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W
A EYE OF THE
U K 4 T H EAR A
FALLS
I- S • K 5 SERPENT U K 6 ARTs
A L L T THAT
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 gain..., or to lose.... neither mercy nor compassion. journey's end. Only the bravest will
w h e n a star falls. live to discover that all that glitters is
Eye Of The Serpent is a one-on-
When A Star Falls is an AD&D® one, f i r s t level, A D & D adventure, not gold, but much, m u c h morel
Adventure for which can also be used for a party of An A D & D Adventure for 5-8
6 - 1 0 characters o f 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 ( 0 2 2 3 ) 2 1 2 5 1 7

AD&D is a trademark of TSR, Inc. USA


azin

Contents .........

Special Feature:
M o n s t e r s o f t h e P h i l i p p i n e s , by G r a e m e Davis: chaos -creatures of the Pacific . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
J a p a n e s e B u i u t s u , by G r a e m e Davis: martial arts skills from Japan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
O g r e M a g i , by D a v i d Kt-ION/OBS: monster or character race? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 8
L o r e , L a y & L e g e n d , by C a r o l e M o r r i s l dragons in Chinese and Japanese mythology . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9
T h e W o r d s o f G o - G u j i , by M i k e BrUI-11.0M adventure for the BUSHIDO and AD&D® games . . . . . . . . . . . . . . . . . . 2 4
M o s h i g a w a ' s H o m e c o m i n g , is: a r t LITIZIler
GOtclOrl i a l artsmysterious
skills — Indonesian
fiction . . style
. . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ........ 3358
Pentak Silat, by Graeme Dav m o r e m rid F a n t a s y Media, by...C.o..I ..... .G..r.e....... ..... ... ...................................
Letters ............
P E L I N O R E — 1MAGINEIm magazine's campaign wo 52
THIS MONTH: CornucoPia, by Venetia Lee . . . . . . . . . . . i l
Cerwyn Gazetteer ................... 14 V O P, by tan Gibbs ..............................
Darkmoor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 S t i r g e C o r n e r, b y R o g e r M u s s o n . . . . . . . . . . . . . . . . 51
. . . . . . . . . . . . . . . . . . . . . . 21 S o a p b o x : the hobby forum . . . . . . . . . . . . . . . . . . . . . . . . . . .
..... 2 2 P r e s s C u t t i n g s : fanzine coverage . . . . . . . . . . . . . . . . . . . 5 2
Dispel Confusion ............ ..... 40 P h a l a n x , by Robin Grenville-Evans ............. 55
•,•,• I l l u m i n a t i o n s : news from the world of gaming . rs 4 2 T h e Fifth Ring, by Jeremy Goodwin ........ cover
Rubic of Moggedon ..........................
N o t i c e s : games viewed by independent ..... reviewe
IMAGINE magazine, No 25, April 1985 .....
.... . Published by TSR InA...
LtdAssistant EditorDon
..... Publisher PaulTurnbull
Cockburn..... .....
..... Editor Keith Thorns° . .
Editorial ASSIStarit Kim Daniel ..... Features Assistant Mike BrUntOn .....
ie
..... Art Phil Kaye ..... Advertising Lesley Hudson-Jessop .....
.... News Doug Cow . . . . . Fanzines Mike Lewis .....

This months contributing artists1 Robin GrenViiie EVanS, Keith Cooper, Ian Gibbs, Tim Sell, Brian . . . . .

Editorial
by we've started venturing out to explore the
County of Cerwyn, and looking at towns and
have to have words with that art director villages and people, and still kept a bit of
of ours; I mean, what sort of space is this, room f o r another location i n t h e C i t y
when twas,gping to tell you that this issue is League; and what about the cover eh? — that
much more t h a n i u s t -a Graerne Davis Jeremy G o o d w i n is a canny lad, what w i t h
testimonial, but that we've finally got round designing figures and doing covers for some
to a special issue all about the Far East, with of the UK modules as well as finding time to knock
new monsters and new weapons and all that this up tor us; and another excinng short story, and all the
sort of thing; and the scenario covers two nonual bits and pieces, and no supposed to tell N•ou all about if in two
games systems for the price of one, and you 015valPaul
tiotol lints? — two down, I ask yfxl? — what ol a ck,igllCockburn
ts that?
Bushido fans should be happy, because it was
written with you in mind, and there's a new
twist to the development of PelittOre, where-

IMAGINE° magazine is published monthly by I S R Payment must accompany all orders. If one or more IMAGINE magazine welcomes unsolicited s u b -
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, 1 1 - - - 4 AtA
MONSTERS A ' -0‘

FROM THE FOLKLORE


OF THE PHILIPPINES

by Graeme Davis

efr•

The folklore of the Philippine Islands


contains a n u m b e r o f n e w a n d i n - A G TA (Demon)
teresting m o n s t e r types, w h i c h a r e Frequency: v e r y rare
treated h e r e f o r t h e AD&CIA' game. No Appearing: /
Since the Philippines is an area w i t h
a n u m b e r o f n a t i v e languages, t h e
Armour Class: 3
Move: 1 2 " o-
same monster may appear with slight Hit Dice: 8
variations under a number of different % in Lair: 9 0 %
names; m o s t of the local n a m e s are Treasure Type: R
given for those treated here, and for a No of Attacks: 2
more complete survey, the reader is Damage/Attack: v a r i a b l e
recommended t o M a x i m o D Ramos' Special Attacks: s i z e change, fear ,/ \--' . I I , I I tL---$--
Creatures of Philippine Lower Myth- Special Defences: s i z e change ( ''--.-
ology (University of Philippines Press, Magic Resistance: s t a n d a r d i 1 7 c i , . 4,
,-„,-.---,4.,,
1971). Intelligence: a v e r a g e - v e r y
Alignment: C h a o t i c Neutral
Size: v a r i a b l e
Demons Psionic Ability: n i l
Filipino demons seem to be creatures of a Attack/Defence Modes: n i l
highly magical nature rather than inhabit- LvI/xp value: A g t a : V11/1450 + 1 0 / h p
ants of another plane. M a n y of them live
in large trees, and they are rarely perni-
cious or evil, content for the most part to
Kapre: V I I / 1 9 0 0 + 1 0 / h p
/foe fit
frighten away those w h o intrude on their The A g t a , B a w o o r l i n g o appears a s a Agta l i v e i n l a r g e t r e e s , p a r t i c u l a r l y
territories o r fail t o treat t h e m w i t h d u e muscular, black-skinned humanoid, and favouring banyans a n d mangroves, a n d
respect, a n d o n l y k i l l i n g w h e n g r e a t l y can vary its size instantly between1 ft and resent any interference w i t h t h e i r trees.
enraged. They are great pranksters. about 30ft. It is generally about 10-12ft in They a t t a c k w i t h t w o f i s t s , a n d o n a
height, w h i c h may be its natural size. successful d o u b l e attack can r e n d a s a
All Filipino demons can become invisible Carnivorous A p e ( M o n s t e r M a n u a l ) ,
at will, and each has a personal charm or As i t i n c r e a s e s i n s i z e , i t b e c o m e s causing a d d i t i o n a l d a m a g e a s f o r t w o
jewel w h i c h is the source of its strength. stronger, a s follows: w h e n i t shrinks t o successful fist attacks.
If this can be won from the demon by wit 1ft, it has 2hp, attacks as a 1HD monster
or force, i t w i l l give the bearer the same and causes 1d4 damage on a successful Another t y p e o f A g t a i s t h e K a p r e o r
strength (typically in t h e region 1801 -23 hit. I t c a n e n l a r g e i t s e l f t o a m a x i m u m Pugot, w h i c h has a shapechange ability
— t h e D M m a y select according t o t h e height e q u a l t o h a l f i t s m a x i m u m h i t in addition to the Agta's size change. Its
power of the demon or roll on d6). Bright points (as rolled on 8d8) in feet, le an Agta favourite f o r m s are those o f a d a r k cat,
sunlight banishes them. with 5 4 h p can reach a m a x i m u m height dog o r b o a r w h i c h h a s f i e r y e y e s a n d
of 27ft. For every foot of its height, it will breathes b l u e - g r e e n f i r e , a p u r e w h i t e
While t h e D M m i g h t r u l e t h a t Filipino have 2hp, and for every 4ft of its height it fowl, o r a headless a n d often m u t i l a t e d
demons s h o u l d b e t u r n a b l e o n t h e attacks as a m o n s t e r o f 1HD and cause corpse. In this last form it will caper along,
'Special' l i n e o f t h e c l e r i c s v s u n d e a d 1d4 damage. Thus, at 1-4ft it attacks as a singing m e r r i l y t o i t s e l f a n d e a t i n g b y
matrix, they do not seem to be deterred by 1 HD monster and causes 1d4 damage, at pushing f o o d i n t o i t s b u b b l i n g n e c k -
holy symbols, and some actually delight 5-8ft it attacks as a 2HD monster for 2d4 stump. Characters of less than 4 t h level
in c o l l e c t i n g n u m b e r s o f t h e m f r o m damage, and so on, up to a m a x i m u m of w h o see it in this form must save vs spells
frightened villagers. 8H0 and 8d4 damage. or flee.
2 IMAGINE magazine, Apt-IC 1985
TIKBALANG (Demon)
BATI BAT (Demon) Frequency: v e r y rare
No Appearing: /
Armour Class: /
Move: 1 2 " / 1 8 "
Hit Dice: 6
Apart from these abilities, t h e Tikbalang
% in Lair: 2 0 %
can f l y at will by walking on air, and can
Treasure Type: I + R + U cause b l i n d n e s s , d i s e a s e a n d i n s a n i t y
No of Attacks: 3 or 2 once each per day. It can use a w o r d o f
Damage/Attack: f e e t 1-8, claws recall once per day, vanishing in a cloud
1-4, bite 1-8 of dust and falling stones similar in effect
Special Attacks: s e e below to the hailstone type of ice s t o r m , w h i c h
Special Defences: s e e below causes 1 d6 damage to any w i t h i n 10ft of
Magic Resistance: 1 0 % the spot i t vacates (saving t h r o w halves
damage). I n i t s natural f o r m , i t can also
Intelligence: v e r y
roar o n c e per t u r n , causing f e a r as t h e
Alignment: C h a o t i c Evil
spell unless the appropriate saving t h r o w
Size: M (6-7ft) is m a d e . 5 % o f Ti k b a l a n g s c a n a l s o
Psionic Ability: n i l i m m o l a t e in t h e same w a y as a Type VI
Attack/Defence Modes: n i l Demon ( M o n s t e r M a n u a l ) , t h e f l a m e s
LvI/xp value: V I I / 1 2 7 5 + 6 / h p causing 3d6 damage to any within range.

The Tikbalang, B i n a n g u n a n or Tulung is If forced i n t o hand-to-hand combat, t h e


one of the most feared of Filipino demons. Tikbalang w i l l a s s u m e i t s n a t u r a l f o r m ,
It i s h u m a n o i d i n appearance, t a l l a n d and can attack either with t w o claws and
gaunt, w i t h a h o r s e ' s head a r m e d w i t h a bite or with its two talons.
sharp teeth. Its straight black hair flows
Frequency: v e r y rare down over its shoulders, a n d i t s horse- The Tikbalang may be forced to surrender
No Appearing: / like legs end in strong taloned feet. its c h a r m i f it can be ridden like a horse
Armour Class: 4 until exhausted. The stone is a rounded
Move: 1 2 " It is, h o w e v e r, a n a d r o i t shapechanger, pebble which glows like a hot coal, and no
Hit Dice: 6 and c o m m o n l y takes t h e f o r m o f an old Tikbalang s t o n e c o n f e r s l e s s t h a n 2 0
% in Lair: 8 0 % man. It enjoys misleading travellers into strength; some may also confer other of
Treasure Type: R the bamboo thicket where it lairs, usually the Tikbalang's abilities. Tikbalangs have
No of Attacks: 2 in a small hut. Depending on its mood, it immense strength, and if pressed t h r o w
will t h e n d e v o u r i t s v i c t i m s o r t u r n rocks as a Stone Giant (Monster Manual)
Damage/Attack: 2 - 1 2
invisible and enjoy the spectacle as they or uproot trees to use as weapons.
Special Attacks: r i d e
try t o f i n d t h e i r w a y o u t . W h e n a
Special Defences: n o n e Tikbalang leads a victim into its thicket, it Tikbalangs sometimes have great wealth,
Magic Resistance: s t a n d a r d can cast over the victim a glamer similar and are particularly enthusiastic collect-
Intelligence: l o w - a v e r a g e to t h a t c a u s e d b y a m a z e spell — t h e ors o f h o l y symbols and o t h e r religious
Alignment: C h a o t i c Neutral victim will be trapped for the same length items, s o m e t i m e s e x t o r t i n g t h e m f r o m
Size: L (8-10ft) of t i m e , a l t h o u g h t h e e f f e c t d o e s n o t villagers along w i t h other valuables on a
Psionic Ability: n i l include travel to another plane. protection-racket basis.
Attack/Defence Modes: n i l
LvI/xp Value: V / 475 + 6 / h p

The Batibat is a relative of the Agta and


Pugot, b u t does not have their shape-
changing abilities. It is a dark-skinned
humanoid, 8 - 1 0 f t t a l l a n d b r o a d
enough t o fill a d o o r w a y as it enters.
The only magical ability it possesses is
the ability to ride a sleeping victim i n
I the same manner as a Night Hag
(Monster Manual), although i t w i l l
only do this under great provocation. In
the o n e story w h e r e t h i s occurs, t h e
Batibat attacks m e m b e r s o f a f a m i l y
which o w n s a large post — all t h a t
remains of its home tree, w h i c h it still
inhabits, It is not known what happens
to the souls of those ridden to death by
a Batibat.

Both forms of this demon can also emit a


great r o a r o n c e p e r t u r n , w h i c h causes
fear as t h e spell u n l e s s t h e appropriate
saving t h r o w is made.

One favourite trick of the Pugot is to rush


between t h e legs of an u n w a r y traveller
in its boar form, increase its size and carry
its victim off, never to be seen again.
3
I M A G I N E maga,thu. Apra 1985
A S WA N G
Frequency: v e r y rare
No Appearing: /
Armour Class: 4
Move: 1 2 " / 1 8 "
Hit Dice: 5
% in Lair: s e e below
Treasure Type: n i l
No of Attacks: 2
Damage/Attack: 1 - 3
Special Attacks: s e e below
Special Defences: s e e below
Magic Resistance: s t a n d a r d
Intelligence: a v e r a g e - v e r y
Alignment: C h a o t i c Evil
Size: M (5-6ft)
Psionic Ability: n i l
Attack/Defence Modes: n i l
LvI/xp value: A s w a n g : V / 4 3 5 + 5 / h p
Balbal: V / 3 6 0 + 5 / h p

The Aswang, Mangalok or Boroka has the jugular vein with her tongue as the victim i) by the application of a magical ointment
appearance of a n o r m a l h u m a n w o m a n , sleeps, a n d draining blood at the rate of compounded o f c h i c k e n d r o p p i n g d i s -
and indeed exists as such by day, often 1hp per round. Her saliva contains a local solved i n c o c o n u t o i l a n d m i x e d w i t h
living a n o r m a l v i l l a g e l i f e . A t n i g h t , anaesthetic, w h i c h r e q u i r e s s l e e p i n g human f l e s h a n d b l o o d , a l o n g w i t h
however, s h e takes o n h e r t r u e nature, victims t o save vs poison o r continue to certain other magical operations;
becoming a h u m a n o i d m o n s t e r w i t h a sleep t h r o u g h t h e a t t a c k . W h e n f u l l y ii) the d a u g h t e r s o f a n A s w a n g w i l l
hag-like appearance, strong n a i l s and a gorged (having taken blood equal to half inherit her condition;
very long threadlike tongue. She may also her o r i g i n a l h i t p o i n t s ) t h e A s w a n g ' s iii) the kiss of a dying Aswang will pass on
shapechange at will to the form of a huge humanoid f o r m a p p e a r s s w o l l e n a s i f her condition to one willing initiate;
night-bird w i t h the head of a woman. with a n a d v a n c e d p r e g n a n c y, a n d h e r iv) an A s w a n g m a y force h e r condition
movement rate is halved. The A s w a n g is upon a n o t h e r b y lacing t h e i r food w i t h
The Aswang can sense death in the same particularly vulnerable a t this time, a n d human flesh o r w i t h her own saliva.
way as the Segben, at a distance of up to 1 takes great care not to be seen.
mile, and w i l l s i t on t h e roof of a house The o i n t m e n t is t h e secret o f the trans-
where t h e c o r p s e l i e s , s u c k i n g o u t i t s The A s w a n g w i l l only fight i f she cannot formation ability; n o r m a l l y hidden about
blood a n d o r g a n s t h r o u g h h e r l o n g flee. S h e u s e s h e r s t r o n g n a i l s o r t h e the house in a stoppered bamboo tube or
tongue. The tongue may be extended up talons of her avian form in self-defence, a clay jar, it is used every night to effect the
to 1 2 f t in length, a n d has a sharp point, successful h i t c a u s i n g 1 - 3 p o i n t s o f transformation. H u m a n f o r m m a y b e
but is so fine as to be indetectable 90')/o of damage in either case. regained b y exposure t o sunlight, o r by
the time, except t o individuals w i t h t h e washing off the ointment in fresh water.
ability to see invisible. She will attack the A h u m a n may become an Aswang in one The A s w a n g i s repelled by salt, vinegar
living i n t h e s a m e w a y, p i e r c i n g t h e of four ways: and certain spices in the same w a y as a

MAN SALAUAN
Frequency: v e r y rare
No Appearing: 1 - 1 2
Armour Class: 7
Move: 4 " / 1 8 "
Hit Dice: / + /
Its m a i n attack is w i t h its sharp tongue,
% in Lair: 2 0 % w h i c h i t can s h o o t forth f r o m i t s m o u t h
Treasure Type: n i l with g r e a t speed. I t n o r m a l l y attacks in
No of Attacks: 2 the s a m e m a n n e r as a Stirge ( M o n s t e r
Damage/Attack: 1 - 4 / 1 - 4 Manual), seizing a victim in its hands and
Special Attacks: s e e below claws and piercing the neck or abdomen
Special Defences: s e e below with i t s tongue. A separate attack roll is
Magic Resistance: s t a n d a r d needed for the tongue, but this is made at
+4 if the claw attack has been successful.
Intelligence: a n i m a l
Alignment: N e u t r a l (evil tendencies) Once attached, t h e M a n s a l a u a n d r a i n s
Size: S
1-4 hit points of blood from its victim per
Psionic Ability: n i l round until it is killed or dislodged, or until
Attack/Defence Modes: n i l it has taken an a m o u n t of blood equal to
LvI/xp value: I I / 4 4 + 2 / h p its o w n hit points, at which time it will fly
off, gorged.
The M a n s a l a u a n i s a f l y i n g c r e a t u r e
sharing the characteristics of both h a w k It can u s e one o r both t a l o n s t o defend
and b a t . I t h a s a r e p t i l i a n h e a d w i t h itself w h e n attached to a victim, holding
glowing gemlike eyes, while its tail is long on w i t h its hands only; each c l a w inflicts
and fine, like a w o m a n ' s hair. In addition 1-4 points of damage on a successful hit,
to its w i n g s i t has a m o n k e y - l i k e pair of but f o r each r o u n d o f such defence t h e
hands, and a strong pair of talons the size Mansalauan has a cumulative 5% chance
of human feet. of falling or being knocked from its victim.
4 I M A G I N E n t a g a z i n z , A p r i l 1985
SEGBEN
Frequency: v e r y rare
No Appearing: 1 - 3
Armour Class: 7
Move: 1 8 "
Hit Dice: 2 + 2
% in Lair: 1 0 %
Treasure Type: n i l
No of Attacks: 1 o r 2
Damage/Attack: h o o v e s 1-3,
bite 1-4 + special
Special Attacks: s e e below
Special Defences: s e e below
Magic Resistance: s t a n d a r d
Intelligence: l o w
Alignment: C h a o t i c Evil
Size: S (311 at shoulder)
Psionic Ability: n i l
Attack/Defence Modes: n i l
Vampire i s repelled b y garlic. A l t h o u g h
the Aswang has certain vampiric tenden- Lvi/xp value: / / / / 120 + 3 / h p
cies, it is not classified as Undead and is
not vulnerable t o h o l y symbols o r o t h e r The Segben is similar in appearance to a
religious objects. hornless g o a t , w i t h g l o w i n g e y e s a n d
large ears. It exudes a sickening charnel
The !qui is the rarer male Aswang. smell which requires any character com-
ing w i t h i n 5 f t o f t h e b e a s t t o s a v e v s
The Balbal is a variant form of Aswang. It poison o r a t t a c k a t - 1 f o r 2 - 8 t u r n s If s u r p r i s e d a t t h e i r f e a s t S e g b e n w i l l
is a forest-dweller, and does not change through nausea. usually flee, fighting only if cornered or if
form, a l w a y s a p p e a r i n g a s a g a u n t the odds are heavily in their favour. They
humanoid f i g u r e w i t h v e r y l o o s e s k i n , Segben a r e destroyed b y sunlight, a n d can attack by lashing out with their small
which it can use to glide for distances of generally hide in the darkest recesses of forehooves, b u t their m o s t feared attack
up t o 6 0 f t a f t e r t h e m a n n e r o f a f l y i n g the forest until dusk, w h e n t h e y appear is their bite — if they successfully bite any
squirrel. Its tongue is thicker and stronger under the floor of a house where someone victim, o r e v e n h i s s h a d o w, t h e v i c t i m
than t h a t o f an A s w a n g , a n d i t s m o d u s lies gravely ill o r dying. They can sense must m a k e a S y s t e m S h o c k r o l l o r d i e
operandi i s t o u s e i t s t o n g u e t o l i f t a the smell of death at a distance of up to a immediately.
corpse through a hole in the thatch which mile, a n d w i l l seize a n y o p p o r t u n i t y t o
it h a s m a d e w i t h i t s s t r o n g n a i l s . T h e make off with an unguarded corpse. They Although they have a number of ghoulish
corpse is then taken back into the forest to are n o t k n o w n t o f r e q u e n t graveyards, characteristics, Segben a r e n o t Undead
be devoured. I n a l l o t h e r respects, t h e however, apparently preferring t o move and are n o t affected by holy symbols or
Balbal is identical to the Aswang. in immediately after death. the like.

These ferocious beasts are described as


having a bovine body w i t h a shaggy coat
like a yak. They have no horns, b u t their
Frequency: v e r y rare
jaws are equipped with t w o sets of huge
No Appearing: 1 - 6
Armour Class: boarlike tusks, one pointing upwards and
the other downwards. M a n t a b u n g a l a r e
Move: 1 5 "
forest-dwellers, and appear to be similar
Hit D i c e : 4 to w i l d b o a r s i n t h e i r habits. T h e y a r e
% in Lair: 2 0 % extremely aggressive, and w i l l attack on
Treasure Type: n i l sight.
No of Attacks: 2 or 3 / 2
Damage/Attack: h o o v e s 1-4, Their m a i n w e a p o n i s t h e i r tusks, w i t h
tusks 1 -10 w h i c h they can attack three times in t w o
Special Attacks: n i l melee rounds; they have been k n o w n to
engage two opponents at once, attacking
Special Defences: n i l
each alternately. They can also lash o u t
Magic Resistance: s t a n d a r d with t h e i r f o r e h o o v e s , b u t n o t w h i l e
Intelligence: a n i m a l fighting w i t h their tusks. They are some-
Alignment: N e u t r a l times thought of as demons, but have no
Size: L personal c h a r m s n o r a n y o f t h e typical
Psionic Ability: n i l abilities o f o t h e r F i l i p i n o d e m o n s ; t h i s
Attack/Defence Modes: n i l reputation may have arisen as a result of
Lvl/xp value: / / / / 85 + 4 / h p their ferocity.

I M A G I N E ma9autte, April 1985


5
Other Monsters

it
The d e s c r i p t i o n s g i v e n a b o v e a r e f o r Several t y p e s o f G i a n t a n d O g r e a l s o the M a l a k a t and an unnamed beast from
some o f t h e m o r e d i s t i n c t i v e F i l i p i n o inhabit the Philippines. The Bannog is a Apayao do appear t o be European-style
monsters; t h e folklore o f t h e Philippine giant bird similar to a Roc (MM), and the werewolves. T h e l a t t e r m a y e v e n b e a
Islands contains several other creatures Ikugan is a giant monkey, but the others Jackalwere ( M M ) o r s o m e t h i n g s i m i l a r,
which c a n b e equated m o r e o r l e s s are similar to Hill and Stone Giants (MM) since it has a doglike smell even w h e n in
precisely with European counterparts. and t h e M o u n t a i n G i a n t (FF). F i l i p i n o human f o r m . A t a n y rate, a n i r o n k n i f e
Ogres are, for the most part, identical to with w h i c h o n e w a s attacked passed
A g h o y, E n c a n t e , M a n g m a n g k i t , their European cousins (NAM); their names through i t s body w i t h o u t causing i t a n y
Mahomanay, Palasekan and Tahamaling include K u m a o , S i r ' i n g , Ta - a w i , a n d harm.
are s o m e o f t h e local n a m e s given t o a Tarabusao, The Busao is a Cyclops type,
race of creatures almost identical t o the and the D a t o - B u s a o , or King Busao, has Lastly, t h e P h i l i p p i n e s a b o u n d w i t h
Sylvan E l f (MM). T h e i r physical appear- a forehead horn. T h e K u r i t a has t w o or witches and wise-women, who, like their
ance is the same as Tolkien's Elves, and three pairs of arms. Some Filipino Ogres European counterparts, c a n c a u s e a n d
their activities are the same as those of have t h e a b i l i t y t o s h a p e c h a n g e i n t o cure a l l k i n d s o f diseases a n d a i l m e n t s
British E l v e s o r Faerie, a l t h o u g h t h e y human o r a n i m a l f o r m . S t r a n g e l y, t h e and assume the form of various animals.
dress like ordinary Filipino villagers. Indian Garuda (Deities & Demigods —
now Legends and Lore) is k n o w n in t h e There are also a few unique and extremely
Calanget, Lampong, lupa, Matanda and Philippines, b u t h a s t h e h a b i t s o f a powerful monsters, w h i c h seem to be an
Tianak are beings similar to Dwarves and bloodthirsty Ogre. attempt b y t h e n a t i v e s t o explain s o l a r
Gnomes (MM). Their underground dwell- and l u n a r eclipses. T h e M i n o k a w a o r
ings are usually guarded by large termite Certain types of Aswang, lqui and Boroka Baua is a huge bird, the B a c o n a u a is an
mounds, a n d t h e y a r e r e p u t e d l y v e r y (see above), as well as the Manananggal, immense s h a r k , a n d t h e M a m e l u o r
wealthy, although t h e i r gifts of gold and seem to be identical to the Penanggalan M a r c u p o i s a h u g e snake, a l l o f w h i c h
gems t o h u m a n s f r e q u e n t l y t u r n i n t o of Indonesia (FF); they may be related, but swallow the sun or moon from time to
dung or pebbles after a short time. They the d e s c r i p t i o n o f t h e A s w a n g g i v e n time, b u t are persuaded t o release i t by
have the power to ruin crops if offended. above deliberately excludes t h e s e p a r - the noise and music made by the Filipinos
able head characteristic o f the Penang- at the festival of each eclipse.
The C a t a o a n d U g h o y a r e t h e M e r f o l k galan, since the Aswang is almost always Graeme Davis
(MM) of the Philippines. Being partly fish a normal h u m a n w i t h t h e ability t o
and p a r t l y m a m m a l , t h e y a t t a c k t h o s e transform, rather than an Undead monster
w h o eat fish o r meat, and they have the taking possession of a headless body. Coming soon: next in the series of our
c h a r m ability of Nixies (MM). They gener- culture specials
ally drag v i c t i m s u n d e r w a t e r t o d r o w n , Since a great number of Filipino monsters
but have been known to become enamour- have t h e a b i l i t y t o s h a p e c h a n g e i n t o
ed o f c h a r i s m a t i c h u m a n s , k i d n a p p i n g
them a n d c a s t i n g w a t e r b r e a t h i n g o n
them in the same way as Nixies.
animal form, it is difficult to tell w h e t h e r
there a r e c r e a t u r e s w h i c h c a n b e des-
cribed a s Lycanthropes (MM), a l t h o u g h
TheNORSE
6
I M A G I N E m a g a z i n e , A p r i t 1985
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 7
JAPANESE BUJUTSU
in the AD&D® G A M E
by Graeme Davis
The w e a p o n s t a b l e s o f t h e A D 8 L I I R
Players' H a n d b o o k ( p p 3 7 - 8 ) s h o w a
distinct European bias, which is probably
one reason w h y the system is sometimes
accused of being too culture-specific for a
fantasy game. T h e o n l y concessions t o
the Oriental flavour of the Monk character
class a r e t h e Bo-staff a n d t h e Jo-stick,
and w h i l e a sword is a sword in more or
less any setting, DMs and players may be
interested i n e x t e n d i n g t h e r a n g e o f
'exotic' Oriental weapons, such as Bruce
Lee's now famous nunchaku, available to
the M o n k and t o Japanese-type variant
classes such as the Samurai and Ninja.

A r a n g e o f w e a p o n s f r o m t h e Japanese
martial arts is adapted below in an A D & D
format, w i t h b r i e f d e s c r i p t i o n s . O t h e r
weapons which may, for game purposes,
be considered as equivalent to weapons
treated in the PHB tables are also listed.
With regard t o u n a r m e d combat, karate
has already been covered by the M o n k s
,
open-hand combat rules, so a simple, but
hopefully easy-to-use, set of rules govern- rtV
,
,
ing t h e u s e o f J u d o o r s i m i l a r a r t s i s C ,

appended here.

Japanese Weapons
Weight Damage Space Speed AC Adjustment
Name (gp) S/M L Length Req'd Factor 10 9 8 7 6 5 4 3 2
Bo s t a f f 35 1-6 1-3 c 5' 3' 3 +3 +1 -1 -3 -5 -7 -9
Feruzue 15 1-4 1-3 3' 6' 1 +3 +2 -1 -2 -4 -6 -8
Fukidake 5 1-3 1-2 (fire rate 2) +1 -1 2 -3 -4 -5 -6
Hachiwara 15 1-4 1-3 1' 1' 2 +1 1 1 2 3 4 5
Hineri 30 1-6 1-4 6' 4' 5 +1 -1 -3 -5 -7 -9
Jitte, 20 1-4 1-3 11/2' 2 +1 — -1 -1 -2 -3 -4 -5
J o stick 10 1-4 1-3 2' 3' 2 +2 +1 -1 -2 -4 -6 -8
Ku made 25 1-4 1-4 8' 6' 6 +1 +1 — -1 -2 4 -6 -8
Mankirigusami 40 1-4 1-3 12' 12' 8 +2 +2 +1 +1 +1 +1 +1 +2 +2
Nagegama 65 1-6 1-4 12-14' 10' 8 +4 +1 +2 +1 -1 -2 -2
Nunchaka 10 1-6 1-4 c 21/2' 4' 4 +2 +2 +1 — -1 -2 -4 -5
Sai2 15 2-5 1-3 11/2' 2 +3 +1 +1 -1 -2 -3 -3
Shuriken, dart 3 1-3 1-2 (fire rate 3) +1 +1 -1 -2 -3 -4 -5
Shuriken, star 1-2 1-2 1-2 (fire rate 3) +1 +1 +1 -1 -2 -4 -6
Tonta 10 1-4 1-3 2' 1 +3 +2 +1 -1 -2 -3 -4
Yawara 25 Special 1 +4 +2 -1 -3 -5 -7

Notes To Weapons Table


Entries in italics differ slightly f r o m t h e data given in t h e PHI3.
The art of Bojutsu applies to the use of both t h e Bo staff and other staff weapons, so that a character proficient i n o n e w i t be able to use any other at no penalty,
2 T h e art of J i t t e j u t s u applies to the use of both J i t t e and Sai.

8 I M A G I N E ma9athie, Apra 1985


-.1111111111%400L-

abil:St4.04:;:0;t:Se-ezWAu..1:
VASItti31,11,-
Mi
k W I di 0t I A A A A l i
W a g .

Fumata-yari — Hooked polearm, B i l l - There w e r e also several types of arrow:


Weapon Descriptions guisarme. Yanagi-ha — W i l l o w Leaf; Standard
Bo Staff: A staff, slightly thinner than the Watakusi — Flesh-tearer; - 1 t o h i t , +1
European quarterstaff and 5-6' in length. Entanglement by damage per man-rating of bow used.
The Bo is a two-handed weapon. A r m o u r Piercer — +1 t o hit, -2 damage.
Feruzue: U n u s u a l w e a p o n w i t h 3 ' l o n g
Flexible Weapon Attack Karimata — Rope-cutter; -1 t o h i t , 1 - 4
hollow stave containing a chain attached The attacker must state that a weapon is damage.
to an iron ball. When the stave is brandish- being u s e d t o e n t a n g l e r a t h e r t h a n t o H u m m i n g Bulb — -1 t o hit, damage 1-3.
ed, the ball flies out with killing force. strike. On a successful hit against (AC10 The arrow, fitted w i t h a signalling device,
Fukidake: Light, 9' long blowpipe for bird- + D e x bonuses + magical protection screams i n f l i g h t ; i t i s i n t e n d e d a s a
hunting. Darts are about 1 0 " long. bonuses), the defender must save against signalling device rather than a weapon.
Hachiwara: (lit ' h e l m e t breaker') Curved dexterity on a d20 to avoid entanglement.
iron bar w i t h hook near the grip. M a y be The w e a p o n w i l l c a u s e 1 - 2 p o i n t s o f Judo
used to disarm, breaks swords 1 in20. damage regardless o f w h e t h e r t h e e n -
Hineri: A l s o n e j i . S t a v e w e a p o n , w i t h tanglement itself is successful. At the most basic level, combats involving
multi-spiked head on long shaft. Used to the use o f J u d o and similar martial arts
capture w r o n g d o e r s b y e n t a n g l i n g t h e Disarming with Jitte, consist o f t w o types of attack — t h r o w s
and locks.
loose sleeves of their kimonos. Hachiwara or Sai
Jitte: A n i r o n t r u n c h e o n o r s m a l l club,
about 1 8 " l o n g , w i t h a c r o s s - g u a r d When these weapons are used to defend Throws
extended f o r w a r d s t o f o r m a b l a d e - against a n attack, t h e y r e d u c e t h e d e - On a successful grapple attack, the victim
trapping fork; can be used t o disarm a n fender's AC by 1, as w o u l d the use of a is a l l o w e d a s a v i n g t h r o w v s w a n d s t o
opponent (see below). shield; the defender must state that they avoid being t h r o w n . This saving t h r o w is
Jo S t i c k : A l i g h t , 2 ' w o o d e n b a t o n , are being used to parry. On a successful modified o n l y b y dexterity, a n d i f t h e
sometimes used in pairs. parry (ie when a blow would have landed victim i s t h r o w n t w o f u r t h e r s a v i n g
Kumade: G r a p p l i n g h o o k o n 8 ' s h a f t , but for the use o f the parrying weapon), throws m u s t b e m a d e , t h e f i r s t v s
used f o r c o m b a t a t s e a , p u l l i n g d o w n the attacker m u s t save against dexterity dexterity to avoid dropping any hand-held
barricades, etc. on a d 2 0 , w i t h a m o d i f i e r e q u a l t o t h e object, a n d t h e second vs. w a n d s again
Mankirigusami: A 1 2 ' chain w h i p with a difference b e t w e e n a t t a c k e r ' s dexterity (modified b y dexterity o n l y i f t h e victim
weighted end. M a y be used t o entangle and defender's dexterity. has also been trained in Judo or a similar
(see below). Example: T w o f i r s t l e v e l M o n k s a r e art) t o avoid l a n d i n g badly. I f t h e victim
Nagegama: S i e g e defence weapon, fighting, o n e w i t h a Katana, o n e w i t h a lands badly, t h e r e i s a c h a n c e equal t o
consisting of a sickle-like blade w i t h 1 2 ' pair of Sal The Monk w i t h the Sal elects (10% x assailant's level) o f a knockout,
of chain attached to the handle, so that it to parry his opponent's next attack, t h u s and a t t h e D M ' s o p t i o n d e l i c a t e i t e m s
may b e t h r o w n f r o m c a s t l e w a l l s a n d reducing h i s A C f r o m 1 0 t o 9, a n d the carried in a backpack or belt pouches may
retrieved. M a y be used to entangle (see swordsman r o l l s a 1 0 o n h i s a t t a c k , have t o save vs c r u s h i n g b l o w t o avoid
below). enough to hit AC10 but not AC9, so that being broken. Tw o M o n k s fighting w i t h
Nunchaku: A flail made of two 1' wooden the Katana has been parried by the S a l Judo make all relevant saving throws at a
batons joined by a length of rope or chain. The attacker has 1 7 dexterity, w h i l e the bonus equal to their respective levels.
Sai: S i m i l a r t o t h e J i t t e (qv), w i t h a defender h a s 1 5 dexterity, s o t h a t t h e
dagger, u s u a l l y octagonal i n section, i n attacker m u s t roll 19 or less (17+2) on a Locks
place o f a t r u n c h e o n . M a y b e u s e d t o d20 t o a v o i d b e i n g d i s a r m e d . I f t h e On a successful grapple attack, the victim
disarm (see below). attacker had 15 dexterity and the defender must save vs wands as above, and if this
Shuriken, d a r t : A small t h r o w i n g spike, 17, a r o l l or 1 3 (15-2) o r less w o u l d be save is failed, a lock has been applied to
lighter than the dart detailed in the PHB. needed to avoid disarming. an arm, neck, o r other joint. The joint to
Shuriken, star: The throwing star of Kung w h i c h t h e lock has been applied may be
Fu fame. M a y be perforated to scream in determined u s i n g h i t location tables o r
flight.
Archery left to the attacker's choice. The victim is
To n f a : T h e h a n d l e o f a s m a l l h a n d m i l l , The Japanese h a d b o t h crossbows a n d now immobilised, a n d t h e attacker h a s
consisting of a wooden baton 1.5-2' long longbows that differed from the European the choice of holding (most locks can be
w i t h a handle set at right-angles some 6" equivalents. T h e t e p p o - y u m i i s a l i g h t held v i r t u a l l y indefinitely) o r closing t h e
from o n e end. The handle is grasped so sporting c r o s s b o w, w i t h a s t o c k l i k e a lock, which can result in the dislocation or
that the baton lies along the forearm for gun's. T h e r e w a s a l s o t h e do-kyu, t h e fracture of the joint in question.
jabbing and smashing blows. repeating crossbow. The bolts were stored
Yawara: A small wooden dumbell fitting in a box on t h e top of the stock, and the
into the hand, used to reinforce punches. mechanism w a s o p e r a t e d b y a l e v e r
Bibliography
Adds +2 to open-handed damage. w h i c h spanned t h e b o w a n d dropped a A great deal of information on Japanese
bolt into place. martial arts, as well as a w e a l t h of other
The u s e o f t h e J a p a n e s e a s y m m e t r i c ideas f o r D M s interested i n Japanese-
Other Weapons longbow r e q u i r e s a s l i g h t l y d i f f e r e n t style c a m p a i g n s , c a n b e f o u n d i n t h e
Swords: K a t a n a — S a m u r a i b a s t a r d technique to that for the European long- Bushido r u l e b o o k s b y P a u l H u m e a n d
sword. With the Wakizashi forms the 'dai- bow, and m u s t be studied as a separate Bob Charrette (FGU), already adapted to
sho', t h e p a i r o f s w o r d s s y m b o l i s i n g weapons p r o f i c i e n c y. F o r p u r p o s e s o f FRP and thus fairly easy to digest. Further
Samurai status; No-dachi — Two-handed range a n d f i r e r a t e , t h e Japanese b o w sources include Donn F Draeger's books
sword; Wakizashi — Shortsword. (kyu) is treated as a composite longbow. Classical Bujutsu and Classical Budo,
Daggers: A i g u c h i — P o i n a r d o r h e a v y The p u l l o f a b o w w a s m a t c h e d t o t h e and R o n a l d K n u t s e n ' s w o r k J a p a n e s e
stiletto; Ta n t o — Dagger; Kozuka —Knife; strength of the user. This can be simulated Polearms. Stone's Glossary of Arms and
Kogai — Skewer. by allowing characters to add + to hit and Armour i s also a valuable source o f
Spears (yari): Sankaku-yari, Ryo-shinogi- damage for each t w o points of strength illustrations, not only of Japanese military
yari — Infantry spears; Su-yari — Lance. over 11, providing they are equipped with equipment, b u t also o f a w i d e range o f
Polearms: N a g i n a t a — S w o r d - b l a d e d a bow matched to their strength. All other other weapons and armour.
polearm, G l a i v e ; O n o — Poleaxe; blows are used at -2. 145 Graeme Davis
MAGI NE maqathte, A p i t 1985 9
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FIR5T
'FLOOR

by Venetia Lee Anyone w h o makes a study of the Cornucopia will turn up secrets like a
In a quiet, residential street of the League is a discreet town house — t h e nest of worms. To start with, they may find o u t that Rugbucket (33a) is
Cornucopia. F a s h i o n a b l e , s p i c e d w i t h i n t r i g u e , i t i s p a t r o n i s e d b y only the manager; f u r t h e r investigation will point to Harben Mousecraft
thieves, y o u n g s p r i g s a n d t h e s c i o n s o f m e r c h a n t families. S e r i o u s (33d) as t h e real o w n e r. H e is, i n t u r n , f r o n t i n g f o r To m C o t t o n w o o d
gamblers and corrupt officials provide leavening. Admission is solely for (33e), a l t h o u g h t h i s w i l l be difficult t o ascertain, as Tom appears to be
members (by invitation only) and guests. The Cornucopia is the place to working as an i n f o r m a n t for Harben. A n d behind Tom is his wife, Imelda
go for deals of the expensive kind; here you can buy w i t h o u t taxes and (33f). To m w a s , i n h i s y o u t h , a l o w c l a s s t h i e f , w h o m a d e a g o o d
sell w i t h o u t questions. For adventurers, t o be invited here indicates a marriage to a respectable w o m a n but could not quite give up his shady
considerable r i s e u p t h e social scale. I t m a y be t h e i r f i r s t ( a n d last) connections. His wife, Imelda, m a d e good as a textile merchant and is
chance to mix with the nobility or with the aristocracy of crime. Prices for w e l c o m e i n p o l i t e s o c i e t y. H e r f r i e n d s f i n d a l o t t o p i t y h e r for; h e r
refreshments a r e t e n t i m e s n o r m a l (and q u a l i t y t w i c e a s good). T h e husband, they feel, a l w a y s lets her d o w n w i t h his gambling debts and
m i n i m u m stake for a game is 100gp, but no-one ever stoops so low. The his dreadful friends. They know it was once rumoured that he was mixed
place is rigged with magical devices to warn the staff should anyone use up in something criminal, but she forgave him and pulled strings to get
magic to enhance their chances of winning. him off the hook.

I M A G I N E magazine, Apra 1985 11


-77 /--\
Imelda doesn't mind the condescension, because she hopes to have the (In Basic a dagger of venom acts as a dagger +1 that, on a roll of a
last laugh. She i s not only a thief, but a very important one; the natural 20, injects poison into the victim; it holds 6 doses of poison and
mastermind behind the Cornucopia — to say nothing of any number of can be refilled)
daring burglaries and a lot of profitable smuggling. Tom and Harben do
the groundwork, while she plans and carries Out the crimes. In this way
it is difficult ever to pin anything concrete on any one of them.
OTHER STAFF
The staff, waiters, lesser croupiers and entertainers wear blue livery.
20% are T 1-3, 50% are F 1-4, and the rest are Fr 2-4. There are, in
MAJOR MEMBERS OF STAFF addition, 8 F8 guards (hp 64/80, AC1) armed with broadswords +1.

33a Gerchin Rugbucket; M; F5; N/N(E);


Longsword, dagger, knuckledusters; AC 9/10; hp 35/45;
IMELDA'S FAMILY
S 14 0 Garish shirt and breeches, once muscled, now fat. 3 3 g p a r e ndteosr nRhopedi
s theeehledewsto.oHldebiseihnethpefoPIutoncthem.
l Iian
t ,Awlahserehhehis
I 1 2 0 Ostensibly proprietor, actually manager of Cornucopia taking his duties seriously and they dare not even confide in him. Karel,
W 1 0 E l Vulgar, greedy, shrewd - makes people feel superior the second, is their long term investment. He has been enrolled in the
D 1 1 E l Knows gambling fraternity and some thieves; was F6 until Magic Users' School (10). A fine lad, he spends most of his generous
C 15 h e ran to seed; ex-bankrupt allowance around the Arena (21). Floriann is the youngest. Imelda
Ch 11 wants her to be educated as a lady and make a good marriage (she
fancies a titled grandson). Elimy, the third, was always a tomboy and is
33b Greta Calkinnagrat; F; F5/T6; N/CN;
Shortbow, shortsword, mace, sling; hp 23/29; AC 5 / 6
now a promising cutpurse. She, too, hangs around the Arena (21) and
accompanies h e r father (Harben (33d)) t o the Cornucopia (to her
mother's private dismay). Elimy's plans would surprise Imelda. She
S• 1 5 0 Bright tunic over leather trousers and jerkin hopes to beat Floriann to it and catch a noble of her own, but, if all else
I 1 4 0 Major-domo of Cornucopia, cutpurse, does not mix the two fails, an up-and-coming adventurer would do. Although Harben tries to
W 9 0 Ambitious b u t patient, sharp tongued and suffers n o conceal it, Elimy has guessed their relationship and has no compunction
D 1 6 n o n s e n s e ; tough as old boots; scornful of all other races about using it to her own ends.
C 1 0 L I Knows gambling fraternity a n d i s member o f secret
Ch 1 4 a s s o c i a t i o n of gnome thieves VISITORS
33c Sally Messenger; F, T8, C/NE,
33k One-eyed Sadford, m, Fr8, C/NE,
Cutlass, hp 32/36, AC 9/10
Longsword, darts, hp 30/40, AC 8 / 1 0
S 14 0 Expensive but stained clothes, eyepatch
S• 1 4 0 Pretty; wears flashy, revealing dresses or shabby cloak I 1 3 E l Merchant Captain, owner of Happy Mary and lesser ships,
I 1 4 o v e r leather armour W 1 7 s m u g g l e r , regular gambler
W 10 E l Head croupier, girl about town and con woman D 13 0 Brutal, greedy, efficient, unpopular
D 14 E l Selfish, cold, heartless, vamp C 16 0 Carries cargoes for Imelda Cottonwood (33f), knows Tom
C13 0 Frequents Cornucopia, Madame Zalu's (22a), and other Ch 8 ( 3 3 e ) and Harben (33d) as well as many who appreciate
Ch 1 7 f a s h i o n a b l e places - often with very wealthy escort; sister fine wines, spirits a n d tobacco, bribes a number o f
of Fionn (32a). officials. Sadford is attended by two bodyguards, F7 (hp
5 6 / 7 0 AC 2), who obey him in all things.

33d Harben Mousecraft; m; T9; C/CN;


Longsword +2 (+4 vs Lawful), sling; hp31/32, AC5
3 3 1 vaswollrid7striuckst+4rnhep' 2V0a/2113iskAic;9M/,iFor 7, C / CN,
S• 1 4 E l Black leathers or shirt and breeches, short, black cloak,
I 1 3 f a n c i f u l black hat; ring of invisibility; in Basic: amulet of 7 0 Blouson and trews, beautifully made; fresh-faced and
W 11 p r o t e c t i o n from crystal balls and ESP,. in Advanced: 16 h o n e s t - l o o k i n g
D 17 a m u l e t of proof against detection and location, 15 E l Fence
C14 E l Master Thief/Thief 9 0 Calculating, careful, suspicious, convincing
Ch 1 4 E l Fashionable scoundrel and raconteur, self-seeking, astute, 8 0 Seen and known as a social parasite around the flesh-pots
has difficulty resisting women Ch 16 o f the League and Cerwyn; known as a trader in lands
0 Knows most rakes about town, tries to know everything beyond (Xir, the Theocratic Principalities and even Kosre);
about everybody; uses Basilisks (32) as an information works as a fence whose proud boast is that he can obtain
service; habituee of Cornucopia, father of Elimy (33j) anything - at a price; he can't actually, o f course, but
players are likely to be surprised by what he can come up
with even though they're very unlikely ever to be able to
33e Tom Cottonwood; m; 1-10, N/CN;
Longsword +2, dagger +1; hp 45/57; AC 3 / 0
afford it; expert w i t h disguises - can make himself
unrecognisable even to his 'friends'

S• 1 5 L I Expensive, fashionable clothes; in Basic: ring of protection Almost any fairly important member of society might be seen here.
I 1 2 + 3 , medallion o f ESP 30'; i n Advanced: bracers o f Some come regularly, others only once. If you allow the party to frequent
W 11 d e f e n c e AC4, ring of protection from normal missiles, this site, be careful not to allow the players to ransack it just for fun
D 18 m e d a l l i o n of ESP because then you will have lost a valuable means of introducing the
C 16 E l Apparently 'Imelda's no-good husband', gentleman about characters t o interesting personalities a t your discretion. Indeed
Ch 1 4 t o w n , actually owns Cornucopia and has city wide criminal adventurers who wantonly destroy this, or any other prime site, are
connections, Master Thief likely to draw themselves to the attention of the Knights Ocular, as the
0 Good natured as far as it is practical, patient, vindictive Knights prefer things as they are — under control. The attention of the
El Knows most upper class gamblers and therefore which of mysterious Knights is unlikely to improve their health.
the nobility and merchants are corruptible.
Ratlines
33f Imelda Cottonwood; F; T11; C/CE;
Shortsword + 3 (finds traps, sees invisible), dagger o f
1 I t ' s possible to overhear Sadford arranging to take another party
up-river to a lost-site-of-guaranteed-treasure' and your party might
venom, swordstick +1; hp 40/52; AC 2 want to go along for the ride. Sadford never questions adventurers about
their 'sites', but he knows when they are on a fools' errand.
S• 1 0 E l Very expensive dresses i n subdued colours; r i n g o f 2 A male member of your party is propositioned by Elimy — he may
I 1 7 p r o t e c t i o n +4, cloak of invisibility, scrolls with invisible quite like it but you can rest assured that neither Tom, Harben nor
W 16 s t a l k e r , lightning bolt and fireball Imelda will like it one little bit.
D 18 E l Textile merchant, smuggler, Master Thief 3 During a visit to the Cornucopia trouble erupts, and in the ensuing
C 15 E l Practical first, then sentimental (about Tom, her children confusion something is thrust into the hand of a PC. The something is
Ch 1 7 a n d Harben), ambitious, loves secrets and stealing likely to be unidentifiable, but interesting, and the following days should
0 Knows merchants, much nobility and enough judges; four be quite exciting as the owner seeks his property, the authorities seek
children (33g-j) of varying alignments some stolen goods and your party seek the answer to the riddle.
12 I M A G I N E magazine, A r t ( 1985
13
IMAGINE magazine, Aprti 1985
ri-AvrATAA.,
G ZETTEER ci the
C U N T Y F CERWYN
Those o f you w i t h long m e m o r i e s w i l l r e m e m b e r h o w, w h e n Pelinore If you do not want to wait for the details of a particular place to be written
was born, w e promised you details of the lands around the City League. up i n a f u l l - s c a l e a r t i c l e , i t i s q u i t e p o s s i b l e t o e x t r a c t i m p o r t a n t
This issue contains the first i n s t a l m e n t in the fulfilment of that promise. information f r o m t h e gazetteer below. So, f o r example, if you w e r e to
On this page you will find the official gazetteer of the County of Cerwyn. use the village o f Kaantinnen, by looking at the table you w o u l d k n o w
The g a z e t t e e r l i s t s t h e i m p o r t a n t d e t a i l s t h a t a D M w i l l n e e d t o that i t i s a v i l l a g e s u r r o u n d e d b y a s t o n e w a l l a n d ditch, r u l e d b y a
incorporate a particular place into the campaign, including all the towns Burghermeister w h o a n s w e r s t o t h e Countess. T h e p r e s e n c e o f t h e
and villages larger than a s i m p l e hamlet. expensive w a l l i m p l i e s a r i c h h i s t o r y a n d a p o s i t i o n o f s t r a t e g i c
Following t h e gazetteer i s a n a n a l y s i s o f t h e t o w n o f D a r k m o o r, significance. K a a n t i n n e n ' s population consists of about 1 0 0 Elves and
s h o w i n g the i m p o r t a n t sites and listing the i m p o r t a n t NPCs. N o w that 180 other d e m i - h u m a n s — but no humans. In fact, h u m a n s are going to
you k n o w the f o r m a t w e intend using for all these villages and towns, be u n w e l c o m e i n t h i s village (perhaps something to do w i t h relations
w h y not let us see your ideas of w h a t some of the other places are like? w i t h n e i g h b o u r i n g Ti r h a l t e r, i f y o u l o o k t h r o u g h i t s stets). I t i s a
Don't forget — A m f l e a t and Arncastle are 'no-go' areas, since they are to c o m m u n i t y t h a t m a k e s a p o o r l i v i n g f r o m r a i d s against others, b o t h
be left as areas where each and every individual DM can design as suits w i t h i n and beyond t h e County. T h e r e i s no C o u n t y military presence,
their version of the campaign; in other words, we will not publish details and no constabulary — perhaps lawbreakers in this violent village would
about these places even if they are submitted by readers. be s u m m a r i l y dealt with. The c o m m u n i t y is not in regular contact with
As u s u a l , w e have adopted a n u m b e r i n g code to describe places in the r e s t o f t h e w o r l d a n d s o w o u l d k n o w l i t t l e o f w h a t i s g o i n g on;
Darkmoor; t h e code is m a d e u p o f C e r w y n , D a r k m o o r and a n u m b e r. equally, activities w i t h i n t h e village are unlikely to have been heard of
A l l - n u m b e r codes, therefore, m u s t be references to the City League. outside.

Name: F r o m varied sources; the suffix - h a l t e r comes from a D w a r v e n Suzerain: C = Countess, CM = County Marshal, M H = M a s t e r of Horse,
w o r d for an armed camp; Borth synonymous w i t h shipbuilding; Preven M M M a s t e r of Magicks, HS -= High Steward, brackets indicate rule in
known for wines; m a n y Cerwyn citizens use their place of origin as part name only
of their name, w i t h the prefix di-, or just plain ' o f . _ Race mix: a l l h u m a n except as noted; N = mixed n o n - h u m a n races, 0%
Size: H a m l e t s not listed o n e every couple of miles or so, V = village indicates dangerous for that race
(basic guilds), I ---- town (basic + trading guilds), LT= large town (+ relevant Class m a x : h i g h e s t l e v e l f o r e a c h o f t h e c o m m o n c l a s s e s s h o w n ;
specialist guilds), C c i t y (any g u i l d possible); G u i l d o f H e r a l d s h a s question mark indicates a variable (normally low) level; a zero indicates
representative in every c o m m u n i t y larger than a H a m l e t that no overt members of that class would normally be tolerated
Defence: N u m b e r describes type of wall, letter type of ditch; 1 = none, 2 Wealth: 1 - 5 = poor-wealthy; relative to the size of the c o m m u n i t y
= picket (5'), 3 = pallisade (1 0'), 4-- stone wall (1 0'), 5 = stone wall+towers Garrison: n u m b e r before slash a p p r o x n u m b e r o f f i g h t e r s l o y a l t o
(20'); A = none, B , ditch, C = moat crown; n u m b e r after n u m b e r of County Horse picketed there
Ruler: C l a n = r u l e r selected f r o m d o m i n a n t clan o r family; M a r s h a l =- Constabulary: n u m b e r of civilian l a w enforcers
ruler nominated by suzerain, leading by charisma or force or by respect Religions: n u m b e r of different religions w i t h temples etc; * - sites of
of p o p u l a c e f o r s u z e r a i n ; E l d e r = s e n i o r m e m b e r ( s ) o f c o m m u n i t y • special r e l i g i o u s significance (undefined), = sites of very i m p o r t a n t
followed by consensus, G u i l d , ruled by council of leading guildsmen, or religious significance
dominated by one guild; Mayor - leader of a council elected by suffrage; Notes: C = cosmopolitan, n e w s travels fast, sophisticated population,
Burg , ( b u r g h e r m e i s t e r ) leader elected directly by suffrage; Seneschal T. efficient l a w - e n f o r c e m e n t if required, mixed alignments (average N), A s
steward acting on behalf of suzerain, r u l i n g w i t h suzerain's authority. average, mixed alignments (average N), I - isolated, news moves slowly,
Some communities may have an exceptional, charismatic leader, eg the superstitious population, l i t t l e come-back o n PC b e h a v i o u r, e x t r e m e
MU in M a m e l o k alignment domination possible, unpredictable l a w - e n f o r c e m e n t

Name Size Def Ruler Suz Pop Race mix C l a s s max With Source/wealth G'son Const Reis Notes
Amberteak 3B Clan (C) 950 N80% F 6 MU/C/T5 3 Farming/Trade 50/0 8 1 A
Amburane 2A Elder CM 11 0 0 E15% G5% 1/25'/0 F 5 M U 3 C / T 6 4 Farming 50/0 15 2 A
Amfleat LT 4C CM — D M ' s discretion — 50/0 A
Arncastle LT 5C MH — D M ' s discretion — 50/100
Borth LT lA Guild Ind 2000 N20'3/0 F / M U / C 1 2 T6 4 Fish/Shipping 50/0 25 3 * A
Bundock V 4A Guild HS 500 N80% F / M U / C / T 5 5 Trade 0/0 50 1 0
Burghalter V 4B Clan HS 125 E25% 1/225% F10 M U 8 C10 T4 1 Trade 0/0 20 3**
Cipello I 1A Mayor MH 750 N 1 0% F / M U 6 C4 T3 4 Farming 50/0 75 2 A
Cloke V 3B Guild HS 150 G50'/0 N20% F5 M U 7 C4 14 1 Lumber 0/0 5 1 A
Dahn 4B Burg. MH 1500 E30% DO% F15 MU12 C5 T5 2 Trade 50/100 50 2 A
Darkmoor LT 3A Marshal CM 2700 D20% F9 MU? C6 T7 2 Fish/Farming 50/0 250 2 A
Deepvein V 4B Clan Ind 550 D80% EO% F9 MU3 C/TO 5 Mining 0/0 0 0
Gallivan V 3B Burg (C) 450 E40'D/o G10% 1/225%F6 MU7 C/14 2 Farming 0/0 5 1"*
Gallo 1A Mayor CM 1000 N10% F/MU7 C4 T3 5 Farming 50/0 150 3 A
Gattry V 1B Guild Cn 350 G35% F/MU/C/T5 4 Wine 0/0 20 1 A
High Lygol 5C CM 7500 N50% ?? 5 Government 50/230 150 10**
Hyrpum LT 2A Mayor MH 3000 E15% D5% G5% F15 MU6 C8 T7 3 Farming 50/100 50 5" A
Jarhalter V 4B Clan (Cl 500 N80% F8 M U / C / T 4 1 Farming 0/0 5 3"
Jame V 3B Mayor (C) 500 N50% F7 M U 2 C / T 5 2 Trade 0/0 15 2 A
Juhll V 1A Guild 260 G1 5% E45% F3 M U 7 C17 T3 5 Wine 0/0 55 1*
Kaantinnen V 4B Burg 280 E35% N65% HO% F10 MU5 C8 T4 1 Fighting 0/ 0 0 3
Mamelok V 2A MU HS 125 E75% F4 M U 1 5 CO TO 4 Magic 0/0 0 0 A
Markennis V 1A Guild 310 G30% F/MU/C/T4 4 Wine 0/0 20 2
Newvines V 1A Guild 350 G35% F/MU/C/T4 4 Wine 0/0 15 2
Oakhoft V 3C Clan Ind 175 N10% F/MU/C1 215 1 L u m b e r ' Fight 0/0 1 5 1
°sport C 4B HS HS 7500 D50% N25'/0 F20 M U 1 5 C / T 9 5 Mining 300/300 150 5
Ossby V 2B Guild 180 D20% N20% F5 M U / C 4 T5 2 Trade 0/0 5 2* A
Pollard V 2C Marshal MH 210 E25% DO% GO% F8 M U 8 C2 12 2 Farming/Trade 0/0 75 0 1
Preven V 1A Guild 250 G25% E25% F5 M U 6 C3 15 5 Wine 0/0 35 2
Roseberry 3B Guild Ind 1400 N80% F12 M U / C 1 0 T9 2 Trade 50/0 25 7* 1
Sharifika V 1A Mayor CM 500 N10% F / M U 5 C3 12 4 Farming 0/0 20 2 A
Tellhalter V 5C Cleric Ind 350 N5% F/MU/C/T1 6 1 Fighting 0/0 0 1 1
Tirhalter V 4C Clan Ind 300 E0% GO% DO% F10 M U 5 C8 TO 1 Fighting 0/0 0 1 1
Urma V 4A Clan CM 175 1/280% F4 M U 3 C4 19 1 Farming 0/0 0 0 1
Wicbold 4C Sens CM 1250 EO% N25% F15 M U O C10 T6 2 Farming 50/0 25 3 A
14 IMAGINE magazine., Aprii 1985
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Darkmoor is one of the closest towns to the City League, and one much because h e t h e n m a d e t h e i l l u s i o n permanent. T h e bridge is crossed
passed through by adventurers on their way east. It has a population of many t i m e s a day, b u t t h e D M m i g h t w a n t t o enforce an intelligence
approximately 2700, scratching a living from passing trade, fishing and check before PCs cross it for the first t i m e
some a n i m a l farming. Even so, PCs m i g h t be attracted to stay awhile;
since the forests and hills just a f e w hours east contain m a n y tribes of
People
goblins, hobgoblins and gnolls — not to mention the brigands operating
from the steppes beyond. D M s could locate all kinds of encounters and The population are fairly shrewd, and will try to overcharge strangers for
adventures w i t h i n a day or so of the town.... most items on first acquaintance. They are largely neutral in alignment,
w i t h f e w t h i e v e s b e y o n d p e t t y cutpurses, a n d n o p e r m a n e n t m a g i c
The To w n users. I t w i l l n o t b e p o s s i b l e t o h i r e t h e m a s extra s w o r d - a r m s f o r
adventures, b u t s e r v a n t s a n d r e t a i n e r s w i l l c o m e c h e a p . R u m o u r s
Darkmoor is not a rich place. The dwarves and h u m a n s w h o live there abound a b o u t all t h e t r e a s u r e t h a t h a s been b r o u g h t d o w n f r o m t h e
are r u l e d b y t h e C o u n t y M a r s h a l ( o n b e h a l f o f t h e Countess Flavia) mountains by adventurers in the past — and of others who never came
through his representative, the Marshal Gasres (CD 9a). However, the back. A c o u n t e r - r u m o u r of impending goblin attack will cause a riot, and
garrison o f County troops supposed to exist here has fallen to just 30, the PCs will find t h e m s e l v e s on the w r o n g side of the authorities once
and the town has had to defend itself from the raids of humanoid species the 'joke' is revealed.
(three attacks in the last t w e n t y years) through its o w n resources. The
To w n M e e t pays 1 0 , 0 0 0 g p a year to Riojar A n d r e j L u i s (CD 2a), w h o
maintains a n d t r a i n s a p a r t - t i m e m i l i t i a o f 2 5 0 . T h e r e a r e f e w static C D 1 T h r e e W a g o n s I n n : P r o b a b l y t h e f i r s t p o r t o f call f o r
defences, save a r i n g o f houses w i t h fortified o u t e r walls, a r r o w - s l i t s newcomers. A t r a v e l l e r s ' r e s t i n g place. R o o m s f o r 1 g p / n i g h t , c h e a p
and a cleared area beyond, and t w o 25' towers. In an emergency, most food, g r i m a l e a n d n o w i n e . F e w l o c a l s c o m e h e r e , b u t h a r d - u p
of the citizens would fight, b u t forewarned of a big attack from the east, adventurers m i g h t be offered escort w o r k by merchants.
60% of the population w o u l d flee to the City League.
C D 2 M i l i t i a H o u s e s : T h e t w o watchtowers act as training
The City is the major trading outlet for Darkmoor produce. The town was centres and barracks for the militia. The western one also serves as HQ
built when the bay was full of tasty Whidring fish, a local delicacy. These for the Fighters G u i l d — w h i c h i s also u n d e r t h e control o f Luis. The
are l o n g gone, a n d D a r k m o o r f i s h e r m e n c o m p e t e badly w i t h those of militia are all F l , AC5, h p 4 w i t h spears and shortswords. They do not
Borth. Goat cheese, meat and horses form the majority of trade goods. function beyond Luis' explicit orders, and maintain order in the town in a
casual and arbitrary manner.
Darkmoor is built about a central open area — normally jammed w i t h
fishermen h a g g l i n g w i t h L e a g u e b u y e r s — a n d t h e t h r o u g h r o u t e C D 2 a Riojar Andrej Luis; Militia Leader;
League-Abercornil. M u c h of its life revolves around the Fish Market and M; F 7 ; N ; A C 0 ; h p 3 5 / 4 3 ; S 1 5 , D 1 8 , C h 1 6 ; u s e s l o n g b o w + 3 ,
the w e e k l y Horse M a r k e t ; t h e t w o f r e s h w a t e r wells; t h e Te m p l e o f longsword; ring of charm person (18 charges)
Rissinis and the Courthouse. M o s t of the built up areas consist of slum Luis is making a good living from this place (he is secretly buying a huge
dwellings, small shops, etc (this is equally true of the hamlets of Theist house in the City League by instalments), and will react immediately if
and Andlerfjee beyond the 'walls'), criss-crossed by n a r r o w alleys. anyone tries to take over. He will use his charisma (or his ring, which is a
very rare i t e m given to h i m by a p r e v i o u s employer) to keep the To w n
Its sole peculiar feature is the Nobridge. Thirty-five years ago, a gnoll Council o n h i s side, a n d i f ousted, w i l l a r r a n g e for i n f o r m a t i o n about
warband broke up w h e n the bridge it was crossing vanished — turned merchants' s h i p m e n t s t o r e a c h s o m e b a n d i t s h e k n o w s o f . H i s
invisible by a transient mage-adventurer. Perhaps he was a bit unstable, successors will t h u s start off w i t h a string of failures on their records.

I M A G I N E magazine, Aprii 1985 15


'07g k-A 5-71'11-1-FAT7T'TT/7T,
C D 3 T h e T e m p l e o f R i s s i n i s : Aborekket (CD 3a) and eleven Thieves and 1 - 1 0 Fighters can n o r m a l l y be f o u n d here, a n d they w i l l
acolytes ( C l , A C 5, hp 4, t r i d e n t s or maces) r u n t h e temple, w h i c h is sign on for adventures. Delvefar also boasts that you can leave anything
dedicated to the LN fishing deity of Cerwyn and the rest of the Domains. in your room here, and it w o n ' t be stolen.
All curative and water-related spells (up to 3rd level) are available here
at 7 5 g p / l e v e l , w i t h m o d i f i e r s o f x 2 f o r Good, x 3 f o r Evil a n d x 5 f o r C d 7 a R a t Delvefar; Publican;
Chaotic characters (cumulative). First time vistors requiring spells must M; T7, CG; AC -1; hp 25; S16, D 1 8 , Ch 16; d a g g e r +2, l e a t h e r a r m o u r
drink at a fountain, w h i c h will reveal the alignment of the drinker. +3, ring of protection +2, ring of invisibility, access to d6 magical items
'borrowed' from guests
C D 3 a A b o r e k k e t ; C h i e f Priest of Temple; Delvefar i s n o t s h o r t o f m o n e y (cash, gems, e t c w o r t h 1 0 , 0 0 0 g p are
M; C 6 ; L N ; A C 7 ; h p 3 0 ; W 1 6 , C 1 6 ; t r i d e n t + 3 , m a c e ; r i n g o f cached in five secret c o m p a r t m e n t s in h i s quarters), and rarely steals
regeneration; usually memorises curative spells these days. H e does h a v e a r e a d y m a r k e t f o r miscellaneous magical
Aborekket hates competing clerics. Before the arrival of the Temple of items however, and there is a 2 5 % / d a y chance that he will succumb to
Csthenkes (CD10), Rissinis was the only deity worshipped in Darkmoor, the temptation to 'lift' the belongings of a PC. Normally very friendly, and
and Aborekket does not w a n t any more competition. If a cleric seeks his can sell ' h o t ' items for 50% value. Brother of Raf Oresdeep.
professional help it will only be granted to those of LN a l i g n m e n t with a
charisma o f 15+. S h o u l d a PC actually be a f o l l o w e r o f Rissinis, t h e n C D 8 A r m o u r e r s : T h e m o s t important 'trade' guild i n town,
Aborekket w i l l be obsequious and charming. producing o n l y leather a r m o u r, m o s t l y aprons and gloves for various
w o r k i n g - f o l k i n D a r k m o o r. T h e y are p r e t t y good a t t h e i r job, a n d can
C D 4 F i s h e r m e n ' s G u i l d : T h i s is the local HQ for this world- manufacture goods of great q u a l i t y for n o r m a l prices. A speciality of
spanning brotherhood. Mostly, it acts as a clearing house for the fisher theirs is to make very supple leather gloves w h i c h can be w o r n " w h i l e
fleets, p u t t i n g s e l l e r s i n t o u c h w i t h b u y e r s . L a r g e s u m s o f m o n e y even the most dextrous w o r k is p e r f o r m e d " and which are 50% likely to
(d6x1000gp) accumulate here on deposit until catches are shipped out, resist being pierced by a needle in the m e a n t i m e . _ Just 250gp the pair,
kept in a strongroom with an iron door, thick walls and a stout lock (Lvl 2 cash up front, six week wait.
Sliding o r - 1 0 % Open Locks). F o u r local bravos are normally hired to
watch the place during the night (F1-2; AC 3; shortswords). C D 9 Manor House/County Garrison: This fortified stone
manor house, with its keep, food stores and signal beacon is supposed to
C D 5 T h e Courthouse/Meethouse: The administrative be t h e visible f o r m o f t h e C o u n t y M a r s h a l ' s a u t h o r i t y i n t h e s e parts.
centre of Darkmoor, a competing a u t h o r i t y t o the M a r s h a l Gasres. A Alas, his representative is the Marshal Gasres. Kanwas Gasres, on the
yearly poll elects a Council of Ten to handle local taxation, the militia, last step of a long climb towards noble status, has fallen victim to old age
justice and relations w i t h t h e City League. Ta x e s are a l O g p , a n n u a l and indecision. Thus, t h i s d i ff i c u l t p a r t o f the County is n o w not only
head tax; the militia mops up the money; justice is cursory but usually geographically d i s t a n t f r o m t h e c e n t r e , b u t p o l i t i c a l l y a s w e l l . T h e
lenient (use L a w & O r d e r tables from . 1 9 , treating Darkmoor as Guild garrison (30 F l -2, A C 3; pikes and longswords) has dwindled through
Militia, and giving the Court modifiers of 85 on Before The Beak and -10 desertion and neglect, and morale is poor. The precept that the Marshal
on G o i n g D o w n ) ; and relations w i t h the League are one-sided.... is supposed to serve on the local c o m m u n i t y to raise money for County
administration has not been served for three years and the garrison has
C D 5 a M a t r e x e s d i R e g i n e s ; Landowner, Head Councillor; been paid Out of the M a r s h a l ' s funds; he is n o w nearly destitute.
F; Fr5; LN; A C 6; hp 1 5 / 2 0 ; 11 4
Matrexes is in her second term. Her administration is no different from C D 9 a K a n w a s G a s r e s ; M a r s h a l of the County;
any recent predecessor, handing over responsibility for defence to Luis. M; F9; LN; AC 0; hp 4 5 / 5 5 , S 13, W 7, C 6; l o n g s w o r d +3 ( i n t 1 4 , Ego
She is unlikely to change and thus the decline of the town will probably 2 0 , LN, detect chaos, d e t e c t undead, +5 vs undead), plate mail +1,
continue. Very popular with the voters, she has the key support of three shield protection from normal missiles +3, medallion of ESP
others on the Council. Kanwas is 78, and increasingly senile. For long periods he will be under
the control of his sword Lifesheart, which has only one aim, that being to
C D 5 b C a r r o d i n e o f K o s r e ; H o r s e Trader, Councillor, be transferred to someone better able to w i e l d it against undead. It is
M; F4; LE; A C 2; hp 2 0 / 2 5 ; S 15; C 4; b a t t i e a x e +1 manipulating Kanwas to f i n d a suitable mate for his grandson or grand-
An ex-soldier, n o w an exile, Carrodine is the victim of a curse which has daughter, w h o c a n b e g i v e n t h e s w o r d a s a w e d d i n g gift. T h u s , i t i s
left him prey to all m a n n e r of diseases. There is a 75'/0 chance of him known t h a t the M a r s h a l i s looking to m a r r y his grandchildren off, and
missing a Meet, w h i c h is a pity since t w o other councillors follow him, there w i l l be 1 - 3 suitors at the m a n o r at any one time, each LN and of
and he has suspicions of Luis' activities. levels 5-8. None, however, has yet met Kanwas' own stipulation - that
the prospective spouse give him 20,000gp to pay off the garrison, and to
C D 5 c R a t Oresdeep; Councillor; return to High Lygol to see out his days. Should a PC suitor come forward
F, D w 6 / F 6 ; LG; A C 1, h p 25; S 18(66); D 15; t w o - h a n d e d s w o r d +2; w i t h the money, the marriage will be rushed through. Alas, all are being
chain +1; shield +1 misled. A l t h o u g h t h e t i t l e o f M a r s h a l i s hereditary, t h e o l d m a n h a s
Oresdeep looks after the interests of the Dwarvish minority, and does it decided that it will go to whichever of his grandchildren marries second;
very well. Two others sit on the Council w i t h her, and the excellent work thus the PC w i l l e n d u p w i t h Lifesheart, a graceless spouse, a n d w i l l
of the Dwarves in building has shored up the town. K n o w n opponent of remain as far a w a y from being one of the County nobility as before.
Carrodine and disagrees w i t h everything he says b u t also concerned
about Luis. Sister of Raf Delvefar (CD7a). C D 9 b Krisnetta Gasres; no profession;
F; Fr 7; LE; AC 9 / 1 0 ; hp 2 1 / 2 8 ; cosmetics of a magical nature appear to
C D 6 Messengers & Couriers Guildhouse: The Messen- make her Ch 1 8 - they take five h o u r s to apply correctly.
gers & Couriers Guild operates a series of watch stations along the road Krisnetta hates Darkmoor, and intends to leave at the first opportunity,
to A b e r c o r n i l , a t f i v e - l e a g u e i n t e r v a l s . T h i s End-station h o u s e s 2 0 be it marriage, the death of her grandsire, o r whatever. She is selfish,
Couriers (Fr3; AC 7; hp 10; longswords) and has a stable for t w o dozen noisy and otherwise thoroughly unremarkable.
fast horses. They keep the road safe (-ish), and act as a banking service
for adventurers from the League, transferring funds from their offices to C D 9 c Bregan Gasres; no profession
like premises in the City, w h e r e it can be held until collected. M; F l -Fr7; LN; A C 5; hp 2 7 / 3 5 ; I 7; l o n g b o w +1
Bregan is dense, listless and useless. If he ends up in charge there is the
C D 6 a Landrennian ('Fast Lanny'); Herald; distinct possibility that things could get even worse....
M; F7/R7; LG; AC -2; hp 3 1 / 3 6 ; S 1 6 , W 15; D 16; C 16; Ch 16; shield +3,
longsword +2, 3x potion of speed, potion of extra-healing. C D 1 0 T e m p l e o f C s t h e n k e s : C s t h e n k e s is a Neutral deity
Sharp, bright and very agile, Landrennian has been good at everything whose p r o v i n c e i s m i s e r y. I t s p h i l o s o p h y i s f a t a l i s t i c , m o r b i d a n d
he has ever tried, from his early days as a t h i e f in the City League, to a soporific. A b o u t 25% of the population of Darkmoor have turned to this
reforming s t i n t a s a m e m b e r o f t h e C o u n t y Horse, t o a n e i g h t year cheerless d e i t y ; s e r v e d b y 2 0 s p i r i t l e s s a c o l y t e s i n a g r e y t e m p l e ,
adventuring career in the Splintered Lands, to this job, Guild Officer for offering purified food from rubbish tips to the poor. Csthenkes worship-
the Heralds in NE Cerwyn. These days, h e doesn't get involved w h e n pers will be found mostly among the most uninteresting members of the
fights break Out, or when there's a dispute between the Council and the c o m m u n i t y, and the acolytes are all C 1 , AC 7, hp 2, armed with no more
Marshal Gasres. But if the chips were down, he m i g h t be the best person than their ability to make all h u m a n endeavour seem utterly futile.
to t u r n t o H e h a s t r e a s u r e t o t h e v a l u e o f 1 2 , 5 0 0 g p k e p t a t t h e
Guildhouse, s a v i n g s h e i n t e n d s t o u s e t o m a r r y Niori ( C W 2 - s e e C l O a Dedderrek; Acolyte
Wicboid) and to build a n e w farm out in the wilderness. M; C l N ; A C 7; hp 4
Dedderrek tells adventurers he has something important to pass on. He
C D 7 T h e W o l f & C u b s I n n : Rai Delvefar runs a good hostelry. has. A n y o n e spending more t h a n a f e w seconds in his company has a
He knows adventurers have money, and this is the place in Darkmoor to 15% c h a n c e o f c a t c h i n g a m i s e r a b l e disease; s a v e v s poison o r b e
spend it. Name your vice, Delvefar will supply. It's pricey (twice normal), helplessly sick for d4 days, check every d4 weeks. M a n y poor people in
but a h o t b e d o f r u m o u r s a n d u s e f u l tips. 0 - 1 M U s , 0 - 2 Clerics, 1 - 4 Darkmoor have it too....
16 I M A G I N E magazine, Aprit lass
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I M A G I N E nuujazine, Aprit 1985


17
OGRE MAGI A new monster/
character class for
your campaign

X I I . O n reaching 4 0 years of age, a Dai-


Bakemono's teeth, tusks and h o r n have
become hard enough to combine a b u t t -
i n g / b i t i n g attack for 1 d4 damage.

X I I I . D a i - B a k e m o n o prefer u s i n g t w o -
handed w e a p o n s , t h e s e u s u a l l y b e i n g
one or more of the following:
i) the No-Dachi t h e No-Dachi classes
as a bastard sword for Ogre Magi.
ii) the Te t s u b o — i n t h e h a n d s o f a n
Ogre Magi this does 1d1 0 damage.
in) the Naginata — doing 1 d10 damage.
iv) the D a i - K y u ' G r e a t B o w ' — w h i c h
classes as a 4 - m a n bow.

X I V. W h e n a Dai-Bakemono reaches
12th l e v e l , h e b e c o m e s a B a k e m o n o -
Kunshu (Bakemono Lord). The Bakemono
Kunshu are the most culturally aesthetic
of the goblins and ogres, always seeking
personal p o w e r and usually maintaining
some form of hideout in a disused temple
or abandoned keep, served by retainers—
as would be a fighter of the same level —
and entertained by guests and slaves. A t
16th l e v e l t h e L o r d g a i n s a d d i t i o n a l
V. A l l h a v e ten-sided h i t dice t i l l t h e y retainers, these being:
T 1areO gnroet tMagi
h e o of
n l ythe
f oM
r mo nosft eJra p
Manual
anese reach 10th level, then they add 1 point per i) 1 d 4 3rd level fighters or
ogre, b u t are the highest of these forms. new level. ii) 1 d3 3rd level Ogre Magi or
In Japanese, t h e general t e r m for ogres iii) one Penanggalan.
and goblins is Bakemono. Normal A D & D * V I . A l l t h e Dai-Bakemono a r e l i t e r a t e
game goblins w o u l d be Bakemono-sho, and c a n s p e a k t h e i r o w n t o n g u e , t h e X V . O g r e M a g i h a v e light-blue, l i g h t -
AD&D ogres w o u l d be O-Bakemono and common l a n g u a g e a n d t h e i r i n d i v i d u a l green, pale y e l l o w o r pale b r o w n skins,
lantern/stone g o b l i n s B a k e m o n o - t o r o . alignment language, a l o n g w i t h g o b l i n their skin darkening as they g r o w older.
The Ogre-Magi are called Dai-Bakemono. and ogre. T h e y m a y also add o n e extra Their h a i r colour is n o r m a l l y one o f t h e
They d r e s s a s d o t h e B u k e — t h e language f o r e a c h I n t e l l i g e n c e p o i n t skin tints, for example an Ogre Magi with
Japanese aristocracy a n d are generally above 14. green s k i n m a y h a v e b l u e , y e l l o w o r
clean a n d w e l l - m a n n e r e d . T h e D a i - brown hair, though it is usual for green-
Bakemono p r i d e t h e m s e l v e s o n t h e i r VII. O g r e Magi's racial thieving and b l u e - s k i n n e d O g r e M a g i t o h a v e
cultured senses and consider themselves modifiers a r e a s f o l l o w s : P i c k p o c k e t s respectively b l u e - a n d g r e e n - c o l o u r e d
as true warriors. -5%, M o v e Silent +5%, Hear Noise +5%, hair. P a l e y e l l o w s k i n s a r e v e r y r a r e .
Read Languages +5%. Those with brown skins usually have dark
The Ogre M a g i c a n be u s e d a monster, yellow h a i r a n d occasionally h a v e j e t -
race o r character class, a s desired. The V I I I . A s a c h a r a c t e r class, t h e O g r e - black h a i r. C o m m o n O g r e M a g i h a v e
information below expands on the initial Magi h a s a 1 % c h a n c e o f being a s p l i t black nails, nobles having white. They all
information given in the M o n s t e r Manual class O g r e M a g i / C l e r i c — and may not have very b r i g h t w h i t e teeth a n d tusks.
combine with any other type of class. The e y e s o f t h e D a i - B a k e m o n o a r e
I. O g r e M a g i m u s t be of Evil alignment; variously coloured dark shades, u s u a l l y
70% a r e L a w f u l E v i l b u t t h e y c a n b e I X . A l l Ogre Magi regenerate at a rate of red, blue, maroon, green, black or purple,
Neutral Evil (15%) or Chaotic Evil (15%). 1 h i t point per level per round. Separated w i t h w h i t e or off-white iris. Female Ogre
limbs d o n o t r e - g r o w b u t m a y b e r e - Magi are usually scarlet with yellow hair
All have 60' Infravision, with good day attached. and are more rare.
vision and excellent night sight.
X . O g r e Magi have the same weapon X V I . O g r e Magi live for up to 200 years
All move 1 2 " per round on foot and proficiencies as fighters. and use the 'halflings' column on page 13
w h e n flying t h e y move a t 1 5 " and have of t h e D M ' s guide f o r ageing modifiers.
aeriel manoeuvrability class B. X I . A l l Dai-Bakemono can fly for 2 turns Ogre Magi start being 23 + 2d1 0 years old
per level per day, can cast invisibility (as and approximately 9' 5 " tall.
I V. O g r e M a g i c h a r a c t e r s h a v e a per m a g i c - u s e r s p e l l ) o n t h e m s e l v e s
Strength a n d Intelligence of at least 14. twice p e r d a y, c a n c a u s e d a r k n e s s 1 "
Their r a c i a l c h a r a c t e r i s t i c s a d d o n e t o
both Strength and Intelligence and sub-
radius three times per day per level and
can polymorph into and out of humanoid
by David Knowles
tract one from Wisdom and Constitution. form thrice per level per day.
18 I M A G I N E magazine, Aprit 1985
The cultures of A n c i e n t China and Japan
were n o t t h e p r o d u c t s o f o n e n a t i v e
people. T h e y g r e w o u t o f t h e lives a n d
ideas of m a n y tribes, and the myths and
legends of these peoples were amalgam-
ations o f ideas accumulated f r o m m a n y
quarters, w i d e l y d i ff e r e n t i n space a n d
time. O n e can a l w a y s f i n d variations o f
this. Under his neck, the dragon's scales
are reversed, a n d h e has five c l a w s on
each f o o t . T h e m a l e d r a g o n c a n b e
distinguished b y h i s whiskers, t h e u n -
dulating shape of his horn which is wider
in the upper part, and by a lustrous pearl
lodged u n d e r h i s c h i n o r carried i n h i s
throat. D r a g o n s a n d p e a r l s a r e closely
A
legends c o n c e r n i n g m y t h i c a l creatures, connected, as we shall see.
customs and folklore. Imported elements As w e l l a s b e i n g a s s o c i a t e d w i t h
were often fused w i t h national ideas. In different creatures, Chinese and Japan-
the D E I T I E S & D E M I G O D S ® Cyclo- ese dragon-gods often appeared in poly-
paedia (or s h o u l d I n o w call i t L e g e n d s morphed forms, sometimes as a youth or
and L o r e — g o o d t i t l e t h a t , eh?), t h e old m a n , s o m e t i m e s a s a b e a u t i f u l
mythology of China is said to be so vast maiden or old woman, and sometimes as
that it is impossible to cover it adequately creatures such a s rats, snakes, fish, o r
and s t a y w i t h i n s i z e r e s t r i c t i o n s (p37). inanimate objects such as trees, swords
This statement is very true — you could or other implements.
almost say that t h e Chinese had a deity Dragons hatched from beautiful-colour-
for a n y t h i n g a n d e v e r y t h i n g ! I t w o u l d ed s t o n e s . I n A n c i e n t C h i n a , c e r t a i n
probably take h u n d r e d s m o r e issues o f beautiful s t o n e s w e r e c a l l e d d r a g o n s '
IMAGINED' m a g a z i n e j u s t t o s k i m t h e eggs and it was believed that w h e n they
surface of the tales of gods and heroes of split, l i g h t n i n g flashed, t h u n d e r roared,
China a n d Japan. So, I h a v e decided t o darkness fell and w a t e r poured out from
choose a small, but colourful and interest- the stone. Then, the new-born dragon (no
ing g r o u p o f O r i e n t a l b e a s t i e s — t h e larger than a lizard) flew into the sky. The
dragons. 6th c e n t u r y w o r k S h u i k i tells h o w a
Dragons appear in the works of Ancient snake c o u l d g r o w i n t o a d r a g o n . A
Chinese a n d Japanese w r i t e r s a n d a r e watersnake living for 500 years turns into
also illustrated i n m a n y forms in books, a kiao, a n d after another 5 0 0 years t h e
on sculptures, textiles and porcelain. The kiao changes i n t o a l u n g (kiao-lung is a
Chinese dragon i s a s t r a n g e m i x t u r e o f fish-dragon w i t h fish-like scales (similar
several other creatures. The writer Wang to t h e Y u L u n g o f t h e F I E N D F O L I O N
Fu said t h a t a dragon had the head of a Tome p 3 0 ) . A f t e r 5 0 0 years, t h e l u n g
camel, the horns of a stag, the eyes of a metamorphoses into a kioh-lung (horned
demon, t h e ears of a c o w, t h e neck of a dragon) and after another 5 0 0 years, the
snake, the stomach of a clam, the scales cycle i s c o m p l e t e a n d t h e k i o h - l u n g
of a carp, t h e c l a w s of an eagle and the emerges as a ying-lung (winged dragon).
soles of a tiger's feet. On its head it had a By FF standards (p27), the Chinese ying-
chl'ih m u h a kind of inflated l u m p that lung is by this time a very ancient dragon!
enabled it to fly and soar through the air. Whatever shape they assumed, m y t h -
This description allows there to be many ical Oriental dragons were always closely
possible creature combinations. Indeed, associated w i t h a n y t h i n g t o d o w i t h
there w e r e horse-, snake-, c o w - , toad-, water, r a i n , t h u n d e r a n d s t o r m s . T h e
dog- a n d f i s h - d r a g o n s e t c . A l l a n i m a l s Japanese p'an lung or coiled dragon was
which had scales, feathers or hair w e r e able to control large quantities o f w a t e r
more o r less associated b y t h e a n c i e n t (see the Pan Lung of the FF for its AD8EI:W
Chinese with the dragon. The only creat- game equivalent). S o m e d r a g o n s w e r e
ure which seemed never wholly to be com- known as Rainlords and Gods of Thunder.
bined w i t h a d r a g o n w a s t h e tiger, a n d In the DDG/LL, Chih Sung-Tzu is the lord
this could be explained by the fact that the of rain a n d appears as a m u s c u l a r m a n
tiger w a s t h e d r a g o n ' s m o r t a l e n e m y. (p38), a n d L e i K u n g i s t h e D u k e o f
Most d r a g o n s w e r e divine. T h e y w e r e Thunder a n d a p p e a r s a s a m a n w i t h
deities of water and rain, while the tigers smoking black skin and eyes like lightning
were deities of mountains and wind. bolts (p40).
Dragons' b o d i e s (according t o W a n g Dragons tended to live in deep pools of
FL) had three jointed parts and their hides water. They would rise up to the surface,
were made up of 11 7 scales. 81 o f these
had g o o d i n f l u e n c e ( t h e C h i n e s e g o o d
soar towards the clouds, create thunder,
bring r a i n a n d f l o o d r i v e r s . T h o s e t h a t OF CHINA
spirit or yang) and 3 6 had bad influence
(the Chinese bad spirit or yin). The dragon
lived i n t h e seas and oceans controlled
the tides. In Japanese legends, dragons
were t h e g u a r d i a n s o f t r e a s u r e a n d
AND JAPAN
was t h e r e f o r e l o o k e d o n a s b o t h a
Preserver and a Destroyer, and some of
the legends involving dragons illustrate
especially t h e pearl g r o u n d s u n d e r t h e
sea. T h e J a p a n e s e d r a g o n k i n g o f t h e by Carole Morris
19
I M A G I N E magadne, Apra 1985
Ng4•1?
4ott.--"
Aomonwr.,

ocean possessed pearls w h i c h w e r e the growing under water and often chose to and c a s t i n g a t r i p o d f r o m t h e m o l t e n
'jewels t h a t g r a n t a l l d e s i r e s ' a n d t h e take the form of pine trees. W h e n a pine metal (some m a t e r i a l component!). T h e
'jewels o f e b b a n d f l o w ' . D r a g o n - k i n g becomes v e r y o l d , i t i s c o v e r e d w i t h dragon then descended and let him ride.
Oho-Watatsumi ( s o m e t i m e s k n o w n a s scales of bark and in the end changes into He also prepared a potion of immortality
Toyo-tama hiko no Mikoto or the Prince of a dragon. By night, 'dragon lanterns' (ie or s o m a b y m e l t i n g c i n n a b a r (dragon's
Many Pearls) had a watery kingdom at the ignis l a t u u s ) a r e s e e n o n p i n e t r e e s i n blood o r m e r c u r i c sulphide). Copper, i n
bottom of the sea. The 'jewel of ebb' was a marshy areas a n d also o n t h e m a s t s o f China, h a s associations w i t h d a r k n e s s
brilliant w h i t e pearl w h i l e t h e ' j e w e l o f ships at sea. and death. The Stone of Darkness was a
flow' w a s d e e p b l u e i n c o l o u r. T h e In C h i n a , t h e s e a s o n o f d r o u g h t i s hollow s t o n e w h i c h c o n t a i n e d e i t h e r
Japanese Empress Jingo once persuaded Winter. The dragons are then supposed to water o r t h e ' v i t a l s p i r i t o f copper'.
a dragon-god o f t h e sea t o drown a n be asleep in their pools because of the dry Dragons w e r e f o n d o f t h e s e s t o n e s a s
enemy Korean army using such pearls of weather. The dragons hide themselves in well as beautiful gems.
Iron, on the other hand, was anathema
to dragons. In Japan, if iron and filth were
flung i n t o d r a g o n p o o l s , t h e d r a g o n s
would rise u p and raise hurricanes that
devastated t h e land. I n China, i r o n w a s
regarded as a protection against dragons.
According t o Wa n g Fu in t h e 'Rh ya yih,
dragons dreaded i r o n because i t h a d a
pungent n a t u r e a n d i n j u r e d t h e i r eyes.
When t h e C h i n e s e w a n t e d t o r a i s e a
dragon because t h e y w a n t e d rain, t h e y
made a g r e a t noise a n d t h r e w iron i n t o
dragon pools. T h e d r a g o n s w o u l d t h e n
rise up to protect their eyes.
Dragon-gods of water, rain and thunder
were a s s o c i a t e d w i t h g o l d o f v a r i o u s
colours (the colours w e r e references t o
gold fused with other metals). There were
red, y e l l o w, w h i t e , b l u e a n d black gold
dragons. A n o l d C h i n e s e t e x t h a s t h e
following passage:
'When t h e y e l l o w dragon, b o r n f r o m
yellow gold a thousand years old, enters a
deep place, a yellow spring dashes forth;
and i f f r o m t h i s s p r i n g s o m e particles
ebb a n d f l o w . D u r i n g s t o r m s a t s e a , the w a t e r a n d s l e e p t o preserve t h e i r arise, these become a yellow cloud. In the
sailors even used to throw jewels into the bodies. They stir and rise up in the Spring same w a y blue springs and blue clouds
sea to pacify the dragon-king. (Are there and begin to fight one another. A dragon originate f r o m b l u e dragons, b o r n f r o m
any of you o u t there w h o haven't had to battle a f t e r a d r y season i s a t h u n d e r - blue g o l d e i g h t h u n d r e d years old; red,
part w i t h your favourite gems in a sticky storm w h e n t h e r a i n p o u r s d o w n i n white and black springs and clouds from
situation w i t h a dragon?) torrents. I f a l a r g e n u m b e r o f d r a g o n s red, w h i t e and black dragons born f r o m
The p a l a c e o f t h e J a p a n e s e d r a g o n - fight simultaneously, and the battle goes gold of the same colours a thousand years
king in the Underworld could be entered on for a long time, the rivers rise in flood old.'
through a d e e p m o u n t a i n c a v e o r a and c a u s e g r e a t destruction. A s u p e r - There were five dragon-gods w h o pre-
dragon-guarded w e l l . I n s o m e C h i n e s e stition h e l d t h a t n o m o r t a l s h o u l d gaze sided over the seasons. The Dragon of the
stories, t h e d r a g o n p a l a c e i s l o c a t e d upon a dragon battle since this was both East w a s blue and w a s associated w i t h
below a faraway island in the Eastern Sea unlucky and deadly. spring rains. The Dragon of the West was
which c a n n o t b e approached e a s i l y b y A Chinese emperor was thought to be white a n d w a s associated w i t h a u t u m n
ships. T h e w a v e s c r a s h a g a i n s t t h e an incarnation of the dragon-god. Accord- fruitfulness. T h e D r a g o n s o f t h e S o u t h
island's steep crags, and when the tide is ing t o an old Chinese conception o f t h e were r e d a n d y e l l o w and presided over
high, the island is covered w i t h water. world, the emperors were supposed to be the S u m m e r, w h i l e t h e D r a g o n o f t h e
Dragon-wells were usually situated in- holy beings on earth, and the idea of the North was black and was the harbinger of
side d e e p m o u n t a i n c a v e s . A f a m o u s dragon b e i n g t h e s y m b o l o f i m p e r i a l the w i n t e r d r o u g h t . W h e n t h e dragons
dragon-well is situated on top of M o u n t power w a s b a s e d o n t h i s . S i n c e t h e had t h e i r battles i n t h e skies, fire-balls
Pien in Hu-cheu. It flows from a cave and emperors were so closely connected with and pearls fell to the ground. Pearls gave
is k n o w n a s t h e G o l d e n W e l l S p r i n g . the dragon-gods, t h e g r e a t destruction, the p r o m i s e o f a b u n d a n t s u p p l i e s o f
Golden We l l Cave is said t o be so deep loss of life and social upheaval caused by water in the future. If the agriculture was
that n o o n e c a n r e a c h t h e e n d o f i t . flooding w e r e believed to be the result of to prosper and crops g r o w well, the blue
Dragons w e r e a l s o c l o s e l y associated the e m p e r o r ' s a n d p r i e s t s ' f a i l u r e t o and y e l l o w dragons should prevail over
with waterfalls. They haunt ed t h e deep control t h e d r a g o n s . A w h o l e d y n a s t y the rest.
pools below the waterfalls in one or other could b e o v e r t h r o w n b y u n r e s t i n t h i s Dragons w e r e life-givers in healing as
of their forms, for example, fishes such as way. well as in rain, fertility etc. Certain herbs
carp, eels and salmon. Both C h i n e s e a n d Japanese d r a g o n s such a s Red C l o u d H e r b a n d D r a g o n ' s
Wa t e r was held to be both a life-giving were associated w i t h p r e c i o u s m e t a l s , Liver (a species of gentian) could be found
and a d e s t r o y i n g f o r c e — h e n c e t h e jewels, stones and pearls: after thunderstorms by the side of dragon
dragon is a preserver and a destroyer at In J a p a n e s e h i s t o r i c a l r e c o r d s , t h e pools. Fossil b o n e s w e r e a l w a y s called
the same time. The w a t e r of life and the Emperor Hwang brought a dragon d o w n dragon bones and w e r e used in Chinese
tree o f l i f e w e r e c l o s e l y connected. A to earth so that he could ride on it. He did medicine. The dragons were supposed to
dragon could assume the shape of a tree this by gathering copper on a m o u n t a i n cast off their bones as well as slough their
20 TMAQINE magazine, Apti1 1985
DISPEL CONFUSION
Role-playing games have rules which are
open to interpretation, a n d this some-
skins, and there w a s an island on w h i c h times causes problems when two garners
dragon bones could be found. A bone of interpret t h i n g s d i ff e r e n t l y. D i s p e l
all f i v e c o l o u r s w a s t h e m o s t effective, Confusion is a column intended to help
then white and yellow. Black was inferior. by providing answers to rules questions.
A Chinese tract called the Shu King tells At present we mainly answer questions
that blue, y e l l o w, red, w h i t e a n d b l a c k about TSR games; while the answers we
dragon bones corresponded t o diff er ent give are n o t fully official w e do have
internal organs and helped cure illnesses contact w i t h the designers and a good
of them. deal of playing and refereeing experience.
Dragon pearls w e r e very valuable and An answer column needs questions, so for s p e l l purposes. I n a t l e a s t o n e
most stories about pearls have dragons in send yours to: Dispel Confusion, TSB UK case, parasites m u s t be affected b y
them somewhere. In the Shu i ki, dragons Ltd, The Mill, Rathmore Rd, CAMBRIDGE 'one creature' spells, otherwise cast-
were said to spit Out pearls. They carried CBI 4AD. I f you don't want to wait for ing invisibility o n somebody w o u l d
pearls w o r t h a hundred pieces of gold in your question to appear in the magazine, produce a hazy outline of the person,
their m o u t h s , u n d e r t h e i r t h r o a t s o r i n please enclose a 9"x 4" SSAE caused b y bacteria a n d o t h e r para-
their pools. T h e ' t h u n d e r pearls' w h i c h sites f l o a t i n g a r o u n d i n t h e blood-
drop f r o m d r a g o n s ' m o u t h s w h e n t h e y stream.
fight in the sky illuminate houses at night. ADVANCED DUNGEONS &
There w e r e also dragon-gods of light. A DRAGONS® and DUNGEONS Q. W h a t exactly is m e a n t by the terms
black dragon could v o m i t light and t u r n 'human', 'demi-human' and 'human-
darkness i n t o light. E v e n w h e n d r a g o n & DRAGONS® games oid'? A r e n ' t t h e y t h e s a m e t h i n g ?
skins w e r e cast off, t h e y shone a t n i g h t (Basic/Advanced)
like t h e pearls. A n o l d Chinese c u s t o m Q. W i l l the spell a n i m a t e dead work on
was to carry in procession on the 15th day the corpses of monsters, for example A. Definitions a s t o w h a t t h e v a r i o u s
of t h e f i r s t m o n t h o f t h e year, a dragon kobolds o r m i n o t a u r s , a n d a n i m a t e terms m e a n i n t h e games are quite
made f r o m paper, bamboo and linen. In them a s 2 H D zombies? ( B a s i c / confused at times, partly because the
front o f i t w a s c a r r i e d a r e d ball. T h e Advanced) rules have been under revision since
Chinese called this the 'Pearl of Heaven', they were first published.
le t h e m o o n . T h e dragons w e r e m o o n - A. The answer as far as the AD&D game 'Human' means just that, a m e m -
and sun-devourers who caused eclipses, is concerned i s very simple — yes, ber o f t h e s p e c i e s h o m o sapiens,
but w e r e also guardians o f the m o o n i n despite t h e fact that t h e description regardless o f o t h e r considerations.
their c a p a c i t i e s a s g o d s o f t h e f o u r of t h e s e c o n d l e v e l c l e r i c a l s p e l l 'Humanoid' should literally mean all
quarters (seasons). D r a g o n - p e a r l P e a k indicates that it will only work on the beings that are man-like (or woman-
(Ryushuho) i s a m o u n t a i n i n J a p a n bodies o f humans. The notes in t h e like) in form — one head, t w o arms,
associated with a Buddhist temple called DMG ( p 4 1 ) a r e q u i t e c l e a r, a n d t w o legs - - but in practice the word is
Cloud-dragon Shrine in legend. When the contradict the PHB, but as usual the limited t o e v i l a n t h r o p o m o r p h i c
temple was being built, a dragon carrying DMG takes precedence. beings (orcs, goblins, gnolls and the
a pearl in its mouth appeared before one In the D8ED game, however, things rest) rather than elves and dwarves.
of t h e p r i e s t s a n d t h e m o u n t a i n a n d are n o t s o s i m p l e . A c l e r i c c a n Elves, d w a r v e s a n d h a l f l i n g s a r e
sanctuary w e r e h e n c e f o r t h k n o w n b y animate one hit die of dead body per referred t o a s ' d e m i - h u m a n ' i n t h e
dragon names. level, and the body can be of any type Basic rules s o m e t h i n g a bit closer
Magical swords w e r e often possessed of creature. T h u s a m i n o t a u r (6HD) to ' h u m a n ' t h a n ' h u m a n o i d ' , b u t
by t h e s p i r i t s o f dragon-gods. T h e s e can be animated by a 6th level cleric definitely n o t p u r e h u m a n . I n t h e
dragon swords could be owned and used as a 6 H D skeleton o r 7 H D zombie. Advanced game, these three races,
by m o r t a l s , b u t o n l y f o r s h o r t periods. Confusion may arise because a char- plus g n o m e s , h a l f - e l v e s a n d h a l f -
Stories a r e t o l d o f s w o r d s b e i n g t a k e n acter such as a 9th level thief or 12th orcs, are closest of all to the h u m a n
away by dragon-gods and even of swords level f i g h t e r i s a n i m a t e d a s a 1 H D standard of shape and facial appear-
leaping of their own accord into rivers and skeleton or 2HD zombie. In this case ance, hence the distinction between
oceans, assuming dragon shape again as the body is treated as though i t had them a n d t h e m o r e o b v i o u s l y u n -
they h i t t h e water. The Kusanagi s w o r d formerly been a Normal Man. human humanoid monsters such as
was a f a m o u s Japanese s w o r d o f t h i s gnolls.
type used by the emperors, was placed in Q. I f a c h a r a c t e r d r i n k s a p o t i o n o f
a temple for part of its life, and was finally d i m i n u t i o n w i l l any parasites shrink Q. H o w experienced must a cleric be to
carried back to the palace of the dragon- as w e l l , o r w i l l t h e y s t a y a t t h e i r cast a glyph o f warding for paralysis
god in his kingdom under the sea. original size? (Basic/Advanced) or energy drain? (Advanced)
All i n a l l , t h e Chinese a n d Japanese
ideas about dragons are a long way from A. Thankfully, the parasites — rot grubs, A. G l y p h s f o r t h e s e a n d o t h e r effects
smoky o l d S m a u g o n h i s h e a p o f g o l d for example, i n t h e Advanced game may be cast by clerics w h o can also
(though most of them seem to have had a — w i l l s h r i n k as well. A s parasites, cast spells w i t h s i m i l a r effects. So,
penchant for jewels and pearls!). As well such c r e a t u r e s a r e a p a r t o f t h e for example, a glyph of energy drain-
as b e i n g f e a r s o m e creatures, d r a g o n s host's system, and thus suffer all the ing can only be cast by a cleric of level
were i n t i m a t e l y l i n k e d w i t h practically effects of potions and the like. 16 o r h i g h e r ( e n e r g y d r a i n i s t h e
every facet of life and were just as much a Whether parasites are affected by reverse of the 7th level spell restor-
force for good as ill. Even so, Bilbo said, spells which have an area of effect of ation). Taking paralysis as the equi-
'Never laugh at live dragons!'. 'one creature' or 'the creature touch- valent of a h o l d person, means that
l k Carole Morris ed' i s open t o debate. B y t h e exact this effect is available t o any cleric
wording o f s u c h spells t h e y should who c a n cast a glyph i n t h e f i r s t
Works consulted: place.
not be affected but, i f o n l y for s i m -
The D r a g o n i n C h i n a a n d J a p a n : W M W de Visser plicity's sake, w e s u g g e s t t h a t t h e 010Jim Bambra, Mike Brunton,
The R e l i g i o u s S y s t e m o f C h i n a D e Groot presence of any parasites is ignored Phil Gallagher & Graeme Morris
M y t h s of China and Japan. D A MacKenzie

I M A G I N E m a g a z i n e , A p r a 1985 21
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COWIE, C L A I RV O YA N T
'Why didn't you mention Avalon Hill/Victory Then there is Goldfinger 2. This is billed as announce that there will be a module based on
Games in your Toy Fair summary of 124?' said 'not based on any book or movie'. It can be the forthcoming Bond movie A View to Kill.
an indignant Ensign telephone handset the played on its own or as a sequel to Goldfinger. Another VG release is Purple Heart module
other day. Actually it was the voice of Michael A word of warning. It's not advisable to be a for Ambush. While not an rpg in the accepted
Hodge, AH UK's supremo, connected by the scientist in either adventure. Nuff said. The sense of the term, this game is of interest since
magic of metal wire from distant London, talk- modules retail at E7.80 each. it is designed entirely for solo play and gives
ing to me through the finely sculpted plastic Thrilling Locations is a James Bond sup- players command of a small group of WWII
instrument. Beating down the desire to ask plement which brings a touch of conspicuous infantry (about t h e s a m e number a s a r e
him what a man of his age was doing reading consumption to our humdrum lives. This svelte present in most parties of adventurers, as it
IMAGINErm magazine, I let him into a Trade book, teeming with the novelty of photographic happens). Thus, although combat is empha-
Secret. I wrote the Toy Fair piece in advance of illustrations, gives detailed descriptions of (I sised, the player assumes the character of the
the event. Heaven knows why I waste my pre- quote) 'elegant restaurants, preeminent (sic) squad sergeant and so the game is (triumphant
science on Illuminations readers, when half of lodgings and sumptuous travel accommodat- climax of a tortuous argument)virtually an rpg.
them don't like my column (Readers Survey ions'. In short, it allows us to take a vicarious Purple Heart provides add-on components to
424). I think it's m y paternalistic desire t o glimpse of a world hitherto only experienced by the basic game: more maps, counters etc, plus
inform and, er, illuminate. Anyway, although TSR managing directors. Floorplans, encount- the all-important Missions. Six of these are
the forecasts in 124 were accurate, they were er tables (turning a corner you m e e t Ian provided, allowing play to take place in various
incomplete, as Mike Hodge lost no time in Livingstone: Special Attacks: autographing, settings in wartime Europe.
pointing out. So, let's right the shameful wrong smiling. Weakness: Falling o f f h i s wallet); Avalon Hill have some interesting Spring
and see what AH/VG have to offer. NPCs, the whole works, and based on settings releases p l a n n e d . T h e r e a r e t w o D u n e
Stopping by at the usual dead-letter box, I from the books and films. £9.50. modules, S p i c e Harvest and T h e Duel;
found that Victory Games of New York had Victory Games have also announced a series Perilous Lands and Book of Tables for Powers
made a drop. Substantial amounts o f n e w of James Bond Action Episodes. These are a & Perils; and Monster Coliseum for 131:13.
supplementary material for the James Bond bit of a novelty, being designed for 8-year-olds Finally a D i p l o m a c y g e n r e g a m e , P a x
007 rpg are now available through Official and above. They are easy to learn and contain Britannica is one to look for. It's set in the
Channels. There are a couple of Adventure mounted maps and cardboard figures w i t h period 8 8 0 - 1 9 1 4 and can accommodate from
Modules: The M a n With the Golden Gun plastic bases. Due for a Spring release are the 4 to 7 players in a worldwide game of national
where Bond faces Scaramanga, a sort of up- first four, based on the first four JB Adventure self-assertion. £24.95.
market Lone Ranger (he uses golden bullets). Modules. Retailing at E8.95 each. Victory also 00 Doug Cowie

News of Small Pieces lets, ten A 4 street plans on thin card and a skeletons; St George and the Dragon (quite a
colour, fold-out map of the City and environs. little dragon); D a r t Thrower and Undead
I know a few people will be very pleased to hear TG and Haven are both high quality items Crew; another Skeleton Cavalryman, this
that Grenadier Models UK Ltd will definitely be which deserve to be widely available in Britain. time with barded horse and a foot figure, and a
importing the products of Gamelords Ltd. The Gamelords also produce nine supplements pack of Familiars and Homoculi to decorate ad
two principal items from this company are for the Thieves Guild system along with four enhance character figures.
Thieves Guild and Haven, The Free City. I Campaign Modules for Haven; a couple o f
have in front of me the latest, boxed versions of generic, linked fantasy adventures a n d a
both of these, still shrink-wrapped and looking whole stack of Traveller adventures. These To l k i e n Miniatures
decidedly tempting. So, i n t h e interests o f publications will be imported as well. No idea
enlightening m y reader, I shall violate t h e of price yet; suffice i t t o say that nothing Citadel's new Middle Earth Figures will be
pristine wraps... coming from the US is cheap by the time it's on available shortly as will those of Grenadier. It
Thieves Guild (headed 'completely revised sale in Britain, but Grenadier hope to keep the will b e interesting t o see h o w these t w o
second edition' and sporting a nice new illus- price down as much as possible despite the companies interpret Tolkien's classic charact-
tration to prove it) is revealed to consist of three sickly state of the pound. ers and creatures in metal. Both ranges will be
uooklets plus various maps and plans. It gives available in the UK, since the licences from
the impression of consisting of all there is to Grenadier also have six new sets in their UK- Tolkien Enterprises granted both manufact-
know about running thief characters. Haven's produced Fantasy Lords blister pack range. urers worldwide rights. Grenadier's will be
new box is not so immediately attractive as These are Armoured Dragonmen to com- manufactured i n Britain and t h e USA, t h e
TG's. The contents, however, are perhaps of plement t h e existing unarmoured ones; range kicking off with two boxes of character
more universal appeal. It contains nine book- Undead Orcs which are a nifty new line in figures.

Tolkien Inspired Releases


A couple o f new releases from Iron Crown Smaug wakes up and bites your legs off. In stronghold through 72 pages of descriptions,
Enterprises have reached me. Lonely Mount- case this sounds too easy, be warned. There charts, illustrations and floor plans, t o the
ain is a board game for - 6 players. It's another are plenty of other nasties about, to discomfort colour map on the inside of the back cover, this
Tolkien inspired effort. The game features a the intrepid players while Smaug slumbers. is a fine looking supplement. There is a lot
map of Smaug's lair. Players control parties of There a r e t w o levels o f play: Basic a n d more about the City and mines of Khazad-dum
adventurers. They can b e Dwarves, M e n , Standard plus some optional rules for added than Prof Tolkien ever told u s b u t it's all
Elves, Orcs or Freebooters (I think Freebooters realism (realism?). excellent gaming material. The UK printing of
are people w h o g o around kicking things If Lonely Mountain is a pleasantly diverting ICE's Middle Earth Role-playing Game is now
without paying for the privilege but I could be parlour game, Mona, the Dwarven City is a available from Games Workshop. It's boxed
wrong). Each party consists of Mages, Anim- quite different kettle of bananas. It's a hard with what I feel is rather a fine looking box
ists, Bards, Rangers, Scouts, Archers a n d core role-playing supplement of immense and picture. I t h a s b e e n suggested t h a t ICE
Fighters. The idea is to sneak into the lair, lift as impressive detail. From the atmospheric cover themselves are not so pleased with it, feeling it
much l o o t as possible and escape before picture of the interior of the Dwarves' stony to be 'too evil'. Cobblers!
22 I M A G I N E magazine, Apra 1985
THE COMPLETE DUNGEON MASTER series

"0,1701

TheHalls of theDwarvep
e
Mpg
._,. % L 7 . 9
An exciting scenario by TORTURED SOULS! •
&._ s s *
with realistic settings from ENDLESS PLANS11, t i w
* fully detailed 24-page scenario dila 1 . * 12 sheets (A4) of floor plans
* 4 full pages of maps, scrolls, etc
* 10 scenic illustrations on 4 111 0 7 -
* 3-piece dungeon. c r e e n * 4 large cards of NPC statistics
* see TORTUi sev,-,AAS! issue 6 for special introductory scenario -

F
iIcLostSfripc Coming
of 1iasar-10ap vro

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 23
THE WORDS OF GU-GUR

Using THE WORDS OF GO-GUJI with the AD&DO game


Bushido is markedly different from the ADSEDk game. A s well as S K I L L S : Where possible Bushido skills have been translated into
combat/magic skills, emphasis is placed on non-adventuring skills, AD&D terms, but the social skills have been ignored. If you wish to make
such as the game of Go, or heraldry. When using this scenario with the use of them in this scenario, this can be done by rolling 1 d 2 0 and if the
AD&D game, the DM should try to recreate the atmosphere of feudal result is less than or equal to the character's score then the character
Japan instead o f attempting t o translate Bushido game mechanics has successfully used the skill. For example, if Azo the geisha (Singing 9)
directly to AD&D terms. sings a n d r o l l s a 9 o r less, s h e h a s succeeded; h o w e v e r, i f s h e rolls
higher than 9, h e r singing w i l l be off-key — the higher she rolls over 9,
To help in running the adventure, the glossary below provides English the worse it will be.
translations of Japanese words and terms. Where applicable, AD&D
equivalents are given for weapons and spells. The DM may decide to use A R M O U R : B u s h i d o allows characters to vary their armour class by
Japanese weapons or to convert them to AD&D weapons. For example, adding extra pieces of armour. Partial heavy samurai armour consists of
three different types of arrow appear in the adventure: armour piercing, body a r m o u r and a h e l m e t ; b y adding l o w e r leg and a r m protection i t
bowel raker and humming bulb. Their statistics can be found in the becomes h e a v y s a m u r a i a r m o u r ; t h e a d d i t i o n o f f u l l l i m b a n d f a c e
glossary, but the DM could simplify them by treating armour piercing protection turns it into a complete suit of armour. For simplicity all heavy
arrows as arrows +1, bowel rakers as normal arrows and humming samurai a r m o u r ( w h e t h e r partial o r full) is treated as banded a r m o u r
bulbs as signalling arrows only. (AC4), a n d l i g h t a r m o u r as scale m a i l (AC6). To s i m u l a t e t h e B u s h i ' s
ability to partially avoid an attack in combat, all Bushi
characters h a v e d e x t e r i t y b o n u s e s w h i c h i n c r e a s e
their a r m o u r class b y 1-4. I f player characters strip
vanquished foes of their armour they will simply gain
banded or scale a r m o u r in an oriental style.

W E A P O N S : W e a p o n q u a l i t y varies according t o
the s k i l l o f t h e c r a f t s m a n w h o forged t h e blade. A
good quality weapon gives +1 t o hit and to damage; in
A D & D this could be considered a superior blade or as
a s w o r d + 1 . I f superior blades a r e used i t i s
recommended that any weapon w i t h a bonus of +2 is
.4; considered to be magical.
eD
O K U D E N : T h e s e are the secret teachings taught
u to w a r r i o r s b y m a s t e r s o f t h e i r p r o f e s s i o n . B y
employing okuden techniques Bushido warriors able
to s e c u r e a c l e a r advantage o v e r t h e i r opponents.
Where possible these have been converted to A D & D
c, in the form of special attacks and defences.

T R E A S U R E : We a l t h in Bushido is on a less grand


scale t h a n i n A D & D , therefore t h e 4 0 gold found i n
the castle should be converted to 5000gp.

Now read through the Bushido adventure (referring to


the glossary f o r u n f a m i l i a r terms) a n d t h e n t u r n t o
page 33 for A D & D stats and information.
GLOSSARY
aiguchi — a small, easily concealable dagger; damage 1-3/1-3 kyu — a bow
arrows — armour piercing (+1 t o hit but only 1-5 points of damage); k y u j u t s u — technique of using kyu (bows)
bowel raker (-2 to hit but 1 d6+1 d3 points of damage); humming bulb naginata — a glaive-like polearm f o r AD&D treat as a halberd
(used primarily for signalling; -1 t o hit and does only 1-3 points of n a g i n a t a j u t s u — technique of using nag inata
damage) n i - t o - k e n j u t s u — technique of fighting w i t h t w o weapons, specifically
ashigaru — peasant or low caste warriors swords
bajutsu — the technique of horsemanship nodachi — a great sword; treat as two-handed sword
BCS — base chance of success; the number or less to be rolled on 1 d20 okuden s e c r e t and advanced weapon techniques
to be successful in a given act; any adjustments to BCS can be converted ronin — landless a n d occasionally masterless warriors, usually
directly into AD&D so that a BCS -4 when using a bow would become -4 samurai; mercenaries
to hit in AD&D sake — rice wine
bonze — a wandering Buddhist priest samisen — a banjo-like musical instrument
budoka — similar to the AD&D monk samurai w a r r i o r retainers to a daimyo (head of a clan)
buke — the military aristocracy segaki r i t e — burial rite w h i c h prevents the dead person becoming an
bushi f i g h t e r s , this term is not the same as samurai undead; i n t h i s m o d u l e a r e m o v e c u r s e cast on t h e body f o l l o w e d by
dai-kyu — a long bow bless spell and a proper burial w i l l remove the curse
dosojin — kami of roads and travellers seppuku — ritual suicide; hari-kini
fue — a bamboo flute shinten t h e theology of Shinto
geisha — courtesans S h i n t o t h e religion o f Japan
gakusho — a cleric; can be either Buddhist or Shintoist, and very rarely shugenja — a magic user
both shuriken — throwing stars, treat as darts but doing 1-4 points of damage
hirigana — an alphabet used for literary works shurikenjutsu — the technique of using shuriken
iaijutsu t h e technique of fast-drawing a sword and attacking a foe in sojutsu — the use of various types of spears
the same movement sumai J a p a n e s e wrestling
jigai — formal suicide for women of the buke class tatami — floor mats
jigami — protective kami who protect a village, farm or area tengu (karasu) — nipponese monster which resembles a cross between
kami — the gods, goddesses and spirits of Shinto; everything in creation a man and a crow
has its own unique kami wakazashi t h e second sword worn by samurai; treat as a short sword
kanji — an alphabet used for certain literary works walk the way of wood — a Bushido spell
kanshi — seppuku (ritual suicide) to show disapproval of one's liege lord wit saving throw — a saving throw vs Spells, wisdom bonuses apply
katana — the classic samurai sword - treat as a bastard sword yadomejutsu —the technique of arrow cutting using a sword; similar to
kenjutsu — the technique of using swords the monk's ability to dodge missiles
koto — a Japanese zither yari — a spear
24 IMAGINE mapatine, April lass
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This scenario is designed for a party of 3-5 Bushido Introduction


adventurers. Because there i s n o r e a l relationship
between the skills and the level that a character can have, This adventure c a n b e s e t i n a n y mountainous a n d relatively
inaccessible area o f Nippon. Although nominally located in Mutsu
no precise guidance as to levels can be given. Characters Province, the village of Shinen, Kumo Castle and the surrounding valley
should be 2nd or 3rd level with one or two good combat can be placed in any location that the referee finds convenient for his or
skills — but if characters of this level do not exist in the her campaign.
campaign there is the possibility of gaining allies during
the adventure. At least one of the characters should be of The Bushido Non-Player Characters given in the text already have level
adjustments made to their BCS scores and the like.
a profession other than Bushi or Budoka.
When using the adventure for AD&DR' characters, statistics given on
If you intend running a character in this adventure, you pages 24 and 33 should be substituted for the Bushido statistics. The
should read no further. The rest of the information is for characters should be 3rd to 5th level. Unless noted otherwise in that
the referee alone. section the general flow of the adventure will be unaltered.

A Note on Pronunciation
Unlike English, there are no silent vowels in Japanese — or at least there are none in the version which is
spoken in the fantasy world of Nippon. As with Italian, ending vowels are sounded. Kumo Ushii is pronounced
KOO-MOH 00-SHE-EE, sake as SAH-KEH etc, with all the syllables given an equal stress.
A glossary of Japanese words is included in the statistics for the AD&D game.
25
I M A G I N E ntagazine, April 1985
THE WORDS OF GO-GUR

Background
The village o f S h i n e n , located i n a m o u n t a i n
valley south of Hirosaki in Mutsu Province, has
never been w o r t h y of attention since the end of
silver m i n i n g i n t h e s u r r o u n d i n g h i l l s . T h e
Kumo ' c l a n ' h a v e h e l d t h e l a n d s a r o u n d
Shinen for generations, content to live on the
proceeds o f the m i n e s and t h e labours o f the
peasantry. K u m o Castle, the fortified m a n s i o n
that controls t h e valley, i s little m o r e t h a n a
large m a n o r house, a l t h o u g h i t h a s a strong
defensive p o s i t i o n . R e m o t e a n d n o w u n i m -
portant, S h i n e n h a s s u n k i n t o a l m o s t t o t a l
obscurity.

Three y e a r s ago, i n t h e m i d d l e o f t h e w o r s t
winter t h a t S h i n e n h a d seen, a bonze — a
travelling B u d d h i s t m o n k — a r r i v e d i n t h e
valley b y m o u n t a i n paths. N e a r l y dead f r o m
exposure, h e w a s taken in and nursed by the
village h e a d m a n a n d h i s f a m i l y. W h e n t h e
bonze had recovered, he cured the headman's
grandmother o f h e r blindness in p a y m e n t for
the kindness s h o w n to him.

The bonze presented h i m s e l f t o K u m o Ushii,


master of Kumo Castle and Shinen village, and
the last of his family. The bonze humbly asked
for permission to remain in the village, teach-
ing and healing the villagers of their ailments
— at least until the worst of the winter had
passed. K u m o U s h i i c o u l d f i n d n o c a u s e t o
refuse t h e m o n k t h i s request, a l t h o u g h p e r -
sonally he preferred the Shinto faith. He gave
his consent, and asked the bonze for his name.

ArsillowNit•
'Go-guji' replied the Buddhist monk truthfully,
as that was the name his father had given him.

At this Kumo Ushii f l e w into a great rage, for a


go-guji i s a p r i e s t a t a S h i n t o s h r i n e . K u m o
Ushii was convinced that the bonze was deliberately insulting him and thread to hold wounds closed, but there was no healing for those who
his religion a n d in front of his samurai retainers. Again he asked the had heard Go-guji's words — K u m o Ushii and his samurai.
man f o r h i s name, and again t h e bonze replied 'Go-guji'. K u m o Ushii
was now beside himself with anger, and signalled two of his samurai to The samurai abandoned honour as 'weakness' when they realised that
hold the bonze. Before they could touch the monk he had knocked them although they could be injured and wounded, they could not die in battle.
senseless with his staff. Then Go-guji turned to Kumo Ushii and said 'It Kumo Ushii remembered the bonze•s last words, and decided that their
is against m y faith t o kill, s o you shall n o t be killed. Yo u shall n o t be 'invulnerability' was the reward for dealing w i t h the man•s insolence in
killed!' a proper fashion. He began to think of himself as an immortal, free to do
what he wished. H e and his men put aside their honour as bushi and
As t h e l a s t w o r d f e l l f r o m h i s lips, G o - g u j i w a s dead. Tadaka K u w e , took to a life of banditry and bloodshed, killing travellers on the roads and
Kumo's chief retainer, had struck off the bonze's head from behind with taking w h a t they wanted.
an single stroke of his katana. Kumo Ushii pushed the body with his foot,
and ordered it to be hung f r o m a gibbet as a w a r n i n g to all those w h o For more than t w o years they have lived in this fashion, terrorising the
dared to be disrespectful. The body hung for t w o weeks and w a s then villagers o f S h i n e n i n t o s i l e n c e w i t h t h e i r d e a t h l e s s p o w e r a n d
t h r o w n into a rubbish pit. ambushing travellers w i t h o u t mercy. Only a f e w have been spared a
physician, Gono, t w o geisha, Azo and Daki, and a young w o m a n of the
Kumo Ushii forgot the bonze. W i t h the coming of spring he and his men Buke class, Ts u m o Ishisu. S h e w a s knocked u n c o n c i o u s before s h e
resumed their life of fighting a n d hunting. The peasants did not forget could commit jigai — seppuku for women. A l t h o u g h carefully watched
the bonze, a n d gave l i t t l e o ff e r i n g s t o t h e k a m i o n h i s b e h a l f before and guarded, s h e i s m o r e t h a n s h e appears, a n d i s m a k i n g p l a n s t o
returning to the fields. obtain help...

But with the first m o n t h of summer, the bonze's words came back to the Tsumo Ishisu is a shugenja — a sorceress — and to a l i m i t e d degree a
thoughts of Kumo U s h i t He and five of his retainers were attacked by a seeress as well. She has been using the spell Wa l k the Wa y of Wood in
group of r o n i n w a n d e r i n g , m a s t e r l e s s samurai. A l l b u t one o f the an attempt to f i n d help, although so far w i t h o u t any real success. Those
attackers were swiftly cut down, but the leader gave more of a fight, and she has approached in t h i s w a y have all been superstitious peasants,
severely w o u n d e d K u m o U s h i i , t o p p l i n g h i m f r o m h i s h o r s e . T h e w h o have fled i n t e r r o r at the s i g h t of her 'noble ghost' — or been too
retainers gathered round their master, who had been slashed across the stupified w i t h awe to take notice of what she was trying to tell them. One
chest. A m a z e d t h a t h e w a s n o t dead w h e n t h e y s a w t h e r e n t i n h i s of her attempts is at the Shrine in the M i s t (Encounter 1 — see below),
armour, they were horrified w h e n Ushii Kumo sat up, his ribs and collar w h i c h w i l l o ff e r t h e party t h e f i r s t c l u e s as to t h e t r u e n a t u r e o f t h e
bone clearly visible w i t h i n the wound. adventure they should undertake.

In t r e m e n d o u s a g o n y, a n d h o l d i n g h i s w o u n d closed, K u m o U s h i l
climbed into his saddle and rode for home. His chest and neck had been Starting the Adventure
.deeply cut by the ronin's blade, b u t he did not bleed t h e r e w a s only
pain in the wound, not blood. The adventure should start in Hirosaki or a nearby village on the south
bound r o a d t o A k i t a . M e r c h a n t s r e g u l a r l y pass t h r o u g h , a s d o o t h e r
The w o u n d was s e w n up, but it refused to heal and the pain became a travellers — pilgrims, soldiers and officials. D u r i n g the time the player
dull, c o n s t a n t ache. T h e s t i t c h e s rotted a n d f e l l out, a n d t h e w o u n d characters a r e i n Hirosaki o r t h e village t h e y s h o u l d h e a r travellers'
opened again, yet still it did not bleed. A second set of stitches rotted and rumours o f bandits i n t h e m o u n t a i n s , u n k i l l a b l e w a r r i o r s w h o attack
again t h e w o u n d opened. O t h e r s w e r e w o u n d e d , a n d suffered in t h e merchant caravans, and strange mists that s w a l l o w men. However, the
same way. K u m o Ushii and his retainers were ensorcelled, cursed with referee should make it clear that even those telling such stories do not
the dying words of the bonze. There was sake to n u m b the pain, and gold give them m u c h credence.
26 I M A G I N E magazine, Aprit 1985
THE WORDS OF GO-GLIJI

The player c h a r a c t e r s s h o u l d be persuaded t o travel s o u t h t o A k i t a , 2. The Te n g u


perhaps on their own, or as the escort to some merchant or pilgrim. The This e n c o u n t e r takes place a t t h e p o i n t m a r k e d 1 o n M a p 1: S h i n e n
exact motive for this j o u r n e y is up to the referee, depending upon the Village and K u m o Castle. The player characters enter the valley along
details of the campaign and the aims of the player characters involved. the road on the north edge of that map.

The road climbs slowly into the mountains, along the side of a n a r r o w
Encounters on the Road river v a l l e y. To w a r d s m i d - m o r n i n g t h e m i s t w i l l c l e a r a n d t h e
countryside w i l l open u p i n t o a p l e a s a n t river valley, sheltered by the
The r e f e r e e s h o u l d n o t u s e t h e s t a n d a r d e n c o u n t e r t a b l e s f o r t h i s surrounding h i g h peaks. T h e road w i n d s i t s w a y along t h e side o f a
adventure, and should use only the standard encounters given below. wooded v a l l e y b o t t o m . A f t e r d e s c r i b i n g t h i s p e a c e f u l s c e n e t o t h e
The true nature and location of the adventure will only become evident players the referee should read Out the following:
after this sequence of encounters. Detailed maps are not provided for
these encounters; they are straightforward enough not to require them.
Ahead t h e w o o d s c o m e t o an end, a n d t h e b o t t o m o f t h e river
1. The Shrine in t h e M i s t valley is given over to small paddy fields. In the distance a large
After t h e party have been travelling f o r some time, possibly over the manor house stands on a m o u n d in the middle of a serene and
course of several days, t h e road starts climbing into the mountains. A beautiful lake. Before you can take in more of this scene there is
thin m i s t starts to gather beneath t h e trees on each side of the south cackling l a u g h t e r over your head, a n d stones start dropping all
bound road, becoming thicker as time passes and the road makes it way around you.
up towards a l o w m o u n t a i n pass.
A c u r i o u s creature, h a l f c r o w h a l f man, drops onto a large rock
By early m o r n i n g t h e party have reached a small, apparently deserted near the road and hops backwards, forwards and from side to side
Shinto shrine, wreathed in mist. Dedicated to Dosojin, the kami of roads in s o m e excitement. A s it speaks in a hoarse, c a w i n g voice, i t s
and travellers, it is plain and unadorned. There is nothing of value within hopping grows even m o r e manic.
the shrine, except a small stone statue of the karni, and some offerings
of dried fruit and rice. 'HA! F i g h t ! F i g h t ! F i g h t m e , b r a v e w a r r i o r s ! F i g h t m e , w i l y
swordsmen! Need challenges I do! HA! Need to battle true men, I
Just beyond t h e s h r i n e t h e road t u r n s t o t h e w e s t , p r i o r t o dropping do! Fight! Fight! Fight! Need to test my sword, I do! Duel, w e will!
down into the valley beyond. Another, rougher road forks away from the Fight o n e o f you, I w i l l , b u t Kakati i s better! A l w a y s Te n g u i s
main way, leading southwards and higher up into the mountains. better! H A ! '

As t he party reach this point, the mist will g r o w thicker — as if aided by


some supernatural agency — and a damp chill will settle over the shrine Despite his brave words, Kakati the Tengu w i l l hop up and down on his
and t h e s u r r o u n d i n g area A n y a r m o u r and clothing w i l l become w e t rock, c a w i n g ' F i g h t , f i g h t , f i g h t ! ' e v e r y o n c e i n a w h i l e , r a t h e r t h a n
w i t h condensation, and bowstrings wh ich are unprotected will become actually initiate combat. He will assume, however, that any action such
damp almost to the point of uselessness (BCS -4 when using an affected as readying or drawing a weapon as an invitation to begin, and will leap
bow) from h i s r o c k o n t o t h e r o a d i n p r e p a r a t i o n f o r combat, d r a w i n g h i s
katana as he does so. If any missile weapons are fired at him Kakati will
The referee should read the following to the players: attempt to use his yadomejutsu skill to parry them, then he will attack,
cawing 'No honour! HA! Wo r t h y of my sword you are not!' as he does so.
Kakati w i l l attempt to peck the character(s) w h o fired a t him, and then
Out of the mist walks a young w o m a n clad in a simple kimono, of escape into the trees.
such a c o l o u r that it is difficult to tell w h e r e it ends and the mist
begins. She barely seems to touch the ground as she walks, and If t h e p a r t y choose t o i g n o r e h i m , K a k a t i w i l l f o l l o w t h e m , generally
the plants she brushes against are not disturbed by her passage. making a complete nuisance of himself by attempting to steal any bright,
The w o m a n b o w s slightly to the shrine, then t u r n s towards you shiny objects that are visible on the player characters. He will also make
and speaks: sufficient noise and disturbance to make quiet m o v e m e n t or conceal-
ment impossible,
'Greetings. I have waited for such as you. Honour and death await
you on your road, the road to my prison. Honour and death must If a n y m e m b e r o f t h e p a r t y d o e s choose t o f i g h t h i m , Kakati w i l l b e
be r e s t o r e d t o t h e i r proper places — y o u a r e t h e o n e s I h a v e overjoyed and very respectful to that character. He w i l l hop down onto
chosen. the road and wait politely, but with some impatience, for the character to
ready himself.
'Three will you meet, three will you fight, three will you defeat, on
the south road Kakati is a Karasu Tengu, and a skilful and courageous opponent:
BAP 1 2 (24); M N A 2; LAN 2; B M A 4 (7); A C 5(7), HPT 25; BLIDO 3; Dam
'Go not to Akita.' +1d6; bracketed statistics apply to the Tengu w h e n he is flying,
SKILLS: Kenjutsu (21) w i t h Reverse Cut (18) and Disarm (20) Okuden,
The young w o m a n points along the n a r r o w e r road that leads up Yadomejutsu (18), S u m a i (BCS 11, D a m 2d6) w h e n on the ground.
into the mountains. Before she can say more, a tremendous wind WEAPONS: M a s t e r q u a l i t y K a t a n a ( B C S + 3 , D a m + 3 ) — K a k a n ' s
seems t o t e a r a t h e r h a i r a n d h e r clothing, a l t h o u g h y o u feel Kenjutsu and Okuden BCSs take this weapon into account; Beak (BCS
nothing in the damp mist. W i t h a final, almost despairing, cry the 12, Dam 1d3).
w o m a n ' s form seems to blow apart and dissolve into the mist, as
though she had never been. In t h e f i g h t K a k a t i w i l l a t t e m p t t o d i s a r m h i s opponent(s) rather t h a n
w o u n d them. His skill w i t h the Reverse Cut Okuden means that he has
little fear of being surrounded, and w h e n he successfully uses this skill
The ' g h o s t ' i s Ts u m o l s h i s u (see b e l o w f o r f u l l statistics), w h o i s a t he will make a point of cawing loudly about his success. Initially (until he
present being held prisoner in K u m o Castle. She has been interrupted is w o u n d e d ) K a k a t i w i l l n o t f i g h t t o k i l l , b u t m e r e l y f o r t h e f u n o f
during t h e casting o f h e r Wa l k t h e Wa y o f Wo o d , b y h e r body being exercising h i s s w o r d s m a n s h i p . T h e referee should ignore a n y critical
directly threatened w i t h death. A s a result of returning to her body she successes, and reduce any damage caused by two steps, but should tell
has taken 13 points of subdual damage. the players t h a t t h e Te n g u i s obviously ' p u l l i n g h i s p u n c h e s ' . O n c e
wounded Kakati will fight in earnest, but take the earliest opportunity to
Any Gakusho and Shugenja should be allowed to make a W i t Saving flee back to his rock.
Throw to realise that the young w o m a n was not a ghost, but a Shugenja
casting a Walk the Way spell of some type. The player characters should Once Kakati has drawn blood he will hop back onto his rock looking very
be encouraged to take Ts u m o ' s appearance and speech as a prophecy pleased w i t h h i m s e l f . I f h e i s n o t a t t a c k e d a t t h i s p o i n t h e w i l l
— one w h i c h predestines them to do her bidding. compliment those involved i n t h e fight o n their skill i n h i s strange
cawing w a y, ' G o o d y o u a r e ! W o r t h y o f Kakati! B e t t e r t h a n t h e dead
Any Non-Player Characters (pilgrims, m e r c h a n t s or t h e like) w h o are ones!' I f h e i s attacked h e w i l l f l y o f f i n t o t h e t r e e s a n d w i l l n o t b e
accompanying t h e p a r t y w i l l o p t t o r e t u r n t o H i r o s a k i a f t e r t h i s encountered again.
unnerving — to t h e m — encounter w i t h t h e supernatural. The player
characters will be released from any obligations that they owe to these Kakati w i l l be quite w i l l i n g to talk after the fight, given the opportunity.
NPCs at this point, freeing them from prior constraints of duty. He k n o w s l i t t l e o f t h e d o i n g s o f t h e S h i n e n villagers, a s h e avoids

I M A G I N E ma9azine, April 1985


27
THE WORDS OF GO-GUJI

MAP 1 : Shinen Village & Kumo Castle

. 4 9 1 4 4
KEY
pawl
Ott woodland/scrub
1
f e e . 1 D I A A 1
4 ) ;
rice paddies
4 ; 1 4 4 1 1
buildings
banking/causeway
road
hillside
I hex = 50 yards

peasants as u n w o r t h y creatures. He does, however, know that all is not appear like frightened villagers themselves. A n y t h i n g that differs from
right at K u m o castle, and w i l l relate the f o l l o w i n g about the samurai the normal atmosphere of terror will attract the attention of the samurai.
from the castle:
The s a m u r a i a r e S a i t o h , G o z o a n d H i r a t o H o d a k a (see N o n - P l a y e r
'Fight! HA! Fought, we did! Wounded them, I did! HA! Cheated, they did! Characters f o r f u l l details). T h e b r o t h e r s a r e t h r e e o f K u m o U s h i r s
Bleed and die, they did not! Cut them hard, Kakati did! Saw their bones, I retainers, r e t u r n i n g f r o m a raid w i t h their spoils.
did! Always Tengu is better! HA! But not against dead men who don't
die...' Saitoh and Gozo are 2nd level Bushi (HPT 3 3 / 3 1 , 3 2 / 5 s e e below for
an explanation of the two HPT statistics), armed with a No-dachi, Katana
Kakati w i l l o f f e r n o f u r t h e r explanation, a n d w i l l b e c o m e r e l a t i v e l y and Wakaza hi each. Hirato is a 1 s t level Bushi (HPT 2 6 / 0 ) armed only
subdued after this speech. w i t h a Ya r i a n d a N o - d a c h i . A l l a r e w e a r i n g A C 6 C o m p l e t e L i g h t
Samurai A r m o u r.
If the referee feels it necessary for the party's chances of success in this
adventure, Kakati can be used as an ally to the players. After the duel he The Hodaka brothers w i l l press h o m e their attack w i t h grim determin-
will o ff e r h i s f r i e n d s h i p — Kakati i s mischievous r a t h e r t h a n w i c k e d ation, a t l e a s t u n t i l o n e o f t h e m i s w o u n d e d . A t t h i s p o i n t t h e y w i l l
— a n d if this is accepted he will hop round the character w h o offered to attempt t o w i t h d r a w a n d , i f s u c c e s s f u l , t h e y w i l l g a l l o p d o w n t h e
fight him, cawing delightedly. The referee should play Kakati as a rather causeway and into Kumo castle (marked 4), dragging the pack animals
impetuous, i m p a t i e n t individual w h o e n j o y s n o t h i n g b e t t e r t h a n t h e w i t h them. Should this be impossible, they will fight on, only so that they
chance t o s h o w o ff i n combat. H e w i l l b e q u i t e happy t o fall i n w i t h may resort to 'playing dead' once they have been wounded. Once they
whatever plans are made by the party. are 'dead' they will crawl back to the castle through the paddy fields, as
soon as they are ignored by the party as just dead bodies.

3. 'Three will you m e e t . : The pack horses b u n d l e s are m a d e u p e n t i r e l y of bottles o f sake and
This encounter will occur at the group of houses marked 2. The road will plum brandy.
be empty, a l t h o u g h it will be obvious to even the most casual observer
that people are watching from behind their doors and w i n d o w screens.
SHINEN VALLEY A N D K U M ° CASTLE
A f t e r the e n c o u n t e r w i t h Kakati the Tengu the adventurers should be
persuaded to continue on to Shinen Village, w h e t h e r the Tengu is with Shinen Village
them or not. Oddly, there is no-one at work in the fields or moving about The main part of Shinen village (marked 3) is made up of simple peasant
near the houses. Smoke from a cooking fire is rising from the castle. houses and storehouses. The village is clean, tidy and well kept but, for
the most part, c u r i o u s l y ' u n l i v e d in', as t h o u g h the i n h a b i t a n t s do not
Before the adventurers have gone more than a quarter of a mile — and w a n t to d r a w attention to themselves.
well before they go round the bend that allows them to see the bulk of
the village — they w i l l be overtaken b y three m o u n t e d and armoured Such is indeed the case. The villagers, u n d e r their headman, Tanabe,
samurai, with tattered and war-stained banners fluttering behind them. realise that the Lord of the valley, K u m o Ushii, is not the just man he
The samurai are leading four sweating pack animals, heavily laden with once was. Rather than offer any cause for anger to the uncanny Kumo
boxes and bundles of merchant's goods. and h i s retainers, t h e villagers have opted to take as little interest as
possible in w h a t happens beyond their walls. Except w h e n w o r k i n g in
The samurai w i l l canter along the road, oblivious to those in their way the fields o r h u n t i n g on the steep slopes around Shinen, t h e villagers
— except the player characters. Regardless of where they see the PCs, stay hidden, w a t c h i n g f r o m b e h i n d their w i n d o w s , but never s h o w i n g
the samurai will pull up, wheel, and attack, unless the PCs are striving to themselves unless they have no choice.
28
I M A G I N E ',tag azine, April 1985
THE WORDS OF GO-GUJI

MAP 2: Kumo Castle

Geisha's
Room

= 5 yards (approx)

sliding doors stairs


r: well
••••

"' window with shutters bare wooden floor X lantern


'" window
o n / l i o n wooden door packed earth M path

29
I M A G I N E ma9azine, Aprit 1985
THE WORDS OF GO-GUJI

The only exceptions to this are Tanabe, who still goes about his business they may become. Should the body of Go-guji be treated with proper
as headman and deals with Kumo Ushii on those rare occasions when respect and be given a decent funeral — the Segaki Rite h i s spirit will
the village's doings must concern the samurai, and Suto, w h o i s be freed. The samurai will have their mortality restored to them t h e y
regarded as the village idiot. Suto is far from stupid, however, and has will be as normal men once again. However, they will also suffer the full
always idolised the samurai — even more so now that they seem to him effects of any wounds they have suffered during between the bonze's
to be invulnerable. He now acts as Kumo Ushii's eyes and ears in the death and the present, so it is more than likely that most i f not all —the
village, reporting back to him on all matters pertaining to the Kumo's samurai will succumb to their wounds and die once the bonze's body is
interests in the village. cremated.

If the adventurers discuss their plans in the hearing of the villagers and If none of the player characters is a Buddhist Gakusho capable of
Suto is there o r he is listening (90% chance, unless precautions have performing the Segaki Rite on the body of Go-guji, thus releasing his
been taken) — Kumo Ushii will be informed of the player character's soul and allowing Kumo Ushii and his men to return to normal, the
intentions towards him. referee may use Tanabe, t h e village headman a Rabble Buddhist
Gakusho (1-IPT 5). The player characters would then have to recover
The villagers will, once they are assured that the player characters mean Go-guji's body and take it to Tanabe for a proper funeral.
them no harm, be friendly but a little withdrawn. They will be quite
willing to relate what has happened, although they do not know why Two ratings are given for the Hit Points of Kumo Ushii and his retainers.
Go-guji was killed, or what happened to his body. Tanabe has seen In each case, the first of these numbers is the standard HPT of the NPC
Tsumo Ishisu, and will recognise the description of the 'ghost' as her if concerned. However, rather than dying once this total is exceeded, the
he is told it. Samurai will become too damaged to function aggressively, although
they will still be alive. They will be capable of little more than dragging
There are 90 villagers in total. All are Average Extras (HPT 1 each), with themselves away from a fight. This applies to all lethal damage —
few, if any, combat skills. Given the choice, they will take no part in any including magically-caused damage and damage due to fire —that they
violence against Kumo Ushii and his men. suffer (if one is killed outright, he is assumed to take damage equal to his
HPT). Subduel damage has no effect whatsoever.
The other buildings in the valley are the abandoned mine workings (5), a
small shrine to the Kami of the Lake on the island (6) and a traveller's The second number is the amount of damage the NPC has taken in the
shrine (7), dedicated to the Jigami (protective kami spirit) of the village. time between Go-guji's death and the present. This number is used to
calculate how difficult it is to repair a particular NPC (see below). Once
Kumo Castle Go-guji's body is given a proper funeral this damage — and any the
The location of Kumo Castle (marked 4 on Map 1, see Map 2 for more NPCs have suffered at the hands of the player characters during the
detail) at the end of a long causeway across paddy f ields and a lake is the course of this adventure — is imposed in full. This could well lead to the
castle's main defence, although it is closer to a large house with a NPC dropping dead immediately; Kumo Ushii will certainly do so.
fortified outer wall.
Once Kumo Ushii and his samurai are damaged, they will not heal, but
Within the outer walls the buildings are in a poor state of repair. As the may be repaired by anyone with Physician skill. This includes such
samurai have become slipshod and ragged in their own appearance, so actions as stitching wounds closed, straightening and splinting broken
the castle has suffered from neglect. Far from being the clean and tidy bones, and pinning severed body parts back into place. This is a Task,
place it once was, it is in very poor condition. Door and screens are torn with a Task Value of (total points of damage suffered/5) and a Task turn
and filthy, rubbish — mostly bottles — lies in the courtyards, and flies of 1 hour. For example, the Task Value of repairing Kumo Ushil after a
hover everywhere. The whole place has an unhealthy smell, something fight in which he takes 23 points of damage is (23+67)/5 = 18.
between a sickroom and a charnel house.
Due to the unnatural condition of Kumo Ushii and his samurai, any
In the stables are eight warhorses and two pack animals. Once fine character who battles against them should make a Will Saving Throw.
animals, they are unkempt and underfed, and the stable has not been Failure means the character involved suffers a -2 BCS penalty, due to
cleaned in several days. the apparent ineffectiveness o f his attacks. Furthermore, should a
character fight one of the samurai that has already been defeated and
Within the main building the rooms are untidy and dirty. Most have one repaired another Will Saving Throw is necessary or a further -2 BCS
or two pieces of loot r i c h silks, clothes, weaponry, coins, artworks etc penalty will be incurred because of the unnerving quality of having to
(total value about 40 gold) — scattered across the floor, liberally mixed 'kill' the same man twice.
with food and drink that has been trampled into the tatami floor mats.
Kumo Ushii, Master of Kumo Castle (4th level Bushi)
Kumo Ushii still occupies his old room, but the samurai have moved into STR 35; DFT 10; SPD 10; HLH 20; WT 15; WL 30; DAM +4; BAP 5; MNA
the main hall of the house. Kanchira Yukika and Kakamei Kono, the 1; BMA 3; ZAN 2; HPT 50/67; Brawl 8; Climb 5; Leap 5; Swim 5.
Ashigaru, still occupy the smaller of the barracks. Azo and Daki have SKILLS: Bajutsu (16), Kenjutsu (15), Kyujutsu (13), Naginatajutsu (12),
been given freedom to come and go as they please, but they spend most Sojutsu (14), Hawking (19), Heraldry (5), Go (17), Poetry (8).
of their time in their room. Tsumo Ishisu is confined in front of the house ARMOUR: AC 1 Good (but rather ill-kept) Samurai Garb over AC4 Partial
and one of the samurai (referee's discretion) is with her at all times. Ninja Armour; Up to AC5 Partial Heavy Samurai Armour and a suit of AC
Gono the physician is kept in his cell, a poorly built place that he was 9 Superior Heavy Samurai Armour available.
forced to make for himself. WEAPONS: Always carries (or has to hand) Good Katana and Wakizashi
(BCS +1, Dam +1); Average No-dachi, yari, naginata and MR 4 Dai-kyu,
Go-guji's body is still in the rubbish pit where it was thrown in the first with 24 armour piercer arrows also available.
place, although this is now hidden beneath a pile of empty sake flasks
and barrels. Kumo Ushii, the last of the Kumo clan, presents a strange and disturbing
image to the world and one hardly fitting to his station. Beneath the Noh
actor's mask he has taken to wearing, his face is seamed with three
NON-PLAYER CHARACTERS unhealed cuts, stitched closed by thin gold thread. A hawking glove
hides the fact that two of his fingers were nearly severed, and are now
Kumo Ushil and his Samurai similarly stitched back with gold wire. His untidy and rather dirty clothes
hang loosely, hiding the ninja mail coat he wears ' g o d s ' do not need
Kumo Ushil and his samurai retainers are unable to die, which is not such mundane protection. As the result of a fall from his horse that
quite what they believe themselves to be: unkillable and invulnerable. damaged his right knee, Kumo Ushii limps and finds it difficult to kneel
Although they cannot be killed, the wounds they receive do not heal at down. His voice is hoarse and his breath wheezes through his original
all, nor do their bodies recover from the normal wear and tear of chest wound.
everyday life. While they are not dying, they are certainly not living
— they are merely existing, buoyed up by the artificial good humour of He is bad tempered, impolite, imperious and rarely sober. Although he
rice wine, plum brandy and t h e drugs that the physician, Gono, doesn't even admit it to himself, he knows that his condition is a curse,
administers to them. rather than the blessing that he proclaims it to be. The strain of lying to
himself and everyone else about it and the fact that he and his men are
Their affliction can be traced back to Go-guji the bonze, who was not a now mere bandits makes him aggressive to the point of foolishness.
wicked man, but a victim of the perversity of the supernatural. His spirit Kumo Ushii never had any real interest in the finer arts of being a Buke,
is tied to his body, and while it remains in this world Kumo Ushii and his but thanks to the pain of his wounds he has become mean spirited and
samurai will not know death themselves, no matter how injured or ill cruel.
30 I M A G I N E magazine, A p r i l 1985
THE WORDS OF GO-GUJI

Ich'yama, (5th level Bushi)


STR 20; DFT 15; SPD 15; H LH 25; VVT 20;
WL 25; DAM +1; BAP 7; MNAl; BMA 5; ZAN 2;
HPT 32/22; Brawl 6; Climb]; Leap 7; Swim 6.
SKILLS: Bajutsu (8), laijutsu (21) with Light-
ning Stroke (8) Okuden, Kenjutsu (19) with
Precision Strike (9) Okuden, Shurikenjutsu
(13), Yadomejutsu (16), Hirigana (16), Court
Dance (19), Physician (7), Poetry (16), Shinten
(14), Tea Ceremony (19).
ARMOUR: Normally wears AC3 Partial Light
Samurai Armour; AC1 Good Samurai Garb
over AC 4 Partial Ninja Armour worn on 'social'
occasions; up to AC 7 Heavy Samurai Armour
available, but rarely worn as Ich'yama feels
that it interferes with his style of combat.
WEAPONS: Always carries Good Katana (BCS
+1, D a m +1), Av e r a g e Wakizashi a n d 3
g u e t w. e z t Shuriken. No other weapons available.
.1;1112#1111111111111111111 Visibly unmarked by his experiences in the last
two years, Ich'yama - 'Number One Mountain'
Illinomn_,1•01111! - is an expert warrior, a Master of the Tea
141111•11m-
Ceremony, a theologist and poet a cultured
man, in fact. Ich'yama secretly disapproves of
everything that has happened at Kumo Castle,
and has even gone as far as committing Kanshi
- Seppuku t o reprove one's Lord - in an
attempt to make Kumo Ushii change his bandit
ways. Naturally, his suicide attempt failed, and
left him with a massive stomach wound.

In the year since then, ich'yama has become


the most brutal, cruel and unfeeling of the
samurai. Denied his right to an honourable
death, and feeling polluted by his 'failure',
Ich'yama has drowned his guilt in a river of
other people's blood. He chooses to exist only
for battle, and regularly takes a part in bandit
raids, slaughtering all those who cross his
path. He has never taken any goods or treasure
Kumo Ushii is not unintelligent, but he has been backed into a corner by while on one these expeditions, thus salving his conscience with an
his own sense of shame at becoming an undying thug - despite the illusion that he is still a true warrior and loyal retainer, rather than a
pain he loves life and what remains of his 'honour'. Even the restoration mere bandit.
of his honour through Seppuku is denied t o him and his life is a
particularly hard burden to bear without that solace. Shintaro Fumito, Tadake Ryochi, Saitoh and Gozo Hodaka, and
Noboyasu Emura (2nd Level Bushi)
Even if the situation - and the need for Go-guji's funeral - is explained STR 2 0 ; D F T 2 0 ; S P D 1 5 ; H LH 2 5 ; W I 5 ; W L 1 0 ; D A M +1;
to him, he will actively prevent the player characters from recovering the BAP 10; MNA 2; BMA 5; ZAN 1; H PT Shintaro Fumito (43/20), Tadake
body, as this would, in his opinion, besmirch his remaining honour by Ryochi* (40/102), Saitoh (33/31) and Gozo Hodaka (32/5), Noboyasu
respecting one who was 'impolite' to him in the first place. Emura (30/1); Brawl 6; Climb 10; Leap 8; Swim 9.
SKILLS: Bajutsu (13), Kenjutsu (12), Kyujutsu (11), Sojutsu (12),
Tadaka Kuwe, Kumo's chief retainer (3rd level Bushi) Hawking (10), Go (10).
SIR 25; DFT 20; SPD 15; HLH 23; W I 3; WL 15; DAM +2; BAP 10; MNA ARMOUR: AC 1 Inferior Samurai Garb, Up to AC 8 Complete Heavy
1; BMA 5; ZAN 2; HPT 37/14; Brawl 6; Climb 10; Leap 7; Swim 7. Samurai Armour available to each.
SKILLS: Bajutsu (15), Kenjutsu (16), Ni-To-Kenjutsu (15), Sumai (13), WEAPONS: Average Katana and Wakizashi each; three Yari and two
Go (3), Hawking (13), Musical Instrument - Fue (15), Painting (10). Dai-kyu (MR 2) with 24 armour piercer arrows each available to this
ARMOUR: AC 1 Inferior Samurai Garb; up to AC 6 Complete Light group; Shintaro and the Hodaka brothers also have an Average No-dachi
Samurai Armour available, b u t normally wears only A C 4 when each.
expecting trouble.
WEAPONS: Always carries (or has t o hand) Average Katana and Kaji Yamabushi, Yamato Maki, M i t o ishiyama, Hirato Hodaka and
Wakizashi; Inferior Katana - his practice weapon - (BCS -1, Dam -1) Mukade Shimokashi (1st level Bushi)
and MR 2 Dai-kyu (Tadaka suffers -2 BCS when using this weapon due SIR 2 0 ; DFT 2 0 ; S P D 1 5 ; H LH 2 5 ; W T 5 ; W L 1 0 ; D A M +1;
to the wrong Man Rating) with 12 bowel raker arrows and 6 humming BAP 10; MNA 2; BMA 5; ZAN 1; HPT Kaji Yamabushi* (35/80), Yamato
bulb arrows available. Maki* (30/95), Mito lshiya ma (29/7), Hirato Hodaka (26/0)and Mukade
Shimokashi (26/0); Brawl 6; Climb 10; Leap 8; Swim 8.
Tadaka Kuwe is directly responsible for the current state of affairs. It SKILLS: Bajutsu (12), Kenjutsu (11), Kyujutsu (11), Sojutsu (10),
was his sword that ended Go-guji's life, and the rest of the samurai have Hawking (10), Go (10); Kaji Yamabushi only: Naginatajutsu (12).
held him at a distance ever since. ARMOUR: AC 1 Inferior Samurai Garb, Up to AC 8 Complete Heavy
Samurai Armour available to each.
Although he knows that something is wrong, Tadake doesn't quite know WEAPONS: Average Katana and Wakizashi and Yari each; one Dai-kyu
what - or why he is a social outcast. He only knows that he no longer (MR 2) with 30 armour piercer arrows available; Hirato Hodaka has an
has as many friends as he once did and this, combined with the pain of a Average No-dachi available; Kaji always carries (or has to hand) a Good
face wound that he has suffered, has made him silent, sullen and (BCS +1, Dam +1) Naginata.
withdrawn. He has taken to spending much of his time in the garden,
come rain or shine, playing his flute and, although he is a good player, he Kanchira Yu k i k e (HPT 10/88), and Kakamei Kono (HPT 7 / 4 ) are
only knows five melodies. In turn his fellow samurai have left him alone Rabble 1st level Bushi, the only Ashigaru (lesser Samurai) in the service
to an even greater degree, and prayed that he would learn at least one of Kumo Ushii.
new tune. SKILLS: Kenjutsu (12); Sojutsu (14); Singing (3).
ARMOUR: AC 1 Inferior Samurai Garb; Up to AC 6 Heavy Ashigaru
As a result of his face wound Tadaka is blind in his left eye, and the end Armour available to each.
of his nose is missing. Consequently he suffers all the penalties of WEAPONS: Average Yari and Wakizashi each; Kakamei Kono habitually
partial blindness, and any opponents gain the appropriate bonuses. hides an Aiguchi in his left sleeve.
31
I M A G I N E magazine, Aprit 1985
THE WORDS OF GU-GUJI

Using THE WORDS OF GO-GUJI with the AD&D® game


T H E C U R S E O F G O - G U J I : G o - G u j i ' s curse has brought Kumo WEAPONS. A l w a y s c a r r i e s ( o r h a s t o h a n d ) A v e r a g e K a t a n a a n d
Ushii and his samurai to a state of undeath — they are neither alive nor Wakizashi; Inferior Katana (treat as weapon - 1 ) — his practice weapon
dead. U n t i l G o - G u j i ' s body has been removed f r o m t h e rubbish p i t to — and a long bow suitable for characters with a strength of 16, with 12
have both r e m o v e c u r s e and bless spells cast on it, and then given a bowel-raker arrows and 6 h u m m i n g bulb arrows available.
proper burial, K u m o U s h i i a n d h i s s a m u r a i a r e u n a b l e t o die. W h e n As a result of his face w o u n d Tadaka is blind in his left eye, and the end
wounded, t h e i r w o u n d s d o n o t close a n d t h e y c a n n o t b e m a g i c a l l y of his nose is missing. C o n s e q u e n t l y he suffers partial blindness, and
healed; to be s e w n back together is all they can hope for T h e samurai any opponents gain a +2 bonus to hit w h i l e attacking him.
have t w o d i f f e r e n t h i t p o i n t totals; t h e f i r s t r e f e r s t o t h e i r n o r m a l
(uncursed) h i t points and t h e second is h o w m u c h damage they have I c h ' y a m a (7th level fighter)
received since becoming cursed. Those w h o s e cursed hit point total is AC 3 (partial ninja a r m o u r — c h a i n mail), 2 (heavy samurai armour); M V
greater than their normal hit points (eg Kumo Ushii)will drop dead when 1 2 " / 9 " depending on a r m o u r w o r n ; F7; h p 3 2 / 2 2 ; A T 3 / 2 ; D 2-8+1
the curse is removed. ( k a t a n a ) / 1 - 6 (wakizashi); Int Ave; A L NE; Size M; xp 11 4 5 ; THACO 1 3
(katana), 1 4 (wakizashi).
The cursed characters are 'repaired' rather than healed. Whenever their Ich'yama's iaijutsu allows him to automatically win initiative on the first
damage matches the first hit point total, they will cease to fight and will round o f c o m b a t and h i s L i g h t n i n g S t r o k e Okuden e n t i t l e s h i m to an
drag t h e m s e l v e s t o w a r d s t h e c a s t l e w h e r e t h e y w i l l b e s e w n b a c k immediate second attack (THACO 19) should the first attack miss. O n
together. G o n o (see b e l o w ) c a n ' r e p a i r ' t w o s a m u r a i p e r day. O n c e any roll o f 1 9 or 2 0 to hit, because of h i s Precision Strike Okuden h e
repaired the samurai can again take damage equivalent to their normal inflicts double damage.
hit p o i n t s b e f o r e r e q u i r i n g ' r e p a i r ' . T h e s e c o n d h i t p o i n t t o t a l i s WEAPONS: A l w a y s carries Good Katana (treat as bastard s w o r d +1),
cumulative, ' r e p a i r ' does not reduce the damage taken, i t only allows Wakizashi and 3 Shuriken. N o other weapons available.
them to again function normally.
Shintaro F u m i t o , Ta d a k e R y o c h i , S a i t o h a n d G o z o H o d a k a , a n d
Because o f their w o u n d s m a n y of t h e cursed s a m u r a i have a horrific Noboyasu E m u r a (4th Level Fighters)
appearance w h i c h i s very u n s e t t l i n g i n combat. Characters attacking Shintaro Fumito, Ta d a k e Ryochi, S ai toh a n d Gozo Hodaka, Noboyasu
them w h o fail a saving t h r o w vs Spells, attack a t - 2 t o hit. S h o u l d a Emura: A C 1 0 (samurai garb) 2 (heavy samurai armour); M V 1 2 " / 9 "
character l a t e r e n c o u n t e r a c u r s e d s a m u r a i w h o h a s a l r e a d y b e e n depending on armour worn; F4; hp 3 5 / 2 5 each, Tadake 3 5 / 8 0 ; = AT 1 ; D
'killed', there is an automatic -2 to hit in addition to the one above. 2-8 ( k a t a n a ) / 1 - 6 (wakizashi); I n t Av e ; A L NE; S i z e M ; x p 3 0 5 each;
THACO 17.
WEAPONS: Av e r a g e Katana a n d Wakizashi each; t h r e e Yari a n d t w o
A D 8 E D S T A T S : A l l THACOs for fighter characters are based on an long bows with 24 armour-piercing arrows each available to this group;
increase of +1 (5%) per level (for more information see D M G p74). Shintaro and the Hodaka brothers also have a No-dachi each

Kaji Yarnabushi, Ya m a t o M a k i , M i t o Ishiyama, Hirato Hodaka and


Encounters M u k a d e S h i m o k a s h i (3rd level fighters)
Kaji Ya m a b u s h i (hp 3 5 / 8 0 , 225xp), Ya m a t o Maki (hp 3 0 / 9 5 , 200xp),
2. K a k a t i the Karasu Tengu Mito Ishiyama (hp 2 9 / 7 , 195xp), H i r a t o Hodaka (hp 2 6 / 0 , 177xp) and
Kakati appears as a c r o w - h e a d e d m a n , w i t h arms, w i n g s and c l a w e d Mukade Shimokashi (hp 2 6 / 0 , 177xp): A C 1 0 (samurai garb) 3 (heavy
feet. samurai a r m o u r ) ; M V 1 2 " / 9 " ; F 3 ; h p s e e above); # A T 1 ; D 2 - 8
AC 5; M V 1 2 " / 2 4 " ; HD 5 ; hp 25; A T 2 / 1 ; D 2 - 8 + 3 / 2 - 8 + 3 ( s w o r d ) / 1 - 3 (katana)/1-6 ( w a k i z a s h i ) / 1 - 6 (yari); Int Ave; A L NE; Size M; THACO 18.
(beak); S A / S D see below; Int high; A L CN; Size M; xp 370; THACO 1 0 WEAPONS: Average Katana and Wakizashi and Yari each; one Dai-kyu
(sword), 1 5 (beak). (long bow) with 30 armour-piercing arrows available; Hirato Hodaka has
Kakati is a m a s t e r swordsman, t h i s allows h i m t w o attacks per round, an Av e r a g e No-dachi available; Kaji a l w a y s carries (or has t o hand) a
gives h i m a +2 to hit, a n d t h e capability of disarming a n opponent by Good (+1 t o hit, +1 t o dam) Naginata.
rolling 4 or more over the number needed to hit. His reverse cut okuden
allows him to attack and defend to his flank and rear, therefore he does Kanchira Yukika and Kakamei Kono
not receive a n y f l a n k o r r e a r a r m o u r class penalties a n d c a n a t t a c k Kanchira Yukika (hp 1 0 / 8 8 , 70xp), and Kakamei Kono (hp 7 / 4 , 61xp),
opponents even if they are behind him. If attacked by normal missiles he are t h e o n l y A s h i g a r u i n t h e service o f K u m o Ushii. A C 1 0 (samurai
is able to deflect these w i t h his sword by rolling 6 or more on 1d20. garb), 4 (heavy samurai armour); M V 9"; F2; hp see above; = AT 1 ; D 1 - 6
WEAPONS: M a s t e r quality Katana — treat as a bastard s w o r d +3. (wakizashi)/1-6 lyari); Int Ave; A L NE; Size M; THACO 19.

3. Saitoh and Gozo Hodaka Kumo W h i r s Prisoners


Saitoh and Gozo Hodaka: AC 4 (scale mail); M V 9"; F4; hp 3 3 / 3 1 , 3 2 / 5 ; Azo and Daki the geishas: AC 10; M V 12"; Lvl 0; hp 3 each; # AT N / A ; D
.4 AT 1; D 1 - 1 0 (nodachi), 2 - 8 (katana), 1-6 (wakazashi); INT Ave; A L NE; N / A ; Int Av e A L LN; Size M; THACO N / A .
Size M; xp 295, 290; THACO 17.
Hirato Hodaka: AC 4 (scale mail) MV 9"; F3; hp 2 3 / 0 ; A T 1; D 1-6 (yari), Gono the Physician
1-10 (nodachi); Int Ave; A L NE; Size M; xp 177; THACO 18. AC 10; M V 12"; C l ; 5; # AT 1 D by weapon; S A / S D spells I n t Ave; A L
LN; Size; THACO 20.
The Villagers Spells memorised: First level — create water, purify food and drink.
90 villagers: AC 10; M V 12"; Lvl 0; hp 2 each A T 0; DO; INT low; A L N;
Size M; xp 7 each; THACO N / A . Ts u m o lshisu (2nd level M a g i c User)
If attacked the villagers will not defend themselves, they will attempt to AC 10; M V 1 2 " ; M U 2 ; h p 6; A T 1; D b y weapon; S A / S D spells; I n t
hide in their homes or failing that flee i n t o the hills. Genius; A L LN; Size M; THACO 20.
WEAPONS: None carried.
Kumo Ushii, M a s t e r of Kumo Castle (4th level Fighter) SPELLS MEMORISED: None
AC 1 0 (samurai garb), A C 1 ( b a n d e d +2); M V 1 2 " / 9 " depending o n Tsumo has recently developed the ability to project an image of herself
armour w o r n ; F 6 ; h p 5 0 / 6 7 ; A T 1 ; D 1 - 8 + 4 (katana) o r 1 - 6 + 4 (once per day) and she has been using it to alert travellers on the road to
(wakizashi); A L NE; Size M; xp 750; THACO 12 (includes strength and her plight.
magic bonus) S 1 8 / 7 3 (+2/+3), 112, W 16, D 15, C 11 , Ch 14. She h a d A s a g i r i ( l i t ' M o r n i n g M i s t ' ) , a m a g i c a l N o - d a c h i i n h e r
WEAPONS: A l w a y s carries (or has to hand) Good Katana and Wakizashi possession w h e n s h e w a s captured. A s a g i r i i s a + 2 w e a p o n w h i c h
(treat b o t h a s +1 w e a p o n s ) ; no-dachi, yari, n a g i n a t a a n d a l o n g b o w allows i t s u s e r t o c a s t t h e s p e l l s m i r r o r i m a g e ( 7 c h a r g e s ) a n d
suitable for characters w i t h a s t r e n g t h of 1 8 / 5 1 - 7 5 % and 2 4 armour- protection from normal missiles (5 charges).
piercing a r r o w s available. This weapon has been confiscated by Kumo Ushii, but he will not use it
because he is ignorant of the w e a p o n ' s real power and is very afraid of
Tadaka Kuwe, Kumo's chief retainer (5th level fighter) the consequences of its u n a u t h o r i s e d use. Ts u m o ' s spell book is also
AC 10 (samurai garb), 3 (scale mail); M V 1 2 " / 9 " depending on a r m o u r held b y K u m o U s h i i . I t c o n t a i n s t h e f o l l o w i n g s p e l l s : c o m p r e h e n d
worn; F5; 3 7 / 1 4 ; g AT 1; D 2-8+1 ( k a t a n a ) / 1-6+1 (wakizashi); A L NE; languages, m a g i c missile, shield, r e a d magic, unseen servant and
Size M; xp 447; THACO 15 (includes strength) S17-18; W14; D17; C15; ventriloquism.
Ch 5.

I M A Q I N E tna9azine, Aprit 1985


33
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34 Please mention IMAGINE magazine when replying to advertisements


MOSHIGAWA'S M o s h i g a w a E d o paused before the
low rubble where the sloping outer wall of his
clan's castle had stood. The long climb had tired
him. Despite the chilling sea breeze, perspiration

HOMECOMING crawled under his leather breastplate and the


loose folds of the hunting jacket his class usually
wore in times of peace. The latter was his only
attempt at disguise.
Edo was bareheaded; his elaborate helmet
hung behind by its chin-straps. Bow and arrows
by Gordon Linzner he'd left with his Tohoku-bred mare in a thicket
at the cliff's base. Although the animal had been
raised among mountains, this path was too
narrow and twisting for her hooves. The regular
roads were, of course, barred to him by Hairo
patrols. Besides, the cross-winds on a seacoast
cliff top made bow shots uncertain. He had his
dagger, thrust in his belt, and two fine swords:
the long tachi and the shorter katana. A warrior
of his skill needed little more. However, Edo
anticipated no danger within the ruins.
Edo glanced back the way he'd come. Much
of his path was hidden by boulders, stubborn
brush, and thicker cover near the bottom. To the
right, far below, was an open field once lushly
green but now brown with churned-up mud,
where he and other children of the clan had
sometimes held ferocious battles with hand-
made wooden swords, and mercilessly teased
any dogs foolish enough to intrude.
On special occasions, competitions were held
there. That earth had been shaken by sumo
bouts, horseraces, and games such as the
soccerlike kemari, as the clansfolk vied among
themselves or with guests from nearby pro-
vinces. On one of these competition days, Edo
had decided there could be no lasting peace with
the Hair° clan from the South.
Edo's likable but slow-witted cousin, Kiken,
was particularly fond of tako, wherein kite tails
fitted with sharp blades were manipulated to cut
the cords of opponents' kites. That year, a
sudden down-draught had brought a kite down
near young Kiken. Without a thought Kiken
had grasped i t — and had lost his right
forefinger to the second joint. Edo recalled his
own cry of horror, saw again Kiken's parents
rushing to his side as the child tried, through
watering eyes, to tie his finger back in place with
cloth torn from his kimono.
Above the cries of concern and distress came
the braying laughter of Hairo Mouka, heir to
Lord Hairo. Edo was tempted to challenge
Mouka at that instant, despite the Hairo's
advantage i n age and weight, but Lord
Moshigawa would punish with exile any
breaking of their truce. Unfortunately, their
paths did not cross afterwards.
Now all but Edo were dead. No Moshigawa
infant would chase dragonflies across that green
again.
Edo turned grimly to his goal. The Hairo
warriors had been thorough. Most of the castle's
stones had been cast into the sea from the sheer
western cliff. Only enough remained to outline
the foundations. Pebbles, fragments of the only
home Edo knew, crunched beneath his leather
boots. Something glittered as the late morning
sun found a gap in the clouds, and Edo stooped
to recover a glazed tile, still almost intact, from
one of the keep's roofs. The shibi or sea monster
decorating the tile was missing a tail and one
foot. Edo tucked the fragment into his sleeve
and stepped over a low pile of stones where the
keep's wall had been.
He strode forward austerely, picturing the
structure as it looked before he'd been called
35
IMAGINEmagazine,Aprit1955
away, slowing only once as he passed the site of At the garden's centre was a wide pool which, Yuki smiled, but he could not smile back,
the arsenal from which, in his fifteenth year, his Edo noted with surprise, retained its original thinking of what the Hairo must have done if she
first real sword had come. That was the day he'd shape except for a section of its northern shore. were too slow to take her own life.., or even if
returned from the monastery after five difficult Water still filled the depression, but without the she'd succeeded.
years of studying such manly pursuits as ancient constant flow of man-made streams it had A sea breeze whipped across the plateau,
history, calligraphy, and mastery of the horizon- stagnated. A thin green scum coated the turned the perspiration on Edo's back to ice. He
tal flute. surface. Those extraordinarily beautiful fish that did not shiver. He'd endured worse cold while
He'd lost the flute to a storm at sea two years had dwelt here — could any have escaped the training as a warrior. Even when the castle
past, and had not had the chance to replace it. slaughter? It was impossible, of course, but Edo stood, these offshore winds often froze its
At times he missed its solace. This was such a knelt, cleared a patch of scum with the side of his inhabitants. Nonetheless, Edo found the atmo-
time. hand, and peered below the surface. sphere disquieting.
At last Edo came to the opposite side of the
keep, and to the square that he remembered
best. Because the castle was small, it possessed
but one garden, theoretically reserved for the
noble family to the exclusion of warriors and
vassals who took on their lord's name. However, Reflected in the pool's waters was the
Lord Moshigawa was lenient in many things, keep of Castle Moshigawa b u t the
and the province was remote; he did not have to
impress other nobles unduly. Warriors, serv- original no longer existed.
ants, even peasants visiting the castle on
business — all could spend almost as much time
in the garden as the noble family and their more
honoured guests. Mutual respect kept the
sacred spot serene. Edo often wandered its At first he saw only his own scarred face, its Why had he come here? To see for himself
hardened eyes glaring back at him. He moved that the castle had been razed, of course, else he
footpaths, meditating or simply escaping the
his head aside a n d a gasp escaped his lips. would not have believed it. To stand among the
drudgery of his duties. He loved the garden
more than anyone else in the castle, apart from His right hand clutched the hilt of his tachi, ghosts of those who'd mattered most to him.
the lord. though he did not draw the blade. The gesture He'd not expected to see one of the ghosts, nor
Now the tears he'd held back began to flow. A was instinctive; no enemy threatened. Edo to discover that the castle itself possessed an
few of the hardier shrubs survived, their roots jerked his head right, left, behind, up. Above otherworldly shadow. It was seductive to think
buried deep enough to permit regrowth; they was the cold grey sky; to the west, the even that he might sit here calmly, seeing things as
were ragged and ugly out of context. Pains- greyer sea. Rubble surrounded the last of the they were, for the rest of his life...
Moshigawa clan. Edo shook his head to clear it. The helmet's
takingly arranged pebbles were irrevocably
scattered, bridges burnt, islands smashed to A trick of memory, Edo thought. He looked chin-straps chafed his neck. The long climb,
dam rivulets. What had become of that ancient again. Then he decided that grief had driven him after a perilous ride through what was now
tortoise who'd led him, a boy, to discover many mad. enemy territory with little time for food and less
of the subtler, more pleasing secrets that only Reflected in the pool's waters were the upper for sleep, was taking its toll. He needed to rest —
the gardeners and, perhaps, Lord Moshigawa stories of the keep of Castle Moshigawa. Due to but not here. If he lingered overlong, he would
knew? Worthy creature! He deserved a better clever landscaping, the keep had been the only not wish to leave. And the clan of Moshigawa
fate than that of stew for the bellies of craven part of the castle visible from the pond. must somehow be avenged. One man could not
Hairo warriors. And the original no longer existed. accomplish much against the combined might of
A curse escaped Edo's lips, the first word he'd Edo dried his hand on wine-dark cotton Hair°, but he would do what he could.
spoken in two days. He should have been here to trousers and drew the glazed tile from his sleeve. One more glance into the pool, and Edo
defend his lord's castle, dying with the others if The shibi's image grinned, as if it knew a secret it would leave his home for the last time. He hoped
that was how it must end. Instead there'd been would not tell. With the tile, Edo cleared a larger to send many Hairo ahead of him before he
that fool's errand for the Emperor, a three-year patch of pond. joined his fellow clansmen in the land of ghosts.
sea mission to study the feasibility of invading Yes, that was the Moshigawa keep. The Yuki's face had gone, but another came
Korea. Edo accepted Japan's need for more gently tapering lines of the hipped roofs were forward. Edo started as he recognized the hated
land; the islands were so heavily populated now unmistakeable. Crude in comparison with the features of Hairo Mouka, he who'd mocked the
that it was difficult to reward bold warriors with magnificent castles built in recent years in open unfortunate Kiken years before. Why was
appropriate domains. Ye t Emperor after country, its simple ornamentation warmed his Mouka on the grounds of the Moshigawa Castle
Emperor had looked hungrily across that nostalgic mood. Behind those shuttered win- of the afterworld? According to all accounts of
dangerous stretch o f water, without result. dows were the arsenal, storehouses, audience the siege, the heir had come through the battle
Attack Korea or let her be, but why drag the chambers and private apartments of the lord's unscathed. If the reports were false, so much the
question on for generation after generation? Edo family. Edo had only heard second-hand reports better, but would the arrogant Mouka be thrust
could n o t fathom t h e imperial mind. of the beauty to be found in the latter rooms, but upon those he'd wronged? Was there as little
Moshigawa's province was too far from court he could imagine it, had done so often. From the justice in the next world as in this one?
for the lord to be sucked into meddlesome highest point of the keep, one could on a clear Edo's absorption almost cost him his life. The
politics, though not far enough away to avoid day see past farms and forests to the highest scrape of a blade leaving its scabbard, however,
certain obligations. Many of Moshigawa's best point of the keep at Hairo Castle. was too familiar a sound for Edo to mistake it for
fighting men died in wars in which no gain could A woman's face appeared beside his own anything else.
be made. Edo had been conscripted for a spying reflection. Edo glanced behind to assure himself Mouka's sword slashed air where, a second
mission ill-suited to his open nature. that this was but another phantom of the past earlier, Edo's neck had been. Not entirely air;
For thirty months, Edo and his company had rather than some silent assassin, then stared Edo felt a warm trickle below his left ear. He
sailed up and down the Korean coast in a small, down at her. He did not recognise her until she could not judge the depth of the cut, but it was
poorly constructed ship, under orders not to smiled, revealing fashionably blackened teeth. not a death blow, and nothing less would save
remain in any port longer than was necessary to Then it seemed incredible that he had not at from a warrior's wrath the craven who'd
resupply, even during typhoon season. Count- once known his younger sister, Yuki. When Edo attacked from behind.
less sister ships were sunk by those storms, some left, Yuki was a month shy of her first eyebrow Mouka laughed in the same high-pitched,
within reach of land if the sailors could only have plucking. A few months made a great difference braying manner that had burned itself in young
seen that land under pitch-coloured sky. Edo's in women at that age. The lord's fourth son, Edo Edo's mind that competition day. Seeing the
own vessel had limped into its home port at recalled, had been attracted to Yuki even then. accusation in his foe's eyes, Mouka said, 'Any
Hirado, barely reaching the dock. While he'd Such a waste! And he'd never have known man who lets an enemy come so close deserves
bailed endless buckets of water, his family, what she looked like before her death, except for his fate.'
home and lord were being destroyed. this curious window on the land of the dead. 'Who strikes from the rear is no man,' Edo spat.
36 I M A G I N E nta9azine, Apr if 1985
Mouka's laughter died. 'My retainers saw you towards his bared skull, and Edo could do bottom of a pond built atop a cliff of solid rock
skulking through the hills. As future lord of nothing to stop it. was beyond him. It was purposeless, as well.
Hairo, I felt it my duty to deal with the last Then a mossy rock gave way beneath Edo's Besides, he himself had fallen in the same spot,
Moshigawa. You knelt as if inviting death.' foot. moving further in to regain his balance. Why
'I neither skulked nor advertised my presence. Arms flailing, hand gripping his tachi, Edo hadn't he been sucked down?
Hairo patrols trembled in the bushes as a true flipped backwards into the stagnant pool. A Mouka's sword hand dipped, and at once the
warrior rode past.' spout of water enveloped him. He gasped for arm plunged down to the elbow, tachi and all.
'I shall treat you as my clan did your castle.' air, spat foul liquid, felt sharp agony as his elbow Edo slowly approached his rival. As he came
'With words?' Edo mocked, rising. struck a stone on the pool's bottom. alongside, Mouka cried out and vanished below
No further words were exchanged. The roar Mouka waited at the pond's edge. Thrashing the surface. Air bubbled up.
of the sea seemed very far away, and even gulls wildly, Edo might strike a deadly blow without When Edo saw what had pulled Mouka
shunned this place of slaughter. The two men trying. Or the Moshigawa could crack his skull down, he trembled without shame — but only
faced each other, swords raised, legs braced, and drown, saving the Hairo the trouble of for a moment.
ready to fight and yet unmoving, each studying running him through and having to clean his Hands gripped the Hairo by ankles, calves,
his opponent. blade. wrists. Burly arms wrapped around the warrior's
Edo's only armour was the leather breast- Edo splashed, putting more distance between chest, holding him to the floor of the pool.
plate, no surety against a well-made blade — himself and his foe before struggling to his feet. Another hand covered Mouka's mouth, even as
and the Hairo heir would have no lesser He cleared his eyes with a shake of the head. the heir's death cry helped drown him.., and this
weapon. Mouka wore the full wardress of a The pool was not deep; the water rose no higher hand lacked a forefinger from the second joint.
samurai, including a breastplate of lacquered than his thighs. He positioned his sword and Edo drew his dagger and slit Mouka's throat.
steel and stiff greaves that rose above his knees. watched for Mouka's next attack. The various hands seemed to relax their grips
He'd been skilful to approach so near in that The Hairo heir did not relish wading in the before the water reddened, so that nothing could
regalia without being heard. Mouka was also stale, ill-smelling pool, but the near miss angered be seen below the surface. The last breathing
fresh. He'd ridden but a few hours to reach this him. The game was no longer enjoyable; time to Moshigawa turned and climbed onto dry land,
place, along the gentler sloping main road to the end it quickly. Edo would be even less of a his outer breeches stained with his nemesis'
fortress's former gates. match for him, after that ignoble fall. Mouka diluted blood.
Edo felt a tremor in his right calf. He could not smiled savagely and stepped forward. Moshigawa Edo shuddered in the salt breeze
hold this position much longer, and he dare not 'Prepare for death, Moshigawa,' he advised. as he fumbled for a scrap of cloth with which to
show his weakness. Although he was not ready, Edo held up his weapon, despite the pain that dry his tachi. He perched on a chunk of masonry
he attacked. shot through his sword arm. Mouka could easily to contemplate the pool of death. More than
Steel flashed, unaccompanied by the sound of parry whatever stroke he made now, following insubstantial ghosts resided there. The hand
metal on metal. In Japanese fighting, swords with a death thrust. Yet Edo had to lash out a that covered Mouka's mouth at the last could
rarely touched; the weapons were not designed final time. One did not give up a fight simply almost have belonged to cousin Kiken, except
for defence. The best way to spoil a quality because it seemed hopeless, not when one's life that it had been a left hand. Kiken had lost his
blade was to use it as a shield. depended on the outcome. finger from the right.
Mouka twisted his thick torso, allowing Edo's Mouka halted two swords' lengths from Edo. Still, were not images reversed in reflection?
blade to sheer harmlessly past. He pressed his The latter's eyes narrowed. Was this some new Edo stripped to his loincloth and arranged his
own attack at once. The Moshigawa barely sport of the cruel heir? No. The confidence in clothing on the stones to be dried by wind and
recovered in time to withdraw, and then could Mouka's face gave way to horror. The man the sporadic sun. His spare clothing was with his
gain no respite, for Mouka did not pause. The strove to come nearer, but could not move his mare, which had undoubtedly been found and
Hairo knew he had his rival. Edo's attack was legs. taken by Hairo retainers. He had no reason now
clumsy. A few strokes would disarm him. 'What cowardly trick is this?' Mouka to leave the ruins. Mouka was headstrong, but
Edo sensed his doom, but did not yield to demanded. he would not have come here alone without
despair. He cared little about dying. He'd even Edo shook his head. telling someone. The patrols on the roads to
welcome the opportunity to join the others of his Mouka suddenly slashed the water with his Moshigawa Castle would come looking for him.
clan. To lose any hope of avenging them, long sword. The absurdity of the action so Edo smiled for the first time in three years. Let
however, was a bitter pill. He would be satisfied startled the fatigued Edo that he did not use the them come, he thought. I shall not meet them
to take but one Hairo with him — especially if opening to attack. alone.
that one was Mouka. Then Mouka was waist-deep in green water. The Moshigawa clan survived in their reflect-
He dodged a blow, knowing as he did so that Edo thought o f quicksand, b u t how the ed images; they would not now abandon Edo.
he'd moved too late. Mouka's blade swung gardeners could have created such a pit at the 145 Gordon Linzner

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'MAIL MORSTOSOUTHGATE

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 37
PENTJAK SILAT
- THE MARTIAL ARTS OF INDONESIA

by Graeme Davis
L--, •(C\ 111111 0 N - -

Kujungi K o w l i u m (head)
Riau Tho

C M M
0
Penjepit
Hwa-Kek (head) Kapak
Kris

1 6 ( ama
Sang K a u w Hongkiam-Kek (head) Rante

Pim
Tjaluk Segu Arbir

Chinese a n d Japanese m a r t i a l a r t s a r e Weapon Descriptions with a deep-cut concave cutting edge in


comparatively w e l l - k n o w n i n t h e West; one side a n d a s l o t a t o n e end, u s e d i n
indeed, t h e t e r m ' m a r t i a l a r t s ' i s o f t e n
(see Tables I and II)
throwing.
used t o r e f e r o n l y t o t h e C h i n e s e a n d Arbir: A t y p e o f p o l e a r m , s i m i l a r t o a Rante: A flexible weapon consisting of a
Japanese f o r m s . A m o n g t h e islands o f naginata b u t w i t h a v e r y h e a v y s h a f t length o f l i g h t c h a i n e n d i n g i n a spike,
Indonesia, however, there is a bewilder- about 2" in diameter, and a broad spike at blade, or weight. May be used to entangle.
ing number and variety of local martial art the butt end to enhance the effectiveness Segu: A t r u n c h e o n o f s o f t metal, o f a
forms, e x t e n s i v e l y d e t a i l e d i n D o n n F of butt strikes. Overall length is about 5'. similar shape to a tonfa, but held by one
Draeger's book Weapons a n d Fighting Chometi: A w h i p of leather, h u m a n hair end r a t h e r t h a n b y t h e p e r p e n d i c u l a r
A r t s o f Indonesia, w h i c h m i g h t be used or chain, 3 - 5 ' long, w i t h a long handle. handle.
by t h e D M o f a n A D & D ® g a m e a s a n May be used to entangle.
interesting source of exotic weapons for
the M o n k or for other character classes,
Hui-tho: A flexible w e a p o n s i m i l a r t o a
Rante (qv), consisting of a blade, normally
Other Weapons
w h i l e the B u s h i d o enthusiast will find a rhomboidal in shape, fixed to a 3 ' length There i s a w i d e v a r i e t y o f k n i v e s a n d
wide range o f n e w 'exotic' bugei w h i c h of cord. M a y be used to entangle. cleavers used in the various forms of silat;
can provide interesting variants f o r t h e Kapak: A small t h r o w i n g hatchet w i t h a most c o m m o n a r e t h e P s i a u , a s h o r t
Budoka. broad convex cutting edge, often hidden general-purpose k n i f e o f v a r y i n g f o r m
in the sleeves or neck of a garment. and dimensions; the Parang, a machete-
Many o f t h e w e a p o n s , p a r t i c u l a r l y t h e Kiam B o k i a m : A w o o d e n o r b a m b o o type bush knife varying in length from 10"
wide range o f knives, s w o r d s a n d pole- 'sword', s i m i l a r t o K e n d o b o k k e n o r to 3 6 " ; a n d t h e Pedang, a short single-
arms, may be treated for game purposes practice swords. edged sword. Similar to the Pedang is the
as equivalent t o European o r Japanese Kowlium: A s h o r t polearm, w i t h t h e Golok, a heavy cleaver-type knife w i t h a
weapons listed i n t h e rulebooks o f t h e appearance o f a b o a t h o o k t o w h i c h a broad, b l u n t tip, s i m i l a r to the European
two games (for adaptations of some of the spearhead h a s b e e n attached. M a y b e medieval Falchion. O t h e r more localised
more distinctive Japanese weapons to an used to disarm. forms i n c l u d e t h e K e l e w a n g , a s i n g l e -
A D & D format see my earlier article), but Paku: A double pointed t h r o w i n g spike, edged longsword w i t h a notch on the top
there a r e several c o m p l e t e l y ' n e w ' used as a shuriken, 2-3" long. Supposedly edge n e a r t h e tip, t h e K u j u n g i , a s h o r t
weapons a n d t e c h n i q u e s , w h i c h a r e very difficult to master. knife with an extremely complex serrated
adapted b e l o w i n t o b o t h A D & D a n d Pendjepit: A pair of tongs, like cocktail- blade, t h e Tjaluk, a short, claw-shaped
Bushido f o r m a t s . C o s t a n d availability bar ice tongs, w i t h spikes o n t h e i n n e r double-edged r i p p i n g k n i f e w h o s e t w o
are l e f t t o t h e i n d i v i d u a l r e f e r e e t o faces. U s e d a g a i n s t l i g h t l y a r m o u r e d edges r e p u t e d l y m a k e i t a v e r y difficult
determine; although many of the weapons opponents t o tear t h e flesh i n t h r u s t i n g weapon to block, and the Pringabus and
may be improvised with relative ease, and attacks. Tadji, w h i c h a r e stilettos s i m i l a r t o t h e
others w i l l b e f a i r l y c o m m o n i n t h e i r Petjat: A r i g i d o r s e m i - r i g i d w h i p o f Japanese Aiguchi, the former of bamboo
'home' area, many will only be known and coconut fibre, 4 - 6 ' long. N o r m a l l y u s e d and the latter of metal. The Chien, paired
used within that area, so that it may prove for blinding attacks to the face. Chinese double-edged shortswords, and
difficult to come by not only the weapons Piau: A heavy type of shuriken, consisting the J a p a n e s e K a t a n a a r e a l s o w i d e l y
but also tuition in their use. of a r o u g h l y rectangular plate o f m e t a l used.
38 I M A G I N E tna9azine, April 1985
Exotic Weapons — Table I: Statistics for the AD&D® game
Name Weight Damage Length Space Speed AC Adjustment
(gp) S/M L Reo'd Factor 10 9 8 7 6 5 4 3 2

Arbir 75 1-6 1-10 5' 3' 3 1 2 -3


Chometi 20-40 1-3 1-2 3-5' 5' 6 -1 — -1 -2 -3 -4 -5 -6
Hui-tho 5 1-4 1-2 3' 5' 7 +1 1 1 2 3 4 5 6
10 1-4 1-3 1/2-1' — (fire rate 2) +1 1 2 3 4 5
Kapak
Kiam Bokiam 25 1-4 1-4 3' 4' 5 +1 -1 -1 - 2 -3 -4 -5
Kowlium 50 1-4 1-4 c 5' 3' 5 -1 -1 -1 -2
1 1-2 1-2 2-3" — (fire rate 3) +1 — +1 1 2 3 4 5
Paku
Pendieoit 5 1-2 1-2 4-6" 1 +1 — — -1 -2 -3 -4 -5 -6
5 1-3 1-2 4-6" 5' 7 +1 — -1 - 2 -3 -4 -5 -6 -7
Petjat
3 1-3 1-2 3-4" — (fire rate 2) +3 +1+1 — — -1 -2 -4 -6
Piau
Rante 10 1-3 1-2 4-6' 3 6 +1 1 1 2 2 4 6
25 2-5 1-3 1' 1 +3 — + 2 +1 — — -1 -2 -3
Segu

Exotic Weapons -- Table II: Statistics for Bushido


Name Min STR Range Damage Weight (lb)

Arbir 10 Long/Medium D6 (Butt D3+1) 8


1T h e s e weapons
Chometi 5 Medium D3 3 may be used by
Hui-tho 2 Flex D3+1 (Entangle) 0.5 untrained

Karmic' 2 Missile D3+1 1 characters w h o


are skilled in
Kiam Bokiam 10 Medium D6-2 3
Shurikemutsu, at
Kowlium 10 Long/Medium D6 (Butt D3, Disarm) 5 a penalty of - 1 0 %
Pakul 2 Missile D3-1 0.25 to c u r r e n t
Pendieoit 5 Short D3 1 Shurikenjutsu

Petjat 5 Long/Medium D3+1 1 score.


Except as noted,
Piaui 2 Missile D3+1 0.5 all w e a p o n s are
Rante 2 Flex D3+1 (Entangle) governed by

Segu 10 Medium 06-1 'exotic' bugel.

The m o s t distinctive o f t h e Indonesian


knives is the Kris, a broad-hilted dagger
with a n u n d u l a t i n g , s n a k e l i k e p r o f i l e ,
w h i c h may vary in length from 5 " to 30".
The Kris is surfbunded by a great deal of
folklore; all are assumed to have a spirit,
and s o m e h a v e b e e n r e p o r t e d t o h a v e
magical p o w e r s , s u c h a s t h e a b i l i t y t o
wound o r kill b y being pointed a t a n
enemy (similar to the AD8ED spell f i n g e r
o f death), o r b y striking t h e s h a d o w o r
footprint of the victim. S o m e have been
known to warn their owners of danger by
rattling in the sheath, w h i l e others have
leaped into their o w n e r s ' hands or even
fought b y t h e m s e l v e s , l i k e t h e D & D
dancing s w o r d , a n d several h a v e been
said to be able to scare off attacking wild
animals by their mere appearance.

There are several detectable Chinese and


Japanese influences in the present forms
of silat, and this shows up most clearly in
the f o r m s o f some o f the weapons. The
Tjabang is a weapon almost identical t o
the Jitte, and the To y a is very similar to
the Bo staff. The S i a n g k i a m are a pair of
short batons, s i m i l a r t o the J o stick b u t
w i t h pointed ends to allow an additional
stabbing a t t a c k , a n d t h e K w a n t o a n d
Sjang Sutai are both polearms similar to
the J a p a n e s e N a g i n a t a o r E u r o p e a n
Glaive, w h i l e t h e K w a i has t h e appear-
ance of a Tonfa made by pushing the main
shaft t h r o u g h a h o l e i n t h e b l o c k y
crosspiece.
39
I M A G I N E magazine, A p r i l 1985
Medium a n d close-range w e a p o n s i n - Silat o f M e n a n g k a b a u s p e c i a l i s e s i n
clude the Roti Kalong, a type of knuckle- blocking attacks and evading holds; t h i s
duster w h i c h m i g h t b e e q u a t e d w i t h skill m i g h t be rendered into A D & D terms
Japanese Shuko, and the Tekken, a short by suggesting that a M o n k of 8th level or
cane w i t h a crooked end like a w a l k i n g higher practising t h i s a r t i n c o m b a t b e
stick, u s e d f o r blocking a n d tripping a n allowed a saving t h r o w vs Breath, modi-
opponent. fied by dexterity, to parry any open hand
attack or evade or escape from any lock or
Unarmed Combat hold. T h i s m a y be extended, a t 1 2 t h o r
higher level, t o e s c a p e f r o m b o n d s o r
The f o r m s o f u n a r m e d c o m b a t v a r y entanglement.
considerably from area to area, but for the
most p a r t t h e y m a y b e considered, f o r Perhaps t h e m o s t u n u s u a l u n a r m e d
Local f o r m s o f p o l e a r m a r e m a n y a n d game purposes, t o be equivalent t o t h e combat f o r m i s H a r i m a n S i l a t ( ' Ti g e r
often complicated; while there are several Japanese arts of Karate or Judo for which Silat'), again from Menangkabau, w h e r e
Naginata derivatives, there are also more rules a l r e a d y exist. S o m e aspects a n d all combat takes place from recumbent or
complex designs, s u c h a s t h e K w a - k e k techniques, however, are sufficiently dis- semi-recumbent positions, consisting o f
and H o n g k i a m - k e k , w h i c h s e e m b e s t tinctive to warrant a separate description. scything hooks w i t h l e g s and a r m s a n d
classified a s F a u c h a r d - G u i s a r m e a n d diving grapple attacks. This form is said to
Fauchard respectively f o r A D S L D p u r - One t e c h n i q u e c o m m o n t o m a n y l o c a l have developed from combat on w e t and
poses, or as exotic forms of Ono, double- silat f o r m s i s t h e ability t o rise f r o m a n slippery r o c k surfaces, w h e r e s t a n d i n g
edged and single-edged respectively, for apparently c a s u a l s i t t i n g o r s q u a t t i n g and f i g h t i n g i n a n u p r i g h t p o s i t i o n i s
the B u s h i d o system. S t r a i g h t a n d K r i s position into an attack in one sudden and difficult, a n d a s w e l l a s g i v i n g t h e
bladed s p e a r s a r e a l s o c o m m o n , a n d very swift move, gaining surprise against practitioner an advantage on treacherous
trident-type weapons, sometimes with up an o p p o n e n t w h o b e l i e v e s h i m s e l f t o footing, a l s o m e a n s t h a t h e i s f a r f r o m
to s e v e n t i n e s a r e a l s o u s e d i n s o m e have the upper hand. helpless w h e n knocked d o w n , a n d m a y
areas. O n e w e a p o n w h i c h s e e m s t o be quickly g a i n t h e u p p e r h a n d against a n
intermediate b e t w e e n a p o l e a r m a n d a The Setia Hati Terate form is primarily an overconfident opponent. F o r g a m e p u r -
hand-to-hand weapon is the Sang K a u w, evasive system, and makes extensive use poses, this style is best treated under the
a paired long-handled pruning-hook with of r a p i d h a n d m o v e m e n t s ( a s w e l l a s rules a l r e a d y established f o r j u d o w i t h
the appearance of a very light Guisarme mesmerism, it is reported) to confuse and regard to holds and grappling attacks.
or Fumata-yari. misdirect an attacker, while the Kumango 0k5 Graeme Davis
THE CHAMP tom Of LOGRES RovE ForZ114. AM, MANYAPNEKTURF-sBEFELL HINI I r \ H E Ici4tGliT OF TRE RUSTIC_
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40
1MAQINE magazine, A p r i l 1985
GAIVIE COMPANY
Clubs

STORJLtb 'eS• I f y o u have a dub to ativertise, or wish to find a club in your


area, you can place afree notice in this cottunn. Just write to
IMAGINEN nta9azirw, The M a Ratfunore Road Cambridt3e
LARGEST PLAY-BY-MAIL GAME IN THE UK First, existing groups

B L A C K P O O L : Fylde Fantasists concentrate on MERP b u t also play


A P l a y - B y - M a i l g a m e w i t h a D8ED f l a v o u r ' AD&D, Cthulhu and others if there's enough interest. Wargames also.
No-one under 16. Free first week, 50p thereafter. Contact Steve Barr
' 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 on Blackpool 4 7 1 0 5 .
w o r t h y game. It has been running for several years n o w
B R A D F O R D University Fantasy Wargames Club meets at Richmond
and has a large n u m b e r of players. C o m p a r e d to others
Building, in the Mezzanine, on Tuesday evenings, 6 . 3 0 - 1 2 p m .
of its kind it is not expensive and it goes out of its way to
encourage c o m m u n i c a t i o n b e t w e e n players. I f o u n d ERITH, K e n t : E r i t h Wa r g a m e s G r o u p m e e t s e v e r y f i r s t a n d t h i r d
the initial scenario interesting, and the world lived up to Tuesday from 7 - 1 0 p m at the Church Hall in M i l l Road. Contact Andy
this promise. The fact that they are h a n d - w r i t t e n merely Fletcher on Dartford ( 0 3 2 2 ) 3 3 5 0 0 8 or Rex Smith on Dartford 330444.
testifies t o the i m m e n s e a m o u n t of e ff o r t put in by the
G M . So, w i t h its regular newsletter, C r a s i m o ff ' s World P O RT C H E S T E R , H a n t s : Portchester FRP & Wa r g a m e s Club meets
is a friendly, e ff i c i e n t and relatively cheap game to play, the first Sunday of every month at the Portchester Parish Hall, Castle
St, 1 0 . 3 0 - 2 1 . 3 0 . Contact Tom Morgan on Cosham 379451 Extn 2446.
and i f you w i s h t o t r y a c o m m e r c i a l P B M g a m e w i t h a
d i s t i n c t l y D & D game-ish flavour. I w o u l d unhesitating- S O U T H W E L L , N o t t s : A (currently namesless) games club meets a t
ly r e c o m m e n d i t . ' Easthorpe Hall every other Saturday, 2-5pm. Currently 20 strong, they
play AD&D, D&D, Car Wars and Warhammer. Fees 30-40p, depending
As reviewed in I M A G I N E 1 8 on numbers. Secondary school age or above welcome. Ring Chairman
(Southwell 8 1 2 8 9 0 ) or Secretary (813728) between Eipm and 9.30pm,
or w r i t e to the Secretary at 15 Pinewood Close, Southwell, Notts.

Ear Wood S W I N T O N , M a n c h e s t e r : Wa r l o c k s a n d Wa r r i o r s , a n A D & D , D & D ,


T&T playing group; w i l l play anything, even Cthulhu. Contact Trog, 9
Lime Av e n u e , S w i n t o n , M a n c h e s t e r f o r details. A l s o nearby clubs,
contact us for competitions - Thanks.

N o w w i l l lone garners please come forward...


THE M A J O R US PLAY-BY-MAIL GAME
EALING: Stranded fighter (18) seeks c l u b / f e l l o w players. CoC, A D & D .
M Platt, 11 a Montpelier Avenue, Ealing W 5 2XP. Tel 9 7 7 9771
EARTH WOOD has been running 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 G L A S G O W : 18-year-old Bushido player, willing to try other games, is
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 looking f o r players i n t h e Govanhill, To r y g l e n area. W r i t e to J a m e s
c o m p u t e r - m o d e r a t e d Play-By-Mail game in the UK. Tw e n t y - Ca lderwood, 3 0 Boyd St, Govanhill, Glasgow, or phone 4 2 3 7140.
five players c o m p e t e all t h e cities o f E a r t h w o o d and be t h e
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 S TA M F O R D : Is your role-playing group willing to take on a novice?
w i t h t h e first k n o c k o u t s after six m o n t h s . Please contact Steve at 31 M o u n t b a t t e n Avenue, Stamford, Lincs if so.
Each player is either a king or a f a n t a s y race or a p o w e r f u l Telephone 5 3 0 6 9 .
c h a r i s m a t i c character in this w o r l d o f conquest and sorcery. Events
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 Further (6,tol15 o f some events have appeared in previous issues.
trolls, w i l d m e n and others i n t o y o u r service, o r even c o n t r o l
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 MANORCON: Those w h o thought you'd missed Manorcon ' 8 5
characters may also control or capture cities, upon which you because i t clashed w i t h GamesFair m a y have t h e chance to attend
can spend gold to improve security, increase your w o r k s h o p 's after all n o details as yet, b u t it is likely to take place in July.
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 Y O R C O N : the Dragonara and Queens hotels, Leeds, on 5 - 8 April.
increase their p o w e r and k n o w l e d g e and thus aid your armies
E U R O C O N : Eindhoven, 1 2 - 1 4 April.
in battle. Spies can search out enemy strongholds, a t t e m p t to
do acts of sabotage, t h e f t and assassination. These are just a STUDENT NATIONAL WARGAMES CHAMPIONSHIPS: Bradford
f e w o f the o p t i o n s available t o a player in E A RT H WOOD. University, 1 3 - 1 4 A p r i l , f o r Ta b l e t o p a n d Fantasy Wa r g a m e s , w i t h
EARTH WOOD is completely c o m p u t e r - m o d e r a t e d , but the trade s t a n d s a n d A D & D a n d R Q c o m p e t i t i o n s . I n f o r m a t i o n f r o m
t u r n sheet and replies are w r i t t e n in plain English so that you Fantasy Wa r g a m e s Club, U n i v e r s i t y o f B r a d f o r d U n i o n , R i c h m o n d
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 Road, Bradford, W Yorks.
c o m p l e x charts and code books t o understand this game.
LEICESTER POLYTECHNIC WARGAMES CONVENTION: Provis-
ional dates 20-21 A p r i l .

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 SOL III: t h e Adelphi Hotel, Liverpool, 3 - 6 May.


E A R T H W O O D , s e n d a f . 5.00 c h e q u e / P O p a y a b l e t o K J C
Games. For this you w i l l receive a rulebook, set-up material, A L B A C O N 8 5 : Central Hotel, G l a s g o w, 1 8 - 2 2 July. GoH H Ellison,
the latest n e w s l e t t e r and the first f o u r rounds. Future rounds Anne McCaffrey. Details: 2 0 Hillingdon Gdns, Cardonald, Glasgow.
are f 1.25 each. European rates are as UK.
C A M C O N : a k a U n i c o n 6 , N e w H a l l college, Cambridge, 1 3 - 1 5
Return to: September. D e t a i l s f r o m N e i l Ta y l o r, P e r s p e c t i v e D e s i g n L t d , 9
KJC Games, Pembroke Street, Cambridge CB2 3QY
5 Vicarage Av e n u e ,
N O VA C O N 1 5 : W r i t e to Phil Probert for details of this November (?)
Cleveleys, Blackpool, convention: 32 Digby House, Colletts Grove, Kinghurst, Birmingham.
LANCASHIRE FY5 2BD.

Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 41
real firettilla ToTeTe lifeT
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10o o l d b l TIMEMASTER
ibldhdbiiibdbi&dhilba 1
Save t h e President (STP) comes highly
I S I Bored with medieval fantasy adventures, tired w h e r e you already exist, are handled in a
recommended — by its own designer! His
i h o p i of
yourlaser-toting
sanity? If aliens,
you are,orTimemaster
fed-up withmay losing
be lpol gayi cearls ainndtheir
methodical manner.regulations
roles, detailed To assist P g photograph adorns the box lid next to an
effusive endorsement of the game, and his
1 1 I just the game for you. As a member of the Time g o v e r n the behaviour of Time Corps agents. I name seems to be everywhere in the rulebook
P I 0 Corpsreturn in
to the
the dark
27th and distant
Century past
it is yourto duty
ensureto A gthee nCorps
t s areorforbidden
to take human lifethe
to reveal unnecessarily.
existence of 0 and components. I'd rather a game stood on its
own merits. Fortunately, I persevered; STP is a
14 1 I t that no-one tampers with history. Opposing N u m e r o u s parallels exist as well; alternate I memorable game which should always be
travellers, t h e laws of physics differ greatly. Timemaster given house room,
0 1 0 you are the Demoreans and renegade time e a r t h s and some really alien parallels where
It is an interesting premise. The US President
I I I T h e Demoreans a r e evil shape-shifting o f f e r s a wide variety of settings, allowing many must journey from the White House to the
• aliens from
0 disrupting another
history. I nparallel,
various dedicated
guises they t o Iepisodic,
d i v e r s e adventures
this cantoinbeovercome
played. Play is very • Capitol f o r h i s Inauguration. Players a r e
extended but adventures be by running
one time period. American or Russian undercover agents: their
alter history.
1 0 I journey to theThe
pastpast
andis a haven
there to numerous
do their utmost to The rules are generally well presented and 1 mission t o protect or kill him. The two sides
are often blurred; I have seen the President
O A 0 renegades, time travellers who care little c l e a r ; unfortunately the introductory adven- 0 killed by a CIA agent! How come? First, players
fabric of time, n u m b e r of flaws. It is set on the Western Front
1 0 I whether their actions cause any disrupt the t u r e is not. It looks rushed and contains a 0 keep their identity concealed. Second, the

reefere-•swen
Presidential route is not pre-determined. It can
0 0 NI A g e n t s of the Time Corps are recruited from i n 1917 and the picture it paints of the area is I I prove difficult to give him adequate cover or to
Century. Here they are trained and given the e t t e s with their heads clearly visible above the shoot him. This 'rideabout' is unrealistic but it

lava
l e I a period in Earth's past and brought to the 27th l u d i c r o u s — German soldiers smoking cigar- •
b i d i l best equipment the Corps can provide. A wide t o p s of the trenches. You would think anyone
!variety of skills is available to player char- s t u p i d enough to do that would have died long
acters, from impersonation and investigation a g o ! The adventure also follows a set course,
l a i
l h o kr Corps
to martial
agents
arts and
a r e beam
also weapons
trained iskills.
n various
Time speciality
b u t information
data is in
likely
thetocharacters'
have players
historical
wishing
I p1a r a n o r m a l talents — such as paranormal t o take a different course from that presented

,isI1
0 0 how things
0 memory whichshould be even
allows if history
characters has been
to remember going to7be a feature 7 of further/ Timemaster
altered, or telepathic probe which allows Time adventures remains to be seen.
W P M M I V, Nk. •

Po0 Corps agents to determine a person's true


identity — very useful for identifying shape- master has a lot of potential. Players can
experience many different situations and save
qA . I l

1 . 1
l

e
0
l i I changing Demoreans.
to the Continuum (which provides background
P o I n c l u d e d in the box are the rulebook, a Guide
theWith
world
itsnumerous times of
infinite variety over. I onlyTime-
settings hope
that future modules are of a higher standard
O
I
S - v . . . . . , • TR', VrilLR.;:79. UAL
0
0 / 1

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l a b I o n a number of historical periods), a short t h a n the one in the box. Otherwise Timemaster
introductory
paradoxes,
adventure,
such
e aasmap
accidentally
and counters.
m killing i s destined
i l to be just
T another
a rpg. g
e'ill'''ACI

0 iP oT411rol ollroTo'
s '
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1
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one's own grandmother or visiting a time
01,6 Jim B a m b r a r

lPeoossosessesseessecolaososs‘„, _ _ oo
in the module. Whether this kind of plotting is o l ... 0 4 1

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Halls of the Dwarven Kings L11
Lep1
Opening the box for the first time, no purchaser i t s e l f is a tense, edgy affair for players if DM'd n o t always easy to see. The clues have a nice

L0
of Halls of the Dwarven Kings is likely to be according t o the booklet, and there is an f e e l — although i t is rather naive of the
disappointed. This is a lavishly-equipped DM increasing temptation to swing the sword first, d e s i g n e r to advise DMs to add to these. My
aid, the product of the joint talents of Beast a n d delve into the hidden depths o f the p l a y e r s can just about recognise my hand-

PIN1
Entz — the publishers of Tortured Souls! — characters second... I strongly recommend w r i t i n g when compared to printed material.
and Endless Plans. So, for your £7.95, you get D M s not to make the Dwarves too hostile at T h e s e two faults aside, the DM has everything
tw
a scenario booklet, a DM's screen containing f i r s t , contrary to what might be implied by the r e a d i l y at hand.
the maps and a quick reference guide, several a d v e n t u r e description. There's an excellent T h i s is a good package. If it is not a great
sheets of Endless Plans to enable the DM to p l o t going on in the background, which the s c e n a r i o , it certainly isn't one of the worst I've
a lI
rereate the locations of the Halls, and several p l a y e r s can only truly understand through e v e r run, and with some creative alterations,
artifacts to hand to players at key points in the interaction with the N PCs — don't let the c a n be very good. Be warned, HDK does need
adventure. All are of good quality; I don't think f i g h t i n g start from the first room. w o r k — it's written in a loose RuneQuest style
anybody will complain about the value for T h e DM should otherwise find HDK a delight w h i c h makes it possible to translate into either
money of this boxed set. t o run. The screen/maps are very clear in o f the D&D games, but not easy. But if you're
The scenario itself didn't quite come off, themselves, although if the floor plans are to t h e sort of DM who likes to buy ideas and work
There are loose pages giving extensive details b e used for figures, etc, the DM must do as o u t the details after, this i s a n excellent
of the major NPCs, which allow plenty of m u c h preparatory work on these as possible, p r o d u c t .
a
wP*11
I1
opportunity for role-playing, but the adventure a s the relations between the various pieces is 1 , 0 Paul Cockburn

e a t e r a r e e n Weed ITOWOWCOW. Weari 1


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works. M u c h o f t h e g a m e s a t m o s p h e r e i s chance o f a h i t d e p e n d s o n t h e P r e s i d e n t ' s Eye of the Serpent I l e


generated by action cards. The physical quality position in relation to the placing and n u m b e r
I 0
of these, and of the counters, is poor. A glossier of a g e n t s r o u n d h i m o n t h e r o a d grid. Rival
feel c o u l d h a v e b e e n given t o t h e m , b u t at a agents m a y be i n a position e i t h e r t o h e l p o r After
seriesthe
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higher cost n o doubt. O n e w e l c o m e t o u c h i s hinder a n assassination a t t e m p t . U S a g e n t s
had a l omt oto
The d ulive
l e cup
a nto.b e p l a y e d a sI a g r o u p 0
the i n c l u s i o n o f s i x p l a y e r p a m p h l e t s w h i c h may make, o r help in, a long-odds a t t e m p t to
ease play. conceal their true identities a little longer. adventure or one-on-one (one player, one DM) I l e
So, a s ' T h e O l d D u f f e r ' m o v e s , p l a y e r s Overall, STP does not live up to its designer's
w
ori tM
h othe
n k player choosing
character, all 1sttolevel.
be a The
Ranger, Druid I
character O W
activate t h e i r agents, t r y t o neutralize o t h e r s extravagant claims, b u t i t is a strong design,
and h u s t l e f o r position. T h e opportunities f o r offering a diverting contest of bluff and chance.
confounding your rivals are great. Pieces move One game option includes the Soviet Premier is then accompanied by three NPCs as they try 1
down a m u l t i - c o l o u r e d g e o m e t r i c s t r e e t n e t - on a S t a t e Vi s i t and several additional s c e n - to m a k emtohueni rt awi na valley
looking y d o w and
n a thence
r a t h e r to
a r tthe
i f i c Eye
ial- ' 0 I 1
work, although some of the colours are hard to arios are available, b u t I h a v e n ' t seen these. of t h e Serpent. To m y m i n d o n e p l a y e r a n d
differentiate on m y copy. M o v e m e n t is by no For its price STP has f e w serious competitors
means certain a s access can b e refused a n d but be warned.., i t i s r o u g h o u t t h e r e o n t h e bit a n d i n d e e d w e playtested i t a s a g r o u p
routes can be mined. Even once some of your
agents are in position, success is not guaran-
streets. A t h i s s e c o n d i n a u g u r a t i o n L i n c o l n
offered 'malice toward none'. D o n ' t bring t h a t
1 adventure.
three NPCs is stretching the one-on-one idea a 1 0 1 )

teed. T h e President m u s t first b e wounded; a kind o f n a m b y - p a m b y, h u m a n i t a r i a n a t t i t u d e theThe


m omain
u n t a part
i n wof
h i the
c h module
c o n s i s t sis othe
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second shot terminates (note CIA-type jargon). with you to STP. It w o n ' t get you very far... encounters l i n k e d b y various r o u t i n g s w h i c h
The F i r i n g R u l e s a r e s i m p l e y e t c l e v e r ; t h e " § M i k e Perry can either be open or closed depending on the

i I P A P A p principal character chosen. The idea is that by / 1

wootassOINSA0000•0000•01 controlling w h a t the party encounters the DM


creates a n o p p o r t u n i t y t o u s e t h e s p e c i a l

r 1 ' • • • 'ftmlINOSOI abilities of the chosen principal character. A n


unfortunate side-effect, however, is that there •
is v i r t u a l l y o n l y o n e p a t h t o t a k e d o w n t h e
mountain. T h i s m e a n s t h a t t h e m o d u l e
becomes just a fixed series of encounters with i N

very l i t t l e c hyou
Admittedly o i c are
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direction
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any of I O A
the routings but it seemed pointless to change I O W
the suggested routings before trying them.

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Wit times the n u m b e r f r o m t h e FF. H o w e v e r, it is


no g r e a t p r o b l e m t o i m p r o v i s e f r o m t h e ./ 0
statistics given o r j u s t to substitute a better- I /0

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Product Information 0 secret entrance moves. s o u -n d s like? l i
Timemaster is a Pacesetter game. obtainable through Games 1 0 0
WotIs lutp,
s 27, 29 Sunbeam Road, London NIVIO 6JP w 0o rTl hdo t, h and
- A mhe
o nnow
i s aintends
s o r c e rto
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t a k i n g of
o vConan.
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Halls of the Dwarven Kings, produced by Beam Eno/Endless, 4 Conan gathers three friends and sets off on a v i o l e n c e a n d l a c k o f clerics. T h e r u l e a l t e r - P
Hans, costs (7.95 from Beast Enterprises, Divinity Rd, Oxford I I I ,
Save the President is front Games for Pleasure, 9 Avenue Road, I I jtheir
o u r n eown
y o fcharacters, but the module
epic proportions. Playersisc a
written
n u s e ba1 at icok ng sr o aurned t of o sr uConan,
p p o r t t ah les os pintroducing
e c i a l c a m p Fear
aign •
London NI2 8PY. Price .(9.99
UK5 - Eye of the Serpent and CB2 - Conan Against Darkness 4 a r o u n d the chardacdterTshof Conan & Co, soltthlishtios tahndAHDeg,roDism:vthese a r e
are modules for the AD&D/8, game from ' r s i t UK Ltd, T h , s c e n a r i o ei s implemented well in 1 O S
0 episodes, 0 e
Mill, Rathmore Road, Cambridge. £495 each c m o s t separatedo b y h e a l i n g / t r a vre l - H o w e v e r ,n the journey does- not adapt well to
Addresses are for information only; products should be 4 l i n g time. This structure makes the adventure a scenario structure; the module may be c o - 1 0 1 0
available from you; lot al games shop
method o f ai nntde rsf o
disjointed, amcie
n tgi mb eest wpurposeless.
e e n e p i s o d eT
s hi e
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II t i t I A k A g i I P A P W I l i k . iI il IT I S S t r i t I N E S 1I I Pit r i art 1 El C R W A S T A I N PA r a T e d . i d e l K e e n ee
(n r
We're looking for
Could you talented writers and
write or draw artists who can offer
exciting material to this
for IMAGINEm magazine. If you want to earn
money from your hobby, then
magazine? contact Keith Thomson

, A l k 1
,te'lc
i 0 % . (editorial) or Phil Kaye (art).
f p ,
,i9atainamaninummumummonmommmonsimmy Nam anualonsmilmwoommoviemsommk,, ,„
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We want:
* Scenarios — about 7000 words.
* Brief Encounters — 3000 words.

- * Other FRP articles on any games
system.
* Articles on other forms of adventure
gaming, or hobby-related subjects.
* Filler art.
* Fiction.

• _


dd oft;ioutffiotiloio.e,lb

44 Please mention IMAGINE magazine when replying to advertisements


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p0 AD8cD®: Morgenkainen's Fantastic Adventure i 0 11


g The f a n t a s t i c a d v e n t u r e t a k e s p l a c e u n d e r M o r d e n k a i n e n h a s t h e K e y ( l i t e r a l l y ! ) a n d c a m p a i g n is a high r i s k / h i g h gain one. I O S I

0 Maure C a s t l e i n t h e W o r l d o f G r e y h a w k a c c e s s t o t h e t h r e e d u n g e o n l e v e l s b e y o n d O n the w h o l e W G 5 has the feel of an early1


high level A D & D world. Four of Gary Gygax's d u n g e o n itself is not quite so easy. e x p l a n a t i o n ; instant kill encounters; and over-
I 4 c a m p a i g n , t h o u g h i t c o u l d b e located i n a n y p r o v e s to be little problem for our heroes. The g e n e r a t i o n dungeon having traps w i t h no real
dungeon
PI O c h a r a c t e r—
s Yrag,
w h o Riggby,
o r i g i n a lBigby
l y a t t of
e mhand
p t e d fame
t h e t Eh eGr eG is asome
d m i t sthinking
i n t h e involved
p r e f a c e this
t h a tisa mainly
l t h o u g ha o
s ci gc h
upt sa nsuch
t s a as
way past the unopenable
neglecting doors to II 1
to give the dungeon 1I

slightly a l t e r e d , f o r u s e a s p r e - r o l l e d c h a r - c o u l d easily hack and slay the party. There are t h o u g h f o r t h e s t a i r s t h a t d o n ' t m a t c h u p
il t eacters.
e PHB)Originally
a n d Mwritten
ordenka ini n1e9n7 2—
- 7 3a rby Robert
e g i v e n , ht w
a co k encounters capable
and slay module andofan
killing a character
overzealous DM bg eet tw e
t oe n
t h levels
e c o r n2e rand
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playthe
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makes Gygax)for
it possible a m
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guy! that udoesn't
p include
s i sd o mee o n down!
e a t L a k e G e n e v a d r1a w i n g l e v e l 3 W I
g l y o u to f o l l o w in the master's footsteps. I t is possible to play this module using your I n conclusion then, n o t a bad o n e - o ff bit of

11 0 traditional
T h e d u n gset o
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) l i etsh ibseiysoan dd utnwgoe om
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t level ch ai m
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f u nmy
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ough I wouldn't use it in a I * i l l

111 O u n o p e n a b l e i r o n doors. F o r t u n a t e l y, t h o u g h , l i k e a l l A m e r i c a n A D & D s e e m s t o b e , y o u r


I f t 0 Chris H u n t e r W
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s dLegends o f N i p p o n is some o f a depart- a r m o u r b u t i n ' s t r e e t c l o t h e s ' , a n d , a t l a s t , ' " detective' t r y i n g t o solve t h e m y s t e r y o f t h e ' I
g ure for Dixon M i n i a t u r e s — after all, t h e y are s o m e female figures t h a t are not in chain mail 1 murder of Major Fawcett. 10 O N I
0 1 0 fantasy f i g u r e s . B u t , a s m i g h t b e expected, b i k i n i s ! O n l y t w o u n f o r t u n a t e l y, a n d n e i t h e r T h e game takes about three minutes to load,
time. Yo u are then presented w i t h the picture
s
Dixon h a s m a d e h i s o w n — J a p a n a n d t h e S a m u r a i w o m e n ) , b u t b o t h a r e n i c e l y posed. Pi I
i t h e y are based solidly in t h e area t h a t Trevor h a s a n a g i n a t a ( t h e t r a d i t i o n a l w e a p o n o f a n d manages this sometimes diff icult task first
I I I O S a m n r a i . M a r k Coppelstone, the designer, has T h e o t h e r h u m a n f i g u r e s i n c l u d e a f a i r l y I of t h e o u t s i d e o f a l a r g e m a n o r h o u s e , a n d ill
i0611101 P e i
of f i g u r e s w h i c h a r e p e r f e c t f o r B u s h i d o w r e s t l e r ; P e r f e c t f o r a l l S u m o w r e s t l i n g I I
• • d o n e an excellent job in creating several series n o n d e s c r i p t bandit and innkeeper and a Sumo id e T s chr ei p tgame
i o n tocan
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effect. So far, so as a semi-I
good.
o l r a m u r a i B lIndeed,
campaign. a d e s o r aa n y F abird
little r E a sinformed
t e r n f a n t ams ey r o l e - p l a y e r s ! I graphic adventure; about 60% of the locations '1 0 0 4
that t h e s e w e r e i n t e n d e d a s t h e ' O f f i c i a l ' d e v iItl si s) tand he B a k e m o n(bigger
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I S I castings, w i t h n i n e o f the sneaky little devils c o m e w i t h separate weapons, allowing a good pi and west; you can see a book.' This illustrates I t i
making a n appearance, i n c l u d i n g o n e o r t w o d e a l o f variety w i t h a f e w castings. Overall: ' t hadventure
e o n e c ogames;
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u l t I f i n d wtend ith m toobs t d t o o l
0 * 0:unusual ones — one has a blowpipe, another a r e c o m m e n d e d , especially if you are looking for
"'mei b •

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I ' s iac perfect
k l e andgeneral purpose
chain. The Ninja thief.
0 t h e Samurai and Bonin a r e not i
d I n
For a change,
commander makes s o m e t h i n gI a bit different.

heavy A s
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m o l i m i l 1 Rcentral
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Product Information g a m e into a work of art, w i t h more atmosphere 0 0 t 4 1
• 1 0 0 4 Legends
W G 5 of- Nippon me fl otoFantastic
Morgenkainen's Dixon Miniatures,
AdventureUnit
is a 28,
ISRSpring Grove
product Mills,
for the AD&DLiruhwaite, Huddersfield.
game, pine LA.95 W
T hr e e• tdh a.n t h e p l a y e r c a n h a n d l e . P r o g r a m m e r s t a k e I • 1

P i 0 0 0 ' P r i c e s vary from 33p INinjal to 75p (Dai-onil 1 0 4 T o solve the riddle of the m u r d e r, you m u s t 0 W

s S O 1 1L i m
C i lt eud eEditions
s 0 i,Castings
a microare based atgame
adventure The Shot Tower
for the Studio, 38Irons
48k Spectrum Mill Imperial
Farm Crescent, Hounslow
Software I g r1 o 0 u 0n w
d a nsd e,r a frionu
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people whom you can question in the hope that
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II they will tell you something useful. Eventually 0 O
4 I L i m i t e d Edition Castings 1
I killed the Major,R their motive andI the weapon
k
P I I l L imited Edition Castings is one of the small r e p r e s e n t e d a frog and a book because that is I you should be able to form an opinion as to who g
:ompanies — t h e u s e d . A t that point you input 'guess' and enter
. l cw h i c h have sprung up at the edge w h a t t h e supplied d r a w i n g s h o w e d r 0 b 1
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let you get it although
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thehave been will
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1 0 I C )r two had to lurk coyly where the chest/altar/ T h e rest of the sculpting is similarly crude. I I enough of the adventure.
The 'skeletal heap' does indeed have one or I I I n p u t t i n g commands is by the normal verb b e
ioffin w a s supposed t o be, w h i l e unpainted t w o skulls poking out of bits of old sprue and I noun method, a n d directions b y t h e single g P w q .
;clod old days. Once upon a time, an unused d6 ' . .

00111:
1101 ' m it/them.
e d i e v a l Then
k n i g hcame
t s w floor plans, now we
e r e positioned
a5mm chairs, tables, barrels, doorways....
a r ohave
u n d rt uhnen casting
e r — butbegin?
where Fdoes
o r t hthe
o s erunner
interested i n Ii Ii letter.
end and adventure words. One
The computer nice most
knows touchof
isthe
that if yo
normal
creating a medieval/fantasy feel i n your Inn 1 input something the computer does not underul 0 0 1

S I ,;ories
L E C for the discerning
produce DM and
a w i d e range of player. Sadly, d
such acces- mieodr iaemv aa sl N
and
lowever, discerning D M s a n d players w i l l T e t l e y ' s beer pumps?
C Rencounters,
c a s h r e g i show
t e r, do
o ryou
1
m efancy
d i e v aal III stand
I n conclusion, Clues
it will tell you 0 i s a not
in French, pleasant l i n k. 0
English!
I game of slightly below average difficulty. Th(
',0oell
O O

S :
"I I w a s n o t i m p r e s s e d b y t h e s e p i e c es. A li
g r a p h i c s are well d r a w n , and the text, thougt
N ant little t o d o w i t h them. T h e pieces a r e 10 0
0 I -.;leanly cast but the quality of the sculpting is u s e f u l idea, to be sure, and maybe you could It sparse, is adequate.
0
'
are crude, cheap, and nasty. I only worked out
IIII I I I l h a r d l y worthy of the effort. To be blunt, they u sattractive.
e one o r t w o1 of the
1 bits,
4 butMiketheyBrunton
are not I S A D J Robinson
P I that the Magician's familar and book actually e s s e n t i a l t o t h e g a m e s , n o r p a r t i c u l a r l y1 I I I N A L W 11.1 A P A P P W a L W A I I h O & 0 4

TA I I M 1 . IW W II rgW II t ti PI a &Whi M S ra I rd 1bWAIr a rd M 7 a re Ie r 1 1 7 M 1TA I I T T I iWWIAI rd A r a F q . g

• ArAO • W• •O. VI 0O tZ LOOSI


01 W e W ilkOOO
. W I. I a P O p p O d rOVTOW01 r e e l I IaLOPOf Sriipa
S Id
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I' 1
A WEE .1'11imii••••••••••—•
The great wheel of
WORD OF the bestselling DUNE
saga takes another
unexpected turn
ADVICE CHAPTER HOUSE
'See you, Jimmy! Nae doobt ye'll be wantin' a new
binder to keep your IMAGINE magazines in gud
condition, and ye willnae want to spend a fortune
either.... So I'm here the-day to say that we have the
very thing, and it's no a pig in a poke. It's a patriotic
Ii
Frank Herbert
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And if you don't get one, and your wee sister spills
Irn Bru all over your precious magazines, it'll be nae use
greetin'. So fetch a pen and fill in the form below.' Just published E8.95

Please send me b i n d e r s at £3.25 each (+ f l p&p).


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Name HERETICS OF DUNE


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GET BACK!
Iwo years of the best in fantasy role-playing aids
Back copies of most issues are still available from the publisher

1Introductory scenario; figure 16 EGYPT SPECIAL: mythology,


painting * magic, scenario; PELINORE
3 AD&D scenario; Dave Langford 17 CELTIC SPECIAL mythology,
fiction scenario, Drow *
4 STAR FRONTIERS® game 18 SF; Creating Monsters; Games
scenario; Anne McCaffrey fiction Without Frontiers *
5 CELTIC SPECIAL: new druid 19 Companion Set scenario; Golems;
spells, Celtic mythology Private Lives of NPCs II *
6 Acrobat class; multi-system 20 CLERICS SPECIAL: new spells,
scenario; Ian Watson fiction new weapons, alignment *
7 The DRAGONQUEST® game; 21 MARVEL SUPERHEROESTM
introduction and scenario game; grow-your-own-monsters
8 Cantrips; Sorceror's Apprentice 22 MICHAEL MOORCOCK
9 0-level MU scenario; cantrips; SPECIAL: fiction, scenario,
boardgame interview; Vampires; Solo
10 Phantasmal force; AIMED scenario Gamebooks
12 Solo Adventure; Terrain/Climate; 23 Ghosts; Languages; Multi-Character
Brief Encounter; Enchantment * games; Board Wargaming;
15 Gamesfair '84; Marsh Dragon * PELINORE overview
* Stocks running low, please order now to avoid disappointment

E1.00 each, plus 50p P&P per order (UK price only).

46 Please mention IMAGINE magazine when replying to advertisements


Colin Greenland, author of

Fantasy Media Daybreak on a Different


Mountain and co-editor of SF
magazine Interzone, reviews
the latest additions to the
fantasy/SF media,

governments prepare macabre imagination paints London as a


to blow each other off lurid carnival o f sinister gypsies, vicious
the E a r t h . P e t e r clowns, b e g g a r tyrants, w e r e w o l v e s ,
Hyam's 2 0 1 0 (MGM, ghouls and eyeless things that scuttle in
PG) is a tense space the sewers. No GLC improvement grants
drama w i t h excellent then, either.
performances f r o m
Helen M i r r e n a n d Keith Roberts's first novel T H E F U R I E S
John L i t h g o w, a n d is back i n p r i n t (Penguin, E l .95). Tr a d -
glorious special itional British sf adventure, this, a decent
effects. For everyone enough read, b u t n o t f o r close e x a m i n -
w h o was mystified by ation. T h e r e ' s n o convincing reason f o r
2001. the i n v a s i o n o f g i a n t k i l l e r w a s p s ,
especially s i n c e t h e n a r r a t o r a d m i t s
On v i d e o : D i s n e y ' s they're biologically infeasible; n o r d o e s
computer-caper their eventual defeat make m u c h sense.
TRON (Rank), i n But in b e t w e e n Roberts w a s already (in
which t h r e e p l u c k y 1966) showing his talent for vivid descript-
young p r o g r a m m e r s ion a n d detailed landscape, t h e scarred
descend into the micro- countryside of Wiltshire w h e r e our hero
world t o b a t t l e t h e gets firmly dug in.
Master C o n t r o l P r o -
gram w i t h a s a c r e d A more welcome re-issue is CJ Cherryh's
frisbee. L o s e s m u c h THE CHRONICLES O F MORGAINE,
of i t s e x c i t e m e n t o n now in one fat volume (Methuen, f2.95).
the little screen. Deep i n a n u n f a t h o m a b l e f u t u r e , t h e
safety of all t h e w o r l d s is threatened by
Charlie the I C E M A N the transdimensional Gates, relics of an
(CIC Video) has been unknown alien culture, and by the male-
frozen in a glacier for volent p o w e r t h a t s q u a t s u p o n t h e m ,
40,000 years when a sucking up human lives. A team of five is
survey t e a m d i s - despatched t o travel t o the ends of t i m e
covers him and thaws and space, a n d close t h e Gates. In g r i m
him out — alive. One battle, f o u r die. Only Morgaine remains.
faction w a n t s to dis- Isolated, n u m b e d by suffering, hardened
sect t h i s s p e c i m e n by desperation, s h e p u r s u e s t h e quest,
and f i n d o u t t h e armed with a most unpleasant blade and
secret o f suspended taking help w h e r e she finds it. Cherryh's
animation, but roman- sword and sorcery is sombre and strong.
tic a n t h r o p o l o g i s t She enters t h e m i n d s and hearts of h e r
Timothy Hutton i n s i s t s ' H e ' s n o t a characters as they struggle, with the odds
T w o savage murders shock L A . T h e
problem, h e ' s a m a n . ' C a u g h t i n t h e and w i t h each other.
victims: t w o w o m e n w i t h n o t h i n g i n
common but their name, Sarah Connor. A middle is John Lone as the Neanderthal, a
sensitive, w r y p e r f o r m a n c e . B e a u t i f u l 682 pages later, y o u m a y b e r e a d y f o r
third b a r e l y escapes t h e w h o l e s a l e
photography too. some l i g h t r e l i e f . C h u c k l e s a b o u n d i n
slaughter of a crowded disco. Her rescuer THE COLOUR OF MAGIC (Corgi, f 'I .75)
tells h e r t h a t t h e h u n t e r i s n o ordinary
PYRAMIDS OF MARS (BBC Video) isDr — w h i c h is, of course, octarine, a sort of
psychopath; h e ' s a killing m a c h i n e from
Who at its eclectic best. Stuck in Edward- fluorescent greenish-purple, according to
the future. Sarah Connor must live, or in
ian England, To m B a k e r a n d Elisabeth the wizards of the discworld. R i n c e w i n d
2029 t h e h u m a n r a c e w i l l d i e . T H E
Sladen face an ancient and alien enemy. is a wizard, j u s t about. H e k n o w s o n e
T E R M I N AT O R (Orion, 18) is a gripping
A y e a s t y b r e w o f H a m m e r h o r r o r, spell, but can't say it just in case it ends
sf horror movie. Linda Hamilton is admir-
Egyptian mythology, and sf with a touch the universe. Rincewind is therefore not
able as the woman in peril who discovers
of H G Wells. much i n demand, u n t i l h e m e e t s a r i c h
her o w n strength to survive, and A r n o l d
foreigner a n x i o u s t o s e e t h e l o w l i f e o f
Schwarzenegger i s e e r i l y w o n d e r f u l a s
Another time-traveller tangling w i t h fabled A n k h - M o r p o r k , i n v e n t s t o u r i s m ,
the unstoppable cyborg.
Egyptian deities is Brendan Doyle, in THE and n e a r l y e n d s u p a s a t i t b i t f o r a
'We're about to send a party to board an A N U B I S G AT E S by Tim Powers (Chatto, disgruntled dragon. ( Yo u k n o w h o w it is
f3.95). N o n - s t o p skullduggery, s w a s h - with wizards. Half an hour afterwards you
800 foot long shipwreck floating over lo,
buckling and sorcery envelop an A m e r i - c o u l d d o w i t h a n o t h e r o n e . ' ) Te r r y
with n i n e years o f secrets inside, a n d a
can p r o f e s s o r o f l i t e r a t u r e w h o j u m p s Pratchett d o e s f o r s w o r d a n d s o r c e r y
sleeping c o m p u t e r w h o k n o w s t h e
back t o 1 8 1 0 t o l o o k a t S a m u e l Ta y l o r what Douglas A d a m s d i d f o r science
answers.' In Jupiter orbit an ill-matched
Coleridge, o n l y to find h i m s e l f stranded, fiction.
Russian a n d A m e r i c a n t e a m s t r u g g l e
and i n m o r t a l d a n g e r. P o w e r ' s m a n i c , l k Colin Greenland
with the unknown, while their respective
47
I M A G I N E ma9adne, Apra 1985
....letters....letters....letters....letters—letters—letters....letters....letters....letters....letters....letters....letters....letters....letters. —letters...Jeffers.— letters—oletters....letters....lefters....letters....letters....letters....

In less than six months this man is t o be players know t hat there are n o rules, o n l y
guidelines. It only takes imagination to realise
Letters
entrusted with the vote. He also tells jokes:
that the standard of modules is not dropping,
and that a use can be found for any module in excellent games magazine and even more for the
John Headland: Who lived ten thousand years unexpected advert for equally excellent board
ago, had b i g muscles and cut h a i r w i t h a any campaign if just a little thought is used.
Perhaps I can give m y o w n idea o f the game devised by various people I know.
battleaxe? Conan the Barber!
DRAGONLANCE campaign. M y 20+ level Roger Musson's article on Board Wargaming
( haracters find it a bit easy in a lot of dungeons, (#23) included the best nine line summary of
Obviously, society's to blame.... Civilisation I have ever seen, and in ascribing it
but a visit from their god telling them that their
services are required elsewhere, followed by a to Avalon Hill he follows popular tradition that
Matthew Child, Burnham-on-Sea, Somerset: I
quick flash, and a 24th level MU is a 3rd level all good games have to cross the Atlantic. This
was disturbed to read that that very mysterious one did too, but i t crossed the other way. A
module T2 is soon to be on sale. What a nerve! MU in a different existence. Basic, eh?
trifling two-line acknowledgement would set
Steve Longley, Batley, W Yorks: I f Matt Connell the record straight and reassure your readers that
Dale Ashman, Pontefract, W Yorks: One thing
didn't like DLI, why did he buy DL2? I thought the owners of the product advertised on page 46
that would improve IMAGINE would be a page ate n o t likely t o be involved i n exciting C-)
dedicated to readers and players below the age of it was b r i l l !
litigation because it really was theirs in the first
16, where they could voice opinions of their
David D e a t h , E d i n b u r g h : T h e r e ' s n o t h i n g place. Our colonial friends are properly accredit-
own. We young 'uns see things differently from ed licensees — and doing a splendid job.
wrong with assuming the identities of deVeloped
you 'old codgers:.
characters, unless you never give background to
your normal characters. We're happy to set the record straight. Let's
Roger Morgan, I5a Kensington Court Gardens, hope for a time when there is as strong a
London W8 5QF: A s a member at the Assoc- A certain serf says that the first t w o D I .
modules were boring and badly constructed. British presence in gaming on both sides of the
iation f o r the Scientific Study of Anomalous
Well, only boring players have boring games; Atlantic as there is in popular music.
Phenomena, I am interested in cases of anoma-
and as for Riverwind's constitution, how many That wraps it up for this month. I would like
lous computer effects. Can I appeal tot eaders [m- to say thank you to those kind readers who
any information, at first o r second hand, n o 5th level rangers have never been resurrected?
DL is in the elite , comparable to Ravenloft and wrote about the thrashing the Dolphins took in
mattei how bizarre, concerning unexplainable
the Deserts of Desolation, and — of course — to the Super Bowl. The British spirit of kicking
malfunction or unexpected output? All accounts someone when he's down was never more
will be treated in the strictest confidence. the Wonderworld modules, EX1 and EX.2.
engagingly displayed. I shall now put the kiss
Anybody out there going to take Matt's side? of death on Everton for the League, West Ham
Buster Crabb, Portsmouth: Perhaps M a t t for the FA Cup and Essex CCC for just about
Connell (Letters 4 2 3 ) should give u p role- everything. I look forward to your hate mail.
Francis Tresham, H a r t l a n d Tr e f o i l Ltd, North-
playing for ever. His reference to rules makes me 1110 Letters edited by Paul Cockburn
glad I hat I don't play in his campaign. All good ampton: Thank you for complimentary copy of

VOP by Ian Gibbs

i'Lmott-r THE
HELLHAve Vot)
g e r To Lool<So
NAPPY ADOQT ?
(..g47-74•1

Next
Issue Half-alive from the Students' Union Building,
at the University of Reading

•• 4 1 -•_:_:-
‘ •

p.,,.011111v
*1.,0, , r a GAMESFAIR '85
Featuring the scenario from the AD&DO Game Team Competition
p I The GREAT PALADIN HUNT!
4q
I M A G I N E magazine., Aprit 1985 l i t
The Fantasies
Have Just Began NOW FROM T H E
G A L A X Y OF FANT-
ASY, A N E W GAMES
SHOP IS BORN. I T BR-
INGS A WORLD OF
CHOICE TO YOU. EN
TER OUR WORLD AND
SEARCH THROUGH CH-
ESTS F U L L % FANTASY
GAMES AND M U RES DI
SCOVEll A KNOWLEDGEABLE
STA UT TO H U I ) AND ADVISE
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FANTASY. COME TO VISIT
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Tube 5 Wellington Terrace Now open is a complete games shop... Games People Play.
Come in and you'll find a great selection of games.
Quin Ill,loilatallite
• • A vast range of board conflict and computer games.
• Stocks of figures by Chronicle, Essex, Jacobite,
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I A large selection of rules, reference books, magazines
TUBE: Notting_ Hill Gate (200yrds) and accesor les.
Circle, -Central &District lines. • A l l major and most minor role playing systems.
MAIN LINE: PaddingtonTerminus At Games People Play_ you'll meet a knowledgeable staff to
BUSES: A2,I2, 28,31, 27,52.52AA help and advise you. b o come to see us. We're the
(Wellington Terrace is a parade of shops.) gainers games shop.

50 Please mention I M A G I N E magazine w h e n replying to advertisements


A tantalising fragment of map,
found in the hand of a dead
thief.... showing a mountain pass
and the entrance to a lost mine....

It is interesting to note the way in w h i c h


the D & D R g a m e , l i k e s o m a n y o t h e r
things, is subject to fashion. Back in the
1970s, in the early days of the game, the
general p h i l o s o p h y b e h i n d r u n n i n g a
fantasy role-playing campaign tended to
be along the lines of setting up a situation
which was complex and diverse, and then
letting the players explore it at will, w i t h
relatively l i t t l e d i r e c t i o n f r o m t h e D M .
Today, i t s e e m s t o b e r a t h e r m o r e
prevalent f o r t h e D M t o d r a w u p a
scenario for one particular adventure, in
rather g r e a t e r d e t a i l , b u t w h i c h t h e
players h a v e t o p l a y. I n f a c t , i n s o m e
cases t h e i r w h o l e c o u r s e o f a c t i o n i s
virtually predetermined, and if the players
choose alternative strategies, t h e y have
to b e g u i d e d b a c k t o t h e s t r a i g h t a n d
narrow by the DM.
Nowhere is this more the case than in
wilderness adventures, and having spent
the last two issues looking at the running has a l r e a d y f i g u r e d w h e r e t h i s p l a n t usually the arrival of someone significant
of t h e s e , I i n t e n d t o l o o k n o w a t t h e grows, w h a t t h e y w i l l h a v e t o cross t o w h o is going to start the adventure off, or,
reach it, and w h a t is guarding it, because to borrow a term, the Patron. In this case
designing of wilderness adventures. A n d
necessarily, the problems you encounter he has plotted out everything of interest it is the village alchemist, w h o looks very
in d e s i g n i n g a w i l d e r n e s s a d v e n t u r e in t h e c o u n t r y s i d e 1 0 0 m i l e s i n e a c h worried. O n e o f t h e p l a y e r - c h a r a c t e r s
depend o n h o w you v i e w a role-playing direction. This naturally entailed a lot of inveigles him into conversation (the obvi-
game: as ideally dictated by the actions of work, but the benefit is that he can relax ous t h i n g t o d o ) a n d t h e a l c h e m i s t
while the players debate where they will unburdens h i s cares. ' O h w o e i s m e —
the players, or by the designs of the DM. I
might add, just for the record (although it go, b e c a u s e w h e r e v e r t h e y go, h e h a s not a single sprig of shrubby cinquefoil do
already g o t e v e r y t h i n g p r e p a r e d . S o , I have left, and the Baron has demanded a
is p r o b a b l y p r e t t y o b v i o u s t o r e g u l a r
readers) I tend to favour the first approach during t h e preceding play, h e h a s been dose o f m y special cinquefoil p o t i o n t o
myself. But it has to be said that the issue able to have NPCs throw out all manner of ease his gout. Whatever shall I do? Alack
is e n t i r e l y o n e o f taste. I w o u l d n o t b e cryptic h i n t s a n d allusions t o w h a t lies the d a y, e t c . ' ' F e a r n o t , ' q u i p s g a l l a n t
inclined to argue that one approach w a s beyond the nearest hills; h e k n o w s that Noggin (or whatever the player-character
necessarily better than the other. whenever t h e p l a y e r s c o m e r o u n d t o happens to be called), ' i t so happens m y
Let u s l o o k a t w h a t t h e t w o d i ff e r e n t taking these up, t h e relevant details are pals and I are looking for a bit of a jaunt, so
approaches look like. W i t h the old philo- already prepared. Indeed, t h e v e r y f a c t if you'd care to make it worth our while...'
that t h e D M h a s w o r k e d o u t a l l t h e And s o t h e p l a y e r s s e t o u t o n t h e i r
sophy, t h e game m i g h t go something as
follows. T h e players a r e getting a l i t t l e surrounding geography, actually encour- quest. The t w o main differences are, o n
bored w i t h h a c k i n g L e v e l 4 o f t h e ages him to refer to it, thus increasing the the n e g a t i v e s i d e , t h e p l a y e r s h a d n o
sense of background. choice at all, and k n e w the m o m e n t t h e
Dungeon t o bits, a n d f e e l t h e n e e d f o r
something a little different a change of Meanwhile, a f t e r a d a y ' s j o u r n e y i n Patron s t e p p e d i n t h e d o o r t h a t t h e y
scene, one might say. In the course of the search o f t h e a l c h e m i s t ' s p l a n t , t h e would have to do exactly what he suggest-
last m o n t h ' s a d v e n t u r i n g , t h e y h a v e players c o m e u p o n a grove o f c u r i o u s - ed, or go and play Manic Miner for the rest
looking trees, f r o m t h e centre o f w h i c h of t h e afternoon. O n t h e positive side,
picked u p various r u m o u r s and legends,
protrudes a slender spire. Intrigued, they since t h e D M k n e w in advance t h a t t h e
both i n t h e D u n g e o n a n d t h e n e a r b y
village. F o r i n s t a n c e , t h e r e w a s t h a t temporarily forget their quest, and decide players were going to follow that adven-
tantalising fragment of map found in the to investigate. Little do they k n o w w h a t ture and only that adventure, he could put
awaits them w i t h i n the grove... (And the a l o t more detail i n t o all t h e encounters
hand of a dead thief, showing a mountain
rest, dear reader, is up to you!) which he knows in advance will be called
pass a n d t h e e n t r a n c e t o a l o s t m i n e .
Then there was the conversation with the The second, m o r e m o d e r n approach, into play.
local alchemist, w h o bemoaned the fact owes a lot, I rather think, to the influence Next i s s u e w e c a n c o n s i d e r i n m o r e
that he had used up the last of his shrubby of other role-playing games like Traveller detail t h e preparations t h a t the D M w i l l
cinquefoil, p rare plant only to be found by and C a l l o f C t h u l h o — particularly t h e be called upon to make.
a lakeside m a n y score m i l e s away. A n d former. The same adventure as described 1U Roger Musson
what about the r u m o u r s of a mysterious above, w o u l d happen slightly differently.
Previous S t i r g e C o r n e r t h e m e s a r e d e t a i l e d below,
snake-like creature t h a t a f e w travellers Probably there w o u l d be n o Dungeon in and can be obtai ned in the relevant back issue.
claimed to have spotted two days' journey the t r a d i t i o n a l s e n s e o f t h e w o r d . T h e =1 & 3. I n t r o d u c t i o n to rpgs; 4-5: Beginner DMs*; 6-7:
to the west? player-characters, r e a d y f o r a n a d v e n - Staying a l i v e ; 8 : T r e a s u r e ; 9 ; M o n s t e r s ; 1 0 :
ture, would assemble in some convenient Treasure & M o n s t e r s • ; 11 : Time & M o t i o n * ; 1 2 : Role-
Appetite sufficiently whetted for a bit of
playing; 1 5 : M a p p i n g * ; 16: Scale, m i n i a t u r e f i g u re s ;
travel, t h e players decide i t w o u l d be a place, usually the nearest pub. There will 17: D M - i n g e q u i p m e n t * ; 1 8 - 2 1 : A l i g n m e n t s ; 2 2 :
w o r t h w h i l e investment of time to ingrat- be a f e w stock peasant-type NPCs in the Languages; 2 3 - 2 4 : Wildernesses
iate themselves w i t h t h e alchemist a n d bar with them, and essentially the players * m a i n l y for D M s

go and search out this rare plant. The DM simply w a i t f o r s o m e t h i n g t o h a p p e n , Please note that =2, 1 3 a n d 14 are o u t o f print.
51
I M A G I N E m a g a z i n e , A p r a 1985
The Space Where The Amateur Press Te l l The PRESS CUTTINGS
Professionals Where They're Going Wrong have had some response t o m y plea f o r
feedback on this column and many thanks to
those people w h o wrote in. The column is
designed to let interested people find Out about
fandom and the fanzines available; it would be
failing i n i t s a i m s i f no-one read i t a n d
responded. I'll always be glad t o hear any
comments from anyone (or even to get con-
tributions for SoapBox!). I know feedback is an
unusual t h i n g i n a professional magazine:
communication tends to be one-way; but this
This month's contributor: PETE TAMLYN column i s more o f an extension o f games
fandom than anything and all communications
should be two-way.

This month's heart-felt plea over, let's get on


with the zines. Since I have been reviewing
Where do we go from here? fanzines for IMAGINEIN magazine, I've seen
quite a few comments both pro and con this
the J a m e s B o n d 0 0 7 g a m e , a n d t h e column and me in particular. Now, according
Both as a game and as an art-form, role-
to SEWARS 23, I a m deliberately ignoring
playing i s still very m u c h i n i t s infancy. Campaign R a t i n g s s y s t e m i n G o l d e n
them! SEWARS is not my type of fanzine, but I
Chess and theatre have been around for Heroes, are excellent examples of useful try to review every zine fairly. SEWARS is a
hundreds of years, M o n o p o l y and cinema new t e c h n i q u e s i n g a m e d e s i g n a n d regular source of AD8L13(k game material for
for decades, w h i l e the M I D * g a m e has staunch c r i t i c s o f A D & D (such a s Paul people who want scenarios and monsters. The
only just passed its tenth birthday. Yet so Mason a n d m y s e l f ) h a v e b e e n q u i t e level of writing doesn't approach a lot of the
fast i s t h e p a c e o f l i f e t h e s e days t h a t complimentary about TSR's latest games. other, newer zines, but lasting 23 issues must
people are already beginning to say that As long as rpgs continue to be designed, prove something. There Chris, I've mentioned
role-playing i s d e a d . I n f a n z i n e s , d i s - there w i l l a l w a y s b e p o s s i b i l i t i e s f o r you this time...
innovation. Club fanzines seem to be in vogue at the
illusioned v e t e r a n s c o m p l a i n t h a t t h e
moment, at least people are sending them for
material they produced in the early days In addition t h e r e is an opportunity for
review. SEWARS i s one example o f a zine
is being endlessly rediscovered by young- role-playing to mature as a discipline. Up produced by a local games club, and THE BAT
er editors and they postulate that there is until n o w, t h i n g s have been pretty hap- 2 is the journal of the Surrey Adventurelord
nothing n e w to be said. O n t h e profess- hazard. E a c h p o p u l a r g a m e h a s i n t r o - and mainly contains pompous statements by
ional s i d e w e a r e b e i n g d e l u g e d w i t h duced its o w n terminology and partisan the club organisers; i t contains very little of
licenced p r o d u c t s a s i f t h e g a m e s p r o - adherents o f p a r t i c u l a r s y s t e m s o f t e n interest, e s p e c i a l l y t o n o n - m e m b e r s .
ducers, d e v o i d o f n e w ideas, c a n o n l y seem to believe that the way their game DRAGONFIRE 23 is produced by Manchester
continue in business by the use of tie-ins does things is the w a y all role-playing is Grammar School's Fantasy Society, and con-
done. T h e r e i s a n e e d , I b e l i e v e , f o r tinues to be of a lower standard than most
to well-known films, books or TV series. Is
generally available frp fanzines. Perhaps it is
this depressing v i e w correct, a n d i f i t someone to step back from the plethora of
the captive audience a club fanzine caters to
isn't, w h e r e do w e go from here? games thus far produced and try to make which i s responsible for a lower quality of
To start with, I think we need to look at some sense of it all, so that the basic stock content; or the small pool of contributors it can
t h i s p r o b l e m r e a l i s t i c a l l y. M u c h a s of role-playing knowledge can be reduced draw on? Whatever the reason, I must admit I
veteran role-players w o u l d like to see a and simplified. W h e t h e r there would be a haven't seen any particularly inspiring club
continuous flow of new, interesting mat- market for such a study is another matter, zines.
erial, t h e r e a r e c e r t a i n c o n s i d e r a t i o n s but I w o u l d like to see somebody do it all
the same. The general frp fanzines are another matter,
that w e i g h h e a v i l y a g a i n s t t h i s . N e w - however, and there is a lot of new blood still
comers, f o r example: i t is impossible for Then a g a i n , t h e r e a r e f i e l d s o f r p g
coming on the scene, offering material that
folk who are only 11 years old in 1 9 8 5 to design and practice t h a t have been very would put many prozine articles to shame.
come into the role-playing hobby w i t h a little discussed so far. Designing a n e w NEXT STOP JUPITER is the new zine from
full knowledge of what has been going on monster f o r D & D i s easy; w r i t i n g y o u r Jez Keen, who used to edit DragonFire, and on
there for the whole of their life. There will own c o m b a t s y s t e m i s s o m e t h i n g t h a t his o w n h e h a s p u t together a f a r more
always be people who need to be told the lots of people have done; even producing entertaining package. NSJ doesn't really con-
pros and cons of skill systems; every year an entire game system is not uncommon; tain anything substantial, b u t taken a s an
someone will invent an Archer character all these things are basically technical in overall read it is very pleasant and interesting.
nature. B u t h o w m u c h discussion h a v e The fanzine format offers an opportunity to
class; a n d m a t e r i a l t o c a t e r f o r s u c h
break a w a y f r o m t h e formality a prozine
people w i l l be produced. The other point you s e e n o f t h e a r t i s t i c s i d e o f r o l e -
imposes, and I think i t is important to take
to b e a r i n m i n d i s t h a t v e r y f e w playing? F o r e v e r y h u n d r e d n e w m o n - advantage of this. Too many fanzines stick to a
innovations e v e r m a k e ' c l a s s i c ' status. sters h a s t h e r e b e e n o n e a r t i c l e o n formal style and lose t h e fresh, individual
How m a n y playwrights contemporary to scenario design? W h e n s o m e o n e p r o - approach of the best zines.
Shakespeare, o r g a m e s i n v e n t e d t h e duces a n e w combat system does he tell THE J O U R N A L O F T H E SENSELESS
same year as Monopoly, are still popular? you h o w t o G M i t i n a n interesting a n d CARNAGE SOCIETY used to concentrate on
One o r t w o rpgs w i l l s u r v i v e d o w n t h e entertaining fashion? A n d surely one o f scenarios and the like with very little of the
years, the rest will come and go with the the reasons for all these tie-in games is personality and humour that improves any
w h i m s of fashion. fanzine. Recently, despite t h e (hopefully
that f e w people k n o w h o w t o p r o d u c e
temporary) loss of their cover artist STORD, the
However, while few games will survive 'worlds' a s e x c i t i n g a s t h o s e c u r r e n t l y editors have been trying to liven up the zine.
the test of time, t h e r e is n o reason w h y being borrowed from non-gaming arts. The latest issue bears this out with a chatty
rpgs i n g e n e r a l s h o u l d n o t c o n t i n u e t o All t h i s , o f c o u r s e , c a n c o m e a b o u t editorial, zine reviews and a letter column.
develop. Indeed, t h e recent flood o f n e w w i t h o u t even considering possible n e w There are all the usual useful articles in the the
games h a s c o n t a i n e d s o m e i n t e r e s t i n g directions for role-playing: proper develop- form of a long AD&D scenario and a Traveller
innovations. A f t e r all, t h e m e c h a n i s m s ment o f i t a s a n a r t - f o r m o r g r e a t l y piece on killing people (but what else do people
for the AMID®, RuneCluest and Travel- increased computerisation. Role-playing do in Traveller games?). All in all, the zine is a
ler games are n o w fixed, but a n e w game will only die if we let it. Keep on coming up pleasant mix of fact and, er, chat.
with n e w ideas, folks. RUNESTONE 5 has finally reared its murky
can use new ideas, and some of them do.
141.6Pete Tamlyn head after a long delay since issue 4. The editor
The concept of Hero Points, pioneered by Bill has been busy getting jobs and things
52 I M A G I N E ma9atine, Aprif 1985
line reviews... Press Cuttings... sine reviews... Press Cuttings... line reviews... Press Cuttings... sine reviews... Press Cuttings... sine reviews... Press Cuttings... zinc reviews... Press Cuttings— sine reviews...

recently, b u t t h i s i s s u e s e e s t h e a d d i t i o n o f Call o f C t h u l h u appears again i n T H E F I E R Y w h i c h m a k e i t such a great magazine. I t also


Nick Edwards as a co-editor, so RS should be C R O S S 3; m y prediction last issue that it was contains the news that Scan are planning to go
regular from n o w on. You may remember that catching on seems to be true. The M y s t e r y of Mega B i g (or so t h e advert assures us). T h i s
I've m e n t i o n e d Nick before, as he has recently Greenfields i s a s c e n a r i o f o r i n e x p e r i e n c e d means t h a t S c a n w i l l b e c o m e a 2 8 - p a g e
launched M A N I C D E P R E S S I V E . W e l l , h e investigators. For the more traditionalist, there satirical m a g a z i n e w i t h c o l o u r c o v e r s f o r a
isn't going to be editing t w o fanzines — one is is s t i l l A D & D m a t e r i a l a n d a s h o r t F i g h t i n g mere 75p — I can hardly wait!
enough f o r most mortals (Trevor M e n d h a m is Fantasy style solo adventure with its own rules
another m a t t e r entirely) a n d s o M C i s b e i n g system. A d d p l e n t y o f c h a t a n d r e v i e w s and I have concentrated on frp zines for this issue,
integrated i n t o RuneStone. T h i s issue o ff e r s you have a very promising n e w fanzine. but in the next column I'll take a closer, m o r e
an i n t r o d u c t i o n t o w a r g a m i n g a n d a C a l l o f Also n e w is D R U N E K R O L L 1 f r o m J u s t i n detailed l o o k a t t h e v a r i o u s p o s t a l g a m i n g
C t h u l h o scenario among its attractions. Horrell, someone who has appeared in fanzine magazines a n d t h e w h o l e a r e a o f r u n n i n g
letter c o l u m n s f o r a w h i l e n o w. A s games by post. This issue let's just run through
first i s s u e s g o i t i s f a i r l y t y p i c a l ; the m o s t interesting zines and leave the rest
Justin says it was a long t i m e in the for the address column.
making and this shows as there is an The sad n e w s this month is that after all the
overall f e e l i n g o f d i s c o n t i n u i t y b e - discussion a n d contemplation, B r i a n Creese
tween the various articles. Yet it isn't has f i n a l l y t a k e n t h e s t e p a n d folded N M R I
a bad f i r s t i s s u e by a n y m e a n s and This i s n o t t h e l a s t w e ' l l s e e o f B r i a n o r t h e
probably well w o r t h looking at if you NMIII p e o p l e , t h o u g h , a s t h e c o - e d i t o r K e n
w a n t to start c o n t r i b u t i n g t o a n e w Bain i s e x p a n d i n g h i s g a m e s s u b - z i n e t o
and young fanzine. N O R S T C L AW 2 become a fanzine in its o w n right. Thus NMR!
is r e a s o n a b l y n e w a n d s a d l y t h e 57 is A BOLT FROM THE BLUE 51. Brian will
editors seem to have learnt very little still be contributing to the zine, he just doesn't
from p r o d u c i n g t h e f i r s t issue. T h e have the time to run it. M A D P O L I C Y 104 is a
layout d o e s n ' t h e l p m a t t e r s , b e i n g very s p e c i a l i s s u e a s t h e D i p l o m a c y g a m e
produced fairly scruffily o n one side number ' A K ' w h c h g e n e r a t e d r e a m s a n d
of the paper only and the content is reams of fascinating and amusing press saga
very s t a n d a r d A D & D a n d D & D F finally ends in a f o u r - w a y draw. The end of an
game material. era a s Richard puts it.

3A- I}LL W h i c h just leaves the addresses.


In f u t u r e , I w o n ' t r e v i e w e v e r y
zine sent in to this column every
time, b u t will devote more space
to a f e w zines, hopefully making
the c o l u m n m o r e readable a n d
!! more i n t e r e s t i n g . A l l t h e z i n e s
received a r e listed b e l o w, h o w -
ever. I O U Mike Lewis

A N S I B L E , Dave Langford, 9 4 London


Rd, R e a d i n g , B e r k s RG1 5 A U ( 5 f o r
f 2); THE B AT, John Golden, 56 Brook
Road, T h o r n t o n H e a t h , C r o y d o n ,
Surrey CR4 7RS (?), D R A G O N F I R E :
see Next Stop J u p i t e r (30p), D R U N E
KROLL, J u s t i n Horrell, S u n n y Bank,
Stouthall Garage, Reynoldston,
Swansea S A 3 ' I A N (45p), F A N T A S Y

0 az 2
A D V E R T I S E R , M a r t i n Skidmore, 2 5

T'HM PIIMEU Cornleaze, W i t h y w o o d , B r i s t o l (50p);


F I E RY C R O S S , To m Stacey, The Mill
House, R a y s H i l l , H a w r i d g e , N r
Chesham, B u c k s (60p), H O P -
SCOTCH, A l a n P a r r, 6 Longfield
Gardens, Tr i n g , H e r t s (50p);
tr" JOURNAL O F THE SENSELESS
C A R N A G E S O C I E T Y, Simon Hartley,
5 Burgh Heath Rd, Epsom, Surrey
11111111110111(0417,40i (65p), L A N K H M A R S T A R D A I L Y,
Robert N o t t , 1 5 8 P e n d e e n P a r k ,
Helston, C o r n w a l l (55p); M A D
P O L I C Y, R i c h a r d W a l k e r d m e , 1 4 4
Trevor M e n d h a m i s e x c e p t i o n t o Stoughton R d , G u i l d f o r d , S u r r e y G U 2 6 P G (40P),
most rules, a n d i t s e e m s h e i s n o t M A S T E R S OF THE P R I M E , Bryan Betts, 36 Ingestre
happy w i t h produci ng j u s t t w o f a n - Rd, Hall Green, B i r m i n g h a m (40p); M O U S E POLICE,
zines — AT U X V I I I , a c h a t zine and Rob W i l s o n , P e n r y n , 4 C a m p i o n Road, L e a m i n g t o n
SCHOOL FOR SCANDAL, an excel- Spa, W a r k s C V 3 2 5 X C (40p), N M R I , B r i a n Creese,
lent n e w s s h e e t . T h e l a t e s t S F S 2 5 6 Canbury Park Road, Kingston on Thames, Surrey
contains n e w s o f a n e w g a m e s KT2 6 L G (45p); N E X T S T O P J U P I T E R : 1 G l e n t i e l d
Road, S t o c k p o r t S K 4 2 0 P ( 4 5 p ) ; N O R S T C L A W ,
magazine w h i c h w i l l n o t c o v e r t h e
Peter North, 2 9 Latchford Road, Heswall, W i r r a l 1_60
hobby n o r r u n a n y games, b u t w i l l 3RN ( 4 5 p ) , R U N E S T O N E , B i l l L u c a s , 2 6 P a r k e r
cover a c t u a l g a m e s , a n d c a r r y Close, L e t c h w o r t h , H e n s S G 6 3 R T (50p), S C A N ,
articles on n e w and old games alike. J o h n F r eem an, 1 2 6 a Greaves Road, L a n c a s t e r LA1
Trevor i n t e n d s i t t o b e s e m i - p r o - 4 U W (30p + p&p); S C H O O L FOR S C A N D A L , Trevor
fessional a n d I t h i n k h e i s r e a l l y M e n d h a m , 53 To w n c o u r t Crescent, Petts Wood, Kent
ISSWE: looking to recreate the feeling w hi ch BR5 1PH 14 f o r E l ); S E W A R S , C h r i s Baylis, 1 2 The
Fryth, Basildon, Essex (80p), S W A N S E A W I T H M E ,
31/PHIMMOES w e n t with the old Games and Puzzles
magazine. W r i t e a n d a s k h i m f o r
Matt W i l l i a m s , 2 4 M o o r St, Earlsdon, Coventry CV6
((IC details, and send a sub for School for
6ED (40p), TA K E T H AT Y O U F I E N D , Kevin Wa r n e ,
48 Boscombe Avenue, Hornchurch, Essex RM11 1 J G
/UAW
IlEVIEWS c( MORE zJ,Op Scandal at the same time!
SCAN's n e w issue contains all
(35p); T W I Q U , Graham Staplehurst, 62 Church Road,
Harlesden, L o n d o n N W 1 0 (?), V I E N N A , R i c h a r d
the silly cartoon strips and parodies Egan, 6 4 Rookery Rd, K n o w l e , Bristol B S 4 2DT (40p)

I M A G I N E magazine, Aprit 1985 53


Over t h e years, a n u m b e r o f f o l k h a v e denote modules w r i t t e n i n t h e U K , b u t am l e d t o believe. A t least B S O L O a n d
expressed curiosity, not to say utter baffle- beyond t h a t they convey n o i n f o r m a t i o n X S O L O are reasonably self-explanatory.
ment or derision, about I S R ' s method of (so t h e y f i t n i c e l y w i t h t h e rest o f t h e T h o u g h if the final set in the series of five is
classifying modules for the D U N G E O N S system). M i n d you, the original idea was to be called the Immortals Set, which is the
Sc DRAGONS® games. Thus, B is for Basic, that these should be called F (for Foreign, current proposal, I has already been used so
so why not E for Expert, C for Companion, just t o make sure we felt wanted). U n t i l we have a problem again. R is still u p for
A for Advanced and so on? grabs, so maybe that's where it w i l l
Certainly the task of deciphering land, b u t i t ' s m o r e l i k e l y t o b e
The publisher explains the classifica tion double-barrelled like TM.
the system (if it can be given such a
grandiose and obviously inaccurate of TSR modules for the uninitiated ••• And look to the future. There are
description) must seem to the new- a few letters i n o u r o w n alphabet
comer rather like an exercise in Babylonic very recently, t h e B r i t i s h arrival a t a U S which haven't been used yet, a n d w h e n
cuneiform or analogous to deciphering the airport had to go through a door marked they are gone w e have the w h o l e Greek
Dead Sea Scrolls. Aliens. A nice welcoming gesture; I used to alphabet a n d m a n y o t h e r alphabets t o
Maybe some h i s t o r y w i l l h e l p . B u t i f feel a s t h o u g h I h a d g r e e n s k i n a n d tackle. For really inventive people, the fun
you're expecting logic as well, you may be tentacles. can continue indefinitely.
in for a disappointment. Then someone tried t o rationalise Of course, m o n u m e n t a l c o n f u s i o n
The o r i g i n a l idea was that the classifi- things. For Advanced, there would be four reigns. T h e newcomer, b u y i n g the Basic
cation letter should relate to the nature of categories N for Novice, L for Low, I for Set, w i l l probably settle for B I as the first
the module and its subject matter. So the Intermediate and H for High, the last three module, w h i c h i s l o g i c a l e n o u g h . B y
first three modules, about giants, were pre- referring t o c o m p l e x i t y a n t i experience rights, then, A l should be the first module
fixed by the letter G (for Giant, not Gygax, level. This system would solve all problems for the newcomer to Advanced, but it isn't
though he was the author) a n d the next suddenly the sun w o u l d jerk u p above — the right one is U l , T I or N i , and how
three, about drow, by the letter D. So far, so the horizon a n d a l l w o u l d be clear. T h e on earth is the poor newcomer expected to
good. No-one seems to have given thought first examples w e r e N i a n d L i . A s i t deduce that? T h e buyer o f the Expert Set
at t h a t t i m e t o the p r e f i x i n g o f modules happens, N I was written by D o u g Niles, gets X I i n t h e b o x s o h a s a n u n f a i r
about g o b l i n s o r dwarves, g h o u l s o r and L i was written b y L e n L a k o f k a and advantage i n t h e intelligence game, b u t
dragons (the latter, i n particular, is a b i t was set i n the Lendore Isles, so there was woe betide the purchaser of the Companion
odd) but that's a problem for another day. great s c o p e f o r c o n f u s i o n . B u t t h e I Set who reckons C l is a good starter — it's
The next module was Si. A b o u t scorp- modules s t a r t e d a s i n t e n d e d a n d s t i l l the w r o n g game system a n d miles away
ions? Shadows? Socialists, even? N o t a bit continue to this day. from the right experience level. W h e n the
of it. I t was about traps, a demi-lich and Tr o u b l e is, t h e m o m e n t t h e r u l e was Masters Set appears l a t e r t h i s year, t h e
high peril. N o w not even Americans spell made, the exceptions started to creep in. EX logical purchase i s M 1 , r i g h t ? O r M V 1 ,
'trap' o r l i c h ' w i t h a n S. N o , S was f o r appeared I understand for EXtra, which right? W r o n g . B o t h a r e t o t a l l y i n -
Special — l e t h e y c o u l d n ' t t h i n k o f a is a bit baffling since all modules are really appropriate.
specific category, so invented a catch-all. extras — and was p r o m p t l y confused with When all the smoke has cleared away, it's
Then 111. Well, at least that makes sense. the Expert Set. We got CB for Conan the one helluva mess. As a system intended to
C I was intended to be first i n a series of Barbarian a n d D L f o r DragonLance ( o r help, and with the single exception of the B
Competition modules. W h i c h settled that. Don't Roleplay). WG crept in, for World of modules, it's quite useless and confusing to
No-one a t t h a t t i m e dreamed o f a t h i n g Greyhawk, b u t just t o make things more the gamer who buys, the retailer who sells
called the Companion Set (or even Conan). interesting, t h e f i r s t m o d u l e i n t h e W G and the distributor w h o tries t o promote
T1, s i m i l a r l y, was t h e f i r s t i n a series series was WG4. I t then transpired that Si and, poor deluded fool, to explain.
about Towers, and was about a village. I should really have been WG1, S3 should At the risk of being innovative, I reckon a
suppose t o w e r s a n d villages a r e p r e t t y have been W G 2 and S4 should have been module ( i n i t s v i r g i n s h r i n k - w r a p a n d
much the same thing t h e y are both built WG3. S i m p l e , r e a l l y, w h e n y o u t h i n k therefore unassailable w i t h o u t risking the
on the ground (usually) for instance. By the about it. wrath o f t h e eagle-eyed s h o p assistant)
way, I am told that T2 is coming — as part It wasn't much different w i t h the Basic should say f o u r things on the cover (title
of a monster module called T I - 4 . Later in modules. B reigned OK, but X was chosen and art apart). What system is the module
1985 is the current gossio. for Expert; there's some sort of logic here, for? Basic, Advanced, E x p e r t o r w h a t ?
(21 was written by Dave Sutherland, was though what's w r o n g w i t h P o r even R , What experience level of characters is it for?
the first in a planned series about adventur- since they are b o t h i n t h e w o r d as well. Is it for the novice or the experienced DM?
ing i n other planes, l i n k e d w i t h D3, had After all, E wasn't i n use then, n o r has i t And is it a stand-alone or part of a series (in
strange mutations of magic, and... got it! — been used since. At that time K was chosen the latter case, w h a t are the others)? T h e
a Queen o f t h e Demonweb Pits. T h e A for K o m p a n i o n b u t fortunately that idea present system does two of these things very
series was written by four different authors, never caught on and we now have C M for marginally, the other t w o n o t at all, a n d
was about slavers, was set i n a variety o f Companion. T h e Masters Set wasn't even furthermore gratuitously confuses by giv-
locations and was published in such a way in planning then, so no small surprise that ing misleading information.
that we got A3 before A2. So heaven knows M was used for Magic Marker and later MV It seems someone, somewhere, h a s a
how A crept in (yes, A is for Advanced, but for Magic Viewer. In something approach- lesson to learn, and methinks it's us.
that didn't seem particularly relevant). ing desperation, it seems, we got 0 for One-
Then the U and U K series. These letters on-One and X L f o r Expert Licensed, so I Ilk Don Turnbull
54 I M A G I N E magazine, A p r a 1985
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55
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