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WITH
DUNGEONSISLDRAGONS
Fantasy Adventure Games
The issue of expiration for each subscription But some things are w i t h u s always. A f e w people will, on
will b e p r i n t e d o n t h e s u b s c r i b e r ' s m a i l i n g occasion, complain about something they term 'censorship'.
label. C h a n g e s of address m u s t be n o t i f i e d t o
the p u b l i s h e r a t l e a s t 3 0 d a y s b e f o r e t h e By this t h e y mean t h a t this publication does n o t carry t h e
effective c h a n g e t o e n s u r e u n i n t e r r u p t e d obvious references to sex and violence that appear in some
delivery.
other publications. We can assure them that no external body
All m a t e r i a l p u b l i s h e d in I M A G I N E M a g a z i n e or individual h o l d s censorial p o w e r s o v e r t h e magazine;
becomes t h e e x c l u s i v e p r o p e r t y o f t h e
publisher p r i o r to publication, u n l e s s special where we consciously alter or withhold anything, it is because
arrangements a r e m a d e t o t h e contrary i n we believe that is what most readers would
writing.
prefer, if we were able to lay the choice
IMAGINE M a g a z i n e w e l c o m e s u n s o l i c i t e d before them. This is a hobby based on
s u b m i s s i o n s of w r i t t e n m a t e r i a l and a r t w o r k
at all times. H o w e v e r, n o submissions will be fun what purpose can there be in
returned u n l e s s a c c o m p a n i e d by a stamped,
self-addressed e n v e l o p e o f s u f f i c i e n t s i z e , -----N,offending anybody?
Under n o c i r c u m s t a n c e s w i l l t h e p u b l i s h e r
accept r e s p o n s i b i l i t y f o r a n y s u c h s u b -
missions. Published material w i l l be paid for
IMAGINE i s a r e g i s t e r e d t r a d e m a r k f o r t h e
IMAGINE A d v e n t u r e G a m e s M a g a z i n e . A l l
rights on the publication of this magazine are
reserved, a n d n o t h i n g m a y be r e p r o d u c e d i n
w h o l e o r in part w i t h o u t the w r i t t e n c o n s e n t
of the publisher. Copyright 1983 by TSR
Hobbies (UK) Ltd.
CONSTRUCTING
SCIENTIFICTION & FANTASY
Once again w e take the chance to introduce a Dave Pringle will be handling our book review
few of the authors who write for this magazine. page i n alternate issues of the magazine. H i s
obvious recommendation f o r t h i s post i s t h e
Jim Bambra has been responsible for scripting success of Foundation: The Review of Science
the Beginners' Guide to Role-Playing and for Fiction, w h i c h h e edits. W h i l s t the Review is
reviewing the STARFRONTIERSIm game in the based at North East London Polytechnic, Dave
issues t o date. F u r t h e r w o r k o f h i s w i l l b e now lives in sunny Brighton.
appearing in later months. Jim lives in Leicester,
and some opinion has it that he is one of the best Dave Langford, author of Too Good To Be, has
DMs in the country. Certainly he has been one seen p r i n t o n n u m e r o u s occasions already,
of t h e GamesFair AD&DTM Open competition most notably with his SF novel The Space Eater
referees in each of the three years to date. (Arrow) and the nonfiction book The Science in
Science Fiction, co-written with Peter Nicholls
Mike Costello will be responsible for the page and Brain Stableford. He is also the perpetrator
we w i l l be devoting to computer gaming from of A n s i b l e t h e fanzine t h a t everyone w h o i s
this issue onwards. Mike is best known for his anyone in SF has threatened to sue. We've been
work on two fanzines, Wargame News and The reliably informed that he played an RPG once,
War Machine. H e is currently working on an which must explain his sudden prediliction for
idea for a third, aimed at play-by-mail garners. appearing in gaming magazines.
FORTHCOMING FEATURES
In issue 4 of IMAGINETm magazine a n d i n laterissues
in iiiii te40
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Sue 'The door flies o p e n revealing a Anne ' A six.' Jon H a n g on! You can't
small, r o u g h l y h e w n room, dimly lit by a do that. T h e y ' r e defence-
flickering torch in the north wall.' Sue 'Okay. Yo u g o first, t h e g o b l i n s less. It's not right!'
only got a one. Fighters can attack and the
Knowing the rules for surprise, she rolls magic user can cast his spell.' Terry ' L o o k . They're evil and they're not
two dice; neither side is surprised by the going to sleep forever!'
presence of the other. Jon r o l l s a d i e a n d S u e checks i t o n a
special combat table; the throw, however, A n n e 'Yeah, kill them. We can't leave
Sue ' A r o u n d t h e t a b l e a r e s i x small is not high enough and Jon misses. A n n e them here. They may attack us later, and
ugly human-like creatures with grey skin does better, scoring a h i t she n o w rolls a the w o r l d w i l l be a better place w i t h o u t
and r e d g l o w i n g eyes. T h e y g r a b t h e i r second die to see w h e t h e r she kills t h e them anyway.'
weapons and move to attack you shouting goblin o r merely w o u n d s it. S u e checks
as they come!' the damage rolled b y A n n e a g a i n s t t h e Jon 'Well, I don't know. I suppose w e
goblin's statistics and discovers t h a t the have to get rid of evil but I'd rather do it in
Jon 'Goblins! This should be easy. I'll goblin is killed instantly. a fair fight.'
attack the nearest one.'
Sue 'Jon, your goblin ducked beneath Alan 'I'll search the room for chests or
Anne 'I'll hit one with m y mace.' your sword, b u t A n n e , y o u killed y o u r s anything else that's interesting.'
easily.'
Terry 'I'm going to watch the corridor to Sue ' Yo u f i n d a n i r o n b o u n d c h e s t
make sure nothing takes us from behind.' Knowing h o w A l a n ' s sleep spell works, under the table.'
Sue asks him to roll two dice and total the
Alan 'I'm casting my sleep spell.' scores. Terry ' W h e n I've killed the goblins I'll
search them for a key.'
Jon ' M a k e sure you d o n ' t sleep us by Alan 'Five!'
mistake.' Sue 'Okay. Yo u find 8 silver pieces, a
Sue 'Well done. The remaining goblins length of string and a key.'
Sue ' B e f o r e you or the goblins can act I fall to the floor in a deep sleep.'
require an initiative throw. I'll roll for the Terry 'I'll see if the key fits the lock on
goblins and one of you roll for your side, Terry ' M y t h i e f w i l l c u t t h e i r t h r o a t s the chest. It may contain gold, gems, and
the highest score goes first.' and go through their pockets....' even magic.'
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The fact that the rules of the D&DO Basically, w h a t you h a v e t o do i n s u c h bad proof-reading. I t i s arguable t h a t i f
game a r e o p e n - e n d e d m e a n s t h a t circumstances is to consider quickly how this kind o f player has any proper place,
players n e e d t o h a v e a d i f f e r e n t likely it is that some novel tactic should he c e r t a i n l y h a s n o p l a c e i n t h e D & D
attitude t o w a r d s t h e m t h a n t h e y succeed, think of a n u m b e r representing game.
would h a v e t o w a r d s t h o s e o f a a roughly appropriate probability, roll the
dice, and announce w h a t has happened.
conventional game. For instance, i n So, in the case outlined w i t h the halfling Endless debate
an ordinary wargame or boardgame, and t h e orc, o n e m i g h t s a y t o o n e s e l f
rule completeness is very important, 'there is a 10% chance that the orc will be The theory and ideas behind the rules of
a n d is rightly expected by the players. fooled' and then check percentile dice fo'r this game are a fascinating subject, w i t h
As I s a i d l a s t t i m e , t h e l a c k o f your result. Then you might further like to scope for endless debate (as the pages of
restrictions on the players' actions in assign probabilities to other outcomes any RPG magazine w i l l show), b u t such
any role-playing g a m e m e a n s t h a t if he is not fooled, perhaps there is a 15% debates should not be entered into during
the rules cannot cover every possible chance t h a t t h e o r c w i l l r u s h o u t a n d play not only does it detract from t h e
attack the halfling, o r a 2 0 % chance he right atmosphere (can you imagine King
eventuality.
ROOM...
ADVENTURERS
CF. 6 D A ARE' F I G H T E R w. TWO H A N D E D A X E 2 8 p
CF 7 F I G H T E R w T W O H A N D E D A X E 2 8 p
CF.I1 D W A R F T H I E F 2 8 p
CF.15 F E M A L E CLERIC 2 8 p
CF.32 L E F T - H A N D E D F I G H T E R 2 8 9
CF.33 F E M A L E F I G H T E R 2 8 p
You hear a steady, regular shuffling sound and ANTI-TYPES
an occasional g r u n t w h i c h tells y o u t h a t CT. 3 R U F F I A N T H I E F w. D A G G E R
C r. 3 A R U F F I A N T H I E F, CLUB k K N U C K L E DUSTER
2 8
2 8
9
p
something else is here with you. But you cannot CT. 3B R U F F I A N G A N G L E A D E R D R AW I N G SWORD 2 8 p
see what it is! CT. 3 C R U F F I A N T H I E F w. SCIMTAR & D A G G E R
CT, 3 D R U F F I A N T H I E F w. BROKEN BOTTLE 2
2
8
8
p
p
CT. 7 E V I L D WA R F 2 8 p
CT.I4 A N T I - P A L A D I N 2 . 8 p
The hair on your neck rises in anticipation. You break ODDS & BODS
out in a cold sweat. Terror strikes deep into your very CB. 1 T A B L E & T W O BENCHES 3 8 9
CB, 2 T R E A S U R E CHEST 2 8 p
soul. You must act quickly but what will you do? CB, 3 D R A G O N S TAT U E 3 3 p
CB 8 A L C H E M I S T ' S L A B I . 5 0
MONSTERS
Will you a ) Feel around the walls for a CM 4 Z O M B I E
CM 6 W E R E W O L F 3 8 p
light switch? (Turn to page 15 CM. 8 V A M P I R E 3 8 p
CM 10 T R O L L 3 8 p
CM.15 G A R G O Y L E 5 5 p
b) Draw y o u r weapon a n d CM.21 - 2 I G ORCS A L L TYPES E.G. S H A M A N ,
S TA N D A R D B E A R E R , G I A N T ORCS ETC.
strike blindly a t t h e u n - CM.24 K O B O L D 4 VARS 2 2 p
named horror? (Turn t o CM.24A K O B O L D W. T W O H A N D E D WEAPON 4 VARS 2 2 p
CM.24B K O B O L D C H I E F TA I N 2 8 p
page 16 CM.24C K O B O L D S H A M A N 2 2 p
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HERE
. . p . 17
m19i CRENDON
/ E ARE ST
Please m e n t i o n I M A G I N E ' m m a g a z i n e w h e n y o u r e p l y t o a d v e r t i s e m e n t s 11
This m o n t h we find ourselves with n o t h i n g but
modules and playing aids on o u r hands...
13 P H A R A O H
I t h i n k I'll give u p designing m y o w n
dungeons. There just doesn't seem much
points any more after seeing the calibre of
recent modules.
First up this month, some good news for to, w h i l e C h a r es Va s e y h a s g i v e n u p Take this PHARAOH module for example.
those o f you w h o are also comics fans. Perfidious A l b i o n t o concentrate on his You s t a r t o f f w i t h f i r s t r a t e c o v e r a r t .
Leading comics fanzine, Fantasy Advert- boa rdga mes c o l u m n s i n p r o f e s s i o n a l Small point maybe, b u t it sets t h e tone.
iser, w i l l b e c a r r y i n g a r e g u l a r R P G magazines. From t h e r e y o u g o o n t o a n a m u s i n g ,
column. I h a v e n ' t seen a copy yet but the quirky little opening w h e r e w e f i n d t h e
'sine has been around for a long time so The only question is, w h a t have they got party is being sent on a desperate mission
there shouldn't be any problems. Write to to d o w i t h ERR? L a n g f o r d , i f b o u g h t as a p u n i s h m e n t f o r planting, s h a l l w e
Martin Lock, 3 M a r l o w Court, Britannia enough pints, can be forced to a d m i t to say, an over co-operative lady in the Royal
Square, Worcester, WR1 3 D P for further having p l a y e d a g a m e in his Wizard's tent. The illustration of the party
details. I n a d d i t i o n I believe t h a t s o m e wayward youth, but Vasey is well-known being given t h e details o f its m i s s i o n is
Superhero RPGs are being r u n t h r o u g h for his loathing of all things role-playing. good, showing them as shifty, pot-bellied
the X - M e n f a n club. C l u b co-ordinator, Unless Chuckles i s g o i n g t o b e h e a v i l y and disreputable. N o w a l l o f t h i s m a y
Geoff W i l l m e t t s , 7 4 G l o u c e s t e r R o a d , edited, I predict some stormy correspond- sound trivial but it is important. It shows
Bridgwater, S o m e r s e t TA 6 6 E A i s t h e ence in future Dwarfs. how m o d u l e s h a v e g r o w n u p ; m a k i n g
man to contact. Don't ask me why he calls characters a n d N P C s l i k e r e a l p e o p l e
himself 'Lamprey', unless it's because of And so to GamesFair, where your Tavern- instead of two-dimensional Conan types.
his webbed feet. keeper a n d h i s f e l i n e f i a n c e e c o u l d b e
seen reliving their student days amidst a There are several adventure locations in
You've a l l h e a r d o f A l a r u m s & E x c u r - pile of empty glasses in the Reading S.U. this m o d u l e , n e c e s s i t a t i n g n u m e r o u s
sions? F o r t h o s e w h o h a v e n ' t i t ' s a n bar. Godfrey chickened out, claiming that
American fanzine of the APA variety. A PA his tail w o u l d get trodden on i n crowds,
stands f o r A m a t e u r P r e s s A s s o c i a t i o n but I guess that a lone kobold would feel U2 D A N G E R AT
and w h a t i t m e a n s i s t h a t a n y o n e c a n rather vulnerable amongst so many blood-
send i n c o n t r i b u t i o n s ( p r e f e r a b l y p r e - thirsty a d v e n t u r e r s . M i k e L e w i s w a s The t o w n councillors of Saltmarsh are a
typed o n stencils) and, f o r a s m a l l fee, absent t o o , h a v i n g s o m e l a m e e x c u s e group of worried men. The discovery of a
have t h e m published. T h e editor simply about his bank having mislaid his cheque- hitherto u n s u s p e c t e d c o l o n y o f l i z a r d
co-ordinates the printing and distribution. book, b u t I a n M a r s h k e p t t h e D r a g o n - men living virtually on their doorstep was
AtitE i s t h e m o s t f a m o u s A PA , b e i n g lords flag flying. Dave Langford, who is bad enough. T h e f u r t h e r revelation t h a t
published b y L e e G o l d o f ' L a n d o f t h e getting f a r too many mentions i n this the lizard men are actively engaget, in the
Rising S u n ' fame, and it has quite a f e w issue, almost turned up on Sunday but purchase o f (by t h e i r standard) sophist-
overseas contributors. N o w, s o m e t i m e was apparently unwell after an SF meet- icated weaponry has really stirred things
ago t h e d a s t a r d l y D i g g e r s o r g a n i s e d a ing on Saturday night. up. Fortunately a band of proven advent-
mass contribution making ASLE 50 almost urers is to hand and the town council has
entirely antipodean i n origin. Well, t h e y Games, of course were the major attract- turned to them for help. These stalwarts
might have thrashed us at cricket, but are ion, and considerable interest was taken are, o f course, t h e players w h o a r e
we going to stand by and let them claim in the needle match of pinball between offered a substantial reward to go and
that t h e y h a v e a h e a l t h i e r RPG h o b b y Uncle D o n ( T S R ) a n d I v a n L i v i n g h e l l reconnoitre the lizard men's colony and
than us? No sir! A n all-British A & E is in (Games Workshop). The final score w a s find out what their intentions are.
the offing. B u d d i n g contributors s h o u l d TSR 5 , G W 1 . I v a n l a t e r claimed t o b e
contact Mike Lewis at 5 Ye w Tree Close, suffering f r o m a l i m p w r i s t . A n o t h e r So far, so good, and it may be that the
Broadstairs, K e n t C I 1 0 2LR f o r f u r t h e r fascinating competition was the game of players will merely storm into the lizard
details. Illuminati in which Graeme Morris' wife,
Carole, p r o v e d t h a t t h e t r u e a r t o f t h e
Incidently, Britain has its o w n A PA 'zine game lies n o t i n controlling t h e various AGAINST
which should be just as famous as A&E. power groups, but in controlling the other
Contributions are published for free too. players. This finally put paid to all efforts It always helps to have a juicy title for a
The title is d r u n k & d i s o r d e r l y (c18id f o r to convince t h e single males present o f module. Consequently N i s t a r t s off with
short) a n d i t i s a v a i l a b l e f r o m P e t e the merits of matrimony. a decided advantage. This is an AD&DIm
Lindsay at Pitmilly Lodge West, Boarhills, module designed for novice players and
St. A n d r e w s , Fife KY16 8PP. A s w i t h all One such, Mike Brunton, has been losing DMs, and is intended for 4 - 7 characters
APAs, the lack of editorial control means weight rapidly since t h e photo o f h i m of l e v e l s 1 - 3 . A s u i t a b l e s e l e c t i o n o f
that some really dire material can creep which appeared in issue 1 w a s taken. pregenerated p a r t i c i p a n t s i s p r o v i d e d ,
in, b u t P e t e a l s o h a s s o m e t o p c l a s s Current calculations suggest that he will although p l a y e r s m a y p r e f e r t o u s e
contributors. Give it a look. disappear completely o n J u n e 14th. existing characters of their own.
Fortunately his dieting did not prevent
Moving u p - m a r k e t n o w, t h o s e loveable him from enjoying himself at the con- The a d v e n t u r e p r o p e r b e g i n s i n t h e
megastars, Jackboot and Livinghell, have vention. In fact everyone mucked in and village o f O r l a n e . D o u g l a s N i l e s , t h e
been s o a l a r m e d b y m y appearance i n had a good time, with the bar staff having designer, h a s recognised t h a t t h e p r e -
IMAGINETm magazine that they've signed to throw Gary Gygax out at closing time. requisite for a successful module is solid
up two leading fanzine editors to write for Why weren't you there? foundations and has provided good maps,
White D w a r f . (Alright Godfrey, q u i t t h e a complete village and detailed NPCs. The
comic g e s t u r e s , I c a n d r e a m c a n ' t I?) 145 Pete Tamlyn village i s w e l l m a p p e d w i t h c o m p r e -
They've chosen well too; Dave Langford, hensive descriptions of 27 buildings and
while s t i l l p r o d u c i n g t h e S F n e w s z i n e Pete Tamlyn, the Horizontal Journalist, locations, a l o n g w i t h t h e i r inhabitants.
Ansible, is n o w a nearly famous author, and editor of The Acolyte would like to Important b u i l d i n g s a r e a l s o p r o v i d e d
and wrote the story later in this issue that thank all those who helped him write this w i t h i n t e r n a l p l a n s a n d possible s c e n -
you probably bypassed the Tavern to get month's column. arios.
12
GAME REVIEWS
maps and plans, but these are all printed The module layout is well designed. Each
on t h e card covers r a t h e r t h a n w a s t i n g room or area is detailed in the same way
pages in t h e booklet. This results in t w o under t h e s u b headings play, m o n s t e r,
complete covers, heightening the value- character, treasure, t r a p / t r i c k and lore.
for-money feel of the package. The precise meanings of these standard
headings are given in the DM's notes. It is
13 i s i n t e n d e d f o r character levels 5 - 7 apparent that the designer has given a lot
with a recommended party size of 6 - 8 . It of thought to presenting the information
is a tough test of skill. A s a p u n i s h m e n t lucidly and in a readily accessible format.
for m a k i n g a f o o l o f t h e n a u g h t y o l d
wizard, the party is sent off to track down This is the first in a three-module linked
raiders f r o m t h e D e s e r t o f Desolation, series. As is usual with such trilogies, two
find t h e i r hidden fortress and bring back endings are given: one for those intending
proof of having done so. to continue through the series, the other
for those who are content to play 13 on its
In t h e course o f t h e i r quest, characters own.
are likely to come across a Sunken City, a
temple and, s i n c e t h i s m o d u l e is called 1suspect that most players getting to the
Pharaoh, a pyramid. Tricks and traps are end o f this dangerous, tricky and enter-
regular f e a t u r e s o f t h e ' a d v e n t u r i n g taining m o d u l e w i l l o p t t o c o n t i n u e t h e
environment in t h e desert, so alertness, fun by facing the rigours of OASIS OF THE
quick t h i n k i n g a n d d e x t e r i t y a r e o f t e n WHITE P A L M a n d L O S T T O M B O F
going to be as important as weapon skills MARTEK, which complete the series.
and magic.
DUN WATER
men's colony and wreak the usual havoc. NPCs a r e g e n e r a l l y w e l l r o u n d e d w i t h selves w i t h t h e help o f m i n i m a l o u t l i n e
Ah, but w h a t a pity if they do. A p a r t from some v e r y i n t e r e s t i n g c l a s h e s o f p e r - material. I feel i f one is using a m o d u l e
the fact that they will not then be able to sonality a n d t e m p e r a m e n t a d i s t i n c t rather t h a n d e s i g n i n g o n e ' s o w n
progress t o U 3 (the sales o f w h i c h w i l l possibility. Because o f t h e t w i s t s i n t h e campaign, it is precisely this sort of detail
consequently suffer), they will also miss plot of this adventure, I feel that it should one expects t o h a v e provided. I f lack o f
the m a n y subtleties t h a t are woven into be run by an experienced DM w h o , p n do space is the problem, then the monster-
DUNWATER. It would be unfair to reveal justice to the subtleties. At least there will bashing optional venture could have been
these, but suffice it to say that all is not as not b e t h e p r o b l e m f o u n d i n s o m e left out.
it seems. modules of how to launch the players into
the game. The party has a specific job to Other t h a n t h a t q u i b b l e , t h i s m o d u l e
Dungeon m o d u l e s a r e c u r r e n t l y b e i n g do w h i c h , w h i l s t leaving t h e m plenty of provides a r e w a r d i n g s e t o f AD&DTM
turned o u t t o a v e r y h i g h standard a n d room for manoeuvre, w i l l get them right adventures. A l t h o u g h it can be played in
this o n e i s n o e x c e p t i o n . T h e d e t a i l s into the module immediately. isolation, U 2 p l a y s b e s t a s p a r t o f t h e
provided are clear and w e l l organised; I trilogy U 1 - 3 , I t i s i n t e n d e d f o r 6 - 1 0
particularly like the consolidation of stets. My o n l y reservation i s t h a t t h e t o w n o f characters o f levels 1 - 4 . I t i s c a r e f u l l y
in an appendix. The 'strategic' map shows Saltmarsh i s d e s c r i b e d a s p l a y i n g ' a designed and has a fresh approach to its
where t h e S a l t m a r s h a r e a f i t s i n t o t h e pivotal role' in the 'Li' series, but DMs are storyline which is to be applauded. Play it.
World of Greyhawk campaign package. expected t o m a p a n d populate i t t h e m - IOU
The players arrive in O r l a n e a w a r e t h a t practice o f g i v i n g N P C stets. w i t h A C , DMs can easily flesh t h i s out, b u t t h e y
the o n c e p r o s p e r o u s c o m m u n i t y i s i n # AT, and Damage points ready adjusted should n o t have to they are buying a
decline. They m u s t solve t h e problem o f for strength, magic and dexterity defence ready-made a d v e n t u r e t o d o t h i s f o r
why t h i s i s so. T h e r e i s e n o u g h i n t h e bonuses. T h i s i s a w e l c o m e time-saver them.
village for several gaming sessions as the for DMs.
players l o o k f o r a n s w e r s . T h e D M i s Overall, however, this is a good module.
provided w i t h an NPC agent provocateur There are some criticisms. The structure The details are for the most part carefully
to gently point floundering parties in the is a stereotype: arrive in village and poke worked o u t , t h e p l o t i s i n t e r e s t i n g a n d
right direction. A s s u m i n g t h e players do around f o r a w h i l e , u n d e r t a k e a m i l d l y there are innovative touches;
not make too many serious mistakes, they hazardous overland trip, t o p t h e w h o l e
will e v e n t u a l l y l e a r n t h a t t h e source o f thing off with a showdown in guess what Doug Cowie
Orlane's trouble is elsewhere. They w i l l a dungeon.
need to make an overland trip arriving (if 13 Pharaoh (6-8 characters, l e v e l s 5-7),
they survive) a t a c h a l l e n g i n g , i f t r a d - Considering this is a novice module, it is U2 Danger at Dun water (6-10 characters,
itional, denouement. surprisingly vague a b o u t h o w t h e party levels1 -4), and N1 A g a i n s t the Cult of the
gets started, a n d a l t h o u g h m o s t o f t h e Reptile G o d (4-7 characters, l e v e l s 1 - 3 )
A noteworthy feature is that the unknown NPCs are given a t least adequate stats. are published in the USA by TSR Inc. They
adversaries d o n o t t a m e l y w a i t f o r t h e there are some surprising omissions. For are available i n t h i s c o u n t r y f r o m T S R
players to come and get them. They are example, an innkeeper is said to carry a Hobbies (UK) Ltd., T h e M i l l , R a t h m o r e
active, so a party which spends too much dagger at all times, b u t the extent of his Road, C a m b r i d g e C B 1 4 A D . T h e y a r e
time b u m b l i n g a r o u n d O r l a n e m a y f i n d given stets. a r e A C a n d hp, n o t a w o r d priced: 13 - 4.50, U 2 - 3 . 9 5 a n d N i -
that they lose the initiative. I also like the about the dagger. 3.95.
13
GAME R E V I E W S 1 . 1 . 1 - 1 - 1
SF2: STARSPAWN OF VOLTURNUS
Things a r e really m o v i n g o n t h e STAR- demon i n t h e guise o f a h u g e bird. The that they should all have beam w e a p o n
FRONTIERSTm g a m e f r o n t ! H o t o n t h e Edestekai H i g h P r i e s t w i l l b e s u i t a b l y skills, otherwise their chances o f hitting
heels o f S F 1 : Vo l t u r n u s , P l a n e t o f impressed i f t h e players capture a v e r y anything are very slim.
Mystery c o m e s S F 2 , t h e concluding dangerous animal alive. Both quests call
episode of the Volturnus trilogy. for considerable ingenuity from players. Emphasis is very much on playability; at
times t h i s reduces t h e player's o p t i o n s
The inexperienced c h a r a c t e r s w h o s e t The f o u r t h r a c e r e p r e s e n t s a n e w e n - but it makes the referee's job easier, as
out on their first adventure with only their counter, a n d t h e i r i n t e g r a t i o n i n t o t h e players c a n n o t d o s o m e t h i n g t o t a l l y
toolkits are n o w equipped w i t h advanced alliance will prove the most difficult. The unexpected.
technology and weapons, and have been initial r e a c t i o n i s d e f i n i t e l y u n f r i e n d l y.
transformed to hardened and experienced Opening negotiations are concerned with The appeal of the module will vary. W i t h
adventurers. SF2 pits the players against trading laser blasts n o t pleasantries b u t its h e r o i c e m p h a s i s a n d a c t i o n -
an a l i e n i n v a s i o n o f t h e planet, w h i c h the p l a y e r s a r e e q u i p p e d t o h o l d t h e i r packed p l o t , n e w g a r n e r s a n d f a n t a s y
they are unable to stop w i t h o u t the aid of own, at least for a while! players w i l l e n j o y i t a s m u c h a s i t s
the planet's i n t e l l i g e n t races. H o w e v e r, predecessors. Traveller players will prob-
these races are w a r y a n d suspicious o f The final p a r t o f t h e adventure involves ably find i t too restricting and unrealistic
each o t h e r, c o n s i d e r i n g a l l o t h e r s a t halting t h e advance o f t h e invaders. To with primitive forces standing t h e i r
worst as enemies or at best as races to be make the battle more manageable to run, ground against hi-tech troops instead of
avoided; a n d need u n i t i n g quickly i f t h e it has been broken down into a number of being killed in their thousands! Yet STAR-
rapidly approaching space fleet is to face stages, each revolving arounci the actions FRONTIERS is not another Traveller. The
any opposition. of the players. latter takes realism and believability as its
starting p o i n t , c r e a t i n g a v e r y credible
Previous dealings with three of the races Although ideally intended to be played as and enjoyable g a m e f r o m t h e m . S TA R -
makes contact an easy matter. Rejoining a continuation of the previous t w o mod- FRONTIERS i s m o r e t o n g u e i n c h e e k ,
the U l - M o r tribe that befriended them in ules, players unfortunate enough to have realism being a secondary consideration
the desert, t h e y meet the leaders of the been k i l l e d b e f o r e h a n d c a n s t a r t t h e and h a v i n g f u n i t s m a i n objective, a n d
other tribes and are invited to join in the module w i t h n e w characters. here SF2 i s certainly successful. N o t t o
Great Game of the Ul-Mor. The characters say that no skill is required: thoughtless
have t o i m p r e s s t h e U l - M o r w i t h t h e i r Overall, presentation is high but it suffers and foolish players w i l l pay the price for
courage a n d d e t e r m i n a t i o n b e f o r e t h e y occasionally f r o m sloppy proof-reading. their mistakes. Good players are rewarded
will j o i n t h e alliance. U n i t i n g t h e t w o During t h e battle t h e alien invaders are by a c a t a c l y s m i c c o n c l u s i o n t o t h e
races f r o m S F ] i n v o l v e s t w o separate listed a number of times, but only the last Volturnus t r i l o g y a n d t h e p o t e n t i a l f o r
quests. B e f o r e t h e Kurabanda w i l l j o i n listing indicates t h e m having a n y beam some very enjoyable roleplaying. A m u s t
the a l l i a n c e t h e y r e q u i r e t h e r e t u r n o f weapons skills. Whether it is only the last for STARFRONTIERS fans.
their sacred idol, stolen years ago b y a group that is skilled is unclear; I suspect * J i m Bambra
CAVERN F L O O R I N G
For some reason this seems to be boom
time f o r dungeon f l o o r p l a n s o f various
CAVERN
FLOORING
Aliamiliammusk
11111:
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. 1 1 8 g orIMIL.,11111 I L 41111F
1 1 13.1111111s
a
descriptions. C a v e r n F l o o r i n g f r o m
Sacred B a n d Publications i s one o f t h e
immommitak EI r vLe r . ' 1111
illE1111111111L LIFIMEMIIIMI
latest. A s w i t h t h e r i v a l products, t h i s "Ir 1111111111F 11001 6111101111111 MB O W
system comprises A4 sheets of thin card, OIL Allitrr,,- tgEa En111/ v i m a l a M O
printed to resemble a plan view of typical sommumw. - Efill O i n k A l S I C M D -
subterranean d e l v i n g s . 1 2 s h e e t s a r e m a r -10.0911111111IIISEMIElla 11111 D , 211IE
provided; f o u r each o f plain w a l l s / c o r r i -
dors, corners and plain flooring. A square
mp
i -.Imegrodimilisicos 3 E ; .11E
grid is superimposed, e a c h square side la 7 ' 111131121111313.1111k N r 1121111 3111i
representing 5 feet in 2 5 m m scale. - 1111111111131111fr Rah All I F a s t
E o n I n -111113
These p l a n s are intended t o be used i n
conjunction w i t h 2 5 m m m o d e l figures.
E 21El
Players and D M s can see at a glance the
position o f characters a n d m o n s t e r s i n Cavern Flooring, as the n a m e suggests, They t e l l m e t h a t t h e t h i n c a r d i s
relation t o each 'other and quickly judge provide plans for irregular shaped, natural deliberate because t h e flexibility o f the
distances f o r m i s s i l e a n d spell combat. features r a t h e r t h a n m a n - m a d e d u n g - system necessitates t h e overlapping o f
Normal practice is to lay down pieces for eons. It is possible to make any shape of pieces, which would not be feasible with
the area w h e r e the action is taking place area and this is a w e l c o m e innovation. It thick card. A s regards t h e l a c k o f i n -
and r e m o v e t h o s e a r e a s m o v e d a w a y is also more or less compatible with other structions for users, Sacred Band said
from, r a t h e r t h a n m a k i n g a c o m p l e t e floor plan systems. Physically, t h e com- 'Imagine readers can be assured that we
dungeon map. Presumably Sacred Band ponents a r e u n i m p r e s s i v e , b e i n g t h i n agree that this w a s a n omission. From
Publications c o n s i d e r t h a t a l l t h i s i s card w i t h a r t w o r k i n shades o f grey o r now o n w e w i l l i n c l u d e a s h e e t o f
known to allprospective customers, since black. The flimsy nature of the materials instructions in all our packs'.
they do not include any explanations with make them inclined to move irritatingly at 146 Doug Cowie
their p r o d u c t . N o r d o t h e y g i v e a n y the s l i g h t e s t touch. L i g h t l y fixing t h e m
assistance as to how users should cut up down w i t h Blu Tack is recommended. CAVERN FLOORING i s produced b y
the sheets f o r m a x i m u m effect. Indeed, Sacred Band Publications, c / o 1 0 Oak
they do not even mention that the sheets The designers have shown a constructive Close, Thorpe-le-Soken, Clacton-on-Sea,
should be cut up. approach when faced with my criticisms. ESSEX, Price: E2.99.
14
X3 - C U R S E OF XANATHON
a) Reaching s l o w l y b e h i n d
A w e l c o m e addition t o the list of Expert clamation. T h e f i r s t t i m e t h e D u k e ' s
you, you find the switch on
Set m o d u l e s , X 3 i s i n t e n d e d f o r 5 - 8 Herald comes round shouting his head off
is O K b u t a f t e r t h a t p l a y e r s t e n d t o
the wall. Light floods the
characters o f levels 5 - 7 . The D u c h y of
Rhoona, w h e r e t h e m o d u l e i s s e t , i s become a little cynical and ignore such an room. There in front of you
designed to be placed on the Continental obvious ploy to guide them where the DM sits a large, hairy creature,
map supplied in module X1 wants them to go. engrossed i n a b o o k .
Drawing closer you observe
CURSE O F X A N AT H O N i s described a s Nevertheless t h i s i s a g o o d m o d u l e t o that the book is called Blue
being a 'detective-type' module. Certainly play. T h e scenarios a r e a l l interesting, Frog Tavern, one o f the
Rhoona s e e m s t o be a place i n need o f amply p r o v i d e d w i t h m a p s , p l a n s a n d many s o l o adventures
detectives a s t h e r u l e r, D u k e Stephen, NPCs, a n d l i n k together well. T h e t o w n available with Tunnels &
has taken t o issuing edicts such a s ' A l l alone is worth the purchase price, having Trolls role-playing system.
taxes must be paid in beer' which leads to an outline map with an ingenious system
a predictable beer shortfall, and 'Horses for locating taverns, businesses, w a r e - As y o u h a c k o f f t h e
ridden w i t h i n the t o w n boundaries m u s t houses, etc. in a way that will eventually creature's head, you realise
carry their riders facing the mount's tail' result in a detailed town, unique to each that only this Tunnels &
which leads t o a n a l a r m i n g u p s u r g e i n DM's g a m e . A g o o d s e l e c t i o n o f p r e - Trolls solo adventure saved
traffic accidents. generated characters i s provided t o get you from certain death. You
play u n d e r w a y q u i c k l y i f existing c h a r - leave the room, determined
Whilst t h e good f o l k o f Rhoona scratch acters are not available.
to find out more. GOTO
their c o l l e c t i v e h e a d s o v e r t h i s , o u r
intrepid players go into action! If they do The d e s i g n e r h a s p r o v i d e d s o m e i n -
things properly, t h e y w i l l progress in an formation o f t h e w i d e r w o r l d r o u n d
orderly f a s h i o n t h r o u g h 5 s c e n a r i o s , Rhoona. This is n o t j u s t for background
puzzling o u t w h a t i s g o i n g o n a n d colour. M a t t e r s o f H i g h S t a t e i m p i n g e
eventually setting things to rights. upon the activities of the party. If they do
not s w i f t l y s o l v e t h e m y s t e r y o f t h e
Herein lies the problem of this module. No Duke's l o o n y b e h a v i o u r, a n a r m y o f
F I N NG B U F FA L O
dwarves i s l i k e l y t o a r r i v e a n d s t a r t P 0 Box 100, Bath Street,
party o f players t h a t I h a v e k n o w n ever Walsall, W. Midlands.
does w h a t t h e y are supposed to, i n t h e knocking large c h u n k s o u t o f t h e t o w n
right o r d e r, t h r o u g h f i v e d i f f e r e n t a d - and i t s inhabitants. T h e d w a r v e s h a v e
ventures. To assist in getting the players been direly insulted by one of the Duke's
through t h e m o d u l e properly, t h e D M is crackpot proclamations.
provided w i t h Eric of Forsett. He sounds
like a steak & kidney pie manufacturer but
is, i n fact, a clerical heavy. H e pops u p
Here, then, is a module rich in character
and invention. Although it is unlikely that
DRAGON
whenever t h e party i s going astray and
guides them back on course. After he has
any p a r t y w i l l f o l l o w t h e s t o r y l i n e
through f i v e s c e n a r i o s w i t h o u t a l o t o f
BYTE
appeared a f e w times, it is going to look a guidance, if the DM can avoid making the 51a Queen Street,
little obvious and players may feel over- players feel over-manipulated, there will
Morley, Leeds 27
manipulated. S i m i l a r l y, t h e f i r s t t h r e e be much enjoyment to be had.
scenarios a r e p r o m p t e d b y D u c a l p r o - IOU Doug Cowie
GILLS'S TOOBYE
siE
, 8s, N' 37
I f you wish to enrol in Crasimoff s world send a 5 cheque/P.O. payable to K.J.C.
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17
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IRA 1
SI 111 Sg
WHOLESALERS &
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STAR WA R S - toys- figures kits e t c
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24 ,
,,
INTRODUCTION
, This mini-module has been designed for use w i t h a balanced
party of 4-7 1st and 2nd level characters. It is intended to be an
introduction t o t h e AD&DTM g a m e f o r D u n g e o n M a s t e r s a n d
players w h o are familiar w i t h the D&D@ Basic or Expert rules
and w h o w i s h t o change t o t h e m o r e codified system. I t w i l l
illustrate s o m e o f -,he differences b e t w e e n t h e t w o games.
Although sufficient information is presented in the text to allow
the DM to run the adventure, access to copies of the DUNGEON
MASTERS GUIDE and the PLAYERS HANDBOOK is important,
and access t o t h e MONSTER M A N U A L a n d FIEND FOLIOTM
Tome is useful. Much of the information that they contain about
the g a m e i s t o o l o n g a n d detailed t o b e repeated h e r e (eg
detailed spell descriptions).
If you are a player please stop reading now. All the information
that follows is for the Dungeon Master (DM) alone.
21
A BOX FOR THE MARGRAVE
A Box for the Margrave is divided into two parts: PLAYERS' INFORMATION:
Part I (this section) is an introduction to the mini-module. The DM should read the following to the players at the start of
play:
Part ll is the adventure key. All information necessary to run the
You have arrived in the small garrison town of Varit, having
adventure is provided in a series of encounter keys. Information
been promised jobs as caravan guards by a local merchant.
which is indented and in a different type-face may be read to
The town is full of activity you quickly deduce that it is being
players a t t h e specified time. The D M m u s t decide w h a t
fortified against attack and that the population seems to
additional information to give to the players. consist mainly of soldiers and camp followers. The troops look
as if they have already fought, and lost, a major confrontation.
All regard you with deep suspicion. The walls are in a state of
A map is provided which the DM should give to the players. disrepair, and the gates are rotten and falling from rusted
(IMAGINErm magazine grants permission for this item to be hinges. Engineers are working with grim determination to
reproduced.) This shows the route the party should take. The improve the defences.
encounters can be located by comparing the map references
after the encounter heading with the grid on the map: f o r When you reach the merchant's house you find it broken into
example, Varit is located at All O. and troops billeted there. On explaining your presence to the
soldiers you are seized and frog-marched to the Lion House, a
Detail maps are also given for encounters 2 and 3. large dwelling in the centre of the town. This is now the
headquarters of the Margrave Chamalx.
Where monsters or Non Player Characters (NPCs) are described On a lance-point outside the gates of the house is the head of
in the text, statistics for them are given i n brackets. The the merchant who hired you. As you pass the word 'traitor' is
statistics are presented in the following order: mentioned.
Armour Class (AC); Movement Rate (MV); Hit Dice (HD) o r You are dragged into a large hall. The Margrave, a middle
Level/Class; hit points (hp); Number of Attacks (A' AT); Damage aged man, i s wearily discussing strategy with his chief
caused by attack(s)(D); any other notes, eg Special Attacks (SA), retainers. The soldiers tell him of your connection with the
Special Defences (SD), experience points (xp). traitor-merchant, and of your protests of 'innocence'. The
Margrave looks at you with a calculating expression, and
consults with one of his retainers in hushed tones. Finally he
delivers his judgement:
DM's BACKGROUND
Unfortunately for those who live there, it has long been a source
of contention between two of the reg ion's overlords, Baron
Ranald (9th Level Fighter AL LE) and Margrave Chamalx (10th
Level Fighter AL LG) both claim the valley as a part of their
demesnes.
For the past seven years the Duke's personal troops have
occupied the Hyot valley. Three weeks ago Duke Parrel died
leaving his title to his only son, a 12 year old boy. This was
exactly the opportunity for which Ranald had been waiting.
Before Parrel was buried, Ranald's forces had crossed the River
Hyot and attacked Margrave Chamalx' county town, Caer
Dolgur.
As the war enters its fourth week Margrave Chamalx has lost.
The Baron's use of non-human troops in great numbers, mostly
hobgoblins, has assured him of a cheap victory. In considerable
disarray the Margrave and his remaining men have retreated to
the garrison town of Varit, where the Margrave now intends to
make a final stand. He knows that such a fight would be
impossible to win.
The party should have been brought to the starting point of the
adventure by the offer of employment as caravan guards by a
local merchant for a journey across hostile territory. This source
of employment is no longer available to the party.
22
A BOX FOR THE MARGRAVE
'This key opens one of the locks on the box. My cousin, who Inside the box are four documents, and a small leather bag.
has been warned of the box's arrival by carrier pigeon, has the
other two keys. All three are required to open the box safely. The f i r s t d o c u m e n t is t h e Margrave's original L e t t e r s P a t e n t
Do not tamper with it in any way. I am also giving you a map granting him the title and his lands, along with the right to keep
which shows what my spies report as the safest way from here and b e a r a r m s . T h e s e c o n d i s a p r o m i s s o r y n o t e f r o m t h e
to your rendezvous. Do not fail me, and you will be rewarded.' Merchant A d v e n t u r e r s G u i l d f o r a f a c e v a l u e o f 1 0 0 , 0 0 0 g p
(actual value nil). The third of the papers is a t i t h e map of the
The Margrave then beckons to one of his men, a scar-faced Margrave's lands listing the value of all the properties shown;
individual in battered armour. He orders the man, Stok, to appended to this is an authority from the church to gather the
guide you to the tunnel end and report back. tithes. T h e l a s t d o c u m e n t i s a n i n c o m p l e t e f r a g m e n t o f
parchment naming Margrave Chamalx as a commander of the
Stok looks at you with obvious contempt. With a curt nod he Knights of the Holy Sepulchre.
leads you out of the hall and down a spiral staircase, to a point
well below ground level. The leather bag contains the Margrave's signet ring, w i t h his
coat of arms clearly shown.
Lighting a torch, Stok leads you to an apparent dead end.
Pausing only to check whether the party was followed or not,
he presses a number of bricks in the wall. A cold clammy
breeze makes the torch flutter as a hidden entranceway 1. THE TUNNEL (A110/AH11)
opens.
The D M should allow the players to attempt to open the panel.
Stok orders you to enter the tunnel, and then presses some After they have tried and failed he should read the following:
more brickwork outside the entrance. As the panel begins to
close a hooded figure detaches itself from the shadows behind After the panel refuses to open you turn around. Before you a
him. man-made tunnel stretches into the darkness beyond your
torchlight.
The last thing you see as the panel closes is the incarnadine
life-blood of your guide pulsing out onto the floor.... The tunnel is 10 feet wide w i t h an arched ceiling 1 2 feet high
and i s w e l l o v e r o n e m i l e long. T h e D M s h o u l d n o t give t h e
players a n y d e f i n i t e i n f o r m a t i o n o n h o w f a r t h e p a r t y h a s
At this point the adventure proper begins. The guide has been travelled, but only approximate walking times.
struck dead by an assassin, and the party can do nothing to alter
the c o u r s e o f e v e n t s described above. T h e p a n e l i s e n t i r e l y The DM should feel free to invent some items of interest in the
immovable from this side, and there is no opening mechanism tunnel for the party to encounter: old ventilation shafts in t h e
to be found. ceiling, iron gates, fallen masonry, side alcoves, a giant rat (AC
7; M V 12"; HD 1 /2; hp 3; A T 1; D 1-3 + disease; 1 Oxp), etc.
The f u l l s t a t i s t i c s o f t h e a s s a s s i n a p p e a r i n E n c o u n t e r 6 .
However, the DM should give the impression that the assassin The DM may read the following after presenting the players with
may be following the party throughout the adventure. The D M a number of such encounters:
should also feel free to use the assassin encounter at another
point during the adventure if this should prove necessary (eg if In a side alcove to the left lies the body of a fighter in rusty
the party wanders off course in Encounter 4, or attempts to steal chainmail. A broken sword hilt lies near the body. The body
the Margrave's Box). appears to be several months old.
The body has been infested with 4 rot grubs (AC 9; M V 12"; HD 1
hit points;,' AT nil; D special; xp nil). Rot grubs viciously burrow
The Margrave's Box: into living flesh. The victim must immediately apply flame to the
wound (1-6 hit points of damage per application) or have a cure
The box is a small chest or casket made of iron bound mahogany. disease spell cast upon him. If these actions are not taken the rot
There are three locks built into it, all requiring separate keys. grubs will b u r r o w to the heart and kill their host in 1 - 3 turns.
The party has been given the key to the centre lock, but this is
useless on its own. All three keys must be turned simultaneously In the belt pouch on the body is a small opal w o r t h 30gp. The
to open the box w i t h o u t destroying its contents. other equipment on the body is worthless.
The locks are all linked together into a single unit. If all three are After a further walk of 15 minutes the party arrives at a wooden
not u s e d a t t h e s a m e i n s t a n t a v i a l i s c r u s h e d a n d a c i d i s door set in the right hand wall. If the party chooses to investigate
released onto the contents of the box. this feature further details can be found in the description of The
23
A BOX FOR THE MARGRAVE
Torture Chamber (Encounter 2). I f the party carry on they will Against the opposite wall, one arm still held by a manacle, is a
emerge into a natural cave after another 10 minutes of walking body.
(Encounter 3).
The body is actually a coffer corpse (AC 8; MV 6"; HD 2; hp 7;-- AT
The D M should feel free to alter the times given if the party is 1; D1-6; SD can only be h i t by magical weapons; 50xp). It wil
behaving in a reckless or over-cautious manner. only attack if disturbed in some way. Non-magical weapons dc
no real damage to the coffer corpse, but only appear to do so. If
the coffer corpse is struck by normal weapons for 6 or more hit
2. THE TORTURE CHAMBER (AH11) points of damage in a single melee round it will fall, apparently
slain. Next round it will rise up and continue the fight at which
point all those involved m u s t save vs. Fear or flee in panic.
The D M s h o u l d r e m e m b e r t h a t t h i s c o f f e r c o r p s e i s s t i l l
manacled to the wall, and thus cannot strike an opponent more
than 6 feet away. Once the coffer corpse hits a victim it locks its
bare h a n d a r o u n d t h a t victim's throat. Thereafter i t does 1 - 6
points of damage automatically until i t is killed or its victim is
dead.
C. Storeroom
This room is about 10 feet wide and 15 feet long. It is filled with
rusted torture equipment. On top of one pile of gear is an old
iron box. Everything, including the walls and ceiling, i s
covered in dust and cobwebs.
You are looking in at a dusty room, about 20 feet wide and 30 The first glass vial contains a dark crimson liquid (a potion of
feet long. It is filled with pieces of torturer's equipment. In one extra-healing), the second a red liquid (a potion of healing) and
corner stands an iron brazier with several branding irons. the t h i r d a n a m b e r liquid (a p o t i o n o f h u m a n c o n t r o l ) . Each
Next to that is a large, uncomfortable-looking wooden chair potion has one dose.
with mildewed leather straps. There are also three long
workbenches covered in a frightening variety of implements:
thumbscrews, clamps, chains, whips, pliers, knives, skewers 3. THE CAVE ( A H 11 )
and the like.
At this point the tunnel joins a natural cave at an angled
There are two other doors. One is at the right hand end of the T-junction. The cave is roughly circular in cross-section,
opposite wall, the other is in the left hand wall. about 20 feet in diameter. The walls and floors are smoothed
B. The Cell
AA
AB
AC
AD
AE Scale V
1mile
AF Hills
AG Woodiand X
Scrub
AH River
.06
AT MEEM
anEllr
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AJ Tunnel AA
AK Town AB
AL " AC
Village
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AN AE
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Not,.
by the passage of water, but there is rock debris strewn across Any member of the party who is in the cave when the barking
the bottom of the cave. At the lowest point of the floor is a starts must make an ability check against constitution (ie roll his
small trickle of water. Overhead hang stalactites, many of or her constitution or less on a d20). Those who fail will suffer
them broken. the effects of a fear spell.
After the encounter with Spot (and, if necessary, the party have
This is all that can be seen without entering the cave. When any re-entered the cave) the DM should read the following:
member of the party does so the DM should read the following:
To the right the cave is blocked by a massive rockfall. From
As soon as you enter the cave you are nearly deafened by a the bottom of the blockage a small stream emerges and
tremendous barking sound coming from somewhere to your meanders down among the debris scattered across the floor.
left.
To the left the cave slopes gently downwards from where you
are standing, with the stream picking its way around the
The party have been surprised by Spot, a guard dog placed at the rocks. In the distance gleams a faint grey light.
mouth of the tunnel by Garyth, an illusionist (see Encounter 3i
for the statistics of Spot and Garyth). The party will not see Spot The rockfall is far too massive to be moved by hand. The light in
run off down the cave to warn Garyth of the party's approach the distance is daylight filtering in from the cave entrance, some
because Garyth has cast an invisibility spell on the dog. 180 feet away.
25
A BOX FOR THE MARGRAVE
3i. The Illusionist (AH11 /AG1 1 ) He has already used a phantasmal force spell to create the
illusion o f the chasm. Once the illusion i s penetrated and
dispelled, or the party are across the chasm, Garyth will leave
his position a t t h e window (automatically terminating t h e
phantasmal force spell) and emerge from the cottage to meet
the party with Haggit, his gnome assistant (AC 1; MV 12"; Lvl
1/1 Fighter/Illusionist; hp A T 1; D 1-6; S 12,116, W 10, D
16; C 16, Ch 9, AL CN, 83xp), who is armed with a short sword
He wears a gnome-sized suit of plate mail +1 a n d has the
following spell available:
cushions. Next to this is a free standing bookcase with several the range that you have just passed beneath. Behind you is the
large volumes on it. A lute lies on one of the cushions. cave mouth set in a cliff about 40 feet high.
Below the window that looks into the cave is a cooking stove. If the party f o l l o w s t h e r o u t e s h o w n o n t h e M a r g r a v e ' s m a p
Next to it stands a provisions cupboard. A rabbit, ready for there are no encounters until the party arrives at the hobgoblin
the pot, hangs from the wall. encampment (see Encounter 4i).
The papers on the tables are merely notes on the casting of the If t h e p a r t y d o e s n o t f o l l o w t h i s r o u t e i t w i l l h a v e t h e
spells d a n c i n g l i g h t s and w a l l o f fog, and are worthless. The predetermined encounters listed below. These encounters will
books are Garyth's and Haggit's spell books, and t w o general occur i n n u m e r i c a l o r d e r, w i t h a t i m e d e l a y o f 3 - 1 2 t u r n s
texts. G a r y t h ' s f o u r spell books (one v o l u m e p e r spell level) between each one.
contain the following spells:
1. H o b g o b l i n p a t r o l . 7 hobgoblins, a l l m o u n t e d o n m e d i u m
FIRST LEVEL: change self, colour spray, dancing lights, warhorses.
darkness, hypnotism, phantasmal force, wall of fog 2. Hobgoblin war party. 14 hobgoblins, all mounted on medium
SECOND LEVEL: b l i n d n e s s , i n v i s i b i l i t y, m a g i c m o u t h , warhorses,
misdirection 3. A squad o f Ranald's troops. 4 heavy cavalrymen, mounted
THIRD LEVEL: fear, invisibility 10' radius, hallucinatory terrain on heavy warhorses, and 1 4 hobgoblins, mounted on medium
FOURTH LEVEL: c o n f u s i o n warhorses.
The hobgoblins (AC 5; M V 9 " ; HD1 +1; h p 9 (x5), 5 (x30); +. 1;
Haggit's spell book contains the following spells: D1-6; SA missile weapons; xp 38 (x5), 30 (x30)) are armed with
heavy crossbows and horseman's maces. In each group there is
FIRST LEVEL: change self, colour spray one 9 h p h o b g o b l i n f o r e v e r y s i x 5 h p h o b g o b l i n s . A l l t h e
hobgoblins w e a r a r m b a n d s o f B a r o n Ranald's colours. Each
The other two volumes are an astrological almanac (worth 75gp) hobgoblin h a s h i s pay i n h i s b e l t pouch, t h e 9 h p o n e s have
which has been used to press wild flowers, and a collection of 2-12gp each, the rest have 1-6gp each.
music a r r a n g e d f o r t h e l u t e ( w o r t h 50gp). I f t h e characters
consult the almanac the DM should feel free to invent fortunes All the hobgoblins are mounted on medium horses (AC 7; M V
for them, ranging from death w i t h i n a l u n a r month to fabulous 18"; HD2+2; h p 1 2 each; -c AT 3; D 1 - 6 / 1 - 6 / 1 - 3 ) w h i c h h a v e
wealth, none of which need be true. been trained for war and are thus only 10% likely to panic or run
away. T h e f o u r h e a v y cavalrymen (AC 2 ; M V 6 " ; 2 n d Level
The lute is w o r t h 150gp. There is nothing else of value in the Fighters; hp 18, 14, 13, 1 2 ; # AT 1; D variable; xp 64, 48, 46, 44)
room. are armed w i t h lances (D3-9, double damage w h e n charging)
and longswords (D1-8). The leader is armed w i t h a longsword
+1. All are mounted on heavy horses (AC 5; M V 15"; HD3+3; hp
b. The Bedroom 18 e a c h ; ' AT 3 ; D 1 - 8 / 1 - 8 / 1 - 3 ) w h i c h a r e e q u i p p e d w i t h
chainmail barding (AC 5). A l l have been trained f o r w a r. The
When a character looks behind the curtain into the alcove the cavalrymen are part of Baron Ranald's regular forces and bear
DM should read out the following: his heraldic device upon t h e i r shields and surcoats. Each has
3-18gp in his saddlebags.
This alcove contains two unmade beds and a flat-topped
wooden chest. On top of the chest is a small chess set and a
single large candle. Furs cover the floor and walls. 4i. The Hobgoblin Encampment. ( A D 11 )
The beds contain n o t h i n g o f interest. U n d e r one is an e m p t y As the party approach t h e position o f the hobgoblin camp t h e
chamberpot and a short length of unfinished braid. The various DM should read the following:
furs are worthless sheepskins.
About 100 yards away, on the edge of a copse of trees, is a
The chest is locked. Garyth has the only key in his belt pouch, but group of humanoid creatures sitting round a fire. A short
the lock can be picked with the normal chance of success by any distance away several horses are tied to a fallen branch,
thief. It is not trapped.
The creatures are actually 6 hobgoblins (AC 5; M V 9"; HD1+1;
Inside the chest are clothes in human and gnome sizes, worth a hp 8, 6 (x5);, AT 1; D1-6; S A missile weapons; xp 36, 3 2 (x5))
total o f 2 0 g p . A t t h e b o t t o m o f t h e c h e s t i s a s c r o l l c a s e armed with heavy crossbows and horseman's maces.
containing a scroll of the following spells: hallucinatory terrain,
fear, f i r e b a l l a n d s t i n k i n g c l o u d . T h e r e is also a leather bag The seven horses are all medium horses (AC 7; MV 18"; HD2+2;
containing 125gp, a glass jar containing 200sp and a wooden hp 13 each;- AT 3; D 1 - 6 / 1 - 6 / 1 - 3 ) , are trained for war, and are
box containing a block of jade worked into a representation of a thus only 10% likely to panic or run away. The horses will only
tiger. It is worth 250gp. attack if they panic and are unable to flee (e.g. they are still tied
to the fallen branch). The hobgoblins have not set any sentries,
The chess set has azurite (deep blue) and rhodochrosite (light therefore the party will not have any difficulty in sneaking up to,
pink) pieces w i t h a board o f mahogany and hornbeam, and is or past, the camp. If, in these circumstances, the party attacks,
worth (as a set) 250gp. Each piece is worth lOgp separately, and the hobgoblins will be automatically surprised.
the board is worth 25gp on its own.
If the party charges the camp the hobgoblins will notice, and will
be able to fire one or two volleys of crossbow bolts at the party.
The exact number depends on h o w far the party has to charge
4. THE WOODLANDS into melee.
After the encounter with Garyth, the Illusionist, the DM should The hobgoblins are part of the army of Baron Ranald, assigned to
read out the following: s c o u t i n g / w i d e patrol duties. If captured and questioned any of
these hobgoblins w i l l k n o w general details of the w a r (though
From where you are standing patchy woodland and scrub not what the fighting is about), such as the fact that Ranald has
stretch away to the north. To the west the woodland seems virtually won. If questioned further any of them will inform the
heavier. In the east rise bleak looking hills, a continuation of party that the main body of the army is to the west and south.
27
A BOX FOR THE MARGRAVE
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BARGAIN BASEMENT
NEWS
The Bargain Basement (lair of the infamous Karen) is the place
where we consign all the stock which, for some reason or
other, can n o longer be sold a s 'perfect'. The degree o f
imperfection varies from a missing shrink-wrap tothe lack of a
page in a module, for example. The items all have two things in
common, however, they are all on sale at amazingly reduced
prices and none of them is rubbish.
T U R N B U L L TA L K I N G
It so happened last week that I spent a less than obvious. For instance, the Duke other case where an odd number would
substantial n u m b e r o f hours driving of Wellington would earn the player two derive perhaps a reader has come
around t h e countryside o f south-east legs since the bloke had two. The Dog across one). The Seven Bells is worth 0
England w i t h t w o , sometimes three, would earn the player four legs, while The but The Seven Belles is worth 14. I even
passengers. O n s u c h occasions t h e Dog and Duck would earn the player six. managed to resist the claim from one E.
conversation usually turns into a relaxed Plurals w h i c h a r e unspecified a s t o Gary Gygax that The Three Horseshoes
silence (maybe not so relaxed, depending quantity in the title of the pub are treated was w o r t h t h r e e s i n c e t h e y w e r e
on the state of the traff ic) a nd I sometimes, as though there are two of the beast in obviously attached to legs I claimed
metaphorically, get an old game out of the question so the Coach and Horses otherwise and he reluctantly conceded.
cupboard, dust it off and introduce it to would qualify the player for eight legs, it
the other occupants of the car. This is the being assumed there are t w o horses. Claims about numbers of legs apart, the
Pub Game and for the sake of those who However The Coach and Four would give other complication i n the game arises
have not come across this erudite piece of the player 16 legs. from the definition of 'the next pub along
work before, let me explain my version, at the road'. Sometimes two pubs face each
least, of the rules. The legs have to be explicit in the title of other from opposite sides of the road, and
the pub it's no good a player pointing to if one is called the Fish Inn and the other
Players take t u r n s i n pre-determined the inn sign and claiming that The Duke of The Coach and Four, fairly bitter argument
order and the player who is 'up' waits for Wellington happens to have a couple of can arise as to which was actually first. In
the car to pass the next pub on the road. blokes with him, a dog or two, and his such cases the normal house rule is that
That player's score w h e n t h e p u b i s wife. In a similar vein, arms do not count the pub on the left of the road comes
reached is determined by the number of as legs so the King's Arms would not before the one on the right though no
legs explicit in the name of that pub. Then qualify f o r any legs since t h e pub i s doubt there are other house rules to cover
the next player takes the next pub and so obviously about the bloke's arms, not his this situation. What about a pub which
forth u n t i l t h e end o f t h e journey i s legs. stands on a service road parallel to the
reached and the total scores compared. road? Strictly speaking i t is not on the
There are some oddities of course. A pub road the car is travelling on, but my house
The number of legs 'belonging' to a pub is called The Legs of Man would earn the rules a t least count such a pub i f the
sometimes pretty obvious, sometimes player three legs (and I don't know any service road is obviously just that. Is a pub
32
The designer can a t t e m p t t o antici- Starting spell books and other details
pate t h e actions o f a party, b u t n o
matter h o w m a n y courses o f action
are handled normally for the ranger
w h o gains t h e ability to use magic-
PA
he t h i n k s u p a n d p r e p a r e s f o r , user spells. MEMBERSHIP
somebody will think up another one.
It is the handling of these situations Q. Can paladins become lycanthropes? The PA is a club for all players o f role
which m a r k out good D M s from t h e Are t h e y i m m u n e t o a l l disease? playing games particularly the D & D
rest. (Advanced) and A D & D T M g a m e s . S i n c e i t w a s
founded i n 1 9 8 1 , t h e PA h a s b e c o m e
Q. A t w h a t level o f m a g i c u s e does a A. Paladins a r e indeed i m m u n e t o all the country's largest D&D club, and now
ranger cast druidic a n d magic-user forms o f disease. U n f o r t u n a t e l y f o r has this 4-page section i n IMAGINETm
spells? This affects range, duration, them, lycanthropy is as much a curse magazine. The benefits o f membership
and damage. (Advanced) as it is a disease. The D M G uses an include:
example o f a p a l a d i n c o n t r a c t i n g
A. W h e n a r a n g e r reaches 8th level he lycanthropy a n d a l s o m e n t i o n s t h e * F r e e badge, s t i c k e r a n d p e r s o n -
or s h e t h e n s t a r t s u s i n g d r u i d i c spells c u r e disease a n d remove alised 'credit-card style' m e m b e r -
spells. The number and level of spells curse as ways of eliminating it. ship card.
are g i v e n i n a c h a r t i n t h e r a n g e r
class description (PLAYERS H A N D - Q. H o w long does (or should) paralysis * S p e c i a l offers available only to PA
BOOK p.25) t h e y do n o t g e t a n y caused b y a c a r r i o n c r a w l e r last? members, including t h e 'R' series
bonuses for wisdom. What are the effects of multiple hits of modules and Bargain Basement
by this creature? (Advanced) y o u r chance t o b u y damaged-
The casting level i s o n e f o r a n 8 t h but-usable stock at greatly reduced
level r a n g e r, a n d a d d i t i o n a l l e v e l s A. P a r a l y s i s from creatures lasts as long prices. Fuller details of the special
increase the casting level. Thus, the as paralysis from a wand: 5d4 (5-20) offers are given on page 31.
'druid level' o f the ranger is always rounds(DUNGEON MASTERS GUIDE
his or her level m i n u s seven. p.136). M u l t i p l e h i t s f r o m a carrion F r e e postage and packing on m a i l
crawler ( o r a n y o t h e r p a r a l y s i n g orders from TSR Hobbies (UK) Ltd.
Rangers gain the ability to use magic creature) f o r c e s m u l t i p l e s a v i n g for UK and BFPO members.
user spells a t 9 t h level. M a g i c u s e throws o n t h e p a r t o f t h e v i c t i m .
takes a g r e a t deal o f practice. T h e When any one is failed, the other hits D i s c o u n t s on tickets for GamesFair
ranger m u s t find a tutor, get a spell have no further effect on the paralysis hobby conventions.
book, a n d s t u d y spells as a n o r m a l (damages still apply if given, such as
magic-user would. The level of magic by a ghoul or ghast). * L i s t i n g s o f PA m e m b e r s i n y o u r
use is a l w a y s equal t o t h e ranger's area (send SAE).
level m i n u s eight. Graeme Morris & M i k e Brunton
on the opposite side of a dual-carriageway enjoyment o f g a m i n g lies; g a m i n g i s a PA Memberships, TSR Hobbies (UK) Ltd,
countable? W h a t h a p p e n s i f t h e d u a l - hobby f o r enjoyment, n o t a v e h i c l e f o r The Mill, Rathmore Rd, Cambridge CB1
carriageway h a s h i g h t r e e s d o w n t h e self-aggrandisement. A n y o n e w h o i n - 4AD, ENGLAND.
middle a n d y o u o n l y c a t c h a n u n s u b - dulges in it for the latter reason is bound,
stantiated glimpse of the pub? What if, at sooner o r l a t e r, t o s u f f e r s e r i o u s d i s - together w i t h a cheque or postal order
a cross roads, t h e c a r p a r k o f a m a n y - appointment, b u t t h o s e w h o t a k e t h e made payable to TSR Hobbies (UK) Ltd.
legged p u b backs o n t o t h e road o n e i s former line w i l l earn themselves a long-
travelling along but the pub itself is down lasting hobby. The p u b game is a pretty LI P l e a s e enrol me as a n e w member of
a side road? trivial example o f h o w meaningless t h e the Players Association. I enclose a
concept of winning a game really is, when cheque/PO for E2.50 (overseas E5.00
No d o u b t t h o s e w h o h a v e p l a y e d t h i s compared w i t h t h e e n t e r t a i n m e n t t h e or US $10).
game h a v e f o u n d o t h e r s i t u a t i o n s i n game itself offers.
which a great deal of debate can arise. All El P l e a s e r e n e w my membership of the
of w h i c h , y o u m i g h t s a y w i t h s o m e Coming back to the pubs for the moment, I PA. I enclose a c h e q u e / P O for 2.00
justification, h a s n o t a l o t t o d o w i t h have never, search as I might, found The (overseas 5 . 0 0 o r US 810). M y PA
DUNGEONS & DRAGONSTM games and Centipede (in a n y event there w o u l d no number is
adventure gaming. But there is, it seems doubt be huge arguments as to how many
to me, s o m e t h i n g o f a parallel. I n m a n y legs t h e t h i n g actually has), T h e Coach
many years of playing the pub game in a and S i x o r t h e D u k e o f Yo r k a n d H i s Name ( M r / M r s / M i s s / M s )
variety o f d i f f e r e n t c o m p a n i e s , I h a v e 10,000 Men. If any reader knows of these
come across a lot of debate, a lot of claim or of any which w o u l d give a score of 14 Address
and c o u n t e r c l a i m a n d a m o n u m e n t a l or better, would he or she please could let
amount of confusion w h e n one is driving me h a v e t h a t information together w i t h
down a busy high street literally festooned exactly where the pub is... and don't tell
with p u b s . B u t i n t h e end, d e s p i t e t h e anyone else... I d o / d o not* wish m y name and address
apparent fighting, nobody seems to care to be available to other members.
who w i n s and w h o doesn't. A n d t h i s i s (" delete as appropriate) 1 3
exactly w h e r e I b e l i e v e t h e m a j o r " 3 Don Turnbull 1
33
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34
Commencing with issue 5, Mike Costello,
editor of the fanzines War Machine and TheImagination
Machine
Wargame News wi//be writing a regular
page to keep readers up to date on the
latest trends i n t h e h o m e computer
gaming market. By way of introduction,
this article sets the scene by looking at
some of the different types of games.
by Mike Costello
Keeping up to date with developments in done, they tend to be mere illustrations of book-keeping and other time consuming
the home computer market is practically a w h a t is going on rather than affecting the tasks out of conventional w a r g a m e s and
full-time job. M a n y aspects o f t h e c o m - structure of the game. are w r i t i n g Game-Assistance Programs
puter gaming hobby have changed con- (GAPs)tailored to published games. Many
siderably i n t h e l a s t f e w y e a r s . T h e However, s o m e o f these games feature games are screen-based, with movement
number o f computer games available t o role playing e l e m e n t s i n t h e sense t h a t of c o m b a t u n i t s being accomplished b y
owners o f h o m e m i c r o s h a s increased the p l a y e r - c h a r a c t e r i s e q u i p p e d w i t h joystick control, but this imposes restrict-
variable characteristics t h a t a f f e c t h i s ions on t h e n u m b e r of units that can be
enormously, and there is n o w a bewilder-
ing v a r i e t y o f g a m e s f r o m w h i c h t o abilities during play. There m a y also be represented and the amount of map detail
choose. A l t h o u g h s o m e a r e g e n u i n e l y NPCs who move around the environment that can be clearly displayed; others use
new kinds of game, others are adaptations i n d e p e n d e n t l y o f t h e p l a y e r, m a k i n g separate m a p s and playing pieces, w i t h
of types familiar to players o( 'convention- things m u c h m o r e interesting. M o s t o f the great advantage that the game pack-
al' (ie non-computerised) games. the i d e a s f o u n d i n s u c h g a m e s w e r e age becomes immune to software piracy,
pioneered i n t h e e a r l y m a i n f r a m e 'ad- but this can increase the time required for
Many r e a d e r s w i l l a l r e a d y b e f a m i l i a r ventures such as Zork, but this is a rapidly player input to the program.
with the Adventure games that have been developing field w i t h n e w techniques of
available o n n e a r l y a l l m i c r o s f r o m t h e player interaction being devised specifi-
dawn o f m i c r o c o m p u t e r h i s t o r y ( a b o u t cally for home micros. Amusement Arcades
1976). These sub-divide into a number of
different types. The text-only Adventure Economic g a m e s p r o b a b l y d e s e r v e a
is the most widespread, not because it is category o f t h e i r o w n . O n t h e face o f i t Reaction games, i n w h i c h s u c c e s s d e -
simpler than the others but because it is they sound quite dull; the program has a pends o n t h e p l a y e r ' s r e f l e x e s , w e n t
easier to rewrite a program of this kind for cyclical structure i n w h i c h t h e player is through an enormous increase in popul-
a variety of machines. The Scott A d a m s presented with a set of decisions to make arity i n 1 9 8 2 and still comprise some 80%
Adventures a r e t h e b e s t k n o w n , b u t a at the beginning of each (usually annual) of games software on t h e market. H o w -
number of authors have tried their hand cycle. The interaction o f these decisions ever, t h e a m u s e m e n t a r c a d e s , w h i c h
at t h i s t y p e o f g a m e . I n t h e U K , t h e is r e p r e s e n t e d b y a n e q u a t i o n w h i c h pioneered t h e s e games, a r e t e n d i n g t o
determines t h e i r results, a n d these are move back to more traditional entertain-
machine-code Adventures by Marc Leduc
and B r i a n H o w a r t h h a v e b e c o m e w e l l presented s o t h a t p l a y e r s c a n d e c i d e ments and home micros are not particular-
known t o I R S - 8 0 users, a n d t h e B r i a n w h a t changes to make to their strategy at ly suited to this type of game. In practice
Howarth A d v e n t u r e s are n o w being r e - the start of the next cycle, However, put a the programmers who intend to specialise
written for a n u m b e r of other machines. player i n t h e r o l e o f S p a c e S t a t i o n in this area will find themselves learning
Commander, and ask for decisions about specialised m a c h i n e code p r o g r a m m i n g
allocation o f the food supply, population techniques, which not everyone wants to
Sophisticated Software control a n d so on, a n d t h e w h o l e t h i n g bother with. The f e w programmers w h o
can become quite engrossing. are really expert in this area are in great
demand a n d a ' p e r s o n a l i t y c u l t ' p h e n -
Melbourne H o u s e ' s h i g h l y s u c c e s s f u l omenon i s b e c o m i n g a p p a r e n t i n t h e
The Hobbit, for the 48K Spectrum, shows The Unique Micro British computer gaming hobby, of a kind
that very sophisticated s o f t w a r e can b e that has already been seen in the States.
made available f o r v e r y l o w c o s t c o m -
puters nowadays, a n d emphasises t h a t A conventional g a m e of this type w o u l d Programming is a labour intensive task;
Adventures of this kind are essentially a be tedious t o play, b u t t h e h o m e m i c r o no-one has time to explore every avenue
linguistic c h a l l e n g e . T h e p l a y e r m a y makes short work of the number crunch- and write every possible kind of computer
encounter all sorts of fascinating environ- ing, a n d s u c h a design i s a n attractive game. M u c h m o r e could be done in t h e
ments a n d s t r a n g e c r e a t u r e s i n t h e proposition to someone thinking of writing way o f r e a l i s t i c s p a c e b a t t l e g a m e s ,
journey through an imagined world, b u t their f i r s t c o m p u t e r g a m e . E c o n o m i c which in the past have been restricted to
in the end it is the ability of the program to games seldom b e c o m e best-sellers b u t two-dimensional m a n o e u v r e s i n v o l v i n g
respond to English language commands represent a p p l i c a t i o n s o f t h e u n i q u e small n u m b e r s o f 'units. H y b r i d games,
with convincing a n d relevant responses capabilities of the micro and w i l l always which combine elements of arcade play
that distinguishes a t o p - r a t e adventure be w i t h us in one form or another. w i t h strategic considerations, have much
from a run-of-the-mill game. more l o n g - t e r m i n t e r e s t t h a n s t r a i g h t
Prospects f o r computer w a r g a m e s have reaction games, a n d m o r e o f these a r e
Graphic adventures appeared more recent- been t h e s u b j e c t o f passionate debate likely to appear in the next year or so.
ly and form the majority of n e w releases among w a r g a m e r s for some time. There
in this field. They can be sub-divided into are several radically different approaches; In t h e e n d , t h e success o f a c o m p u t e r
animated-graphic, in w h i c h the player is some players a r e l o o k i n g f o r t h e t r u l y game is dependent not on programming
intelligent opponent that will a l l o w them skill b u t on the quality of the underlying
given a picture o f events on t h e screen,
and static, in w h i c h the view seen by the to p l a y a g a m e s o l i t a i r e a n d s t i l l f i n d design, a n d t h e r e a r e f e w e r g o o d
player-character i s d e p i c t e d a s a p e r - themselves up against an enemy 'player' designers than good programmers.
spective d o w n a corridor or into a room. that can give them a run for their money.
Others are more interested in taking the 145 Mike Costello
Although the graphics are often very well
35
Dave Pringle, editor of Foundation: The
This 52 page edition features all of our current ranges plus further releases available in 1983.
M A I L O R D E R C H A R G E S : U K : Please a d d 5 0 p p & p ,
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Citadel Miniatures, 10 Victoria Street, Newark, Notts. cheques/P.O.'s payable t o Games Workshop Ltd.
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c r r i x p E L M E N I - A i r ail.,"
10 V i c t o r i a S t r e e t , N e w a r k , N o t t s . Te l : 0 6 3 6 7 7 4 9 5 C i t a d e l M
RAMmatures
Company, U.S.P.O.Box
Inc., P.O.62,
Box 12352,
Pans, Cinannati3Otuo
Ontario 45212
M I 3E5, Canada
In those days the colours of things were 'Show,' s a i d t h e grey-robed m a n w i t h A practitioner of violet cast violet d r o w -
close to the true colours, so few, so mild displeasure. 'Remmiry, let's see your siness o n p a r t o f t h e gathering. S t r o n g
potent. Only the faintest blurring o f newest illusion from the science of red.' words were exchanged on the true aspect
shadow-grey had entered the world, or of brown and the existence or otherwise
remained in the world, depending on The big man stood, shuffled his feet, and of indigo. P h a n t a s m a l f o r e s t s s p r o u t e d
which philosophers y o u chose t o to B r e c k ' s r e l i e f b e c a m e t h e f o c u s o f from t h e s t o n e f l o o r ; o r a n g e d e m o n -
consult. It was a gaudy time; but in the attention. H e coughed. ' I n the dominion illusions capered d o w n t h e table, h a r m -
sky there were no stars. of red fall matters of fire a n d w r a t h and less because no-one here w o u l d believe
blood...' in them; portions of the wall flicked i n t o
Thus w h e n t h e l o c a l i l l u s i o n i s t s w e r e invisibility or blossomed with unreadable
gathered in Breck the merchant's hall for 'We a r e n o t n e o p h y t e s , ' s a i d S u t a n e script that writhed and faded; and more,
more c o n v i v i a l d e b a t e o n i l l u s i o n a r y gently. and more. The gaudy company blurred in
power, it was hard for men of less subtle weariness and wine.
mind to insert a razor-edge of distinction 'I show.' Remmiry stared into his cupped
between t h e f l a m i n g r e d o f t h e s p e l l - hands, lips moving through some formula. Repeatedly Breck was aware of Sutane's
binder R e m m i r y ' s h a i r , t h e w i n e - r e d Feeble w i s p s of true-red rose above his eyes on him.
flicker o f the open fire, o r the Remmiry- hands, l i k e s m o k e f r o m h e a t e d rubies.
hair red of the wine Breck trickled into the Breck f e l t a s l o w anger: w h a t a p u n y It w a s l a t e evening. O n e w h o s e n a m e
mugs. A l l verged on t h e o n e true red o f showing f r o m o n e w h o s e l i f e w o r k w a s Breck f o r g o t w a s s h o w i n g a t w e n t y -
those days. Through a reek of woodsmoke supposed to be a grappling with ultimate faceted blue crystal w h i c h shuddered in
the same true colour sang from all three laws o f illusion a n d p o w e r ! H i s feeling her hands. 'Secret thoughts are caught in
places, and from a h u n d r e d more in t h e was e c h o e d i n a n g r y m u t t e r i n g s f r o m whispers,' she said theatrically. 'Or if the
crowded room. here and there about the table, noises of stone does not speak, t h e illusion t h a t it
protest f r o m t h e y o u n g e r o n e s w h i c h does is enough.' Something in the stone
'Show', said Sutane, a t the table's foot, began to rise in volume... did indeed rustle, sibilant, unintelligible;
smoothing his robe of unloved grey. 'It is its m a k e r translated inventively. ' S o m e -
time to show.' Remmiry threw his hands wide, a drama- one t h i n k s o f . . . t h e i n s e c t h e o n c e
tic gesture doubly enraging since nothing crushed. Of h o w he did not care to crush
'So soon?' Remmiry rumbled, 'Well, if we happened e x c e p t that the tide of anger it, until it settled on and defiled a fine fruit
must. I think you only entertain us, Breck, quickly ebbed. 'Red wrath, or the illusion he held: but then in his anger he crushed
so our efforts can entertain you.' of red wrath,' said the red-haired man. So it and the fruit together. Whose thought is
much w e have achieved. So m u c h more this?'
Breck smiled, t h o u g h t s elsewhere. ' Yo u of red remains to be known.'
do h o n o u r t o m y h o u s e , ' h e m u r m u r e d The vague feeling o f disappointment a t
insincerely, h i s gaze sliding again d o w n Sutane nodded. His features had s h o w n this r a t h e r t a m e revelation w a s quickly
the colourful double row of illusionists to no t w i n g e o f annoyance w h e n t h e rage shattered: ' I t i s nobody's t h o u g h t , ' s a i d
where he had tried not to stare. was at its height. 'Good. I shall need your Sutane with murderous calm, the words
formula o f control, f o r t h e archive.' A s falling l i k e b l o w s f r o m a c l u b . ' T h e
'Merchant Breck is a n u n m a r r i e d m a n , ' Remmiry lowered h i m s e l f to t h e bench, showings are at an end.'
said p l u m p M i r a , l e a n i n g f o r w a r d w i t h gratified, t h e g r e y M a s t e r looked f o r a
her inevitable arch smile. ' W e all k n o w long m o m e n t a t B r e c k , w h o m e r e l y The plain w o m a n in blue stared at him.
that u n m a r r i e d m e n m u s t m a k e w h a t blinked, glad t h a t his gaze had n o t been
opportunities they can...' on Intila. 'Master,' said Intila i n a l o w voice, a n d
touched his arm.
Mira's words, and the deadly little silence 'Show... Mira, you look eager.'
that followed, wormed their way belatedly '...Pardon me. Our good host's wine is all
into B r e c k ' s m i n d . N o t o n l y w a s h e The plump and green-clad woman licked too loquacious. M y s e l f , I h a v e l i t t l e t o
making sheep's eyes at the young woman her l i p s . ' T h e a l l - i m p o r t a n t a s p e c t o f show. M y w o r k still m o v e s t o w a r d s t h e
called I n t i l a , b u t h a l f t h e c r o w d w a s green i s t h a t o f Love a n d Fertility,' s h e colour t h a t does n o t exist; b u t s l o w l y.
watching w i t h i n t e r e s t a s h e d i d s o . began. A s u p p r e s s e d c h u c k l e o r t w o When w e meet again in a hundred days,
Confusedly h e g u l p e d w i n e , w h i l e t h e reminded Breck that Mira w a s known in who knows? M y goals a r e w h a t t h e y
young w o m a n , w h o s e s t r a i g h t y e l l o w these circles as 'the terror that lurks for were: t o achieve W h i t e , t o expunge t h e
hair held the truest of true colours, looked the u n w a r y ' . He sipped w i n e idly as she grey t a i n t f r o m t h e w o r l d u n t i l a l l o u r
into her own wine and frowned. She was produced a wicker cage of sluggish mice, bright i l l u s i o n s r e a c h f u l l p o t e n c y, t o
the j o u r n e y m a n a p p r e n t i c e d t o b e a k y - and enchanted them into incredible acts break the dark in the sky and see beyond...
faced Sutane himself. of fertility... no end to my ambitions, you see.'
38
'No end to your word-spinning,' grumbled A g r o w i n g h u b b u b o f debate, alarm, taken aback. M a n y illusionists had some
Remmiry. nervous laughter. Suddenly Sutane was mundane occupation, like Remmiry w i t h
at Breck's side: ' A w o r d w i t h you alone, his f o r g e o r t h e s e v e r a l t e a c h e r s o f
'The Guildleader does not show,' said the Merchant.' children in that night's assembly; others
woman o f t h e crystal, Vindictively. ' I t ' s turned t h e i r t a l e n t s t o p r a c t i c a l e n d s ,
easy enough to talk about this White, but The gathering w a s breaking u p as t h e y such as Mira with her dubious charms of
where i s it? W h a t have you d o n e i n a l l stood under the changeless black of the love and fertility. The h e r m i t mages like
your so-called researches? W h y s h o u l d night sky. Faint breezes ruffled the grass, Sutane n e v e r s e e m e d t o l i v e o n m o r e
you s i t at the end o f the table? I call t h e making ripples i n i t s d i m g l o w o f t r u e - than a i r a n d r a i n . W h i c h t h o u g h t l e d
question.' green (true colours did not fade, even in Breck to say:
darkness).
Sutane shrugged. 'I hoped not to squander 'If I may put one question . '
power. I n t h i s , s o f a r, I c a n n o t w o r k 'Stars,' m u r m u r e d Sutane.
alone.' He stood, tall and spare, pressing 'You wonder why my journeyman cannot
his right hand to his bony forehead as if it 'Stars?' gather food. I must renounce her aid. The
ached, t h e other gripping Intila's as she path o f perfection a n d W h i t e m u s t b e
sat. E v e n B r e c k f e l t t h e prickly a u r a o f 'A matter of legend. Great lanterns of true walked alone, away from others learned
power in the air. A wine-flask fell, gurgled white, s o m e w h e r e h i g h o v e r t h e b l a c k in the Craft.'
vivid red across the wooden table: nobody cloud round the world. Imagine them.'
moved to set it upright. 'The q u e s t i o n o f p a y m e n t , ' s a i d Breck,
'My im agi n a t i o n d o e s n ' t stretch s o far. even more dubiously.
Abruptly S u t a n e r a i s e d h i s r i g h t h a n d , Why should there be anything beyond?'
spoke an unspeakable w o r d and made a 'Ah yes. I offer you Intila.'
downward chopping movement. A p p a l l - 'The sun is beyond, we know that; it peeps
ing l i g h t , sourceless, eye-hurting, f i l l e d through t h e b l a n k e t o f t h e d a r k i n o n e 'Eh?'
the room to bursting point, like a cymbal- tainted colour o r another... T h e story is
clash translated f r o m s o u n d t o light. A t that o n c e t h e w o r l d w a s d r a b , m u d d y 'You c o v e t her; n o , d o n ' t d e n y i t . Ve r y
once it was over, leaving in Breck's eyes a foul... u n t i l t h e d e m i u r g e - i l l u s i o n i s t well. She is bound by oath to me and I can
roiling chaos of echoes and after-images Mijkebarr w o v e h i s g r a n d i l l u s i o n a n d transfer the oath-bond to you; permanent-
in black and all the true colours but that spelled away the darkness of Earth. There ly if you wish.'
one. it is in the sky, the dark, still clinging, still
envying t h e b r i g h t colours b e l o w. O n l y 'Done,' said Breck, caught off-balance in
'Was t h a t it?' h e h e a r d h i m s e l f saying, the faintest smear of dull grey is left on us a w h i r l of confusion.
'Was that... white?' here.'
'Excellent. L e t m y meagre d o l e o f f o o d
'My m o t h e r t o l d m e a l l t h a t once. I ' v e begin tomorrow. I go now; and thank you,
Slowly, painfully slowly, vision cleared in found nursery tales of very little practical on b e h a l f o f u s a l l , f o r y o u r e x c e l l e n t
patches to s h o w Sutane still upright but use in business, and it's as a businessman hospitality.'
sagging; Intila had slumped in her chair. that I w o n d e r w h y you've come out here
There w a s m u c h r u b b i n g o f eyes, w i t h to recite legends.' Breck was left pondering on the blend of
here a n d t h e r e a m u f f l e d c u r s e . T h e anger and satisfaction in Sutane's voice.
candles on the table, Breck noticed with a 'Within a hundred days, I think, we'll talk He stared again a t t h e featureless dark
sudden cold shock, had burnt down three again about practicality. I've learnt a truth above, and tried t o imagine great lamps
inches in that illusory moment. or t w o this evening, and I see my way to shedding a colour that did not exist. The
White... a n d o n t o expulsion o f Earth's flash t h a t w a s n e a r l y w h i t e h a d f a d e d
Over the confusion Sutane said: 'I am as drabness, the driving of the dark beyond from memory, though, and his eyes only
yet unable to refine this radiance to pure the stars. To business, t h e n . I c a n n o offered afterimages that lingered in d i m
white, w h i c h remains a colour that does longer trouble with the petty gathering of blank blobs of purple and green.
not quite exist. There's still a taint of grey berries f o r m y f o o d . M y m i n d m u s t
in t h e w o r l d , a n d I a m s t i l l p a r t o f t h e instead weave illusion. I ask you to send a
world. Ye t y o u m a y c a r e t o assess t h e daily a d e q u a c y o f v i a n d s t o m y h o m e
hypnotic p o w e r o f n e a r - w h i t e b y noting under the Grey Birches. For, shall we say, 'I a m b o u n d t o s e r v e y o u , ' s a i d I n t i l a ,
that t h i s m i g h t y a s s e m b l y o f m a g i c a l the next hundred days?' colourlessly. S h e stood b y t h e table, a n
experts has just been h e l d transfixed i n unmoving reef about which Breck's half-
and o u t o f t i m e b y i t s potency, a s t h e 'Mostly I deal i n valuable commodities, dozen s e r v a n t s eddied i n t h e i r c o m i n g
candles bear witness...' but no doubt I can oblige you.' Breck was and g o i n g a s t h e y c l e a r e d a w a y. T h e
39
stone h a l l seemed d r a b w i t h o u t t h e books and had already caused the violent for an inordinate while savoured the first
illusionists in their glowing robes. Intila's dismissal of one bookkeeper. In the days smile she'd allowed him. His restlessness
robe, like Sutane's, was dismal grey. that followed, Breck considered again his returned, though. The stained-glass brilli-
longing for the young woman... which ance outside now glowed threateningly, a
'Come and sit by the fire,' he suggested, made the oath intolerable, for how could gaudy insect with a sting. All the colours
still disoriented. It was almost like having he broach the subject when any hint of of the world held danger when one was
been married, suddenly and in absentia. his desire might bring him her dutiful and caught up in an illusionist's web.
joyless embrace?
She sat. Her eyes seemed huge in the 'Damnation,' said Breck.
small perfect face, their blue as pure as On the fifth morning Breck was staring
the speaking crystal's. 'I don't understand restlessly through the eastern windows He'd had the common schooling in the
it. He needs me to bring him food, even to of his low pillared hall. The land fell away Craft, but no talent whatever: his memory
take power from, sometimes, because in patches of near-true colour like a land- would only throw up fragments like drift-
he's old. Yo u s a w t h a t tonight. W h y scape of glowing stained glass: grass and wood. Some say the true colours are fixed
should he do this thing? Why? leaves all the same pure green, a single in number, maybe as few as seven; others
singing brown for treetrunks and earth, set n o bounds t o them b u t hold that
'It was a business arrangement', said the one blue gleaming from standing colours beyond the f e w we know may
Breck feebly. water and the one yellow i n the sun await discovery like the shores o f un-
which pierced the ever-dark sky. Only known isles. What did the book say about
'Then what have you sold him, merchant? faint filmings and shadowings o f grey white? ...Among the legends of the lost
What precious talisman is worth the loss disturbed the garish evenness, or lent colour are that it is the opposite of dark, if
of the best aid the Master could have?Tell perspective. It was like any morning in that can be imagined; that if all the grey
me that.' those days. were removed from g r e y t h e n w h i t e
would be created; that it is all colours
together, as if colours might be mingled
and fused...There was more half-remem-
bered nonsense in this vein, linking true
Among the legends of the lost colour are that it is the
white to purity and all the virtues together,
opposite of dark... that if all the grey were removed from grey and cynically concluding that for such a
then white would be created. thing to be, all the world needs must be
changed. Well, quite.
'It's unbelievable. He wanted me perfect With a n effort Breck ignored the first She shrugged. 'I lied. I said I came from
for the Craft. He hated even to see men statement. '...The illusionist w i t h t h e Sutane: Laa was only too pleased to think
look at me, hated it bitterly. It makes no crystal, ah yes. Why would you visit her?' her stone would be described in the Great
sense, merchant.' Record. And no, you haven't been thinking
'If I w e r e released f r o m t h e oath, I such dreadful, terrible things about me.'
'The name is Breck,' he said, wondering wouldn't tell you.'
whether the transferred oath would hold Brock felt his ears might have assumed
under the strain should he order her into 'But since things are as they are?' the true red of fire or ruby. 'The idea... it
his arms (Yes, he realised with what was makes one think all the worst things in
almost terror, it would). At the same time 'She would... loan m e the crystal i f I the effort not to think them.'
he f e l t obscurely certain t h a t words asked.'
spoken that evening held the key to all 'Well, Merchant Breck, if those were the
Sutane's dealings, but when he pursued 'Whereupon you'd ferret out my inmost worst thoughts you could think of me, I'm
that train of thought it was lost in a thin secrets? No, o f course. Furtively you'd reasonably flattered.'
haze of wine. creep to the grey birches and eavesdrop
on Sutane.' He folded his arms, admiring There was a pause: the cool room seemed
his own insight. extraordinarily stuffy and uncomfortable.
Feebly Breck said: 'Thank you. Why not go
In the days that followed, one of Breck's 'I want to know.' and use this thing on Sutane now? No,
men s e t o u t each morning w i t h pro- why don't we both take a walk to the Grey
visions, an unpopular duty, since the grey 'So do I, so do I. Feel free to carry on just Birches...'
birch clump was some miles distant, and as you please... for now.'
it often rained. In the days that followed, They went out together into the glowing
Intila continued defiantly to wear dingy She smiled. 'Thank you.' world. Presently Breck took her hand; or
grey and t o pose a problem as to her perhaps she took his.
household position. At present her keen When she'd gone, almost at a run, Breck
mind was turned onto the merchant's sat on the edge of his counting table and
40
By the time the birches came into sight, a
rare shadow on the vivid fields, Breck was
in fizzing high spirits. He felt as he had at
half t h e a g e , w h e n f i r s t a n d a l m o s t
painfully a w a r e o f w o m e n . T h e t h r e e
miles journey seemed only too short.
Then h e s a w t h e s m a l l y e l l o w - h a i r e d
figure, already well clear of the wood, and
cheerfulness bubbled up to reach his lips
as a grin. The grin died as she came closer
and h e saw her haunted face.
'I mustn't say more, except that you need about certain profits in hidden vaults. All
'He c a u g h t y o u ? I n t i l a , i f h e . . . W h a t not h a v e f o o d s e n t t o t h e b i r c h c l u m p that t i m e Intila r e m a i n e d i n h e r room...
happened?' now. There are two packages there at the When the ritual farewells had been said,
edge, untouched. The Master did not eat and Breck had parted with more in tithes
'No. H e never s a w me. H e sees nothing today or yesterday. Nor w i l l h e until the than he liked, though less than he might,
and his thoughts have all turned i n w a r d end.' he found that some little part of his mind
like s n a k e s t h a t c o i l u p . H e ' s s i t t i n g had been toiling all the time to unravel the
crosslegged in the open with fallen leaves 'I have my obligations,' Breck said glumly. web b i n d i n g h i m s e l f a n d I n t i l a t o t h e
in his hair.' 'If the food is wasted, then it's wasted... schemes of Sutane. In t h e fresh g l o w of
but it'll be delivered just the same.' morning i t w a s h a r d t o b e l i e v e t h e
'Dead.' B r e c k w a s a l m o s t relieved. H e blackness of it.
reached t o take h e r arm: s h e struck his Together, t h o u g h n o t t o o closely, t h e y
hand down. plodded back to Breck's home through the He thought: Sutane's perfection needs a
fading afternoon. T h i s t i m e t h e j o u r n e y sacrifice. A sacrifice h a s t o b e perfect,
'Don't. N o t n o w. . . H e i s n ' t d e a d ; h e ' s seemed endless. and I suppose Intila is. Her oath-bond to
following h i s w a y a s h e s a i d , a n d s o Guild and Guildleader n o w requires h e r
quickly. A hundred days? He'll be there in 'Don't anger Sutane. Please,' she said in to remain perfect... for Sutane. The f r u i t
ten. Or sooner.' a l o w voice a s t h e y parted o n t h e which the insect must not pierce.
threshold.
'Well, good for him. W h a t ' s wrong?' He t h o u g h t : W h y f o i s t h e r o n m e ?
Breck's thoughts whirled in n e w confus- Because e v e n S u t a n e c o u l d n o t b r i n g
'Good for h i m b u t n o t for everyone. The ion as he asked Emberson the factotum to himself to offer up one w h o served h i m
way o f perfection is crueller than I ever take food t o Intila's room, w h i l e h e ate daily. He needs time to harden himself.
thought. No. Please don't touch me.' alone i n t h e stone-flagged h a l l . I t w a s
absurd to have shifted in a single day from He thought: In some way, some sending
'Why? W h a t ' s going r o u n d i n t h a t bony one k i n d o f r e m o t e n e s s t o a n o t h e r, of illusion, h e called h e r. T h r o u g h t h e
head of his?' avoiding Intila first t h r o u g h fear t h a t he stone he told her her duty. A n d straight-
might u n f a i r l y c o m m a n d h e r, a n d n o w away she drew back from me.
She stared a t some far-off hill. 'I under- because s h e h a d u n f a i r l y c o m m a n d e d
stand now what Laa heard, about the fruit him. Words like 'sacrifice' and 'fruit' and He l e a n t forward, e l b o w s o n t h e r o u g h
and t h e insect. S u t a n e ' s path t o W h i t e 'perfection' were still buzzing through his wooden table, face hidden in his hands. /
requires a sacrifice. I m u s t n ' t t e l l y o u skull when, uncomprehending and a little could a r r a n g e f o r h e r t o b e v i r g i n n o
more; oaths; l o y a l t y t o t h e Guild... Yo u fuddled, he stumbled to his bed. longer, h e t h o u g h t w i s t f u l l y. N o . N o t
shouldn't touch me and it would be better when Intila repulsed him.
if we didn't speak, or look at one another, There followed a hiatus: a visit from t h e
or even linger in the same room. Not yet. I district's tax gatherer. Day after day Breck Very well. If he could not weight on pan of
like you, Breck, but not yet.' poured w i n e f o r h i m , t r y i n g t o keep h i s the balance, he might still lift something
wits about him w h i l e displaying the right from t h e other. D o u n t o o t h e r s a s t h e y
'A sacrifice,' said Breck with rising anger. record scrolls and lying w i t h due artistry would do unto their own.
41
The sword h a d been h i s father's: a 'I see you. Lecherous, monstrous beast of everywhere, even from Intila's scorched
mercenary had begotten a merchant. It a merchant,' said a thin voice that shook clothes, b u t she w a s stirring. The m i n d -
seemed numbingly heavy as he buckled it with rage, and maybe something more fire m u s t have roared over them as they
on, a n d t h e bright scabbard shrieked than rage. 'Insect that violates my fine fell, leaving a trail o f burns and blisters
against the background of his habitual fruit.' but n o t death; p e r h a p s t h e s w o r d a n d
brown clothing. A trace of red rust on the Intila's pale defence had helped abate it.
grey metal did not, he supposed, matter Too late, they sprang apart. Sutane was And S u t a n e g l o w e d b r i g h t e r, a f e a r f u l
very much. He felt a fool though, striding coming slowly through the trees, black light burning through him in a colour that
again over undulating country towards eyes terrible with a kind of triumphant hurt the eyes, a colour that had been lost.
the birch clump, and from time to time anger, h i s cupped h a n d s cradling a
stumbling as the massive weapon swung sphere of smoke like incandescent ruby. 'I a m purged,' h e said. ' A h , t h e w a y o f
and contrived to catch between his legs. Breck saw he was thinner, beakier, flesh White w a s hard for one w h o s e nature
Though t h e d a y w a s bright h e w a s pale almost to translucence. Somewhere was riddled w i t h anger and impatience.
sweating coldly when h e reached the close, b u t f a r a w a y Intila cried o u t , With Remmirry's spell of wrath I saw how
grey trees whose every whisper or creak 'Avert!' and dropped into mumbled incant- to fight anger with anger, red with red, to
breathed menace. Clumsily, to a noise of ation. Breck knew without words that the let the angry red w i t h i n me swell u n t i l it
grating rust, he tugged out the sword. glow i n S u t a n e ' s h a n d s w a s d e a t h , burst like a boil in one cleansing, destroy-
Breck's d e a t h . A s t h e i n t e n t i l l u s i o n i s t ing blast. I u s e d m y rage a t t h o s e w h o
It was then the tenth day since Guild- spread h i s fingers w i d e , t h e red s m o k e stared a t m y Intila; I s e n t h e r a w a y, m y
leader and Master Illusionist Sutane had swelled t o bloody flame; I n t i l a shrieked fine perfect fruit, hiding from myself just
why, u n t i l t h e s i g h t o f a c o a r s e i n s e c t
merchant o n h e r perfection b r o u g h t a l l
my rage to a head and made it boil f r o m
me under the spell's direction. You under-
stand? I couldn't hate you n o w if I wanted
to. Now... White... a changing of the world
and the breaking of the Dark!'
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LETTERS
Obviously, with the launch of iMAGINETm I dislike Dispel Confusion. Worrying about
magazine only just past, t h i s month's the rules is the last thing someone should
mailbag is dominated by reactions to the do if you are unsure of a rule, make a
magazine. This column represents the judgement of you own. Asking for a ruling
kind of letters we received. smacks of a lack of imagination.
FANZINES
This is the page where we take a look at S.E.W.A.R.S. 11 is an interesting issue Greatest Hits 1 0 6 from Pete Birks, 39
the various amateur publications around dominated by a one player and referee Handforth Road, LONDON S W 9 OLL
the country. First of all, there is news of dungeon adventure as used in a com- brings the usual mix of letters, games
two NEW fanzines: petition run bythe Basildon Dungeoneers. reports and personal insight to the world
There are also a number of reviews and a of gaming. Printing is much improved; the
Tales From Tanelorn 0 was pressed upon word-search puzzle. 3 2 pages for 60p, earlier problems have been overcome.
me by Matt Williams of 135 Kenilworth available from Chris Baylis, 12 the Fryth, Lively debate as always, for a subscript-
Road, COVENTRY CV4 7AF. T h e real BASILDON, Essex SS14 3PN. ion only price of 2 for 5 issues.
thing is to be published every six weeks or
so for 50-60p. I t will be a Diplomacy/ Acolyte 45 contains Pete Tamlyn's usual Alan Parr's postal gaming 'zine Hop-
FRP/ Moorcock 'zine. M a t t i s such a thorough job for the Diplomacy player, scotch 2 7 carries the usual news and
Moorcock fan he' was actually critical of with part XVI of Designing RPGs, reviews, progress reports (Tom Kirby's Swavesey
'Elric M o o n g l u m ' being the cover of pages of letters, and information for the promoted from Div. ll in United) for just
IMAGINETm m a g a z i n e # 1! S t i l l , a garners. Pete is feeling rather embattled 20p. A l a n a l s o r u n s t h e 'zine bank,
promising pilot for a new fanzine. at the moment; writing to 6 Broughton offering a selection of all kinds of fanzines
Close, Bierton, AYLESBURY, Bucks HP22 for f l C o n t a c t 6 Longfield Gardens,
Poleaxed Patriarchs is the second soon- 5DJ, will doubtlesss cheer him up. 40p TRING, Herts HP23 4DN.
to-be-released 'zine to place a flier in my for 34 pages.
hands. A t 60p for 32 pages and a card Wargame News 4 has games reviews,
cover, it will appear every 6 weeks. David NMR 37 is the first issue of this 'monster news and a glossary of Types of Liquid-
Messenger, 3 T h e Leasow, Aldridge, zine' to have reached us here. It contains ation (sic) of the financial variety for those
WALSALL, W . Midlands W S 9 OEF i s a Guide t o Postal Diplomacy, Record who might be creditors with Simpubs.
responsible and he hopes to include FRP Reviews, plenty o f letters, and games 65p for 16 pages, aimed at wargarners.
articles and scenarios, Diplomacy, comic reports. 40p for 32 pages, available from War Machine 17 carries much the same
news, a comic strip, and all the rest. You Brian Creese, 256 Canbury Park Road, format for micro-garners E l f o r 2 4
have been warned. Kingston-upon-Thames, Surrey KT2 6LG. pages. Both are nicely produced; get them
44
letters,. hankieschin and hobbyrneetcforticoming event,lettorsfanzineL..cliubs , , tl-Tmestafonthcoming eventsletters.fanzinesclubs ancll 51tAI:rvtottsiorthcoming events-Jettersfaminesclub and hobbyasteets
Kevin West, We l w y n Garden City: I am another. A l l the same, w e are taking note People were not complaining about being
sitting i n m y o ff i c e h a l f w a y t h r o u g h a of t h e f e e l i n g s e x p r e s s e d i n a l l y o u r able t o b u y t h e magazine cheaply, t h e y
magazine which excels even the fabulous letters, a n d we w i l l be seeking to improve were complaining about having to buy it
White D w a r f . T h e t e s t i m o n y t o t h e the magazine i n accordance w i t h y o u r at a l l ! C o u l d w e s e e a r e t u r n t o t h e
impression t h a t IMAGINE magazine # 1 wishes all the time. 'Substantial Discount' idea, and see other
has made on m e is t h a t I'm w r i t i n g to a information (Bargain Basement, Milldays
magazine for the first time. The artwork is M i n d you, h o w could we pass up a snide etc) mailed to PA members?
absolutely superb. Please, would it not be c o m m e n t such as the one in Mike Lewis'
possible to make all the covers available letter? The A D & D game not being a role- Similar c o m p l a i n t s h a v e a p p e a r e d i n
in v a r i o u s sizes i n t h e i r u n a d u l t e r a t e d playing game?! K n o w i n g that Mike is an several fanzines, a n d w e r e e x p r e s s e d
glory? adherent o f the sort o f FRPG w h e r e you directly t o m e m b e r s o f I S R ' s s t a f f a t
roll three dice and consult a table to see if GamesFair. There are two separate issues
I enclose a cheque for a subscription! you successfully get your sword out of the here. T h e easier one concerns t h e con-
scabbard, we would challenge his opinion tents o f t h e P A N pages. T h e y w e r e
Clare Dunderdale, Lowestoft: I enjoyed anyway. B u t w h a t d o y o u f e e l ? W h a t popular features w h e n t h e y appeared in
the first edition very much. It is ideal for RPGs r e a l l y d o m a k e f o r g o o d r o l e - that publication, a n d w e f e e l t h e y w i l l
an inexperienced D&D game player like playing, a n d how? continue t o b e so. A n d yes, S t i r g e a n d
myself. Rubic w i l l be r e p r i n t e d a l b e i t suitably
Now, a topic that has caused a f e w more revised u n t i l t h e y h a v e r e a c h e d t h e
Matt Quartermain, Crawley: The major- strokes o f the pen. point where PAN left them.
ity w a s e n j o y a b l e e n o u g h t h e b e s t
thing being t h e S w o r d o f Alabron. I a m Mike L e w i s : P A N . C o u l d n ' t y o u j u s t The wider issue concerns the connection
particularly impressed w i t h t h e fanzine absorb t h e features i n t o t h e magazine, between PAN and IMAGINE magazines. It
section. S o m e of your comments on t h e rather than having a separate insert? was o u r o r i g i n a l i n t e n t i o n t o o f f e r a
'zines a r e misleading, h o w e v e r. I t h i n k after all, t h a t w i l l make it a l o t easier to worthwhile reduction on subscriptions to
you a r e placing t o o m u c h e m p h a s i s o n phase them out! PA m e m b e r s . T h i s w a s scotched by t h e
appearance. M i m e o 'zines, like Greatest retail trade, who, naturally, d o n ' t want to
Hits, will never reach the standard of litho Ti m E l l i s : S t i r g e C o r n e r s e e m s v e r y see t o o m u c h o f the d i s t r i b u t i o n o f the
'zines l i k e Dragonlords, b u t material similar to the first Stirge Corner in PAN; magazine d e a l t w i t h o n a s u b s c r i p t i o n
this i s a d i ff e r e n t b o w l o f oysters. W i t h Rubic is t h e first episode reprinted; and basis. T h e current arrangements for the
any luck, Pete Tamlyn should take you to Mike Brunton's article appeared in PAN, PA w e r e the best compromise w e c o u l d
task over this in his excellent column. as w e l l a s W h i t e D w a r f . W i l l w e P A reach in the end. The PA r e m a i n s a very
members h a v e t o w a i t f o r S t i r g e a n d good d e a l f o r members, a n d I S A w i l l
Rubic to catch up to where they left off in continue to support it.
IMAGINETm magazine does not intend to PAN before we get anything new?
get into the habit of getting the last w o r d IMAGINE magazine w e l c o m e s a n y
in r e p l y to letters. Usua lly, w e w i l l only As f o r t h e general i s s u e o f t h e Players' correspondence, on any subject, f r o m its
comment in response to a direct question Association Thanks for Nothing! Having readers. Please write to IMAGINE maga-
within a letter. A l l we w o u l d want to say seen D o n m i s i n t e r p r e t q u e s t i o n s a t zine (letters), T h e Mill, R a t h m o r e Road,
to the above is that we feel they prove the GamesFair, I s e e w h y y o u f a i l e d t o Cambridge CB1 4 A D . L e t t e r s appearing
old adage about one person's meat being understand the complaints regarding your in this column may have been edited for
an i n s u l t t o t h e v e g e t a r i a n b e l i e f s o f previous PA N / I M A G I N E s u g g e s t i o n . length.
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1829
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