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No 30 September 1985

TM

Adventure Games Magazine El .00

For players of Basic and Advanced


DUNGEONS gc
D R A G O N S Fikaditea:Ture
Games
All y o u need i s a
Marshal's baton....

A n Introduction to Tabletop Miniatures by SteveViinter

....and the armies are


yours to command!
The A D VA N C E D D U N G E O N S & Available N O W f r o m b e t t e r games shops o r , i n case o f
DRAGONS® BATTLESYSTEMIm difficulty, write to:
Fantasy Combat Supplement is a T S R U K Ltd,
mass c o m b a t game, f u l l y c o m - The Mill, -
patible w i t h b o t h A D & D ® a n d Rathmore Road,
D&D(F) rules. C A M B R I D G E C131 4AD
11.1.0.011

ADVANCED DUNGEONS & DRAGONS, A D & D and D & D are registered trade-Marks owned by TSR Inc.
BA1TLESYSTEM is a trademark owned by TSR Inc.
, 1 9 8 5 TSR UK Ltd All Rights Reserved
E M I =

Magazine
IKING SPECIAL!
VViking — M a g i c & M a y h e m by G r a e r n e Davis: Player -characters in a Norse campaign ......2
R u n e M a g i c by D a v i d Hill: secrets of the mystic script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
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 : The Saga of The Ring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0
P E L I N O R E - IMAGINE'', magazine's campaign world
THIS MONTH: The Asylum, by Brian Garrod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5
The Deathcart, by Brian Garrod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6
The Waxworks, by Linda Moore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 7

I c e l a n d e r s by Ve n e t i a Lee: a campaign setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21


Ragnarok by Chris Feltonl
The ultimate battle of the Gods — tor the new AD&D(ki• BATTLESYSTENO . . . . . . . . . . . . . . . . . . . . . . . . 2 5
G l a d s h e i m b y g o d S t e v e n s o n : adventure n Asgard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 5

Dispel Confusion Special: magic . . . . . . . . . . . . . . . . . . . . 3 8 T h e FanScene: Soapbox, Zine reviews, Postal games . • •— 4 9
Illuminations: news from the world of gaming . . . . . . . . . . . 4 0 R u b i c of Moggedon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2
N o t i c e s : games viewed by independent reviewers . . . . . . . . . 4 2 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 . . . . . . . . . . . . . . . . . . . . 5 3
..
Letters ........Gi.bb...... . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 6 Tu r n b u l l Talking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 4
VOP, by Ian s . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 7 A u c h t e r ' s Axe, by Ian Williamson . . . . . . . . 5 5
Fantasy Media, by Neil Ga.irh..arl . . . . . . . . . . . . . . . . . . . . . 4 8 T h e Vikings, by Richard Clitton-Dey. ..................... C o v e r
..... IMAGINE magazine, No 30, September 1985 .....
..... Published by TSR UK Ltd ..•.. Publisher Don Turnbull ..... Editor Keith Thomson .....
Assistant Editor Paul Cockburn ..... Editorial Assistant Kim Daniel ..... Features ASSiStant Mike Brunton ....
..... News Doug Cowie ..... The F 01)SCelle Mike Lewis ..... Pelinore Tom Kirby .....

..... This months contributing artists.. Keith Cooper, Ian Williamson, Ian Gibbs, Mark O'Dell, Robin GrenVille-Evans .....

Editorial

Since this issue is dedicated to the exploits of my ancestors — give or take a few amorous
exploits with the Picts, Celts, Anglo Saxons and the odd Spanish sailor or two — f e l t it
my duty to pen a few words to commend it to you. 1 did offer to write a detailed account of
the exploits of Ragnar Hairy-Breeks, but the team decided that there was too much pillage
and not enough of anything else. So, instead, we have Graeme Davis and Carole Morris to
set the scene, Venetia Lee to cover the territory, and Rod Stevenson to uplift us. f e e l at
home with this issue, not least because it has a scenario featuring the end of the world, and
can't wait to see how they are going to follow that. hope you will all Ifind plenty
P Keith to read,
Thorrson
and plenty of new possibilities for your gaming. As have said before "it's nae muckle yese
if ye dinnae ken fit yerr daein" — so read on, and start adventuring

Throughout this magazine, reference w i l l be made to the D & D and A D & D games. Please note that all such references are to the
D U N G E O N S & D R A G O N S . o r the A D VA N C E D D U N G E O N S & D R A G O N S . fantasy adventure games, and that these and all
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I M A G I N E magazine September 1985 1


M A G I C & M AY H E M

VIKING!
by Graeme Davis
The idea of this article is to present information about the
Vikings w h i c h c a n b e u s e d t o c r e a t e r o l e - p l a y i n g
adventures a n d c a m p a i g n s i n N o r s e o r Norse-based
settings s u c h a s , f o r instance, t h e A e s i r o f Robert E
Howard's Hyborian Age. I shall be looking specifically at
Viking character types and equipment, the kind of world
in w h i c h a Viking PC m i g h t operate, and the legendary
beasts a n d o t h e r p r o b l e m s w h i c h h e o r s h e m i g h t
encounter.

The f i r s t o f t h i s o c c a s i o n a l s e r i e s , i n I M A G I N E N
magazine # 1 7 , drew a certain amount of criticism from
readers w h o h a d d i ff i c u l t y i n seeing h o w i t c o u l d b e
applied to a role-playing campaign. This article is linked
more closely to t h e D U N G E O N S & D R A G O N S ) a n d
A D VA N C E D D U N G E O N S & D R A G O N S g a m e s ,
although hopefully it should be of use to RPG players and
referees using just about any system.

The PC Viking mentioned in the sagas, the axe seems to


have b e e n t h e m o s t c o m m o n p r i m a r y
The Vikings were a race who respected weapon, o n t h e basis o f archaeological
strength, courage and fighting p r o w - evidence. This was probably because the
ess, a n d m o s t V i k i n g P C s w i l l b e sword was a lot more expensive and only
fighters. T h e y c a n n o t j u s t i f i a b l y b e used b y t h e u p p e r echelons o f society.
called barbarians, s i n c e t h e Vi k i n g - Some r i c h l y decorated axes h a v e b e e n
age inhabitants of Scandinavia, for all found, though, so the axe may have had a
their reputed ferocity, had most of the prestige value of its own. As well as broad
attributes of civilisation; towns, trade, single-edged battle-axes, hand-axes were
a cash-based market economy, literacy also c o m m o n . O n e specialised f o r m o f
and a more or less centralised govern- axe w a s t h e francisca, a t h r o w i n g a x e
ment and legal system. with a long, slim head, slightly curved for
better balance.
The favourite w e a p o n s o f the Vikings
were sword, axe and spear. The Viking The spear was the Vikings' third weapon,
sword w a s o n e o f t h e f i n e s t b l a d e s but w a s n o t as popular as t h e s w o r d o r
available in Europe at that time, forged axe. M a n y w a r r i o r s m a y h a v e u s e d
using advanced techniques of pattern javelins a s a s e c o n d a r y w e a p o n , b u t
welding t o g i v e t h e r i g h t b l e n d o f fighting s p e a r s w e r e n o t p a r t i c u l a r l y
strength, flexibility and a good edge. A t common. B o t h j a v e l i n s a n d f i g h t i n g
the D M ' s o p t i o n , V i k i n g s w o r d s o f spears h a d l o n g , s l i m p o i n t s l i k e a
exceptional q u a l i t y m i g h t f u n c t i o n a s mediaeval p o i n a r d ; s o m e s p e a r s w e r e
non-magical +1 weapons. Fine swords decorated.
were s o m e t i m e s r i c h l y decorated o n
the guard and pommel with an inlay of The scramasax was more or less unique
gold, silver or niello (an oxide of silver, to the Vikings. It was a type of blade rather
giving an effect like black enamel) or, in than a particular weapon and consisted of
rare cases, garnet. S o m e swords had a bar of metal, sharpened at one edge and
names a n d t h e y w e r e o f t e n h a n d e d with o n e c o r n e r clipped o f f t o m a k e a
down as heirlooms from father to son. point. T h i s type o f blade w a s generally
used f o r s i m p l e , h e a v y, c l e a v e r - t y p e
Although the sword is the knives, a n y w h e r e between t h e size o f a
weapon most frequently dagger a n d a s h o r t s w o r d , b u t s i n g l e -
2 I M A G I N E magazine, September 1955
edged longswords of the same design are A special k i n d o f Vi k i n g w a r r i o r i s t h e at less convenient times — whenever
not u n k n o w n . T h e y w o u l d h a v e b e e n Berserker. The Danish scholar Johannes a Berserker sees a w e a p o n d r a w n o r
cheaper t o p r o d u c e t h a n t h e V i k i n g Brondsted describes the Berserker as "a blood f l o w i n g , o r a t o t h e r t i m e s o f
longsword, b u t of inferior quality (at the violent half-mad fighter._ (who) possess- stress, the Berserker must roll Wisdom
DM's option, some may be -1 ). ed terrifying strength w h i l e battle-fever or less on a d20; failure indicating he
berserksgangr w a s u p o n h i m , o n l y t o has gone berserk. The madness lasts
Another popular w e a p o n w a s t h e long- relapse a f t e r w a r d s i n t o s t u p o r a n d for (20 - Wisdom) rounds after the fight
bow, although the sagas concentrate on lethargy". They refused to w e a r armour has e n d e d , a n d w h i l e i t l a s t s t h e
more h e r o i c h a n d - t o - h a n d c o m b a t . in b a t t l e " a n d f o u g h t l i k e m a d dogs o r Berserker will fight continually, attack-
Arrows a r e e v e n f o u n d i n w o m e n ' s wolves..., they had the strength of bears ing f r i e n d s i f n o e n e m i e s are w i t h i n
graves, as are heavy scramasaxes. While or bulls._ while neither fire nor iron could reach. I t is t h i s above all t h a t makes
female w a r r i o r s a r e n o t c o m m o n i n make a n impression u p o n t h e m . " B e r - Berserkers f e a r e d a n d d i s t r u s t e d .
Scandinavian literature, it is known that serkers w e r e regarded w i t h a degree of While berserksgangr lasts, t h e B e r -
Viking w o m e n enjoyed a degree o f free- fear and mistrust even by other Vikings — serker has the following advantages:
dom a n d e q u a l i t y f a r greater t h a n t h e i r in s o m e texts the w o r d s 'berserker' and a) the Berserker may add his level t o
Saxon and Frankish counterparts. 'pirate' are used interchangeably, and the any d a m a g e c a u s e d ; d a m a g e
hero G r e t t i r t h e S t r o n g defeats several bonuses a r e c u m u l a t i v e w i t h
Shields w e r e c i r c u l a r, m a d e o f w o o d bands o f Berserkers w h o w a n d e r t h e bonuses for Strength etc.
around a d o m e d i r o n b o s s , a n d w e r e countryside of Iceland as brigands. b) the Berserker can fight on in spite of
frequently painted. In A D & D zero o r n e g a t i v e h i t
game terms, they were of the points, dying only when
'small, w o o d e n ' variety. I t is the hit point score goes
possible t h a t t h e V i k i n g s A violent half-mad fighter who possesses below (0 - Constitution).
followed t h e Saxon practice c) i m m u n i t y t o f e a r ,
of using the shield-boss as a terrifying strength while battle-fever charm, h o l d a n d o t h e r
main-gauche o r m a i l e d f i s t berserksgangr is upon him, fighting like mind-influencing
after t h e w o o d o f t h e shield attacks; s u c h a t t a c k s
had been hacked from around mad dogs or wolves..., they had the induce berserksgangr.
it (D&D: Encumbrance 20cn, strength of bears or bulls.... while d) i m m u n i t y t o p o i s o n s
Damage 1 -4 + Special Effect while berserk, add level
as blackjack; AD&D: Damage
neither fire nor iron could make an to die r o l l f o r all o t h e r
1 - 4 / 1 - 2 , t r e a t as open hand impression upon them saving throws.
for A C adjustments, treat as e) at the D M ' s option, any
metal p o m m e l f o r Pummel)- NPC or intelligent mon-
ing Ta b l e adjustments). T h i s ster attacked by a Ber-
seems to have been the only type of shield Essentially fighters, Berserkers do have serker might have to check morale,
used by the Vikings and the 'Viking spike some interesting special features. H e r e possibly at a penalty.
shield' in the Tunnels & Trolls rules has are s o m e ideas o n h o w PC Berserkers
no basis in archaeological fact. might be treated in D&D and AD&D; they These advantages are lost when berserks-
vary a little from the 'monster' Berserkers gangr ends, however, and the following
Armour w a s f a i r l y rare, because o f i t s in t h e rulebooks a n d t h e individual D M price must be paid:
high cost, b u t coats o f r i n g , c h a i n a n d should feel free to adapt them as desired. a) t h e B e r s e r k e r i s i n c a p a c i t a t e d ;
scale-mail have been found, which would Strength and Constitution both drop
probably have belonged to wealthy jarls. 1. A t t r i b u t e s - - S t r e n g t h a n d C o n s t i t - to 3 , r e g a i n e d a t t h e r a t e o f o n e
Other w a r r i o r s w o u l d h a v e relied u p o n ution m u s t both b e 1 2 o r better and point of each per 2 hours of rest. Hit
their shields and t h e i r heavy clothing o f Wisdom must be 8 or less. A Berserker points drop to a m a x i m u m of 1 p e r
leather a n d f u r s f o r protection — t r e a t suffers a p e n a l t y o f - 4 t o Charisma level; hit points lost through incap-
this as leather armour, although (AD&D) except w h e n dealing w i t h o t h e r Ber- acitation c a n n o t b e recovered b y
studded leather armour is possible. serkers or monsters of a similar nature. cure spells or other magical means,
2. A l i g n m e n t — B e r s e r k e r s m u s t b e but are recovered at the rate of 1 hp
Viking helmets have long been the subject chaotic. per hour of rest.
of a misconception that should be cleared 3. Experience - - B e r s e r k e r s g a i n e x - b) any p o i s o n a t t a c k s m a d e w h i l e
up once and for all. They were never fitted perience only for fighting. Experience berserk now take effect, and saving
with horns, wings or any other projecting points and levels are as for Fighters. throws must be made normally.
decoration. These were used by the Celts 4. Equipment — B e r s e r k e r s m a y n o t c) if hit points are less than zero, the
of Gaul, Britain and Ireland (see ;--.1 7), but wear a r m o u r o f a n y k i n d , a l t h o u g h Berserker g o e s i n t o a c o m a a n d
never, never by the Vikings. Their typical they may carry shields. They may use may die (D&D: chance of survival is
helmet was a cap of leather with iron ribs, any hand-to-hand or throwing weapon, 20% + 5% per point of Constitution;
and s o m e t i m e s a s k i n o f i r o n . N a s a l subject t o t h e c u l t u r a l l i m i t a t i o n s AD&D: make a System Shock roll,
guards w e r e c o m m o n , s o m e t i m e s e n - given a b o v e . T h e D M m u s t d e c i d e based o n o r i g i n a l Con). D e a t h i s
larged into elaborate eyeguards of spec- whether a Berserker would carry packs certain unless w o u n d s are bound,
tacle form. Some had heavy cheekpieces, and other encumbering items. etc. Cure spells can restore lost hit
similar t o a G r e e k h o p l i t e h e l m e t . I n 5. Magic & Psionics — Berserkers m a y points to a m a x i m u m of 1 p e r level
AD&D terms most helmets are small, the not u s e m a g i c a l i t e m s e x c e p t u n - while the Berserker is incapacitated
heavier examples counting as great. The intelligent magical weapons of permit- (see above), b u t t a k e f u l l e f f e c t
helmet from the Sutton Hoo ship burial in ted types. They may never use magical thereafter.
the British Museum has a complete face- spells, spell-like effects or psionics. 7 Followers — a
plate; although this burial, strictly speak- 6 Berserksgangr — Berserker rage w i l l Berserker of 9th
ing, p r e d a t e s t h e V i k i n g p e r i o d , i t i s automatically start at the beginning of level or above
thought to be of Scandinavian design and a fight, unless the Berserker is incap- cannot establish a
might not be too out of place in a Viking acitated (see below). It may also start stronghold,
context.

I M A G I N E ma9a6ne, Septemba 1985 3


undead are very rare in Norse terms — it is probably best to keep them
myth, I would give Viking clerics a as court-based NPCs, although they might
reduced turning ability and weaker conceivably b e t r e a t e d a s a c u t - d o w n
necromantic spells (except cures). version o f t h e A D & D b a r d , s u b j e c t t o
Viking weapon and armour restrictions as
Wizards a n d e n c h a n t e r s w e r e r a r e i n above, and w i t h o u t Druidical spell use or
Norse myths and were generally solitary song-based a b i l i t i e s , b u t r e t a i n i n g t h e
but will attract bad guys rather than an accepted part of raise morale, legend lore and item know-
followers in the same way as a fighter. society a s t h e y a r e i n t h e D & D / A D & D ledge abilities. A t t h e D M ' s option, t h e
These w i l l a l l b e B e r s e r k e r s , w i t h games; at the very best they would meet Skald m i g h t be a b l e t o c h a r m w i t h h i s
appropriate restrictions o n weapons, with u n i v e r s a l d i s t r u s t a n d s u s p i c i o n . poetry as the Bard does with song, and to
armour a n d magical weapons. N u m - Some i n d i v i d u a l s h a d s h a p e c h a n g i n g compensate for the loss of Druidical and
bers will be halved, but the rank-and- powers — t h e y m a y h a v e b e e n l y c a n - song-based abilities, Skalds might not be
file w i l l be Level 1 i n s t e a d of 0 / N M ; thropes, o r they may have had a limited required t o g a i n experience a s a t h i e f
otherwise followers are determined as shapechange ability like the AD&D Druid, before s k a l d i c t r a i n i n g b e g i n s ; t h o u g h
normal f o r a f i g h t e r c h a r a c t e r. T h i s whereby t h e y c o u l d a s s u m e a l i m i t e d this w o u l d m e a n t h e loss o f a n y t h i e f l y
group relies on its leader for support, number of forms. More powerful enchant- abilities.
and m a y t u r n o n h i m i f n o t satisfied ers were able to weave great illusions —
with his leadership. Since Berserkers when Thor attacked the wizard Utgardloki
may not establish a stronghold or rule (not to be confused with the god Loki), he Religion and Philosophy
an area, it is common for them to hire levelled a mountain, believing it was the
out as mercenaries or turn to banditry. magician's head. S o m e giants a n d troll The m o s t p o p u l a r Vi k i n g g o d s , o n t h e
8. Lyca nth ropy — the word 'berserk' has leaders w e r e potent magicians, and the basis of archaeological evidence, seem to
two possible derivations, one meaning little-seen d w a r v e s h a d t h e a b i l i t y t o have been Thor, Odin and Tyr. Thor was a
'bare s k i n n e d ' a n d t h e o t h e r ' b e a r create magical items. fighter's god, strong, heroic and fearless,
skinned'. While the former reflects the and w a s t h e essence o f t h e t r u e Viking
Berserker's s c o r n i n g o f a r m o u r, t h e Thieves, n o d o u b t , w e r e a s a c t i v e i n hero. Additionally, his office as god of the
latter h a s given r i s e t o theories t h a t Viking t o w n s as they were in any others, sky, winds and storms made him especial-
Berserkers were, o r w e r e t h o u g h t t o but understandably they are not seen in ly p o p u l a r w i t h t h i s s e a f a r i n g r a c e .
be, lycanthropes, w h o s e a n i m a l side the hero-tales of the sagas. Some heroes, Images o f T h o r ' s h a m m e r , w o r n a s
took o v e r i n battle; t h e character o f like G r e t t i r t h e S t r o n g a n d Egil Skalla- pendants, w e r e by far the m o s t popular
Beorn i n The Hobbit is an example of grimsson, m a y h a v e b e e n multiclassed items of jewellery worn by the Vikings —
this explanation of Berserkers and one fighter/thieves i n A D & D terms, b u t the as p o p u l a r a s t h e c r o s s a m o n g t h e i r
group o f Berserkers in Grettir's Saga accent in the sagas was always on their Saxon contemporaries. I t h a d n o p a r t -
are called u l t h e d n a r (wolf hides). T h e fighting a b i l i t y ; t h e y w e r e m o r e l i k e icular powers, a s f a r a s w e k n o w, b u t
DM m u s t decide w h e t h e r Berserkers Fafhrd than the Grey Mouser. functioned s i m p l y as a ' h o l y s y m b o l ' i n
are lycanthropes, adding lycanthropic D & D / A D & D t e r m s ; o f course, t h e D M
abilities f r o m t h e D & D / A D & D r u l e - The D & D / A D & D D r u i d i s b a s e d o n a can i n t r o d u c e m a g i c a l T h o r ' s h a m m e r
books t o t h e o u t l i n e s g i v e n h e r e i f Celtic prototype, but there are characters pendants fairly easily if desired.
necessary; bear in mind, though, that in N o r s e m y t h w h o c o u l d f a l l i n t o t h i s
giving Berserkers i m m u n i t y to normal class. T h e s e solitary, reclusive h e r m i t s Tyr, a s t h e g u a r d i a n o f t h e l a w , w a s
weapons o n t o p o f a l l t h e i r o t h e r and w i s e - w o m e n h a v e m o r e scope a s another important god, i f not as popular
abilities would make them immensely NPCs than as PCs, but could be useful as as Thor. A l t h o u g h t h e Vikings m a y have
powerful — f a r m o r e s o t h a n t h e y random e n c o u n t e r s o r l e a d - i n s t o a n seemed l i k e l a w l e s s barbarians t o o u t -
appear to be from the sagas. adventure. T h e y n e e d n o t a l w a y s b e siders, t h e y had t h e i r o w n code o f legal
Druids s o m e might be A D & D sages, or practice w h i c h w a s t h e f o u n d a t i o n o f
Although we know a good deal about the N M / L e v e l 0 NPCs w i t h a single isolated their society. E v e r y m e e t i n g o f a t h i n g
gods o f t h e Vikings, n o t m u c h evidence talent such as divination or scrying. (see page 5)took place under Tyr's watch-
has survived about Viking priests and the ful eye, and he saw that justice was done.
temples w h i c h t h e y s e r v e d — t h i s i s Despite t h e fact that elves and dwarves
mainly b e c a u s e m o s t s u r v i v i n g N o r s e form p a r t o f N o r s e m y t h o l o g y, t h e s e While Odin was the leader of the gods, he
mythology w a s o n l y w r i t t e n d o w n a f t e r demi-humans n e v e r a d v e n t u r e d w i t h was not in the same position as the Greek
Scandinavia h a d b e c o m e C h r i s t i a n . I t humans; both races w e r e reclusive and god Z e u s . H e w a s a s h a d o w y f i g u r e ,
seems likely, however, that Viking priests had f e w d e a l i n g s w i t h m a n k i n d . H a l f - feared as well as worshipped, w h o could
would be fairly close to the D & D / A D & D elves are not unknown, but are extremely bring good or ill. While Thor stood for the
cleric, w i t h restrictions on weapons and rare; those t h a t do figure i n m y t h w e r e strength o f t h e w a r r i o r a n d Ty r f o r t h e
armour as given for fighters. T h e edged always raised a m o n g h u m a n s a n d h a d strength o f l a w, O d i n represented t h e
weapon rule need only apply at the DM's few magical abilities. Halflings, of course, darker, wilder force of magic. Like magic,
discretion ( i t c o m e s f r o m r e p o r t s o f do not belong in the Viking world. he w a s unpredictable, o f t e n d a n g e r o u s
Norman f i g h t i n g p r i e s t s a t t h e battle o f and always mysterious. In many ways, he
Hastings, some 200 years later), although One f i n a l t y p e of Viking character is the stood for all t h a t the Norsemen couldn't
it s e e m s reasonable t o restrict a c l e r i c Skald. These poets w e r e t o t h e Vikings understand or come to terms with. While
following T h o r t o using hammers. Spell what t h e bards w e r e t o t h e Celts — it was always necessary to treat him with
use w o u l d b e a b o u t a s n o r m a l f o r a storytellers, m e m o r y b a n k s a n d c o u r t respect, n o a m o u n t o f o ff e r i n g s c o u l d
D & D / A D & D cleric — personally I w o u l d poets. T h e y seem t o have concentrated guarantee a favourable or even rational
recommend the DM to tailor spell lists to on t h e spoken w o r d r a t h e r t h a n music; reaction from him.
the d e i t y ' s c h a r a c t e r a n d interests ( f o r many jarls kept a skald a s part o f t h e i r
example, a c l e r i c o f T h o r m i g h t h a v e retinue t o i m m o r t a l i s e t h e i r g l o r i o u s Besides these m a j o r gods, o t h e r s w e r e
lightning-based spells rather than those deeds in verse and add to their renown. worshipped b y those w h o w a n t e d t h e i r
based on f i r e o r earth magic), and since Skalds are difficult to treat in D & D / A D & D favour — Freyr b y those w a n t i n g g o o d
4 I M A G I N E magazine, September 1985
crops o r f r u i t f u l livestock, f o r example. nobles, and could not act against them. Lycanthrope — the area is being ravaged
Many other gods, l i k e Bragi, Nagni a n d Viking law was based upon the thing, a by a l y c a n t h r o p e — e q u a l c h a n c e o f
Vidar, seem not to have been worshipped local assembly of free men, before whom werewolf, werebear or wereboar. A s an
as s u c h ; t h e y s e e m t o a p p e a r o n l y a s all disputes and legal proceedings w e r e added complication, the lycanthrope may
'extras' i n t h e legends. Loki, t h o u g h a heard. Each district had its own thing, and be a prominent resident of the village, or
major f i g u r e i n m y t h o l o g y, w a s a l m o s t there w a s an upper layer o f regional o r closely related, and h i s / h e r kinsmen may
certainly never worshipped o r regarded Landthing w h i c h served a s h i g h c o u r t s seek to protect h i m / h e r and prevent the
as anything but a devil. for i m p o r t a n t d e c i s i o n s a n d a p p e a l s . party from finding anything out.
Finally there was the Althing, the highest
The Viking character and philosophy was legal authority in the land. Tomtra —the Nissen and Tomtra (singular
a straightforward one. Because the after- Nis a n d To m t e ) a r e domestic sprites o f
life o f feasting a n d drinking i n Va l h a l l a While a t h o m e , t h e j a r l s s a w t o t h e more modern Scandinavian folklore, b u t
was open o n l y to t h e greatest warriors, running o f t h e i r f a r m s and estates, b u t it is likely that they date back to the Viking
they had little fear of death t o die well during t h e s u m m e r, m a n y s e t s a i l o n period. Essentially they are similar to the
in battle and be gathered by the Valkyries trading o r r a i d i n g voyages. T h e y m a y AD&D B o o k a d e t a i l e d i n t h e F I E N D
was a g l o r i o u s t h i n g , a n d t h e d e a t h a have done both, although there is a great F o L l o , ' tome— naturally invisible sprites
Viking feared most was a peaceful one in deal o f difference b e t w e e n trading a n d w h o bring luck and help the household to
his bed. The Vikings knew that all things fighting ships on the basis of wreck finds. prosper w h e n they are well looked after
came t o a n e n d — even t h e gods w e r e (generally by small offerings of food), and
doomed t o die a t Ragnarok — and t h e y The j a r l s each m a i n t a i n e d a r e t i n u e o f w h o play embarrassing, dangerous a n d
knew that fame was the only immortality. huscarls, who served as a bodyguard and sometimes f a t a l practical j o k e s o n t h e
To live well and die gloriously, and have personal s t a f f i n p e a c e t i m e a n d a s a householders i f t h e y a r e n e g l e c t e d o r
the saga o f your deeds retold w h e r e v e r fighting u n i t led b y t h e jarl i n w a r. The offended. For the D&D game, they should
warriors feasted; t h a t w a s t h e V i k i n g king's body o f h u s c a r l s w a s called t h e be treated as Sprites (Basic Set), except
dream. hird, a n d f o r m e d t h e n u c l e u s o f t h e that they are naturally invisible, and that
national army in time of war. a single Tomte can cast a c u r s e spell on
The Vikings valued strength, courage and its own. A series of accidents on a farm
integrity, a n d could have n o respect f o r Most PC Vikings will start off as huscarls might be due to an offended or neglected
weakness o r petty officialdom. I f a f e w in t h e retinue of a PC or NPC jarl. L o w - Tomte or Nis; they might appear similar to
boatloads o f m e n w e r e able t o p l u n d e r level a d v e n t u r e s m i g h t c o n s i s t o f poltergeist p h e n o m e n a , a n d t h e p a r t y
and b u r n a port, f o r example, t h e n t h e missions assigned by the jarl, and many might be sent to investigate.
fault lay w i t h the inhabitants of the port will be fairly mundane. The party might be
for h a v i n g inadequate defences. I f a n y sent t o deal w i t h complaints f r o m pea- W i t c h / h a g —this may be anything from a
man chose t o be discourteous t o them, sants, ranging f r o m domestic o r neigh- harmless but unpopular old w o m a n t o a
they assumed t h a t h e w a s prepared t o bourly disputes t o attacks b y bandits or village t h r e a t e n e d b y a n e v i l w i t c h o r
back h i s w o r d s w i t h action. O n e o f t h e monsters. AD&D Annis or Greenhag (see M M I I ) .
earliest records of the Vikings in England
tells o f a f e w ships arriving, apparently Bandits will be more or less as detailed in Many adventures need not involve mon-
peacefully in a port. The king's reeve, a the rulebooks, s u b j e c t t o t h e n o t e s o n sters or magic at all, b u t w i l l be j u s t as
Saxon o ff i c i a l , w e n t t o d e a l w i t h t h e weapons and a r m o u r above. S o m e may important
newcomers and they didn't like his high- be Berserkers. to the jarl
handed m a n n e r, so they killed him. The and will
Saxons w e r e horrified a t t h e m u r d e r o f Monsters can be almost anything threat-
the king's officer, w h i l e t h e Vikings, f o r ening small communities, ravaging crops,
their part, probably couldn't understand and s o o n . Depending o n t h e size a n d
why the Saxons put up with being treated level of the party some possibilities are:
like that.
Animals — a notorious bear, boar, w o l f
pack o r s i m i l a r. T h e s e a n i m a l s a r e t o o
Viking Life & Adventures dangerous for normal m e n to deal w i t h ,
••••••?'„,
and will have the maximum hit points and
Viking society seems to have consisted of abilities as given in the relevant monster
three classes. T h e J a r l c l a s s w a s t h e description.
warrior nobility, and nearly all the heroes
of the sagas are from this class. Next was Trolls o g r e s , trolls or the like may have
the p e a s a n t c l a s s , t h e s m a l l f r e e h o l d moved i n t o t h e area. Statistics w i l l b e
farmers w h o f o r m e d t h e b a c k b o n e o f standard, and the group will consist of not
Scandinavian society, l i k e t h e y e o m a n more than 1-4 ogres or
farmers o f m e d i a e v a l E n g l a n d . F i n a l l y 1-2 trolls.
there was the thrall class — bondservants
e_
who seem to have been little more than
slaves; l i t t l e i s k n o w n a b o u t t h e m , a n d
they do not seem to have been numerous.
I;1. • I ! I
zlyi,naiLut i ; 1
The king, w h e r e there w a s one (Iceland
had n o k i n g ) , w a s n o t a n a b s o l u t e SWIT4U-1-12ligIt '111
monarch like his contemporaries in Eng-
land and France, but was in a way the first
among equals — there was little distinct- iir41670#44(11*-A-64611' ••'11111,„1.‘itgVUr'-
" . . 11 4 4 0 0 ” 4 , ,
ion in the jarl class. He simply ratified the 1•04414.1:-, "0—
,-K.4,40T, •
acts of the 4404,4„,

I M A G I N E magadne, Strember 1985


5
Ade? 7P IvI1br• i . s :
iqL,?-14..,AtP k.,4,3yv„i•,J
there a r e m a n y possibilities f o r adven-
did n o t only move south and w e s t tures in these worlds; apart from a party
4 a * Y 1 t r a d e a n d exploration. T h e y
regularly traded by river across the whole b e i n g driven before a terrible storm, they
of Russia and into the Islamic world (the a r rm i vi gi hn tg b seo m
s eenwth o
e rne daicvci n
i deelnyt-ai n
l l ys pai frteedr
name ' R u s s i a ' m a y h a v e b e e n d e r i v e d m i s s i o n s inJotunheim and Muspellsheim
4 1 1 0 g ! f r o fromm one group
S c a n dofi nSwedes
a v i a — called
t h e Sthe
w eRus,
des — the gods would b e reluctant t o act
offer the DM more w h o settled there), d i r e c t l y in these areas for fear of provoking
chance to test the players' role-playing in the giants to attack and starting Ragnarok,
non-combat situations. For example: Raids can provide the basis for a number the w a r at the end of the world.
of hack-and-slay scenarios; targets might
1. T h e j a r i h a s j u s t h e a r d a d i s p u t e range f r o m s m a l l i s l a n d m o n a s t e r i e s ,
between t w o f a r m e r s , T h o r g i l E r i k s o n which c o u l d b e taken b y pure force, t o Magic & Monsters
and G r i m A s b j o r n s e n . J u d g e m e n t h a s better fortified trading ports, which posed
been m a d e i n f a v o u r o f Thorgil (for t h e more of a problem. These raid scenarios Magic is rare in Norse mythology — most
sake of argument, the case could involve are limited in their possibilities, however, spells and magic i t e m s are restricted to
a piece of land which both claim to own), and voyages of trade and exploration will the gods. There are a few enchanters and
but Grim is not satisfied and has decided provide m o r e i n t e r e s t i n g a d v e n t u r e s . wise-women, but not many. Despite this,
to put his case before the local Landthing Despite t h e r e p o r t s o f Vi k i n g r a i d s i n a Viking based D & D / A D & D campaign
which m e e t s i n a f e w days' t i m e . T h e Saxon chronicles, scholars are coming to could a c c o m m o d a t e m a g i c a l w e a p o n s
party i s assigned b y t h e j a r l t o e s c o r t the conclusion t h a t raids w e r e compar- and a r m o u r q u i t e e a s i l y ; o t h e r i t e m s ,
Thorgil t o t h e Landthing. I f Thorgil does atively i n f r e q u e n t c o m p a r e d t o m o r e such a s r i n g s , a m u l e t s a n d t a l i s m a n s ,
not appear there, for whatever reason, he peaceful voyages — w e h a v e a biased could be introduced at the D M ' s discret-
will l o s e t h e c a s e b y d e f a u l t . W i n t e r picture today because peaceful voyages ion, b u t w i l l b e r a r e r — ' f o r e i g n ' i t e m s
weather w i l l a d d a f e w hazards t o t h e weren't 'news' like the raids. such a s t h e Egyptian-based s c a r a b o f
journey, w h i l e t h e r e i s t h e c o n s t a n t protection, should be avoided.
threat of attack by Grim and party of his While trading voyages provide an oppor-
relatives. Alternatively, the party may be tunity to stretch players' role-playing and The m o s t c o m m o n m o n s t e r s are g i a n t /
ordered t o e s c o r t a p r i s o n e r t o t h e the o c c a s i o n a l b r u s h w i t h p i r a t e s o r ogre types. Definitions a r e vague — the
Landthing, a n d h e m a y t r y t o e s c a p e aquatic monsters, voyages of exploration words 'giant', 'ogre' and 'troll' are some-
during the course of the journey. have more possibilities for adventure. In times used t o describe t h e same being,
addition to the Swedes, trading inland to but most types of giant, ogre and troll are
2. T h e j a r l i s visited b y a n o t h e r jarl, o r the Islamic world, it is well known that the usable. S i n c e s o m e g i a n t s h a d s h a p e -
perhaps even t h e king, accompanied b y Vikings explored m o s t o f t h e n o r t h e r n changing a n d o t h e r m a g i c , a m o n s t e r
20-40 h u s c a r l s a n d o t h e r a t t e n d a n t s . Atlantic, colonising Iceland a n d G r e e n - such as the AD&D Ogre Mage could even
Someone w h o has a score to settle w i t h land, a n d , according t o increasing e v i - be u s e d , d e s p i t e i t s u s u a l J a p a n e s e
the PC's jarl w i l l try to set the t w o sides dence, a s m a l l a r e a o f N o r t h A m e r i c a . origins. It is worth noting here, too, t h a t
against each other. This could be done in Frequently these intrepid travellers were the D & D / A D & D troll owes little to Norse
several w a y s ; caskets o f g i f t s could b e looking f o r s o m e w h e r e t o lie l o w w h i l e mythology, having been lifted lock, stock
stolen o r e x c h a n g e d f o r m a n u r e , t h e the 'heat' died down at home; Iceland and and three-foot nose from Poul Anderson's
guests' d r i n k could be poisoned, s o m e - Greenland w e r e p o p u l a r r e f u g e s f o r Three Hearts and Three Lions.
thing belonging to the jarl could be stolen those who had just lost serious arguments
and planted among the visitors' possess- with their king. Another popular monster was the barrow-
ions, and so on. The party must find o u t dweller. Breaking i n t o burial-mounds in
what's g o i n g o n a n d s t o p w h o e v e r i s As well as the historic exploration under- search o f t r e a s u r e w a s a p p a r e n t l y a
responsible; to avoid embarrassing their taken by the Vikings, a party m i g h t also common pastime, and sometimes, as in
jarl f u r t h e r i n f r o n t o f h i s visitor, t h e y have t h e c h a n c e t o e x p l o r e t h e w o r l d the saga of Grettir the Strong, the occu-
must accomplish this without the visitors according to Viking myth. Some ideas for pa nt p u t u p u n e x p e c t e d r e s i s t a n c e .
ever being aware that anything is wrong. such play are covered in a later article — Although t h i s type o f monster clearly

These home-based adventures w i l l take


place in the winter, and bad weather, thin YlKINq
ice and h u n g r y wolves w i l l add spice t o 0 / V 6 5WORD 5 / 1 j 0
au- ved b e a d
any a d v e n t u r e ( s e e G o r d o n B a r b o u r ' s
article A t the Mountains of the North
t 'Shore, h e w / 17/7
Wind i n I M A G I N E , magazine 4 1 2 ) . C/OW/2CUrYeC/ eito/f,
Mountain passes will be closed, lakes and
77/0/e ///9H/te f(yhsed
rivers w i l l b e frozen, a n d m u c h g r o u n d g',/)COX
will only be passable by sledge or on skis. f:6Nz9/9n17-
It is a good idea t o start a Viking-based
Lvael
campaign in the winter, to give the party Sbri/Vh
time f o r a f e w l o w - l e v e l , e x p e r i e n c e - Z/adk s • ot
gaining adventures before the rigours of .5heet ine6/
the campaigning season. let7okv/7 , 5 7 / y e r
:•
4rai7je -,/p/Z•
It was in the summer that the Vikings took roufideal
Al e n o l /27cl7te 1/1 f Ft) j e
to t h e seas o n raids a n d o n voyages o f
6 I M A G I N E ma9adtw, September 1985
inspired Tolkien's b a r r o w - w i g h t s i n The derived f r o m t h e n o t e s o n P C V i k i n g s Experience Factor: roll 2 d 1 0 for n u m b e r
Lord of the Rings, these barrow-dwellers given above. V i k i n g s h a v e a n a t u r a l l y of victories, 1d6 for number of routs.
are f u l l y m a t e r i a l a n d d o n o t h a v e t h e high morale, s o a m o d i f i e r o f +1 o r +2 Training Factor: assume 20 weeks' train-
level d r a i n a b i l i t y o f t h e D & D / A D & D might be awarded at the referee's discret- ing per year — the jarl class are profess-
game Wight; they seem to be more like a ion, balanced with a negative modifier to ional warriors. The jarl is with his men at
faster, s m a r t e r Zombie o r M u m m y o r a discipline — t h e y t e n d t o b e m o r e all times, and huscarls stay 'on duty' all
non-paralysing G h o u l . A l l t h e s a m e , individualistic f i g h t e r s t h a n , s a y , t h e the time.
Wights m i g h t n o t be too out o f place in Roman legions. Jarls will invariably fight Equipment Factor: Viking longswords are
this r o l e , b u t g h o s t - t y p e u n d e a d l i k e with t h e i r u n i t s — f o r g a m e purposes, of excellent quality, but are rarely used by
Spectres and Wraiths are unknown. assume that each jarl will command 1-10 anyone except jarls. A l l o t h e r w e a p o n s
ships o r u p t o 3 0 0 m e n . W h i l e t h e are o f g o o d t o average q u a l i t y, e x c e p t
As f o r other monsters, a l m o s t anything warriors' l o y a l t y t o t h e i r j a r l w a s u n - scramasaxes w h i c h a r e o f a v e r a g e t o
given in encounter tablesfor arctic or cold shakeable, t h e y w i l l n e v e r b e o f above poor quality (use a base v a l u e o f zero).
temperate regions is usable, b u t beings average loyalty as mercenaries; they find Most Vikings have a second w e a p o n o f
from other planes and other mythologies it difficult to respect men w h o pay others equal quality; t h e most popular combin-
should b e a v o i d e d . N o r m a l a n d g i a n t to fight for them. ation is axe and spear.
animals, a n d a n i m a l s w i t h m a g i c a l o r Special T r o o p F a c t o r : B e r s e r k e r s a r e
other e n h a n c e d a b i l i t i e s , s u c h a s t h e Although the system does not cover sea treated as 'Special troops'.
AD&D W i n t e r Wo l f , c a n a l l b e used, battles, r e f e r e e s m i g h t l i k e t o b e a r i n
provided that they fit i n w i t h t h e setting mind that Viking ships are built to be run In a d d i t i o n , V i k i n g s a l w a y s h a v e h i g h
(no camels or tigers, for example). Giants, in through surf and beached at speed, and morale; I w o u l d s u g g e s t a n a d d i t i o n a l
ogres and trolls are all fine, and stats for the Vikings could beach and disembark in bonus of +10. These mass combat figures
races like Orcs and Goblins can be used one swift operation; I would suggest that are given f o r Viking i n f a n t r y — cavalry
for lesser trolls, which are fairly common. they be allowed to do so in open formation was not unknown, although it was fairly
Rulebook Trolls can be used as the more in one movement phase. rare. The Vikings did not use chariots or
powerful Troll lords and Kings. A n y kind catapults.
of Elf, D w a r f or G n o m e can be used, as Berserkers a r e a s p e c i a l c a s e . A g a i n ,
can m o s t k i n d s o f H a g s a n d D r a g o n s . most of the r a w stats can be taken from
Lycanthropes are another favourite, and the n o t e s o n PCs; t h e y w i l l a l w a y s b e Viking Ships
most kinds of shapechanger can be used mobs, with MI_ of 19 or 20 and DI_ of 0, but
w i t h o u t stretching the mythology too far should g a i n a n A R m o d i f i e r a s i f i n Ships were a vital part of Viking life, and
— shapechanging was the most common skirmish formation. If any figure, e n e m y no a r t i c l e o n Vi k i n g g a m i n g w o u l d b e
type o f magic in mythology. Essentially, or otherwise, is w i t h i n the charge range complete w i t h o u t some consideration o f
the DM should avoid monsters from other of a Beserker figure which is not engaged them. P l a n s f o r a t r a d i n g vessel a n d a
mythologies, a n d b e i n g s f r o m o t h e r (except at the start of a battle), there is a warship a r e given overleaf, based o n a
planes such as demons and elementals, good chance that it will be attacked t h e series o f w r e c k s f r o m D e n m a r k . T h e
and s h o u l d be guided b y i n s t i n c t w h e n referee might use a discipline check here, trader was mainly a sailing vessel, with a
considering o t h e r monsters. I f they feel based on a theoretical DL of 8. Needless f e w oars f o r manoeuvring i n port; c r e w
right, a n d e s p e c i a l l y i f t h e y c a n b e to s a y, Berserkers n e v e r r o u t a n d a r e figures can only be guessed at, but about
justified f r o m m y t h o l o g y (subterranean never in command. half-a-dozen seems reasonable. This ship
lizards, for example, m i g h t be t h e spawn is not designed to be beached; unlike the
of the Midgard Serpent), then use them. Referees should consult the earlier notes warship, it needs a good harbour. In the
There is no point in limiting a campaign to carefully w h e n d r a w i n g u p t h e r o s t e r D&D game this vessel w o u l d c o u n t as a
re-runs of myths, and provided the basic sheet f o r a u n i t o f Berserkers. H D / f i g sailing s h i p , s m a l l ( E x p e r t r u l e s , p431,
Norse flavour is retained, there is nothing should b e 11/2 t i m e s n o r m a l , reflecting and in the Advanced game it would be a
to worry about. the ability to fight on negative hit points, merchant, small ( D M G , p54).
and so should damage (eg, for a figure of
1st l e v e l B e r s e r k e r s w i t h l o n g s w o r d s The warship also relied mainly on its sail
Mass Battles they a r e 1 5 a n d D 8 + D 4 r e s p e c t i v e l y w h e n a t sea, b u t w o u l d r o w i n t o t h e
instead of 10 and D8). If a Berserker unit attack under the power of 2 or more oars.
Large Scandinavian armies took the field goes for 3 or more game rounds w i t h o u t The mast could be taken down easily, and
only rarely (see Macbeth, A c t I, Sc 2 for being e n g a g e d o r f i n d i n g a n y f i g u r e one ship found in Norway was fitted w i t h
one example). Raiding parties varied i n within i t s charge range, reduce its a pair of T-shaped racks, to hold either the
size; g r o u p s as small a s 3 ships and a s strength by half in every successive game mast or the oars while the other means of
large a s 3 5 0 a r e r e c o r d e d , b u t t h e round; eg, a u n i t o f 1 0 0 Berserkers (10 propulsion w a s i n u s e . T h e c r e w m e n
average is 25-35 ships, each carrying 20- figures) l o s e s 5 f i g u r e s o n t h e f o u r t h would have sat either on the raised cross
,40 men. Here are a f e w notes on Vikings round, 21/2 (2 killed, 1 w o u n d e d ) on t h e beams or on their sea-chests to row. On
in m a s s c o m b a t , b o t h f o r t h e A D & D fifth, 11/4 (1 k i l l e d , 1 w o u n d e d ) o n t h e either side of the ship is a shield-ledge —
B AT T L E S Y S T E M ' " f a n t a s y c o m b a t sixth, and so on. These are n o t actually shields w o u l d probably o n l y have b e e n
system, and for the War Machine rules in killed, b u t r e p r e s e n t collapse f r o m e x - hung o n i t w h e n t h e s h i p w a s entering
the ()SAD Companion Set. haustion; it pays to keep Berserkers busy. port, since t h e y w o u l d be needed i f t h e
ship w a s r o w i n g i n t o b a t t l e a n d t h e y
1. B AT T L E S Y S T E M V i k i n g forces Attack by Berserkers can be terrifying. A would get soaked or lost if they were hung
should b e t r e a t e d a s r e g u l a r i n f a n t r y unit attacked by Berserkers m u s t check out w h i l e the ship w a s at sea. For D & D
consisting of 1st level Fighters with a 7th- morale every game round, with a modifier this type of warship counts as a longship,
9th level leader. Alternatively, they might of -2 in the first round only. (Expert rules, p43)
be treated as elite skirmishers w i t h t h e although the crew
ability to enter closed formation, possibly 2. T h e W a r M a c h i n e — t h e following figure given in the
needing to check discipline frequently to points s h o u l d b e b o r n e i n m i n d w h e n rulebook is too high.
stay in closed formation. Most other stats calculating a BFR for a Viking force: For A D & D the
can be

I M A G I N E ma9atiste, September 1985


KNORR VIKING T R A D I N G SHIP

rd5,///bee5/v//2/ed
cp
<------
_5-leer/y o a r —, , , , , _ _
Viking w a r s h i p i s t r e a t e d a s a g a l l e y
roit5e6/
/7705 Cl?!? ,Ze (DMG, p53), and again, t h e c r e w figure
flee/bi-/27
6 r ( Y 0/64 c‘oke/7 clow? o a r 4 o / e s r given is too high. The average c r e w of a
cited Viking w a r s h i p w a s between 2 5 and 3 6
171c7/70e vo/e7 y7
cleck?q Aor/ men. V i k i n g s h i p s , o f c o u r s e , d i d n o t
J702011(0' u mount c a t a p u l t s o r a n y o t h e r h e a v y
cross' -„bear/7,5
weapons; where sea battles are recorded
„..------- __,-----___ , _ , _ in t h e s a g a s , t h e y c o n s i s t p u r e l y o f
boarding actions and shipboard fighting.

DRAKKAR VIKING WARSHIP Bibliography


These titles are f a i r l y easily obtainable,
/17/7Medelece and w i l l be useful to anyone w a n t i n g t o
o look f u r t h e r a t t h e V i k i n g s a n d t h e i r
world.
i?leer, oar --- - - J--/e/o/ Johannes B r o n d s t e d — T h e V i k i n g s ,
— / -,...—,
e a l y e Pelican
H R Ellis Davidson — Gods and M y t h s of
Northern Europe, Pelican
aoro/es - e.92/o 30 a side 1c/vs5-ie7g75
oylornx 1 /-4)&e vort as ,5'e7t'5• Egli's Saga — Penguin Classics
„Drew •,' Laxadaela Saga — Penguin Classics
N 'sA,r/1111R
k eqefiw- The Saga o f G r e t t i r t h e S t r o n g - -
(
d o c i a n a n s o n o n o v o a a ° a r t a LI . / c a r v e d Everyman Translation
I• Several o t h e r s a g a s a r e a v a i l a b l e i n
Penguin Classics, a n d w i l l b e u s e f u l t o
— — - - - - - - - - - - - - - - ' , - - - , , -----%----,-- ----'----,—.
0 5 1 0 15 z o rt• the interested reader.
.§k Graeme Davis

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8 I M A G I N E nta9arbte, September 1885


R U N E MAGIC
by David Hill
The subject o f r u n e s and r u n e c r a f t can recognised f r o m t h e appearance o f i t s random, to provide the message. Another
provide n o t o n l y a v e r i t a b l e f e a s t o f members; they wore bizarre headgear of method was to paint the symbols on small
fascinating f a c t s , b u t a l s o a w e a l t h o f woodland a n i m a l pelts, w o o l l e n cloaks pebbles a n d t h e n s h a k e t h e m f r o m a
ideas for a GM to employ in a scenario, or dyed b l u e (Odin's colour) a n d f o o t w e a r leather bag —those which landed face up
for an actual character invention — the made f r o m r a b b i t ' s s k i n . A n e s s e n t i a l were used for the divination.
wizard-priest! piece o f equipment w a s a rune-covered The m a g i c o f t h e r u n e s s l o w l y d i e d
To b e g i n a t t h e beginning, w h a t a r e staff from which hung a pouch filled with when Christianity came to the Norsemen,
runes? To a n s w e r this w e m u s t go back herbs a n d c h a r m s . T h e archaeological although it survived until the seventeenth
into t h e distant m i s t s o f time. From t h e discovery of a Bronze A g e burial m o u n d century in Iceland.
myths of ancient civilizations it emerges containing t h e r e m a i n s o f a s h a m a n ,
that writing w a s looked on as a gift from revealed artifacts which would have been Below are a f e w G e r m a n i c r u n e s w i t h
the gods, t h e t h i r d m o s t i m p o r t a n t after essential t o a N o r s e w i z a r d . A b a g their A n g l o - S a x o n n a m e s . T h e s e c a n
fire and the wheel. Its origins are wrapped contained amber beads, a conch shell, a easily be incorporated into an rpg.
in v e i l s o f s e c r e c y. T h e w o r d r u n e falcon's c l a w, t h e b o n e s o f a snake, a
probably c o m e s f r o m t h e N o r s e r u n a r, bronze dagger, a squirrel's skull and the Porn This was named after a giant
meaning magic sign and the Old German dried intestines of a small rodent. Near to or demon w h i c h lived in t h e
runa, m e a n i n g t o w h i s p e r, o r a secret. the body and wrapped in an animal skin depths o f t h e forest. U s e o f
Secrecy has always been at the centre of was a forked hazel t w i g — possibly the this r u n e s u m m o n s t h e
the r u n i c script. W i t h these symbols the wizard's wand. demon.
writer w a s a b l e t o possess a m a g i c a l Os A n y god; used t o invoke any
alphabet made up of symbols which were Runic script consisted of angular strokes member of the Norse mythos.
believed to contain occult powers in the which m a d e u p u n u s u a l l e t t e r shapes. Ken A torch or light. The rune sign
hands of a magician. There were no round nor curved symbols of ancient fire.
A clue to the origins of runic script can because t h e y w e r e o r i g i n a l l y c u t i n t o Haegi Ice o r hail. T h e w e a p o n s o f
be f o u n d i n t h e r o c k c a r v i n g s o f t h e hardwood w i t h a knife; such engravings the f r o s t g i a n t s . U s e d t o
Bronze Age tribes who settled in Northern prohibited t h e c u r v e . L a t e r t h e y w e r e invoke winter storms.
Italy and Germany. I n t h e early German embossed o n m e t a l a n d l e a t h e r, a n d The need which drives man to
rock carvings, sunwheels, swastikas and coloured w i t h pigment. I n Scandanavia, succeed b y a c c o m p l i s h i n g
other symbols were considered sacred by human blood w a s used by the wizard in impossible deeds.
tribal m a g i c i a n s . T h e s w a s t i k a s y m b o l the belief that this made the runes more Ger Odin's S p e a r. T h i s c a n b e
was adopted b y Hitler, a n d i n reversed potent.... used t o s u m m o n a s u p e r
form became the emblem of the dictator. Sacrifices consisted of humans, cattle weapon.
The l i g h t o f t h e s u n w h e e l became t h e and grain. W h e n a h u m a n sacrifice w a s Pear A mystery n a m e in t h e r u n e
dark power of the waning moon. made, it is likely that criminals or prison- alphabet.
It i s believed t h a t t h e o r i g i n s o f t h e ers of w a r would have been the victims, Eolh Defence or protection; a rune
symbols c a n b e t r a c e d b a c k t o t h e ritually strangled by a leather thong. Well to ward off evil and unwanted
Teutonic gods o r w e r e t h e invention o f preserved bodies o f s u c h v i c t i m s h a v e influences, o r trespassers.
Odin. Odin represented the wild aspects been found in bogs in Iron Age Denmark. Tir The wargod Te w. Carved o n
of n a t u r e — t h e storm a n d thunder. H e The magicians also possessed the power amulets and shields for pro-
was t h e p a t r o n g o d o f m a g i c i a n s a n d to liberate their own spirits, which could tection in battle.
wizards. I t is because o f t h i s t h a t h e i s travel and commune with the gods. Rune Lagu Water, the sacred liquid. Used
viewed as the inventor of runes. To gain magic w a s v e r y potent. I t w a s t h o u g h t call u p w a t e r i n t i m e s o f
runic knowledge and wisdom, Odin sus- that t h e i n c o r r e c t u s e o f a r u n e c o u l d hardship and drought.
pended h i m s e l f f r o m a tree, a n d w h i l e cause a great disaster, and if a sick person
peering down in pain he saw and snatch- was b e i n g c u r e d b y a r u n e m a s t e r, i n - Individual rune symbols were also group-
ed u p t h e r u n e s f r o m t h e depths o f t h e correct casting could cause the patient to ed t o g e t h e r t o f o r m s p e l l s f o r cursing,
earth. B y possessing t h e r u n e s , O d i n die. O n raids, t h e Vi k i n g s o f t e n t o o k a predicting, healing and attacking.
became the first run em as t er and gained wizard-priest with them to divine omens If runes are t o be incorporated i n t o a
enormous supernatural powers. He w a s and to protect them against the magic of Norse campaign, their use will have to be
able to fly, change his shape into a wolf, their enemies. strictly controlled, o r player characters
raven or eagle, predict the future — and The runemaster had different types of will b e w a n d e r i n g a r o u n d l o o k i n g l i k e
even r a i s e t h e d e a d . T o h i s e a r t h l y rune m a g i c — b a t t l e r u n e s , c u r s i n g advertising billboards. Runes should be
followers he promised the same gifts. runes, h e a l t h r u n e s , l o v e r u n e s , d e a t h carved or drawn by a runemaster. If these
Some swords bore runic inscriptions to runes. One was said to be so potent that are to be the equivalant of the Magic User
Odin, and these etched engravings were even t h e d e a d c o u l d b e raised. R u n e s class, there should be a 1 0 % chance per
believed t o m a k e t h e blade p o w e r f u l i n were c a r v e d o n t h e g r a v e t o f e n d o f f level o f the caster that the r u n e has the
the h a n d s o f t h e o w n e r . F r o m s u c h robbers, and they were also used to fend desired effect, and a 20% chance, reduced
inscriptions g r e w l e g e n d s o f s w o r d s off evil and bad luck. by 2 % p e r level, t h a t i t w i l l h a v e t h e
which d r a n k blood i n b a t t l e a n d w h i c h To p r o t e c t t h e m s e l v e s f r o m h a r m , opposite effect to that desired. This way,
killed anyone w h o got in their way. people w o u l d w e a r pendants, brooches, runes c a n b e u s e d a s ' s t o r e d ' spells,
The c i r c u l a r s h i e l d o f t h e b e s e r k e r rings o r amulets on w h i c h w e r e carved rather l i k e s c r o l l s o r c e r t a i n m a g i c a l
consisted of wooden strips — and in the the runes that warded off evil spirits. items, w i t h o u t providing everybody w i t h
centre w a s O d i n ' s r u n i c s y m b o l t By visiting a wizard-priest, a p e r s o n unlimited magical powers.
Confident t h a t O d i n w o u l d afford t h e m could h a v e t h e f u t u r e f o r e t o l d . B a r k
protection, t h e b e s e r k e r s c h a r g e d i n t o stripped from a tree (usually yew or hazel) Hopefully, the above will provide you with
battle w i t h o u t fear of death. was considered t o possess t h e greatest ideas. For the imaginative, i t should n o t
In Sweden, the priest caste was known magic, and w a s cut into strips on w h i c h prove difficult t o compose a r u n i c 'lang-
as attiba (wizard); i n D e n m a r k as t h u r l s runes were carved or drawn. These were uage', complete w i t h interpretations, for
(reciters o f spells). S u c h w i z a r d s c o u l d then cast on a white sheet. A sacrifice of a your campaign.
have been descendants of the magicians small a n i m a l w a s r e q u i r e d , a n d t h e n
of the Bronze Age. The caste was quickly three o f t h e s t r i p s w e r e p i c k e d u p a t D a v i d Hill

I M A G I N E ma9azint, September 1985 9


LORE, L AY & LEGEND series

"Mite for mond men doomed- to die."


by Carole Morris
- ,

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I
- _
- - — — —
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_4'A-, •
- -•0$r-
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- - - -
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,
- tf411-, A ./
In l i n e w i t h m y ' c o l l e a g u e i n c r i m e ' , Volsung was a great grandson of Odin. He wolf-skins hung up on the wall. Needless
Graeme Davis, I acknowledge that some built a m a g n i f i c e n t h a l l a r o u n d a n o a k to say, t h e h e r o e s b o r r o w e d t h e skins,
readers h a v e f o u n d i t d i f f i c u l t t o u s e tree called the Branstock whose branches and rampaged through the forests caus-
mythological s o u r c e m a t e r i a l i n t h e i r rose a b o v e t h e r o o f a n d w h o s e t r u n k ing havoc and slaying men for their gold.
role-playing campaigns if it is presented stood in the main part of the hall. Volsung When Sinfjotli had grown to manhood,
just as straight legends. This article aims had ten sons, the youngest of whom was Sigmund t o o k h i m t o S i g g e i r ' s h a l l t o
to bring you s o m e o f t h e flavour o f one called Sigmund, a n d a daughter, Signy. avenge his father and brothers. However,
Norse e p i c l e g e n d — t h e S a g a o f t h e At a feast where Signy was betrothed to Siggeir c a u g h t t h e m a n d b u r i e d t h e m
Volsungs — b u t t h e n I ' l l p i c k u p a n d king S i g g e i r o f Gothland, a barefooted alive i n a h u g e burial b a r r o w o f stones
expand s o m e o f t h e m o r e i n t e r e s t i n g stranger in a spotted cloak came into the and turf with a massive stone set between
elements of the story so t h a t they can be hall carrying a great sword. The stranger them. L u c k i l y, S i g n y h a d m a n a g e d t o
used a s PCs, NPCs, b r i e f e n c o u n t e r s , had only one eye (a sure sign that it was smuggle S i g m u n d ' s s w o r d i n t o t h e
magic items, etc, in Norse campaigns. Odin i n disguise), a n d h e p l u n g e d t h e barrow as it was being covered over, and
sword into the Branstock so that it sank in our two gallant heroes then used it to saw
The story o f t h e Vo l s u n g f a m i l y has i t s up t o t h e h i l t , saying t h a t o n l y h e w h o through t h e megalith a n d t h e n c u t
origins in the Germanic lands of the fifth could pull it out was worthy to have it as a through t h e stones o f t h e barrow. T h e y
and sixth centuries AD, and survives to- gift. Then he disappeared. No-one could set fire to Siggeir's hall and thus killed all
day in the Elder Edda, a series of poems move t h e s w o r d except S i g m u n d , w h o inside, including Signy, w h o chose to die
written d o w n by the Icelandic historian, drew it smoothly out of the tree. Because with her husband.
Snorri S t u r l u s o n i n t h e 1 3 t h c e n t u r y. Sigmund w o u l d not sell it to Siggeir, the Late on in his life, Sigmund married a
Wagner u s e d s o m e o f t h i s s t o r y i n h i s latter b e c a m e a d e a d l y e n e m y o f t h e princess called Hjordis, but not long after
cycle of operas The Ring of the Niebelung, family and eventually caused the deaths was forced t o f i g h t a bloody battle w i t h
and t h e idea o f t h e r i n g o f p o w e r w a s of Vo l s u n g a n d S i g m u n d ' s n i n e e l d e r King L y n g i w h o h a d b e e n a n o t h e r o f
adapted b y To l k i e n i n t h e L o r d o f t h e brothers. Hjordis' suitors. S i g m u n d w a s o u t -
Rings. One story tells h o w Signy (by n o w the numbered, b u t n o - o n e c o u l d o v e r c o m e
Some of the story's main elements are wife of Siggeir) changed likenesses with him o r s t a n d b e f o r e h i s m i g h t y s w o r d
set out below, but first, a brief word about a w i t c h - w i f e and went to visit her brother until a o n e - e y e d m a n i n a b l u e c l o a k
Fate, for it is the implacable power of Fate Sigmund, w h o w a s living i n exile in the (guess who?) held u p a billhook against
which drives men to perform w h a t seem forest. He did not recognise her, and slept Sigmund's sword, s m a s h i n g i t i n t o t w o
to u s t o b e improbable a c t s a n d c a s t s with her for three nights. She later had a fragments. S i g m u n d w a s m o r t a l l y
them to their ultimate ends. To the Viking, son, S i n f j o t l i , w h o m s h e s e n t i n t o t h e wounded, b u t m a n a g e d t o e n t r u s t t h e
the belief in the power of Fate (personified forest t o l i v e w i t h h i s father. B e t w e e n broken s w o r d to M a r d i s for the son she
in t h e f o r m o f t h e three N o r n i r — Urdr, them, Sigmund and Sinfjotli had a series would soon bear him. From t h e n on, he
Verdandi and Skuld) probably outweighed of adventures, including one time w h e n said, the sword should be called Gram.
any f a i t h i n g o d s a n d goddesses; e v e n they c a m e across a h o u s e o f t w o skin- Hjordis was carried away over the sea
Odin h i m s e l f w a s u n d e r t h e i r p o w e r. changers — men w h o had the ability to by Viking warriors w h o had landed near
Death could not be avoided — one could become w o l v e s a t certain times. W h e n the battlefield i n t h e i r ships. S h e w a s
only die well, fulfilling all one's oaths and the pair of heroes entered the house, the taken t o t h e h a l l o f K i n g Hjalprek, a n d
duties of kinship and loyalty. shape-changers w e r e asleep w i t h t h e i r when h e r son w a s eventually born, h e
10
I M A G I N E trut9azine, September 1985
C - - -
was called Sigurd — destined to be t h e In a c a s t l e a t H i n d f e l l , B r y n h i l d l a y Brynhild t h e n f o r e t o l d t h e f u t u r e f o r
greatest of all men. One day, when Sigurd asleep but fully clad in armour. She was Gunnar, t e l l i n g h i m t h a t h e a n d a l l h i s
asked the king for a horse of his own, the one of Odin's 'choosers of the slain' and family would soon die. She asked him to
king t o l d h i m t o c h o o s e o n e f r o m h i s had r e v e r s e d O d i n ' s d e c i s i o n i n o n e build a h u g e burial m o u n d on the plains
herds. W h e n Sigurd w e n t to do this, h e battle, k i l l i n g t h e w r o n g w a r r i o r . I n for Sigurd and to lay with him all those he
was met by a long-bearded old man (yes, vengeance, O d i n h a d s t r u c k h e r d o w n had slain. She asked that two men be laid
you've guessed it!) who arranged for him with a n e t e r n a l s l e e p , b u t S i g u r d c u t at his head and t w o at his feet, t h a t t w o
to choose a grey horse, w h i c h h e called through h e r a r m o u r w i t h G r a m a n d hawks be killed and put in the mound, and
Grani, a n d i t w a s descended that five o f h e r o w n b o n d s -
from S l e i p n i r, O d i n ' s o w n women and eight bondsmen
eight-footed steed. Sigurd asked Regin to make a sword to slay Fafnir. should be buried t h e r e also.
Sigurd w a s fostered b y a She then stabbed herself with
The s m i t h made three swords, but Sigurd smashed her sword.
craftsman-smith called Regin
w h o t a u g h t h i m m a n y lang- each one on the anvil. Finally, he begged his m o t h e r As she was dying, they laid
uages, all manner of arts and f o r the fragments o f Gram, and when Regin forged a out Sigurd's body as she had
crafts, h o w to play chess and new sword f r o m the pieces, flames r a n along its ordered o n a f u n e r a l p y r e ,
the runelore. O n e day Regin and Brynhild lay down beside
told S i g u r d a b o u t h i s o w n edges and i t split the anvil asunder! him, placing his sword blade
father H r e i d m a r a n d h i s upwards between them. Thus,
brothers F a f n i r a n d O t t e r . as t h e flames o f t h e funeral
Regin h a d b e c o m e a s m i t h a n d c o u l d awakened her. Before he left, t h e y both pyre consumed them both, t h e y became
work iron, gold a n d silver, O t t e r w a s a pledged t h e i r u n d y i n g l o v e a n d S i g u r d man and wife together in death.
great fisherman and could change into an gave her Andvari's gold ring. He promised
otter by day, w h i l e Fafnir w a s a selfish, that he w o u l d r e t u r n and fetch her, b u t There are several themes in t h i s legend
greedy m a n w h o w a n t e d everything f o r Brynhild ( w h o possessed g r e a t w i s d o m which can be looked at more closely. One
himself. A dwarf called Andvari (who had and foresight) k n e w t h a t a n a w f u l f a t e is t h e r o l e o f t h e gods, especially t h a t
a m a s s i v e h o a r d o f gold) lived, i n t h e awaited Sigurd, and that both their lives entertaining little chappie who seemed to
disguise of a pike, under a great waterfall would be filled w i t h grief. appear everywhere. M a n y o f t h e Norse
where Otter used to swim. One day, the Sigurd w e n t t o t h e hall o f King Giuki gods l i k e d t o d i s g u i s e t h e m s e l v e s a s
gods Odin, Loki and Hoenir came past this w h o had three sons, Gunnar, Hogni and humans and influence m e n ' s lives. This
waterfall. Loki t h r e w a stone at Otter and Guttorm, a n d a d a u g h t e r, G u d r u n . T h e was especially true of Odin who (like Zeus
killed him, and he took the otter skin as a wife of Giuki, Grimhild, was a w i t c h - w i f e in Greek Mythology) was forever altering
prize. W h e n H r e i d m a r f o u n d o u t , h e and schemed t h a t Sigurd should m a r r y the course o f destiny himself. H e w a s ,
demanded a pile o f gold in recompense, Gudrun. To t h i s end, s h e g a v e h i m a n after all, t h e eldest o f t h e gods and t h e
high enough to cover the whole otter skin enchanted drink w h i c h made h i m forget 'Allfather', holding s w a y over all things.
when it was held vertical with feet on the Brynhild and go on to marry her daughter. He was the god of strife and battle, giving
ground. Odin s e n t Loki t o find gold, and Sigurd also swore an oath of brotherhood victory w h e r e v e r h e willed; h e w a s t h e
with the help of a n e t from Ran, the sea- with Gunnar, and even went with him on lord o f t h e s l a i n a n d m a s t e r o f t h e
goddess, h e caught Andvari and took all a quest to win Brynhild as Gunnar's wife. Valkyries. O d i n h i m s e l f w a s unpredict-
his gold from him to cover the otter skin, Knowing S i g u r d ' s f a t e , B r y n h i l d h a d able, b u t h e could foresee a l l t h i n g s t o
including a special gold ring (the ring o f surrounded h e r b o w e r w i t h a w a l l o f come, even his own death. He had made
Wagner fame). A n d v a r i cursed t h e gold flame w h i c h she knew only he could ride heaven and earth and man himself, so he
and s w o r e that i t w o u l d bring about the through. W h e n G u n n a r f a i l e d t o r i d e expected to interfere quite a bit too!
downfall of anyone w h o possessed it. through i t , S i g u r d c h a n g e d likenesses
Regin t o l d S i g u r d h o w F a f n i r h a d with him and rode through the flames on In any Norse campaign, w i t h t h e help of
murdered H r e i d m a r t o g e t t h e g o l d f o r Grani. H e t h e n ( a s G u n n a r ) c l a i m e d the L E G E N D S & LORE'm Cyclopaedia or
himself, a n d h o w, a s h e b e c a m e m o r e Brynhild for his wife, and stayed with her a b o o k o f Norse myths, D M s s h o u l d be
evil, h e changed i n t o a h u g e dragon t o for three nights with his sword Gram laid able t o introduce a f e w NPCs w h o a r e
guard h i s p i l e o f treasure. S i g u r d w a s blade u p w a r d s between them. Thinking gods i n disguise, p e r h a p s t o h e l p p l a y
convinced that Regin had been cheated of that the man was Gunnar, Brynhild gave along, d e l a y t h e characters, g i v e t h e m
his share a n d s o asked h i m t o m a k e a him Andvari's gold ring. some information etc. When Odin appears
sword to help him slay Fafnir. Regin made When t h e r e a l G u n n a r a n d B r y n h i l d in Volsung's hall, on the battlefield and at
three swords, b u t Sigurd smashed each were married, Grimhild restored Sigurd's the choosing of Grani, he is described as
one o n t h e s m i t h ' s a n v i l . F i n a l l y, h e memory. He realised w h a t he had done, having only one eye. This is the feature
begged h i s m o t h e r f o r t h e fragments o f but could do nothing about it because of which marks him out; when he wished to
Gram, a n d w h e n R e g i n f o r g e d a n e w the o a t h h e h a d s w o r n w i t h G u n n a r. obtain a l l t h e w i s d o m o f t h e w o r l d b y
sword from the pieces, flames ran along Brynhild remained convinced that it had drinking from M i m i r ' s well, he sacrificed
its edges and it split the anvil asunder! been G u n n a r h i m s e l f w h o h a d claimed his o t h e r e y e b y p l u c k i n g i t o u t a n d
Sigurd d u g p i t s i n t o t h e p a t h a l o n g her u n t i l o n e d a y S i g u r d ' s o w n w i f e throwing i t in t h e well. The players in a
which F a f n i r w a l k e d a n d h i d i n o n e . Gudrun showed Brynhild Andvari's ring Norse campaign might be helped to 'see
When t h e dragon w a l k e d o v e r h i m , h e which w a s n o w o f c o u r s e i n S i g u r d ' s through' a god's disguise by recognising
plunged Gram into its heart and killed it. possession. certain s y m b o l s o r attributes — T h o r ' s
He then cut out the dragon's heart and, at When Brynhild spoke to Sigurd about hammer o r g o a t - d r a w n c h a r i o t , T y r ' s
Reg in's request, roasted it on a spit. As it the deception, h e a d m i t t e d w h a t h a d missing hand, etc.
cooked, he touched it and then licked the happened but reinforced his undying love Using gods 'anonymously' allows a DM
blood f r o m h i s f i n g e r. I m m e d i a t e l y, h e for her. But Sigurd was still bound by his to exert influence (magical or otherwise)
could hear the birds talking in the trees, oath, and so Brynhild took the drastic step on a c a m p a i g n w i t h o u t t h e n e e d f o r
warning him that Regin was treacherous of beguiling Gunnar to break the oath by massive o v e r k i l l w h i c h a l l - t o o - o f t e n
and w o u l d b e t r a y h i m a n d k i l l h i m . killing Sigurd — this being the only way in results when gods show up in full glory.
Advised b y t h e b i r d s , S i g u r d c u t o f f which she knew she could join her lover.
Regin's head, loaded the gold on Grani's It w a s G u n n a r ' s b r o t h e r G u t t o r m w h o
back a n d s e t o f f t o H i n d f e l l t o s e e k a stabbed Sigurd w i t h a sword, b u t as he Another t h e m e w h i c h r e c u r s again a n d
beautiful Valkyrie maiden called Sigrdrifa died, S i g u r d c u t G u t t o r m i n h a l f w i t h again i n t h e s t o r y i s t h a t o f s h a p e -
(sometimes known as Brynhild). Gram. changing o r skin-changing. S o m e t i m e s
I M A G I N E magazine, September 1955 11
men change at will into other creatures, The horse w a s a n animal o f great a pyre first before they were buried.
for example Fafnir, Otter and Andvari. importance in the Viking world and this is Sometimes, some o f the objects were
Others need to dress in a creature's skin echoed in the powers attributed to Gra ni ritually 'killed', ie destroyed. For example,
to become that creature as in the tale of in t h e Volsung saga. H e could r i d e swords were often bent in two.
Sigmund and Sinfjotli. Men sometimes fearless through flames and even carry Although there are some Viking ceme-
changed places, taking on each other's the whole of Andvari's gold hoard on his teries w i t h f l a t graves, m o s t Viking
likeness, for example Sigurd and Gunnar back (a feat which the legend says several burials w e r e surmounted b y a large
or Signy and the witch-wife. ordinary horses could not do). We often mound; the more impressive the mound,
imagine that all Viking warriors were foot the better you might be remembered.
The D&DO game is, o f course, full o f soldiers— a lot of them were— but many It was a tradition in some Viking areas
shape-changers (lycanthropes, doppel- were also horse warriors who set great that members of the dead man's retinue
gangers, druids and magical polymorphs), store by their steeds. Viking horses were would be ritually killed so that they could
but it is still possible to ring the changes. small b y modern standards (light w a r be buried with him and be with him in the
The use of magical skins which allow horse range) and did not have barding. afterlife, (cf sutteeism). Most of the time,
characters to assume the forms of specific Some were buried in their riders' graves the victims were slaves and chose to die
animals is one possibility, and gives the with their harness, bit, bridle, etc. Saddles with their lords. In the Volsung story, both
DM more control than when using poly- were made of wood and leather and were Signy and Brynhild were willing to sacri-
morph potions. Characters m i g h t b e placed fairly far forward on the horse so fice themselves. I n 922AD, a n A r a b
required to go out and acquire skins from that the rider's legs stretched out in front traveller called Ibn Fadlan witnessed the
real animals (rare, difficult or dangerous of the saddle n o t down b y t h e side. burial ceremony of a rich man among the
to catch, o r found o n l y i n particular Stirrups were only introduced into Europe Rus (probably Swedish Vikings who had
places) in order that these can be convert- in the Viking period and are often found in settled along the Volga River) and record-
ed (by an NPC — at a price) for skin- men's graves along w i t h spurs. A n y ed it. He told how one of the man's female
changing use. What about a doppelganger character w h o plays a fairly wealthy slaves had volunteered to die with him.
variant which does n o t just imitate a warrior character in a Norse campaign They had hauled his ship overland from
person but actually forces him to swap should certainly consider kitting himself the river and had set it in the ground,
with another body (or offers him one)? out with a horse of this kind. surrounded by a funeral pyre. They placed
Having people 'changing skin' to suit their a richly-covered bier in the ship, laid the
personality, like Fafnir, is more tricky, but In t h e Volsung saga, w e a r e t w i c e man out on it and erected a tent over it.
a temporary change (divinely caused) into introduced to the idea of burial and what They killed horses and cattle and put
an appropriate animal might be a good happens to the dead to prepare them for them in the ship with all sorts of other
punishment f o r a character changing the afterlife. The first instance is only an food. They gave strong drink to the girl to
alignment. Even a partial change might oblique reference, w h e n king Siggeir intoxicate her before she was taken into
do — imagine an over-greedy paladin entombed Sigmund and Sinfjotli i n a the tent and ritually stabbed and strangled
with a temporary swine-face! burial mound. The second is the funeral to death by a woman who was called the
The idea of the berserkir (bear-shirts) of Sigurd when Brynhild gave instruct- 'Angel of Death'. They then laid her by the
and ullhednar (wolf-pelted) warriors in ions to Gunnar about the funeral rites and side of her master and set fire to the ship.
the Viking world reflects that of shape- to erect a magnificent barrow over the On the place where the ship had stood,
changing in the legends (see also MAGIC grave. We are very fortunate in having they raised a huge burial mound.
& MAYHEM in this issue, and, for those references like these and also information In a campaign, characters are quite
who can get hold of a copy, DRAGONTM from archaeology to tell us about Viking used to dealing with the living and, all too
magazine # 3 ) . The berserker's battle funeral rites. We know that throughout often, with the dead (or not quite dead).
frenzy and howling must have been very the Viking world, both men and women Incorporating a Viking funeral i n t o a
much like the state which Sigmund and were buried with their weapons, tools, campaign gives various opportunities for
Sinfjotli got into when they donned the jewellery, animals and even their ships introducing players to the meeting place
wolf-skins. Indeed, in one version of the and carriages i f t h e y w e r e w e a l t h y of the two (a meeting place potentially full
tale, Sigmund savagely bit open his son's enough. Bodies (and the ships, weapons
throat in his frenzy. etc) were either inhumed, or cremated on continued on page 40

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Deep in the heart of 'Pehnore has grown the City League, a mighty
hive c humanity, (*ring everything an adventurer could desire.
Each month IMAGINE magazine presents a few builifings from
within the City; describes their inhabitants; and offers one or two
idmc.pr adventure. The City provides the ideal camp4an base for the
PELN R f L-so
p,
P.M who can collect these articles and steadily build them up into the
most comprehensive campan setting availabh. Copy them, or cut
them out and store them in a ring fifr a n d you need never again
beshort of an idea fir a City encounter.
i© City League
THE ASYLUM THE PATIENTS
by Brian Garrod 461 E q u i o n : M ; Fr2; N but insane;
no weapon; AC 9 / 1 0 ; hp 4 / 5

The A s y l u m , stark and grey, looks m o r e like a fortress than a m e d i c a l S 1 1 C i Dressed i n p a t c h y, f l e a - r i d d e n f u r s ; h a i r m a t t e d a n d


institution, w i t h its thick walls and fortified gate-house. There are t w o 15 t a n g l e d , tied in a topknot; unshaven; grimaces and snarls
classes of patients here: those w h o can pay and those w h o can't. The W 8 C i A s y l u m patient
latter h a v e t o w o r k t o p a y t h e i r f e e s , u s u a l l y s e w i n g o r c a r v i n g D 1 2 C i A l u n a t i c - c o n v i n c e d he is a lycanthrope - probably a
ornaments i n t h e w o r k r o o m b u t occasionally a s c o o k o r caretaker. C 1 5 w e r e w o l f ; escapes regularly, especially on full-moons,
Sometimes the courts order certain individuals to attend the Asylum for Ch 1 2 a n d jumps out, snarling and grimacing, a t passers by
various p e r i o d s — f r o m a f e w h o u r s t o several years. T h e A s y l u m E Refuses to speak to anyone
employs g u a r d s t o e n s u r e t h e ' s a f e t y ' o f s u c h u n f o r t u n a t e s a n d ,
sometimes, to restrain raving patients. M a n d r e n (27a) is such a case.
46m B a l d o t h e B e a s t : M ; D w 5 / F 5 ; L / L N but insane;
cursed beserking bastard sword; AC 1 / 0 , hp 2 6 / 2 7
On rare occasions a patient will escape; sometimes they get as far as the Dw
Cock 0 ' Th' Walk (14) or M o n u m e n t Square (36-45), but rarely further. S 17 E l Wears rusted platemail; bright eyes; ring of contrariness
It may, however, take the guards several hours to locate the escapee._ I 1 3 0 Patient at the A s y l u m
W 9 C i B a l d ° is a troublesome patient, h e h a s t w o c o n f l i c t i n g
D 17 m a g i c a l items - neither w i l l let the other be removed; at
THE STAFF C 1 3 p r e s e n t the entire asylum is fed up w i t h h i m a n d all are
Oh 9 p l o t t i n g to dupe him into letting Thrandor near enough to
46a Thrandor Lox: F; C6; L/LG;
mace in room; A C 6; hp 2 5 / 3 5
cast remove curse; occasionally Baldo goes on midnight
'orc h u n t s ' around the neighbourhood
0 No friends!!
S 1 6 C I Usually dressed in w h i t e tunic and skirt; black hair shorn
I 8
W 1 7
s h o r t ; bracers o f defence A C 6
0 A s y l u m w a r d e n and head analyst/surgeon
46n S a r a H a l f t o e : F; F r i L / L G but insane;
no weapon; A C 7; hp 3 / 5
D 9 CI Serene a n d a l w a y s appears c a l m ; s h a r p t o n g u e d b u t 1/2
C 1 5 ca r i n g ; ruthlessly upholds lawfulness S 8 0 Brown a n d y e l l o w gown, a p r o n ; innocent, f r i e n d l y
Ch 1 5 E Wife o f Dornass (46b); k n o w s everyone locally a n d I 1 4 m a n n e r ; sweet and childlike.
w i t h i n the A s y l u m ; professional goodwill with the Cock W 1 0 E A s y l u m patient and trustee cook
0 ' Th' Walk staff; special friend of Amandaia (3a) D 1 7 E Sara is a s a d case, a kleptomaniac - stealing a n y t h i n g
C 1 1 a n d e v e r y t h i n g t h a t i s available; remorseful, s a d a n d
46b Dornass Lox: m, Fr5, L/LG,
swordstick A C 6 / 7 , hp 1 2 / 1 6
Ch 1 6 i n n o c e n t ; frightened of her affliction; w o n d e r f u l cook.
Ci Ve r y popular with everyone in the Asylum as long as she
keeps her fingers to herself
S 9 C i Dresses in a leather tunic and grey breeches; neat beard;
I 1 4
W 7
f e l t hat contains w r i t i n g quills amongst gaudy feathers
0 A s y l u m w a r d e n and office m a n a g e r
46o Daraphelia (13( Natasha): F; MU4; L/LG;
no weapon, A C 9 / 1 0 ; hp 9
D 1 5 0 Contrasts w i t h h i s w i f e - s o m e w h a t d i s o r g a n i s e d ;
C 9 h u r r i e d , h a r r i e d and permanently behind with his tasks; S 1 0 0 Talks t o h e r 'invisible f a m i l i a r ' - a c a t called Natasha;
Oh 1 4 h e l p f u l but rarely has time to listen, appearing blunt and I 1 7 c a r r i e s her ' w a n d ' ( w a n d o f paralysation) w h i c h no one
absent-minded W 8 w i l l believe w i l l w o r k ; i t does w o r k but, b e i n g l a w f u l ,
0 H u s b a n d to Thrandor (46a); k n o w s everyone w i t h i n the D 1 4 D a r a p h e l i a w i l l not use it to escape
Asylum b u t h a s n o t i m e f o r a n y o t h e r friends o r C 1 4 0 Magician and falsely accused lunatic
acquaintances Ch 1 1 0 Daraphelia was sent here by a court who found her drunk
in a gutter; she is, h o w e v e r, quite sane a n d tired of her
week-long stay in the A s y l u m ; the guards do not let her
4 6 c 8 t d A r a r Sonant and Nomancholis l p A'ra Bin out and Thrandor has confiscated her weapons, spellbook
N o m a n c h o l i s (usually called ' L o o n y ' B i n b y h i s friends) a r e a s y l u m and s p e l l c o m p o n e n t s ; n o o n e b e l i e v e s s h e i s s a n e ;
healers (C3; A C 9 / 1 0 ; h p 11 / 1 3 ; staves in rooms). A r a r is capable but Natasha is indeed an invisible cat
sometimes careless and often carefree. Bin is a lazy, aloof laurel-rester. 0 Has friends in the Magicians Guild and needs t h e m !

4 6 e - i A n a t o l , Wa m p a t e a k , P o r t i a , L o r m a a n d N o b r o a r e 4 6 -p y a r e p a t i e n t s s u ff e r i n g f r o m v a r i o u s m e n t a l d i s e a s e s
acolytes-cum-students ( C l ; A C 9 / 1 0 ; h p 4 / 5 ; staves i n rooms). A l l ( N M / F 0 or F r i t o 2; A C 9 / 1 0 ; h p 5 to 9); these rarely
seem desperate to get on in the world but u n w i l l i n g to w o r k their w a y escape to terrorise t l e a g u e .
there. T h e y s e e m s u r p r i s i n g l y u n c o n c e r n e d a b o u t t h e p a t i e n t s a n d
overconcerned w i t h themselves. Anatol sees himself as very important
and a natural leader of men. Portia flirts unceasingly with Wadren (29b).
46z ' O r : M ; Ti ; N/NE;
no weapon; A C 6; hp 4
Wampateak covets Arar's job and Nobro swears at the patients. Lorma is
apparently t h e o n l y c a r i n g o n e b u t h e r s w e e t n e s s i s j u s t a facade. S 8 0 Dirty, unkempt, s m e l l y
Pleasant bunch. 9 0 Petty pickpocket and poking-stick salesboy
W 5 C I Noisy, aggressive, p u s h y l i t t l e b r a t ; d e m o n s t r a t e s t h e

46j8Ek — see also Gragen and Lolden ( 2 7 b 8 ( c ) — A m a n ana-


R i s t o n n a n d S k u l l s u c k e r a r e a s y l u m g u a r d s (F3; A C 5 ; h p 1 8 / 1 9 ;
D 1 8 e f f e c t i v e n e s s o f his poking-sticks by poking passers-by,
C 1 1 t h e n offers to sell them as lunatic goads
Oh 5 0 Stole t h e i d e a f r o m Ti b l i n ana-Ristorin ( 1 5 f ) a t t h e N
longswords). Both are f unloving spendthrifts but basically honest. They Docklands C o u r t ; t h e T h i e v e s ' G u i l d f r e q u e n t l y s e n d
are inseparable friends. someone d o w n to run h i m off, b u t he always returns
I M A G I N E magazine, September 1985 15
THE D E AT H C A R T 47a T o m l i n (aka The Darra of Jarne, Nolik the Undertaker):
M; T8; N / C N ; l o n g s w o r d +1; A C 2 / 3 ; hp 2 3 / 3 0
by Brian Garrod S 8 0 Weedy, pallid complexion, lank hair, face a mass of scars;
I 1 5 w e a r s conventional robe and skullcap o f a cleric o f
The slow, steady beat of a drum heralds the approach of a deathcart - a W 9 O n j u r a ; bracers of defence AC 6; rides next to the driver
common e n o u g h s i g h t i n r u r a l C e r w y n w i t h i t s black-draped coffin,
D 1 8 o n the cart
solemn-faced c h a p e r o n e s , e s c o r t o f clerics, a n d , o n o c c a s i o n , t h e C 7 E l Adventurer and would-be undertaker
professional weepers of the faith of Onjura. People avoid death-carts - Ch 1 4 L I Fast talker, sly, deceitful a n d thoroughly lovable; a
death means disease and disease means death. Also, if you've even the charmer, suave; physically weakened by ogres w h o
slightest respect f o r or fear of the gods, you do n o t interfere w i t h the decided to torture and maim their captive; worshipper of
remains of their departed followers. Hrea, the grey liar
LI Knows Sheer Dreeve (35a), but after a misunderstanding
This deathcart seems different s o m e h o w ; it can't be the stoney-faced avoids The Walk; knows Jarda Whitehand (CT3a) and
cleric of Onjura, n o r the weeping, veiled w i d o w, n o r the w e a r y guard avoids him also, f o r similar reasons; friendly with the
nodding in his saddle - perhaps it's the smell of gold, that distinctive, leader of the Patricians (CT6); knows most Tel/halter
alluring aroma, that makes this particular procession seem strange..., women by sight (at least).

Jo-Lise Soarem: F, C6/D6, N


A f e w m o n t h s ago To m l i n a n d h i s m e r r y b u n c h o f adventurers w e r e
down a t heel. I t w a s n ' t t h a t t h e i r a d v e n t u r e s w e r e unsuccessful o r
47b h a m m e r +1, A C 6 / 5 , hp 2 0 / 2 7
lacking in bountiful, beautiful booty; it was because bandits 'liberated' it,
tollkeepers 'cough, er, accepted a f e w coppers consideration' or thieves S 9 LI Dressed as the widow in a long, black, lacy gown and veil;
'borrowed' i t o n t h e w a y h o m e . W h a t w a s needed w a s a disguise.
9 black, hooded cape; ring o f protection +3; dusky with
Perhaps by disguising themselves as the entourage of a newly-departed
W 1 7 sun-bleached hair even in winter; snub-nosed; rides on a
citizen a n d by hiding the treasure i n the coffin, t h e y could avoid their D 1 5 pony beside the cart
distinct loss of profit margin.
C 1 3 Priestess of Tarmenel, the sky/weather god
Ch 1 5 LI Doesn't really approve of the disguise which she sees as
Tomlin a n d c o m p a n y c a n o f t e n n o w b e s e e n r e t u r n i n g h o m e t o effeminate; plays with other's emotions - particularly
Tellhalter, sometimes a saddle is empty, sometimes there is a n e w face, Offar's, who loves her but is afraid to show it too much;
but usually the deathcart comes and goes unhindered. and Tomlin's, who enjoys her flirtatiousness; loves birds
especially
E Religious contacts in most Cerwyn towns and T'League

Offar the Blond: m, F5/R5, L/LG,


47c bastard sword +3, longbow +1, AC 0, hp 35/40

S• 1 8 4 5 E l plate mail, shield +2, yellow hair tied in topknot; stern


I 1 4 e x p r e s s i o n ; poses as the company's bodyguard - rides
W 1 5 q u i e t l y , head down, at the rear
D 1 1 L I Adventurer
C 1 5 L I Never lies and hates the dissembler gods a n d their
Ch 8 p e o p l e ; stays with the party only to ensure Jo-Lise's
safety; antagonistic towards Tomlin, whom he believes
to be stealing Jo-Lise from him; resolute, longsuffering,
boring, loyal, oversentimental and romantic
LI Loves Jo-Lise; few other friends

Oa 4 7 d Imp Kornia Gemlight; M, Dw6/F6, L/LN


battleaxe +2, AC 0, hp 33/52
Ow
S 1 4 0 chainmail +2 under rags, shield, conical helmet; pristine
I 1 0 3 ' beard; sharp eyes; rides t o the fore beating the
W 7 w a r n i n g drum
O 1 6 L I Adventurer and sometime gladiator
C 1 7 L I Depraved, perverted and disgusting at his best; deadpan,
Ch 6 a r r o g a n t and rude to all; heart of gold and loves children
of all races; extremely generous and jolly when drunk (if
you can ever call a dwarf generous - they all have their
Plotlines limits!)
0 Knows the Karrysons (64a&b) and many other dwarves;
1. The problem w i t h To m l i n is that he never knows when to stop lying. rarely calls any non -dwarf a friend i f he does, it's a lie
Bluffing h i s w a y past the guards on the gates of the City League, and
Duffas: m; Mu4/14; N;
avoiding the bandits on the roads of Cerwyn was one thing, but Tomlin
has n o w c o n v i n c e d q u i t e a f e w people a r o u n d t h e C i t y t h a t h e i s
47e dagger +2; A C 5; hp 13
genuinely a High Cleric of the Faith of Onjura. The latest dodge then is to H/G
act as t h e D e a t h c a r t for i m p o r t a n t people w h e n t h e y pass on; a n d to S 8 LI ring o f protection +1 a n d several other cheap rings;
divert the better fixtures and fittings of coffin and funeral trappings into I 1 5 short, thin and watery complexion; sandy hair; dresses
party funds. And there comes a time when he does this once too often.... W 1 4 as a carter in brown smock and breeches
This idea will w o r k best if Tomlin and the others are introduced to the D 1 8 LI Adventurer cum prankster
PCs through a third party like Mylites Ep-Stein (2a), and if the two parties C 1 3 LI Practical joker, fun loving, sometimes utterly lunatic with
mingle a bit; Offar and Duffas would not be above signing on for single Ch 1 3 bad taste in humour and clothes; loves gambling and
adventures with another group, and Tomlin might help the PCs start up a cheating; prefers cantrips to any low level spell
similar Deathcart dodge of their own. EJ Knows Malachite Burwright (9a) but keeps i t quiet;
When t h e scheme falls foul after the 'funeral' of a powerful City friendly with the Evenings (9h&i); often plays tricks on
League notable, both parties w i l l f i n d t h e m s e l v e s the centre of m u c h Mylitis Ep-Stein (2a) whom he has disliked from a child.
unwelcome attention; vengeful relatives of the m a n y deceased Tomlin
has cheated, hired assassins, the full majesty of the Law.... The greedier Spellbook:
the PCs have been in adopting To m l i n ' s ideas, the more they will be at D&D 1: (2, 5*, 8, 9, 1 2 * ) A D & D 0: (usually any 12)
risk, and their possessions - and their very l i v e s - will be at risk as they 2: (2, 3*, 7, 9*, 11, 12) 1: (1, 2, 4, 8, 9, 10, 11, 12)
flee the City until the heat dies down. 2: (1, 3, 6, 7, 8, 10, 11, 12)
16 I M A G I N E magazine, September 1985
First F l o o r

Open to
Floor

The Waxworks
Ground Floor

• ci
, 1111 k 1 )

Display
Area
Store
Room

49h B i g D u n o M ; T5/A5; N/NE;


knobbed stick; A C 9 / 1 0 ; hp 3 5 / 4 0
tavern gambler. No-one is actively searching for these people, although
the Ambassador from Dontaldor might pay 25gp as a reward for saving
his compatriot.
D• 1 8 Smart grey leathers a n d red cavalry boots; very big; left
I 4 h a n d disfigured The displays at the Wa x w o r k s change regularly as Lorys slowly drains
W 3 Bodysnatcher and wanted murderer; waxwork in 'City By his w a y through the bodies. N e w tableaux are set up from the victims
D 4 Night' tableau that Lorys finds during his nocturnal expeditions. The drained bodies are
C 1 8 0 Very, very stupid; violent; says little; virtually insane with taken d o w n i n t o a c e l l a r and used to feed Lorys' pets — a d i s g u s t i n g
Ch 4 fear - a child gouged his left h a n d with a knife and he is collection of stirges, ghouls and giant bats. These creatures also range
sure he w i l l be in agony w h e n he 'wakes up' into the ancient sewer system that extends t h r o u g h o u t the Borough.
L a g w o r t (49a) is his partner; the Punctillan a n d several
District Militia w o u l d dearly love to meet him again....
Ratlines
49b J i s s e ; F; T2; N;
dagger; A C 7 / 8 ; hp 7 / 9 1. An NPC k n o w n to the player characters comes to them; complaining
bitterly about having seen a relative in one of the Waxworks t a b l e a u x —
S 9 E Low-cut, t i g h t dress; hard-looking although she disappearea m o n t h s ago. The poor wretch was beaten up
I 1 1 0 Hoyden a n d pickpocket; w a x w o r k in 'Strangler' tableau by Lorys' h e n c h m e n w h e n he tried to touch the figure. B y the time the
W 14 0 Streetwise; hardened professional adventurers get there, the tableau in w h i c h the figure stood has been
D 15 0 Nodding acquaintance with staff in most cheap taprooms replaced, and Lorys' assistants will not be very forthcoming about the
C 1 4 i n Docklands; estranged half-sister o f Flinn (61b); fate of the 'wax' figure. M a k i n g a fuss will just fetch the District Militia.
Ch 1 2 m e m b e r o f Sisterhood of Hoydens The PCs' o n l y chance is t o try and slip in a t night, w h e n everyone i s
bound to be asleep....
Falla Nithoen; m Fr4, L/LN,
49j no weapon; A C 9 / 1 0 , hp 10 2. F r i n e t t e w a s paralysed w h i l e saying t h e c o m m a n d w o r d s f o r h i s
H/1/2 wand, so when re-animated ne will be heard to say '....uichi' — and then
S 16 0 Deep green doublet and hose; noose a r o u n d neck the wand will go off. He will not be particularly apologetic, insisting that
I 9 ELI Borough ( D i s t r i c t ) M i l i t i a m a n ; w a x w o r k o f m u r d e r e r the Order of Mountai n Mages will protect him from retribution.
W 8 about to be hanged
D 10 0 Headstrong bungler; always knows better; overweening- 3. Releasing Lagwort and Big Dunold, along w i t h the other victims, will
C 13 ly proud of Militiaman status be an act of the great compassion — but the PCs w i l l live to regret it
Ch 1 4 0 K n o w s most of the Borough (District) M l l i t i m e n by sight Lagwort is bright enough to recognise adventuring characters for w h a t
they are, a n d h e k n o w s a d v e n t u r e r s a r e a l w a y s loaded. H e a n d B i g
Dunold will look for ways to divert the characters' possessions into their
4 9 k - v T h e r e are twelve others in the display. C o l s t e r, B r i d d n own care. A n d then there w i l l be the matter of the Law. Releasing the
and ' M a s t - H e a d To r r y ' are beggars; Lura and Pollnia are street-girls; victims is bound to make the adventurers famous in the Borough for a
Caf, M e l u r i a n and ' C l i p p e r ' are the off-spring o f o u t - o f - t o w n e r s w h o f e w days — s o w h e n L a g w o r t a n d Big D u n o l d s t a r t u p t h e i r n o r m a l
strayed off while their parents were involved in their various businesses activities again, the District Militia and the Punctillan will be after them.
— all are Fri , hp 2. Thurpis(Fr2, hp 5) is a shopkeeper's son; M a r d r e v v i r Charged w i t h three murders and six robberies, w i t h plenty of previous
di B a r t e n n i a (Fr3, hp 8) is a scribe-assistant to the Deputy Ambassador convictions, Lagwort knows a guilty verdict will mean the death penalty,
from D o n t a l d o r t o t h e C o u r t o f t h e K a t a r ; B o s j n a ( T i , h p 1 ) i s t h e and so he w i l l 'shop' the PCs in the hope that they will hire a b i g - t i m e
apprentice-trainee to a locksmith; 'Lucky' Lessandra (Fr 2, hp 5) is a lawyer to get everyone off the hook.
18 I M A G I N E ma9azitte, September 1985
O P Grenadier Models UK Ltd.
T i r 2 5 m m Gaming Miniatures Dept. Irn, 29 Grange Road West, Birkenhead L41 4BY T r a d e Enquiries Welcome

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113 Specialisis 127 Familiars and 138 Orcus E1.50 208 Undead with Ghoul and Shambler
114 Undead Homoculi 139 Demons 209 Ghouls Zombie 225 Spawn of Cthulhu
115 Bugbears 128 St. George and the 140 Searcher of Souls & 210 Mi-go and 219 Winged Horrors 226 Hunting Horror of
116 Golems Dragon Writhing Crusher -- Serpentmen Nyarlathotep
£1.50 227 Great Race of Yith

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ICELANDERS
by Venetia Lee
and Reif Dormann
References: Njars Saga, Laxdaela Saga and others;
translated by Magnus Magnusson and Hermann Palsson;
published by Penguin Books.

The Iceland o f t h e Norsemen influential. In general, although they app- Despite t h e i r l o v e o f independence,
makes a rewarding, if unusual, setting for ear i n t h e sagas a s i n i t i a t o r s o f action they had to cooperate to survive the trials
role-playing games. T h e r e are n o kings rather than as doers, female characters of the environment and to resist foreign
and no cities — just lonely farms around can be given equal status in a campaign domination. T h e c u s t o m o f h o s p i t a l i t y
the coast and a wild, dangerous interior. with much less adjustment than would be was a v a l u e d a n d s e l d o m b r e a c h e d
Although f a r m e r s , t h e Icelanders w e r e necessary in most other societies. Some tradition — a s t r a n g e r w a s n o t t o b e
not s i m p l e r u s t i c s , b u t a p r o u d a n d used t h e i r influence w i s e l y, others w i t h turned away from the door, nor should a
dangerous people. F r o m t h e i r literature malice. They may have been more careful neighbour be refused a loan o f food i f it
come m a n y o f t h e stories o f t h e Norse of f a m i l y h o n o u r t h a n t h e m e n a n d was there to be given. In practical terms,
gods (the Elder a n d Yo u n g e r Eddas) — shamed them into honourable behaviour. no-one k n e w when they might be in the
Trolls and Giants were said to dwell in the But they may also have been quarrelsome same position themselves, forced to seek
mountains, m a k i n g i t , i n all, a s u i t a b l e and persuaded m e n i n t o u n w i s e action shelter from bad weather or running out
background for a Norse campaign. It is not against each other. Bergthora of Bergthors- of grain in a hard winter. They were loyal
w i t h i n t h e scope o f t h i s article t o give knoll and her enemy, Hallgerd, prosecuted friends — particularly to those w h o gave
more t h a n t h e f l a v o u r o f t h e Icelandic a killing match w h i c h ended i n seven them a i d . H o w e v e r, t h e f a m i l y w a s
setting — added detail c a n be obtained deaths, but not their own. paramount; w h a t w a s i n t h e interest o f
from t h e i r o w n writings, particularly the There w e r e f e m a l e sorcerers, b u t n o one was in the interest of all.
sagas. warriors o r p r i e s t s — a l t h o u g h s o m e Although they allowed no rulers, t h e y
Iceland w a s s e t t l e d s h o r t l y a f t e r t h e women could and did fight well, since did acknowledge leaders; these were the
unification o f Norway under one king by w h e n t h e i r m e n w e r e a w a y, t h e y w e r e godis o r priest-chieftains. T h i s position
noblemen w h o l e f t w e a l t h a n d l a n d s left in charge of their lands. If you need was h e r e d i t a r y, i n s o f a r a s i t r a n i n
rather than bow to him. It was a forbidding justification for altering this society t o families, a n d depended o n w e a l t h a n d
but promising land offering a fertile coast, give female characters a w i d e r choice of influence. However, t h e i r authority w a s
despite an inhospitable, volcanic interior. roles — it may be found in the argument limited by the n u m b e r of followers they
The s u m m e r s w e r e good b u t short, and that t h e a v a i l a b i l i t y o f h e a l i n g s p e l l s had — people did not f o l l o w a g o d i they
the winters cold, dark and very long. reduces infant mortality and allows some did not respect.
Icelandic society w a s divided broadly women to take more risks. Icelandic religion, a s m a y be inferred
into three categories: the Jails, or noble- Icelandic f a r m s w e r e large c o m m u n - from t h e i r literature, d i ff e r s s o m e w h a t
men; the Karls, freehold farmers; and the ities, comprising family members, friends, from t h a t g i v e n i n t h e L E G E N D S &
thralls, o r slaves. According t o tradition hirelings and thralls. They grew corn and LORE C y c l o p e d i a u n d e r 'Norse'. First,
these m a r k e d v e r y d i f f e r e n t k i n d s o f hay, a n d k e p t sheep, c a t t l e a n d m u c h they did not conceive of Odin as 'supreme
people who 'belonged' in these positions. prized horses. W e a l t h w a s reckoned i n god'. In the younger Edda, Thor, Odin and
In practice they were aware that slavery land, beasts, silver, fine cloth (for clothing Frey n a m e themselves as Highest, M o s t
often c a m e f r o m a c c i d e n t s o f f o r t u n e . and house furnishings) and ships. Ships High and Third e a c h powerful in their
Slaves i n Iceland h a d b e t t e r t r e a t m e n t were very valuable, since timber w a s in own spheres. The Icelanders' own prefer-
than elsewhere at the time and also basic short supply and foreign trade important ence w a s f o r Thor — t h e w a r r i o r s ' a n d
legal rights. A n y o n e w h o showed ability for t h a t a n d o t h e r c o m m o d i t i e s . F o r farmers' god. Secondly, Loki, Thor's friend
— especially if they gained the favour of leisure t h e y h a d a n u m b e r o f a t h l e t i c and O d i n ' s f o s t e r b r o t h e r, d o e s n o t
the p o w e r f u l — w a s advanced. I n t h e sports, spectacles such as horse fighting appear as wholly evil. He frequently gets
sagas, t h r a l l s f r e q u e n t l y d e m a n d f r e e and, in the dark winters, storytelling. the Aesir out of trouble w i t h his courage
status f o r p e r f o r m i n g s o m e d a n g e r o u s A household might go months without and resourcefulness (even if it is usually
act o r gain i t by bravery. Similarly, Karl seeing m o r e t h a n t h e i r n e a r e s t n e i g h - trouble of his o w n making). In t h e Elder
families w h o b e c a m e w e a l t h y a n d bours. However, once a year an assembly, Edda p o e m ' L o k i ' s F l y t i n g ' h e i n s u l t s
respected w o u l d be counted a m o n g t h e theAfthing, was held t o which all came many of the gods by exploiting their many
nobles. who c o u l d . T h i s w a s a g r e a t social faults. Odin comes off particularly badly
Women's status would appear to have occasion where important business could — appearing treacherous a n d r a t h e r
been high, although they had a different be conducted, i n c l u d i n g m a r r i a g e a l l i - cowardly (but then Odin, elsewhere in the
set of rights and obligations. Young girls, ances, t r a d i n g p a r t n e r s h i p s a n d c o u r t myths, appears in a bad light). Thor is the
like y o u n g m e n , w e r e s u b j e c t t o t h e i r cases. In addition, affairs affecting every- only one w h o bears up well under Loki's
fathers' wishes. However, the sagas are one c o u l d b e s e t t l e d ( f o r example, t h e insults — Loki i s afraid o f t h e t h r e a t o f
full o f occasions on w h i c h great trouble decision t o accept Christianity over t h e Mjollnir and takes to his heels. If Loki is on
comes after a w o m a n is married against whole i s l a n d w a s t a k e n a t t h e A f t h i n g the w r o n g side a t Ragnarok, i t is Odin's
her will. They could o w n property. Some — the sporadic acceptance by some was treachery i n breaking t r e a t i e s w i t h t h e
owned m u c h a n d w e r e correspondingly causing bad feeling). Giants that brings about the final battle.
I M A G I N E ma9azine, September 1985 21
They cannot avert this, as i t is predeter- things combined to work against against godis — with a jury whose function w a s
mined b y Fate. T h u s , w h e r e v e r L o k i ' s it — t h e s l o w p a c e a t w h i c h f e u d s not t o reach a verdict, b u t t o determine
sympathies lie, he is doomed to betray the continued and t h e substitution o f were- whether t h e c o r r e c t p r o c e d u r e s w e r e
Aesir, just as it is Odin's Fate to cause the gild for revenge killings. being followed. The cornerstone o f pro-
final breach. The l a t t e r w a s t h e a c c e p t a n c e o f cedure w a s t h a t e v e r y t h i n g h a d t o b e
The idea of Fate or Wyrd was central to monetary payments in lieu of revenge. To correctly w i t n e s s e d , f o r e x a m p l e t h e
the Icelandic v i e w o f t h e universe. T h e give an idea of the sums involved f o r t y - declaration t h a t someone h a d a case to
N o m s determined w h a t was to be and it eight ells of cloth was worth one mark of answer o r t h e s u m m o n s o f t h e g u i l t y
could n o t b e escaped, o n l y postponed. silver; t w o m a r k s b o u g h t o n e c o w ; t h e party. The courts had the power to order
The only way to exercise free will was to weregild for a slave w a s one and a h a l f weregild payment or outlaw (exile) some-
go t o m e e t o n e ' s d o o m n o b l y — i f t h e marks, t h a t f o r a f r e e m a n t w e l v e a n d a one, permanently or temporarily. Outlaw-
honourable course led to death, then that half, b u t f o r s o m e o n e notable t w i c e o r ry was resorted to usually when someone
was s t i l l t h e o n e t o take. I n t h e s a g a even s i x t i m e s t h a t . A t t h i s t i m e , t w o put themselves o u t s i d e t h e l a w b y r e -
bearing h i s name, Njal has foreseen his hundred and fifty m a r k s o f silver w a s a peatedly breaking settlements or commit-
death b y burning, b u t w h e n h i s house- considerable fortune. Using the livestock ting a particularly disgusting act. I f t h e
hold is threatened by attack he chooses to prices i n the Players' Handbook, one exile o r d e r w a s n o t complied w i t h , t h e
defend his house from w i t h i n despite the mark i s e q u i v a l e n t t o f i v e g o l d p i e c e s outlaw c o u l d b e k i l l e d w i t h o u t l e g a l
warnings of his son, Skarp-Hedin, that it (clearly these amounts w i l l need adjust- redress. I t w a s a s e r i o u s m a t t e r t o b e
might b e s e t o n f i r e . S k a r p - H e d i n , i n ing i n m a n y campaigns). I f a w e r e g i l d forced i n t o exile w h e n status depended
agreeing to this plan, says that he is not settlement could be agreed by all parties on land.
sure i t is f o r t h e best " f o r h e (Nial) is a concerned i n f r o n t o f w i t n e s s e s , t h e Typically, t h e p r o p o s e d s e t t l e m e n t s
doomed man n o w, but still I do not mind matter need go no further. However, the took i n t o a c c o u n t m i t i g a t i n g c i r c u m -
pleasing m y f a t h e r b y b u r n i n g i n t h e issue w a s u s u a l l y complicated b y d i s - stances a s w e l l a s b a l a n c i n g i n j u r i e s
house w i t h h i m , f o r I a m n o t afraid o f agreement over mitigating circumstances given and received. Once a decision had
dying." N j a l d i e s c a l m l y a n d h i s s o n s and by the tendency of feuding to involve been reached, i t w a s u p t o t h e p a r t i e s
bravely — as they were fated to do. large bands o f friends a n d f o l l o w e r s i n concerned to carry it out and, if this was
As well as their religious duties, godis pitched battles (incidentally, i t w a s n o t done correctly, the matter was considered
were advisers in legal and other matters. considered dishonourable to attack w i t h closed. I n practice, t h e s y s t e m w o r k e d
The Icelanders w e r e a q u a r r e l s o m e l o t greatly favourable odds i f t h a t w a s t h e well, but when it broke down the results
and disputes over land, property, marital way t o w i n , a l t h o u g h p e o p l e w o u l d could be spectacular. After the burning of
problems, etc, were frequent (one author- assume t h e v i c t i m s t o h a v e b e e n t h e Njal, t h e g o d i acting f o r t h e b u r n e r s (a
ity claims these were trivial matters, but I better men). Where agreement could not lago-like f i g u r e w h o h a d stirred u p t h e
would maintain they were matters of life be reached, the legal system was resorted trouble in the first place) tried to destroy
and death). A t the core to all this was the to. This had been imported and adapted the case against t h e m b y legal trickery.
sense o f h o n o u r. R e p u t a t i o n w a s a l l - from N o r w a y. I w i l l n o t d e t a i l a l l t h e Passions w e r e h i g h o n b o t h s i d e s ( a
important to the Icelanders. The honour- complications here, b u t certain aspects number of people would still rather take
able man was hospitable, generous, fair- are i m p o r t a n t , especially i f players g e t blood r e v e n g e ) a n d t h e r e s u l t w a s a
minded a n d b r o o k e d n o i n s u l t s f r o m involved in feuds. pitched b a t t l e a t t h e A l t h i n g . C i v i l w a r
anyone — if necessary enforcing this by Icelandic l a w w a s c o n c e r n e d w i t h was averted b y o n e m a n w h o forced a
the sword. It might seem absurd to kill on arbitration between individuals or famil- temporary halt to the battle and proposed
account of trivial ridicule, but then no-one ies. W h e r e disputes could not be settled a settlement, b y weregild, w h i c h w a s
offered an insult, except to a person of no simply — by the people concerned (and agreeable to most concerned. Those who
account, unless they w e r e spoiling for a advisers) — t h e case w a s taken t o t h e refused it, Njal's nephew and son-in-law,
fight (or being v e r y stupid). Fortunately, Althing, which opened with a recitation of subsequently c a r r i e d o u t a s u c c e s s f u l
they were n o t generally quick w i t h their the law so that all could be familiar with it campaign of blood vengeance. The legal
swords, allowing time for tempers to cool (although f e w i n f a c t u n d e r s t o o d i t s system depended on goodwill to work, but
and f o r a p o l o g y a n d r e p a r a t i o n t o b e ramifications). Cases were judged by the was not so rigid that it was not possible to
made. F o r b e a r a n c e w a s c o n s i d e r e d a make a solution outside the courts.
virtue. B y o l d c u s t o m , a n y i n j u r y o r The I c e l a n d e r s d i d n o t b u i l d l a r g e ,
offence had to be paid out in kind — if not stone fortifications. Indeed, t h e y had no
by the victims then by their family. Often need for such, since there w a s no great
this l e d t o e s c a l a t i o n o f c o n f l i c t a n d quantity of portable wealth to protect nor
people g o t k i l l e d . O n c e k i l l i n g w a s were any large armies ever raised against
involved, a s t r i n g o f t i t - f o r - t a t m u r d e r s them or amongst them. To defend them-
could r e s u l t i n t h e w i p i n g o u t o f e n t i r e selves and- their households t h e y relied
families. They recognised, however, that upon t h e i r o w n strength o f arms. T h e y
this w a s n ' t rea lly a g o o d idea a n d t w o built sturdily o f t u r f o r t i m b e r, a n d i t is
shown i n t h e sagas t h a t o n e m a n w i t h
arrows could defend such a house against
many with considerable success.

4111
4,44 ' 4 4 2
22 I M A G I N E ma9azine, September 1985
Secrecy in public affairs was abhorred or a s a n e x t e n s i o n o f a m o r e g e n e r a l honour. I t s h o u l d b e n o t e d t h a t t h e
and in fact, hard to maintain. Neighbours Viking campaign. Some features must be tragedy o f a b l o o d f e u d l i e s n o t i n t h e
tended t o k n o w e a c h o t h e r ' s b u s i n e s s changed to fit in with standard frp games. pitching o f good against evil, b u t i n t h e
and strangers attracted m u c h attention. Iceland, or the equivalent area, could be way that h o n o u r forces m e n w h o m i g h t
The m o s t d i s g r a c e f u l a c t w a s t o k i l l seeded with low-level nasties (and a f e w otherwise be friends to kill each other.
someone by stealth and then conceal the bigger ones in the deep interior) for low-
murder, f a i l i n g t o a n n o u n c e i t b e f o r e level c h a r a c t e r s t o c u t t h e i r t e e t h o n , 3. The Icelanders w e r e great travellers,
witnesses. A person w h o had done this whilst becoming involved in the endless well aware of the potential of the outside
was considered automatically o u t l a w e d rounds of politicking and feuding. Later, world. O f t e n i t w a s impossible t o g a i n
and c o u l d b e killed o u t o f hand. S e c r e t of course, the lure of foreign lands might enough wealth and influence at home to
theft (as opposed t o forcible seizure o f be difficult to refuse. satisfy ambition. Those who could, equip-
goods o f disputed o w n e r s h i p ) w a s des- The following are the available plots: ped trading expeditions and others joined
pised almost as m u c h — the thief m i g h t them. They w e n t as far afield a s Byzan-
actually be allowed to go into exile. These 1. In the initial settlement phase there is tium, as well as the famed expeditions to
attitudes w o u l d m a k e t h e r u n n i n g o f land a n d g l o r y t o b e w o n . T h e n a t i v e Greenland and America. S u c h ventures
Icelandic t h i e f o r assassin player c h a r - horrors must be overcome and there may took a standard t i m e o f t h r e e y e a r s i n
acters rather difficult. They are, perhaps, be previous settlers (the Norsemen had to saga and are unlikely to have been much
best run as coming from different cultures contend w i t h I r i s h m o n k s , w h o w e r e less w i t h the distances involved.
or non-human races and without criminal probably not mild churchmen). As well as They m a d e themselves a t h o m e w i t h
tendencies. Some thief characters might these t h e r e w i l l b e considerable rivalry kings and cities, but the ultimate ambition
exist a m o n g t h e V i k i n g s t h e m s e l v e s , for the best land a t least after the Jarls of any Icelander was to bring his wealth
acting as scouts. have taken their share as the financers of home — to farm and raise a family. Only
Magic Users are portrayed in the sagas the expedition. by doing this, by demonstrating prowess
as sinister figures, u s i n g their power for and wisdom a t home, could h e gain t h e
evil. H o w e v e r, t h i s m a y w e l l b e d u e t o 2. The blood feuds have obvious potential. reputation h e really cared about — that
Christian influence. F o r rpgs, i t is m o r e For a self-contained adventure the players among his own countrymen.
useful t o note that they w e r e feared b u t could b e involved o n t h e periphery, b y Reputation, for courage, fortitude and
respected by most people and tended t o friendship or kinship to one or both sides. nobility o f character i s p a r a m o u n t t o a
live apart in remote places. As an NPC, of Marriage c o n n e c t i o n s c a n b e u s e d t o Norse character. The news that a band of
course, the evil wizard is invaluable. introduce all kinds of new complications. Giants w e r e w i t h i n r e a c h w o u l d see a
Fighters a n d c l e r i c s c o m e i n t o t h e i r Eventually, t h e y m a y b e i n v o l v e d i n a band of grim warriors assembling in the
own in an Icelandic campaign. They may pitched battle, perhaps against their will. bright clothes they wore for killing. Fear
achieve t h e highest status, n o t building Finally t h e m a t t e r c a n b e r e s o l v e d b y of d e a t h c o u l d n o t overcome t h e t w i n
great t e m p l e s o r castles, b u t a s l a n d - agreed payments. spurs of Glory and Doom. However, there
owners a n d chieftains. T h e Priests w i l l Feuds w e r e f r e o u e n t l y r e v i v e d a f t e r was n o obligation t o f i g h t i f hopelessly
ultimately become godis. The existence of several years — usually by those who had outclassed — unless a blood f e u d w a s
raise dead spells w i l l cause problems. I been l e f t o u t o f a n y settlement. These involved, i n w h i c h case i t could o n l y be
would suggest that if a person is raised, might be brothers who had been away or postponed. A n y o n e w h o d i d n o t f i g h t
they c l a i m w e r e g i l d a t a r a t e a s f o r women w h o h a d p r e v i o u s l y l a c k e d a when obliged w o u l d b e subjected t o
serious injury and that where a person's champion or, commonly, illegitimate sons increasing slights on their honour, goad-
death i s positively intended (ie, t h e y did of a dead man w h o had been discounted ing them to action — if only against their
not j u s t 'get in t h e w a y ' ) they w o u l d be because of their youth, but grew up to be tormentors. E v e n t h o s e t o o y o u n g a n d
rendered unraisable deliberately. Clerics formidable men. inexperienced t o d o a n y t h i n g b u t w a i t
might also be u n w i l l i n g to cast the spell Finally, a feud could r u n continuously would b e c o n s t a n t l y r e m i n d e d o f t h e i r
on anyone w h o has been killed in battle throughout a c a m p a i g n . T h e k i l l e r s o f obligation. They were not subtle in battle,
because t h e y should n o t interfere w i t h someone dear t o t h e adventurers could aiming to kill; no prisoners could be taken
fate. flee, a n d s u b s e q u e n t a d v e n t u r e s t a k e or surrender accepted from giants, ores,
Another possibility for the single player place a s t h e y w e r e h u n t e d d o w n . T h e trollkin and the like. In contrast, h u m a n
and GM is to run a skald character; a bard longer it took to find them, the more they prisoners would be well-treated — if Ice-
much honoured by the Norse. The skalds could h a v e gained levels a s t h e player landers, t h e y w o u l d u s u a l l y b e f r e e d
acted a s n e w s t e l l e r s , e n t e r t a i n e r s a n d characters d o . To g i v e a d d e d i n t e r e s t , w i t h o u t penalty, i f Norse, ransomed (for
teachers o f t h e young, a n d w e r e o f t e n their relatives or friends could then start an amount compatible with weregild) and
consulted in the same w a y as the godis. to hunt the hunters.... allowed t o keep a favoured (le, magical)
There is great potential for adventure in Standard incidents i n t h e sagas con- weapon, a n d i f foreign, t h e y w o u l d b e
an Icelandic campaign, either on its own cern e i t h e r t h e restraining o f hotheads, taken i n t o thralldom o r ransomed f o r a
who w o u l d kill w h e n they are i n t h e larger s u m . T h e f a v o u r a b l e t r e a t m e n t
wrong, or the egging on of those reluctant meted o u t t o t h e i r o w n w a s c o m m o n
to s e e k r e v e n g e , b y i m p u g n i n g t h e i r sense — e n m i t i e s w e r e f r e q u e n t l y a
matter o f o b l i g a t i o n a n d t o d a y ' s f o e s
might be tomorrow's friends. If captured
- -e •-
_z ••
and tortured by Giants and the like, to die
defiant was the honourable course.
•,!•11 ; . 1 1 r - Essentially, I c e l a n d e r s w e r e g r i m i n
character a n d i t i s n o coincidence t h a t
this is one of the names of Odin.
" 5 Venetia Lee and Reif Dormann

- -

NJ),

•-••K

I M A G I N E magazine, September 1985 23


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RAGNAROKI
, - •,///

-- - —

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--:. ";;--7-7-'-f----- .,,--------3-3------T---,3'
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„„ „ — •••••,-- - • " . : • •

•- -
1

A Campaign for the AD&DTM BATTLESYSTEMIm Fantasy Combat Supplement

by Chris Felton If Ragnarok has a single starting point it is with the death of Balder,
fairest of the Gods, the son of Odin and Frigg. Balder was the beloved of
To make use of this section of IMAGINE'm magazine you will everyone who saw him, gods a n d men alike. But even the love with
need access to the ADVANCED DUNGEONS & DRAGONSLE,,' which he was showered did not prevent Balder from suffering terrible
rules and a copy of the BATTLESYSTEM game. dreams about his own death. However, Frigg extracted promises from
everything, every creature, object, plant, even the very stones, that they
Statistics are not given in standard BATTLESYSTEM format, but would not harm Balder. Everything except one insignificant little plant,
are provided on the various tables in this scenario so that the the misletoe, which was too young to hurt anyone....
unit sheets can be filled out quickly and accurately.
Balder rejoiced in his new found safety, as did the other Aesir. Pebbles
did not hurt him, neither did sticks, or logs, boulders, swords, axes or
INTRODUCTION arrows. The Gods took to hurling things at Balder, rejoicing anew as they
bounced off without harming him. Onlytwo of the Gods did not enjoy the
new sport, blind Hod, Balder's brother, who could not see the target, and
Ragnarok. The Time. The Twilight of the Gods. The Norse knew that the Loki, the Trickster and mischief-maker, who was consumed by hatred
world was to end in a battle of such magnitude that the whole universe, and contempt.
all the Nine Worlds, would be laid waste and destroyed. On the plain of
Vigrid, outside the walls of Asgard, the home of the Gods, the battle Loki, in the guise of an old woman, tricked Frigg into revealing that
would be fought to its bitter end. The Giants and their kin, the dead and mistletoe had not sworn the oath. He lost no time in making a mistletoe
the evil would meet the forces of the Gods, Heroes from Valhalla, the dart, and then he approached Hod, who was, as usual, taking no part in
chosen of the Valkyries. the game of bouncing weapons off Balder. Loki put on his silkiest voice
and persuaded Hod that it was disrespectful not to demonstrate his
Ragnarok is the last titanic act of a drama that begins long before, when brother's invulnerability. Giving Hod the mistletoe dart, Loki led him to
the Nine Worlds are still happy. the circle of Gods around Balder, and guided his aim. The dart was cast,
and it pierced Balder to the heart, killing him instantly.
Whether Ragnarok can be traced back to the falling out of the two clans
of Norse gods, the Aesir and the Vanir, is debatable. With the torture (by Hod killed himself, once the realisation of the deed sank in, and the Gods
the Aesir) of a Vanir emissary, and subsequent Aesir trickery, oaths and wanted to kill Loki, the instigator and true killer of Balder, but the place
treaties lost their validity. Betrayals became more common than oaths in where they met was consecrated grdurild. Loki escaped and the Aesir
the worlds of men and Gods. grieved for Balder. Frigg offered herself to anyone who would ride to Hel
I M A G I N E magazine, September 1985 25
RAGNAROK

and ask her to release Balder back into the


-
world o f t h e living. Hermod, Odin's son,
mounted Sleipnir, the eight-legged horse, and /61//r,e1(
rode for nine days to the gates of Hel, and there
he asked the ruler of the realm of the dead to 6(i1(//, - • - ,

release Balder. Hel stipulated that everything //1,11//*. 1 1 4 100' - '/1


in the world must weep for lost Balder and then -/ / / /
he would be returned to life.
V4,40,71a/ •
The messengers of the Gods persuaded the •••••••••••••
whole world to weep, even the giants; every-
thing except one giantess named Thokk. Hard
hearted and stony faced, she ignored every
plea to shed a tear, and Balder remained in t
Hel's realm. I n the minds o f the Aesir the
!A syi 0,ZIOLAA,4-7-*
suspicion lingered that Thokk and Loki were
one and the same.

Eventually the grief of the Aesir diminished, -


and the Gods held a feast in Aegir's Hall.
Unasked, but still (by the rules of hospitality)
welcome, Loki arrived. The Trickster taunted
and insulted the assembled company of Aesir,
casting the worst possible light on their past
indiscretions. Only Thor, w h o arrived after
Loki, has the courage to expel him, and then
the hunt was on for the Trickster.
-

The Aesir
Other Class &
DEITY Deity Level AC CB CR hp MV THACO AR #AT Damage Notes
Aegir R15 -5 +3 18" 387 42" -1 14 2 4-40+11 Aegir's charisma is 19, not 9 as
stated in DDG
Bragi B20 -4 +5 25" 388 18" 0 15 2 3-30+10
!dun C15/813 -3 +4 20" 329 12" 5 20 3/2 1-10/3-18+8 Bragi's wife. Basket of Apples
can cure one wounded figure
per round
Forseti R15 -4 +4 21" 389 18" 0 15 2 1-10/3-18+12
Eir C20 0 +4 21" 256 12" 6 21 1 2-8+8 Goddess of Healing
Frey B15 -5 +4 21" 388 18" 0 15 2 1-10/3-18+12
Gerda C12 0 +3 16" 216 12" 11 26 1 2-8+8 Frey's wife
Freya C15 -3 +4 18" 339 18" 6 21 1 2-8+12
Frigga C15/810 -4 +4 23" 366 15" 8 23 3/2 2-8+12
Lin
Fulla C12 0 +3 16" 216 12" 11 26 1 2-8+8 Frigga's handmaidens
Gna
Heimdall R17 5 +4 21" 390 15" 3 12 2 3-30+14 double damage to giants, vorpal
effect on 17+ (14+ vs giants)
Vor
MU15 0 +3 16" 144 15" 13 29 1 2-8+5 Goddesses of Scrying
Syn
Hermod R15 -3 +3 18" 340 15" 0 15 2 1-10/3-18+12 Balder's brother
Var C12 0 +3 16" 216 12" 11 26 1 2-8+8 Goddess of marriage
Honir R15 -3 +3 18" 340 15" 0 15 2 1-10/3-18+12 Giver of souls
Magni R15 -4 +4 20" 325 18" -2 13 2 8-80
Sjofn C12 0 +5 21" 216 18" 11 26 1 2-8+6 Goddesses of Love
Lofn
Modi R15 -4 +4 20" 379 21" -1 14 24) 1-10/3-18+15 vorpal effect; double damage
when beserk
Saga C12 +3 16" 216 12" 11 26 1 2-8+8 Goddess of Drunkenness
Mord R12 +4 18" 300 12" 4 19 3/2 1-10/3-18+10 Vanir; father of Frey and Freya
Skadi C12 +3 16" 216 12" 11 26 1 2-8+8 Giant wife of Njord, mother of
Frey and Freya
Sif 1312 -4 +4 21" 349 18" 4 19 3/2 3-30+11
Tyr P25 -5 +4 26" 380 18" -2 13 2 2-20+12
Snotra M15 -5 +4 19" 320 32" 6 21 3 6-24+12 Goddess of Self-discipline
Uller R18 -3 +4 21" 390 24" -1 14 2 2-20+11 THACO & AR given for sword;
never misses with longbow
Vali R12 -2 +3 16" 300 18" 3 18 3/2 2-20+11 Odin's son
Gef ion C12 0 +3 16" 216 12" 11 26 1 2-8+8 Goddess of Agriculture
Vidar R18 -3 +4 21" 380 21" -3 12 2 8-80
Where other deities are listed, lesser goddesses have combined their forces with the greater god concerned. They are not necessarily married to them.
26 I M A G I N E magazine, September 1985
RAGNAROK
The Aesir Forces
Foot Other
Deity Troops Archers Followers Forces/Notes
AEGIR 9,400 2,350
Balder, Hod, Nanna 21,600 5,400 4,750 (Nanna is
Balder's wife)
BRAGI, IDUN 29,600 7,400 10,000
FORSETTI, EIR 21,800 5,450 5,000
FREY, GERDA 2,880 720 3,500 11,520 elven
archers, 2880
elven foot,
Gullin-Bursti
FREYA 13,400 3,350 6,250
FRIGA, LIN, FULLA, GNA 13,200 3,300 14,175 960 Valkyries
HEIMDALL, VOR, SYN 21,200 5,300 4,250
HER MOD, VAR 6,200 1,550 11,250
HONIR 7,000 1,750 3,275
MAGNI, SJOFN, LOFN 22,500 5,550 7,500
MODI, SAGA 22,600 5,650 7,250
W O R D , SKADI 6,000 1,500 3,750
Odin 21,400 5,340 Freke, Gere
SIF 12,800 3,200 4,750
Thor 39,600 9,900 Tanngrisner,
Tanngjost
TYR, SNOTRA 20,400 5,100 4,500
ULLER 25,000 includes 20,000
longbowmen
VALI, GEFION 5,400 1,350 7,000
VIDAR 16,800 4,200
Gods given in lower case are already dead when the scenarios begin, but their troops fight on!

Fig/ HD/ Weapon/ Unit


Troop Type Co AC Fig Ratio MV Size AR ML DL AT Damage Type Notes

Foot troops 45 4 36 2:1 9" M 14 16 16 2 Longsword Elite


Archers 45 5 36 2:1 9" M 14 16 16 2 Shortbow Elite Longswords for melee use
Longbowmen 45 5 36 2:1 9" M 14 16 16 2 1-8 Elite Longswords for melee use
Valkyries 9 4 20 2:1 36" L 13 17 17 Elite Stay aloft at medium height
to co-ordinate the battle
Followers 19 4 35 5:1 9" M 19 15 15 3/2 Broadsword Elite
Gullin-Bursti 1 -4 100hp 11 33" L 21 2 2-20 Regeneration (3hp)
Freke, Gere 1 4 75hp 2:1 18" L 36 1 2-20 Regeneration (3hp)
Tanngrisner,
Tanngjost 1 0 100hp 2:1 24" L 16 1 3-24 +6 damage if charging

Loki was eventually caught while hiding in the shape of a salmon. Vali, The wolf children of the giantess of Ironwood, Skoll who chases the Sun
Loki's son, had been changed into a wolf and had run off towards and Hati, who chases the Moon, will catch and devour their prey. The
Jotunheim after ripping Narvi, Loki's other son, apart. Loki was bound to Sun and Moon vanish, and the stars too. Loki's bonds a n d all other
three boulders with the entrails of Narvi, which became as hard as iron bonds w i l l break at this sign. Fenris, the wolf-son of Loki, will also
when wrapped around him. A venomous serpent was set above his face, break free and the earthquakes caused by his struggles will trap all the
which caused him to writhe in pain as its venom dripped onto him, giving dwarves and shake Yggdrasil, the World Tree, to its very roots.
rise to earthquakes. There Loki was to remain, with Sigyn, his wife, to
hold a bowl beneath the serpent's fangs to catch some of the poison, A cock crow will alert the giants, a second cock crow will awake the
until Ragnarok. Gods and the Heroes of Valhalla, and a third will stir the dead from their
sleep i n the realm o f Hel. Germ, the hound o f Niflheim w i l l bay,
signalling the beginning of the end.
RAG NAROK The Giants under Hrym will sail to the plain of Vigrid in Nagifar, a boat
made from the nails of dead men, propelled by the waves caused by
Still the Valkyries will gather the dead Heroes in Valhalla to await the Jormungand, the Midgard Serpent. Jormungand will be struggling to
Time that all know is coming. Every day the Heroes will fight in practice, reach dry land so that it, too, can take part in the battle on Vigrid. Loki will
and every evening they will feast in Valhalla, their practice wounds also sail to Vigrid, his crew will be the dead of the realm of Hel, those not
healed. chosen to enter Odin's hall of Valhalla. Black Surt and his fire giants
cross the Bifrost bridge, cracking and breaking it behind them. Fenris
And so the Time begins. For three winters, the world of men, Midgard, and Jormungand advance side by side, jaws agape, filling the plain of
will be at war without reason, honour or pity. Spring will come later each Vigrid, 120 leagues in all directions.
year; w i n t e r w i l l b e earlier a n d b i t e harder t h a n before. T h e
Fimbulwinter, the everlasting winter to end all winters, will converge Heimdall will sound his mighty horn, Gjall and shake the Nine Worlds;
from all four quarters, a presentiment of what is to come. Eggther, the the Aesir will meet in Council. Odin will ride to Mimir's Spring to seek
watchman of the Giants, and Heimdall the watchman of the Gods, will the advice of Mimir, although the outcome of Ragnarok has long been
see all this, and know that Ragnarok approaches. known through the words of the Sybil.
I M A G I N E magazine, September 1985 27
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HERMOL
HEIMDALL

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AN kMMSSABLE_ BARRIER
To U N C i A MAGNI
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SLI K T
RAGNAROK

The Einherjar and Gods will arm themselves and go out onto the Plain of only that section of the battlefield where the PCs are active, comparing
Vigrid, Odin at their head. Odin will rush at Fenris, who will swallow the their achievements with the description of the battle as a whole. Once
God in one gulp; Vidar, Odin's son, will take vengeance, forcing the great this option is employed, the BATTLESYSTEM will come into its own, as
wolf's jaws open and piercing his heart with a sword. Thor and the PCs' forces struggle to survive against the overwhelming odds.
Jormungand battle, and the great serpent will be killed by a blow from
Mjollnir, the hammer of Thor; Thor will stagger nine steps and die, a Two scenarios are provided; these will introduce the mechanics of the
victim ofJormungand's terrible venom. And all around the Heroes of the BATTLESYSTEM, and allow the DM to run the PCs through sufficient
Einherjar will battle against the giants and their host.... action to make them believe they have been through the Final Battle.
Remember to describe the carnage that is going on all around that small
part in which the PCs are involved. News could reach them from far-
THE BATTLE flung quarters of the battlefield — 'Tyr is fighting Garm, the great Hound
of the Underworldr; 'Heimdall is fallen — taking evil Loki with him!'; and
Ragnarok can only be adapted and changed for the A D & D BATTLE- so on.
SYSTEM game. A look at the various army lists will show the almost
total impossibility of running the battle as a single game — unless there If this is to be the last great action of a role-playing campaign, then the
happen to be 30,000,000 model soldiers and a square mile of runway DM will be seeking to allow the PCs to die in a blaze of glory. For once,
apron or salt flats to hand! the DM should not be too frightened to overload the odds against the
players! But if they are to be allowed a chance to be founders of the new
There are several ways, however, in which Ragnarok can be used. If the races of Gods and men, then a whole new chapter could be starting in
battle is being used as the end o r a new beginning t o a role-playing your gaming — assuming the PCs survive....
campaign, the DM will want as large a role for player characters as
possible. This can be achieved by giving the PCs tasks on the battlefield, Both the scenarios provided take place after the fall of Odin, when the
in which they and a small number of NPCs — possibly under the Gods were laid open to destruction. A great deal of the battle had already
leadership of one of the Gods— must face large numbers of the enemy. taken place, and the scenarios assume that spells have been cast. if this
Perhaps they must follow Heimdall as he rushes to attack Loki; or they renders certain PCs impotent, the DM might allow that the PCs have
could seek to recover the body of Thor. Run this just like a small been held in reserve up to this point. In any case, to take account of all
dungeon, with encounter after encounter against the foe, and the rest of the practice that they have indulged in during their stay in Valhalla,
the battle noise all around them. award all magic users and thieves with the fighting ability of 7th level
fighters, while clerics and fighters have their effective levels boosted in
Thereafter, the PCs might be given command of a small section of the proportion; each improvement of 2 in the THACO of MUs and Thieves
forces of the Gods, as the battle reaches its climax. The DM should run should be matched by a improvement of 1 for clerics and fighters.

Basic BATTLESYSTEM Scenario


In the Rubble of Bifrost
Prohibited
Surt and his fire giants have crossed the Area
• -
remains of Bifrost, the Rainbow Bridge, and
advanced i n t o t h e battleline against t h e
Aesir. Part of the force has been left behind.

Hidden in the rubble of Bifrost are a group of


the Einherjar, cut off by the confusion of the
battle. Their self-appointed leader, Regnir
Crookneck, has decided that the time has
come for the Heroes to rejoin the main battle,
and fall upon the enemy line from the rear.
There is, of course, the small problem of the
giant rearguard....
The Heroes
4 companies o f t h e Dead: Mob; A C 9 ; of it. A s soon as this happens, the Giant
Regnir Crookneck: F19; Army Commander; HD/fig 1 0 ; M V 12"; A R 20; M L 8; D L 8 ; player rolls 2d6. If the result 8 or more (10 or
S 1851, 114, W 12, D 18, C 17, Ch 14; AC 1; #FIG 20; Ratio 10:1; Size M; Ex-human F l ; more in the case of the Dead), the unit is
CB 0; HD 19; CR 19"; h p 100, M V 12"; PPD 14; P / P 15; RSW 16; B W 17; Sp 17; activated a n d m a y b e moved a s normal
THACO 1; AR 15; Human; PPD 3, P / P 4; Wpn/Dmg broadswords 2-8/2-7. during its next turn. One is added to this die
RSW 5, BW 4; Sp 6; Wpn/Dmg/#AT long- roll for every previously activated unit.
sword +1 1-8/1-12 ; +3 damage for S 1851. Children of Nidhogg: Mob; AC 4; HD/fig 36;
MV 1 2 " ; A R 1 8 ; M L 1 2 ; M L 12; D L 1 0 ; The DM should command of the Giant forces.
2 companies o f Einherjar: Elite; A C 4 ; #FIG 15; Ratio 5:1; Size L; Trolls; PPD 10; The players should control the Heroes. If a PC
HD/fig 36; M V 9"; AR 14; M L 16; DL 16; P/P 11 ; R S W 1 2 ; B W 1 2 ; S p 1 3 ; is better suited t o lead t h e Heroes than
#FIG 4 5 ; Ratio 2:1; Size M ; Commander Wpn/Dmg 5-8/5-8/2-12; Regeneration. Crookneck, that character should be Army
Regnir Crookneck; Human F18; PPD 3; P/P 4; Commander. Other PCs will lead individual
RSW 5; B W 4; Sp 6; Wpn/Dmg longsword Set Up units. All PCs should determine their fate if
1-8/1-12; 11AT 2/1. the units they command suffers casualties in
The Giant player may deploy his troops at any the course o f this scenario. The Heroes'
Camp followers: Elite; A C 4; HD/fig 3 5 ; point marked X on the map. The four companies object is to exit as many troops as possible
MV 9"; A R 19; M L 15; D L 15; #FIG 19; of the Dead may be amalgamated into larger through Side B by Turn 18. If the PCs are still
Ratio 5:1; Size M; Commander Regnir Crook- units if the player wishes. within the area of the Map after that turn,
neck; Human F7; PPD 10; P/P 11; RSW 12; they will be trapped by ever-increasing Giant
BW 12; S p 1 3 ; W p n / D m g broadswords The Heroes do not begin the game on the table, forces, a n d w i l l have t o fight u n t i l their
2-8/2-7; #AT 3/2. but may enter on side A on any of the first three inevitable death, as Fate has decreed....
turns. The Heroes receive a bonus of +2 to the
The Giant Rearguard die roll for determining initiative. If this scenario is being played without role-
Sons o f Surt: Regular; AC 3; HD/fig 22; playing characters involved, t h e following
MV 12"; AR 20; M L 15; DL 14; #FIG 25; The Giant forces are inactive at the start of the VPs should be awarded — Heroes: 2VPs for
Ratio 2:1; Size L; Commander Lygnvi — game. They cannot be moved or attack until each unit exited from Side B by Turn 14; 1VP
CR 9"; Fire Giants; PPD 7; P/P 8; RSW 9; they are activated or attacked by an enemy for each Giant unit destroyed. Giants: 2VPs
BW 8; Sp 10; Wpn/Dmg 5-30; impervious to unit. The Giant player may attempt to activate a for each Hero unit destroyed; 1VP for each
fire, cannot hurl rocks in this scenario. unit whenever an enemy unit moves within 3" Hero unit still on the Map after Turn 18.

30 I M A G I N E magazine, September 1985


RAGNAROK

The Giant Leaders


Class &
DEITY Level AC CB CR hp MV THACO AR rAT Damage Notes
Fenrir -4 400 24" 2 17 1 9-90 450 warg bodyguards
Hel C20/A15 -5 +4 20" 350 24" 6 21 3/2 5-50+8 Bodyguard of 2100 spectres, 1500 hell
hounds and Garm
Hrym Cloud Giant -2 +4 19" 320 24" -3 12 2 3-30+14 Commands the frost giants after Thrym's
death, although he is a cloud giant; 3000
frost giant bodyguards
Loki R12/A15 -4 +4 22" 300 15" 3 18 3/2 1-10/3-18+12 Bodyguard of 2100 spectres
and 2400 dead heroes
Sigyn C12 0 +3 16" 216 12" -3 12 2 6-60+14 Loki's wife
Surt Fire Giant -2 +4 23" 380 15" 3 12 2 6-60+14 Bodyguard of 3000 fire giants
Skoll, Hati
& 7 others Wolves -2 300 24" 4 19 1 6-60 Each has a 225 warg bodyguards,
sons of Fenrir

The Giants and their Forces


No of Fig/ HD/ Weapon/ Unit
Co AC Fig Ratio MV Size AR ML DL Damage type Notes
Species C o m p a n i e s
Bugbears 5 , 0 0 0 6 5 30 10:1 9" L 26 10 8 2-8 Regular
Dead 2 , 3 4 0 , 0 0 0 10 9 10 10:1 12" M 20 8 8 Broadsword Mob AR is improved by 4th level
sergeants & 7th level captains
Dead Heroes 2,000 20 4 35 5:1 12" M 13 13 13 Broadsword Elite Heroes 7th level, sergeants
9th level, captains 12th level
Ettins 4,000 15 3 20 2:1 12" L 20 15 13 2-16/3-18 Mob
Frost Giants 16,000 15 4 20 2:1 12" L 20 15 13 4-24 Regular Hurl rocks for 2-20
Fire Giants 28,000 15 3 22 2:1 12" L 20 15 14 5-30 Regular Hurl rocks for 2-20
Ghosts 10,000 15 0 20 2:1 9" M 16 18 Mob Aging attack worthless
against Einherjar, but have
usual fear effect
Ghasts 1,000 6 4 40 10:1 15" M 15 12 12 1-4)(2/1-8 Mob Stench, paralysis
Ghouls 10,000 6 6 20 10:1 9" M 16 10 8 1-3x2/1-6 Mob Cause paralysis
Gnolls, foot 56,000 5 5 20 10:1 9" L 16 10 8 2-8 Regular
Gnoll archers 5,000 5 7 20 10:1 9" L 16 10 8 1-8)(2 Regular Use broadswords in melee
Goblins, foot 53,000 9 6 9 10:1 6" S 2 0 10 10 1-6 Regular
Goblins, sling 15,000 9 6 9 10:1 6 S 2 0 10 10 1-4 Regular Use daggers in melee
Goblins, cavalry 5,000 9 6 30 10:1 18" L 20 13 11 1-4)(2/1-6 Regular Mounted on wargs
Hell Hounds 20,000 10 4 55 5:1 12" M 19 13 13 1-10 Mob Breath weapon
Hill Giants 1 1 6 , 0 0 0 15 4 16 2:1 12" L 22 13 11 2-16 Mob
Hobgoblins, foot 44,000 6 5 12 10:1 9" M 18 10 11 1-8 Regular
6 5 12 101 9" M 18 10 11 1-6/1-6 Regular Use shortswords in melee
Hobgoblin archers 11,000
Kobolds 69,000 10 7 5 10:1 6" S 2 0 9 9 1-4 Regular
10,000 10 4 21 5:1 9" L 21 12 10 1-10 Mob
Ogres
Orc, foot 1 3 8 , 0 0 0 6 6 10 10:1 9" M 19 10 10 1-8 Regular
Orc, crossbow 15,000 6 6 10 10:1 9" M 19 10 10 1-4 Regular Use shortswords in melee
Orc, shortbow 15,000 6 6 10 10:1 9" M 19 10 10 1-6/1-6 Regular Use shortswords in melee
Shadows 3,500 3 7 36 10:1 12" M 16 10 8 2-5 Mob Strength drain
2,000 4 2 15 5:1 15" M 18 12 14 1-8)(3 Mob Triple damage for double level
Spectres
drain effect
Trolls 10,000 6 4 36 5:1 12" L 18 12 10 5-8x2/2-12 Mob Regeneration
600 6 1 46 5:1 12" M 17 15 15 5-10)(3 Mob Regeneration, but cannot
Vampires
return to tomb so die
normally; Double level drain
causestriple damage
1,400 4 5 46 10:1 12" M 15 10 11 1-4x2 Mob Level drain causes
Wights
double damage
Wraiths 3,200 6 4 31 5:1 12" M 20 12 14 1-6)(2 Mob Level drain causes
double damage

Note that creatures which normally require magical weapons to hit them are damaged by normal weapons due to the nature of Vigrid and its distance
from the Negative Material Plane.
31
IMAGINE magazine, September 1985
Intermediate Scenario
The Death of Fenrir
Vidar's
Odin is dead, swallowed by Fenrir. Vidar,
Odin's son, attacks towards the huge wolf S e t Up—
with the intention of slaying it, taking his
retinue of Einherjar with him. I Area
Vidar and the Heroes

Vidar: R18/god, A r m y commander; S 2 5


(+7,4-14), 120, W19, D 25, C 25, Ch 22, AC -3; — Giant's
CB + 4 , H D 3 8 0 h p ; C R 2 1 " , M V 2 1 " ;
THACO -3; AR 12; PPD 2, P / P 2 ; RSW 2;
BW 2, Sp 2, Wpn/Dmg/#AT 2x8-80
Set Up
Area
1
2 companies of Einherjar: as Basic scenario;
commanded b y Thorfinn Thorfinnson (CR
1
12") and Eric Half hand (CR 14"). Fenrir's Bodyguard: mob; AC 6; HD/fig 25; Set Up
MV 18"; AR 20; ML 12; DL 10; 'FIG 90; Ratio
2 companies of longbowmen: Elite; AC 5; 5:1; Size L; Worgs; PPD 11; P/P 12; RSW 13; Toss a coin to determine who sets up first.
HD/fig 36; M V 9"; AR 14; M L 16; DL 16; BW 13; Sp 14; Wpn/Dmg bite 3-12. The players then alternate deploying their
FIG 45; Ratio 2:1; Size M; Commanders units in any positions in the indicated set up
Harald and Sigurd Sigurdson C R 13"; F18; 2 Companies of the Dead: as above, in the areas until all are deployed. Fenrir must be
PPD 3; P/P 4; RSW 5; BW 4; Sp 6; Wpn/Dmg Basic scenario. deployed i n t h e centre o f t h e m o b o f
longbows 1-8/1-8, longswords 1-8/1-12, bodyguard worgs. The Heroes are side A
AT 2. The Sons of Thrym: Regular; AC 4; HD/fig 20; during the first two turns.
MV 12"; AR 20; ML 15; DL 13; #FIG 25; Ratio
1 company of Followers: as above, except 2:1; Size L; Commander Ygvigni - CR 5"; Frost Vidar will be the Army Commander even if a
that they are commanded by Rolf the Black — Giants; PPD 8; P/P 9; RSW 10; BW 9; Sp 11; higher level PC is available. The Heroes will
CR 7" Wpn/Dmg 4-24; hurl rocks for 2-20. have achieved success when they get Vidar
into combat with Fenrir, but they will be
Fenrir and the Forces of Evil Skullcrackers: Regular; AC 7; HD/fig 20; MV honour-bound to protect the God white this
9"; AR 16; ML 10; DL 8; r:FIG 15; Ratio 10:1; combat is resolved.
Fenrir: t h e F e n r i s Wo l f ; H e r o ; A C - 4 ; Size L; Commander Manripper - CR 6"; Gnolls;
HD 400hp; MV 24"/12"; THACO 2; AR 17; PPD 14; P / P 15; RSW 16; B W 17; SP 17; If no role-playing characters are involved, the
MR 99%; PPD 2; P/P 2; RSW 2; BW 2; Sp 2; Wpn/Dmg composite longbow 1-6/1-6, long- scenario is decided solely on whether Vidar
Won/Dmg/ttAT bites for 9-90. swords 1-8/1-12. engages Fenrir is combat.

Many other scenarios can be generated using


the tables provided. T h e inclusion o f t h e
undead is may seem particularly odd, given
that Norse mythology had only one kind o f
undead: a weak 'revenant' type zombie that
was unable to rest until its aims in life had
been fulfilled. The undead are included primar-
ily because o f their importance within t h e
structure of the AD&D game. They are certainly
evil enough to have a place within the ranks of
the giant army. The inclusion of orcs, goblins,
hobgoblins a n d t h e l i k e m a y a l s o s e e m
distinctly •unNorse•, but these creatures are
the closest AD&D game equivalent t o t h e
smaller giant kin that appear in some versions
of the Norse legends.

THE LEGEND
According t o Norse legend, Ragnarok ends
(and with it, the Nine Worlds) in the following
manner:

Heimdall will find Loki and slay him, but in


doing so will sustain tremendous wounds and
die himself. Surt will find Frey and kill her. Tyr
will search for Fenris, to revenge himself for
the loss of his hand when the wolf was first
bound. Fenris will have already been slain by
Vidar, in revenge for the death of Odin, and Tyr
will meet Garm, the hound of the underworld. Tyr and Garm will slay But, as the Norns predicted, a new Middle Earth will rise from the void,
each other. so rich and fruitful that crops would grow where no seed has been sown.
And into this new world would come survivors of the battle, to build the
The Einherjar, gathered by the Valkyries solely for this battle, will be new race of Gods and Men.
long dead. With the death of Tyr all the Aesir are gone and the Giants
and their evil kind will have won the day, but only for a short time.
Devastated and wracked beyond endurance, the earth will become a CREDITS
shapeless mass, and even the remaining stars will fall into the void. Surt
will set fire to all of the Nine Worlds and the seas will boil; the earth will Design Chris Felton
sink into nothingness. Only Yggdrasil, the World Tree, will remain, Development Jim Bambra, Mike Brunton, Paul Cockburn
scorched and battered, but still whole. Art M a r k O'Dell Maps R o b i n Grenville-Evans
32 I M A G I N E magazine, September 1985
I f you've been with us for a while, you might remember the days of
the Players Association and the good ol' Bargain Basement.
Treasure
Well, we're never keen to let a good idea die, so here it is - Son o f
Bargain Basement, or, as it shall be known from here on: Chest
The idea of Treasure Chest is that we create a bit of room about the place by getting rid of some slightly imperfect stock, and you get
the chance to pick up some unbelievable bargains. Just try these for starters:

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DUNGEONS & DRAGONS. game 4 E5 00 2010 P l a y e r s Handbook 1 4 E 5 , 0 0
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2003 G r e y h a w k Booklet 2 f l 00 9053 1 4 Oasis of the White Palm 1 0 E 2 00
2005 E L D R I T C H WIZARD Booklet 5 f 1 00 9060 M 2 Maze of the Riddling Minotaur 6 f 2 00
7007 S T A R FRONTIERS' Alpha Dawn 9067 M 1 Blizzard Pass 1 f 2 00
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8300 DRAGONLANCE"! Chronicles Vol 1 —
Dragons of Autumn Twilight 2 2'1,50 Misc Items
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BOD3 B E S T OF DRAGON"! magazine, Vol 3 2 £200
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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 33
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34 Please mention IMAGINE magazine when replying to advertisements


T H E N O R S E PLANES
OF GLAD SHEIM
by Rod Stevenson
The N o r s e g o d s w e r e u n l i k e t h o s e o f The 'classical' interpretation of the Norse skialf (Odin's Palace). T h i s i s t h e o n l y
other pantheons in many respects. In one milieu is one of three 'layers' — Asgard, plane t h a t touches the R a i n b o w Bridge,
particular w a y, t h e s e d i ff e r e n c e s w i l l the h o m e o f t h e Gods, w h i c h c o n t a i n s which links the Gods to M i d g a r d and is
become very obvious i n high-level play, Valhalla, and which is bounded by Vana- guarded by Heimdall, w h o will herald the
namely t h a t t h e g o d s d i d n o t n o r m a l l y heim and Alf heim; Midgard, which is the battle of Ragnarok.
interfere w i t h t h e l i v e s o f m o r t a l s o n home of Man, and w h i c h is bounded by
Midgard. Thus, i f t h e t i m e comes w h e n the h o m e s o f t h e Giants, D w a r v e s a n d Asgard i s surrounded b y a m i g h t y wall,
your p l a y e r c h a r a c t e r s a r e l o o k i n g t o Dark Elves; a n d H e l h e i m , w h e r e i n t h e built by a giant mason as part of a wager.
rewrite s o m e o f t h e g r e a t s a g a s w i t h Dead reside. T h i s interpretation o f t h e Beyond lies t h e great Plain o f Vigrid —
themselves a s c e n t r a l f i g u r e s , t h i s i s Norse universe is depicted in Diagram 1. where the final conflict w i l l be fought.
most l i k e l y t o o c c u r o n t h e p l a n e s o f
Gladsheim — t h e h o m e s o f t h e deities. If the L&L interpretation is to be followed, Asgard is h o m e to m a n y creatures w h o
This o p t i o n i s e v e n m o r e l i k e l y i f y o u r Midgard w o u l d be t h e equivalent of the are q u i t e r a r e o n t h e P r i m e M a t e r i a l
players' characters d i e h o n o u r a b l y a n d Prime M a t e r i a l P l a n e , a n d — t h r o u g h Plane, a s s h o w n o n t h e f o l l o w i n g e n -
bravely, and you decide that they qualify Bifrost, the Rainbow Bridge — would be counter table. M o s t active o n t h e plane
to join the heroes in Valhalla. linked to the uppermost layer of the plane will be the Valkyries, bringing the souls of
of Gladsheim, namely Asgard. Gladsheim the exceptionally brave f r o m t h e battle-
The DM has a great deal to consider when then consists of the 'layers' of Asgard and fields of Midgard to join their peers in the
running adventures on other planes, and Vanaheim, along with the demi-planes of massive force known as the Aenseis. Just
this article is designed to give a f ew hints Alfheim and Jotenheim, connected to the what w i l l b e t h e r e s u l t o f t h e p l a y e r
on w h a t is required. A s usual, the more main layers. These places differ from the characters encountering these, or any of
work t h a t i s p u t i n t o c o n s i d e r i n g t h e others; J o t e n h e i m i s a l a n d o f broken the g o d s n o r m a l l y resident o n A s g a r d ,
differences between adventuring on the rocks, poisoned streams; a barren, dreary will depend on their motives. Clearly, the
planes o f t h e N o r s e g o d s a n d n o r m a l landscape. Alfheim (Elf-home) is the non- gods w i l l react to any challenge to t h e i r
campaigning, t h e b e t t e r t h e experience permanent afterlife dwelling o f all elves authority w i t h a l l t h e i r m i g h t , w h i c h i s
will be for all concerned. and t h e i r deities. H e l h e i m a n d Niflheim considerable. I f t h e p l a y e r c h a r a c t e r s
must then be considered as lower layers have a r r i v e d o n A s g a r d a s a r e s u l t o f
in the plane of Hades. dying heroically in battle, t h e n t h e y w i l l
The Geography of the Planes live i n O d i n ' s g r e a t hall, served b y t h e
Much like Scandinavia, the geography of Valkyries and enjoying endless tourneys
There i s n o ' o ff i c i a l ' description o f t h e the p l a n e s c o n s i s t s o f w i l d , f o r e s t e d and feats o f w a r until called t o face the
spatial relationships between the various mountains; s n o w fields; f j o r d s a n d vast ultimate test of Ragnarok.
sub-planes o f t h e N o r s e m y t h o s ; t h e tracts of Northern Wilderness.
myths themselves a r e vague a b o u t t h e
layout of the homes of the Gods, Men and The details as presented below are — for fotunheim
the D e a d . H o w e v e r, t h e y a r e p r e c i s e the m o s t p a r t — general e n o u g h t o be
enough t o contradict the information on used i n e i t h e r a ' c l a s s i c a l ' o r ' o ff i c i a l ' In the myths, Jotunheim, the Land of the
the Outer Planes as described in Legends interpretation of the milieu. Where differ- Giants, e i t h e r lay w i t h i n M i d g a r d to the
and L o r e p p 11 3 - 2 4 , 1 2 8 - 3 3 . E v e n t h e ences arise, players following the 'class- east, or across an ocean. In terms of the
use of the name Gladsheim is confusing ical' s t y l e w i l l n e e d t o m a k e a f e w L&L version, J o t u n h e i m w i l l b e a s u b -
in t h i s r e s p e c t . I n L e g e n d s & L o r e , alterations. 'layer' o f G l a d s h e i m , s e p a r a t e d f r o m
Gladsheim i s t h e O u t e r Plane w h e r e i n Asgard b y t h e R i v e r l y i n g . T h i s i s a
the Norse pantheon resides, and Asgard blighted land, mostly wilderness, barren,
is but the first 'layer' of that plane; in the Asgard dry and u n w e l c o m i n g . W h a t little w a t e r
myths themselves Gladsheim is the Place there i s c o m e s i n t h e f o r m o f s l o w -
of Joy within Asgard where the Gods had The 'layer' of Gladsheim known as Asgard running, s t a g n a n t o r poisoned streams,
their seats. There are other variations, so is unusual i n t h e fact that, u n l i k e m o s t winding their way through the rocks that
the first decision that the DM will have to other planes w h e r e t h e m o r e important litter the landscape.
make i s w h e t h e r t o f o l l o w t h e 'official' the deity, the further 'down' that deity will
description of the Plane of Gladsheim in live, the majority of the Greater Deities of Jotunheim is divided into three sections.
L&L (which w o u l d be best if inter-planar the Norse pantheon l i v e i n Asgard, t h e There is the cold m o u n t a i n scrubland o f
travel is likely to be a regular thing in your uppermost layer. T h e halls o f t h e Gods the Frost Giants, t h e humid, unbearably
campaign) o r t h e ' c l a s s i c a l ' i n t e r p r e t - dominate the landscape; Valhalla (Odin's hot desert wilderness of the Fire Giants,
ations o f Norse m y t h , w h i c h w o u l d b e Court), Breidablik (Balder's Hall), Glitner and the 'no-man's land' which forms the
desirable in a Viking-based campaign. (Hall o f Forseti, Balder's son) and Vala- border between the two. Thrym, his ten
IMAGINE magazilw., September 1985 35
wellcc
Vonahem7 U r d

pr("

Spri r19 o F N e i
yorschn Q a t l i m , O f r tne
ftheint, daad

brothers and the greatest of his warriors standards!) Asgard. It is a harsh land o f Spell Alterations
reside in a hall deep in the mountains of constant w i n t e r. F e w e r deities reside in
Jotunheim. Every lunar month, the whole this l a y e r, b u t t h e r e a r e m a n y o t h e r Basic reality is very different from that on
force m e e t s i n t h e v a l l e y i m m e d i a t e l y inhabitants. the Prime Material Plane. The alterations
behind t h e H a l l t o t e s t e a c h o t h e r i n given b e l o w a r e f o r t h e m a i n l e v e l s o f
readiness f o r Ragnarok. Challenges are The seas o f Va n a h e i m a r e t h e realm o f Gladsheim; t h e D M s h o u l d c o n s i d e r
offered, w i t h a s u c c e s s f u l c h a l l e n g e Aegir t h e Unpredictable, w h o , although further alterations for the demi-planes of
resulting in the winner taking the position normally f r i e n d l y w i t h t h e Va n i r a n d Jotenheim and Alfheim.
of the fallen. Thrym has been challenged Aesir, w i l l attack anyone w h o enters his
but twice, and won on both occasions. realm. A l s o r e s i d e n t o n t h i s p l a n e a r e The c h a o t i c n a t u r e o f G l a d s h e i m w i l l
many creatures n o t n o r m a l l y f o u n d o n cause a r a n d o m e ff e c t w h e n spells are
Across h o t plains, a n d t h e l o n g d e s e r t the P r i m e M a t e r i a l Plane, s u c h a s t h e cast, on a roll of 1 on 1 H . The DM should
wilderness, lies the underground palace satyr-like Korreds, G r u g a c h a n d v a l l e y decide h o w individual spells are warped.
of S u r t u r, L o r d o f t h e Fire Giants. T h i s Elves, an arctic variety of Faerie Dragon,
awesome g i a n t r u l e s a h i e r a r c h y n o t and e x i l e d c r e a t u r e s f r o m J o t u n h e i m , Additionally, characters will not be able to
dissimilar to that of the Plane of 9 Hells, Spriggans, Firbolg, Verbeeg and Formor- control creatures or flora native to Glads-
with w h i c h S u t u r m a i n t a i n s i m p o r t a n t ian Giants. There is a connection between helm, o r use spells based o n control o r
connections, so that an ambassador from the demi-plane of Alfheim and Vanaheim, mind-related subjects, d u e t o t h e i n f l u -
one of the layers of that dread place will through w h i c h characters may travel. ences within the realm of Gladsheim. No
be present at all times. contact o f deities outside Gladsheim i s
possible, and clerics and druids of other
Surtur's palace i s sited n e a r a n a c t i v e Alfheim deities w i l l n o t be able t o regain spells
volcano, which supplies the heat the Fire above 2nd level. Other spells, particularly
Giants enjoy. Any humanoid entering the This i s t h e a f t e r l i f e p l a n e f o r a l l Elves those t h a t i n f l u e n c e w e a t h e r o r create
hall w i l l s u ff e r 1 - 1 2 points of damage a professing the religion of Frey the Vanir, versions o f n a t u r a l p h e n o m e n a ( l i k e
round, unless they are strongly insulated ruler of Alfheim. A s noted in Legends & fireball, ice storm or lightning bolt) will
from the heat. Lore, elves o f the Prime Material Plane have their range and effect halved. Some
have spirits, and therefore do not remain magical items will also have their effects
Both Surtur and Thrym have connections on the afterlife plane throughout eternity, altered. Spellcasters native to Gladsheim
with Loki. A n g u r - B o d a , t h e giantess i s but return to the Prime Material Plane to do not suffer these penalties. Finally, the
one o f h i s consorts, a n d t h e i r offspring be reincarnated. A l f h e i m could easily be ruler o f a n y p l a n e o f e x i s t e n c e h a s a
was t h e t e r r i b l e s e r p e n t o f M i d g a r d , mistaken for one of the Paradise planes, complete a n d f i n a l v e t o o n a n y w i s h ,
Jormungandr. since t h e w h o l e l a n d s c a p e i s o n e o f limited wish, alter reality or similar spell
dreams; g l i s t e n i n g m e a d o w s , c r y s t a l cast i n h i s o r h e r r e a l m . T h e c h a o t i c
waterfalls, m a s s i v e b l u e m o u n t a i n s o f nature of the Norse deities means that no
Vanaheim ice. Any characters entering this fantastic action w o u l d b e t a k e n except i n c a s e s
land will have to save vs Spells at -10 or where t h e direct interests o f t h e senior
Vanaheim i s k n o w n a s a m u c h w i l d e r walk aimlessly until they are met by some deity were threatened.
place t h a n t h e regulated (by Gladsheim person native to Altheim. 00 Rod Stevenson
36 I M A G I N E ma9azine, September 1985
Prime Nolenal
Plane --
A- NIQ:9o/r/

SZ g a n t l a Y

Asgard

.7bitenhelm
Vanaheirn
ificheim

A D & D Game Version

Random Encounters
f o r Gladsheim
Check encounters after each 2 0 turns, 10% chance.

Roll Asgard Vanaheirn Alfheim Jotunheim


1 2-5 Moon Dogs (MM2) 2-5 Korreds (MM2) 1-4 High Elves (MM) 1-5 Bactrian Camels (MM)
2 10-20 Atomies (MM2) 5-12 Jackals (MM2) 1-4 Gray Elves (MM) 1 S m a l l Falcon (MM2)
3 1-12 Buckawns (MM2) 1-2 Tigers (MM) 1-4 Wood Elves (MM) 2-5 Wolves (MM)
4 1-2 Weasels (MM2) 1-6 Sea Elves (MM) 1-2 Trolls ( M M / F F )
5 1-2 Aurumvorax (MM2) 1-4 Valley Elves (MM2) 1 Cockatrice (MM)
4 - 2 4 Beserkers (MM2)
6 1-4 Grugach Elves (MM2) 2-5 Jackals (MM2)
10-30 Valkyries (L&L) 5-12 Valkyries (L&L)
7 1-3 Half Elves (MM) 1 Normal Raven (MM2)
8 1-6 Faerie Dragons (MM2) 1 N o r m a l Falcons (MM2) 1-2 Cave Bears (MM)
9 2-4 Valley Elves (MM2) 2-12 Bowlers (MM2) 1-2 White Dragons (MM)
10 2-4 Grugach Elves (MM2) 2-12 Beserkers (MM2) 1-10 Frost Giants (MM)
11 5-10 Korred (MM2) 1-2 White Dragons (MM) 1-5 Spriggan Giants (MM2)
12 6-36 Valkyrie (L&L)
2-4 Jackals (MM) 1-2 Cave Fishers (MM2) 1-5 Verbeeg Giants (MM2)
13 1 N o r m a l Squirrel (MM2) 1-6 Ice Trolls ( M M / F F ) 5-12 Fire Giants (MM)
14 1 Black Bear (MM) 1-6 Remorhaz (MM) 10-30 Herd Animals (MM)
15 1 Greater Raven (MM2) 1-12 Polar Bears (MM) 1-4 Hollyphants (MM2) 20-50 Jermlaines (FF)
16 1 Falcon (MM) 1-6 Galeb Duhr (MM2) 1-6 Oliphants (MM2) 5-10 Jackals (MM2)
17 1 Tiger (MM) 1 Ti t a n (MM) 1-20 Pegasi (MM) 1-5 Flightless Birds (MM)
(Lesser 50910/Major 3 5 % / E l d e r l 5%)
18 1 Spriggan (MM2) 1-2 Will-o-wisp (MM) 1 M i n i m a l (MM2) 2-5 Kenku (FE)
19 1 G a l e b Duhr (MM2) 1 Boggart (MM2) 1 Black Bear (MM) 1 Formorian Giant (MM2)
20 1Deity 1Deity 1D e i t y ia (MM2)
1 Firbolg Giant
(Demigod 5 0 % / L e s s e r 2 5 % / G r e a t e r 25%) ( V a n i r 8 5 % / D e m i 5%/Lesser 5 % / G r e a t e r 5%)
(Demigod 75%/Lesser 2 0 % / G r e a t e r 5%)
I M A G I N E magazine, September 1985 37
DISPEL CONFUSION SPECIAL
with thanks to Carl Sargent
In t h i s series o f D C Specials w e h a v e Resist C o l d : A n i m p o r t a n t point is t h a t Speak With Animals: Monsters cannot,
sought to answer some of the questions this spell gives a saving throw against ice of course, be conversed w i t h u s i n g t h i s
that have come u p as a r e s u l t o f ambi- storms, m e n t i o n e d i n t h e P H , w h e r e spell, b u t t h e r o l e o f g i a n t a n i m a l s i s
guities a n d discrepancies b e t w e e n t h e none n o r m a l l y exists. This saving t h r o w unclear. In #117 of D R A G O N ® magazine,
two major AD&DTM game rulebooks, the should be against spells with a +3 bonus the Sage Advice column said they should
Players' Handbook and the DMG. The (as w e l l a s a n y others due t o dexterity, not b e a v a i l a b l e f o r c o m m e n t ; t h i s i s
DMG partially updated the PH, and as a rings o f protection, etc). What is not probably the best way to handle this spell.
result it contains some information which clear i s t h e d a m a g e i n v o l v e d . I
ought to be k n o w n to players w i t h spell- recommend t h a t damage b e f u l l (failed
casting characters. ST) o r h a l v e d (successful ST); t h i s i s THIRD LEVEL
different f r o m c o n e o f c o l d ( w h e r e t h e
In most cases, we have followed the rule save d i ff e r e n t i a t e s b e t w e e n h a l f a n d A n i m a t e Dead: A n important additional
that where there is a discrepancy between quarter damage), reflecting t h e fact that point i n t h e D M G i s t h a t skeletons a n d
the two rulebooks, the latter t h e DMG the c o n e n o r m a l l y h a s a saving t h r o w zombies of monsters can be created with
— will be correct. M o s t of the remaining anyway, whereas the Storm does not. this spell. These undead have t h e same
comments are our attempt to solve some Type II ice storms (the blinding/slowing number of hit dice as the original monster
of the problems that have arisen since the variety) are not protected against by resist (skeletons), or one more (zombies). O n l y
DMG was published. cold, because t h e effects o f t h i s appli- demi-humans a n d h u m a n o i d s c a n b e
cation of the spell do not cause physical animated i n t h i s w a y. T h u s a f i r e g i a n t
Next month, Dispel Confusion w i l l be damage from magical cold (which is what skeleton h a s 11 HD+2-5hps a n d a f i r e
back to normal, looking to answer your resist cold protects against). Finally, i f a giant zombie has 12HD+2-5hps. However,
individual questions about role-playing wall o f i c e i s c a s t i n t h e a i r t o fall o n the P H description o f h o w m a n y s k e l -
games. If you are having a problem, send creatures, it should be treated in exactly etons/zombies can be created w i t h t h i s
an SSAE to: the same way as the hailstorm version of spell needs restating in terms of hit dice.
IMAGINE magazine (Dispel Confusion), ice storm. So, f o r t h e purposes o f t h i s spell, a f i r e
TSR UK Ltd, The Mill, Rathmore Road, giant zombie w o u l d be the equivalent of
CAMBRIDGE CBI 4AD. six n o r m a l (2HD) zombies, a n d o n l y a
S E C O N D LEVEL cleric of 6th level or higher could animate
such a monster.
CLERICAL SPELLS Detect C h a r m : There is some scope for The D M G does n o t say w h e t h e r such
monster undead would have the hit rolls
confusion over the D M G entry that says
that c h a r m s p e l l s c a s t b y c r e a t u r e s of the normal varieties of undead or those
FIRST LEVEL entitle t h e c h a r m e e t o a saving t h r o w of a m o n s t e r of an equivalent n u m b e r of
versus magic, and if the save is success- HD; DMs should allow the latter (thus the
Detect M a g i c : A l l t h a t i s detected i s ful, the d e t e c t charm spell does not pick fire g i a n t z o m b i e h i t s a s a 1 2 + H D
whether t h e m a g i c i s 'strong o r weak', up t h e fact t h a t the c h a r m exists. We l l , creature). N o r d o e s t h e D M G s t a t e
and if a d w e o m e r due to spell-casting is that makes sense i f you're not charmed, whether t h e d a m a g e s h o u l d b e f o r a
present in (part of) the area scrutinized, there's no charm to detect. But w h a t the 'normal' zombie or the same as the living
nothing about the nature of that spell can entry means is that when a creature with creature. Where the damage is caused by
be learned. T h i s is n o t the s a m e as t h e an i n n a t e c h a r m a b i l i t y (eg, vampires, natural b o d y w e a p o n r y w h i c h w o u l d
MU spell of the same name (last issue). nixies) successfully charms a victim, that survive death, damage should be done by
victim i s entitled t o a saving t h r o w i f a the m o n s t e r a s i t w a s i n l i f e . I n o t h e r
D e t e c t Evil: The strength of the emanat- detect charm is cast subsequently. Thus a cases, the D M m i g h t wish to reduce the
ing evil w i l l a l w a y s be detected b y t h i s charming vampire is even more villainous damage t o r e f l e c t t h e m o r e s l u g g i s h
spell ( i n t h e a b s e n c e o f a n y m a g i c a l than a c h a r m i n g M U , f o r t h e vampire's nature of the undead.
shielding, o f c o u r s e ) . T h e D M G a l s o handiwork might never be spotted.... Finally, w h e n a n i m a t i n g c h a r a c t e r s ,
specifies that if the evil is 'overwhelming', levels of experience and ability scores are
there is a 1 0 % per level chance f o r t h e Find Tr a p s : There i s a 1 0 % chance per irrelevant. A 1 s t level t h i e f a n d a 1 7 t h
casting cleric to detect the a l i g n m e n t of level o f t h e casting cleric that, w h e n a level f i g h t e r w i l l b o t h b e c o m e a 2 H D
the evil (LE, NE, CE). However, despite the magical trap is detected, the type of magic zombie.
PH c l a i m t h a t e m a n a t i o n s o f evil f r o m involved ( a l t e r a t i o n , e n c h a n t m e n t /
creatures can be detected w i t h this spell, charm, e t c ) w i l l b e detected also. T h e
such e m a n a t i o n s w i l l o n l y r a r e l y b e spell will also reveal the form (but not the Dispel M a g i c : T h e P H s t a t e s t h a t t h i s
detected, a s t h e D M G m a k e s c l e a r ; name) of a glyph of warding, but this will spell will 'not affect a specially enchanted
'Characters who are very strongly aligned, not mean that the cleric w i l l necessarily item such as a scroll, magic ring, w a n d ,
do not stray from their faith, and who are know what the glyph might do, unless the rod, s t a f f , m i s c e l l a n e o u s m a g i c i t e m ,
of a relatively high level (at least 8 t h o r same g l y p h a n d i t s e ff e c t s h a v e b e e n magic w e a p o n , s h i e l d o r a r m o u r ' ; t h e
higher) m i g h t radiate evil or good if they observed before. DMG m a k e s i t clear t h a t this i s n o t so.
are intent upon appropriate actions.' DMs Although dispel m a g i c i s an area spell,
may ignore the element of faith, since it Resist Fire: I t is odd t h a t w h i l e t h e PH the caster can target i t specifically a t a
suggests religious devotion; a high-level, specifically states that resist cold gives a magic i t e m o f t h e t y p e listed, a n d t h e
godless M U a b o u t t o c a s t d e a t h s p e l l saving t h r o w against ice storms, and by dispel m a y affect it for one round (items
should be detected! Extrapolation to non- extrapolation w a l l s o f ice used to cause not in the possession of someone get no
humanoid m o n s t e r s i s n o t clear. I f o n e damage, t h i s higher-level spell does not saving throw). In such a case, the dispel
equates 8th level w i t h 8HD, this spell is give a s a v i n g t h r o w against fire-based will n o t affect a n area c e n t r i n g o n t h e
not going to detect many monsters. spells w h i c h n o r m a l l y have none. Since item. I t may only be used as a targetted
A Paladin's natural ability to detect evil the obvious case is wall o f fire, this may spell at the expense of the area effect.
should be treated in the same way, w i t h be a n o v e r s i g h t . D M s a r e u r g e d t o
the percentage chance for detecting the consider playing resist fire as conferring a Prayer: T h e D M G n o t e s t h a t t h i s spell
alignment of overwhelming evil being the save against wall of fire (with a +3 bonus) cannot be combined w i t h c h a n t u n l e s s
same a s f o r a c l e r i c o f t h e s a m e level and r e l a t e d no-save, fire-based s p e l l s , one cleric casts the prayer while a second
(unlike the turning ability, the paladin has with t h e s a v e d e t e r m i n i n g f u l l o r h a l f is already chanting. Both must also serve
this ability naturally at first level). damage. the same deity.
38 I M A G I N E magazine, Septenther 1985
FIFTH LEVEL Find T h e P a t h : T h e k e y w o r d i n t h e Heat Metal: Although the PH states that
description i s 'locale', a n d t h e D M G i s there is no saving throw, the DMG gives
Quest: A l t h o u g h t h e D M G s t a t e s t h a t slightly ambiguous here. PCs w o u l d be two notable exceptions. First, elfin chain-
there is a saving t h r o w against this spell, aware that one cannot use this spell as a mail i s n o t affected a t all b y t h i s spell.
if the recipient is the same alignment or souped-up l o c a t e o b j e c t . T h e o b j e c t s Second, magical armour has an extremely
religious persuasion a s t h e spellcaster, w i t h i n a locale a r e meaningless w i t h i n good saving t h r o w and is rarely affected.
and the quest is just or deserved, there is the vocabulary of the spell; a desire to find The D M G i s s i l e n t on w h e t h e r magical
no saving t h r o w (same religion) or a save the p a t h t o a d u n g e o n l e v e l w h e r e a rings, weapons, shields, e tc are equally
at - 4 (same alignment). Importantly, t h e mound o f platinum pieces w e r e located resistant i n d e e d , the note is specifically
DMG notes that a character agreeing to a would only enable a dungeon level to be about magical armour. However, the DM
quest gets n o saving t h r o w even i f t h e found — t h e r e m a y o r m a y n o t b e is u r g e d t o c o n s i d e r e x t e n d i n g s a v i n g
agreement was obtained through trickery! platinum there, t h e spell doesn't search throws to other magical metal items.
for it. The DM has to ignore all parts of a Lastly, the reverse of this spell — chill
description of an area w h i c h seem to be metal — should obviously be treated i n
object-specific. the same way.

Wo r d o f Recall: I f t h e sanctuary o f the Wa r p Wo o d : The PH states that there is


caster is on a different plane from that in no saving t h r o w against t h i s spell, b u t
which the caster is located, there is some PCs w o u l d b e a w a r e t h a t m a g i c a l l y
chance that this spell w i l l not work. PCs treated wood (eg, a wizard locked door) is
might only be aware that clerics using the resistant to this spell in some cases. The
spell disappeared f r o m t h e alien plane, DMG gives details.
and did not arrive back home, but should
have no idea of the percentages involved.
They s h o u l d k n o w t h a t t h i s i s a m o r e THIRD LEVEL
serious problem on the Outer Planes than
on the Inner. Call L i g h t n i n g : A n i m p o r t a n t point only
mentioned i n t h e D M G i s t h a t h a l f -
strength b o l t s c a n b e c r e a t e d e v e n i f
SEVENTH LEVEL weather conditions are n o t ideal — and
even u n d e r g r o u n d — i f a ( p r e s u m a b l y
Earthquake: Although the PH states that friendly, o r at least non-hostile) djinn o r
there is no saving throw, sturdy buildings air elemental is within the spell range.
may i n fact take notably less structural
damage t h a n o n e m i g h t expect. A g a i n ,
details a r e n o t g i v e n h e r e s i n c e P C s FOURTH LEVEL
should n o t k n o w exact percentages i n -
volved. Also, if an earth elemental which Animal Summoning I: Players may not
is 'of forces opposed to the cleric casting know that the DMG contains a long list of
the earthquake spell' is within the area of animals subject to this spell (again, t h i s
effect o f t h e spell, t h e spell m a y h a v e list m i g h t be updated b y D M s w i t h t h e
reduced efficiency or even fail totally. animals in M M 2 ) . A druid PC would know
from training and from his travels (being
SIXTH LEVEL Restoration: A detail omitted by the PH is at least 6th level to be able to memorize
that this spell will cure any and all forms this spell) some, if not all, of the animals
Blade B a r r i e r : A g a i n , a l t h o u g h t h e P H of i n s a n i t y. T h e D M G d o e s n o t s t a t e subject t o t h i s spell, a n d players c o u l d
states that there is no saving t h r o w here, w h e t h e r one application of the spell will reasonably expect a l i s t f r o m t h e i r D M .
the DMG makes it clear that any creature both c u r e i n s a n i t y a n d u n d o an energy This does not mean that this spell would
within t h e area o f e ff e c t o f t h e b a r r i e r drain in the case of a character affected confer knowledge o f w h i c h a n i m a l s are
when t h e spell is cast does get a saving by b o t h ; b y a n a l o g y w i t h h e a l ( w h i c h w i t h i n spell range, merely that the caster
throw, a n d i f t h i s i s s u c c e s s f u l , n o cures b l i n d n e s s a n d / o r d i s e a s e s a n d should h a v e s o m e i d e a o f t h e s p e l l ' s
damage is taken. The PH also contains an restores all but 1 -4 lost hps) the multiple potential in a given location.
error w h e n discussing t h e l i m i t s o f t h e effect should be permitted.
barrier, because it triples the dimensions Call Wo o d l a n d Beings: A s f o r animal
for the area of the spell outdoors, whereas s u m m o n i n g , the DMG contains tables on
only the range of spells is affected in this DRUIDIC SPELLS w h a t creatures may be found in different
way. The upper limit is therefore 2" cubed settings. Again, druid PCs might be ruled
(20' x 20' x 20'). to k n o w s o m e t h i n g a b o u t t h e l i k e l y
FIRST LEVEL possibilities.
Conjure Animals: Clerics have the option
of c o n j u r i n g v a r i o u s p e r m u t a t i o n s o f D e t e c t Magic: See comments on the 1st Dispel M a g i c : See comments on the 3rd
these (eg, a 12th level cleric could conjure level clerical spell of the same name. level clerical spell of the same name.
12x1 HD, 6x2HD, 4x3HD, 3x4HD, 2x6HD
or one 12HD animal) and clerical PCs of Speak With Animals: See the 2nd level
sufficient levels should know which types clerical spell of the same name. FIFTH LEVEL
of a n i m a l s are involved a t different H D
levels (although perhaps not the probabil- Animal Summoning II: S e e comments
ities f o r specific a n i m a l s w i t h i n a H D SECOND LEVEL on animal summoning I above.
level; t h i s i n f o r m a t i o n w o u l d n o t b e
particularly u s e f u l a n y w a y, s i n c e t h e Charm Person or Mammal: PCs should A n t i - P l a n t Shell: Neither the PH nor the
caster cannot select creatures within the be aware that the ST for this spell is very DMG a d d r e s s a p a r t i c u l a r l y i m p o r t a n t
specific H D l e v e l ) . P l a y e r s m a y f a i r l y strongly affected (for the worse from the point; i e , i s t h e spell m o b i l e o r not? I t
request some information on potentially druid's p o i n t o f v i e w ) i f p h y s i c a l o r would appear that it is not, le, the centre
callable creatures, and DMs may consider magical damage is visited upon the target of the area o f effect is the spot at w h i c h
updating t h e tables using a n i m a l s f r o m by members of the druid's party when this the caster cast the spell, and it does not
the M o n s t e r M a n u a l 2 volume, a n d spell is cast; t h e more damage, t h e less move. S e e c o m m e n t s o n a n t i - a n i m a l
possibly the F I E N D F O L I O ® tome also. the chance of the spell working. shell below.
I M A G I N E magadne, September 1985 39
„„ ;
c o n t i n u e d f r o m page 39

(1-6/613
1-D•
SIXTH LEVEL
0 vit
Animal Summoning III: See comments
on animal summoning I above

Anti-Animal Shell: T h e D M G states,


Parting is Such Sweet Sorrow which the PH fails to do, that unlike the
Sadly, 0 Readers, this is the parting of the change. Paranoia getting to you? The first 6th level MU spell anti-magic spell, this
ways. After 21/2 years of combing the very supplement of the game in which the DM spell is not mobile.
depths for information about what was is supposed to lie to you all the time will
new in the world of gaming, this is your be Yellow Clearance Black Box Blues. Turn Wood: Unlike warp wood, when
newscaster, Doug Cowie, signing off. I'm Three n e w S t a r Tr e k packages from the PH states that there i s n o saving
afraid t h a t coping w i t h t h e enormous FASA come with what looks like some throw, this time it really means it.
success that Grenadier Models are having sort of interesting cardboard insert.... but
doesn't leave t i m e t o d o m y normal I can't work out what it's for. Either it's a
monthly round-up. It doesn't even leave Personal Defense Shield t o keep t h e SEVENTH LEVEL
time to do this month's column, which is gamesmaster safe from the hail of rubbers
why m y normally lucid style i s being and such that accompany a fifth straight Fire Quench (reversed fire storm): A
copied by some ghost writer. hit, or it's utterly useless except for those useful piece of information only given in
shopkeepers with suspension racks. Any- the DMG is that this spell is capable of
Right — wipe back those floods of tears way, the supplements are Termination destroying a flame tongue sword, unless
and I'll tell you what's happening in new- 1456, The Outcasts and the Romulan the appropriate saving throw is made.
product land. TSR, after a summer i n Ship Recognition Manual.
which they were bringing out new role- AftA5Carl Sargent
playing games at weekly intervals, are ICE have brought out Future Law and
firmly back on the modules and play-aids Character Law, just about completing
track. The next f e w releases f o r you the R olemasterm system, w h i l e t h e
fantasy buffs should be DL8 Dragons of Pendragon Campaign book starts players
War, CM5 Snow Pearls and the latest in off on their great Quest to play through
the excellent UK series, UK7 Dark Clouds 300 years of epic history. Reviews of all
Gather. It might interest you to know that, these goodies will follow.
after the DRAGONLANCErm epic, the UK
modules are the best-selling series both Games o f Liverpool a r e stocking u p
here and in the USA. Also coming, IJ5 retailers for the Christmas rush as well. A
Nepal Nightmare and MH7 Last Resort Psi World adventure, Underground Rail-
and an item which nearly puts T2 into way, a n d t h e Daredevils supplement
the shade, H1 Bloodstone Pass, a title Lost Wo r l d Tales w i l l provide much-
this magazine advertised as a prize in a needed support for those systems. while
competition back in #14! This product is Villains & Vigilantes profits-by no less
now the first supplement for the BATTLE- than three adventures, Terror By Night, c o n t i n u e d f r o m page 12
SYSTEMim Fa ntasy Combat System. Devil's Domain and Tackle The TOTEM.
Don't be too worried about those poor And y o u needn't t h i n k t h a t a l l y o u
competition winners, by the way— those Flashing B l a d e s f a n s o u t t h e r e a r e of valuable goodies to boot!). Take, for
impetuous devils at TSR UK have long forgotten, because Parisian Adventure example, the 'departed' himself. It could
since found something e l s e t o send will be out soon, price E4.45. be that the party have need o f some
them.... information from h i m (via speak w i t h
GoL have also laid their hands on the dead) before he is reduced to ashes, or
I didn't refer to T2 without good reason. Ham series by Columbia Games, which perhaps he died at the hands of some
Once more, the product schedules speak stirred up some interest when released a nasty undead and must be treated i n
of this long-awaited tome. I t might.... year or so ago. The boxed set will now be some special way to prevent him rising
possibly.... perhaps.... have been released E13.95, Cities of Ham f 8.50 and a new, again as one of the same. It could be that
in the USA in August as 11-4, a complete boxed supplement,Invinia will appeal to the party are hired to recover the body
repackage of the Temple of Elemental those o f you w h o enjoyed the Viking from some dangerous place so that it can
Evil adventure. Rather than put the kiss- material in this magazine— because that be disposed of properly. Alternatively, the
of-death on it by stating that this means it is w h a t t h i s i s a l l about. Copies o f suttee victim could be the centre of an
will be in the shops by Christmas, we'll Encyclopedia Harnica, issues 3-15, are adventure a woman only charmed into
just leave it at that. also available, now priced at just £3.95. taking t h e part o f t h e willing victim,
perhaps, or some polymorphed and fire-
Due a t t h e same t i m e — CN2 T h e Well, that just about wraps it up; you can proof nasty out to nick the loot. Even the
Mercenary, D L 9 Dragons o f Deceit, lose contol of your emotions now. From treasure itself provides possibilities with
MHAC7 Concrete Jungle, IJ6 The Fourth next month, most of this section will be the tradition o f killing (ie destroying)
Nail and T5007 (the number you've all absorbed by the Review pages, just to items before interring them. Who could
been waiting for) the TO P SECRET® prove how indispensible I've been. If you stand by as a powerful sword goes to pot,
Companion. want something to remember me by, rush when a fake could be substituted for it,
out and hassle your local stockists for the and w h o knows w h a t effects t h e i l l -
Now onto the competition. Games Work- anniversary Grenadier figure, due out on advised smashing of some magical items
shop have a large number of items fresh September 1st— a Liver Bird, sculpted by might have? Finally, a funeral is a time of
in from the USA, w i t h the promise o f Andy Chernak i n Philadelphia. D o n ' t high emotion for those involved, a time
more to come. De-Luxe Car Wars ought worry, he has had it all explained to him, when NPCs might resort to strange and
to have you spending from f0-19.95 in 60 and it shouldn't look like walking pate. possibly dangerous actions.
seconds, and don't forget Uncle Albert's More like an ostrich than a dodo, sizewise
Auto Stop & Gunnery Shop for the loose too — it'll be a bargain. * 5 Carole Morris
40 I M A G I N E ma9azine, September 1985
Quest Books interzone
THE MAGAZINE OF
IMAGINATIVE FICTION
Specialists i n Fantasy Fiction, British
Folklore (inc. Arthurian Legend, Celtic
Myths, Wizards, Witches, Dragons & Quarterly £ 1 . 2 5

Fairies), Ancient Monuments and Ruins • Interzone i s t h e Only British magazine specializing i n science
fiction and new fantastic writing. Interzone has published
(inc. Castles, Churches and Abbeys), and
Earth Mysteries (inc. Ley Lines, Dowsing
& Ghosts).
BRIAN A L D I S S M. J O H N H A R R I S O N
J.G. B A L L A R D CARRY K I LW O R T H
For free book list send SAE to:- A N G E L A CARTER MICHAEL MOORCOCK
RICHARD COWPER KEITH ROBERTS
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CHERTSEY • " T h e most exciting development in this area of British publishing for
over a decade." City Limits
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M A I L ORDER O N LY

• Interzone is available from specialist si shops Only, or by subscrip-


tion. For 4 issues, send £5 (outside UK, E61 to: 124 Osborne Road,
Brighton BN1 61.1J, UK. Single copies: E1.50 inc. p & p .

NIMOD)
In EA RTHWOOD, twenty-five players compete to
be the ultimate ruler by controlling all the de-
veloped cities, either singularly or with an alliance.
A typical game will last about 18 months with the
first knockouts usually starting after six months.
Each player is either a king of a fantasy race or
powerful charismatic character. Your character or -

king controls several groups each of which is totally


independent of each other. You can recruit trolls,
wildmen and others into your armies, and even
control powerful creatures such as dragons. Your
characters will capture and control cities, upon
which you can spend gold to improve security, in-
crease your workshop's production, build defences
and maintain and enlarge your army. With gold
your wizards undertake magical research, learning
new spells. Spies search out enemy strongholds
and then attempt acts of sabotage, theft and
assasination. These are just a few options available to a
player in EARTHWOOD.
EARTHWOOD is computer moderated but the
turn sheets and replies are written in plain English
so that you can easily understand them. No need
to look through complex charts and code books to
understand this game.
To enrol in Earthwood send
1'5.00 cheque/PO payable to
KJC Games. For this you re-
cieve the rulebook, setup and
first three turns. Future turns
are E1.50. Send to KJC Games,
5 Vicarage Avenue, Cleveleys,

GAMES Blackpool, Lancashire.


FV5 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
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1 1 A D & D ® T h B I S latest bubblea packslong woafyfigures.


since the ADD
Grenadier pHl e
o awsei nvge. r , most of the figures are w i t h
have come i
0I
O a 01 A D & D ® :
I L i e w
e
p ef l y n
B a n e M O A p p r o v e d figures. L g new ue rsmodels
ee hs T. are
quite g o o d enough t o s e l l w i t h o u t t h e
i oB u s h i d o name. b u t
s e p a r a t e weaponry. This is fine n that i t
a l l o w s more details and individual variation,
joints always make the overall model a lot
i l I P I C 5 : The Bane of Llewelyn is the second in a i p T h e r e are twelve figures in all, three to a w e a k e r . I am not so sure that these figures
I i •d two-part
i n g in themodule
footsteps of C4: package,
adventure King. I p a cation
To Find afollow- k . on
Thethem all isdetail,
surface more anatomy
than adequate, and
and anim- g
waomu il nd gstand
session.
u pThe
t o other
heavycriticism concerns
handling in a
I N w i l l present everybody with a real test of t h e subjects chosen: no female figures of any
O a 01 B o t h were originally developed for the AD&D I
vention. Where the earlier module failed to I
I I tournament play at the GenCon XVI Con- 0 painting skill.
studied (in the The
manner poses are convincingly
of Japanese combat), doeus tc rof
i p 12
t i o ncastings).
, and far too many Ninja types (7

O a 01 c o p e with both tournament and


enough to campaign
lend itself 1 0 ‘ , w
• Ip l taoy the
, I found C5 flexibleactions required for 1 1I a l
less restrained r e l l 171 r a g g a r e l g e l r e l g a l i S I M E , I r a P aI i

first over-complex,
I N 111 non-tournament butSome
play. it is worth persever-
may find C5 at O C I
• 1 i n g . It is certainly possible for the module to
SI D S c i r : Journey to the Rock 10 i
I m hPii bisolated
e used adventure without
in ba campaign i C4.or even
setting d as an A s plots go, this one is sound, if unoriginal in p l a c e s , notably the DM's map: this is printed
P
01g places. Lirdrium Arkayz 0(Ye Typecast Wizard) i n 0green and yellow, with blue ' outlining and 0 4 ' i 1
I 1 C4), adventurers
an 'historical'
r face e four
introduction
tscenarios
f (acompris-
recap
A of
w a n t s a party (the players' own characters or l e t t e r i n g which is difficult to read. I couldn't
the mysterious Rock. I t ' s n o t quite t h a t w a s n ' t much use without W4 (which wasn't).
00 0 0 1 t h e eight provided) to bring him the Secret of f i n d area W3 at all, and W5 (which was there)
1 i n g both dungeon-style a n d wilderness I 1
010
/ 1 0 0 adventure settings. The scenarios
tense legend-in-the-making, as the form
try to bring an ancient prophecy to fruition by
players a Rock first,
0 simple, of then get—into
course the thing,
they've and
got to finally
find the pAl any eattempt
r s ' black-and-white pull-out
at economy? Forget m a p the
it: even is I

is I 1 1
attempting to revive a long-dead king. The
0 The finding is made easier by the provision of n e c e s s a r y reproduction of rules for wilder-

0401 P O
overall plot is the best part of the module, 0 1 waomap, while
r k out just the obligatory
what cryptic
it is they're message
looking for! en aessi se rplay,

lending itself to an expansion by the DM f r o m the wizard supposedly helps in working p l a c e s — repetition in pursuit of clarity, one
and the
t o read. English
Space is very stilted
i s wasted b y u nin- 1 1 1 1_
i

10 II • m(providing
e n t p l a ythose
a r e niggling
removed, vestiges
s u c h of
a stourna-
'This 1 p0r o ovui tdthe
e dSecret. A nice touch
with alternative is thatdepending
endings, the DM is a— s s usubstitute
m e s . ThereN5 is
foralso
N3.a misprint on page1 12 i
On the whole, this adventure compares 1 1
P I 01 monster 0 4 u p o n the party's condition. I M O 1
spells will not use such and such attacks or

0i VP 1 action
1001
takes place
The setting outdoors.
is unusual Thealmost
in that encounters
all the ffaov o
r ulinked
r a b l yadventures areofincluded,
with the rest and these
the 'B' range. Tips e i l l
P
I • monsters and one
O 0 duced; one
handling byofthe
theDM.
theh
new
course
g uweapon
oof rplay,
hare
T
two
sipesl)!.' new 111
monsters requiring careful 1 0 1 provide
playing ('wandering'
plenty of goodmonsters
opportunities
included)
for role-
— at hr e PCs
quitetake
good.
along,
The fewer
by the
resources
way, theyou
morelet
C5 is above-average in conception, contain- 110I it's not just a hack and slay job. Several very e x c i t i n g the adventure, and it's imperative

08
I N 01 i ntwo
g aare over-dressed
lot of o r underdeveloped.
good ideas, even if at times one or W
However, as the module stands, I believe it S I imaginative
Pg
e Iv interesting
e n the more
newfamiliar
monsters

So far, soway.
ones

good... G
areare used inbut
included, an t —
h a some
e n aree negative
but there
of the
t the DM
r a yl o lu don't
encounters
knows
y , mind
this
are a bit
the module
is odd
the a good
involved.
backwards
buy,spot.
rough provided that
04
f ‘ .

0 4,
o dRI rd'
.1 requires
kJ suggest 4-7 players owith
a change characters
f character of 6-8thI P
balance.
level, since one of the individual scenarios is
hdg points. The quality of production is rough in
1
1 4 5 Wendy J Rose
04
0 0

POm especially t o u g h f o r characters o f l o w -


, medium level.
,i,....,..„
PO01,
I a r O O S T I r . 0 0 1 r O W 1 a n r e l r g r i r e l 0:0 0 0 i
l e $ Iare
n frequent.
C5, as in Some
C4, various
of the riddles
a r e obtuse
and puzzles
to say 0
PO D R A G O N L A N C E T " : Dragons of Ice
, t h e least, suggesting t s esuccessful
1
tah tourna-
I%
PO01
0 8 1mI Qe nthan on(inrole-playing.
t play I feelmore
America)depends this on
is high
I wrong emphasis, b u t one that i s not i n - 1 4
thes 0t a Here
r t the second
we go again,book of DragonLance,
off into Tales
the land of Krynn to ph lea ryee rthe
s becomes
numberlimited as theyopen
o f choices are encour-
t o the
o f Winter Night. Those of you who have been a g e d to follow a specific course of events.

10401,
l
• 6 l tournament
surmountable play. On when
in C5 the whole the parts
dealing read 0
with non- from theone
playing first
of book may be disappointed
the pre-generated to cFa o
characters u t ri o my
u s players,
a n d t h owho
r o u enjoy
g h e xmaking
ploratia of l i p
o nvery
, well, although a couple o f ambiguities do
1 arise i n t h e text. M y strongest criticism 1111 f idon't
n d that youyour
worry; taketime
no part
will in this story.
come... But d uand
For after nge o n rooms,
lacking in anythe castle
real section is
challenges. too brief
However,
1 concerns the poor map work: a number of DL4: Dragons o f Desolation, t h e saga t h e D M can always improvise, using t h e
0 i 1 0
(q 111
1110 and the
i g maps arefinal
notscenario
labelled aslackstheany
textuseful map P1 4d i v i d e s into two sub-plots with the surviving m o d u l e description as the central theme and 0
suggests, I

IoPk party members


i n t o two parties.from
The the first book
second book separating
covers the saedcdt ii n
ong sextra
. rooms or problems to extend the 0 i •
1 0 1 altogether — the DM must create one!
1
p i o 1W thei tfew
h amodules
little workthat
byPisthe
worth
DM, placing
C5 is onein of
a 1101 adventures
reappearing of one group,
in later modules.0with the others M y only real criticism 0 of this module is its
ending... There isn't one! Play continues o t
l e I I I campaign world that a D M has carefully 0 W h a t e v e r your taste in surroundings when s t r a i g h t on into the next module with no real
0 0 nI Iu environment,
r t u r e d . Although
it coulddesigned f o r a Celtic
easily be altered you. There's a
to suit 1 1 adventuring, number
this moduleofhastown sections,for
something a ci of n you
c l u shave notDL6.
i o n to got This
DL7 can
in hand. On the
be a little plus 0 0 1
difficult
0 I i other cultural
themes interests, since
are interchangeable. the m
A good ain 0
ideas wilderness section 0and a castle/dungeon s 4 i d e there's a lot going font.1Although it's the

0 4
l e I1 shelf'.
t h e DM's part. Not one to be
0 played 'off the
section. For me, the town sections work the s e c o n d book o f DragonLance, i t i s n o t a 1 1 1 . 1
N module; and worth some creative thought on 1 4 best. With plenty of scope for improvisation r e q u i r e m e n t that you have played any of the
( tplayers f r e ebeing
h e towns t o wander around aand
fully populated s t hthe
e y cf ihrasr ta cbtoeor ks . into
T h etwo groupso and
splitting f t h ethe intro-
original
04
0 4 1 H ,
0 . M a r k Davies p l e a s e ) , the DM can make this section as d u c t i o n of some new people adds freshness
p l e a s e ) ,
WP
1wompwegrempvierodit
1410110000000. brief or as long as desired. Plot information t o the series for
priate. For the wilderness section there is an O n the whole, this module is well worth
excellent map on which the course of the p l a y i n g — but wait until you have DL7 before Odb 1
hit,plappapdatigibliaapp ail
characters may be plotted. Unfortunately, f i n i s h i n g it! 11.1
A i Alan Mynard
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r e e r e P a s h o Ta l l i e r d i r e l r i a r r o r e r o l g r o ' 11 0 11 0 1 . 111 0 7 0 11 P O T O P O P P O I P O P P O I P P O P O P * 1 /
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MODELS
The Fantasy Lords range of bubble packs is e x - h o r s e l o o k i n g s u i t a b l y w e i r d . F o r t h o s e 0 1 In a n y f a n t a s y c a m p a i g n t h a t i n v o l v e s a
s t r u g g l e between the forces of good and evil,
sets a r e o n l y r e - i s s u e s o f t h e o l d A D 8 t D
Approved figures. Most, however, are excel-
m o d u l e s , the Armoured Dragon M e n are a
m u s t , resembling (mere coincidence as it is) a
i
1t is quite possible that sooner or later armies
r e going to take to the field to fight for their
lent w i t h fine s u r f a c e detail and reasonable t h e draconians. Good castings too, r e s p e c t i v e causes. A n d t h i s can g i v e a D M
animation. S e t s 1 2 5 - 1 3 0 a r e typical o f t h e M y only grumble is w i t h S t George 8f the p r o b l e m s — what to do when there is a battle
whole r a n g e , w i t h a u s e f u l p a c k o f n i n e D r a g o n (set 128). ' S t George and the
familiars a n d h o m o c u l i ( 1 2 7 ) , i n c l u d i n g a P r e t e n t i o u s Iguana' w o u l d have been closer p r o v i d e d by the Wa r M a c h i n e section o f the
quasit, c a t s , r a v e n s a n d o w l s ! T h e s e a r e t o the truth; b u t both figures, especially the
figures t h a t h a v e b e e n n e e d e d f o r a l o n g i g u a n a , are beautifully detailed, c o m e u p with something better — Battle-
time. T h e skeletons a r e a l s o g o o d i n t h e i r O v e r a l l : Tick, VG, a n d recommended, f o r

oi
6sessesessoli

Casablanca i n 1 9 4 2 : f i e r c e l y d e f e n d i n g i t s — and if you're trying to contact one, all the 4 B A T T L E S Y S T E M

145 R o g e r M u s s o n
OWWWwirsowiroweivowoolow
ocieleasoadootookasousAssomosseassamm goo. wei owl
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:3rdI I
I 1 T H E L O N E LY O l T O O N
0001 M O U N T A I N 0 4 Have a n exploding c i g a r on me. A s a r u l e I
don't smoke b u t I n e e d t o c a l m m y nerves.
very l a r g e o n e ) . T h e f i r s t t w o a r e S h o r t
Subjects, t h e o t h e r s b o t h F e a t u r e F i l m
1 0 4 T h i s boardgame, f o r o n e t o s i x players, S I This scenario pack for To o n is destroying my length. T h e Features w i l l n e e d a l o n g p l a y
grip on reality. W h a t you get for your bucks is session to complete and could be split easily
I I I 111 simulates
htetsae
galu rDairdagbyon i n s i d e T he lair of1 0 1 forty p a g e s o f z a n y h u m o u r , s e r v e d u p into t w o episodes, b u t t h i s m i g h t r u i n t h e
between c o l o u r c o v e r s d e p i c t i n g a g i a n t pacing. B u t then To o n never does pace t h e
. 0 I L o n e l yThe
M oH u notbabi ni t. , It is only loosely connected e l
cream pie launcher from Mars. way y o u p l a n n e d i t , s o t h i s n u a n c e picked
1014 P I wesisthentTia l b uHyforH Hobbittfbayn sn oplamymeans sse
e
ra
yP
l aacnh M I There are four scenarios: Fast Food Fracas delicately from the text isn't really a criticism.
(with food fight), B e a c h N u t s , or, N o Sense Beach Nuts has several turkeys to go with the
1111 4 c o n t r o l a p a r t y o f t r e a s u r e h u n t e r s w h o s e 0 1 Atoll ( w i t h c r a n b e r r y sauce), Fangs f o r t h e cranberry sauce, b u t i t ' s u n k i n d t o t e l l t h e
0 1 ai t i t rm
e a siut r ies — s lnat yeirn g
to e a nmy om
the u notnasi tne rasn dw h
g ir ca hb P1 1 Memory ( w i t h i n s u r a n c e s a l e s m a n ) a n d players that.
Mars Needs C r e a m p u ff s ( w i t h f o o d fight, a The f o u r c a r t o o n s a r e f u l l o f c l a s s i c
l e I osbmsatruugctt rtahnesmth—emainndthtehemnaztoe-eliskceatpuennbeeflsoroef 0 I

0 1 0 h i sThe
la ir• 0 1(a folded
'board' / W sheet
W . of
W glossy
W W W W1 R0 W
paper) 0 0N r • q1 1i , , 1 g1 l1 i0 P
1 . W0 0W 1 ; 1 d1 0a 1r 0 i 1 d r h m
i Ne M
i nP = a l r i r e
g w e r PI
A l .
0 0 1 t ris
eadivided
s u r e sinto
monsters i t e s ,rooms,
and d each
e d b yw m
g u a rtreasures
their
i t ho none
aresof
or
s . more
t e rrandom
The o e - 4 1 6 , 4 1 1 1 4 4 1 1 1 1 0 0 0 0 0 0 0

i l l I s t r e n g t h s , b u t t h e r e i s a r o u g h correlation
– * ' . 1 1 1 1 . 1 1 6 0 / 1 0

l o o b
I r bae p
twoe
weenr f uthem
l m o n—s tae party
r f o r does not often
streasure.
seleulav gifht1111 e e I 1

1 0 1 A s play progresses groups strengthen, u n t i l 0 1 1 0 1 d i l


l o g 11 Sdmv alsuegd awakenssud—eaantythuins f pinoiisnhtepdlabyuesrbusinsr
ess
aes
. 1
4 arapidly, for Smaug systematically blocks the 11
1 1 0 0 1 t h r o u g hht
g ratphpeinegx itg r that h e haendhi mfosreclifngg guards
1
i l l " I I P l a y e r s n e e d t o j u d g e t h e i r p a r t y ' s escape
I
I I I h Pi s iod sascarefully
to gathertowards
as m u c hthe
treasure
end of as
thepossible
!
i b game,
1
l e I w i t h o u t g e t t i n g t r a p p e d . Tr e a s u r e s g a i n e d f
I u p to determine the w i n n e r.
, h a hv a0e
v e v i c t o r y point' values w h i c h are totted I 1
l e

I0
I 01 I plt h e b o x i t says t h a t t h e g a m e c a n b e

p l .aq yu iet ed a bhyi gpeople


h age guideline
o v e r 1 3 (compared
y e a r s old; twhiitsh i 9s 1111112pRop
( . , )1\1.110
I; L
,
I

l i e I yw
e ha ircsh fis
o rjustified
Ta l i s m aby
n , the
f o r level of complexity
instance), b u t o n inW
e a IVWi l Ob U I P P OY.)%1(.)1
41111111111, P P R I P IP N
I ITIAI LI IVI I P K
– , v7-

0 4 I t t h e garhnehs'brules. This is a difficult game, and M i l l 1 1 0 1 0 0 4 0 0 0 1 0 0 . 1 1 / 1 1 1 P R P " I I P " v p - --


1 0 1 a t until learntY. ers should be prepa red to stick 1 1 1 0 0 1 0 . 0 4 0 0 0 • 0 • 1 1 0 • 0 0 0 1 1 0 0 1 1 1 1 1 e p A p i l
Unfortunately, t h e r u l e s d o n o t s i m p l i f y
things. T h e r u l e b o o k i s s e t o u t i n t o t h r e e
1 BLACK M O R N M A N O R
ill" 4 s e c t i o n s : Basic, Standard and Optional game O
Boardgame o f a r o l e g a m e o f a p u l p genre? Envoys must roll over the given value to move
soobemtwineoerntthhaetBaa ssima n d 0 il Are you crazy? But Black M o r n M a n o r is this; across a t i l e w i t h o u t l o s i n g w i l l p o w e r
p 0 1 rSut laenscl.Tarhderduiflfeesreanrcee and it works. It is based on Chill (the RPG) and (important, a s o n l o s i n g i t a l l a n e n v o y
q v
p a g e of 'upgrading' w o u l d have been better. 0 1 countless h o r r o r b o o k s a n d m o v i e s ( t h e becomes a minion). Some tiles a l l o w envoys
,h, I n addition to this' almost
eg h 'le
t a l ' style in h d i genre). The links with Chill are the character to d r a w cards instead. M i n i o n s instead r o l l
I f q I F w h i c h the rules are w r i t t e n m a k e t h e r n h a r d P R I
names and subject matter; there any similar- under t h e t i l e v a l u e w h e n m o v i n g , a n d a s
1 0 I g o i n g ; and to make matters worse, the rules e l ity luckily ends. they have no willpower, always d r a w a card.
k i l l 01 amreeasnoscnroostsh-irnegfeurnetnicleedaothhaitntdhieviwduhaol iemler
hitus o i l For y o u r m o n e y you g e t 4 8 c o l o u r board Placing t i l e s b e c o m e s v e r y tactical, w h i l e
tiles, a deck of event cards, 6 character cards, event cards have unpredictable results. This
112•IN 0 s c r u t i n i s e d — at w h i c h point the whole thing O l a selection o f evil m a s t e r cards, a s h e e t o f strikes a happy balance between chance and
r i N ; e i t hOnce
er 'clicoks'
eh,t r remainsi n
. com i) r ethheen game w i l l p o w e r and item markers, 6 plastic pawns, skill, almost fine e n o u g h to make this a top-
bmleel 0 A
2 dice and a rules sheet. notch game.
r d 1 players
yya
esa
rssutroprmisoidngifmyytwheeilrl. pialaunirskcsoonfsfatatentrleyq.uthiries d i The g a m e i s s e t i n t h e e n v i r o n s o f a Cards in play depend on the n ature of the
haunted m a n s i o n . T h o s e p l a y i n g e n v o y s haunter, of which there are ten, all classics of
O t 111 be not the kind of game i n w h i c h decisions can H I must first discover w h a t is doing the h a u n t - the genre. Two of these also haunt the manor
1 0 1
wsolitaire
t h ol t m u c h h
tsi thought.t
i s h eblst twpiay to S H ing then destroy it by taking a bane item to the w i t h a ' f r i e n d ' , w h o occurs as an event card APP
evil's haunt, a room in the mansion. The rest nasty enough t o f r i g h t e n t h e l i f e o u t of t h e
M I 1 l e n e h o ww
venttoa playni op—ti0anandl r tuhlee(ssi ixnopelatyheer of the players are the evil master's minions, most r e s o l u t e e n v o y s . B e c a u s e o f t h e
g 0 1 1 1 and m u s t confound the envoys by removing m a s t e r / e v e n t card relationship, y o u e ff e c t -
0 I s i x t h ' g i v e n controls pnot a g r o u p o f adven- e l
the bane from the grounds. Envoys work as a ively have twelve variations on a basic game,
O i l 0 1 tplayable.u
r e r s b uvvt tithhemmoorensotlearyselr,sIotohkesgaemmeinteanktelys 1 1 1 team, a n d w i n t o g e t h e r, w h i l e m i n i o n s — chrome w o r t h having.
•4
I•
initially one w i n alone. It is quite possible The rules, only four sides long, are w r i t t e n
• I o n a diplomatic element, as players gang up S I for players to turn f r o m envoys into minions w i t h a dry, black h u m o u r. However they are
0 111 11 s t r o n g oenachoothter,s.or c o o p e r a t e t o o v e r c o m e 0 4 or v i c e versa, a n d f o r t h e players t o b e all not as clear as they are concise. The order of
envoys o r a l l m i n i o n s w o u l d b e a t y p i c a l card p l a y i s i l l - e x p l a i n e d , w i t h t h e r u l e s
/ 1 1• 1 1 r e reasons sish it
iT cet ' high
t extremely
lry d oprice,
h v ai r i o uens o0 1 situation for this game (like the movies, this contradicting i n s t r u c t i o n s o n m o s t c a r d s .
t game can become almost ludicrous). Further, as the rules stand, the haunted room
4 11 r e a l l y justified b y the physical compone' o ocm
p
.so
n
e
n
tP 4
The board design deserves comment, as it may never enter play; thus the game may last
l e I I r o n Crown Enterprises have come up with a S i is b u i l t u p a s y o u p l a y. Each t i l e depicts a forever. B o t h t h e s e p o i n t s h a v e i n t u i t i v e
location you m i g h t find i n a h a u n t e d m a n o r solutions, b u t m a r w h a t i s o t h e r w i s e a n
o g I II g
woi tohd ai dwargame,
e a , c o m b ibut
n i n itg isa unlikely
r a c e a gthat
a i n sI twould
time o t g
(Lawn, Topairy, Chapel etc). T h e y are rated enjoyable game.
l e I c h o o s e to spend E l 7 on thisAgaameB. lakeman e l from 1 t o 1 0 according to their fright value. lAt6 Matt Williams

P 6-. 4 6 1 PATIO0PARIM'A.7#27M2610ddetib A t e r d r l e a l F o r i k a t f t W i e W A f t W i s h i W i d M i h i l &

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Product information
ii
The Lonely Mountain boantganie L I 6 . 9 5 ; Black
Morn Manor boardgame from Pacesetter, LI 7.95; Toon
Strikes Again born Steve Jackson Games, t5.50; anti Legacy
of EAGLEs for the Golden Heroes game, L4.95, are all
distributed by Games %Vorkshop, 27/29 Sunbeam Rd,
Londtm NIVIO. These are recommended prices and may vary.
Thunder Over jotunheim module for the MARVEL SUPER
HEROES". game, L2.95; and The Golden Goddess for the
ADVENTURES OF INDIANA JONES.) game, L4.95, are
ISR modules obtainable at your local hobby shop, or nail
tint bout 'rite R a t h i n o r e Road, Cambridge CBI l A D

The Golden Goddess


MSH: Thunder Over jotunheim Despite h a v i n g b e e n blessed w i t h v i r t u a l l y

id e v e r y other rolega me gimmick under the sun, / I


$ 4
T h u n d e r O v e r J o t u n h e i m is a solo module, d o w n - t o w n Asgard. Good old Loki has been
starring T h o r and such o u t - a n d - o u t nasties u p to his usual tricks, this time 'borrowing' a game
I"I t h e A DhV
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111G
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game, s i m i l a r i n s t y l e t o t h e o l d SPI g a m e t h a t w i t h o u t the sword, Asgard is extremely I s o l o adventures (the f i r s t w a s I J 3 : C r y s t a l 0
J o h n Carter of Mars. You get a large fold-out v u l n e r a b l e t o sudden attack (something I
I11
I l a r g e 'Rooftops o f M a r r a k e s h ' and, yes, y e t /I 0 4
map o f t h e A s g a r d i a n w i l d e r n e s s ( n o t t o o f o u n d h a r d t o believe, b u t n e v e r m i n d ) b y
pretty t o l o oDk at, b u t f u nec t i o n a l ) w i t h aa r e a hordes of Giants, Trolls and other down and
1 t h ) , I m o A dcvoennst u
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I b ln oI cI k s of text hidden behind red blobs. p i A


pla
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viewer, becomes
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translucent red 1 0

M T h i s technique i s used to enliven w h a t is I L 4


I a c recover
t u a l l y tqh ue i tGolden
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b p lw
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kgg w h The
i c h adventure
means thati syour
set choices
up i n f owill
u r episodes,
be rather I 0 1
I I c o n t r i v e d . W h a t e v e r you choose t o do, y o u 1 4 O f

I w idesigners
l l t e n d tw
o aennt dyou
t h et oepisode
— to be t prepared
h e w a y t for
he i e l
the next. Even with this restriction, however, 111 0 1

1 sepisode
o m e s t rtawnog ei nt hai ntuxedo,
g s c a n dhaanpcpi e
nng . cIh b
e e kg at n
o 1 •
I t c h e e k w i t h M a r i o n Ravenwood, despite
I b e i n g covered f r o m head t o foot i n bullet
I I w o u n d s ! A l l i n a d a y ' s w o r k f o r I n d y, I
suppose.
The t r a d i t i o n a l n u m b e r e d p a r a g r a p h
method is used a l t h o u g h with a f e w anomal-
es. T h e r e a r e o c c a s i o n a l m i s - r e f e r e n c e s ,
and a t o n e p o i n t I h a d I n d y f a l l i n g u n -
conscious f r o m t h e t o p o f a b u i l d i n g , a n d 1 g
being unable to hit the ground because a loop 1
1
in the text insisted that Indy would manage to 11 M

grab one of a theoretically infinite succession i *


of flagpoles — something clearly impossible
for a n u n c o n s c i o u s m a n , e v e n o n e o f t h e

calibre
Theseofminor
Indiana
quibbles
Jones.aside, the adventure
1 V I I
was remarkably short and dull. The roof-top 1 0 P i
chase over Marrakesh using a Magic Viewer
map i s a r e a s o n a b l e idea f o r c h a n g i n g t h e I
pace o f t h e g a m e a n d m a k e s a b r e a k f r o m
squinting a t i n d i s t i n c t r e d t e x t , b u t i t c a n
1 I
drag, and it is easy to miss the whole affair if

you make the ' w r o n g ' decisions. I I I 0 4


edSolo
for garners w hare
scenarios o can't find o to
supposed t h ebe
r players.
design- 1 1 O l

Quite frankly, i f you can't find players you'd I I M i l


the cinema than buying this module.
be better off spending your money on trips to p a m

$o Paul Mason 111


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Letters Pete B l a n c h a r d , W o k i n g , S u r r e y : . . . . A n d lycanthropy i s undesirable. I f i n d lycanthropy


A c t i o n ! was one of the worst articles I've ever seen. always undesirable, firstly since my characters are
"Summer's here and the time is right I t wasn't badly written, nor was it inaccurate; what outlaws i n an oppressive state, and lycanthropy
For racin' in the street" made it so awful was the sentiment behind it, and increases t h e i r chances o f b e i n g discovered;
O r - assuming your Chevrolet is in for its 6000 behind all articles that deal with combat. Surely secondly due t o the associated risk o f insanity,
mile service - for writing to the IMAGINE" these merely encourage combat? suggested by the D M G and apparently neglected
magazine letters page. Got something other by Chris.
garners might want to hear? Then write i t Richard S t a g g , T i v e r t o n , D e v o n : I greatly Finally, o n e m i n o r quibble. I disagree t h a t
down, and send it off to.. enjoyed ....And A c t i o n ! , which casts a new light werewolves w o u l d h a n g O u t w i t h dogs. I t i s
IMAGINE magazine (letters), The M i l l on the old system. Yet does dexterity not count for 'science', not nature or tradition which claims them
Rathmore Road, CAMBRIDGE CB14AD. anything in this new system? to be of one kin. Remember the baying bloodhound
in The Company of Wolves? As a D M , I would
Exams not withstanding, another good mailbag Zog (again): I must say that ....And A c t i o n ! was play such animals as having severe distress in the
this month. Let's lead off with a letter sparked really wonderful. I mean, i t m u s t be t h e f i r s t presence o f a monster w h i c h i s , a f t e r a l l , a n
off by our preview of the contents of Unearthed combat system ever where a first level, dexterity 6 aberration of nature — even were (ha ha) i t in its
Arcana in =28. fighter in bulky splint mail and with 600gp treasure human form.
in his backpack gets to strike before a 12th level, The rest of the article was great — especially the
M a r k Byng, Portsmouth, Hants: The preview dexterity 18, unencumbered thief. What a wonder- variable chance o f contraction — a n d I shall
announced the introduction o f D r o w as a player ful system to take into account so well the effects of employ it in depth.
character race (and E G G , in D R A G O N m a g a - height and reach, weight carried, dexterity, exper-
zine # 9 5 , suggests the inclusion o f Duegar and ience, cavalier weapon specialization and wounds Steve Allsop (again): Lycanthropy was excel-
Svirfneblin). D o w e really need a l l these over- already received by both participants. lent. I ' m a bit worried, however, that it will beome
powered m i n o r i t y races w i t h t h e i r m a n y a n d too common unless all these rules are carefully
various innate spell-like powers, psionics, superior David We b s t e r, B i r s t a l l , Leics: T h e combat controlled. A n d why introduce another two? The
infravision, improved surprise, magic resistance actions system was a part o f the A D & D system werewolf is enough for any campaign — six regular
and e v e n o u t r i g h t immunities? E v e n i f t h e which seriously needed reviewing. species is a bit much.
designers a r b i t r a r i l y s t r i p away m a n y o f these
powers, these races remain totally adapted to an Steve Allsop, P e r r y Common, Birmingham: Jonathan Gerdes (again): W h y not go the whole
underground existence — E G G suggests sunlight ....And A c t i o n ! was brilliant. I f Mr Gygax has any hog and introduce a new character class?
will actually make them sick! I t has taken years for sense h e w i l l m a k e t h i s system official. I t ' s
the D & D ® game to creep out of the dungeon and beautifully simple, and can be slipped i n t o the Apologies to Chris, Mark and Derrick for the
into the far-superior, socially-interactive surface game, no trouble. above a few of our authors have written to me
environment (where success doesn't always depend in the past to say that the Letters page seems
on first initiative and rolls ' t o h i t ' ) — isn't the Jonathan Gerdes, A b i n g d o n , O x o n : ....And always to contain nothing but criticism of their
introduction of these purely subterranean races as A c t i o n ! was excellent — plenty o f examples f o r work, which is not normally representative of
player-character options a step backward? idiots like me! the comments we receive here. The reason for
this is that I hope we can show just how many
It depends w h a t you want. I f you've been Pete B l a n c h a r d (again): Lycanthropy was i n good ideas there are out there - and thought-
reading this column over the last few months the same vein as ....And A c t i o n ! , as, in my mind, provoking articles like M o n s t e r m a r k Re-
you'll appreciate that there is a lot of pressure articles w h i c h deal w i t h monsters and the l i k e visited, . . . . A n d Action! and Lycanthropy
from people who enjoy playing demi-humans purely i n terms o f killing power do nothing t o throw up a whole range o f comments and
- I doubt if they will consider the various sub- discourage the attitude that monsters and NPCs ideas once they've appeared. There is always
races 'over-powered minorities'. O u r o w n are only there to be killed. W h y is there a need to another way of tackling the same problem.
version of the Drow as a potential PC class quantify monsters in terms o f statistics — that is Another point to be made in the light of the
(back in =17)drew a favourable response from such an old-fashioned attitude. I t is far better to letters above is that you can always guarantee
players looking for a more unusual character look at the life style, personality and motivation of with any new idea that someone will say it is
background. I'm not sure how much the UA monsters. I n addition to the approach, I disagree too simple and someone w i l l say i t i s too
version will resemble ours, but you can bet with Chris on several major points. I t is only i n complicated. Most of the articles we publish
there will be people playing Drow in no time at recent Western horror literature that the idea that start from the premise that people are playing
all. the transformation of lycanthropes is governed by something pretty close to the rulebook version
Of course, I'm not suggesting we get it right the moon has become popular. I f lycanthropy is a of the game. It's not that we believe that to be
all the time.... disease, how can it cause such profound changes in the truth, but we have to have some common
the victim's physiology and then reverse them? starting ground. And we don't expect the new
Zog the Caveman, Merseyside: I must comment idea to be adopted lock, stock and barrel- if the
on David Webster's letter in 228. I had personally G r a h a m Inge, Stubbingdon, Hants: The article rulebooks themselves are no more than guide-
thought that the Ogre Magi class was a rather sick on Lycanthropy was much needed and exquisite in lines, how much less 'the Law' are articles like
joke. Next issue, can we have the Deity character its detail. these? I wonder which alternative rules have
class, or how about the Demon Prince class? passed into usage - perhaps you could let us
Laurence G Ti l l e y, Ashford, M i d d x : Having know which systems you have picked up from
Well, no actually..., not next issue, but if you - just read the treatment given to Lycanthropy on magazine articles a n d used i n y o u r o w n
page 22 of the D M G , I was considering how much games.
David Stone, Glasgow: I ' v e been wondering it was in need o f reworking. Next day, I acquired And while we're on the subject, let's step
about M o n s t e r m a r k Revisited (#26). Doesn't #28 and there it was. There are, however, still a few back an issue to = 2 7 , and I A Robertson's
the experience point o f a monster fulfil the same problems raised b y t h e D M G w h i c h a r e l e f t article Rhyme Nor Reason;
function? unresolved, and a few things with which I disagree.
Chris argues that healing lycanthropy is too easy, Ti m o t h y Hessey, Wi n f o r d , I O W : Although I
Nick Smith, Southampton, Hants: Monster- since one can rush o ff to the 12th level cleric that enjoyed the article, I must point out a drawback to
m a r k R e v i s i t e d was well thought out; perhaps the D M has provided. H e neglects the simple the 'true names' system.
lacking only a new set o f experience tables to go solution — don't provide one. The nearest cleric of I f true names are t o be applied t o inanimate
with it. A slight improvement would be to work out that level for the characters in my campaign is i n objects in order to change them for magical items, it
the M M for a creature with maximum hit points, another c o u n t r y. T h i s makes stored spells o f follows, as in the E a r t h s e a trilogy, that animate,
and divide t h i s b y t h e m a x i m u m h p figure t o healing a n d r e s u r r e c t i o n infinitely precious, living things also have true name. Therefore, i n
produce a M M total per hp. I t might also help to instead o f m e r e l y expensive. I n t h e case o f order to alter a victim's reality through the use o f
base the system on a 9th level fighter (the highest lycanthropy, the second prescription in the D M G magic, the caster requires the target's true name.
level possible before the system collapses). (ie, refuge i n a monastery) i s t i m e consuming, How is this done?
expensive and certainly not easy.
David Pearson, Stoke Golding, Warks: A good I ' m not at all sure I like the idea of the wereform Nick Smith (again): Rhyme N o r Reason raised
follow up would be t o p r i n t the old Wandering being able to gain in experience. Gary Gygax stated some interesting questions as t o w h a t effect i t
Monster tables reorganized using the new system. that its inability to do so is the first reason w h y would have on players. Adventurers would try to
46 I M A G I N E magazine, September 1985
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team up with stay-at-home M U s in order to get the


Letters
benefit of high L L. Or, they might try having two
M U s i n rotation, so that one was w i t h the party
while the other studied, trading places every so
often. This would result in M U s advancing more
slowly than those with no need for book learning.

The other issue that has caught the attention


of so many of our writers is that of women in
gaming. Victoria Kassner's excellent Soapbox
provoked much response, and it is clear that
there are many people considering the male-
dominated nature o f the hobby for the first
time. J u s t to keep things moving, here's a
letter from another female role-player, who
has made it a bit further along the road. ORK
Angela .1 K Timms, Woodford Green, Essex: I
was introduced to the A D & D game through a club
TRAFFIC 1
at school. They asked me to try it and curiosity got
the better of me. I knew nothing about the game,
and sitting at the table I looked helplessly at two
pages of rough book paper, covered with the D M ' s
indecipherable scrawl — my pre-rolled character.
Tw o minutes i n t o the game, I gave u p o n the
character sheet and continued by asking what dice I
had to roll whenever I wanted to do something. Leina the Thief. After a month, I joined another of I don't know what you may have started with
This is probably quite a good way to start, it is more their campaigns w i t h a barbarian called A r i a . this, M r Troy. Isn't i t bad enough having a
realistic not to know your precise chance of doing Later, a bard, Shame came into being. Caveman writing to us, without a r r g h , he's
something. After that I was invited to D M at Games Day, back again!
Undeterred by the party turning CE, I agreed to as I had helped run a game the year before, and I
go with them to D r a g o n m e e t . One of the others have broken away f r o m the original group and Zog (again): D i s p e l C o n f u s i o n was interesting,
was feeling the worse for wear after a party, thrust a formed The Freedom Warriors. We have three especially the bit about cure spells. I t raises a point
raffle ticket in my hand, and told me I was to take campaigns going, one of which is mine. about touch spells — do they function by touching
his place in the competition. I am very thankful to the people who helped me. a character's bare flesh, or are they considered to
The game was r u n by an excellent D M , Mike I hope others may be encouraged by this, as it was pass through armour and clothes? I f the former,
Estabrook, who showed me how the game should through getting m y name i n a magazine that I you should require a t o h i t ' r o l l , because n o
be played. I thoroughly enjoyed myself. Later, I found a group. I t is worth the wait. ordinary touch could penetrate armour, so they'd
received a letter to tell me I had won second prize! have to poke their fingers through the eyeslits or
When I left school, I was left w i t h no-one to It sure is. Well that just about wraps it up for something.
adventure with. I placed an ad to buy some second this time, except for the little matter of that
hand rulebooks, and through this I was invited to great b i g picture that's blocking o u t t w o I can see it now. " I need a cure light wounds,
join a club, The first meeting was nerve-wracking. columns up there._ could someone please Harry!"
The first thing I saw was an old man with a bald explain? "OK, Bill."
head looking l i k e a n e v i l M U s i t t i n g o n t h e JAB! -
windowsill on the first floor. Then I met a mohican. M A Tr o y, Warrington, Cheshire: I realise that "That's better..., n o w, y o u g o t a n y c u r e
I found out that they were all quite friendly, and I Warrington i s considered b y s o m e t o b e a blindness left?"
was helped to roll up a character. After a few bad backwater, but Orks running around the edge o f
die rolls, I had m y first campaign character — town is a little fantastic. IOU Letters edited by Paul Cockburn

letters..., letters..., letters.— letters..., letters.... letters..., letters..., letters..., letters..., letters.... letters..., letters._ letters.— letters.... letters.... letters..., letters..., letters.— letters..., letters....
letters._ letters..., letters.... letters..., letters.... letters.... letters.... letters..., letters.... letters.... letters..., letters—, letters—, letters.... letters.... letters..., letters.... letters..., letters..., letters.,
letters.... l e t t e r s . . . . l e t t e r s . . . , l e t t e r s . . . . l e t t e r s . . . . l e t t e r s . . . , l e t t e r s . . . , l e t t e r s . . . . l e t t e r s . . . . l e t t e r s . . . . l e t t e r s . . . . letters..., letters—. l e t t e r s — . letters..., letters.... letters..., l e t t e r s . _ l e t t e r s . . . . l e t t e r s

VOP by Ian Gibbs


myAJAmE is Derrtrt YEAPI f I E 4 f r - N A T CASE
1-1.Jeiztv s E v ! ? ! Lni't
t4Ho ARE TilADS M o s T alDicuga>us
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you ? col- of tieWAID M Y ClAcM ? of.ss L A M . 14eA1LS),
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LOOK,

I M A G I N E magazine, September 1985 47


Neil Gelman, author of IMAGINE
short stories Feather quest and

Fantasy Media How to Sell the Ponti Bridge, and


co-author of Ghastly Beyond
Belief, reviews some more
additions to the fantasy/SF media,

Those of you who turned to this page


first, anxious t o see t h e pellucid
prose and reasoned criticism of Dr
Greenland, returned and refreshed
after his American sojourn, instead
of m y o w n strange diatribes and
unhealthy fascinations, will be dis-
appointed. H e won't be back until
next month, s o instead o f Colin
gritting h i s teeth and being fairly
polite about LEGEND (20th Century
Fox, PG) you've got me being awfully
rude about it. Being a fantasy buff, I
was fairly excited about the idea of a
movie using today's special effects
technology to do something serious
about goblins, fairies, unicorns and
demons; m y enthusiasm began t o
wane thirty seconds into the movie,
and w e n t d o w n h i l l f r o m t h e r e .
Legend is an expensive film, a visual
feast, but an awful bore.
Tim Curry, made up as a demon,
relives his role as Frank N Furter,
playing the Lord of Darkness — an
unpleasant d u d e w h o w a n t s h i s
goblins to kill two unicorns and thus
bring eternal darkness t o t h e world. went to sleep, of course, which is what I called THE WISHSONG O F SHANN-
However a forest person, a princess, a was strongly tempted to do. ARA (Futura, f4.95), a n d i n i t Terry
puck character named Gump, a tinkerbell Brooks rehashes the same Lord o f the
character named Oona, a n d various Berry Gordy's T H E L A S T D R A G O N Rings ripoff he inflicted on the public in
others manage to frustrate his wicked (Columbia/EMI/Warner, PG) is a piece of the first two books. A must for those who
will. The scenery, set design, make-up enjoyable froth — a reasonably funny like fantasy trilogies with silly names.
and effects are stunning; the story and Kung Fu musical comedy with superhero
the script stink, and Ridley Scot couldn't resonances and fantasy overtones. Will TOP SCIENCE FICTION (Dent, £2.95) is
direct his way out of an Andrex com- black Kung Fu whizz 'Bruce' Leroy find 25 stories selected and introduced by the
mercial. A t 95 minutes it seems like it The Master, defeat wicked Eddie Arcad- authors, who range from Aldiss to Wolfe.
must have been cut pretty drastically, and ian, b e a t Sho-Nuff ('The Shogun o f Some good, some not-so-good, and some
one can only be thankful. Glimmers of Harlem'), rescue the lovely Laura (Vanity), dire. T H E GARBAGE CHRONICLES
intelligence show here and there in the outsmart the jive-talking Chinese fortune- (Allen, f 9.95) b y Brian (son-of-Frank)
script, suggesting that William Hjortsberg cookie people, and learn how to get down Herbert is one of the worst books I've read
probably had some idea of what he was and boogie? Very probably. in years — it may have been meant to be
doing when he wrote this — understand- funny, but I could well be wrong — and
ing t h a t fairies a r e wilful, capricious Video brings us the brightest light on this should be avoided as you would a rabid
creatures, for example — and he'll pro- month's visual horizon, w i t h Charles dog with a Cruise missile. One character
bably make a fairly good novel out of it, Band's wonderful TRANCERS (Entertain- is a transsexual, w h o a t o n e p o i n t
but if you go and see the film don't say I ment, 15). Jack Deth is a future cop in ponders 'the way Captain Jarvik stared at
didn't warn you. Angel City, which stands near where LA her laboratory-shaped breasts'. The mind
is now, a few hundred years in the future. boggles, but finds no adequate retort.
A big budget movie you'll probably all He's h u n t i n g d o w n t h e zombie-like
have seen by now is A VIEW TO A KILL 'Trancers', psychic slaves t o this bod Book o f t h e M o n t h h a s t o b e Clive
(UIP, PG) which stars Roger Moore as a named Whistler, who has fled back to the Barker's astonishing f i r s t n o v e l T H E
positively geriatric James Bond, a n d present where he has started bumping off D A M N AT I O N G A M E (Weidenfeld,
Grace Jones as May Day, with legs that the ancestors o f A n g e l City's r u l i n g f 8.95): Faust meets the Zombies. Quite
go up to her ears. A millionaire industrial- council. D e t h goes back t o g e t him. simply the most literate and disturbing
ist wants to flood Silicon Valley and Bond Entering the body of an ancestor of his, horror novel I have ever read. This is the
saves the day. When Grace Jones went to Deth slicks down h i s hair, puts on a place that nightmares are spawned —
bed with Moore, I was sure the producers trenchcoat, and goes off to singe him read it at your peril, but read it you must.
had hit upon a way to kill the old fellow off some Trancers. Funny, comic-book, and
with dignity, but when Bond was seen fun, I enjoyed it immensely. Right. I'm going now. Next month you are
wandering around fresh as a daisy the back i n t h e s e n s i t i v e h a n d s o f C
next morning I realised how escapist this On the book front, Volume Three of the Greenland esquire. Good hunting.
all is. Unless he just rolled over and 'Epic Shannara Trilogy' has surfaced. It's 11A0Neil Gelman
48 I M A G I N E ma9azine September 1985
rA5c.r.41\
Last month, Pete Tamlyn kicked off the
n e w fan coverage i n I M A G I N E maga-
Somioom You don't need to go through any of this,
though — you have a copy of your own zine
zine b y asking w h a t i t w a s a b o u t t h e — The FanScene nestling in your copy of
amateur side of the h o b b y - and zines in I M A G I N E magazine. Think of The Fan-
particular t h a t m a d e t h e m w o r t h Scene like a gate spell — it opens a portal
paying attention to. This month, D AV I D to a weird and and magical plane. Thanks to
L S TO N E , a n active hobbyist, adds his The FanScene, you'll be able to find out
thoughts: what particular fanzines are like, and how to
find out more about them. You can also read
Maybe you've been wondering along the (and take part in, if you like) discussions and
lines o f " w h y b o t h e r w i t h fanzines.... articles of the sort that might appear in some
A4
I M A G I N E magazine does things so much of the fanzines. With any luck, you'll change
better" We l l , there is a point, even i f i t ; • 1 ; 1 1 - - your views i f you thought fanzines were
might not seem obvious at times. Fanzines --L pointless, and at the very least you'll know
are for filling in the gaps. I f you think about what you're missing if you decide that they
it, I M A G I N E magazine — like D R A G O N aren't for you.
magazine o r W H I T E D W A R F — o n l y to be more interested i n what you have to I recommend that you send off for sample
come out monthly, so there are a l o t o f contribute, whether it be an article, a piece of copies of a couple of fanzines straight away
things w h i c h get 'missed o u t ' . A s Paul art, or simply a letter saying what you thought (remember to include an S SAE). Tr y to get
Cockburn said in =26, there is only a limited of the magazine. fanzines which specialise in different things
amount of space in a prozine, some of which These are generalisations, as there are — a 'chat' zine, a pure postal games zine, a
has to be given over to the most popular fanzines t h a t h a v e less personality t h a n 'hardware' zine — and you'll get an idea of
forms of the most popular games. Slightly I M A G I N E magazine, a n d m a n y stick t o the variety there is. It would be best if there
off-beat articles w h i c h don't quite quite providing useful mainstream material like was a service w h i c h sent a selection o f
make it into the prozines might not be any scenarios, character classes and monsters for fanzines to potential readers, but that's for
worse than those which get printed, b u t the D & D game. This just goes to show that the future. I n the meantime, you'll have to
might not reach a large enough market, so there is a lot of variety to be found in fanzines, shop around yourself.
— they go into the fanzines. and — who knows — there might be one that One thing to remember, though, is that
But t h a t isn't quite the whole picture. is perfect for you. D o n ' t be misled by what fanzines are usually published b y one o r
Fanzines aren't just a source of alternative seems t o b e constant agreement among more fairly ordinary people, who don't have
ideas for unusual games like the C a l l o f fanzine editors (I know people who have said vast piles o f gold pieces to lavish on colour
Cthulho, To o n or I N D I A N A JONEST" that Soapbox always says the same things, covers and typesetting and so on. The level
game. They sometimes go into areas which and so i t is probably written b y the same of presentation y o u take f o r granted i n
don't q u i t e have a n y relevance t o y o u r person — neither is true). There isn't a big I M A G I N E magazine requires a budget
Saturday afternoon dungeon t r i p . T h e y conspiracy of fanzine editors who all despise that no struggling fanzine publisher, how-
have film reviews, music reviews, parodies the D & D game and think they're better than ever dedicated, could afford. I t can be a
of t h e professional magazines/games, everyone else. Believe me — I've talked to shock reading your first fanzine — I know it
parodies o f each other, a n d even m o r e them at conventions — they all argue with was for me when I picked up that strange
bizarre sillinesses. each other quite a lot, none of them play the booklet called Dragonlords 2. But don't let
I expect most people could quite happily same games in the same way, and they're all that put you off.
let this pass them by — much of it can be quite friendly a n d prepared t o t a l k (and Finally, I should point out that I have
read i n newspapers, Private E y e , f i l m listen). And you'll find that material for the been talking mostly about the role-playing
magazines, or whatever, where it is usually A D & D game is pretty common in fanzines fanzines, as t h i s i s t h e s o r t o f thing I
better written. B u t i f you want something too.... normally get. There are a whole bunch o f
less clinical, it can be quite refreshing. Here These days it's much easier to find your postal game fanzines which I ' m really not
is a good analogy: reading a professional way into reading fanzines. When I bought my qualified to talk about, and which deserve a
magazine i s l i k e g o i n g t o a lecture, o r first a few years back, I had nothing to guide separate article anyway....
watching a T V documentary — it's very me. I was at a convention and I saw a stand 043 Dave Lee Stone
competent, and you come away feeling that with what looked like scenario booklets — or
those involved knew what they were talking something. I went up and had a look, and If you w o u l d rather see some zines ' i n
about. Fanzines are more like conversation. since I'd found a 50p coin in the lining of my the flesh' before you buy, t h e n those o f
They tend to be friendly, with more chat jacket that morning, I thought I'd take a risk you going to Games Day on September
than lecturing. What's more, you can get and buy a copy of D r a g o n L o r d s 2. After I 2 8 / 2 9 should note that there w i l l be a
involved! A s most fanzines have circula- figured out what this fanzine lark seemed to Zine Stall in the Main Hall. Consult your
tions of less than 500, the editors can afford be all about, I decided I liked it. programme.

I M A G I N E matiane, September 1985 49


FELLOWSHIO F T H E KjINE
-8
STAR ZINE
L A N K H M A R S TA R D A I L Y w a s o r i g i n a l l y a
amt-;"74.2
vehicle f o r Rob N o t t ' s Ly s t r i a c a m p a i g n — a
postal ( a n d f a c e - t o - f a c e ) f a n t a s y RPG. T h i s X1,4\

campaign f i n a l l y f o l d e d w h e n i t became t o o Issue 17
much for Rob to handle, so issue 9 of LSD saw Closelo The
Edge
the i n t r o d u c t i o n o f t h e 2 1 1 2 postal f a n t a s y
game, along w i t h a large supplement detailing
the n e w rules system. •-•
Now, having reached issue 17, [ S D still runs
2 11 2 w i t h s o m e 4 0 players, a n d it is a g a m e
w h i c h has influenced and been the inspiration
for several o t h e r c a m p a i g n s a n d z i n e s (see
Danse Macabre and Zadragorzette below).
The m a g a z i n e o ff e r s m u c h m o r e t h a n j u s t a JUNE 1985 6 0 p
game report for 2 11 2 , however, as Rob w a n t s
to balance t h e 2 11 2 material against articles
".3,L=ak•-a
and games for those of his subscribers who do Thus, as I lie here topping up m y suntan
not play 2112. This balancing act he has done (you didn't think w e all worked in dingy
very well, I feel, as the zine has much to offer to ci o f f i c e s i n Cambridge — did you?) o n l y t h r e e
a lot of different people. new zines rise from the pile.
So, w h a t does a typical issue of [ S D offer? I The first of these, O U T OF THE M I S T. _ is a
don't t h i n k t h a t t h e r e i s r e a l l y a n i s s u e ' s some n e w z i n e i n n a m e o n l y, a s t h e t w o editors,
contents which could be called typical, but Rob zines seem to revel in. Richard L e e a n d J a s o n K i n g s l e y, h a v e c o m -
manages t o p a c k a n i n c r e d i b l e a m o u n t o f LSD really is one of the friendliest bined t h e i r p r e v i o u s f a n z i n e s ( w h i c h w e r e
material i n t o t h e 4 4 p a g e s h e h a s l i m i t e d zines I have come across. Shadowfire and Mystic Crystal respectively)
himself to. Thus, apart from the 2 11 2 section Not content w i t h filling 4 4 pages w i t h good to form a n e w publication. The a m a l g a m a t i o n
Belladona, t h e r e a r e a l w a y s p l e n t y o f z i n e , material e v e r y f i v e w e e k s , R o b h a s j u s t of the two zines has worked very well, and I feel
book and film reviews, articles on all aspects of launched a companion zine to LSD to hold the that 0 0 T M 1 i s an improvement on both of the
FRP games (from magic to psychology), and a overflow; c a l l e d K a y l e i g h (Rob i s a b i g previous zines, w i t h a personality of its o w n .
number o f ' s t a n d a r d ' postal g a m e s s u c h a s Marillion/Genesis/Martini fan!). T h e first The production standard is certainly very high,
Diplomacy and Sopwith. issue has an i n t e r v i e w w i t h Fish of Marillion, and t h e standard o f contents place i t a m o n g
I t h i n k the real t h i n g w h i c h m a k e s the zine discussions a n d s o m e o p e n i n g s f o r n e w the top fanzines around. I n o r d e r t o give t h e
appeal s o s t r o n g l y t o m e , h o w e v e r, i s t h e games. You have to sub to Kayleigh separately, magazine s o m e f o r m o f i d e n t i t y, J a s o n a n d
atmosphere w h i c h f i l l s it, a n d w h i c h i s m o s t but for 60+ pages of material altogether, it has Richard h a v e c h o s e n t h e e x c e l l e n t i d e a o f
evident in the letter column and the pieces of got to be w o r t h it! basing all scenarios, characters and articles in
gossip and c h a t t h a t Rob writes. Reading t h e So, i f y o u w a n t t o b e c o m e i n v o l v e d i n a one world, that of Seaguard. A lot of fanzines
letters is like standing in a pub and overhearing friendly zine w h i c h o ff e r s interesting games, seem t o b e a d o p t i n g t h i s idea, a s I M A G I N E
a lot of very good friends discussing everything enjoyable articles, a n d t h e chance t o j o i n i n magazine h a s Pelinore, b u t S e a g u a r d l o o k s
under the sun; it is a friendly and relaxed chat, discussions on anything from music to homo- like being a very interesting and fairly original
no-one gets too serious. W h a t makes the [ S D sexuality, then [ S D should suit you perfectly! world. A p a r t f r o m S e a g u a r d m a t e r i a l , t h i s
column p a r t i c u l a r l y appealing i s t h a t u n l i k e issue contains a f a i r a m o u n t of fiction, a n d a
other zines' lettercolumns, you feel you could The n u m b e r of n e w zines seems to be slowing scenario for Ringworld, a game which appears
easily enter the discussions at any time, and be down slightly (sighs of relief from the reviewer), to be g r o w i n g in popularity. M o s t people were
made v e r y welcome. W h i l e t h e s a m e n a m e s though t h i s m a y o n l y be because people a r e impressed when Shadowfire 1 appeared, and I
and the same group of friends do appear each preparing t h e i r e p i c c o n t r i b u t i o n s t o t h e think t h e y a r e g o i n g t o b e i m p r e s s e d b y
issue, i t i s w i t h o u t t h e c l i q u e y i n - c r o w d feel fanzine w o r l d o v e r t h e i r s u m m e r h o l i d a y s . 0 0 T M 1 a s well.

The Man In The Middle


So you want to run a game, eh? Let us consider the case of an editor who icularly exposed w h e n it comes to postal
simply w a n t s to run a standard game in play. T h e s e a r e f i l l e d i n b y t h e H o u s e
In I M A G I N E magazine 0 1 7 - 1 8 , M i k e their zine, say D i p l o m a c y and R a i l w a y Rules, which you will need to have ready
Lewis — f o r m e r e d i t o r o f t h e m o s t Rivals. Nothing can be easier. You already to c i r c u l a t e a m o n g y o u r players a t t h e
successful amateur fanzine to date, out- know t h a t t h e g a m e i s b o t h e a s i l y launch of the game. One area the House
lined the various steps required for those playable by post and popular, so w h y not Rules must cover is w h a t happens w h e n
wishing t o s t a r t t h e i r o w n z i n e . T h i s just open a waiting list and start? a player NMRs (fails to send i n a t u r n ' s
article is for those w h o have made t h a t orders o r moves), g o e s o u t o f c r e d i t o r
decision already, but who may be about to Well, i t i s n ' t as easy as that. I s t r o n g l y sends order which arrive late through no
discover a s e c o n d , a n d e q u a l l y t r i c k y advise anyone in such a position to speak fault of the player. I t is generally best i f
pitfall — r u n n i n g a postal g a m e i n t h a t to some people who are already running a your House Rules are fairly strict, leaving
zine. few games; they should be able to fill you you t h e option o f being l e n i e n t t o i n d i -
in on a f e w tricks of the trade. W h a t are viduals — this should leave you covered
There are m a n y attractions in r u n n i n g a the m o s t c o m m o n problems? H o w c a n for most eventualities.
postal game. Subscribers playing i n t h e you a v o i d t h e e a s y errors? H o w m u c h
games are bound to be more committed to time does it take to G M a game and type If you are thinking of running a more off-
the z i n e t h a n t h e c a s u a l r e a d e r, s i n c e up the results for publication? There are beat g a m e , m o r e r e s e a r c h w i l l b e r e -
they a r e g e t t i n g m o r e f r o m i t t h a n t h e many things to consider before you start. quired; just because you haven't heard of
purple prose of the editor. The editor may anyone playing postal Advanced Ludo, or
feel the benefit of having a game deadline Even m o r e i m p o r t a n t w i l l b e t h e House found a reference to another zine running
as a s p u r t o a c t u a l l y g e t t h e z i n e Rules y o u p r e p a r e . E v e r y experienced it in 2 0 Years On, don't despair. Over the
produced. A n d i t s h o u l d h a r d l y n e e d gamer knows that the rules of all games last 1 5 y e a r s , a n i n c r e d i b l e r a n g e o f
stating that postal gaming is fun, both to do not cover every eventuality, and many games have been attempted by post, and
play in and to run. But where do you start? leave w e l l - k n o w n inconsistencies, part- while it is fair to say that the majority of
50 I M A G I N E magazine, September 1985
ORACLE OF A L M O S T ALL K N O W L E D G E is GORZETTE — w h i c h i s d e v o t e d t o M i k e ' s macy, El Nabisco (a Western game), N o r t h
also a f i r s t issue, and the difference made by Zadragor c a m p a i g n . T h e l a t e s t i s s u e h a s We s t Frontier, W h a t ! (set in India, of course),
experience is clearly shown when comparing it undergone a change to double-column format, S o p w i t h and many more P O W is an excellent
with 0 0 T M . T h e zine i s r a t h e r scrappily laid and l o o k s a l o t n e a t e r a n d m o r e c o m p a c t . place t o p l a y a w i d e v a r i e t y o f g a m e s ; i t i s
out, w i t h articles t e n d i n g t o w a r d s r u l e s add- Zadragor was based on Rob's 2 11 2 rules, but efficient, b e a u t i f u l l y produced a n d incredible
itions t o t h e D & D a n d Tr a v e l l e r games. T h e Mike has decided to change the game system value for money — what more do you want?
contents are of a reasonable standard b u t all to that of Chivalry & Sorcery, so this offers all M A S T E R S O F THE P R I M E is still running
the articles are far too short to actually convey you C & S fanatics a c h a n c e t o play the game fairly e ff i c i e n t l y, d e s p i t e B r y a n ' s c h a n g e o f
much information (one of the hazards of using postally. A p a r t f r o m t h e g a m e s r e p o r t s a n d address a n d j o b , e t c . I t o f f e r s E n G a r d e ,
unreduced text in an A 5 size zine). background articles on Zadragor, there are the Diplomacy, Ace of Aces and Judge Dredd as
D A N S E M A C A B R E is a n e w postal games letters, articles on rpgs, The Prisoner and two well as plenty of chat about books and comics.
zine, w h i c h is obviously heavily influenced by new g a m e s o n o f f e r . T h e f i r s t o f t h e s e , Finally, a few words about ordering fanzines.
[ S D ( t h e zine!) a s R i k m e n t i o n s Rob N o t t a t R o c k ' n ' R o l l , w a s o r i g i n a l l y r u n i n LSD, a n d I k n o w some people expect to get the zine back
n e a r l y e v e r y o p p o r t u n i t y. T h e m a i n z i n e offers the opportunity to control your own rock immediately, and you should receive any zine
features some short articles on RPGs, letters (a group, while Pubs'n'Poseurs is all about being you h a v e o r d e r e d w i t h i n a f e w w e e k s o f
little unusual for a first issue), and an appraisal hip and trendy! A n e w game is offered for next sending f o r it, a t least. However, you have to
of Stephen K i n g ' s books. The games on offer time as well, this being K o n k o r d i u m , an SFrpg realise that editing a zine is not a professional
include Call o f t h e C u l t i s t s (a Cthulhu-based based on the R i n g w o r l d rules. job, and that your order might be delayed by all
card g a m e ) , T h e T h i n g (based o n t h e J o h n NEXT S T O P J U P I T E R i s ( t h e ubiquitous) sorts of problems, especially if the latest copy
Carpenter film), T h e I r v i n g S t r i k e s B a c k (an Jez Keen's chatzine, a n d issue 3 comes w i t h of t h e zine i s O u t o f Print, a n d t h e e d i t o r i s
original card game), a n d postal J a m e s Bond. an i n t e r m e d i a t e zine S P R E A D S H E E T 4 and waiting for the next one to appear p r o b a b l y
The other major game is a postal rpg w h i c h is Andy Blakeman's subzine PA R T Y. T h e m a i n just a s i m p a t i e n t l y a s y o u a r e ! M a k e s o m e
detailed in a 2 4 - p a g e supplement to the main magazine c a r r i e s a p i e c e o n Intelligence i n allowances f o r delay; b u t i f y o u s t i l l h a v e n ' t
zine. The basis of the game is Call of Cthulhu, rpgs, F u l l y A u t o m a t i c Firearms, S h a d o w p l a y heard from a fanzine you have ordered and you
but R i k h a s s e t t h e g a m e i n a f u t u r e w h e r e — a s c e n a r i o f o r t h e D & D game, a n d a f a i r feel it has been a long time, I am quite willing to
Cthulhu's m i n i o n s have invaded and success- amount o f reasonable fiction. Spreadsheet help you out, as I am in touch w i t h most of the
fully conquered the Earth, and the players take carries letters and fanzine r e v i e w s (some 31 zine editors on a regular basis.
the part of prisoners f r o m t h e last r e m a i n i n g zines are covered in this issue alone, a guide to One such delay was the result of a m i s p r i n t
human p r i s o n . I t l o o k s v e r y interesting, a n d just h o w m a n y p o s t a l f a n z i n e s t h e r e a r e in this column: apologies to A n d r e w Thompson
provided Rik can m a i n t a i n his enthusiasm for around!), and Party offers several postal games of C o m b a t I s G l o r y, a n d a n y s u b s c r i b e r s
the game and zine, Danse Macabre should be and more of Andy Blakeman's unique views on whose orders went astray. A n d r e w lives at 53
an excellent place to play games. fandom and life in general. Parolles Road, A r c h w a y, London N 1 9 3RE.
B A L R O G B A N T E R has reached issue two, The S C A N S U M M E R S P E C I A L s e e s a IOU Zines Reviewed by Mike Lewis
and is aleady s h o w i n g signs of improvement, reduction t o A 5 , b u t a c o l o u r f u l c o v e r a n d
with t h e additions o f a lettercolumn a n d a excellent c o n t e n t s m a k e u p f o r t h e s m a l l e r
couple o f d i s c u s s i o n p i e c e s b a l a n c i n g t h e size. This issue carries on the Scan tradition of Olt 0 0 •
three scenarios (for Golden Heroes, the D & D satirical strips like Dan Dire — the pilot with no
game and a solo adventure). The zine could do future — and the Trans-Mechanos (a brilliant
w i t h some better artwork, and perhaps a little takeoff o f t h e Transformers). A d d t o t h i s a n
more thought in the layout, but overall BB2 is a article on training arcs, Glipman, and the Thing
very pleasing second issue. From B a s i n g s t o k e , a n d y o u h a v e a n i s s u e
FA S T E R T H A N L I G H T i s A l e x Z b y s l a w ' s w h i c h y o u ' l l o n l y hate i f you h a v e n ' t got any
postal gaming zine, which has replacedJAWZ. sense of humour.
The idea b e h i n d F I L is to provide a low-cost, TA K E T H AT Y O U F I E N D ! not only offers
fast-turnaround gameszine, and Alex seems to the usual mix of E n Garde!, R a i l w a y Rivals
be a c h i e v i n g t h i s w i t h i s s u e 5 o u t a l r e a d y, and T i t l e B o u t , b u t t h i s i s s u e h a s 11 n e w
running to a t h r e e - w e e k l y deadline. If you are 'official' Tu n n e l s & Tr o l l s spells from the pen
looking f o r a f a s t (and, i t appears, r e l i a b l e ) of Ken St A n d r e himself! I b e t you can hardly
place to play Diplomacy, Origins, Civilisation, wait to see it! P R I S O N E R S OF WA R 4 offers a
Railway Rivals or Empire, then try FTL — you massive 52-page zine, which covers everything
may get a copy of the chatzine R E V O L U T I O N from l e t t e r s , t o t r i p s t o Russia, a n d f r o m
as well. Record and Play Reviews to postal games.
Another zine w h i c h has been influenced b y The l a t t e r i n c l u d e To u c h d o w n , a n
Rob N o t t ' s L S D i s M i k e J a c o b ' s Z A D R A - A m e r i c a n Football s i m u l a t i o n , D i p l o -

sr4"'•

these have been failures, even unsuccess- simultaneous printing of the DRAGONFIRE, Geoff
Swift, 55 Chepstow Ave,
ful a t t e m p t s g i v e y o u a s t a r t i n g p o i n t . results, closely followed by Ashton-on-Mersey, Man-
There are several people you could write format in w h i c h orders are eis chester M33 40P (35p);
FANTASY ADVERTISER,
to for information about less well-known to be presented. Don't try for too Martin Skidmore, 25
games. O n e s o u r c e i s t h e D i p l o m a c y much d e t a i l . I f t h e o r d e r s c a n b e Cornleaze, Withywood, Bristol
Va r i a n t Bank, n o w run by Geoff Kemp, a written down on less than a page, and the (50p); FASTER THAN LIGHT,
Alex Zbyslaw, 197 Herbert Ave,
collection o f D i p l o m a c y variants w h i c h game report represents less than a third Poole, Dorset BH12 4HR (40p), GREATEST HITS, Pete Birks,
have been collected over the years (pre- of y o u r zine, y o u a r e probably w o r k i n g 65 Turney Rd, London 5E21 7 J B (50p); HACKING TIMES,
Dylan Harris, Greenwich Young Liberals, 76 Haddo House,
dictably, the definition of a variant Diplo- along the right lines! Haddo St, Greenwich SEI 0(50p), HOPSCOTCH, Alan Parr, 6
macy game is loose, and there are several Longfield Gardens, Tring, Herts (55p), LANKHMAR STAR
DAILY, Rob Nott, Flat 3,6 Bradburne Rd, Bournmouth, Dorset
which I would call independent games in Once you h a v e a d r a f t o f t h e rules, g o (60p), MAD POLICY, Richard Walkerdine, 144 Stoughton Rd,
their own right). The 'older' hobby mem- through them over and over again; s h o w Guildford, S u r r e y 0 0 2 6PG (40p), M A S T E R S O F T H E
bers can also be useful. Richard Walker- them to anyone interested w h o might be PRIME, Bryan Betts, 2nd Floor Flat, 1 3 3 Grosvenor Ave,
Highbury, London N5 2NH (40p), NEXT STOP JUPITEW Jez
dine has a collection of all the Diplomacy able to spot a problem; run a f e w dummy Keen, I Glenfield Rd, Stockport SK4 20P (45p), NM RI, Brian
Zines ever printed, which can be used for turns with friends before you start charg- Creese, 256 Canbury Park Rd, Kingston on Thames, Surrey
KT2 6LG (45p), ORACLE OF ALMOST ALL KNOWLEDGE,
reference, w h i l e Steve Doubleday has a ing people to play, and never be afraid to Curruthers, 6 Maryhill Close, Kenley, Surrey CR2 5HU (57p);
prodigious k n o w l e d g e o f postal g a m i n g make changes as t i m e goes by. M o s t of OUT OF THE MIST, Jason Kingsley, 72 Main St, Osgathorpe,
Leics LE12 9TA (60p), PRISONERS OF WAR, Wallace Nicoll,
which could be yours for the investment the established games have rules which 228 Kinell Ave, Cardonald, Glasgow G52 3RU 160p), SCAN,
of a f e w stamps. have evolved via many people over many John Freeman, 126a Greaves Rd, Lancaster, Lancs LA1 4 0 W
years. (E1 .50 for 31, SUPERHERO UK, Simon Burley, 20 Honeswode
Close, Handsworth, Birmingham 20 (50p), TAKE THAT YOU
If the w o r s t comes to the worst, you w i l l * 5 Brian Creese FIEND, Kevin Warne, 48 Boscombe Ave, Hornchurch, Essex
have t o start from scratch and make up RM11 1JG (35p), TAURUS (Twiqu), Graham Staplehurst, 62
BALROG'S BANTER, P a u l Evans, 2 2 Five Fields Rd, Church Rd, Harlesden, London NW10(1),ZADRAGORZETTE,
your own rules for your postal game. The Wtilenhall, W Midlands (50p); DANSE MACABRE, Richard Michael Jacobs, Elm Lodge, Sylvan Way, Bognor Regis, W
first problem will be how to cope with the Rowe, 41 Methuen Rd, Bournemouth, Dorset BH8 8ND (60p), Sussex P021 2RS (50p).

I M A G I N E t t t a g a t e , September 1985 51
Clubs LONDON WC1: Kingsway Knights FRPG club plays

ALLOA, Clackmannan: Allies in Combat, Elven King


Snamir Shadowest of Wuzara and Jarak the Barbar-
AD&D, also Dragonroar. Call o f Cthulhu. Free
admission for 3 weeks, then 25p a week. Wednesdays
6-10pm, at Kingsway Princeton College, Sidmouth
Draken
ian require other role-playing adventurers, male or
female, aged 1 4 u p . Contact Stuart Robertson,
St. Any age. Contact Lawrence Keogh, 36 Fernhead
Rd, Lydford Estate, London W9, Tel 01 969 2746 Games
Helensfield Poultry Farm, Bungalow No 2, Clacks; or
Darrow Wilson, 56 Hill St, Alloa (tel Alloa 723931) MARKET DEERING, Lincs: DM/player (14) wants to
start/join club for Basic/Expert D & D i n Market
CHARD, Somerset: Denise Fieldhouse (age 18) has Deeping, Deeping St James area. Phone Richard on
not yet found a local FRP group. Please write to 37 Market Deeping 344175 6-9pm weekdays. T R I E D US YET?
Lower Touches, Chard, TA20 1NY if you can help.
PORT SETON, E Lothian: David McLean is looking
CUPAR, Fife: Group seeks experienced players and for an AD&D club in his area. Write to him at 4 Links
DM. Tuesdays and Fridays, 7pm. Write for more Place, Port Seton, EH32 OTP.
information: Michael Wynd, 15 Tarvit Avenue, Cupar.
PRESTON, Lancs: New club runs various RPGs,
ENFIELD, Middx: Wafflers Anonymous claims to be boardgames, wargames and 'live' fantasy adven-
FREE NEWSLETTER
a serious society, ' o p e n t o a l l w a ff l e addicts, tures. Ave age 18. Novices and challenges welcomed.
regardless of age or experience'! The organisation Pete Thompson, 6 0 Beechwood Av e , Fulwood,
Preston PR2 3SE has details. Tel 0772 729647
PBM GAMES
offers penfriends, and a newsletter. Send one A 4
piece of paper full of waffle and one SSAE to Wafflers
Anon, 28 Merryhills Drive, Enfield, ST NEOTS, Cambs: St Neots Adventurists Fantasy SPECIAL OFFERS
Unlimited (SNAFU) meet every Tuesday, 8pm at The
HARROW, Middx: Biker, 25, plays SE and Fantasy Canon Public House, New Street, St Neots (over 18s
RPGs, and skirmishes, Starfleet Battles and WRG only). D&D, AD&D, MERP, CoC, Bushido; willing to F U L L M A I L ORDER
Ancients in 15mm. Phone Glenn, 01 863 4284, or learn, willing to teach — Ken Ralph
write: 28 Roxborough Park, Harrow on the Hill, Middx SERVICE
WREXHAM, C l w y d : A D & D player (27) n e w t o
HONG KONG: Phoenix Gaming Society. Any age, Wrexham seeks club or other players in Wrexham, N
female or male; you play it, w e play it. Mondays 4- Wales or Chester area. Tel Roy on 0978 841058 CLUB D I S C O U N T S
6pm. Contact Kevin on 5-517782
Events
LANCASTER: Adult players (18f) of any experience FOR D E TA I L S O F O U R F U L L
wanted for friendly, non-sexist and intelligent new Last mentions for CAMCON and CONQUEST, both
AD&D campaign. Also RuneQuest III, MERP, CoC 13-15 Sept, i n Cambridge and Hastings; GAMES R A N G E OF G A M E S A N D SERVICES
and Rolemaster, Ring Paul, 67009 DAY in London, 28-29 Sept; ARTICON at Hatfield PLUS A FREE COPY O F D R A K E N
Poly, 4-6 Oct. See back issues for details. GAMES NEWSLETTER, W R I T E
LEICESTER Games Club meets every Monday, 7.30 T O D AY !
-11pm, near London Road BR Station, to play most For next year's diary: ALBACON III, Glasgow, 28-31
RPGs and a good stock of board games. Interested March 1 9 8 6 . Details f r o m Vi n c e Docherty, 2 0
parties must be over 18. For further information Hillingdon Gdns, Glasgow G52 1PR. More clubs/ 132 R A M N O T H ROAD,
contact Chris Greaves, 53 Wanlip Lane, Birstall. events information next month... I P Kim Daniel
WISBECH, CAMBS, PE13 2ID

IN THE POST TITANIC CONFRONTATIoN or


A u , T I M E , RUSIC FACES KONAN THE
AVTOGRAPH

I M A G I N E m a g a z i n e , September 1985
The D8cD11 combat system is
distinguished by its
simplicity; but it could have
been simpler if the designers
had realised that AC2 + 2 = 0
is a touch confusing!

Because the nature of role-playing games


is so very wide, i t is often necessary t o
make up rules to cover n e w events. This
has g i v e n m a n y D M s t h e t a s t e f o r
modifying the existing rules to suit their
particular c a m p a i g n . T h e r e i s n o t h i n g
really w r o n g w i t h t h i s , a s l o n g a s t h e
players always k n o w w h e r e t h e y stand.
But it can lead to problems if you have a
fluctuating group of players — whenever
a new one turns up they have to be taught
the ropes, w h e r e a s a c a m p a i g n r u n t o
standard rules can slot in anyone at once.
Of all the different aspects of the D&D
rules, i t seems to be the combat system
that comes in f o r the m o s t revising. I've
hardly met a single D M w h o hasn't tried
some variation on it at some time or other.
So h a v i n g d i s c o u r s e d l a s t m o n t h o n
fighters, t h i s m o n t h I s h a l l s a y a f e w
words about w h a t they do — combat.
The first thing to emphasise is that the There are two criticisms that I think do can only really fight one tough battle on a
D&D combat system is distinguished by merit attention, though. O n e is that the trip w i t h a n y safety. O n e l o n g c o m b a t
being i n essence a b o u t a s s i m p l e a s i t existing c o m b a t s y s t e m v e r y m u c h with a giant, and Alberic the fighter m a y
could b e w h i l e still giving s o m e s o r t o f favours t h o s e c o a t e d i n p l a t e m a i l , y e t be down to the last few hit points. But this
flavour and excitement. I say "in essence" most f a n t a s y h e r o e s s u r v i v e p e r f e c t l y may represent only one w o u n d and a l o t
because i t could have been simpler had well with a loincloth and a lot of dexterity. of exhaustion. Given a rest, he should be
someone at TSR realised that AC2+2 = 0 There are various ways of countering this able t o recover sufficiently t o c o n t i n u e
is a t o u c h c o n f u s i n g ! A f r i e n d o f m i n e (assuming y o u w i s h to). O n e i s t o give the adventure, b u t under standard rules
once experimented with an even simpler fighters w h o wear no armour much high- he is unfit for action for a long time before
system w h e r e y o u j u s t c a l c u l a t e d a er defensive bonuses f o r t h e i r dexterity he regains his strength. This means that
character's chance of killing an opponent, than i s standard. I h a v e e x p e r i m e n t e d parties which have any ambitions tend to
rolled the dice, and applied the result. The with the equation A C = 20 - dexterity for need a lot of healing, either from spells or
players r i g h t l y o b j e c t e d t h a t t h i s g a v e unarmoured trained fighters, w i t h some healing potions.
them n o control o v e r t h e course o f t h e success. The b e s t c u r e f o r t h e p r o b l e m i s t o
fight, a n d even i f i t w e r e assessed t h a t The other approach is just to discourage change things so that hit points represent
their chance o f dying w e r e a m e r e 1%, armour in subtle ways. After all, a man in only fatigue, and actual wound points are
they still d i d n ' t like i t — sooner or later full plate is pretty cumbersome, and could a separate tally. Most damage is taken off
that 1% would turn up. have a l o t of trouble trying t o get about as hit points, until these are all gone, and
Thus, m o s t r e v i s i o n s o f t h e c o m b a t down a dungeon — forget anything that then the real wounds are inflicted; also, a
system t e n d t o complicate it. T h e m o r e involves jumping or climbing, for starters. good blow(say, on a 20)will cause wound
that g e t s added, generally, t h e m o r e i t Also, bear in m i n d that a s u i t of armour damage in addition to h i t point damage.
slows down. This can deteriorate to the was the mediaeval equivalent of a tank, Variations on this theme are used by both
extreme t h a t y o u g e t w i t h f i r s t e d i t i o n and the prices were not dissimilar. If you RuneQuest and DragonQuest, and this is
Dragonquest rules, w h e r e t h e s i m p l e s t increase the prices of armour drastically, one time I think the little extra effort pays
melee c a n t a k e a w h o l e e v e n i n g t o you w i l l b e historically accurate, a n d i t dividends.
resolve. M o s t people w h o play RPGs are will a l s o h a v e t h e e f f e c t o f m a k i n g a Alternatively, as long as you are aware
more interested i n role-playing a n d a d - simple breastplate i n t o s o m e t h i n g o f a of t h e problem, you can take more con-
venturing than the detailed mechanics of treasure. ventional steps to counter it. One idea is
hand-to-hand combat, s o a system l i k e Of course, i f you d o this, i t w i l l v e r y to i n t r o d u c e s o m e local h e r b w h i c h i s
that i n t h e D & D g a m e w h i c h g e t s t h e much r e s t r i c t t h e opposition t h a t y o u r fairly easily available and functions as a
fighting over and done with quickly has a player c h a r a c t e r s w i l l b e a b l e t o e n - limited healing potion, just to keep parties
lot to recommend it, particularly if it can counter safely. Prepare to play a game of going, especially small parties with only a
still put in a bit of excitement. orcs and goblins rather than hydras and couple of fighters. Remember, you w a n t
The revisions that folk make stem from giants. to keep the adventure moving, not slow it
a n u m b e r o f criticisms o f t h e existing The b i g p r o b l e m w i t h c o m b a t i n t h e down with frequent excessive recuperat-
rules, some of which are justified, others D&D game is the hit point system. Losing ion periods.
less so. For instance, one objection is that hit points represents both getting tired in SU Roger Musson
there is no hit location — blows just take combat a n d g e t t i n g w o u n d e d . B u t a l -
off these vague things called hit points. I though you lose t h e m a t t h e same rate You c a n f i n d f u r t h e r a d v i c e f o r n e w
rather agree with Gygax about this t h e that you would get tired, you regain them players i n b a c k i s s u e s o f I M A G I N E
soul o f F R P i s n o t r e a l l y w a n d e r i n g only a t t h e rate t h a t you w o u l d recover magazine, available from TSR UK Ltd, The
around limbless, a s seems t o happen a from wounds. This is not just unrealistic, Mill, Rathmore Ad, Cambridge at the price
fair bit in RuneCluest. it is also awkward. It means that a fighter of f 1 per issue plus 50p P&P per order.
I M A G I N E magazine, September 1985 53
• *IN, • s mkssit • •
Am• . 0 . . e l i b b i r e a t o .
As I write, the English s u m m e r is upon us, and the a t t e n d e e s h a v i n g a g o o d chortle) — h e though M i n ' s a bit timid, a n d w o u l d probably
even though it takes me a few hours to finalise w e n t on one of Dave Tant's adventures and, in advocate compromise in the end).
this column, it may well still be summer by the a m o m e n t of carelessness, l e t o ff a w a n d o f
time I've finished. f e a r at a group of enemies. Well, that was the And compromise is the line I would advocate to
intent, b u t he managed to catch a f e w friends others who wonder whether the realistic or the
Regrettably, there's not much gaming going on at t h e s a m e t i m e ; t h e y r a n a w a y, t e r r o r - playable aproach i s t h e o n e t o adopt. I t h i n k
in this weather, and with the exception of Lord stricken (towards the e n e m y, o f course), a n d characters s h o u l d a g e a n d s p e n d m o n e y
Chevasse a n d L o r e t h ( w h o h a v e j u s t f a i l e d suffered u n t o l d p r o b l e m s a s a r e s u l t . W e l l , between adventures; m y o w n characters age
dismally to solve the latest set of problems in Proquil is CN, and something like this doesn't on t h e b a s i s o f d o i n g t w o a d v e n t u r e s p e r
Dave Ta n t ' s Brigadoon, a n d s p e n t a f o r t u n e really b o t h e r h i m u n d u l y. A s h e w o u l d h a v e game-time y e a r — t h r e e in exceptional circum-
doing so), m y characters are i n t h e i r stables, said, "Tough.... but I'm still a r o u n d . " stances — and I knock off living expenses for
champing a t t h e i r b i t s — ready f o r t h e n e x t the intervening time. I don't keep track of their
onset of nastiness to conquer. At the time, w e w e r e playing t h e 'suspended day-to-day activities; i f I w a n t e d t o d o t h i s I
animation between adventures' approach, and should play En Garde, not the AD&DTm game.
And so, it occurs to me to look at the issue of after t h e a d v e n t u r e I ( o r , r a t h e r, P r o q u i l )
'What D o A d v e n t u r e r s D o I n T h e S u m m e r - thought n o m o r e o f t h e incident..., t h e n t h e My o w n 'house rules' on the subject go on to
time?" — more accurately, w h a t are the views retribution struck. Proquil w a s attacked at his say t h a t c h a r a c t e r s c a n n o t — u n d e r a n y
of v a r i o u s h o b b y i s t s a b o u t t h e t r e a t m e n t o f own f r o n t d o o r b y an invisible assailant a n d circumstances o b t a i n magical items or gold
characters w h e n they are not adventuring. knocked unconscious. W h e n h e c a m e to, h e between adventures unless as a consequence
found h e w a s tied t o h i s o w n bed — and h i s of activities u n d e r t h e c o n t r o l o f a D M . L o r d
There a r e , a s u s u a l , t w o e x t r e m e p o i n t s o f hands had been cut off. Chevasse pretends he is of noble rank and gets
view, w h i c h enclose a l o t of ground between a h u g e a l l o w a n c e f r o m h i s f a t h e r, b u t t h e
them, and these extreme points of view relate, It m a y o c c u r t o y o u t h a n a n i l l u s i o n i s t i s n ' t actuality of it is t h a t he isn't, and h e doesn't,
inevitably, to realism or practicality. much g o o d , p e r s e , w i t h o u t h a n d s . E v e n and he has to splash out a f o r t u n e in order to
putting out the milk bottles (as he was doing at lend credence to this ridiculous pretence (this
Thus, t h e r e a l i s t m i g h t a r g u e t h a t a p l a y e r the t i m e o f the attack) takes on a w h o l e n e w is the role I have chosen for Chevasse, and I'm
should always be running his or her characters, meaning as a result. stuck w i t h i t ) . C h a r a c t e r s c a n n o t , b e t w e e n
w h e t h e r they are adventuring or not. A f t e r all, adventures, o b t a i n b e n e f i t s l i k e extra e x p e r -
it is argued, characters have to live (and spend As f a r as I w a s concerned, t h e surprise w a s ience p o i n t s , r e d u c t i o n s i n a g e , i n c r e a s e i n
money to do so). They have to keep in training that we had departed from the normal approach characteristic scores, and so on....
(ditto). They must have some place to live in (so for the f i r s t t i m e , y e t Dave — the D M — had
they m u s t p a y t h e r a t e s a n d r e p a i r bills a n d every right to respond to actions from the other I am aware that I might be opening some flood-
keep the cat fed). They presumably have some PCs. O b v i o u s l y, s o m e o n e h a d b e e n a t r i f l e gates b y s a y i n g " u n l e s s D M ' d " . T h e r e a r e
form of relaxation..., and so on. miffed about Proquil's actions, and had decided groups, r o t a t i n g t h e j o b o f D M , w h o s e s o l e
to t e a c h h i m a l e s s o n , e i t h e r d i r e c t l y o r ( I objective is to generate characters of such high
Taken to ridiculous limits, t h i s is unworkable, strongly s u s p e c t ) t h r o u g h a t h i r d p a r t y. . . . level t h a t n o t h i n g a n d n o - o n e i n t h e k n o w n
unless y o u ' r e serving a 2 0 - y e a r sentence i n maybe a n assassin w h o w a s given a r a t h e r universe would dare challenge them, and with
solitary c o n f i n e m e n t i n o n e o f Her M a j e s t y ' s tamer b r i e f t h a n u s u a l . W h e t h e r you r e g a r d so many possessions that they have to employ
less popular establishments. It's rather like the chopping off hands as fair retribution is not the a caravan o f wagons t o cart around t h e i r
argument t h a t a d u n g e o n m u s t be i n t e r n a l l y point (although i t gave roe a l o t o f scope f o r magical gear. T h i s s o r t o f g r o u p w i l l h a p p i l y
consistent (don't put the orcs next door to the argument, of course). DM i n t e r - a d v e n t u r e a d v e n t u r e s , g i v i n g a l l
kobolds, o t h e r w i s e the former will have eaten sorts of benefits to the characters, and rotating
the latter long before the adventurers turn up); The sequel w h a t happened to poor Proquil, the j o b o f D M a s s o o n a s t h e e x i s t i n g
this fails f o r the s a m e reason — the average and c a n h e n o w p l a y t h e p i a n o (he c o u l d n ' t incumbent t h i n k s i t ' s a b o u t t i m e h i s / h e r
DM simply hasn't the time to run the dungeon before) — i s n o t p a r t i c u l a r l y r e l e v a n t h e r e , characters had a bash. Well, that sort of player
and its complex internal affairs 24 hours a day. except that it also took place Out of 'game time'. is p l a y i n g a d i f f e r e n t g a m e t o t h e o n e I ' m
Suffice it to say that subsequent events took a interested in; good luck, I hope you enjoy your
At t h e o t h e r extreme, o n c e a c h a r a c t e r h a s number of weeks to resolve, during which time world-mastery, although mastering a n e m p t y
finished a n adventure, t h e player s i m p l y tots there w a s a lot of correspondence and phone world doesn't sound like too m u c h fun to me.
up t h e t r e a s u r e a n d experience points, d o e s calls b e t w e e n m e a n d t h e D M ( a n d a l s o , I
the necessary book-keeping (eg, to account for suppose, b e t w e e n t h e D M a n d t h e p l a y e r In conclusion, I'm a w a r e that w h a t I'm saying
a g a i n i n e x p e r i e n c e level), t h e n e ff e c t i v e l y responsible, whoever that may have been). here is j u s t as m u c h a c o m p r o m i s e as I have
puts the characters into suspended animation recommended before i n o t h e r contexts. B u t I
in the cupboard until next time. Even t h o u g h i t w a s m y c h a r a c t e r b e i n g can say that it gives me enjoyment, and may do
clobbered, a n d t h e f a c t t h a t i t w a s t h e f i r s t so f o r others w h o , a l t h o u g h t h e y m a y regard
This second approach m a y be quite a popular event o f i t s kind, I regarded all t h i s a s q u i t e the game in a d i ff e r e n t light, share m y vague
one, b u t i n m y v i e w i t f a i l s t o a n s w e r t h e legitimate. In the final analysis, it is w r o n g to views a b o u t i t s f u n d a m e n t a l s . I n t h e end, i t
question properly because it is too simple. It's suppose t h a t the consequences of an adven- amounts to balancing the realism against the
asking too much of my imagination to permit a ture c a n o n l y b e d e a l t w i t h i n a n o t h e r playability; m a k e i t h a r d w o r k — t h o u g h n o t
character to go into suspension — not eating, adventure. One of Dave Tant's own characters impossible —to achieve success; allow reason-
spending m o n e y, ageing — w h e n there could —Thelonius the Monk — apparently committed able inter-game activities, b u t d o n ' t l e t t h e m
be l e g i t i m a t e c a l l s o n t h a t c h a r a c t e r ' s t i m e , some solecism, and I understand a n u m b e r of control the game. A n d most of all, d o n ' t r u n a
money or expertisebetween actual adventures, other players' characters are, between adven- give-away g a m e i f y o u ' r e a D M , a n d a s a
particularly if events occur w h i c h are in some tures, l o o k i n g f o r T h e l o n i u s w i t h e n e r g y, player, don't demand or even expect one.
way related to a previous adventure. determination a n d a c e r t a i n a m o u n t o f lead
piping. Were Ito have one of those characters, I I w o u l d be interested in your v i e w s on action
I w i l l i l l u s t r a t e t h i s b y telling y o u t h e tale o f suspect I w o u l d b e p u r s u i n g t h e m a t t e r a s between adventures, as on other topics. I don't
poor P r o q u i l , m y l a t e - l a m e n t e d , 8 t h l e v e l 'vimfully' as the rest. M i n n i e Bannister o n e guarantee to agree with them (as if that makes
illusionist. S o m e t i m e a g o — j u s t b e f o r e of my own characters — certainly has it in for any difference) but I w i l l read and respond.
GamesFair '83, as it happens (I recall some of Naa I Va n o s , w h o i s r u n b y C h r i s Rick (even 1A6 Don Turnbull
54 I M A G I N E magathle, September 1985
TSC1,0111E11111'
The MARVEL SUPERHEROEST"Role-Playing Game will knock ya out!
Now two ow boshheads with the hoot of them. Swing through the city with SPIOENMAN". Save the citizenry with
CAPTAIN AMERICAI Knockdown entire buildings with THE THING1 Piece of cake'
TheauthenticMARVELSUPERHERO Er 0010-PtoyingGamecomes with everything youneed to
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/Wobble now st h m toy, hobby,andbookstores. Wen TSR,Inc., the producers ot
thewodifiamtwoDUNGEONS&DRAGONS' Falltiny Robtflaying &ow T S R , Inc.

All Marvel Characters and the estsketwe Ilkenesses thereof are trademarks of eke Marvel Comes Group MARVELSUPERHEROES is a trademark of the Marvel Comes Group 01964 Marvel Coma Group, a doision of Cadence Indestnes Corporation, All RNhfe Reserved
DUNGEONS& DRAGONS and PRODUCTSOFYOURIMAGINATIONOretrademarks owned by TSR, Inc. F1984 ISR, Inc All Rights Reserved
....that between the years when TSR's new easy-to-learn role-playing game
the oceans drank Atlantis and the years gives you the chance to adventure with Conan,
of the rise of the sons of Aryasi there was an fantasy's greatest hero! From the bleak wastes of
age undreamed of, when shining kingdoms lay spread Asgard to the jungles of Kush, danger is ever-present
across the world like blue mantles beneath the stars. Hither — but so are fabulous treasures! The CONAN® role-
came Conan the Cimmerian, black-haired, sullen-eyed, playing game contains all you need to adventure in
sword in hand. A thief, a reaver, a slayer to tread the Hyboria: three rule-books and reference guides, player
jewelled thrones of the Earth beneath his sandled feet. sheets, dice and a colourful map of Conan's world.

Take up your broadsword,

5;u Barbarian - and FIGHT!


For 2 or more players, ages 10 to adult. Available from better
games shops, or in case of difficulty, write to us:
Game Design , 1 9 8 5 TSR Inc. All Rights Reserved
, 1 9 8 5 Conan Properties Inc. A l l Rights Reserved Conan and distinctive likenesses thereof are
trademarks of Conan Properties Inc.
, 1 9 8 5 TSR UK Ltd
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