hove, Sussex BN3 5DH (50p), BOLT FROM THE BLUE, Ken
Bain, 2 Albert St, Radcliffe-
on -Trent, N o t t s N G 1 2 2 F L
(45p), BURNING RUBBER,
Runereiic Enterprises, 1 8 6
Dunraven Drive, Dernford,
Plymouth, Devon P L 6 6 A Z
(30p), CHAOS LORD, Calder-
comic, 4 Upper Gaukroger,
Sowerby N e w Rd, Sowerby
Bridge, H a l i f a x , W Yo r k s
(50p), COMBAT IS GLORY,
Andrew Thompson, 55 Paral-
lels Rd, Archway, London N19
3RE (50p), D A G O N , Can
Ford, 11 Warwick Rd, Twicken-
ham, Middlesex TW2 6 S W
(BOP), D E A D ELF, A n d r e w
Fisher, 2 The Limes, Hitchin,
Herts ( 4 5 p ) ; D E M O N S
DRAWL, Jeremy Nuttall, 49
Longdovvn Rd, Congleton,
Cheshire CW12 4QH (55p);
FANTASY ADVERTISER,
Martin Skidmore, 2 5 Corn-
leaze, W i t h y w o o d , B r i s t o l
(50p), FIRST EXCURSION,
Graham S t a p l e h u r s t , 6 2
Church Rd, Harlesden, London
NW10 (?), F - P L A N , D e n i s
Jones, 2 2 Beechhill Road,
Eltham, London SE9 1 H H
(45p), GREATEST HITS, Pete
Birks, 65 Turney Rd, London
SE21 7 J B (50p), IMAZINE,
Paul Mason, Room J51, Kirby
Lodge, Rootes Residences,
U m o f Warwick, Coventry
(50p), I V O RY TOWER, 6 1
Swaledale Ave, Darlington,
Co Durham DL3 9AR (40p);
JAWZ, A l e x Zbyslaw, B 4 5
Allesley House, Rootes Resid-
ences, limy of Warwick (35p);
LANKHMAR STAR DAILY,
Robert Nott, 1 5 8 Pendeen
Park, Helston. Cornwall (60p),
MOUSE POLICE, R o b Wilson, Penryn, 4 Campion Rd,
Looking a t t h e f e w postal zines Leamington Spa, Warks CV32 5XC (40p), NORST CLAW,
which h a v e m a d e t h e i r w a y Peter North, 29 Latchford Rd, Heswall, Wirral L60 3RN (45p);
through, t h e m o s t i n t e r e s t i n g OBSCURITY INC, Tony Keen, Kitchener House, 6 Gordon
ones are the chat-based zines. I Terrace, Edinburgh EH1650H (60p), OINK!, Dave Messenger,
3 The Leasow, Aldridge, Walsall, W Midlands WS9 DEE (40p);
find i t extremely tedious to read PRISONERS OF WAR. Wallace Nicoll, 228 KInell Avenue,
just g a m e s reports, a s I ' m s u r e Cardonald, Glasgow G52 3RU (60p), PROTOPLASM. 2 0
most people do. F o r t u n a t e l y not Victoria Rd. Rathgar, Dublin 6 (60p), RPG KARMA SUTRA,
Dave Webster, 455 Loughborough Rd, Birstall, Leics (52P);
all z i n e s a r e g a m e s - r e p o r t SCHOOL FOR SCANDAL, Trevor Mendham, 53 Towncourt
biased, and many have very f e w Crescent, Pelts Wood, Kent BR5 1PH (4 for Li). ),SPREAD-
games! O n e s u c h i s F I R S T SHEET: I Glenfield Road, Stockport 5K4 2QP (?), ITYF. John
EXCURSION f r o m G r a h a m Harrington, 13 Beechwood Gardens, Ramham, Essex (35p)

Staplehurst, a r e p l a c e m e n t f o r

53
I M A G I N E truz,zann. Miry 1385
Modules ( o r r a t h e r t h e i r classification This m i g h t be satisfying f o r t h e sadistic benefit only, and m o r e often t h a n n o t is
system) came in for a bit of a slating last DM, b u t it's not so hot on the entertain- an unnecessary encumbrance.
time, s o l e t ' s h a v e a l o o k n o w a t t h e ment rating. No doubt there are those who disagree
brighter side - - h o w to get the best out of At t h i s stage, i t i s pretty c o m m o n f o r — let -s hear your views and experiences.
them. T h i s i s n o t a ' o n e t r u e w a y ' DMs to make notes on side paper, in their Incidentally, I d o r e c o m m e n d D M s t o
exposition, nor does it pretend to tell you Adventure Logs, o r even i n t h e m o d u l e use t h e A d v e n t u r e Log, o r s o m e o t h e r
how to be a good DM; instead it focuses booklet. A h i g h l i g h t i n g p e n i s a u s e f u l similar d e v i c e , t o k e e p a p e r m a n e n t
on c e r t a i n b a s i c principles, l e a r n e d b y device f o r d r a w i n g t o y o u r attention, i n record. Likewise, I recommend players to
bitter experience (ie, not doing it properly) play, a p a r t i c u l a r l y i m p o r t a n t b i t o f i n use t h e P e r m a n e n t P l a y e r C h a r a c t e r
about r u n n i n g a m o d u l e well. Folder and Adventure Records.
The first is simply this: read it It's f a s c i n a t i n g , f r o m b o t h
beforehand. It sounds obvious, The publisher offers advice, in the ugh t of viewpoints, t o be able t o look
but m o r e t h a n o n e D M t o m y back a t a n a d v e n t u r e y e a r s
knowledge h a s r u n a m o d u l e
experience, on the art of good DMing afterwards a n d recall i t s
with only scanty knowledge of moments o f d a n g e r, p u z z l e -
the plot, h o p i n g t o pick i t u p as i t w e n t formation or storyline. Like a jury, told to ment, t r i u m p h a n d d o w n r i g h t slapstick.
along. At best, this can end up as a rather disregard a p o i n t m a d e i n a c o u r t r o o m Most adventures contain funny incidents,
incoherent adventure for the players; a t because the judge rules it out of order, the in particular, w h i c h are worth recording.
worst, it can be a complete disaster if the players w o n ' t f o r g e t i f y o u g i v e t h e m Two f i n a l p o i n t s a b o u t t h e course o f
DM misses something critical. Adopting some i n f o r m a t i o n y o u s h o u l d n ' t h a v e , play itself. First, t h o u g h I d o n ' t suggest
the 'play i t b y ear' approach i s n o t o n l y and you can't blame them for acting on it. wholesale r e s t r u c t u r i n g o f t h e w h o l e
pretty arrogant, but it also pays disservice So make notes — no-one is perfect, and module, don't treat its every word as the
to the designer. Consider: whoever wrote the g o o d D M i s u s u a l l y a b u s y person Tablets from M o u n t Sinai. If your players
the m o d u l e w a n t e d i t t o be u n i q u e — a while the adventure is going on. are particularly bright, a n d you see that
classic — and probably spent many hours While y o u ' r e a t i t , i n c l u d e i n t h o s e they a r e g o i n g t o g e t t h r o u g h t o a k e y
getting t h e t h r e a d o f t h e plot balanced, notes statistics of monsters which may be piece of information much faster than the
yet t o r t u o u s . T h e m o d u l e w o u l d n ' t b e encountered. T h e b e t t e r m o d u l e s h a v e designer expected, there's nothing wrong
there i n t h e first place i f t h e publishers this all worked out already, but otherwise in fiddling things a bit. Conversely, if they
didn't t h i n k , w i t h t h e b e n e f i t o f t h e i r pre-roll t h e i r h i t points (and leave some are being particularly stupid, and missing
experience, t h a t t h e y could o ff e r some- space to reduce them progressively as the what, to the designer, was intended to be
thing different. TSR could have published monster gets clobbered), note the die roll obvious, you may have to ease up on them
dozens o f m o d u l e s s e t i n pyramids, f o r they n e e d t o h i t a c o n v e n i e n t A r m o u r somewhat. It's all a question o f balance
instance. Class, and the damage they do. Note the — and only the D M can judge that.
Furthermore, y o u r p l a y e r s h a v e t h e details of their special attacks and defen- Lastly, don't forget the Cardinal Rule —
right t o b e entertained, f o r s u c h i s t h e ces, and make a plan of attack for them. you are the one w h o must make sure the
function o f t h e g o o d D M — b u t t h e This i s t h e t i m e w h e n y o u c a n h e l p players a r e e n t e r t a i n e d . F r i g h t e n t h e
conductor w h o d e c i d e s t o p r e s e n t a n yourself out; there's nothing more annoy- pants o f f t h e m , c o n f u s e t h e m , b a f f l e
extempore c l a s s i c a l c o n c e r t w i t h f u l l ing t o players t h a n t h e g a m e stopping them, elate and depress them, but above
orchestra should expect the rotten eggs while the D M h u n t s out an elusive piece everything else, entertain them. M a k e it
and squashy fruit. of information. too easy o r dull, o r both, and they'll get
Of c o u r s e , s i m p l y r e a d i n g i t i s n o t I've been asked a number of times h o w bored. M a k e i t t o o hard, a n d they'll g e t
enough. T h i s i s also t h e t i m e o f r a t h e r useful a microcomputer is to a DM, both dispirited. Make them work hard for their
more active preparation. Get to know the for preparing m a t e r i a l a n d d u r i n g p l a y. success, to be sure, but reward their work
plot a n d p a r t i c u l a r l y a n y a w k w a r d o r I've had mixed experiences here. Mervyn with a t least some success, a n d reward
subtle twists in it. O n t h e one hand, t h e Simon, w h e n h e u s e d t o r u n excellent bad play with some pretty drastic (though
better you know the plot, the easier it is to scenarios a t Games Day, h a d h i s set i n maybe n o t fatal) consequences. Yo u are
portray t h e NPCs properly - - supplying order; t h e f l o w o f play w a s smooth a n d not there to kill them, nor to let them walk
the h i n t s i n j u s t t h e r i g h t d o s e s , o r the i n f o r m a t i o n a c c u r a t e . M o r e o f t e n , away l o a d e d w i t h l o o t t h e y h a v e n ' t
whatever, i s t h e i r key f u n c t i o n i n s o m e though, I've seen the opposite — players earned. You are there for balance and to
modules. On the other hand, the twists in sitting around getting bored while the DM provide an adventure that rates on a par
the p l o t a r e c r u c i a l — p r e s e n t t h e m goes t h r o u g h a c o n v o l u t e d r o u t i n e t o with other entertainment. If they enjoy it,
wrongly and you could end up giving the determine w h e t h e r a n a t t a c k w a s s u c - you will do too, and in the end that's what
players i n f o r m a t i o n o n a p l a t e w h i c h cessful, a b l o w w a s fatal, o r w h a t e v e r. it's all about.
should b y r i g h t s h a v e required a l o t o f This, taken i n conjunction w i t h t h e fact
work to obtain, o r at the other extreme, that the DM is often short of space for all Good modulingl
the PCs could spend the entire adventure the reference material needed, leads me
on a wild-goose chase, getting nowhere. to believe that a micro can be of marginal 04 Don Tu r n b u l l
54 I M A G I N E magazine, May 1985
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56 I M A G I N E i n a 9 a n e , M a y 1585
>—?7s7
EYE OF THE
U K 4 W E N FAALLS • K 5 SERPENT U ARTs
K 6 ALL TTHAT
by Graeme Morris by Graeme Morris by Jim Bambra
Hurled like a blazing spear from the Gazing down from the pinnacle of Ahead the river breaks into white
night sky, the shooting-star would Hardway Mountain, w h o would not water; these must be the rapids
shape the fates of many — so it was be drawn by the far-off glint of the marked on your mysterious
written. The adventurers have the Serpent's Eye? The descent will be parchment. Idly, your thoughts drift
chance to reforge destiny. There is hard, for the mountain knows to the treasures promised at the
everything to g a i n . _ or to lose.... neither mercy nor compassion. journey's end. Only the bravest will
when a star falls. live to discover that all that glitters is
Eye O f The S e r p e n t is a one-on-
When A S t a r Falls is an AD&D® one, f i r s t level, A D & D adventure, not gold, but much, m u c h more!
Adventure for which can also be used for a party of A n A D & D Adventure for 5-8
6-10 characters of levels 3-5. 4-6 characters. characters o f levels 5-7.

TSR UK Ltd, The Mill, Rathmore Road, CAMBRIDGE CB1 4 A D . Tel: (0223) 2 1 2 5 1 7
,'FlOPINFWIMPIIPWAMEMPV - " " W i n n i r

AD&D is a trademark of TSR, Inc. U S A

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