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No.

3 J u r 1 9 8 3
TM

Adventure Games Magazine

Advnr
fictio
* Bask?' or
AdvAnced?
* Home
computer
games
* Reviews, news
and regular
features
WITH
DUNGEONSISLDRAGONS
Fantasy Adventure Games

The Basic Set starts your journeys


through enchanted lands of dragons
and magic. Advance your skill and
add to your excitement with the Dear
Expert Set.
D U N G E O N S &DRAGONS\
Games
The Original Fantasy Role Playing Adventure

TSR Hobbies, Inc. I n the UK:


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DUNGEONS & DRAGONS and D&D are registered trademarks owned by


TSR Hobbies, Inc. t 1582 TSR Hobbies, Inc. Ail Rights Reserved
Editorial
No 3 June 1983.
Published by The adventure gaming fraternity embraces m a n y different
TSR Hobbies (UK) Ltd. kinds of people, and many different types of gaming. Take two
Publisher D o n Turnbull extremes as evidenced by the pages of this very magazine.
Editor K e i t h Thomson There are those f o r w h o m gaming, b y circumstance o r b y
Assistant Editor. P a u l Cockburn choice, is a very solitary activity. Computer gaming, or at least
Editorial Assistant K i m Daniel
the home micro end of the market, obviously tends toward a
Art Supervisor P h i l i p Kaye
solo approach; you plug in, switch on and it's you against the
This month's contributing artists: machine. Solo wargaming and the advent of the solo AD&DTM
module M 1 B l i z z a r d P a s s a r e o t h e r aspects o f t h e s a m e
Richard Clifton-Dey Paul Ruiz activity.
Ian Williamson Shoo Rayner
Jeremy Goodwin Pete Young
At the other end of the scale, over 400 people descended on
GannesFair '83 at the end of March, and many others pile into
IMAGINETm M a g a z i n e is p u b l i s h e d m o n t h l y Gamesday, Dragonmeet and other conventions. The mailbags
by TSR Hobbies (UK) Ltd., The Mill, R a t h m o r e
Road, C A M B R I D G E C B 1 4 A D . Te l e p h o n e :
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0 2 2 3 2 1 2 5 1 7 . Telex: 8 1 8 7 6 1 . examples of the natural desire of most garners to get together
IMAGINE Magazine is available from all good
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Back i s s u e s o f I M A G I N E M a g a z i n e , w h e r e
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orders. I f one or m o r e issues i n an o r d e r are and t r y to learn. W e hope t h a t this w i l l always mean t h a t
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IMAGINE magazine will grow and develop with its audience.
merchandise from t h e publisher.

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
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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
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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
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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.

IMAGINE Magazine gratefully acknow-


ledges the support offered by its sister
publication, D R A G O N ' m Magazine,
published by our parent company TSR
Inc., P O B o x 7 5 6 , L a k e Geneva,
Wisconsin 5 3 1 4 7 , U S A . A r t i c l e s
appearing in IMAGINE Magazine may
have p r e v i o u s l y appeared i n t h a t
publication.
The Beginners' Guide to Players' Association News.
Role-Playing Games, our feature A magazine within a magazine,
for the n e w player, with Nic Novice 4 edited by Graeme Morris.
Stirge Corner, by Roger Musson, PAN Pipings 31
a guide for the inexperienced player 7 Turnbull Talking 32
Basic or Advanced?, the two systems Dispel Confusion 32
contrasted, by Noel Williams 9 Rubic of Moggedon 34
Tavern Talk, by Pete Tamlyn 12 The Imagination Machine,
Games Reviews, home computer games assessed,
adventure games under the spotlight 12 by Mike Costello 35
Illuminations, news from Book Review, by Dave Pringle 36
the world of games 17 Too Good To Be, original
The Encounter, by Garfield Mark 18 adventure fiction by Dave Langford 38
A Box for the Margrave, an AD&DTM Letters & Fanzine Reviews 44
Mini-Module for 4 - 7 characters, The Sword of Ala bron, Cartoon
by Mike Brunton 21 Adventure by Ian Williamson. 46

Jewel in the Skull, by Richard Clifton-Dey cover

CONSTRUCTING
SCIENTIFICTION & FANTASY

by John Asmead, Darrell Schweitzer & George Scithers

If you have ever wanted to write for this or any other


magazine, this booklet, published in the USA by TSR
Inc, will be invaluable.

Containing hints on everything from the first draft to


the final article, this 32 page booklet is being offered for , . .-,--H-- - _-.A - - - - - 7.-_ J. - - - - r f - - . , - , , , ; , , - - , ; . ; - " A
the first time in this country only through TSR UK Ltd. i-_.31-.---=_----_-.-.-,,,----_1 , . , t t , . 0 ' , .,.-,';.----
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So if you ever wondered how it was done, or if you just #E--ct % , _ 1_ _
want to know what Scientifiction is, write off to us now! ,_;A:t _e,tzry...L._),-.:,,----&-t-:,-,,,-t,-__-__T- ---21'.,--t-,,,,
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This offer is made at the modest price of 75p plus a
-.7
stamped, self-addressed, A5 envelope direct from us at : L-_,--,Z-:'71.7"..--;',1;:----*,--/C - ..
TlMill.
n-::41-:-- A . 4 ' - * - i : 1 '' - - ' - ' . k t t - ' S t
2
CONTRIBUTORS

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

* A p r i z e competition! S o l v e t h e * D r u i d s , how to make the most out of


mystery o f t h e p i c t u r e s a n d y o u this class. Part of our special Celtic
could w i n E 4 0 - w o r t h o f goodies theme f o r issue 5.
from TSR's range o f games.
Ca n t r ip s , t h e n e w, official 0-level
* Cinderella Switch, by Anne spells f o r illusionists a n d m a g i c -
McCaffrey. The first UK publication users, from the pen of Gary Gygax,
of this short story from the author plus the first appearance anywhere
who brought you the Dragonriders of a 0-level scenario (honestly!).
of Perri.
* T h e Thief-Acrobat, the next in the
A r a m a x One, a STARFRONTIERSTm line of new character classes for the
scenario, b y M i k e Brunton. AD&DTM game.
3
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(swordin hand,ieBram/told n satis


t h e dueking goblin. A n Fantasy literature abounds
in the door. 9-t nodded - \ goblin,
mace.reeled back limbs flailing, with such tales but the
deeds of brave warriors, devout
faction as it kidded into the 1 ultder the impact of the clenc's clerics, arcane spell casters and
wall. Across the roomhe s i x , th a cry of arcane words and
cunning thieves are not restricted to
goblins, their evileyesglowed red mysticalpasses,Sarak. unleashed the novel. The players of fantasy role-
in thelliekring torchlight. A half his power.That instant the battle playing games can participate in many
smilecrossedhisscarredface at the ,wasover. rraegobans'eyesg different adventures, experiencing t h e
thought of action. By his thrill of exploration and combat.
asthey lea to the floor asleep.
stoodJoanda, a warrior priestess, This adventure took place during such a
ready to deal death to the Spawn Relievedby the outcome, lowly game. S u e , t h e referee o r Dungeon
oI Chaos. Master, has created the setting and runs
stepped towards the gobans only the game acording to the rules. The other
to be stopped halfway by Bram- players each take the role of a fictional
Lawny, a thief by h u n g hold. A brief argument ensued, figure, like an actor taking on the part of a
backby the door.9NLotfor her the but Lemmy and goancia's cold character i n a play. J o n i s playing a
risco'. deathon theend ofagoblin the goblins
Brunthold's
logic1,0011 out over fighter; Anne, a cleric; Terry, a thief; and
Alan, a magic user. In the dungeon, the
spear,therewereeasierways to ga code of o u r players have j u s t approached a large
rich. She tried to keep watch, on were swiftly despatched A search, wooden door. Terry's thief lisened at the
both, thecorridr and the room revealed a wooden chest, a fru, door but failed to hear anything.
and stood prepoared for flight if silver coins andakey. 9/atit agrin
Jon 'I'll kick in the door.'
anything went ,wrong. Lemmy placed the key in the

Brarriliold cursed as
s-Wal
head
lock of Jon's fighter has a high strength increas-
ing his chance of opening the door. Sue
swungharmlessly over secretly rolls a dice and the throw is
sufficient t o open t h e door. She n o w
,s \ \ quickly checks her room description to

see what the room contains.
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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.'

PARTTHREE - ENGAGING IN COMbilT*


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6
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.

Let m e give you a n example. A group of


players, passing a n o r c stronghold a t a
discreet distance, notice that the solitary
sentry is swigging r a t h e r heavily from a
Stirge
bottle. Perhaps this w a s intended by the A page for the
dungeonmaster a s a n i n c e n t i v e f o r t h e
players to attack, b u t one of the players not-so-experienced
decides o n s o m e t h i n g else. H i s halfling
character borrows a hooded cloak which
adventurer
is too large for him from one of the other
characters, and advances on the drunken
arc sentry going 'wh00000', and pretend-
ing to be a ghost... W h a t happens? by Roger Musson
Well, it will do the DM no good to search
through a l l t h e r u l e b o o k s h e c a n f i n d will just heave half a brick at him, or what- A r t h u r complaining t o M o r d r e d t h a t the
looking f o r a section e n t i t l e d 'ha/flings, ever. I ' m j u s t m a k i n g u p f i g u r e s a n d last blow really ought not to have hit him)
hooded, p r e t e n d i n g t o b e g h o s t s , o n results off the top of my head t h a t ' s the but it slows down play too much as well.
drunken orcs, e f f e c t o f ' . T h e m o s t way the DM has to do it. The D M ' s ruling is final. Objections that
thorough s e t o f r u l e s i m a g i n a b l e i s n o t start along the lines of 'oh, but it says on
going t o c o v e r t h e l i k e s o f t h a t s o r t o f I d o not recommend that a DM, w h e n page 9 4 o f t h e P l a y e r ' s Handbook....
thing. making u p a n e m e r g e n c y r u l e , s h o u l d should be discouraged.
announce it to the player(s) concerned. It
is far better to just apply it and announce Be careful though. I f i t t u r n s o u t t h a t a
Unforeseen events the result. In order to keep up the fantasy genuine misunderstanding h a s occured
atmosphere, t h e l e s s s a i d a b o u t r u l e s say t h a t a D M h a s overlooked a r u l e
So the D M m u s t be able t o improvise a during play, the better. that a p l a y e r w a s b a n k i n g o n t a k i n g
ruling on t h e spot. A n d w h i l e the above advantage of, and the player loses a good
fanciful problem i s n o t likely t o crop u p character as a result the situation can
very often, if ever (I can recall it once), you 'Rules lawyer' be q u i t e a w k w a r d . A s t h e D M , o n e
may take it for granted, if you set out on a neither w i s h e s t o r e t r a c t t h e p l a y ('It's
career a s a D M , t h a t o t h e r, s i m i l a r, There i s a t y p e o f p l a y e r k n o w n i n alright, A r t h u r ; y o u w e r e n ' t killed a f t e r
unforeseen events w i l l occur w h i c h w i l l wargaming circles as the 'rules lawyer', all') nor lose the character through w h a t
not be covered in the rules. Therefore you usually referred t o w i t h tones of repug- is arguably one's own fault. It's best not to
must be prepared to improvise. Also, you nance. T h i s i s t h e s o r t o f f e l l o w w h o let such situations occur, i f you can help
should be prepared to think quickly, since rejoices in finding opportuntites to make it!
there a r e f e w s i g h t s s o p i t i f u l a s a highly unrealistic o r improbable m o v e s
dungeon-master overtaken by some u n - w h i c h a r e nevertheless l e g a l g i v e n a n
expected outcome, looking blankly at his absolutely literal reading o f the rules as
charts and saying 'err.... u m . _ lumme' for they stand, even if it is fairly obvious that
five minutes. this 'loop-hole' is only there because of 00 Roger Musson
7
YOU ARE IN A MINIATURES

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8 Please mention IMAGINETm magazine when replying to advertisements


Basic or
1--n_
0 anceol?
by Noel Williams
find familiar and jump. Also, a Basic W h a t are the m a i n differences between
player can choose between being a thief, the t w o g a m e s t h a t m a k e t h e s e varied
fighter, magic-user, cleric, dwarf, halfling playing s t y l e s p o s s i b l e ? W h a t w o u l d
or elf. In Advanced t h e same player w i l l players f a m i l i a r w i t h B a s i c f i n d n e w ,
find t h a t he has the choice from the first changed, o r even confusing, w h e n t h e y
four o f these, p l u s o n e n e w class (the start to tackle Advanced?
monk) and five sub-classes, w h i l e elves,
halflings and the like are treated as races, Such a player, reading through A Box for
a separate definition of the character. So the M a r g r a v e , w o u l d i m m e d i a t e l y b e
while one can be either an elf or a magic- struck by the additional character classes/
user i n Basic, i n Advanced h e could be races of the Advanced game, if not by the
both. critical difference of the splitting of these
characteristics in two. Margrave contains
In a d d i t i o n t o t h e s h e e r q u a n t i t y o f the assassin, Cornellisen, the illusionist,
additional information and choices open Garyth a n d H a g g i t t h e g n o m e - f i g h t e r.
to the player, Advanced also offers a more Aside from the 'new' character classes of
codified approach t o rules a n d present- the f i r s t t w o , H a g g i t r e p r e s e n t s t h e
ation. S o w h e r e t h e Basic g a m e makes Advanced syle of character, described by
suggestions o r gives loose descriptions, both character and race. W h a t would not
I've heard r u m o u r s t h a t there are some the Advanced game provides rules. Again, be immediately obvious from the descript-
people out there w h o have never played the d i f f e r e n c e c a n b e s h o w n b y a n ions in M a r g r a v e , is t h a t t h e classes in
both the DUNGEONS & DRAGONS and example. T h e B a s i c r u l e b o o k h a s o n l y Advanced have m i n i m u m ability require-
ADVANCED DUNGEONS & DRAGONS four p a g e s o n c o m b a t ( p a g e s 1 8 - 2 1 ) , ments; in the case of the assassin, these
games. T h i s a s s u m p t i o n w a s r e a c h e d including t h r e e tables, w h e r e a s t h e are 12+ on strength, 11+ on intelligence
with the aid of considerable documentary equivalent section o f t h e Dungeon and 12+ on dexterity. The idea is that this
evidence, c o n s i s t i n g m o s t l y o f l e t t e r s Master's G u i d e h a s t w e n t y - o n e p a g e s limits the numbers o f particular classes
from garners all over the world asking the (61-82) w i t h d o u b l e c o l u m n s a n d o v e r and races i n individual c a m p a i g n s a
same k i n d o f q u e s t i o n : W h a t i s t h e
difference b e t w e e n t h e D & D a n d
AD&DTM games? Why are the rules of the
two systems different? Which is best? The D&DO game gives the DM a starting point on which
to b u i l d . . . , w h i l e t h e A D & D T M g a m e i s a
On page 21 o f this magazine you will find
a scenario called A Box for the Margrave. comprehensive game where all o r nearly all
This w a s specially w r i t t e n t o e n a b l e a eventualities are provided for.
comparison o f t h e t w o s y s t e m s t o b e
made, particularly to enable the player of
the m o r e w i d e l y - k n o w n B a s i c g a m e t o
understand w h a t w o u l d b e involved i n thirty-one tables. This different emphasis fact far too often ignored by players and
playing t h e A d v a n c e d system. I w i l l b e on codification is high-lighted by the key ensures t h a t characters a r e ' w o r t h y ' o f
using i t t o illustrate s o m e o f t h e differ- statement in t h e Basic book: 'The tables the additional skills and benefits.
ences ( a n d s o m e o f t h e s i m i l a r i t i e s ) below are deliberately simplified._ players
between the two games. can a d d w h a t e v e r m o d i f i c a t i o n s t h e y The assassin i s also restricted i n a l i g n -
wish.' ment, w h i c h h a s t o b e evil, w h e r e a s a
A Box for the Margrave shows that the thief can be neutral or evil. A l i g n m e n t is a
player of the Basic game is not going to be This s h o w s t w o d i f f e r e n t g a m e p h i l o - crucial difference between the two games
faced w i t h a n y e n t i r e l y n e w concepts sophies at work. O n t h e one hand Basic as i t i s m u c h m o r e c l e a r l y d e f i n e d i n
when f a c e d b y A d v a n c e d . T h e A D & D gives t h e D M a starting point, a simple Advanced and should be carefully moni-
game i s t h e s a m e k i n d o f g a m e as t h e f r am ewor k of essential rules on which to tored by the DM. The gods (detailed in the
D&D game, t h e r e is just a l o t more of it. build, either adding to or modifying them, DEITIES & DEMIGODSTm Cyclopaedia)
The Basic g a m e c o m e s w i t h j u s t a 6 4 - according to the situation or scenario. On may actively i n f l u e n c e c a m p a i g n s , a n d
page rule-book, w h i l e i t s kin c a n n o t be the other hand, Advanced is an immense, may prevent certain characters or classes
played w i t h o u t three of the five hardback comprehensive a n d consistent g a m e from behaving in certain ways. Paladins
books. I f you h a v e understood t h e c o n - system w h e r e a l l e v e n t u a l i t i e s a r e must do good deeds and assassins m u s t
cepts of levels, spells, character classes provided for. Naturally this is intentional. not. S o w h i l e a l i g n m e n t i n B a s i c i s a
and the like in Basic, then you will be able Basic is designed as a free-form, open- guide t o t h e l i k e l y b e h a v i o u r o f t h o s e
to understand t h e m i n Advanced; you'll ended system, while Advanced aims to be within its compass, in Advanced it actually
just find that there are a lot more of them. as comprehensive as possible. Advanced constrains characters' actions.
expects only the addition of detail in the
For example, a m a g i c - u s e r i n t h e Basic form o f s c e n a r i o s a n d campaigns, Garyth, t h e illusionist, introduces o t h e r
game has a choice of fourteen first level whereas Basic can need additional rules, changes. He is a member of a sub-class of
spells, such as light, m a g i c missile etc. In being p r i m a r i l y a f i r s t - c l a s s m o n s t e r - magic-user with spells of the phantasmal
the Advanced game this choice becomes bashing, treasure-gathering, free-flowing variety, needing m i n i m u m ability scores
thirty, including additional spells such as system. in intelligence and dexterity. Playing a n
9
to p r o d u c e y o u r o w n v e r s i o n o f a n
Advanced game by taking the Basic game
and selecting those additions you w a n t to
incorporate. One word of warning though:
both games are well-balanced. I f you do
make s u b s t a n t i a l a l t e r a t i o n s y o u m a y
well change the balance in favour of one
particular r a c e , t y p e , m o n s t e r o r a p p -
roach. I f you w a n t this, t h e n i t w i l l n o t
worry you, but most DMs play for variety
and this will be killed if the balance of the
game is lost.

Amongst t h e additions are: n e w spells,


some specific to the druid and illusionist
sub-classes, m a n y f o r g e n e r a l m a g i c -
user a n d c l e r i c a l u s e ; m o r e l e v e l s
Advanced caters for unlimited progress in
levels, b u t details particular changes up
to 2 5 t h o r thereabouts; m o r e m o n s t e r s
there are n o w t w o 1 0 0 page books of
'official' monsters, p l u s m a n y others on
the sidelines some are essentially orcs
or ghouls in different guise, but many are
totally o r i g i n a l o r d r a w n f r o m e x o t i c
mythologies; p o t i o n s , s c r o l l s a n d t r e a -
sures a b o u n d 5 3 p a g e s o f t h e
illusionist character w e l l i s o n e o f t h e then that the player universe of Advanced DUNGEON MASTERS GUIDE are devoted
supreme tests of role-playing skill as it is is m u c h r i c h e r t h a n Basic, a l l o w i n g a l l to these, so emphasis can be shifted from
a class designed for intelligent and subtle sorts o f combinations o f race a n d type merely a m a s s i n g w e a l t h t o o b t a i n i n g
play r a t h e r t h a n a h i g h - p o w e r e d c o m - attributes. This also makes it more com- fabulous objects o f g r e a t u s e i n f u t u r e
batant. His spells and skills require clever plex for players in interaction as the roles campaigns; a n d o n e r a t h e r s t r a n g e
use because the illusionist is usually too they are playing are less rigid than in the change is to add a n e w armour class, so
weak to oppose a monster of equal level simpler game. However a player does not that nude is 10 rather than 9, which adds
on his own, and has few offensive spells. need to know every feature of every race very little to the game.
Typical spells are change self, hypnotism and type in order to play. Indeed in many
and f o g c l o u d spells o f deceit rather ways it is better if he does not, but learns Many of these additions are justification
than d e s t r u c t i o n . E x a m p l e s o f t h e s e these t h i n g s i n actual e n c o u n t e r s w i t h for s c e n a r i o s i n t h e m s e l v e s . I c a n n o t
spells and their use occur in the cottage 'real' half elves and illusionists. All that it imagine any player ever having e n o u g h
encounter in M a r g r a v e . Look at the way is necessary t o k n o w i n both Basic and time t o encounter all o f them, l e t alone
the c h a s m , S p o t a n d t h e c l i f f f a c e a r e Advanced is the characteristics, abilities, explore t h e m t o t h e i r fullest. T h i s v a s t
used in the scenario, h o w they determine weaknesses and s t r e n g t h s o f t h e char- wealth o f detail m e a n s t h a t a D M w i l l
the m o s t interesting e n c o u n t e r s i n t h i s acter you are playing. Playing Advanced never be stuck for ideas and will also have
game. may t h u s b e n o m o r e c o m p l e x t h a n some m a t e r i a l t h a t players h a v e n e v e r
playing Basic for the player, b u t the D M found before. The only problem with such
Gnomes are dealt with as a new race and, has ,a g r e a t deal m o r e t o w a t c h , s o h e multifariousness is that you w a n t to use
in m y opinion, are s o m e w h a t neglected. must k n o w a l l c o m b i n a t i o n s a n d k n o w as m u c h o f i t as possible a s q u i c k l y as
With s i m i l a r i t i e s t o b o t h d w a r v e s a n d them well. possible, s o p e r h a p s t e n d t o c r a m t o o
halflings they are miners with infravision. much i n t o each encounter. Thoughtfully
Gnomes g e n e r a l l y m a k e g o o d thieves. One difference which will seem major to Mr Gygax and Associates provide m a n y
You will notice that Haggit in Margrave is players, though it is perhaps less import- guides on how to avoid such pitfalls, h o w
described as a f i g h t e r / i l l u s i o n i s t . This is ant t h a n i t appears, i s t h e u s e o f h i t to choose balanced scenarios and h o w to
because m u l t i - c l a s s e d c h a r a c t e r s a r e points. I n g e n e r a l y o u g e t m o r e i n conduct c a m p a i g n s . H e r e a g a i n i s a
allowed in Advanced. One of the simplif- Advanced than in Basic, as the following difference. Basic leaves not only much of
ications o f t h e b a s i c g a m e i s t h a t a table shows: the detail t o y o u r i m a g i n a t i o n b u t a l s o
character w i l l b e a clearly defined type, much of the mechanism. I can remember
with a l i m i t e d set of skills. Naturally real Max hp for M a x hp for having more problems sorting out exactly
people a r e m o r e a m o r p h o u s t h a n t h i s , TYPE B a s i c level 1 Adv. level 1 w h o was to do what, when and with h o w
with s m a t t e r i n g s o f v a r i o u s s k i l l s . A many dice in Basic, than I ever had after
multi-classed character is one possessing Fighter 8 10 the advice in Advanced.
skills o f m o r e t h a n o n e class, s u c h a s Cleric 6 8
fighter/magic-user, thief/illusionist, etc. M-U 4 4 The real strength o f Advanced lies in its
S / h e h a s a g r e a t e r r a n g e o f skills, b u t Thief 4 6 comprehensive nature. Some might argue
progresses m o r e s l o w l y i n g a i n i n g e x - that i t tries t o do too m u c h b y t r y i n g t o
perience levels as all experience points Modifications are made for constitution, provide rules for every occasion but there
gained m u s t b e s h a r e d b e t w e e n t h e race a n d multi-classed characters. Yo u is no need to use the rules if you do not
classes. H a g g i t therefore can both f i g h t may also be interested to know that if you want to, a n d t h e r e a r e m a n y r u l e s u b -
well and cast spells but (if he was a player drop to zero hit points you are not dead, systems you m i g h t never have cause to
character) w o u l d t a k e r o u g h l y t w i c e a s but u n c o n s c i o u s w i t h a c h a n c e o f r e - use. In Basic you are given essential ideas
long a s a f i g h t e r o r a n i l l u s i o n i s t t o covery if treated in sufficient time. then m u s t invent systems of your own to
increase his experience level, hence his cope w i t h o t h e r eventualities. I n A d -
overall ability. There a r e m a n y o t h e r a d d i t i o n s i n vanced, a l t h o u g h t h e r e a r e p o s s i b l e
Advanced. Even if you do not wish to play events n o t covered b y t h e rules, t h i s is
In addition to the n e w race there are also Advanced, i t i s w o r t h w o r k i n g t h r o u g h much l e s s t r u e . N o t o n l y t h i s b u t t h e
half-elves a n d half-orcs, t h e product o f the rulebooks to pick up ideas for adding Advanced rules are better organised and
breeding with humans, who have some of to or modifying the system you do play. It easier to find. It is clear in Advanced h o w
the attributes of both races. You will see is perfectly possible, for example, for you you s h o u l d g o a b o u t w o r k i n g o u t r u l e s
10
which fit t h e philosophy (as is shown by and actual adventures in that campaign tick'. I n addition, r u l e s u b - s y s t e m s l i k e
the n u m b e r o f unofficial additions pub- by players. From both points of view the those for morale, fear, saving throws and
lished in fanzines) but in Basic you are left systems are very different. alignment add a level o f behaviour t o a
very much to your own devices. player's c h a r a c t e r o v e r a n d a b o v e h i s
The DM in Advanced can add detail (more own decisions a feature n o t m u c h i n
The combat system is much more intricate monsters, more treasures) but not much evidence in Basic.
in Advanced than in Basic. In particular a in t h e w a y o f r u l e s o r t h e s y s t e m w i l l
greater degree of realism is achieved by become unbalanced. On the other hand, Similarly t h e D M , a s h e plays t h e N o n -
using a split system with modifications to because i t i s s o w e l l b a l a n c e d , n e w Player Characters such a s Spot, H a g g i t
both p a r t s . T h u s t h e n e e d t o h i t t h e combinations of detail are easy to make. and Garyth, must have a complete idea of
opponent a n d t h e n c o m p u t e damage i s A good w a y to stimulate a w h o l e n e w where they are, and why they are there in
retained, but both stages can be modified scenario is to open one of the rule books the f i r s t p l a c e . I n B a s i c i t c a n b e u n -
by v a r i o u s f a c t o r s , n o t a b l y w e a p o n s . at a r a n d o m p a g e a n d s e e w h a t i t necessary to justify each encounter or to
Apart from missiles, weapons are virtually suggests t o y o u . T h e c o f f e r c o r p s e i n fit everything together i n a logical w a y,
ignored i n Basic, a f a c t b e m o a n e d b y M a r g r a v e is o n e example o f a m o n s t e r because the basis of the game is treasure/
many w a r g a m e r s c o m i n g t o t h e game. created b y a n a l o g y w i t h t h e e x i s t i n g experience g a t h e r i n g . T h e A d v a n c e d
Advanced introduces t w o key c h a r t s monsters and used here as the basis of a game makes it seem more important to do
one which modifies the chance of hitting complete encounter. so because the system is a world in which
according t o t h e r e l a t i o n s h i p b e t w e e n all events m u s t fit and make sense, w i t h
weapon used and armour class of target, With Basic more is left to the DM. He has treasure-gathering b e i n g i n c i d e n t a l t o
and a n o t h e r t o c o m p u t e t h e d a m a g e greater freedom but less guidance. There the experience o f l i v i n g i n t h a t w o r l d .
inflicted b y a p a r t i c u l a r w e a p o n . T h i s is less research for him to do and less to NPCs are more important to the Advanced
complexity i s b e m o a n e d b y s o m e , a s attend to in a game, b u t additional w o r k game than Basic, because in t h e f o r m e r
there are fine distinctions made between, may be needed t o make scenarios cred- they a r e personalities, w h e r e a s i n t h e
for e x a m p l e , h a l b e r d , s)Detum, g l a i v e , ible, and imagination is essential. latter t h e y a r e j u s t a d i f f e r e n t k i n d o f
fauchard, etc. w h i c h a l t h o u g h indisput- monster. The key to an Advanced game is
ably different, a r e n o t all t h a t different, In play, characterisation is the key. Basic the role-playing ability of the DM, and the
and their exact nature is a matter of some feels a s i f you a r e playing a game, b u t great difference between the t w o games
dispute. Advanced can feel as if you are taking part is that although Basic makes good role-
in a f a n t a s y n o v e l . T h i s i s b e c a u s e playing possible f o r garners, A d v a n c e d
The m o s t i m p o r t a n t difference between Advanced i s h i g h l y structured all i t s makes excellent role-playing easy.
systems is in play. W h a t does it matter if parts fit together and make sense, like the
you can be a half-elf f i g h t e r / m a g i c - u s e r parts of a novel. This means that in many 1&3Noel Williams
using a glaive-guisarme i f t h e g a m e i s ways it is easier to role-play in Advanced.
identical t o B a s i c o r w o r s e , j u s t p l a i n The r u l e s m a k e y o u r c h a r a c t e r m o r e Noel Williams has had articles published
boring? ERR play has t w o aspects the complete a n d m o r e individual, s o i t i s in The G a m e r a n d Wa r Machine, a n d is
actual design o f a campaign b y t h e D M easier t o u n d e r s t a n d w h a t ' m a k e s h i m writing a book on FRP computer games.

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ST D S
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FOR DUNGEONS 5 M I N U T E S D R I V E F R O M E X I T 4 ON T H E W40

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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 CULT OF THE REPTILE G O D

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

SPACE OPERA FIGURES


An u n f o r t u n a t e s i d e e f f e c t o f t h e i n - heads and tails! The noble exceptions are
creased q u a l i t y a n d v a r i e t y o f 2 5 m m t w o very nice, tiny, two-legged dinosaur IN MORLEY TO SERVE
fantasy figures is that price tends to rise types from SOA 1, one blazing away, the
along w i t h standards. O n e s o l u t i o n , i f other d r a w i n g i n t h e b e s t earth-bound WEST YORKS
your eyes and painting skill are up to it, is gunslinger style.
to t u r n t o t h e c h e a p e r 1 5 m m s c a l e .
SPACE OPERA have just launched a n e w The r a n g e i s n i c e l y detailed, especially
BOARD G A M E S
range of futuristic adventurers w i t h four about the aliens' faces, full of character,
* A d v e n t u r e games for all ages including
packs o f f i v e f i g u r e s e a c h . A t 5 5 p p e r and c h u n k y i n t h e c u r r e n t l y p o p u l a r
Dungeons & Dragons'
pack, they are certainly competitive. fashion. The casting is crisp and largely
flash-free. I t w i l l s t r e t c h y o u r p a i n t i n g
Designed t o f i t i n t o a v a r i e t y o f r o l e - abilities to do them justice, but the results HOME COMPUTERS
will stand proudly alongside t h e best o f
playing g a m e s , S p a c e O p e r a ' s r a n g e ,
as the name suggests, presents figures in the existing 15mm ranges. We await with
& SOFTWARE
the sort of exotic, but totally impractical, interest m o r e releases f r o m t h e Space
The famous ZX81 home computer for less
garb we are familiar with from numerous Opera team. than E,50
low budget TV Sci-Fi series. Packs SOH 1 Software games, education, adventures for
& 2 r e p r e s e n t h u m a n adventurers, a n d .IA.5 Ian J. Knight ZX81, Spectrum, Vic, Atari etc.
Our range grows doily!
SOA 1 & 2 aliens. The humans are a nice
mix of the sexes, in sturdy poses, mostly And n o w in Headingley
drawing or wielding unspecified firearms. Space Opera, the producers and distrib- at Last Chance, 1 0 A s h Road,
The a l i e n s a r e s i m i l a r l y h u m a n o i d , t h e utors o f these fantasy figures, can be Leeds 6 T e l : 7 4 4 2 3 5 .
only d i s t i n g u i s h i n g f e a t u r e s b e i n g a s -
found at 85-87 Victoria Street, Liverpool,
sorted b e s t i a l c o m p o n e n t s a n i m a l Li 6DG.
15
TAM WORTH
GAMES
CENTRE
For:-
4J0-%.*OR.Ithbb
FANTASY - - WAR GAMES
RULES - SUPPLEMENTS-BOOKS
POSTAL GAME
MAGAZINES - DICE - FIGURES C r a s i m o ff s World is a fantasy game of exploration and adventure. As a player you assume the
PAINTS - FELT - etc. role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
assist your chieftain.
T.S.R. - TRAVELLER G . D . W.
Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
D & D - RUNEQUEST - T & T you travel you will learn more about the land and its secrets, encountering other parties, races and
creatures. There are tokens detailing magic items, spells, creatures, gods, money and many more things
YAQUINTO - JUDGES GUILD that you will discover later in the game.
CITADEL - GAMES WORKSHOP
M E R I T- EON - HUMBROL 'KJC Games has been running Crasimoff's Wo r l d for over a year now,
and the effort the gamesmaster puts into each turn never ceases to amaze
TAMIYA me. Most players find themselves offered a different scenario each turn, or
find that a new twist has happened to an existing adventure.'
Mail Order Please add p&p.
as reviewed in
UK 10% (min. 50p) Overseas 25%.
Please allow 14 days for delivery

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.
11 Market Street, Tamvtorth, STAFFS. Games. For this you will receive a rulebook, set up material, and the first four rounds.
Tel: 0827-3979 Future rounds are 1.25 each. Copies of the White Dwarf review are available free o f
charge from K.J.C. Games.
Send to.. K.J.C. Games, 5 Vicarage Avenue, Cleveleys, LANCASHIRE FY5 2BD.

FLEMING RESINS b) You feel your weapon slice


through something fairly
solid. A n agonised r o a r
invades your ears and light
SILICONE floods t h e room. T h e r e
before you is a large, hairy
MOULD creature h o l d i n g t h e
shattered remains of a book
called The Misty Wood, one
MATERIALS of the many solo adventures
available with Tunnels &
Trolls role-playing system.
"Fiend", cries the creature,
cast self-releasing silicone "you ruined m y game".
rubber moulds and make "Go and b u y your own
finely detailed repeat copy!"
models of almost any shape. As y o u back o u t o f the
room, y o u wonder about
this Tunnels & Trolls solo
adventure which means so
much, e v e n t o h a i r y
ACCURATE REPRODUCTION monsters. Y o u l e a v e ,
IN INCREDIBLE DETAIL determined t o f i n d o u t
more. GOTO

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M I N I AT U R E S THE HOBBIT HABIT


The popularity o f the w o r k s o f J.R.R.
Tolkien n e v e r s e e m s t o w a n e . D e -
votees o f The Hobbit w h o are also in
possession of a Spectrum home com-
puter c a n n o w e n j o y a n e l e c t r o n i c
version of their favourite book. This is a
CHRONICLE MINIATURES are a s m a l l that you make use of the familiar card- computer g a m e f r o m M e l b o u r n e
company w i t h a n impressive r a n g e o f board floor plans as the playing surface House, licensed by the Tolkien Estate
fantasy f i g u r e s . T h e i r r e c e n t l y i n t r o - for y o u r l i t t l e masterpieces. TO R C H - and also called The Hobbit (f 14.95).
duced Hobgoblins (25mm) has received LIGHT FANTASY PRODUCTS think that For your money you get a rule-book, a
much critical acclaim, a n d t h e i r forth- you and your miniatures deserve some- cassette (on w h i c h is stored the com-
coming Official Bushido range of 25mm thing b e t t e r. T h e y h a v e d e s i g n e d a puter p r o g r a m ) a n d a c o p y o f t h e
figures a r e eagerly awaited. Av a i l a b l e whole r a n g e o f c a s t r e s i n , m i n i a t u r e original book. The rules claim that the
first will be B a k e m o n o (Ghostly Goblins) chambers a n d passages w h i c h , w h e n player can talk to the characters in the
with plenty more Nipponese nasties to painted, w i l l p r o v i d e t h e f i n a l t h r e e - story ' i n o r d i n a r y E n g l i s h ' . N o n -
f o l l o w. I n b e t w e e n p r o d u c i n g n e w dimensional t o u c h t o dungeon adven- humans can be addressed using 'Anim-
ranges, Chronicle are continuing the job turing. Prices range from 40p for a 2" by talk'. W h a t Tolkien w o u l d have made
of re-designing their Adventurers series 2 " floor and wall combination to .E3.2.5 of t h a t etymological a b o m i n a t i o n i s
to even higher standards than before. for an 8 " by 8 " chamber with floor, four n o w, a l a s , p u r e l y a m a t t e r f o r
walls a n d o n e free-standing doorway. speculation.
If you like to emphasise the visual side of To come are several specials including
your adventure gaming, you are doubt- the o b l i g a t o r y To r t u r e C h a m b e r , a
less the proud possessor of many finely Wizard's R o o m , a S p i d e r ' s L a i r a n d IMAGINETm magazine t h a n k s Doug C o w i e
other creepy creations. for his assistance w i t h t h e s e items.
painted metal figures. The chances are

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1983 v e r s i o n s o f t h e G a l a x y I n v a d e r him r e s c u e h i s ' p a p a ' f r o m t h e e v i l
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Chess Challenger 9 ; M i n i Chess adventure games are dead?

000PS1 PIECES OF EIGHT


A call c a m e i n f r o m J o h n Wesley- Now then, did you ever fancy luffing a
Smith o f Flying B u ff a l o . A p a r t f r o m little or even going close-hauled on the
giving us his reaction to 1 he liked starboard-tack? We l l , n o w you can, i n
it h e pointed o u t o u r e r r o r o n t h e the comfort of your o w n home. Privat- c i 1 9 1 1 1 1 0 l za.:
Morrow Project modules. eers and Gentlemen (FGU) is a forth- y_L-4.ef

BRIDGETAKERS and DAMOCLES are coming adventure game of life afloat in


not both names for the same module. the l a t e 1 8 t h / e a r l y 1 9 t h c e n t u r i e s . Included i n t h e g a m e ( a n d a v a i l a b l e
The f o r m e r i s a s e p a r a t e s c e n a r i o , W h e t h e r you are a powdered exquisite separately) a r e a n e w s e t o f r u l e s f o r
authored in Britain and not yet finally in c o m m a n d o f a Bourbon frigate o r a ship t o s h i p b a t t l e s w i t h m o d e l s
sweaty tar working the guns on a leaky Hearts o f Oak. These are a revision o f
approved by Timeline. He also said that
he w a s awaiting s o m e other goodies privateer, i t promises to be an exciting an older set previously available under
from the US, and will keep us informed. game w i t h a c t i o n a t s e a o r a s h o r e . the same name.

17
_

Across the hoary meadows,


cold and unfriendly
on that icy peak, I see
a stranger, silhouetted in silence.
I walk towards his gnarled shape,
feeling my sturdy boots on the concrete mud
and snapping the crispy grass.
Either side the trees bend down before me
in mocking worship, sometimes throwing out
a dead and brittle branch
to slow me down.
Every breath is frozen in the air,
until it spirals upwards into eternity
like smoke from the chimneys
of cottages in the distance.
I hurry towards my goal,
relentlessly.
Stumbling on rocks embedded in the soil.
My body already has the touch of death on it,
and everything seems to be growing colder,
fading, as I pale into the landscape.
Soon I have scrambled up that peak
and walk towards this tree-like figure.
Even though he is staring out
across the noiseless countryside,
his back to me,
I can feel his piercing glare.
His black robe hangs loosely
about his weak torso.
Flimsy arms twine round the small of his back.
His bony fingers claw and scratch at each other.
He is nothing, but I fear him.
And, as he shuffles around to face me
I am fixed in absolute terror.
With a nod of his head
he shakes away his hood
and I truly see him.
His face dull and black,
his lips grey.
His eyes, totally black and wide,
look straight through me.
They seem to engulf my whole spirit
draining it away.
I am haunted constantly
by an echo of the past
the chilling grey
which pierced the muted air,
while the last hope of humanity slipped away.
Now I wander endlessly,
across the hoary meadows, cold and unfriendly,
in search of everything,
in search of nothing,
in search,
in

xQoow-

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A BOX
FOR THE MARGRAVE
An AD&DTM Mini-Module for 4 - 7 characters
By Mike Brunton

q,

7:-

/Z4
e
'41 1
-

11r/-7-
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

The valley of the River Hyot, as it approaches the sea, is a


pleasant and fertile place. The valley and the surrounding hills
are dotted with small villages and manor houses.

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.

Seven years ago Baron Ranald's troops sacked a manor house in


retaliation for an attack on a border post, allegedly by some of
the valley dwellers. Ranald moved several units of cavalry into
the valley as a peace-keeping force. The inhabitants protested to
Margrave Chamalx, who petitioned Duke Parrel, liege-lord to
both himself and Rana Id, to force Ranald to withdraw his men.
The Duke ruled in favour of the valley folk. With ill-grace Ranald
removed his men from what he regarded as his land. He also
publicly declared that he held Chamalx responsible for his
defeat and humiliation.

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

'You have been in league with my enemies. However, I see in


your faces that it was done unwittingly. I therefore pardon you
for this offence.

'There is a service that you must perform for me in payment


for your lives. I have a box that must be delivered to my
cousin, and at all costs must be prevented from falling into the
hands of Baron RanaId, my sworn enemy. My troops are
weary and few in number; all are needed to defend this place
against the final assault. You, as a small group of hardy
adventurers, have an excellent chance of getting through the
enemy lines. You must take this box to my cousin.'
All three locks must be successfully picked at the same time to
At this point a man-at-arms brings in the box. It is a simple open the chest, by three thieves. One thief cannot pick one lock
wooden casket about 6" x 4" x 3", bound with iron and with and then move onto the next without triggering the destruction
three locks on the front. The Margrave gives you a single key of the contents. Using brute force to open the box has an 85%
and a sheet of parchment with these words: chance of destroying the contents.

'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.

Sleep, c h a r m and other mind-influencing spells have no effec:


upon it. A coffer corpse resembles a zombie, but it is turned h\
clerics a s t h o u g h i t w e r e a w r a i t h . M a g i c a l w e a p o n s i n f l i c :
damage on it with the usual bonus.

There is nothing of value in the cell.

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.

The storeroom is the home of 5 large spiders (AC8; M V 6"; HD


1+1; hp 6 each;# AT 1; D 1 +poison; xp 77 each). These creatures
There is a wooden door set into the right hand wall. It is bound live in the cobwebs covering the walls and ceiling. They are 909,
with iron and has a large iron lock. likely t o a t t a c k anybody e n t e r i n g t h e r o o m . T h e i r p o i s o n i s
relatively weak, saving t h r o w s are made w i t h a +2 bonus.
The lock is a very simple one. Any thief attempting to pick it has a
+10% bonus to his or her chance of lock picking. The door may The e q u i p m e n t i n t h e r o o m i n c l u d e s b r o k e n t h u m b s c r e w s ,
also be forced open in the normal way. chains, h a m m e r s , nails, l e n g t h s o f string a n d a bag o f damp
charcoal. The DM should feel free to add other items to this list
A. The Torture Chamber. The iron box is locked. A thief has the normal chance of success
in picking this lock. Inside the box are papers relating to the craft
Once the door is open the DM should read the following: of t o r t u r e ( v a l u e l g p i f s o l d t o a sage), t w o l e a t h e r b a g s
containing 35gp and 70ep respectively, and three glass vials.

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

The chamber contains nothing of value, although the DM should


feel f r e e t o i n v e n t any w o r t h l e s s i t e m s o r furnishings t o add
interest. The door on the left, leading to The Cell (B), is locked.
The key hangs on a nail next to the door. A thief may pick the lock
with the normal chance of success, or the door may be broken
down.

The door in the opposite wall is not locked.

B. The Cell

This room, 10 feet square, appears to have been a holding cell


for victims who were to be put to the question next door.
Rotten straw covers the floor, and sets of manacles hang from
the walls.
24
1 2 3 4 5 6 7 8 9 1 0 11 1 2 1 3 1 4 1 5 1 6 1 7 1 8 1 9

AA

AB

AC

AD

AE Scale V
1mile

AF Hills

AG Woodiand X
Scrub
AH River
.06

AT MEEM
anEllr
Track
vs/
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Nam


AJ Tunnel AA

AK Town AB

AL " AC
Village

AM
/ 4 1 1 0 0 0 I L , , in,,
AN AE

AO AF

AP 0 1 0 111 S i t 4 4 S a f e Route AG

AN
AQ
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:

FIRST LEVEL: colour spray

Garyth will also be accompanied by his guard dog, Spot (AC 6,


MV 12"; HD 2+2; hp 14;# AT 1; D 2-8; 92xp), who is still invisible.
This will last until the dog attacks in combat. The dog is, of
course, still audible t o the party. I f approached i n a non-
threatening manner Garyth will not hinder the party. He has
recently been troubled by patrols of hobgoblins in the pay of
Baron Ranald, and will tell the party this if asked. He will also
mention that the hobgoblin patrols are heaviest to the west.
Garyth will be friendly otherwise, but reserved, and will not
invite the party into the cottage in any circumstances.

Garyth h a s s o f a r avoided t h e hobgoblins b y casting h i s


hallucinatory terrain spell on the cave mouth, making it appear
to be a piece of cliff face. Danger from the cave is dealt with by
whatever method seems most appropriate at the time. Garyth
will not be willing to talk about these avoidance techniques.

Haggit will adopt a much cooler attitude to the party. He will be


churlish at best, making comments of a contemptuous nature
Unless the party realise that Spot the invisible dog is present
Haggit will appear to be a little mad, as he will constantly talk to
Spot.

If approached in an aggressive fashion or attacked, Garyth will,


given the opportunity, cast his hypnotism spell on the party and
use the associated suggestion to make the party flee into the
scrublands to the north. If this fails, or is interrupted, he and
Haggit will cast colour spray spells a t the party and then
attempt, w i t h t h e help o f Spot, t o overcome anyone still
As you walk down the cave the light becomes stronger. You standing.
eventually arrive at the cave mouth, but running across it is an
open chasm about 20 feet deep and 10 feet wide. If a fight does occur and Garyth and Haggit win, this effectively
ends the adventure. The DM should decide on subsequent
On the other side of this chasm a stone cottage is built onto events (le what Garyth does with the party and the box).
the left hand wall of the cave mouth. Smoke is coming from
the chimney, and the sound of a lute being played to the
accompaniment of canine yelps can be heard. 3ii. The Cottage
The chasm does not exist. The more observant members of the
party (le those who ask if there is anything unusual about the
chasm) may (2 in 6 chance) notice that the stream in the cave
continues on the other side of the chasm.

The chasm is an illusion created by a phantasmal force spell


(see p75 of the PLAYERS HANDBOOK). Characters 'falling' into
the chasm will take damage as if they had fallen into a real
chasm, ie 1d6 hit points of damage per 10 feet fallen. It can be
disbelieved, and any character doing this makes a saving throw
vs. Spells, success indicating that he or she has seen through
the illusion. Those who noticed that the stream continued on the
other side of the chasm receive a bonus of +4 to this saving
throw. The illusionist who is casting the spell is watching from a. Main Room
the cottage. He is Garyth, a human male (AC 7; MV 12"; 5th
Level Illusionist; hp15;# AT I ; D 1-4; S 9,117, W12; D 17; C 10; The DM should read the following when any character looks
Ch 14, AL CN, 440xp), armed with a dagger +1 and a pair of into, or enters, the cottage:
normal daggers balanced for throwing. In his belt pouch is the
key to the chest in the cottage's bedroom. He has the following The cottage appears to be one room, with a curtained alcove
spells available: at the end opposite the door. The floor is covered by a large
woollen rug, and tapestries hang from the walls.
FIRST LEVEL: colour spray, hypnotism, wall of fog
SECOND LEVEL: blindness, invisibility In the middle of the room stands a low table, covered in plates,
THIRD LEVEL: hallucinatory terrain knives, papers and writing materials. It is surrounded by large
26
A BOX FOR THE MARGRAVE

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

bloodstone pommel (worth 65gp),and a leather scroll case. The


leather scroll case contains three clerical scrolls, each bearing
one spell: sanctuary, silence 15' radius and spiritual hammer

6. THE ASSASSIN STRIKES! ( X 1 3 )


Cornellisen the half-orc (AC 5; MV 12"; 3rd Level Assassin; hp
11;# AT variable; D variable; S 14,111, W 7, D 16, C 10, Ch 7, AL
LE, 138xp) h a s been following t h e party waiting f o r a n
opportunity to strike. He wears leather armour and a ring of
protection +1, which with his dexterity of 16 gives AC 5. He is
armed with a tulwar (D1-6), three poisoned throwing darts (D1-
3 + poison) and a dagger (D1-4). He carries no treasure, but does
have four doses of antidote to the dart poison in his belt pouch.
He is also carrying iron rations for two days and a waterskin.
Cornellisen has a 2 in 6 chance of surprising the party. If he does
so he will conduct three dart attacks upon the party using the
Assassination Table, success indicating that the victim has
been struck dead. If this assassination attack fails the victim still
- suffers the effects of a dart attack and, if struck, must take 1-3
hit points of damage and save vs. Poison or die in 1-3 melee
rounds. The antidote to the poison can be administered at any
time before the victim is dead.
Each hobgoblin has 5gp in pay in his belt pouch, the 9hp one has
8gp. Distributed among the saddlebags and lying near the fire Should Cornellisen fail to surprise the party he will make an
are a doublet with pearls and fine needlework (worth 100gp), attempt to attack them and then flee. If he is prevented from
seven sable pelts (worth 5gp each), a gold statuette of a bear fleeing he will surrender.
(40gp), four stoneware bottles of cheap wine (2gp), a small cask
of ale (10sp) and a sack of provisions, hard tack, hams, a bag of After surrendering, Cornellisen will be willing t o talk i f he
salt, dried beans etc (27cp). believes that this will save his life. He is acting as a freelance spy
at present, in an attempt to steal the Box and sell it to Ranald,
although he does not have a formal contract. He will not admit to
5. THE HILL ROAD being an Assassin, but will claim to be a Thief. However, he does
not know Thieves' Cant, t h e special tongue known t o all
At the mouth of the valley the route shown on the Margrave's members of the class, and will thus be exposed for what he is
map joins a track from the southwest which turns northwards at should any Thief talk to him in this language.
this point. The track itself is very roughly made, suitable for foot
and mule traffic. Anyone on horseback (eg if the party have How the party deal with Cornellisen (should he be captured)
taken any horses from any of the hobgoblins in Encounters 4/4i) depends upon their alignments, but the DM should take careful
has a 1 in 20 chance per turn of having his or her mount put a note of each character's behaviour and compare it with his or
foot in a pothole. This chance increases to 3 in 20 should any her declared alignment (eg a Lawful Good character should not
speed faster than a walk be attempted. If a horse does this it will slay Cornellisen without a trial, and maybe not even then!).
be lamed (and thus be unridable), and there is a 1 in 10 chance
that the horse will have broken its leg. 7. THE MEETING ( W 1 2)
As you leave the woods a small inn comes into view, Seated
51. The Trackside Shrine (AB12) outside are five men, four of them in plate mail, the last
wearing a surcoat similar to that of Margrave Chamalx. Tied
The track winds its way up into the hills along the left hand wall to a hitching rail are five horses,
of the valley. The DM should feel free to invent items of interest
at intervals along the track (eg boulders which have rolled down The men are Duncan (AC 5; MV 9"; 2nd Level Fighter; hp 9;,- AT
from above, washed out sections of track etc). When the party 1; D 2-8; AL LN, 38xp), who is armed with a broadsword +1 and
reach the indicated spot on the map the DM should read the wears t h e surcoat over a suit o f chainmail, and h i s four
following: bodyguards (AC 2; MV 6"; 3rd Level Fighter; hp 20, 19, 17, 14;
# AT 1; D 2-8; A L LN, xp 140, 136, 128, 116) armed with
This is the highest point of the track. All around you the bleak bardiches.
hill tops stretch into the silence. At the side of the track stands
an old, wooden shrine, its lettering long rotted and its holy Duncan i s t h e Margrave's cousin, a n d h a s been eagerly
symbol badly mildewed. awaiting the arrival of the box. In his possession are the two
keys required (with the one the party hold) to open the box. Once
The shrine is the favourite ambush site of a group of six norkers the box is open and Duncan has inspected the contents (he will
(AC 3; MV 9"; HD1+2; hp 10, 7, 7, 6, 5, 4;# AT 2; D1-3/1-6, xp make a point of trying on the Margrave's signet ring), the party
40, 34, 34, 30, 28). Norkers attack twice, once with their fangs will be paid. Duncan will order one of his bodyguards to give the
(D1-3) and once with simple clubs (D1-6). The 10hp norker is party 250 platinum pieces (pp) as payment. He and his guards
armed with a normal war hammer (D2-5). The norkers have a 4 will then ride off to sell the box and its contents to Baron Ranald.
in 6 chance of surprising the party.
This ends A Box for the Margave.
If the fight goes against the norkers (ie they suffer two or more
casualties) they will flee.
Mike Brunton
Design & Development:
Their lair is a dank burrow some 50 feet north of the track in a Keith Thomson
Spot the Invisible Dog:
small defile. The burrow is a short tunnel with a chamber, large Thanks to: Graeme Morris
by norker standards, at the end. It contains the carcass of a Art: Shoo Rayner and Paul Ruiz
Alan M c N a m a r a & o t h e r m e m b e r s o f
sheep and a great many bones. Scattered in this pile of offal are Playtesting:
131gp, 274sp, a n d 400cp, a normal broadsword w i t h a Kirklees M i l i t a r y Modelling Society.

28
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Please note that the following offers are
available o n l y to members of the D&D
IMIIPLAYERS
ASSOCIATION
Players Association. Details of the PA and
how to join are given on page 33 of this
magazine..

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.

PA members can obtain an up-to-date list of available Bargain


Basement items by sending an S.A.E. to Bargain Basement at
the address given below, Don't forget t o quote your PA THE NEWSLETTER
membership number.

'R SERIES' MODULES


OF THE BRITISH
The R series' AD&Dry adventure modules are produced by the
DUNGEONS & DRAGONS
APGAT organisation in the USA and are available in the UK PLAYERS ASSOCIATION
only to PA members. Each of the modules was designed for
use in a GEN COW, tournament and is suitable for normal
campaign play as well as having extra details and pre-rolled
characters for tournament-style use.

Ri - TO THE AID OF FALX

A 16-page module designed for 6 characters of levels 5-9


Price El 50, post free. PAN PIPINGS
Falk the silver dragon, much t o his chagrin, needs some
human aid T h e dark powers that control a nearby set of
tunnels have stolen five potions of silver dragon control! Can N O T- S O - H O T B A R B A R I A N S I can reveal that the player was one D.J.
the adventurers find the potions before nightfall?
Turnbull w h o , a little short of hit points,
R2 - THE INVESTIGATION OF HYDELL In t h i s and t h e last issue o f IMAGINETm played the remainder of the adventure in
A 32-page module designed for 5 characters of 5th level. Price
magazine, y o u w i l l h a v e r e a d v a r i o u s a somewhat subdued manner. The DM is
2 00, post free. reports of the goings-on at GamesFair. In currently on his w a y to join t h e Foreign
particular, Paul Cockburn (last issue) took Legion,
Slinks are obedient, semi-human slaves and are apparently
content with their lot. They are protected by law, owned by the a r a t h e r s o f t l i n e w h e n describing t h e
wealthy and approved of by the church authorities. Can you miserable e f f o r t s o f t h e t e a m s i n t h e WHO WA N T S TO BE A B A R B A R I A N
sneak into the old ruins to find out who or what slinks really are
and where they come from? AD&DTM Team Competition! A N Y WAY ?
(OFFICIAL RULE CLARIFICATION)
R3 - EGG OF THE PHOENIX
In the competition, teams of five were put
A 32-page module designed for 5-8 characters of level 5-9 through the For the Honour of the Tribe In a conversation w i t h Gary Gygax after
Price E2 00, post free. module w h i c h appeared in issue 2. The GamesFair, I expressed some surprise at
In the lonely town of Northending, the council has called the module h a d b e e n designed t o b e f a i r l y the amazing dexterity advantages w h i c h
paladin Athelstan to their aid, The fabulous artifact known as testing a n d s o , a s t h e competition barbarians have: ' + 2 / p o i n t over 14'. I had
the Egg of the Phoenix has vanished; stolen by evil beings.
progressed, I w a s amazed t o s e e t e a m read this t o mean t h a t a barbarian w i t h
after team apparently finishing well ahead dexterity o f 1 8 n o t o n l y h a s a n a r m o u r
'MILL DAYS'
of time. Not so, however, the fundamental class of 2 in his birthday-suit but also has
Mill Days are Saturday gaming sessions which take place here reason for most of the 'early baths' was +8 ' t o h i t ' w i t h missiles and saves at +8
at the Mill in Cambridge. This year we are planning to hold
about half a dozen covering a variety of games. The next will be
an a p p a r e n t d e s i r e o n t h e p a r t o f t h e against fireballs e t c ! T h i s w a s t h e r u l e
on Saturday, 2nd July. players' b a r b a r i a n s t o m a k e u n t i m e l y which w e h a d p l a y e d i n t h e Te a m
acquaintance w i t h t h e i r p a g a n g o d s . Competition, and it meant that any team
Mill Days are open to PA members only. There is no fee but
places must be booked in advance. For details, write to 'Players There were 20 teams in the competition, which didn't massacre the goblins in the
Association Mill Days' at the address below. Please enclose an making 1 0 0 barbarians in all, but a mere lower hall w i t h a volley from the balcony
SAE.
38 o f t h e s e w e r e s t i l l o n t h i s s i d e o f was missing a golden opportunity.
PA PINS Paradise by the end!
These are half-inch diameter brushed steel badges carrying
However, I w a s officially i n f o r m e d t h a t
our Dragon's-Head logo. They will double as a lapel badge or When t h e module w a s being developed, the bonus applies o n l y to a r m o u r class,
tie-pin and will discreetly identify you as a player and PA the i n f a m o u s T S R p l a y - t e s t i n g t e a m with t h e missile a n d saving t h r o w
member. Price E. 0.95 each, post free.
managed to get through the adventure for bonuses being the same for barbarians as
the loss o f o n l y o n e character (namely for other mere mortals.
PA T-SHIRTS
Michael W . B r u n t o n , w h o displayed a
White cotton T-shirts with the full-colour design of a dragon magnetic attraction f o r all t h i n g s sharp, must a d m i t t o f e e l i n g s o m e s e n s e o f
towering over the DiSiD symbol. Available in S, M and L sizes heavy and, alas, poisonous). T h e i r early
(please state size when ordering). Price E3.50 each, post free.
relief on behalf of monsters everywhere
stages were less inspired, however, w i t h that barbarians are not quite in the Robin
PAN BACK ISSUES a b r i e f exchange w h i c h r a n s o m e t h i n g Hood league. Further, I can more readily
like this. imagine a barbarian standing awe-struck
It always happens. No sooner does a magazine come to an end in t h e face o f a 'pretty-looking g l o w i n g
than its back issues become collector's items PA members
can obtain back issues of PANs 1-12 for EO 50 each or 5.00 DM: O k a y, y o u c l i m b s a f e l y u p t o t h e thing t h a t m a g i c i a n j u s t m a d e ' , t h a n
for a set of 12, post free. window. leaping contemptuously a s i d e w i t h t h e
Player: I ' l l t a k e a l o o k a t t h e o v e r h a n g comment 'since a fireball has a velocity of
Offers are open to PA members only. Orders, please,
to: above the window. Does it look as though 10.4 feet per second, a leap of 16.4 feet to
PA Special Offers, TSR Hobbies (UK) Ltd., The Mill, I could climb round it? the left will suffice'.
Rathmore Rd,, CAMBRIDGE CB1 4AD, DM: No,
Player: I'll try anyway. Crom, w h a t next?
Remember to include your PA membership number
when ordering. All offers made subject to availability.
DM: You fall 60 feet.
Player: Oh.... Sts Graeme Morris
31
DISPEL CONFUSION
Dispel Confusion i s a question a n d A. T h e exact meaning o f t h e t e r m movement rates while flying roughly
answer column intended to help garners 'inches' varies throughout the rules, work out at 3 inches representing
overcome problems they have with game depending on context. one mile per hour.
rules. This month, Dispel Confusion deals
with questions relating to the DUNGEONS Ranges for both missile fire and spell The last use of inches is the normal,
& D R A G O N S a n d A D VA N C E D casting are given in inches. The meaning common-sense one. They can simply
DUNGEONS & DRAGONS games. of 'inch' in this context depends on serve to give dimensions of objects
where the missile or spell is being such as swords, boxes, wands etc.
Good answers need good questions, so used. Inside structures (eg a dung-
send yours to: D i s p e l Confusion (PAN), eon) 1 i n c h equates t o 1 0 feet. Q. I s a Dungeon Master allowed t o
IMAGINE magazine, TSR (UK) Ltd, The Outdoors, 1 i n c h represents three change details, monsters etc. when
Mill, Rathmore Road, CAMBRIDGE CB1 times this distance 10 yards. he o r s h e i s running a n official
4AD. module? (Basic/Advanced)
Regardless of where the spell is cast
Q. S o m e classes have minimum ability the area of effect remains the same A. Ye s . Official adventure modules are
scores such as the ranger who must one inch always represents 1 0 designed to be complete and not to
have a strength of 13, intelligence of feet. need change, b u t t h e r e c a n b e
13, wisdom of 14 and a constitution circumstances under which changes
of 14. What happens when a score Movement rates are more compli- are useful and desirable. The DM is
drops below the minimum, as occurs cated. For mapping movement in a quite at liberty to make alterations to
to constitution after a number o f dungeon setting, 1 inch represents a module which allow it to fit into his
deaths and resurrections, or strength 10 f e e t p e r turn. For. movement or h e r campaign background, o r
if h i t i n c o m b a t b y a s h a d o w ? through areas which are not being make it more enjoyable or challeng-
(Advanced) mapped 1 inch represents 10feet per ing for the players.
1 /5 turn. In combat (or when fleeing)
A. T h e character does not cease to be a movement is based on 1 inch equals Modules can never be more than
member of a particular class (either 10 feet per round. highly detailed outlines of an adven-
temporarily or permanently) because ture, so the DM will have to make
his ability scores no longer reach the Movement rates also apply to other changes during play t o keep t h e
minima required. The minima apply situations. When adventuring across action f l o w i n g s m o o t h l y f o r a l l
only a t t h e t i m e a character i s wilderness terrain, and using the concerned. The DM may also have to
created, not to his or her continued standard mapping scales, 1 i n c h invent new pieces of action should
functioning. represents 1 m i l e per 1 /2 day o f the party wander off into a section of
travelling. In a city context 1 i n c h the adventure which t h e designer
Q. W h a t do 'inches' mean when given represents 1 0 f e e t p e r round ( i f has assumed nobody would really
in the rules? (Advanced) characters are not mapping). Finally, encounter.

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

Membership of the PA costs E2.50 per


year f o r n e w U K o r B F P O m e m b e r s
(E2.00 for renewals) and 5 . 0 0 (or US
$10) f o r o v e r s e a s m e m b e r s . A l l y o u
have to do is fill in this coupon and send
it to:

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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'e_SeEPe o f FEARSomE f o S s o'Eamtike, 0E- PERILS

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

Book Review Review o f Science Fiction, looks a t


recent releases in the world of adventure
fiction and some interesting non-fiction.

Artificial p e o p l e feature i n t h e t w o lead hunter. The author is a k n o w n British SF Now, a t l a s t , s o m e o n e h a s w r i t t e n a


novels t h i s t i m e around. J o h n Sladek's writer, here lurking under his umpteenth critical study of N e w Wo r l d s during t h e
Roderick at Random (Granada f 1.95) is pseudonym. Updated D e n n i s Wheatley, Moorcock e r a . C o l i n G r e e n l a n d ' s T h e
about the most delightful robot SF has yet they move along q u i t e adequately, w i t h Entropy Exhibition (Routledge, E l l .95)
created: Roderick Wood, w h o passes for dollops of gore and sex to keep you i n a is subtitled Michael Moorcock and the
human b u t is as innocent as a l a m b and fun frame of mind. British 'New Wave' in Science Fiction,
far t o o s w e e t - n a t u r e d t o m a k e a c o n - and m u c h o f i t i s f i n e , s y m p a t h e t i c ,
vincing m e m b e r o f o u r f a l l e n species. Kingsley A m i s once had a reputation as sensitive criticism. The author, still in his
Everyone i s o u t t o g e t Roderick t h e an A n g r y Yo u n g M a n ; t h e s e d a y s h e 20s, is obviously too young to have read
government, big business, religious nuts enjoys p l a y i n g t h e r o l e o f C r u s t y O l d NW in the 60s, but he has imagined the
yet s o m e h o w he keeps eluding them. Curmudgeon. In the long introduction to excitement of the period remarkably well.
It's a crazy, venal, h i l a r i o u s w o r l d t h a t his anthology The Golden Age of Science An i m p o r t a n t b o o k , o n a n i m p o r t a n t
Sladek creates, while Roderick himself is Fiction (Penguin, 2.95) he asserts that subject. (As it happens, Colin Greenland
beautiful, a s a i n t . T h i s i s n o t s t r i c t l y SF ' d i e d ' i n 1 9 6 2 o r t h e r e a b o u t s is c o - e d i t o r o f a n e w S F m a g a z i n e ,
speaking a 'sequel' to the earlier volume, written SF, t h a t is, f o r he does add t h a t Interzone, w h i c h r e c e n t l y published i t s
Roderick, or the Education of a Young there a r e s i g n s o f h o p e i n t h e cinema. fourth issue. I recommend you to give it a
Machine (1980); rather, i t is the second What he gives us here is a fat collection of try; a year's sub is just 5 and is available
half o f a l o n g , c o n t i n u o u s novel. S o I 1950s SF, aimed at the 'general reader' from 28 Duckett Road, London N 4 1BN.)
recommend t h a t you r e a d Vo l u m e O n e and i n c l u d i n g s t o r i e s b y P o h l , B l i s h ,
first. Sheckley, Clarke, A s i m o v, e t c . A g o o d Finally, a book w h i c h has been a w a i t e d
anthology, but many of us will have read it eagerly in certain quarters, W h i t e G o l d
Friday by Robert A. Heinlein (NEL, f 2.50) all before. Wielder by Stephen Donaldson (Collins,
is a b o u t a n artificial g i r l , a genetically- L8.95). T h i s i s t h e s i x t h ( a n d f i n a l ? )
engineered superwoman who works as a volume i n The Chronicles o f Thomas
secret agent in a dangerous future world. Covenant, a l o n g a n d g l o o m y q u e s t
Unlike Roderick, h o w e v e r, F r i d a y i s n o through t h e fantasy w o r l d o f The Land.
innocent: she kills people, she rearranges The story has proved immensely popular
the world for its own good. I was prepared thus far and, indeed, the present volume
to like this novel advance notices and will n o t disappoint t h o s e r e a d e r s w h o
reviews have all trumpeted the fact that it have b e e n f o l l o w i n g a l l d e v e l o p m e n t s
is Heinlein's best in m a n y years a n d faithfully.
indeed it moves well, b u t I f o u n d it left a
curiously bad taste in m y mouth. M a y b e W h i t e G o l d W i e l d e r is a stronger w o r k
SF writers are giving up on mere human- than the preceding tome (The One Tree).
ity: the only good folk left are machines or A surprising feature is the w a y in w h i c h
androids o f o n e shape o r another, b u t I the h e r o , T h o m a s Covenant, i s a l m o s t
found m u c h m o r e to admire in Sladek's displaced a t t h e c e n t r e o f t h i n g s b y h i s
brilliant long-suffering hero than I did in female companion, L i n d e n A v e r y o r
Heinlein's smart, sexy murderess. perhaps i t i s n o t s o surprising, a s h e r
stature grew steadily throughout the last
A first novel, M i k e Scott Rohan's R u n t o volume. I d o n ' t w i s h t o give a w a y w h a t
the S t a r s (Arrow, f 1 .95) is Great Stuff. happens, s o s u ff i c e i t t o s a y t h a t t h e
Could t h i s a u t h o r b e o u r h o m e - g r o w n manner in w h i c h t h e adventure ends is
(Scottish) Roger Zelazny? A t base i t ' s a morally satisfying.
conventional SF scenario: muscular hero
and s e x y - b u t - b r a i n y g i r l f r i e n d e s c a p e But I m u s t confess I a m not a Donaldson
from a bureaucratic Earth and make their fan: h i s s t y l e i s s o l o n g - w i n d e d , s o
romantic r u n to the stars. However, i t is hamfistedly Latinate, so dependent on a
all done with marvellous bravura and the Once upon a time there was a British SF sheer piling on o f effect w h i c h r e m i n d s
narrative f a i r l y c r a c k l e s w i t h e n e r g y. magazine called N e w Worlds. It published me o f H.P. Lovecraft's... I n f r u s t r a t i o n I
'Banzail Arrigator many of the earliest stories of A r t h u r C. consulted a f r i e n d , A n d y Robertson,
Clarke, J o h n B r u n n e r, B r i a n A l d i s s and w h o m I k n o w to be a g e n u i n e admirer of
Christopher P r i e s t ' s T h e A f f i r m a t i o n J.G. Ballard. I n 1 9 6 4 a w i l d young m a n Donaldson and I found he agreed w i t h
(Arena, f 2.50) i s a n o v e l w h i c h w o r k s called M i c h a e l M o o r c o c k b e c a m e i t s me! H e h o l d s T h e C h r o n i c l e s i n h i g h
despite i t s e l f . A psychological f a n t a s y editor, a n d w i t h i n t h r e e y e a r s h e h a d regard as a moral allegory, b u t h e adds
about a m a n w h o writes a book set in an changed i t i n t o t h e m o s t s i g n i f i c a n t that he has a 'wincing dislike' o l t h e prose
imaginary world, it is slow-moving, pains- avant-garde magazine of its day. M a n y of style. I ' v e c o m e a c r o s s t h i s s o r t o f
taking, flatly-written.., and yet it builds up the s t o r i e s i t p u b l i s h e d w e r e n o t S F, reaction i n other readers. S o w e have a
a charge it moves the reader. This is an though fantasy and SF remained a t t h e conundrum, ladies a n d gentlemen: w h y
honest, baffled (and baffling) w o r k of art, heart o f t h e enterprise. U n f o r t u n a t e l y, should a work that is so very popular also
in w h i c h P r i e s t h a s f o u n d h i s p e r f e c t the enterprise could not last. A s the 60s be so difficult to read?
subject matter. turned into the 70s N W died killed, in
the main, by prejudiced distributors w h o
The Stalking and The Talisman by Robert refused t o h a n d l e i t . I t h a d b e e n v e r y Dave Pringle will be back in issue 5. Next
Faulcon (Arrow, 1.50 each) are the first exciting while it lasted: a magazine which month we welcome back Colin Greenland
volumes i n a n e w s u p e r n a t u r a l - h o r r o r reflected its times, the years of the Youth who will review some o f the latest film
series f e a t u r i n g a h e r o c a l l e d N i g h t - Explosion. releases.
36
Now available
The New 1983
Citadel Catalogue
Our largest catalogue to date, packed with hundreds of illustrations
and featuring helpful articles on painting and converting figures.

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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.

'For such a thing to be, all the world needs


'...Daily food for a hundred days. Don't The sun was echoed in a yellow move- must be changed,' said a clear voice from
look at me like that. Sutane asked for that, ment behind, Intila's hair swirling as she the doorway.
and set his own price.' entered and stood stiffly to await instruct-
ions. Breck eyed her. Breck began to turn, and halfway froze as
'And you let him. I suppose you're used to superstitious dread took hold of him with
dealing in bodies and souls, human lives 'What would you do i f I cancelled this bony fingers. With complicated feelings
to buy and sell if the price is right. You damned oath?' he faced Intila again: the long glowing
think you've bought me for your own. You hair, the secretive smile, the whispering
disgust me.' Her animation made even 'I'd pay a visit to Laa the dyer's cottage.' blue thing she held to one ear. Confusedly
the drab robe seem attractive. he tried to slam doors in his mind.
'Who?'
'Sutane said he needed to be alone for the 'You were quick,' he said rapidly. 'Does
hundred days, t o work up some grand 'You've m e t her, but because you're a Laa lend out her listening stone for the
enchantment. No doubt this is his way of man and she's plain you never troubled to asking? Could use it myself when the tax
ensuring you're well cared f o r mean- rerriember her name. Laa is famous for gatherer comes calling.., find how much
while.' her blue.' of my tithes stick to his fingers.'

'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.

'You'd best keep back,' she said while the


birches were still a little way off. 'I can spy
better if only Sutane is near; the whispers
are hard enough t o f o l l o w w h e n they're
single. I am not Laa.'

'A g o o d t h i n g t o o . ' T h e i r l i p s touched.


Breck stood in sunlight, watching as she
carried a w a y t h e m a n y - f a c e t e d s t o n e ,
shrinking, dimming, vanishing in the grey
trees' shadow. He waited.

He t h o u g h t o f his luck, o f Intila; a t once


his m e r c h a n t ' s m i n d set him looking for
ill-luck t o o c c u p y t h e o t h e r p a n o f t h e
balance. S u p p o s e S u t a n e c a u g h t h e r.
Suppose she never returned, and when at
last he w e n t stumbling through the trees
there w a s n o t h i n g t h e r e b u t old leaves
and dust. Suppose Sutane...

Sutane, he reminded himself, was follow-


ing the way of white and perfection. But a
remembered v o i c e f r o m h i s s c h o o l i n g
said, perfection of the life or of the work?

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!'

'Insect,' m u t t e r e d Breck, n o w standing.


'Stark nonsense. I ' m t a k i n g I n t i l a a w a y
from this madness.' He moved to w h e r e
she stood, trembling, s t a r i n g a t S u t a n e
with unreadable eyes.

'Do w h a t you w i s h , ' s a i d S u t a n e gaily.


'My work is n o w to lift the last grey from
the world. Look!' A casual gesture, a n d
unbearable white sprang downward: the
grass a b o u t h i m b e c a m e m o r e t h a n
green, b u r n i n g w i t h t h e u n a b a t e d t r u e
left Breck's house for the Grey Birches, 'Avert!' w i t h a loosing o f f a i n t radiance colour. E a c h s l e n d e r l e a f s e e m e d a
there t o f o l l o w h i s twisted p a t h t o from her raised hand; and in desperation w i n d o w into infinite corridors of glowing
perfection and the true White. Breck flung the clumsy sword with all his emerald. Tears came to Breck's eyes as
strength. he g a z e d a t t h e g r a s s y s p l e n d o u r ; h e
The shadowed woodland spread further turned his head away with an effort. 'I'm
than Breck thought; vaguely he'd expected He dropped to the ground and rolled. Intila going.'
to find Sutane's woven hut in the first fell too, limply, her feeble thrust swallow-
clearing, b u t a l l t h a t l a y there w e r e ed in Sutane's monstrous fury of red. The 'You used me,' said Intila. 'A piece of bait,
familiar packs of food in varying states of sword cracked a n d p u ff e d i n t o i n c a n d - a bargaining counter. Your white is rotten
decay. Ahead were more slim grey trunks escent vapour. Flame burst from Breck's at the core.'
barred with yellow shafts of sunlight. He own cloak and t o u c h e d h i m i n a dozen
squinted into the confusion of light and places with hot needles of pain. Throwing 'Perfection justifies all.'
dark.., and again he heard a voice behind. a protective arm before his face, he rolled
further across the sizzling grass, a stench 'I doubt it,' said Breck. 'Goodbye. It looks
'No! You mustn't anger him, Breck. This of smoke and ash and his own burnt hair like rain.'
is what he wants. A master can use his making him choke and retch.
anger...' Sutane stared at the black cloud gather-
Still s o m e h o w alive, h e peered painfully ing above, and momentarily frowned.
It was she, o f course. He was almost up to see Sutane standing over him. H e
relieved at the delay. Still the awkward had not even the strength to spit defiance.
sword was in his hand. 'I go to... to put an Against t h e d a r k b r a n c h e s a n d s k y, Walking painfully as their clothing rubbed
end to any anger Sutane might feel,' he Sutane's threadbare robes and flesh n o w at blisters, Breck and Intila left in silence.
declared with that magnificence poets stood out with an unearthly glow. Even t o t o u c h h a n d s b r o u g h t i t s o w n
ascribed to fighting men, but he couldn't penalty o f pain. Looking back, t h e y s a w
think what to say next. 'I have no quarrel w i t h you n o w, ' he said the gloomy birch clump blossom in truest
in h i s t h i n g e n t l e v o i c e , w h i c h h a d colours, leaves unutterably green, trunks
'I saw you. From the window. A mile off. I changed, become purer and clearer. 'I am ablaze with the regained white, shadows
ran... Come back with me now. Please do, glad you live.' all l o s t i n colour. I f illusion, i t w a s t h e
there's danger.' In her gasping anxiety grandest of all illusions. It was as though
she plucked at his cloak. Breck's heart This t i m e B r e c k d i d s p i t : i t f e l l s h o r t . they had spent a lifetime in caves, squint-
melted again, and he twined his free arm Propping h i m s e l f u p w i t h both blistered ing and staring in flickers o f candlelight,
round her with sudden eagerness, feeling arms, h e s a w the great swathe o f b u r n t and n o w at last had crept out to see the
her heart drum and pound as her breast's ground behind, the blackened stumps of sun. B u t a l s o t h e y s a w a d a r k e r c l o u d
warm pressure came against him. trees w h e r e t h e u l t i m a t e , d e a d l y f i r e - overhead.
illusion had compelled belief not only on
'No,' she said, eyes wide with fear, but not Breck but on t h e i n a n i m a t e world.., h a d 'The w h o l e w o r l d l i k e t h i s . . . ? ' B r e c k
drawing away. 'This is what he...' become r e a l i t y. W i s p s o f s m o k e r o s e murmured, and shook his head.
42
'Wait. T h e test comes n o w. S u t a n e w i l l 'He succeeded, i n a w a y, t h e n , ' s a i d and p o w e r i n m o n g r e l h u e s , d e c a y i n g
challenge the darkness.' Breck. 'The dark's gone from the sky.' tints, pastels w h i c h h a d been u n k n o w n
and unthinkable. M a g e s and illusionists
'Stars,' B r e c k s a i d meditatively, r o l l i n g 'He failed. The dark is back here with us. looked f o r n e w keys t o p o w e r, t u r n i n g
the empty word on his tongue. Mikjebarr's spell is undone. Look.' from t h e p a t h s o f t r u e c o l o u r. O t h e r s
gaped at the unremarkable stars.
The g r o v e ' s perfect colours pulsed j o y - Like ripples i n w a t e r, a n e w muddiness
ously, and a s w o r d of w h i t e stabbed the was rolling o u t over t h e grass, a feeble When t r u e c o l o u r s fade, t h e i r m e m o r y
sky with unutterable beauty. Again it was echo of true green as the sky was a feeble fades not long after. For a while, though,
too much to look at; Breck thought of tart echo o f b l u e , b l o t t i n g o u t e v e n t h e Sutane's m o n u m e n t r e m a i n e d . W h e r e
fruit w h o s e piercing taste w a s exquisite memory o f t h e u l t i m a t e g r e e n g l o r y the doomed birches had stood, there was
to t h e p o i n t o f p a i n . R a i n b o w c o l o u r s Sutane h a d b r o u g h t t o earth f o r a little a great hollow which held its own kind of
trembled over the whole sky. time. Breck almost turned to run, to drag perfection, t h e p e r f e c t i o n o f p u r e a n d
Intila w i t h h i m and outrace the change. neutral grey, the featureless perfection of
Then the c o l u m n of light rising from the But t h e m u d d i n e s s m o v e d t o o q u i c k l y dust. Once Breck and Intila w e n t walking
trees f a d e d t o p a l e g r e y. S t e a d i l y i t across the land, and was on them. there a s l o v e r s , b e f o r e t h e s t r a g g l i n g
darkened and became a black as absolute grass could reclaim the place; during the
as t h e w h i t e h a d b e e n . T h e r e w a s a He f e l t nothing, b u t closed h i s e y e s a t brief time they stood hand in hand on that
scream from the trees; the face of the sun w h a t he saw. No more w e r e the world's numbing grey dust, they could feel nothing
was obscured; a t o r r e n t of darkness fell hues b r i l l i a n t a n d d i s t i n c t l i k e s t a i n e d for each other, nothing at all.
roaring f r o m above. The sky itself paled, glass: t h e y faded a n d r a n t o g e t h e r i n -
as t h o u g h a l l i t s s h a d o w s w e r e b e i n g continently. N o longer w a s Intila's s u n -
funnelled down on Sutane. yellow hair a beacon of light above them Thus it was in the old days.
the sun itself had paled.
'He d i d i t h i m s e l f , ' s a i d I n t i l a i n t h e fik D a v i d L a n g f o r d
terrible twilight. 'He stood there w i t h his 'You look so terribly different. Everything
puny perfection, like a fine f r u i t to tempt is spoilt.' Even his voice was squeezed by
the dark round the world, and he pulled it the pain of loss into feebleness, between
down o n u s . W h i t e a n d b l a c k r u s h a whisper and a moan.
together a n d c a n c e l P e r f e c t i o n . . . i t ' s
deadly.' She caressed h i s cheek. ' Yo u f e e l t h e David L a n g f o r d i s a f r e e l a n c e w r i t e r,
same, B r e c k . I l l u s i o n i s t s k n o w b e t t e r whose m o s t recent publications include
Muddy l i g h t r e t u r n e d t o t h e world. T h e than to set much store by appearances...' the SF novel THE SPACE EATER (Arrow)
sky w a s left stained w i t h pale dinginess and the non-fiction book THE SCIENCE IN
hardly w o r t h c a l l i n g a c o l o u r, s o m e SCIENCE FICTION (Michael Joseph), this
deformed o ff s p r i n g o f t h e r e a l b l u e . A Later, people coaxed a new kind of beauty latter w r i t t e n w i t h P e t e r N i c h o l l s a n d
grey churning hid the birch clump. from t h e f l a w e d w o r l d , f i n d i n g s u b t l e t y Brian Stable ford.

ANNECE:ireNEVierkl.11101:4441WANCEMEDIR.VAIDI:n%

33fISHIDO
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Flashing bladework, brave warriors, martial mastery,


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magicians, spirits, war the stuff of Legends,
the Legends of Japan. Bushido is a role playing
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Players in Bushido design their characters to suit the of;-;ip,
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Please mention IMAGINETm magazine w h e n replying to advertisements 43


Jadera- faaanes. dubs and hob rneeta_fortheorning evenna_liettersfandinescladms and holanymeata--Tendma eaentaJenterafannineschdas and nonarneets__dorthannnra events__Catan Jan a V a s and nonnyrneent _

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.

Mike Lewis, Broadstairs: The layout is Tavern Ta l k w a s t h e highlight o f the


okay, but a little scrappy in places; such as issue. I like Pete's writing style, and it is
pages 4 & 5 (the Beginners' Guide)where an important event, gaining a column in a
the layout confuses the eye. The art is still national prozine from which to plug the
poor in places, notably the artwork for the amateur side of the hobby.
module w h i c h seems very amateurish
and crude. I think part of the problem is I've seen the Figure Painting article all
that there are no halftones used. done before. Still, it will no doubt prove
useful t o those w h o have o n l y j u s t
I see that the great EGG is in his usual started.
form with his introductory letter, actually is gradually phased out. Nic Novice was a
it is a little more restrained than usual... You a r e t o b e congratulated f o r t h e waste of space, Sword of Alabron was
and yet another propaganda piece from reviews of fanzines as it is time that the crap. Comic strips only work if they are
Don Turnbull; quite honestly, I've stopped fanzines received some publicity. The excellent. Neither o f these was; a n d
believing anything he writes. He blows club and hobbymeet news is also much Rubic was only marginally better.
ISR's trumpet too loudly for my liking. appreciated.
I am glad to see you promising some
The Beginners' Guide to RPGs failed to IMAGINE magazine looks as though it will quality fiction. This should become one of
stress the roleplaying aspect of the game fulfill i t s promise and develop i n t o a your best features.
heavily enough; n o w I k n o w that the general FRP magazine (I'm waiting for the
AD&DTM game isn't a role-playing game, first Runequest article!) and will certainly I was pleased to note a large amount of
but...! knock the spots off WD. personal comment (Turnbull Talking, Re-
views, Tavern Ta l k , letters, fanzines,
Roger Musson's piece was well written. Tim Ellis, Sutton Coldfield: IMAGINE clubs etc). T h e attention paid t o t h e
QB-161-01:ANTARES was a nice piece of magazine is fairly good, even if the price is amateur side o f the hobby was heart-
fiction. It is great to see an FRP prozine a bit high. Do you only print reviews of warming and should go a long way to
actually featuring reasonable fiction. things you like? I can't find any negative repairing TSR's b a d i m a g e i n s u c h
Illuminations i s b e t t e r t h a n W h i t e comment in any of your reviews. quarters. Getting Pete Tamlyn to do a spot
Dwarf's effort and again, it is great to see was a masterpiece of judgement.
a prozine actually reviewing serious SF It is nice to see that the Barbarian class is
instead of Conan books! The Beacon at being put in, and I like your policy o f Overall I must say the magazine was very
Enon Tor was a good scenario, possibly publishing short stories. good and I await issue two with high
one of the best that has been published in expectations. In future I would like to see
a prozine. It was logical, and the layout Steve Norledge, W. Wickham, Kent: I wider ranges of games covered, particular-
was well-designed to help a total novice thought the article content was good; ly Traveller, C a l l o f Cthulhu, a n d
DM cope with running a first game. though I hope that the stuff for beginners Runequest.

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.

from Mike Costello, Emjay, 1 7 Langbank Wa d d i n g t o n A v e n u e , O l d C o u l s d o n ,


Avenue, Rise Park, NOTTS NG5 5BU. COULSDON, Surrey CR3 1 Q M for 30p.

Cerebro 1 7 brought a t o u c h o f class to Rostherne G a m e s R e v i e w 5 3 . D a v i d


the p i l e . A t 6 5 p , a v a i l a b l e f r o m G e o f f Wa t t s , R o s t h e r n e , 1 0 2 P r i o r y R o a d ,
Willmetts, 7 4 Gloucester Road, BRIDG- MILFORD H AV E N , D y f e d S A 1 3 2 A D
WATER, Somerset TA6 6EA, its 42 pages produces this postal games report. He is,
including lots of coloured paper a r e of course, the inventor of R a i l w a y Rivals
good value if you are a Marvel comics fan. and this dominates. As an aside, we hope
It has been r u m o u r e d t h a t space i n t h e to generate additional momentum for this
magazine will be devoted to FRPs, though marvelous g a m e w i t h a n a r t i c l e f r o m
this isn't the case yet. David himself in the near future.

A first look in this column at an interesting Mad D o g 7 . T h e y w o n ' t t h a n k u s f o r


United/ Diplomacy 'zine, Perspiring lumping this well-produced magazine in
Dreams 3 2 . Editorial a n d letters cover w i t h the r i ff - r a f t This collection of visual
every t o p i c i m a g i n a b l e , w h i l e g a m e fiction comic strips to the innocent
reports take u p 1 8 o f 2 4 pages. Nicely costs 50p. If you've ever seen Pssst, this
produced, this fanzine comes from J o h n will be a bit of a disappointment; the art is
Dodds, M o b e r l y To w e r s , B u r l i n g t o n fudgy and some of the stories limp. Still,
Street, MANCHESTER 15. Costs 35p. Queasy Rider was fun...

Lokasenna 3 is nominally a play-by-mail 1110 Paul Cockburn


'zine w i t h interests in RPGs, comics and Fanzine editors w h o w i s h to receive the
bad language. Lots of personal thoughts publicity this column offers s h o u l d send
and letters, from Brian 'Beast' Dolton, 94 current issues to Paul at The Mill.
45
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46
YES JUST..YOU 'MEANWHILE ELSEWHERE' BUT IF ANY HARM COMES
SHOULD HAVE I FEEL SO._
TrIF TO THEMWHATS THAT?
.GUILT Y.
BEEN A MAGIC I I THOUGHT I HEARD
- 5 R. A MAIDENS VOICE

1
. . 1

1.1",
';;Tea-ab__

..!CAUSE IF WERE GOING


TO STAY TOGETHER YOCSVE
GOT TO PROMISE ME ONE
THING, PALADI N...

A SINGLE FIRE BEETLE, WITH ONE SET OF LEGS


TIED TOGETHER, MAPS ITS LONELY LIFE I N
CIRCLES WITHIN T H E ROOM

47
Al! ALL AROOND
ME. JUST GET ME
OOT PALADIN,

COO-EE PALADIN,
WHILE YOORE UP
THERE COULD
Y' NO' KILL THE
BEETLE .Y' SEE
THE GLARNDS
ARE WORTH... TO RELIEVE
THE MONOTONY

REG OPENS THE OAK CHEST AND A HAUNTING VOICE DRIFTS FROM NOWHERE...

116 FoK-N.ActokiS
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KRELLS REVELATION!
THE LEGEND IS TRUE
THEN.,..SNOWDEMON
STILL LIVESib FOUL
GUARDIAN OF THE ONE WILL Y'NO'
SWORD OF ALABROW GET ME AND
THIS DEAD
BEETLE 00T?

48
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111 in I 1 II,

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STAR FRONTIERS is a trademark owned by TSR Hobbies, Inc 1982 TSR Hobbles, Inc A l l Rights Reserved

P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 . ISSN 0 2 6 4 - 1 3 9 9

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