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No.

6 September 1983

Adventure Games,Magazine

* The Thief Acrobat


a new split class for the
light-fingered
* Jack Of All Trades
a scenario for the
D&D R, AD&DTM and
DRAGONQUESTrm
es
* Dome of Whispers
adventure fiction by Ian
Watson
ILL I v L. I T U
LOA I t 201S

Relive the days of the 'Untouchables', when G-men battled gangsters. Be a private eve
or reporter y o u r choice of colourful characters in an era of mobsters and
bootlegging. Players in the GANGBUSTERS- game investigate the underworld o f
Lakefront City — a fictional metropolis i n the 'Roaring Twenties a n d 'Troubled
Thirties'. The GANGBUSTERS- game includes a 64 page rulebook, a16 page module,
dice, a sheet of counters, and maps of Lakefront City. In 7 M
the TSR tradition, t h e GANGBUSTERS- r o l e playing
game w i l l be supported b y a range o f exciting • ' s R
and challenging modules. T1tc,ttrteVtzr.t,
1982 TS8 Hobbies inc. 7 5 1 1 rights reserved.

1-111S1101/ N i l L MAIL TSR H o b b i e s (UK) L t d .


T h e Mill, R a t h m o r e Road.
The symbol TM represents trade marks owned
by TSR Hobbies Eloci.
LLCM C a m b r i d g e CR1 4 A D
Te l : ( 0 2 2 3 ) 2 1 2 5 1 7
1 rE_
i

. .
TM

Editorial
Once again our modest and unassuming editor has stepped aside and allowed one
No 6 September 1 9 8 3 of more humble rank to pen these words. W h y he thought I w o u l d be ideal for
writing the editorial for the 'Thieves' issue, I don't know....
Published by
TSR U K Ltd This i s s u e carries t h e Thief-Acrobat class f o r t h e AD&DTM game, p a r t o f t h e
Publisher D o n Tu r n b u l l expansion o f t h e g a m e t h a t h a s already seen t h e publication o f t h e M o n s t e r
Editor K e i t h Thomson Manual 2 b o o k t h i s s u m m e r. O u r c o l o n i a l s i s t e r p u b l i c a t i o n , DRAGONTM
Assistant Editor P a u l Cockburn magazine, has carried many other additions, most of which have found or will find
Editorial Assistant K i m Daniel their w a y i n t o revisions o f t h e r u l e s books. T h e Cavalier class, w h i c h w e are
Features Assistant M i k e Brunton expecting t o p u b l i s h i n 1 2 o f IMAGINETm magazine, f e a t u r e s m a n y o f t h e
Art P h i l Kaye changes that are envisaged for the fighter classes. l o o k forward to hearing what
you think of the Thief Acrobat and the Cavalier; notwithstanding the mail w e had
This m o n t h ' s c o n t r i b u t i n g artists: concerning the Barbarian!
Emmanuel P a u l Ruiz
At a t i m e w h e n t h e D&DP g a m e has become the best-selling game in t h e UK,
Ian Williamson A n n e Hamill
ahead of S c r a b b l e and M o n o p o l y, m a n y of the m o r e experienced players are
Pete Young J e r e m y Goodwin asking ' w h e r e is the game going?' They can remember w h e n it was a part of a
Sarah Hocombe
hobby with a few hundred adherents s e r i o u s garners with an interest that went
beyond t h e m e r e p l a y i n g o f t h e g a m e . N o w , w h e n m a n y t h o u s a n d s a r e
discovering role-playing for t h e first time, and w h e n t h e A D & D g a m e is being
IMAGINErm magazine is published monthly by
expanded through a variety of 'official' and 'unofficial' media, these long-serving
TSR U K L t d , T h e M i l l , R a t h m o r e R o a d ,
CAMBRIDGE C B 1 4 A D . Te l e p h o n e : ( 0 2 2 3 ) garners are asking w h a t c o m m o n ground there can be between t h e m a n d t h e
212517. Te l e x ' 8 1 8 7 6 1 , game they play, and the newcomers and their versions.

IMAGINE magazine is available from all good


In the end, no matter what role-playing game you play or how you play it, you, the
hobby s h o p s a n d n e w s a g e n t s . I t i s a l s o
available d i r e c t f r o m t h e p u b l i s h e r b y reader of this magazine, are a participant in a hobby dependent upon inspiration
individual subscription. The subscription rate and imagination. You buy a cold set of rules — you transform it into a living world,
is f 12 for twelve issues, with a consistent sense of its own 'reality'. We are aware that not everything that
is currently being added to or called the A D & D game will find its way into every
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
still available, can be bought directly from the campaign. But give things a try first, and then tell us what you think.
publisher f o r t h e p r i c e o f E 1 . 5 0 (inc postage Paul C o c k b u r n
and packing), P a y m e n t m u s t a c c o m p a n y a l l
orders. If one or more issues in an order are
out o f print, a c r e d i t n o t e w i l l b e s u b s t i t u t e d
which m a y be exchanged for cash o r
Contents
merchandise f r o m t h e publisher.
The Beginners' Guide to Role-Playing Games,
The issue of expiration for each s u b s c r i p t i o n our feature for the n e w player, w i t h Nic Novice 2
will b e printed o n t h e subscriber's mailing
label. Changes of address m u s t be notified t o Stirge Corner, by Roger Musson,
the p u b l i s h e r a t l e a s t 3 0 d a y s b e f o r e t h e a guide for the inexperienced player 5
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
delivery. The Thief-Acrobat, by Gary Gygax,
a n e w split class for characters with high strength and dexterity 7
All m a t e r i a l published i n I M A G I N 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 Dome of Whispers, by Ian Watson,
publisher p r i o r to publication, u n l e s s special original adventure fiction 1 1
arrangements a r e m a d e t o t h e contrary i n
writing.
Illuminations, news from the world of games 1 9
Jack of All Trades, by Roger Hall,
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
s u b m i s s i o n s of w r i t t e n m a t e r i a l a n d a r t w o r k a scenario for the D&D, A D & D and DRAGONQUESTlim games 2 1
at all times, H o w e v e r, no s u b m i s s i o n s will be Players Association N e w s ,
returned u n l e s s a c c o m p a n i e d b y a s t a m p e d ,
self-addressed e n v e l o p e o f s u f f i c i e n t s i z e a magazine within a magazine, edited by Mike Brunton
Under n o c i r c u m s t a n c e s w i l l t h e p u b l i s h e r PAN Pipings 3 1
accept r e s p o n s i b i l i t y f o r a n y s u c h s u b -
missions. Published m a t e r i a l w i l l be paid for Dispel Confusion 3 2
Turnbull Talking 3 2
IMAGINE is a t r a d e m a r k o w n e d by TSR Inc.
All r i g h t s on the p u b l i c a t i o n of this magazine Rubic o f M o g g e d o n 3 4
are reserved, and nothing may be reproduced Film Reviews, by Colin Greenland 3 5
in w h o l e o r i n p a r t w i t h o u t t h e w r i t t e n
consent of the publisher. Copyright " 1 9 8 3 by Chain Mail, by Brian Creese,
TSR U K Ltd. a n e w regular feature on postal gaming 3 6
I M A G I N E magazine gratefully acknow- Tavern Talk, by Pete Tamlyn 3 8
ledges the s u p p o r t o ff e r e d by its sister Letters, Clubs and F o r t h c o m i a g Events 3 8
publication, D R A G O N m a g a z i n e , Fanzines 4 0
published by our parent c o m p a n y TSR
Inc, P O B o x 7 5 6 , L a k e G e n e v a , European Illuminati 4 0
Wisconsin 5 3 1 4 7 , U S A . A r t i c l e s Game Reviews, adventure games under the spotlight 4 2
appearing in I M A G I N E m a g a z i n e m a y The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 4 6
have p r e v i o u s l y a p p e a r e d i n t h a t
publication.
Fair at Dragon Post, by Emmanuel c o v e r
IMAGINE magazine, S e p t e m b e r 1 9 8 3 1
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A taker by stealth
'Carefidly haltancea s e a and s k u l k e r i n s h a d o w s , t h e
aow acl9c, Toth drew out apiece a o or, their thief is a common character in
entweop
eredO W;T
the eaCty• A hey
Nom. fantasy l i t e r a t u r e . P l a y e r s o f
f wire, sail:1,119 i t aroma( the \ tioncel in the Cock anti a fat
fantasy role-playing games can
frame he a -whitlow open.room,
t a c tatcli (Ina' \ richly
ecutaaaresd fi9ttre hoicatti3 enjoy the thrill of carrying out daring
-gave clartect forward. _
plakc( the l i robberies using their skills to relieve
ctroppest sitetay into the WM 9m39ea tits; titerclautt white
Flai ack9oex the wealthy of their riches.
ata si9octaat for Ntacee to lain e viatc4 f Ms bacn.,
your t 'No \
him. Site quickly scatea the wall Imise or it's i n s t . 11
The adventure took place d u r i n g s u c h a
cata t h e t i Vo tftieVes 9rinitect• a t starta l i t e merchant itonacti,
game. Sue is the referee who has created
coca otherais
T . w a s the paws, Niacve rat-lova( far litma anti \ I the setting and runs the game according
cota the mercitant wontrat he Tork elosea tat', ctoor. 'Tftc keys to the rules. The players both assume the
back for at (east cutotaa hour. to the dust if you vaaie your afe role o f t h i e f a n d a c t a s t h o u g h t h e i r
mat no fast moves.' characters are in the situations described
T oth movea
m to the a aoor t by Sue. They both possess thieving skills
pressed ftis ear to the wood. tic Gitt9erly the tnocitant acutaect which t h e y u s e d u r i n g t h e a d v e n t u r e .
outt
ttocalea to Niacvc, satisftect that over a hey. Macve pustiect aim to When they use a skill Sue rolls dice and
compares the result to their skill scores to
there was no movement ill the -the Elea t i t t a secure(v b a
lianas and feet with a piece of determine whether they succeed or not.
114. Whit practicest et sv e sive
scatuica the duS a y ythe 6-ea. tier
a raa lVt I 8t t u &ao tiny to las -month cos- urea Anne (Maeve) and Alan (-Fork) are attempt-
IMMIMINk 1 1 tkUltrilitiM011
attelittall s a
w n
incora. A liattafterchief pus Ms
ing to rob a merchant's room w h i l e he is
necate in the loch; e beat silence, at a Guild meeting. Alan has successfully
awl removed it with (ter pliers. climbed t h e o u t s i d e w a l l w h i l e A n n e
to pick the loch. lt clict 'cork Op t h e Just to see 1
Sac boatt waits in the shadows below.
not open. clothesthstc(e, quickly tarew 1
them on the p o r arta searcheti Alan — 'I'm trying t o open t h e w i n d o w.
e stooaup s t g u a l - Can I r e a c h t h e c a t c h w i t h a n y o f m y
Cursitv3 sh for 0, secret 1attet-2
k a ct to Torli to try. Tile sauna of thief's tools?'
N.,1,
\
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footsteps was lama. Swiftly Sue rolls t w o dice and checks t h e score
\
\,,, l • against A l a n ' s O p e n L o c k s s k i l l . H e
,•••.;•., , , , N \ N N 'SAO,
succeeds and opens the w i n d o w.
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Alan — ' I ' l l s i g n a l t o A n n e t h a t I ' v e A n n e — 'I'll try and remove it. If I succeed mouth and put my dagger
opened it. Then I'll t r y to M o v e S i l e n t l y I'll pick the lock.' against his back. I'm not trying to
into the room.' wound him, only let him know that
Sue rolls the dice and is again successful, I could do so easily.'
Sue r o l l s dice t o see i f A l a n makes any the poison needle is removed! The t h r o w
noise and if Anne can climb the wall. to O p e n L o c k s i s , h o w e v e r, t o o h i g h . Sue rolls and tells A n n e that she has no
Having failed, A n n e cannot try again. problems taking the merchant by surprise.
Sue — 'Anne, you climb the wall with no
problem. A l a n you see a richly furnished Sue — 'Alan, as you move away from the Anne — ' " N o noise o r i t is y o u r l a s t . "
room with a four poster bed. A nightstand door you hear footsteps approaching and Does he understand?'
is next to the bed w i t h a jug, a candle and the jingling of keys.'
an ashtray on it. On the other side of the Sue ' H e nods and you notice beads of
bed i s a w o o d e n c h e s t reinforced w i t h Anne — 'I'll hide behind t h e door and perspiration break out on his forehead.'
metal bands. The floor is covered by rugs prepare to Backstab whoever comes in.'
and f u r s . T h e r e i s a d o o r opposite t h e Alan — 'I'll check that the corridor is clear
window a n d y o u notice t h a t t h e area Alan — 'I'll do the same on the other side.' and close the door.'
behind the door is lit.'
Sue — 'The door opens and a fat, richly Anne — 'I'll jab the merchant in the back
Anne — 'Good. Looks like w e picked the dressed man enters the room, carrying a and say "Give me the keys to the c h e s t . " '
right w i n d o w. The door m u s t lead to the candle and muttering to himself.'
hallway.' Sue — ' H e r u m m a g e s a r o u n d i n h i s
As t h e t w o thieves are trying t o Hide in pouch and pulls out a key.'
Alan — 'I'll move to the door and listen.' S h a d o w s by the door, Sue rolls dice for
each o f them t o determine w h e t h e r the Alan — 'I get the key and try it in the lock
Sue r o l l s f o r A l a n ' s a t t e m p t t o H e a r merchant notices them. He does not, and
Noise. K n o w i n g t h e r e i s n o - o n e i n t h e Sue informs Alan and A n n e of this. Anne — p u s h h i m o n t o t h e b e d a n d
hallway, she ignores the dice roll and tells attempt to tie him up with a piece of cord
Alan that he cannot hear anything. Anne — 'Is anyone w i t h him?' from m y pouch. T h e n I s t u f f m y h a n d -
kerchief into his mouth to gag him.'
Anne — 'I'll check the chest for traps.' Sue — 'No-one follows him into the room
and you can't hear anyone in the corridor.' Sue — 'He does not resist so you have no
Sue rolls t w o dice and checks the result problem. Alan, you get the chest open and
with A n n e ' s Find Traps ability. She tells Anne — M o v e S i l e n t l y and take him see that it is full of clothes.'
Anne that she sees a needle in the lock. by surprise. I p l a c e m y h a n d o v e r h i s I P J i m B a m bra

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3
• 1111 , • M i m = E M M E N , IMMEMEEP — —

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The Morrow Project is a completely new and very
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4 Please m e n t i o n IMAGINE-FM m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
If I were to hand you a colourless liquid,
that might make you very strong for five
minutes, or might kill you instantly,
•.1,--4
would you drink it? r •Cml V . i 2 A"
•••-••.'14. 442 Z 2 1 ;
• • • • • ' 4 , 2.1tLed'al"

In the last f e w instalments of Stirge do? T h e y stood a r o u n d bickering l o u d l y longer you stay down, h e more chance of
Corner I h a v e b e e n d e a l i n g w i t h about whether to attack or not, While they meeting a wanderer that you can't handle
matters more particularly of interest did so, one o f the sentries nipped o ff to in your weakened condition.
to aspiring Dungeon Masters than to fetch strong reinforcements, and soon it
was t h e party t h a t w a s being attacked. Moral number five: don't get into unneces-
players, so I now intend to redress the
Despite being outnumbered, they fought sary fights. With the D&D game's combat
balance a l i t t l e , a n d provide s o m e on u n t i l a l l b u t o n e w a s d e a d . H e system, almost any hand-to-hand combat
advice on successful play. managed t o escape — t h e o t h e r s could will c o s t y o u h i t points. S a v e t h e m f o r
probably have done so too, had they even when you really need them, either to win
One thing I should make clear right at the tried. O u r l o n e w a r r i o r could have s u r - the big treasure o r j u s t t o g e t o u t alive
start is that successful play does not have vived at least, if he had retraced his steps when cornered by a dangerous wanderer.
anything to do w i t h going up levels faster
than anyone else — far from it! The most
successful characters you w i l l ever play,
those you w i l l remember longest, w i l l be
those with the most distinctively develop- A page for the
ed personae. Characters w i t h t h e i r o w n
foibles and quirks will 'come alive' much not-so-experienced
more than those who are merely powerful
statistics on paper. A cretinous character
adventurer
with a morbid fear of kobolds can be just
as m u c h f u n t o p l a y a s a s o u p e d - u p
Conan look-alike. I t provides a g r e a t e r by Roger Musson
challenge too.

Staying Alive
to t h e l o n g c o r r i d o r a n d exited v i a t h e I w o u l d add to the above, i n conclusion,
However, f o r a c h a r a c t e r t o d e v e l o p secret door. Instead, he started to wander don't take risks. If you find a room w i t h a
properly one thing is essential: survival! around, exploring rooms a n d eventually battery of interesting-looking levers, m y
To flesh out the persona of your character, he found one w i t h a m o n s t e r in i t of an advice is to leave them alone! For every
you need only exercise your imagination, unfamiliar type. W i t h mind-bending stu- one t h a t d o e s s o m e t h i n g u s e f u l , t h e r e
but to keep him or her alive long enough pidity, h e r u s h e d i n t o attack i t single- will b e t w o t h a t a r e electrified, o r t h a t
to develop a h i s t o r y o f adventures, y o u ha ndedly, and even persevered in hacking plunge you into a pit full of green slime.
need a little c o m m o n sense and a bit of at it w h e n he found he couldn't hit it (he It's just not worth it if you want to survive.
gaming technique. Staying alive h a s i t s needed a magic weapon). The lessons to I k n o w players w h o go t o s u c h l e n g t h s
own advantages, but in the D&D'' g a m e it be learned from all this follow as quickly that t h e y w i l l never drink a n y u n k n o w n
leads to the gaining of experience levels, as his demise did. potion lest is should be poison — and with
making y o u m o r e p o w e r f u l a n d b e t t e r good cause too. Forget the game for the
equipped f o r w i n n i n g treasure, a n d i n - moment; t h i n k of it like this I f I w e r e to
creasing your life expectancy. Musson's Morals hand you, right now, a colourless liquid,
and tell you t h a t it m i g h t make you very
Let me give you an example of some really Moral n u m b e r one: d o n ' t split t h e party strong, o r p e r h a p s v e r y f a s t , f o r f i v e
bad play to demonstrate h o w characters unless you absolutely have to. It markedly minutes, or on the other hand, it might kill
can c o m e t o g r i e f needlessly. I s h o u l d increases the risk of fatalities. you i n s t a n t l y, w o u l d y o u d r i n k i t ? N o ?
start b y s a y i n g t h a t m y c a m p a i g n i s Well, that's probably the way any sensible
usually reckoned by players to be one of Moral n u m b e r two: don't go deeper than characters would think. Remember, there's
the safest around --- casualties are very you can handle. Some players like to have no reason w h y they should w a n t t o die
low n o r m a l l y, p r o v i d e d p l a y e r s a r e n ' t character after character commit suicide any more than you. Characters that don't
slily. T h e f o l l o w i n g episode w a s a v e r y in the deepest levels, hoping that one will take risks (apart from the calculated ones;
rare instance of a total wipe-out. eventually make off with a big unguarded adventuring, fighting, etc) m a y progress
treasure by a lucky fluke. This is bad play, more s l o w l y t h a n t h o s e w h o press a n y
Some first-level characters were making and should be discouraged, by witholding button and turn any knob, but they tend to
a foray into the first level of the dungeon. experience level rises if need be. live a great deal longer.
Going t h r o u g h a s e c r e t d o o r n e a r t h e
entrance, t h e y t r a v e l l e d d o w n a l o n g , Moral n u m b e r t h r e e : p l a n beforehand. 015 Roger M u s s o n
wide corridor. T h e n t h e trouble started. Don't have pow-wows down the dungeon
The party split up, one part descending to if you can avoid it, and certainly not within
level two, t h u s making o n e strong party earshot of monsters.
into two weak ones. The hapless group on Stirge C o r n e r w i l l c o n t i n u e t o p r o v i d e
level t w o s o o n m e t a s t i c k y e n d . T h e Moral number four: i f the party becomes hints for players next month. I f you f i n d
others continued to explore the passages seriously depleted i n strength, e x i t fast, this feature useful in gaining an apprecia-
of level one, eventually stumbling across Don't m e s s a r o u n d o p e n i n g d o o r s y o u tion o f role-playing games, r e m e m b e r
the entrance to the goblin lair, guarded by don't need t o — t h e r e might be something that back issues of IMAGINET" magazine
a handful of sentries. W h a t did the party nasty b e h i n d o n e o f t h e m . A l s o , t h e are available from TSR for f 1 .50s
'.'AGINE magazine, S e p t e m b e r 1 9 8 3 5
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6 Please m e n t i o n I M A G I N E . ' m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
A new 'split class'
for characters with
THE THIEF-ACROBAT
high strength
and dexterity
by Gary Gygax
This new official split-class for thieves marks a new point in the
development of the AD&DTM game system. Rather than being a
new c h a r a c t e r c l a s s a v a i l a b l e t o p l a y e r s a t t h e c h a r a c t e r
creation stage, t h i s class is m o r e akin t o choosing t o change
from one profession to another.

THE THIEF-ACROBAT

Any t h i e f c h a r a c t e r w i t h a m i n i m u m s t r e n g t h o f 1 5 a n d a
minimum dexterity of 16 may decide to forego normal thievery
to become a specialist, a Thief-Acrobat. The thief then leaves off
all practices w h i c h increase h i s o r h e r m a n u a l dexterity and
begins a r e g i m e n o f physical e x e r c i s e i n o r d e r t o b u i l d c o -
ordination, m u s c l e t o n e a n d balance. T h i s p r o g r a m o f g y m -
nastics precludes any further progress in the following skills:
pick pockets f i n d t r a p s
open locks r e m o v e traps
read language r e a d magic (never gained)

Skills ended a t 5 t h level, w h i l e n o longer improving, a r e n o t


forgotten, so they remain at the level (5th) which the thief was
when he or she began to specialise in acrobatics in conjunction
with his or her profession.

Character abilities
Tnief-acrobats with a strength of 16 or better and a dexterity of
16 or better add a 1 0 % bonus to earned experience.

Strength Ta b l e A d j u s t m e n t s f o r T h i e f - A c r o b a t s

Bonus for:
Standing Running
Strength High long long
score jump jump jump
16 1/2,
17 1/4' 1/4'
18 1/2, 1/2, 2'

Note regarding Strength Table III• All bonuses are used


to adjust the Thief-Acrobat Function Table detailed later.
The a d j u s t m e n t f o r strength, p l u s racial adjustments,
are added t o t h e base chance f o r success o r function
maximums found there.

Dexterity Table III: A d j u s t m e n t s f o r T h i e f - A c r o b a t s

Bonus for:
Dex. T i g h t r o p e P o l e T u m b l i n g :
score w a l k i n g v a u l t i n g A t t a c k E v a s i o n F a l l i n g
16 5% 1c'/0 2%
17 10% 5% 2% 3%
18 15% 10% 3% 5% 5'
19 20% 15% 4% 8% 10'
Note regarding Dexterity Table III: All bonuses are used r
to adjust the Thief-Acrobat Function Table detailed later. j This a r t i c l e w a s f i r s t p u b l i s h e d i n
The d e x t e r i t y b o n u s e s h e r e a r e a d d e d t o t h e b a s e DRAGON- magazine, i s s u e 69,
— , J a n u a r y 1983, a n d is reproduced
chances for success or function maximums found there.
1982, E, G a r y Gygax. h e r e b y k i n d p e r m i s s i o n o f t h a t
Racial adjustments m u s t also be made. A l l rights reserved p u b l i c a t i o n ' s editor,

VAGINE magazine, September 1983 7


Race o f t h i e f - a c r o b a t characters least 10th level. It will require 6 full weeks of training to learn
A m e m b e r o f a n y character race m a y o p t t o specialize a s a the basic skills needed t o begin active practice o f the special
thief-acrobat. profession of thief-acrobat. Except as noted, the specialization
procedure is otherwise exactly the same as for a normal thief.

The p r i m a r y f u n c t i o n s o f a t h i e f - a c r o b a t a r e : 1 ) t i g h t r o p e
Character Classes Table II (Addition): walking; 2 ) p o l e v a u l t i n g ; 3 ) j u m p i n g . a n d 4 ) t u m b l i n g , I n
A r m o u r & Weapons Permitted addition t o t h e s e f u n c t i o n s , t h e t h i e f - a c r o b a t r e t a i n s t h e
Class A r m o u r S h i e l d W e a p o n s / O i l / P o i s o n abilities to move silently, hide in shadows, hear noise and read
Thief-Acrobat a s thief a s thief a s thief, plus staff languages acquired through to the 5th level of the standard thief
profession. A l t h o u g h t h e a b i l i t y t o r e a d m a g i c a l w r i t i n g s i s
never g a i n e d , t h e a b i l i t y t o c l i m b w a l l s i s s t i l l i n c r e a s e d
according to experience level.

T H I E F - A C R O B AT TA B L E I Tightrope w a l k i n g a s s u m e s t h a t t h e c h a r a c t e r w i l l u s e t h i s
Experience means to cross from place to place. The skill allows ascent of a
Experience p o i n t s Level Level title rope or beam at up to a 450 angle or descent at a slightly steeper
20,001 — 4 5 , 0 0 0 6 Burglar-Acrobat angle, all w h i l e upright and with hands free (in general). This is
45,001 — 7 5 , 0 0 0 7 Second-Storey Thief achieved by balance, muscle coordination, and superb reflexes.
75,001 — 1 2 5 , 0 0 0 8 Cat Burglar
125,001 — 1 8 0 , 0 0 0 9 Master Cat Burglar Pole v a u l t i n g includes any jumping w h i c h employs a leverage
180,001 — 2 5 0 , 0 0 0 10 Thief-Acrobat device to assist the individual in gaining height from momentum;
250,001 — 5 0 0 , 0 0 0 11 Master Thief-Acrobat ie a teeter board or springboard m i g h t serve as w e l l o r better
500,001 — 7 50 ,00 0 12 Master Thief-Acrobat than a pole in some cases. It will help to get quickly to the top of
(12th level) or over obstacles. It requires strength, dexterity and practice to
2 5 0 , 0 0 0 experience p o i n t s f o r every level beyond t h e 1 2 t h . improve.

Jumping includes all sorts of unassisted leaps — high jumping


and long jumps (both from a standing and running start) being
important here. T h e s k i l l r e q u i r e s coordinated s t r e n g t h a n d
The Thief A c r o b a t continual practice.
Upon gaining sufficient experience points to achieve 6th level
ability as a thief, the character desiring to specialize as a thief- Tumbling assumes all sorts of gymnastic skills—tumbles, rolls,
acrobat must seek out a character already in this profession who jumps, handstands and so on. These routines are then used in
can provide training. The established thief-acrobat must be of at attack, defensive evasion and in jumping/falling.

T H I E F - A C R O B AT F U N C T I O N TA B L E (plus racial adjustments)

Character T i g h t r o p e Pole High Long j u m p i n g : Tumbling:


level w a l k i n g vaulting jumping Standing R u n n i n g Attack Evasion Falling
6 7 5% 9' 4' 4' 8' 6% 10% 25%/10'
7 80% 91/2' 41/4' 41/2 81/2' 7% 15c/0 50%/10'
8 85% 10' 41/2 5' 9' 8% 2 0% 75'10/10'
9 90% 101/2' 43/4' 51/2' 91/2, 9% 25e/0 25%/20'
10 95% 11' 5' 6' 10' 10% 30% 50%/20'
11 100% 111/2' 51/4, 61/2' 101/2' 11% 35c/0 753/o/ 20'
12 100% 12' 51/2, 7' 11' 12% 40% 25%/30'
13 100% 121/2' 53/4' 71/2' 12' 13% 45% 50%/30'
14 100%1 13' 674' 8' 13' 14% 50% 75%/30'
15 100%1 131/2' 612' 81/2' 14' 15c/o 52% 20%/40'
16 100%2 14' 7' 9' 15' 16% 54% 40%/40'
17 100%2 141/2' 71/2' 91/2' 16' 17% 56% 60%/40'
18 100%3 15' 8' 10' 17' 18% 58% 80%/40'
19 100%3 151/2' 81/2' 101/2' 18' 19% 60% 20')/0/ 50'
20 100%4 16' 9' 11' 19' 20% 60% 40%/50'
21 100%4 161/2' 9' 11' 20' 20% 60% 60%/50'
22 100%5 17' 9' 11' 21' 20% 60% 80%/50'
23 100%5 171/2' 9' 11' 21' 20% 60c/0 20%/60'

Racial a dju stme nts:


Dwarf -5% -2' -1 -2' -3' +10% +5%
Elf +10% -1' +5% ,5%
Gnome -2' 1' -1 I/2' -4' +5% +5%
Half-elf +5% +5%
Halfling -2' -1' -11/2' -4' +5% +10% +5%
Half-orc — — +10%
1— Includes the ability to carry up to 1,000gp w e i g h t / e n c u m b r a n c e in addition to normal load, or handle a moderate
wind w i t h no penalty to the chance of success.
2 — Includes t h e a b i l i t y t o c a r r y 1 , 0 0 0 g p w e i g h t / e n c u m b r a n c e i n a m o d e r a t e w i n d , o r c a r r y u p t o 2 , 0 0 0 g p
w e i g h t / e n c u m b r a n c e , or handle a stong wind.
3 — Includes t h e a b i l i t y t o c a r r y u p t o 2 , 0 0 0 g p w e i g h t / e n c u m b r a n c e i n a m o d e r a t e w i n d , o r 1 , 0 0 0 g p
w e i g h t / e n c u m b r a n c e in a strong wind.
4 — Includes the ability to bear up to 3,000gp w e i g h t / e n c u m b r a n c e , or as in 3 above.
5 — Includes t h e a b i l i t y t o c a r r y u p t o 2 , 0 0 0 g p w e i g h t / e n c u m b r a n c e i n a s t r o n g w i n d , o r b e a r u p t o 3 , 0 0 0 g p
w e i g h t / e n c u m b r a n c e in a moderate wind, or bear up to a m a x i m u m of 4,000gp weight/encumbrance.
8 I M A G I N E magazine, September 1983
-

II
1Pg
).,111,1 1 i II 1.11

regarding Thief-Acrobat Function Table: Where applicable, All j u m p s a s s u m e t h e c h a r a c t e r w i l l l a n d u p r i g h t . I f t h e


_ p e r c e n t i l e dice to determine success or failure of an attempt. character wishes to leap in an extended position, 2' of additional
must not be greater than t h e percentage generated in distance can be gained, but the character will then land prone
: - : e r to be successful. and require t w o full segments to stand, A 3' extension can be
attempted, but this has a 25% chance of failure and a 3-segment
Tightrope walking assumes that the character will be travelling period of recovery; a 4' extension has a 50% chance of failure
-'ore than 60' distance. M o v e m e n t rate is 6 0 1 r o u n d . If the and a 4-segment recovery and a 5' extension has a 75% chance
: E-.ance i s greater t h a n 6 0 ' , t h e n additional checks m u s t be of failure and a 5-segment recovery period.
—ace M o d e r a t e w i n d s decrease chance o f success b y 10(Yo,
s:rong winds by 20c)/0. In strong, gusty conditions there is always Tumbling routines have the following benefits. Attack adds the
a 5 , chance of failure. In non- windy conditions a balance pole indicated percentage to the character's chance for success in
increases t h e chance o f success by 10%. Failure t o perform hand-to-hand c o m b a t i n v o l v i n g g r a p p l i n g , p u m m e l i n g e t c .
successfully means that the character falls to the area below, Evasion enables the character to opt to evade direct attacks —
taking damage accordingly. just as magical resistance would work with respect to magical
attack forms directed at the individual (or a relatively small area,
Pole vaulting requires at least a 30' running start and a pole of at such as a f e w square feet, from w h i c h the thief-acrobat could
least 4 ' greater h e i g h t t h a n t h e vaulter. The pole is dropped easily escape), or from melee combat — in the case w h e r e the
when t h e v a u l t occurs. T h e vaulter can land feet-first atop a thief-acrobat h a s t h e initiative, b u t o n l y i n t h i s case. I n a n y
surface of half or less height than the m a x i m u m height of the event, t h e c h a n c e o f success cannot exceed a base o f 60%,
pole v a u l t i f s o d e s i r e d , a s s u m i n g s u c h a s u r t a c e exists. adjusted for dexterity a n d / o r race, Evasion routines of any sort
Otherwise, t h e vaulter lands, tumble-rolls, and is upright in 1 require 1 s e g m e n t m a x i m u m t o perform. F a l l i n g percentage
segment. indicates the chance for t h e thief-acrobat to take n o damage
from a fall of the indicated distance. Thus, at 6th level there is a
High j u m p i n g requires a t least a 2 0 ' r u n n i n g start. T h e h i g h 25% chance that the character will take no damage from a 1 0 '
jumper clears t h e obstacle i n a near-horizontal position b u t fall. If damage is taken, the converse of the percentage to avoid
lands feet-first. If some elevated step, or a series of such steps, damage is used to find maximum damage. Again in the case of a
enables the character to maintain rapid motion, it is possible to 6th level thief-acrobat falling 10' and taking damage, only 75%
high-jump f r o m s u c h a n elevated position j u s t as i f doing s o of normal (1d6) damage, rounded down, is taken. Note that at
normally. Alternatively, t h e j u m p e r can opt to land atop some 9th level it is not possible for a thief-acrobat to take damage from
higher surface. This surface must be no more than 4' above the a 1 0 ' fall, and there is only a 25% probability of damage from a
level from w h i c h the j u m p is made, or 2' under the m a x i m u m 20' fall. Again, only damage from the second portion of the fall's
height for n o r m a l h i g h - j u m p i n g , w h i c h e v e r i s t h e greater. I n distance w o u l d b e c o n s i d e r e d i f d a m a g e w a s i n d i c a t e d .
either case, the thief-acrobat lands upright in 1 segment. Example: a 2 3 r 6 level thief-acrobat is knocked o ff a t i g h t r o p e
and falls 60' to the rocks below. No damage would be sustained
Long jumping is self-explanatory. A j u m p of any sort requires if the fall were 50' or less, but in a 6 0 ' fall the character's body
only a s i n g l e s e g m e n t t o accomplish. A r u n n i n g l o n g j u m p reaches a high velocity, such that unless 20% or lower is scored
requires a n approach o f a t least 2 0 ' . I n standing jumps, t h e by the character on a falling roll, he or she will take 80% of the
thief-acrobat can leap forward up to the maximum distance, or usual amount of damage for a 60' fall, so it is 80% likely that 80%
backward up to half the maximum distance, in order to attack or of 6d6 damage would be taken. Falls of a distance longer than
avoid being in attack range, if this is deemed possible by the DM. the 'safe' distance for a particular thief-acrobat add their normal
IMAGINE —3gaztne, September 1983 9
increment of damage dice, regardless of elimination of shorter No m o r e t h a n t h e indicated w e i g h t s / e n c u m b r a n c e s c a n b e
distances. Thus, i n t h e example above, t h e 2 3 r d level t h i e f - borne b y t h e thief-acrobat a t any t i m e and w h e n w a n t i n g t o
acrobat f a l l i n g 7 0 ' i n s t e a d o f 6 0 ' w o u l d s u ff e r 8 0 % o f t h e perform the functions of the class (except for tightrope walking,
maximum damage for a 60' fall (80c/o of 6d6), plus 100% of 7d6. as o u t l i n e d i n t h e f o o t n o t e s t o t h e T h i e f - A c r o b a t F u n c t i o n
For an 8 0 ' fall, 1 0 0 % of another 8d6 would be added; the total Table). T h u s , l o o t w i l l t y p i c a l l y b e c a r r i e d i n a h a n d - h e l d
damage therefore would be 15d6 plus 80% of 6d6, container in order to be quickly rid of it and thus be able to vault,
jump o r tumble. N o backpack can ever be w o r n d u r i n g t h i e f -
T h i e f - A c r o b a t W e i g h t / E n c u m b r a n c e Table acrobat activities, other than during tightrope walking. Climbing
Experience B o d y - a s s o c i a t e d A d d i t i o n a l (carried) functions of the thief-acrobat assume that only the stipulated
level w t / e n c u m b r a n c e w i . / e n c u m b r a n c e weights/encumbrances will be borne.
6 4 5 0 g p 1 0 0 g p
7 4 6 0 g p 2 0 0 g p The t e r m A d d i t i o n a l (carried) w e i g h t / e n c u m b r a n c e r e f e r s
8 4 7 0 g p 3 0 0 g p strictly to the weight borne w h e n tightrope walking. Since this
9 4 8 0 g p 4 0 0 g p movement is very slow anyway, such great encumbrance is of
10 4 9 0 g p 5 0 0 g p no m a t t e r, a s l o n g a s i t i s e v e n l y distributed a n d p r o p e r l y
11 5 0 0 g p 6 0 0 g p balanced. T h u s , a 1 4 t h l e v e l t h i e f - a c r o b a t c a n c a r r y a n
12 5 1 0 g p 7 0 0 g p additional burden of 1000gp w e i g h t / e n c u m b r a n c e in tightrope
13 5 2 0 g p 8 5 0 g p walking, b u t c a n n o t e x p e c t t o m o v e f r e e l y d u r i n g v a u l t i n g ,
14 5 3 0 g p 1 0 0 0 g p jumping o r tumbling routines, o r even t o climb w a l l s w i t h an
15 5 4 0 g p 1 5 0 0 g p extra 1 0 0 - p o u n d load. A t 2 2 n d level, a 4 0 0 - p o u n d p e r s o n
16 5 5 0 g p 2 0 0 0 g p (perhaps a m a n i n plate mail) could b e carried o n t h e t h i e f -
17 5 7 0 g p 2 2 5 0 g p acrobat's back, but only so long as that individual did not move
18 6 0 0 g p 2 5 0 0 g p so as to t h r o w the thief-acrobat off balance.
19 6 2 5 g p 2 7 5 0 g p
20 6 5 0 g p 3 0 0 0 g p Other i n f o r m a t i o n
21 6 6 0 g p 3 5 0 0 g p In all other respects the thief-acrobat is treated as a thief. This
22 6 7 0 g p 4 0 0 0 g p includes followers, abilities, setting traps (at 5th level of ability,
23 7 0 0 g p 4 0 0 0 g p of course) and gaining experience.

Notes r e g a r d i n g T h i e f - A c r o b a t We i g h t / E n c u m b r a n c e Ta b l e : Thief-acrobats w i l l be part of the n o r m a l thieves' guild i f any


The term Body-associated w e i g h t / e n c u m b r a n c e refers strictly such characters exist i n t h e territory controlled b y t h e guild.
to t h e c l o t h i n g , accessories, a r m o u r a n d w e a p o n s o f t h e They c a n b e l e a d e r s o f s u c h organisations, s i n c e t h e y a r e
character. Consider the following example of this for a typical treated the same as a regular thief by their brethren.
character: " 3 Gary Gygax

Clothing (partial only due to armour) 20 gp w / e


Leather armour 150 Falling damage
Boots, soft 30 A revision of the method for determining falling damage
Belt 3 appeared in the same issue of DRAGONTM magazine, as
Belt pouch, large 10 follows. ' T h e c o r r e c t procedure f o r d e t e r m i n i n g f a l l i n g
Belt pouch, small 5 damage in the A D & D game system is to roll 1 d 6 per 10'
Cloak, hooded 25 fallen, c u m u l a t i v e . S i n c e a f a l l i n g b o d y a c c e l e r a t e s
Dagger and scabbard 10 quickly, t h e damage m o u n t s geometrically: 2 d 6 f o r t h e
Short sword and scabbard 35 second 1 0 feet fallen, 3 d 6 for the third 1 0 feet, etc. The
TOTAL 288 gp w / e maximum o f 2 0 d 6 i s t h e r e f o r e r e a c h e d a f t e r a f a l l o f
Balance for additional approximately 60 feet for most characters. A thief-acrobat
equipment a n d / o r loot: 162 (minimum) can o f t e n f a l l f u r t h e r distances, b u t t h e s a m e 2 0 d 6
GRAND TOTAL 450gp (maximum maximum should be applied.'
for 6th level)

10 IMAGINE magazine, S e p t e m b e r 1 9 8 3
j e l c o m e to the Dome of sideline. A stall concession at the Dome the voices speaking to me. I have hardly
W h i s p e r s , star-stranger. I was a rare prize for a poor man; and only heard the same one twice, in all my years
W am Istinbat. Please let me to a poor man would it go by tradition. The since I was a boy.'
stall h o l d e r s w o u l d b r i n g t h e f o o d a n d
_re m y s e l f that you carry no record-
drink o v e r w h e n a b e l l tolled. l s t i n b a t 'Hmm,' s a i d t h e v i s i t o r. O b v i o u s l y t h e
:: a e v i c e s o r o t h e r i n s t r u m e n t s . T h e
himself h a d n o t stepped outside o f t h e answer pleased h i m . W h a t private
- : j r to the Dome of Whispers may
doorway for perhaps a year. message was he hoping to hear — or to
: — a o n l y h i m s e l f , o r herself.... leave — i n t h e Dome? Ye t t h i s w a s n o
The burly man fidgeted. concern of lstinbat's, except in so far as it
—ay leave your wrist computer here. had been a very long t i m e since anyone
e will touch it.' With a s h r u g , l s t i n b a t t u r n e d f r o m t h e had c o m e t o t h e D o m e f r o m a n o t h e r
doorway to the outside world. He pulled a world w i t h a s p e c i f i c p u r p o s e b e y o n d
- b u r l y m a n s h e d h i s bracelet, a n d cord w h i c h w o u l d s u m m o n a n o t h e r simple curiosity.
-
at placed it on a shelf. The shelf was guardian f r o m t h e c a t a c o m b q u a r t e r s
e-wise e m p t y ; t h e r e w e r e n o o t h e r underneath the Dome. Twitching a taper As they walked, a second cocoon of light
- T: r s yet. Perhaps there w o u l d be n o alight, h e preceded t h e visitor d o w n t h e approached t h e m . A s i m i l a r t a l l r o b e d
flight o f steps i n t o t h e l o n g d o w n w a r d figure t h e w o m a n Tasamma — glided
tunnel leading to below the mid-point of past, with a nod to Istinbat, as routinely as
- the Dome.
at l o o k e d o u t f r o m t h e d o o r w a y an ascending funicular railway cab passes
imagining the splendid view of the a descending one midway.
—e, golden i n t h e m o r n i n g s u n , t h a t lstinbat was a tall t h i n man, w i t h a long
stranger m u s t h a v e enjoyed a s h e nose, t h i n p u r s e d l i p s a n d e y e s o f a The t u n n e l opened i n t o a large circular
:ached up the road from Wakil City. startling violet hue: the face of a sucking chamber, with several brass-bound doors
e Dome rose three hundred metres at insect. His head was shorn, and he had a beyond w h i c h w e r e t h e l a b y r i n t h s o f
itszenith, and was a full kilometre around creamy skin, much lighter than the norm living quarters, and burial places. Once,
its base. The area immediately surround- on t h i s world, blanched by long attend- there h a d b e e n a h u n d r e d g u a r d i a n s .
- a Et was paved in turquoise marble, well ance in the Dome. He held the taper high, Now there were scarcely twenty.
'CM by the scuff of countless feet down and thus they proceeded down the tunnel
,•,:rite millennia — though t h i s w a s one of in a cocoon of light. A w e l l - w o r n spiral stone stairway led up
1--T•cse centuries when the number of feet into t h e D o m e itself. l s t i n b a t h e l d t h e
Pa s more easily countable. J u s t o ff the 'Will y o u b e staying i n t h e D o m e w i t h taper well clear of his body to illuminate
a-ble stood a l i n e o f hutches, w h e r e me?' asked the visitor idly enough, though the steps; there were a hundred of these.
verders — poor brown folk with flashing the a n s w e r obviously m a t t e r e d t o h i m
tee:- — w e r e o n l y j u s t n o w putting u p intensely. He noticed that the visitor did not puff or
E•-•utters, to hawk their holopictures, wheeze as he climbed.
z-;:: : e a b u n s , w i n e f l a s k s , f r e s h f r u i t , 'A g u a r d i a n h a s t o s t a y — t h o u g h n o t
oowis of spiced goat's meat stew. Mainly intrude. I shall station myself a fair w a y As the man stepped up into the centre of
they supplied the guardians of the Dome off. You may take as long as you like. All the great bare floor of the Dome, lstinbat
with food and drink; tourists were only a day, till dusk. I shall not get bored, with all twitched o u t the taper. It w a s l u m i n o u s
IMAGINE e g a z t ne, September 1 9 8 3 11
enough inside. L i g h t diffused f r o m t h e This building of perfect proportions acted backwards precariously, balanced o n a
translucent eye o f t h e Dome, a n d f r o m as a superconductor — n o t o f electrical support l e g w h i c h w h e e l e d a l o n g a n
similarly t r a n s l u c e n t blocks i n s e t a t current, b u t o f s o u n d w a v e s . P e r h a p s inner track.
regular intervals high around the walls — there r e a l l y w a s s o m e t h i n g s u p e r c o n -
or rather, the one wall. Faintly, from that ductive a b o u t t h e u n i q u e quartz-veined 'I expected it would be noisier,' said the
all-encompassing wall, the massed echo marble o f w h i c h i t w a s b u i l t — a n d visitor. 'Uh ....should I speak?'
of the whispers came to their ears like the something piezoelectric too; perhaps the
distant s u s s u r u s o f t h e s e a . I s t i n b a t slight compression caused by the impact 'It's all r i g h t t o speak here. B e y o n d t h e
wondered what the wall would say to him of sound waves s e t u p a c u r r e n t w h i c h black marble line, three metres from the
today.... stored and reproduced t h e spoken w o r d wall, is where the effect occurs. You can
again a n d a g a i n a r o u n d t h e D o m e . speak a n y w h e r e w i t h i n t h o s e t h r e e
Perhaps. The guardians of the Dome had metres, and be recorded at that very point
never p e r m i t t e d a n y o n e t o t a k e t h e in the air. We don't really know how large
In the southern hemisphere of the planet smallest flake of a sample away nor bring the capacity is — certainly not infinite —
Suf stood this famous Dome of Whispers: any k i n d o f m e c h a n i c a l o r e l e c t r o n i c therefore each visitor may make only one
famous in the sense that it was the only instrument into the Dome. It was all that statement, and then he must w i t h d r a w. '
thing by which most star people remem- the Sufish had, this Dome. Better that it
bered t h e p l a n e t S u f these days. M u c h should remain a prodigy, a marvel, t h a n 'But you said that I could....'
turbulent historyhad flowed through Suf be explained away.
down t h e m i l l e n n i a — and ebbed a w a y 'You m a y listen f o r as long a s you like.
again, l e a v i n g S u f t o i t s o w n p r i v a t e For millennia past the people of Suf, both With sealed lips, W h e n you r e m o v e t h e
weave of events, of which nowadays only common and uncommon, and i n t e r m i t t - seal, y o u m a y s p e a k j u s t o n c e . M o s t
a f e w t h r e a d s r e m a i n e d . Ye t S u f s t i l l ently t h e p e o p l e o f o t h e r s t a r w o r l d s people only have one real thing that they
ticked on, even though the clock (as they (generally uncommon) had come here to need to say.' lstinbat plunged a hand into
said locally) h a d n o hands; a n d t h e o l d whisper t h e s e c r e t o f t h e i r l i v e s o r a his robes and produced a strip of adhesive
Dome e n d u r e d , t h o u g h c o m p a r a t i v e l y confession or a prophecy. They had come bandage. 'I am accustomed to silence, but
little visited except by those native to Suf. to swear a binding oath or a love pledge or I m u s t ask all visitors t o seal t h e i r l i p s
a v o w o f revenge. T h e y h a d c o m e t o during t h e Listening, t i l l t h e y w i s h t o
While i t still stood, t h e D o m e remained immortalise — for as long as t h e Dome speak.'
one of the m o s t remarkable buildings in endured — t h e i r o w n i n s i g h t i n t o t h e
all t h e s t a r worlds; f o r i t h a d t h e m o s t meaning of life. The visitor nodded. 'Only one real thing to
peculiar accoustics o f any building ever say ....or to hear — it's quite true.'
raised. During periods of Sufish decadence, the
Dome had been used as an oracle.... And w h a t is y o u r real thing? w o n d e r e d
Whispering galleries existed elsewhere: Istinbat.
places w h e r e you spoke softly and your
companion heard you clearly hundreds of The v i s i t o r s t a r e d a r o u n d t h e D o m e .
metres away around the building. But in Around t h e perimeter o f the floor stood Twelve m e t r e s a b o v e t h e f l o o r w a s a
the D o m e o f Whispers, alone, n o utter- various mobile ladders resembling pieces continuous inscription c u t in an angular
ance was ever lost. Whatever was spoken of ancient siege-gear, Their wheels rested script; i t ran around t h e w h o l e circuit of
there c o n t i n u e d o n a r o u n d t h e D o m e on a track running right around the circuit the w a l l . T h e inscription w a s repeated
forever, quietly, undiminished. of the wall, These ladder-towers leaned exactly in the black marble of the bound-
ary line. The visitor pointed at it, sweeping
his finger along.

'It i s t h e w h o l e o f t h e a n c i e n t p o e m
known as the Ruby Yat,' said lstinbat, 'in
the old script of Suf. A poem on the theme
of m u t a b i l i t y a n d e t e r n i t y. V e r y f e w
people c a n r e a d t h e o l d S u f i s h s c r i p t
these days. Lovers sometimes match up
the angles of the letters, above and below
on the floor, as a w a y of marking w h e r e
they pledged their love. They copy down
the piece of text, w i t h o u t understanding
it. Even so, it might take them quite some
time t o find t h e exact point w h e r e t h e y
spoke, and the exact angle of their lips.'

'But can you read it?'

'Oh yes, t h a t is s o m e t h i n g else t h a t w e


# guard: a k n o w l e d g e o f t h e s o u n d s o f

raWrz- •,wairemirivAril
- _
w e z , r those letters.'

'Will you read some of it for me? Please. I


will pay you generously,'
;Ara, 'Why should I need money? But I will read
it, if you wish. Come, w e will w a l k to the
beginning.'

'No, I already know the Ruby Yat by heart.


I am looking for one particular passage.'

'So, a friend has been here, perhaps? It's


unusual, to know the Ruby Yat by heart.'
12 IMAGINE magazine, S e p t e m b e r 1 9 8 3
'It's handed down __in my family. But this
is the only example of the old script left.'

What f a m i l y w o u l d t h a t be? w o n d e r e d
Istinbat. Wa s this man a scholar?

Historians from off-planet had, from time


to*
to time, eavesdropped on one voice, then %.4,411T
another, then the one after ....sifting the Niarlysk,*
equivalent of a ton of ordinary potsherds 4g74; 4110N1
to find, by chance, one golden brooch or
King's insignia, one historic confession or \\\
c m They soon gave up, their heads full
t ' p e a s a n t l o v e - w o r d s , v e r b a l g r a ff i t i ,
pertentous s t a t e m e n t s b y t h e t o t a l l y
forgotten.

'What passage?' he asked.

And the visitor recited:

" O f my Base M e t a l may be filed a Key


That s h a l l unlock the Door to
Paradise." immortality. I w i l l s h o w you. Seal y o u r An a l i e n h i s s i n g a n d c r o a k i n g ,
lips. Yo u m a y reflect upon t h e phenom- never from a h u m a n throat....
E_7 that's wrong,' said Istinbat. 'It should enon of the Needle and the Haystack.'
e 'I swear my vengeance upon Satpat
'But you said you w o u l d stand a fair way and all his heirs, by all of mine, f o r
my Base M e t a l may be filed a Key off.' as long as our revenge is r e n e w e d
That shall unlock the Door he in this iota o f ever-air....' How long
howls w i t h o u t . " ' 'And n o w you have involved me.' did that blood feud last for? Or had it
merely just begun?
man's face darkened. ' Ye s , yes, o f
_..-se it is. H o w stupid of me.' A n e r v o u s giggle: 'Well, w h a t do I
Once across the black marble strip, it was say?'
E..: if you memorise the whole poem, in like dialling t h r o u g h t h e air-bands of an
, f a m i l y ? I suppose changes creep enormous radio; catching a word here, a A crisp voice: 'This is Sully Hober-
- 2 o r r u p t i o n s of the text.' phrase there, half a sentence s w i t c h e d man f r o m A l p h a C in t h e S u f year
away by the least movement on their part. 5079. T h e p r o o f o f G a l o i s ' l a s t
Yes. yes, they creep in.' Here was the archeological deep litter of theorem, w h i c h I have n o w found,
thousands o f y e a r s , c o m p r e s s e d i n t o is as follows....' Wa s S u l l y Hober-
you k n e w you had made a mistake.' three m e t r e s o f w h i s p e r i n g a i r, e v e r y man r i g h t o r w r o n g ? W h o k n e w ?
231 t h o u g h t briefly. ' W h e r e t h e text millimetre of which clamoured for atten- Who remembered?
.e-ges, is that where you expect to find tion, begging to be heard.
7- — e s s a g e waiting for you?' A primping voice: M a r q u i s
Yet u n l i k e a n archeological s i t e , h e r e Enderby, w i l l n o w recite m y prize-
J...st s h o w m e w h e r e those w o r d s are, there was no depth yardstick of time. So w i n n i n g ode w h i c h placed first i n
au?' here was a plea out of the deeps of time.... the C o n c o u r s e o f P o e t r y a t
perhaps. Here, next to it, w a s a promise Middles tar....'
a— doing you a favour, star-stranger.... from l a s t y e a r ....perhaps again. T h e r e
was n o d i s c e r n i b l e d i f f e r e n c e i n t h e 'I'll m a r r y Lala w h a t e v e r h e r D a d
And you don't want money. What do you signal strength. It did not matter whether says..„'
*ant?' the original speakers had cried out loudly
or murmured most quietly. Each whisper And on. A n d on A n infinity o f voices.
W h y, I am curious. Events do not happen had t h e same strength as t h e next. N o r
on Suf these days. I have a feeling t h a t did t h e y overlap, h o w e v e r c r o w d e d t o - Well, not an infinity; b u t very many.
r-Ls is a n e v e n t . ' Istinbat f e l t a c u r i o u s gether they were. No-one talked anyone
sensation, o f p o w e r. I t w a s an u n u s u a l else down. Each whisper was equal. lstinbat let the stranger listen for ten o r
sensation, and not one that he particularly fifteen m i n u t e s , t h e n laid a h a n d on his
cared for T h i s burly visitor was, perhaps, The visitor moved as i f h e w a s m o v i n g arm a n d n o d d e d h i m b a c k a c r o s s t h e
accustomed to power ....or else he remem- through treacle, t h o u g h a c t u a l l y t h e r e black marble strip. Gently, h e detached
; o e r e d power. Here, however, amidst the was no resistance except for the drag of the adhesive strip from the man's lips.
c t e of voices he was powerless. fascination.
'Now w i l l you satisfy m y curiosity, star-
aren't y o u v o w e d t o silence.... He moved his head in tiny quantum jumps stranger?'
.!-Dat?' The visitor had n a m e d h i m , t o from one whisper to the next. Ah yes, one
iorce a relationship. heard with the left ear or the right ear.... The v i s i t o r g l a n c e d a r o u n d t h e D o m e
but never w i t h both a t once. O n e heard again, confirming t h a t it w a s still e m p t y
-Yes B u t a t t h e s a m e t i m e a g u a r d i a n inside the ear. but f o r t h e t w o o f t h e m . H e flexed h i s
s curiosity about the myriads of voices hands. Strong hands they were.
-ears.' 'Orelda, thee I love forever. D u s t
'I suppose I shall have t o r
- h e could identify one o f them, is '....yaum e l - n n u s h u r. U n k n o w -
able. And t h i s t h e stranger proceeded t o do;
and it began to dawn on Istinbat that he
'....anda k l a t h i r n p t o h o p t u v e n d ' had p u t h i m s e l f i n d a n g e r o f h i s l i f e .
--2a: themselves.
c h u c k l e d yd r R
y li y.
g h t' M
here
of s t is
p et o
hep rl e saa....' What language? Surely no-one would attempt to murder a
MAZI N,E magazme, September 1983 13
'Yes, actually that's the only good reason
for i t s existence! P l u s , I s u p p o s e , t h e
luring o f a f e w scraps o f t r a d e t o t h i s
backwater.'

Istinbat shook his head.

'There's m o r e t h a n t h a t . M u c h m o r e .
Here i s t h e e s s e n c e o f h u n d r e d s o f
millions o f p e o p l e . H e r e i s t h e l a s t
surviving breath of their souls, n o w that
they are dead. True, s o m e are vain a n d
some a r e f a t u o u s , b u t i t i s w h a t t h e y
were. A n d that's enough.'

guardian in the very Dome itself? Still, as ious enemies took t h e s w o r d back w i t h 'The door, man! Unlock the door. N o w ! '
the man spoke, Istinbat measured himself them t o Praesepe Prime, w h e r e it lay in
against him..., unable, even so, t o bring their central m u s e u m these days. Istinbat considered t h e inscription, t h e n
himself t o call a h a l t t o t h e stranger's led the visitor half way around the Dome.
words. F o r t h i s w a s t h e Event, a n d i t That s w o r d had an inscription on it: t h e With h i s foot h e tapped t h e e n d o f one
seemed a s t h o u g h I s t i n b a t h a d b e e n words which had pierced his heart.... word in the black marble. W i t h his finger
waiting out his whole life to connect with he p o i n t e d t o t h e corresponding w o r d
this moment.... of History. above. W i t h a m o c k i n g g r i n , t h e visitor
retrieved t h e b a n d a g e f r o m I s t i n b a t ' s
'We didn't find that out, Istinbat.... not for hand a n d s t u c k i t b a c k o v e r h i s l i p s .
nine hundred years. We were scattered to Slowly, very slowly, he moved forward.
the s t a r s , a s f a r f r o m P r a e s e p e a s
The E m p i r e o f Ta j a l a m , a t i t s h e i g h t a possible, living u n d e r n e w names, often Supremely a l e r t , t h e b u r l y m a n s i f t e d
thousand y e a r s earlier, s p a n n e d s e v e n living in poverty.' through a thousand voices — confident,
worlds in the Praesepe Cluster, that mass petulant, b r a s h , b o a s t f u l , y e a r n i n g —
of stars five hundred light years from old 'We?' before o n e h a r s h , regal v o i c e s p o k e t o
Earth f o r w h i c h t h e f a n c i f u l o l d E a r t h - him; and he froze utterly. Until now, for an
Chinese n a m e w a s ' t h e e x h a l a t i o n o f 'The direct line of Tajalam. It's unusual for hour and more, h e h a d been m o v i n g i n
piled-up c o r p s e s . ' R e g a r d e d w i t h a n a ritual ruler's sword to have an inscrip- infinite slow motion. Now he did not move
unromantic eye, Tajalam's Empire seem- tion on it, you see. We believe the words at all. He was a statue.
ed amply to merit the Chinese description. were inscribed s h o r t l y before h e killed
Yet, despite his barbarities, Tajalam had himself, a n d some t i m e after he passed 'I am Tajalam,' said the voice. 'My son! My
been a remarkable character who persist- through Suf. They were a message to his heir Tajasanid!'
ed i n s e n d i n g o u t expedition a f t e r e x - heirs, w h i c h h i s i m m e d i a t e heirs never
pedition into deepest space long after all received.' But Tajasanid, son of Tajalam, was dead a
other e x p l o r a t i o n a n d p i o n e e r i n g h a d thousand years s i n c e — c a u g h t b y t h e
slowed to a snail's pace. 'They w e r e t h e k e y t o t h e p a r a d i s e wolves, i n disguise, o n Praesepe P r i m e
planet?' itself.
He w a s s e a r c h i n g f o r n o l e s s t h a n
Paradise. A Paradise p l a n e t , w h i c h h e 'Exactly. A n d it's here. The celestial co- 'You seek the key that will unlock the door
believed m u s t exist s o m e w h e r e a m o n g ordinates to Paradise are here. N o w I've to Paradise, as I sought it too. M e a n w h i l e ,
the millions of suns. slaked your thirsty curiosity, perhaps you the e n e m i e s i n c r e a s e . T h e a s s a s s i n s
would t e l l m e , ' t h e v i s i t o r g e s t u r e d bestir t h e m s e l v e s . T h e c a r r i o n f o w l
Perhaps it had to exist, simply to counter- impatiently, 'approximately where?' gather. I know you, my son, and I love you.
balance the hell of Praesepe. How to save you f r o m yourself, as I w a s
'I w i l l h a v e t o remain alive afterwards,' never saved from myself? Let me tell you,
And Paradise h a d been found.... s o m e - said Istinbat, hoping that he did not sound Tajasanid, that the forging of an empire is
where.... b y t h e l a s t a n d s m a l l e s t e x - as t h o u g h h e w a s begging f o r h i s life. simply f o r g e r y. I t i s t h e p r o d u c t i o n o f
pedition. N o doubt i t spoke v o l u m e s f o r Though h o w c o u l d h e e n s u r e t h a t h e counterfeit — whereas a single man may
the loyalty that Tajalam inspired, o r t h e remained alive? become true gold himself. Remember our
terror h e i n d u c e d , t h a t t h e e x p e d i t i o n battle-code command for wreaking havoc
came back at all to tell him. Probably the No d o u b t , i n t h e l a s t t h o u s a n d years, and laying waste a world: 'Wilderness is
former, s i n c e b y t h e n h i s E m p i r e w a s Tajalam's line had become more settled Paradise e n o u g h ! ' T h e r e i s n o a l i e n
crashing about his head, and he w a s on in t h e i r w a y s , l e s s i n c l i n e d t o produce paradise planet to inherit, my son, except
the run. Apparently he ran by way of Suf, exhalations of piled-up corpses. In some for t h e Paradise t h a t you w i l l m a k e f o r
before eventually commiting suicide with not-unpleasant respects, t h e h u m a n yourself i n t h e w i l d e r n e s s o f exile, a n d
his ritual ruler's sword in the city of Clalb galaxy had run out of energy. simplicity. H o w l n o w, m y heir, b u t heed
on U s u l . F r o m s o m e personal q u i r k — my w o r d s in time. I hope you w i l l learn
which t h o s e o f h i s d e s c e n d a n t s w h o The visitor laughed. how w i l d e r n e s s m a y b e t r u l y paradise
survived t h e p u r s u i n g w o l v e s h a d e n - enough. I learnt it too late — b u t I shall
shrined a s a t r a d i t i o n — Ta j a l a m h a d 'We shall see, Istinbat. We shall see.' write it in my blood for you to find. This is
adopted the Ruby Yat as the basis of his my legacy. Farewell — and blessings!'
private battle-code and cipher system. 'You w i l l swear it, by.... yes, by the blood
of y o u r ancestors. O r I w i l l n o t tell you The visitor tore the seal from his lips, and
It w a s a s t r i c t p a r t o f Praesepe c u l t u r e where to listen.' howled. He hit out at the air, as though he
that a d e a d r u l e r ' s s w o r d s h o u l d b e could strike Ta j a l a m h i m s e l f across t h e
preserved i n p u b l i c f o r e v e r m o r e . I n 'Oh, very well. I so swear that you shall face, but his blows only met air.
Tajalam's case, his enemies m i g h t have live..., i f you can call this living.'
felt like melting it down b u t not when it Before Istinbat could intervene, the visitor
was stained with his own blood. That final 'Do not despise the Dome, star-stranger. stepped b a c k a c r o s s t h e b l a c k m a r b l e
act of his had sealed the s w o r d into the Has it not kept Tajalam's secret for you for strip of his own accord.
stone of history forever. Thus his victor- a thousand years?' continued on page 16>
14 IMAGINE magazine, S e p t e m b e r 1 9 8 3
/SOUTHSEA
YOU ARE IN A
COLD, DARK MODELS
ROOM...
You hear a steady, regular shuffling sound and 1
an occasional g r u n t w h i c h tells y o u t h a t
something else is here with you. But you cannot
see what it is!
The hair on your neck rises in anticipation. You break
:ut in a cold sweat. Terror strikes deep into your very
You must act quickly — but what will you do?
STOCKISTS OF:-
Will you a ) Feel around the walls for a
light switch? (Turn to page
18) ALL L E A D I N G M A K E S O F W A R G A M E S ,
b) Draw y o u r weapon a n d FANTASY G A M E S F I G U R E S . FA N TA S Y &
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named horror? (Turn t o
page 20) BY CITADEL AND M M H G &
c) Run for your life? (Turn to
page 29)
35 H I G H L A N D R O A D
SOUTHSEA
71ITTI to the page indicated in one of the above options S E N D 2 0 p S TA M P FOR P O R T S M O U T H - HANTS
-; find the results of your decision. P O S TA L C ATA L O G U E . P O 4 9 D A
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Please m e n t i o n I M A G I N E •'1 m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 15
141b,VUil,

Controlling himself, the visitor said to the brushing aside a f e w brown people w i t h He stopped, a p p a l l e d , b e w i l d e r e d . Ta -
guardian, 'Didn't I say that there was only flashing t e e t h w h o r u s h e d t o h i m f r o m samma stopped too, cocking her tall thin
one good reason f o r t h i s D o m e ' s exist- their stalls, head.
ence? Well, didn't l?'
lstinbat w a t c h e d h i m go. The visitor did The voices w e r e a l l escaping i n t o S u f ,
'What did Tajalam say to you?' not look back. flying out of the hatched egg of the Dome
as though from a Pandora's Box, spread-
The visitor spat on the floor. ing and reproducing themselves through-
out the suddenly increased atmospheric
'Barbarian wisdom! N o w that that single Half an hour later, still sitting together in volume. The phenomenon w a s as enig-
reason has gone, my friend, and now that golden s i l e n c e , I s t i n b a t a n d Ta s a m m a matic, t o Istinbat's m i n d , a s t h e D o m e
the r e a s o n f o r m y o w n l i f e h a s g o n e saw a s m a l l hyperboat rise u p i n t o t h e itself had been
together w i t h it... well, I did promise you cloudless s k y f r o m t h e d e s e r t b e y o n d
your l i f e , a n d t h e r e ' s s m a l l r e a s o n t o Wakil City. But it did not shrink to a speck, Alone, h e scrambled o v e r t h e b a n k s o f
break my promise now! So be warned, do disappearing into space. Instead, it arced rubble in the face of a tidal bore of voices,
not remain in this Dome today. This Dome above the city on a tight parabola, curving into the mouth of the cave.
is a trap for fools — for millions of idiots. back down towards them.
Here is the temple of folly of all the galaxy. He was nearly driven back by the pressure
I do not suffer fools gladly, even though I 'It's out of control!' cried Tasamma. of n o i s e , b u t t h e n q u i t e s u d d e n l y t h e
am one myself.' voices became a trickle, and ceased t h e
Istinbat dragged her down the stone steps flood had flowed past him.
The v i s i t o r s t r o d e a w a y t o w a r d s t h e into t h e d a r k n e s s o f t h e t u n n e l . T h e y
mouth of the spiral stairway. huddled where they fell. Istinbat stepped d o w n o n t o t h e f l o o r o f
the D o m e , a n d h u r r i e d t o w a r d s t h e
'What do you mean to do?' cried lstinbat, A m o m e n t later, c a m e t h e crash o f t h e nearest intact stretch of wall. He crossed
hurrying after him. explosion: a n a l m i g h t y t h u n d e r - s h o u t . the b l a c k m a r b l e strip, a n d f o u n d o n l y
The t u n n e l f l o o r r i p p e d u n d e r t h e m . A silence there.
'I shall put an end to folly, honourably, as single brick fell onto lstinbat's back. Dust
Tajalam put an end to his own folly. Stay choked their lungs.
out of this Dome!'
Coughing, t h e y staggered b a c k u p t h e Which is why the planet Suf is known as
'But I guard this Dome.' steps again a n d o u t o n t o t h e turquoise the W h i s p e r i n g W o r l d , o r t h e G h o s t
marble s p a c e , w h e r e v e n d o r s w e r e World, n o w a d a y s ; a n d w h y t h e b r o w n
'Guard it from the outer doorway, t h e n ! ' running a n d crying o u t , t h o u g h a l l people w i t h flashing teeth w e a r plugs of
apparently unhurt. The rise of the Dome wax i n t h e i r ears a n d converse i n s i g n
'What can one man do?' Istinbat laughed. above t h e m all w a s intact. However, a s language; a n d w h y m o r e t o u r i s t s p a y
He twitched his taper alight again. ' l a m a l s t i n b a t a n d Ta s a m m a r a n t o g e t h e r visits to Suf, to be haunted. Generally the
fool too. I t h o u g h t this was an Event. It is around i t , keeping a l o n g w a y f r o m i t s constant h a u n t i n g i s t o o m u c h f o r t h e
no event a t all. N o r are y o u r threats a n base, t h e y s a w t h a t t h e w h o l e w e s t e r n curious tourists, so that after the first five
event. You did not even speak them aloud, quadrant had been demolished. Pieces of or six hours they w i l l seek refuge in t h e
so t h a t f u t u r e v i s i t o r s c a n h e a r a n d marble had been tossed about the sands inappropriately-named D o m e o f W h i s p -
wonder. Yo u o n l y h o w l e d l i k e a beast. by the force of the explosion. The remains ers, w h e r e alone in all that world there is
Your h o w l w h i s p e r s r o u n d t h e w a l l of the hyperboat, scattered widely, w e r e utter silence.
forever, n o w, until time wears the Dome recognizable o n l y b e c a u s e t h e y w e r e
away.' steel n o t stone. T h e D o m e w a s a g r e a t That silence has its guardians, w h o w i l l
yawning cave, n o w — a broken golden not a s a r u l e l e t v i s i t o r s s o m u c h a s
lstinbat reached the base of the stairway, egg. whisper anywhere inside their fractured
where the visitor was necessarily forced holy place. Though sometimes, for a truly
to w a i t for h i s w a y to be lit. Istinbat led golden consideration, t h e y w i l l a l l o w a
him quickly along the tunnel person to shout aloud and hear his or her
As lstinbat trotted towards the great hole, voice v a n i s h u t t e r l y w i t h o u t e v e n a n
'I h a v e t o l d y o u , ' t h e v i s i t o r repeated. a voice assailed his ears, fleetingly. echo.
'You, w h o w i s h f o r a n Event. I p r o m i s e
you there will be an Event.' 'I'll marry Lala whatever... Nowadays there are a hundred guardians.
People a r e e a g e r t o e s c a p e a l l t h e
Ignoring t h e w o m a n Ta s a m m a , s i t t i n g And another K h a l w a t dar anjuman... whispers in the world.
inside t h e doorway, t h e visitor retrieved
his computer bracelet and strode a w a y, And a third / , Seloose o f Vega, swear...' 1440-Ian Watson
16 IMAGINE magazine, S e p t e m b e r 1 9 8 3
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a) Reaching s l o w l y b e h i n d
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the wall. Light floods the
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Frog Tavern, o n e o f the
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As y o u h a c k o f f t h e
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W''

Aramax the Gaul Dice Dealing


While you've been sweating t h r o u g h We o l d t i m e r s c a n r e m e m b e r a t i m e have announced, with a certain flourish,
your favourite dungeon or swaggering when polyhedral dice were a necessary metal-plated d i c e ! A l l s i z e s c a n b e
round t h e b a r s o f s o m e n o i s o m e tool for games playing. Very functional obtained, p l a t e d i n e i t h e r c o p p e r o r
adventurers' t o w n , h a v e y o u e v e r and more than a little difficult to obtain. nickel.
spared a t h o u g h t f o r o u r neighbours Nowadays they are marketed as being
across the Channel? There are plenty desirable objects in their own right. You They w i l l b e S i e a c h , w h i c h m e a n s
of k e e n p l a y e r s o f t h e D&CY' g a m e can even b u y t w e e l i t t l e bags t o keep they'll be about 80p in real money. The
among t h e G a u l s a n d u n t i l r e c e n t l y them s a f e a n d s o u n d i n . T h e l a s t educated elite o f our hobby: G u a r d i a n
:hey have had to battle through English blockbuster w a s t h e d 3 0 ( t h i r t y sided readers, computer programmers, mod-
-Jes as well as the more common dice). ' W h a t d o y o u d o w i t h t h e m ? ' ule d e s i g n e r s , a s s i s t a n t e d i t o r s a n d
:-oblems o f m o n s t e r s a n d m a l i g n everyone said, as they bought t h e m in similar riff-raff, w i l l s n e e r d o w n t h e i r
—agic. Ever quick to improve the lot of thousands. Now an American company, elegant noses but just you see — they'll
devoted players, TSR h a v e n o w pro- the A r m o r y (who seem to be one of the be first i n t h e queue to buy ' e m w h e n
duced a F r e n c h translation o f Basic. main culprits in t h i s dice proliferation) they arrive. Funny things dice.
aturally this has pleased the French
greatly and there are reports that other
manufacturers w i l l s o o n f o l l o w s u i t
with their own translations. Nippon Nuts Chart News
The A d v e n t u r e G a m e s scene i s cer- Bushido, t h e r o l e - p l a y i n g g a m e o f It should come as no great surprise to
:ainly buzzing in France. There are half medieval Japan, i s o n e o f t h e m o s t the majority of adventure garners that
a dozen shops in Paris alone and quite popular 'hard core' games. However, it the DUNGEONS & DRAGONSTM game
a n u m b e r o f magazines. Role-playing is hampered by a paucity of scenarios came top in t h e National Association
:a nes r e c e n t l y r e v i e w e d i n d e p t h and s u p p l e m e n t s . S o f a r F G U , t h e of Toy Retailers' (NATR) sales charts —
ude B u s h i d o a n d V i l l a i n s a n d publishers, h a v e o n l y produced one. Board G a m e s c a t e g o r y — i n J u n e ,
Vigilantes. For some reason the rather This is Valley of the Mists, a 'scenario above Connect 4, Scrabble and Mono-
:cscure Bunnies & B u r r o w s seems to pack'. A second pack, S h a d o w o f the poly. ' B u t i t i s n ' t a board game!' you
:e. a F r e n c h f a v o u r i t e . T h e r e ' s n o Ninja, was announced last year but so cry. H o w e v e r, s i n c e t h e r e ' s n o g r e a t
:oubt t h a t A d v e n t u r e G a m e s a r e far h a s failed t o materialise. G l o o m satisfaction t o b e gained f r o m b e i n g
:ecoming truly international. Next stop and despondancy among Bushido buffs top of a class of one, it's an acceptable
'•• :scow? everywhere. B u t all is n o t lost! Enter compromise.
stage left Nick Lund, flaxen-haired ex-
More evidence that the hobby is on the
thespian and n o w supremo of Chron-
upsurge c a n b e f o u n d i n t h e b e s t -
icle Miniatures. Grieved almost beyond
selling book lists. Games Workshop's
z•GINETm magazine would like to thank recall by the sight of deprived Nippon-
Warlock on Firetop M o u n t a i n was top
Doug Cowie for his assistance nuts, N i c k h a s g a l l a n t l y w r i t t e n a
of t h e C h i l d r e n ' s Bestsellers e a r l i e r
with these items. Bushido a d v e n t u r e h i m s e l f ( w h e r e
this year, w i t h F o r e s t o f D o o m a n d
does he get the time?). Subject to the
Citadel of Chaos in 3rd and 7th places
game designers approving h i s i n t e r -
respectively.
pretation o f their creation, t h i s scen-
Racing Cars ario p a c k w i l l b e U K - p r o d u c e d a n d DUNGEONS& DERONS? DUNGEONS & ONAGONSe
FINDLESS Qt• EST'. 13001. E N D L E S S Q U E S T ' . ROOK
available later this year.
PI LI,It RS (I 1 ( E T U R N to
I C a r Wars Expansion 2 is now available ''L'INTEci/110 (•1100101ERE
a: a r o u n d £ 2 . 2 5 — b u t w h a t a d i s -
appointment. I t c o n t a i n s t h e e x t r a
ic:unters a n d turning template a s Travelling Light
:-cmised, b u t no maps! According t o
7-e advance blurb there should be t w o Just i n c a s e y o u h a v e n o t b e e n
—aps t o a d d t o t h o s e i n c l u d e d i n properly confused b y Basic Traveller ;1-4-
firlib 4
Sunday Drivers, giving a big extension being superceded by De Luxe Traveller
to the coverage of the town of Midville. and t h e n r e a p p e a r i n g , f o l l o w e d b y *14-1-sl

However, t h e r e are n o such m a p s i n Hard B a c k Traveller, G D W have r e - BY ROSY b Y T E S

any o f t h e E x p a n s i o n s s e e n s o f a r. leased S t a r t e r Edition Traveller. This


Either they were left out of a batch by is d e s c r i b e d a s a s t r e a m l i n e d a n d Meanwhile ISR's ENDLESS QUESTIm
mistake or the publisher changed his revised version, intended for novices. books o c c u p i e d f i v e o f t h e t o p t e n
rrind. S o make sure you have a good It includes special introductory mater- places in the Dalton Bookseller Juven-
: : < a t Expansion 2 before buying. ial plus the adventures S h a d o w s and ile Paperback B e s t s e l l e r L i s t i n t h e
W i t h o u t the maps you are paying a lot Mission on Mithril. Also announced is USA i n A p r i l , i n c l u d i n g R e v e n g e o f
of money for some counters and a little Adventure 9, N o m a d s o f t h e Wo r l d - the R a i n b o w D r a g o n s i n f i r s t place,
cardboard t u r n i n g t e m p l a t e . C a v e a t Ocean, s e t o n t h e w a t e r w o r l d o f Revolt o f t h e D w a r v e s i n 2 n d place
emptorl Bellerophon. and Pillars o f Pentegarn in 6 t h place.

IVA N E magazme, September 1983 19


TMRM'N,Jr
The Fantasy Role-PlayilIg Game
RuneQuest is the easy-to-play game o f fantasy role-playing, set
in the mythical world of Glorantha. It's a game world inhabited
by fighting men, gruesome monsters and savage non-human
races such as the vile, chaos-spawned beastmen, Broo.
Player characters begin as young commoners or noblemen
adventuring in a time and place where magic is real and heroes
are in demand. They can become powerful fighters, formidable
magic users or wily thieves - b u t only i f they survive the perils
of Glorantha. With RuneQuest, player-characters can even be
non-humans, players can accept the challenge o f thinking and
acting like mighty Trolls or mysterious Dragonewts.
The RuneQuest boxed set contains everything needed to begin
play: Basic Role-Playing, easy rules f o r the novice adventure
gamer; Rune Quest rules book, advanced rules for refereed
adventure; Apple Lane and the Rainbow Mounds, t w o intro-
ductory adventures set in Glorantha; Fangs , ready-to-roam
monsters and adventurers, and six polyhedral dice. A d d your
imagination and you can begin your adventure.

RuneQuest provides easy rules for beginning adventure


garners. 'Mere are solo adventures too.
RuneQuest is ideal f o r experienced players, bored with
dungeon adventure. Questworld is an adventure world which
will be developed by Games Workshop in association with
UK RuneQuest players.

SEE RUNEQUEST AT Y O U R LOCAL GAMES SHOP T O D AY

RuneQuest is published by Chaosium Inc. and printed and


distributed under licence in the U K by Games Workshop Ltd.,
27/29 Sunbeam Road, London NIVIO 6JP.

b) You feel your weapon slice


through something fairly
solid. A n agonised r o a r
invades your ears and light
floods t h e room. T h e r e
before you is a large, hairy
creature h o l d i n g t h e
shattered remains of a book
called The Misty Wood, one
of the many solo adventures
available with Tunnels &
Trolls role-playing system. •
Know, o prince, that between the
"Fiend", cries the creature, years when the oceans drank Atlantis
"you ruined m y game". and the years of the rise of the sons
of Aryas, there was an age
"Go and b u y your own undreamed of, when shining
copy!" kingdoms lay spread across the world
like blue mantles beneath the stars —
As y o u back o u t o f the Hither came Conan, the Cimmerian,
room, you wonder about black haired, sullen eyed, sword in
this Tunnels & Trolls solo hand. A thief, a reaver, a slayer to
tread the jewelled thrones of the
adventure which means so Earth under his sandalled feet
much, e v e n t o h a i r y The Nemedian Chronicles.
monsters. Y o u l e a v e ,
determined t o f i n d o u t
more. GOTO
THE BmanutIAN
Follow the sword and sorcery
adventures of Conan the Barbarian in
n y l NG B U F F A L O each monthly issue of his own
P 0 Box 100, Bath Street, magazine.
Walsall, W. Midlands Available from all good newsagents!

/
20 Please mention IMAGINE'm magazine when replying to advertisements
JACK OF ALL TRADES
by Roger Hall
development
by Graeme Morris

adventure f o r 5 - 8 r e l a t i v e l y inexperienced D & D , which is specific to one or more system is presented in one of
I D & D r m or D R A G O N Q U E S I T " characters. two ways:

(i) Details of the abilities of the non-player characters (NPCs) are


1. INTRODUCTION given s e p a r a t e l y f o r e a c h g a m e i n P a r t 4 — ' N o n - P l a y e r
Characters'.
- s adventure has been designed for use with the D&D, AD&D
DRAGONQUEST role-playing systems. It is intended that the (ii) Information occuring w i t h i n the main text is bracketed and
:-:-.–acters who take part in it should not be absolute beginners prefaced with Basic, A d v a n c e d or D Q as appropriate, eg '...they
- s h o u l d h a v e b e e n o n a f e w successful expeditions. will find a small brooch ( B a s i c / A d v a n c e d — value 50gp; D Q —
- . i o u s l y, t h e f e w e r a d v e n t u r e r s t h e r e a r e , t h e m o r e e x - value 1 50sp.)'
- e n c e d they should be and vice versa. The players, as distinct
–1 t h e characters, s h o u l d preferably be q u i t e experienced
--ough the adventure is possible for near novices. IF Y O U I N T E N D T O P L AY I N T H I S A D V E N T U R E , S T O P
READING H E R E . A N Y K N O W L E D G E O F T H I S M I N I -
bulk of the adventure description consists of information M O D U L E WILL R U I N Y O U R E N J O Y M E N T A N D T H AT O F
- ch i s applicable t o a l l o f t h e g a m e systems. I n f o r m a t i o n THE OTHER PLAYERS.
•L:11NE magazine, September 1983 21
JACK OF ALL TRADES

The mini-module is divided into 5 sections: (ii) He w i l l persuade t h e adventurers to take part in a trojan-
horse-style r a i d o n t h e outlaws. T h e characters w i l l h i d e i n
1. Introduction (this section). barrels which will be taken by caravan along the west road. The
2. Background — for the games master (GM) only — in w h i c h outlaws will attack, steal the barrels and take them to their lair
The Knave (the principal NPC) is introduced and the events where the adventurers will emerge and attack the thieves.
leading up to the adventure are described.
3. The Plot — The Knave's plan for exploiting the adventurers. (iii) In fact, the outlaw attack will be a sham and the barrels will
4. Non-Player Characters — details o f t h e NPCs used i n t h e be taken to the vigilantes' headquarters w h e r e a meeting has
adventure.
been arranged. The Knave hopes that the adventurers will kill all
5. The Adventure — descriptions of the main events and their or some of the vigilantes by mistake.
locations.
6. The Knave as a Thief-Acrobat u s i n g this module to try out (iv) The outlaws k n o w of 'Jack's' plan up to this stage and will
the n e w split character class. help him w i t h it. W h a t they do not know is that The Knave will
have planted information at the vigilantes' headquarters which
will lead the adventurers to the outlaws' lair.
2. BACKGROUND
(v) The Knave intends t h a t the adventurers should attack the
This adventure centres on a character known as The Knave; an outlaws. Then, he will finish off any survivors (from either side)
unscrupulous villain w h o lives by murder and theft. and make off with the valuables of both groups.

Using the alias of Jack Summers, he recently set up an outlaw In general, and in particular if the plan should go wrong in any
band to raid cargoes going to and from the small trading town of way, The Knave will protect his own life first and foremost and
Roseberry (see map I). The outlaws have been using a deserted will have n o regard f o r t h e adventurers, t h e vigilantes o r h i s
hulk grounded in a backwater as their hide-out (see map lb and erstwhile colleagues.
section 4E). Using this as a base, they have been able to prey on
pack- and wagon-trains using the road to the west of the town.
4. NON-PLAYER CHARACTERS
Initially, the payment of bribes by the outlaws ensured that the
town w a t c h t u r n e d a blind eye, b u t soon s o m e o f the t o w n ' s A. T O W N S M E N
worried merchants formed a vigilante group in order to try and
find t h e o u t l a w s ' h i d e o u t a n d t o p u t a stop t o t h e raids. T h e (i). B e r t Barleyman — Landlord of the Waxing Moon. He knows
Knave, in the guise of a m e r c h a n t but using the same alias of The Knave only as Jack Summers the merchant and regards him
Jack Summers, joined in this group. as an honest man. The Knave rents a room permanently in the
Inn and Bert is used to 'Jack' holding meetings there.
Recently because o f t h e c o s t o f b r i b i n g t h e w a t c h a n d t h e
strengthening of guards on the caravans, things have been bad (ii). To w n G u a r d s — The To w n Guard consists o f 2 4 m e n in
for the o u t l a w s and dissent in their ranks has begun to show. three patrols o f eight each. T h e y a r e employed b y t h e t o w n
The Knave (known only to the outlaws as Jack Summers) has council to protect the inhabitants and to keep order. They are a
convinced h i s m e n t h a t t h e vigilantes are the root of all t h e i r slovenly l o t , r e l u c t a n t t o r i s k t h e i r s k i n s a n d t h e y w i l l n o t
problems and has told them of a plan to get rid of the vigilantes. accompany the adventurers on expeditions outside t h e town.
He has not told them the second part of his plan t o get rid of This attitude is only partly the result of the men's personalities.
them and take all the goods for his own! Conditions tonight are Their major motivation is the regular bribe which they are paid
perfect to carry out his plan, there is no moon, there is a vigilante by the outlaws. Recently the guards have been demanding, and
meeting a n d t h e r e is a b a n d o f adventurers n e w l y arrived in getting, more and more money for their co-operation. The bribes
town.
are received from Phil Snatch, The Knave's o u t l a w lieutenant.
Three of the guards know Phil by sight but not by name. A l l the
guards receive bribe money. They know 'Jack Summers' only by
name and do not associate him w i t h the outlaws.

Town Guards (24 men in 3 patrols of 8)


Basic — AC 6 (leather and shield); NM; hp 1-4; # A T 1; D 1-6
(short swords); A L N; M V 90' (30'); M L 6
Personal treasure — each will have 2-12gp in mixed coins.

Advanced — A C 7 (leather a n d shield); FO, M V 9 " ; h p 1 - 8 ;


AT 1; D 1-6 (short swords); A L LN
Personal treasure — each will have 2-12gp in mixed coins.

D Q — Average characteristics for the guards are:


PS: 19 M D : 1 7 A G : 1 6 E N : 17
MA: 9 V V P : 12 F T : 21 P B : 1 0
PC: 8

They are armed w i t h broadswords (with w h i c h t h e y are r a n k


3. THE PLOT 1-2), wear leather armour while on duty and carry small round
shields ( w i t h w h i c h t h e y are r a n k 0-1). T h e leaders o f each
The Knave's plan is elegant and ruthless. If successful he will patrol have M i l i t a r y Science skill rank 0-1. In addition, all the
dupe the adventurers into disposing of both the vigilantes and guards w i l l h a v e 1 o f t h e f o l l o w i n g : d a g g e r 0 - 3 , u n a r m e d
the outlaws, taking losses themselves in t h e process, leaving combat 0-2, Horsemanship 0-2, Stealth 0-1, Thief 0-1. They will
Jack to finish o ff the survivors and to make off with the loot.
each be carrying a personal treasure of 6-30sp.
The stages of his plan are as follows:
(iii). M e r c h a n t s — T h e r e a r e m a n y m e r c h a n t s b a s e d i n
(i) T h e K n a v e w i l l i n t r o d u c e h i m s e l f t o t h e p a r t y a s J a c k Roseberry, profiting from the trade along the east-west road and
Summers, t h e merchant. H e w i l l tell t h e m about the outlaws the river. A w i d e range of goods are involved, including grain,
and will say that he has infiltrated the band wine, beer, salt and cloth.
22
IMAGINE magazine, September 1983
JACK OF ALL TRADES

They h a v e k n o w n T h e K n a v e (as J a c k S u m m e r s ) f o r a f e w one o f the following skills: dagger 1-2, Navigator 1-2, Healer
months, b u t t h e i n v e s t i g a t i o n o f h i s c r e d e n t i a l s w h i c h t h e 0-2, M e c h a n i c i a n 1 - 2 , T h i e f 0 - 1 . Each w i l l h a v e a personal
merchants' guild carried o u t before admitting h i m caused no treasure consisting o f 10-50sp w o r t h o f mixed coins plus 0 - 2
alarm, and they have found no cause for mistrusting him since. items o f personal adornment (buckles, rings, clasps, pins etc)
each w o r t h 20-200sp.
Some merchants will k n o w Jack better than others, of course,
but the general opinion of him is that he is an honest newcomer.

(iv) Vigilantes — Realising that the town guards are of little use
in combatting t h e o u t l a w s (but u n a w a r e t h a t t h e y are being
bribed), some of the merchants have formed a vigilante group
led by Owen Carter, an ex-soldier.

Following Jack's acceptance by the merchants's guild, he joined


this group and has since been strengthening his position within
: T h e other members o f this group k n o w little about Jack
zeyond his vigilante activities. He has been careful not to draw
attention t o h i m s e l f b y, f o r e x a m p l e , r e v e a l i n g a n y i n s i d e
knowledge of the outlaws. To date, the vigilantes have had as
much impact on the outlaws as the local knitting circle. They are
not professional investigators and, o f course, The Knave has
cept himself and his band well ahead of the vigilantes' plans.
7.
espite their lack of success so far, the vigilantes are keen and
= m i n e d m e n — at least as a group. However, t h e y are not
:-ofessional fighters and will not risk their skins unnecessarily. A —

Owen Carter (vigilante leader)


Basic — AC 7 (leather); F2; hp 10; A- AT 1; D 1-8 (sword) or 1-4 B. THE K N AV E (Jack Summers)
:agger); A L L; M V 90' (30'); M L 9. The Knave values his own life and profit above all other things.
zersonal t r e a s u r e — 1 0 c p , 2 0 s p , 1 5 g p a n d a g o l d l o c k e t He has lived a life of murder and theft, adapting and discarding a
:ontaining a portrait o f his wife) encrusted w i t h small g e m s string of aliases (usually taking the identity of one of his victims).
.alue 350gp). His plan a n d i n t e n t i o n s have been described previously. H i s
attributes are
Advanced — AC 8 (leather); E l ; M V 9 " ; hp 13; # AT 1; D 1 - 8
ong sword) or 1 - 4 (dagger); A L NG. Basic A C 4 (leather plus dexterity bonus); T6; hp 16; # AT 1;
7-'ersonal t r e a s u r e — 1 0 c p , 2 0 s p , 1 5 g p a n d a g o l d l o c k e t D by weapon type; A L C; M V 90' (30'); M L see description; S11,
:ontaining a portrait o f his wife) encrusted w i t h small gems 115 (speaks common, chaotic and hobgoblin), W9, D18 (+3 to hit
.alue 350gp). with missiles, -3 AC bonus, +2 on initiative), C12, Ch15.
Equipment — 6 concealed daggers, crossbow, quarrels, thief's
— Owen's attributes are: tools, k e y t o chest i n t h e o u t l a w s ' lair, b e l t o f i n f r a v i s i o n (a
14 M D : 1 7 A G : 1 6 E N : 2 0 special m a g i c a l i t e m w h i c h g i v e s t h e w e a r e r i n f r a v i s i o n —
'.'A: 10 W P : 17 F T : 2 2 P B : 1 7 range 90').
PC: 9 Personal treasure — 20sp, 30gp, 4 gems (800gp (x2), 2000gp,
4000gp) and an exquisitely made pack of ivory playing cards (all
He is armed w i t h a sabre (rank 3) and a dagger (rank 2) and knaves!).
wears leather armour under his robes. His skills are: Merchant
5. Horsemanship 3 , Navigator 1, Read & W r i t e (common) 7, A d v a n c e d — AC 4 (leather plus dexterity bonus); A 6 ; M V 9";
Troubador 0, Military Scientist 2, His personal treasure consists hp 2 8 ; " A T 1; D b y w e a p o n type; A L LE; S 11 , 115 (speaks
of 10cf, 20sp, 1 gs and a gold locket (containing a portrait of his common, LE, hobgoblin, goblin and orc), W9, D18 (+3 to hit with
wife) encrusted w i t h small gems (value 700sp). missiles, - 4 AC bonus), C12, C h i 5.
Equipment — 6 concealed daggers, crossbow, quarrels, thief's
tools, k e y t o chest i n t h e o u t l a w s ' lair, b e l t o f i n f r a v i s i o n (a
Other Vigilantes ( 1 0 men) special m a g i c a l i t e m w h i c h g i v e s t h e w e a r e r infravision —
Basic — AC 7 (leather, if worn) or 9; NM; hp 1-4; A T 1; D 1-6 range 90').
se.ord); A L L; M V 90' (30') or 1 2 0 ' (40'); M L 7. Personal treasure — 20sp, 30gp, 4 gems (800gp (x2), 2000gp,
Personal treasure e a c h will have 5-30gp in mixed coins plus 4000gp) and an exquisitely made pack of ivory playing cards (all
0-2 items of personal a d o r n m e n t (buckles, rings, clasps, pins knaves!).
each worth 10-100gp.
D Q — The Knave's attributes are:
Advanced — AC 8 (leather, if worn) or 10; FO; M V 9" or 12"; hp PS: 16 M D : 2 0 A G : 21 E N : 19
1-8; - AT 1; D 1-6 (short sword); A L LG or NG. MA: 7 W P 8 F T : 21 P C : 13
Personal treasure e a c h will have 5-30gp in mixed coins plus PB:17
3-2 items of personal a d o r n m e n t (buckles, rings, clasps, pins
each worth 10-100gp. The Knave is armed w i t h 6 daggers (used at rank 8) w h i c h he
conceals about his person, a short bow and arrows (rank 5) and a
D Q — The average abilities of the other vigilantes are: garotte (rank 3). H e w e a r s leather a r m o u r and carries t h i e f ' s
PS: 15 M D : 16 A G : 15 E N : 1 9 picks and the key to the chest in the outlaws' lair. His other skills
MA: 12 W P : 13 F T : 21 P B 1 5
PC: 6 are: A s s a s s i n 3 , M e r c h a n t 1, M i l i t a r y Scientist 3, R a n g e r 2,
Thief 7. He has a belt which has been invested with the Spell of
Nightvision (College o f B l a c k M a g i c s — S2). T h e s p e l l w a s
They are armed w i t h short swords (rank 0-1) and have leather invested at rank 7 and has an 86% chance of success. There are
armour (although only three of them habitually wear it). A l l of 4 charges remaining. H i s other personal treasure consists o f
them will have rank 4-7 Merchant skill, Read & Write (common) 10cf, 2 5 s p , 4 g e m s ( 1 0 0 0 s p (x2), 2 5 0 0 s p , 8 0 0 0 s p ) a n d a n
rank 3-8 and Horsemanship rank 2-4. In addition, each will have exquisitely made pack of ivory playing cards (all knaves!).
VAGINE magazine, September 1983 23
JACK OF ALL TRADES

C. OUTLAW BAND

This group of argumentative thugs has only been held together


by Jack's authority and the profit which they can derive by
raiding caravans under his leadership. They have known 'Jack'
only since his arrival at Roseberry and are unaware of his true
name. They have no loyalty to him and would kill him without a
JACK OF
ALL TRADES
second thought if they discovered the latter part of his plan.

Phil Snatch ('Jack's' lieutenant)


Basic A C 7 (leather); F3; hp 13; # AT 1; D 1-8 (sword) or 1-4
(dagger); AL C; MV 90'(30'); ML 7.
Personal treasure — 21 gp, a key to the chest in the outlaws' lair
and a white silk scarf embroidered with gold thread (value
50gp).

Advanced A C 7 (studded leather); F3; MV 9"; hp 18; A• AT 1;


D 1-8 (sword) or 1-4 (dagger); AL NE.
Personal treasure — 21 gp, a key to the chest in the outlaws' lair
and a white silk scarf embroidered with gold thread (value 50gp)

DQ — Phil's attributes are:


PS: 20 M D : 15 A G : 14 E N : 19
MA: 9 W P : 12 F T: 21 P C : 7
PB: 14

He uses a broadsword (at rank 4) and a main gauche (rank 1). He


wears leather armour and has a.key to the chest in the outlaws'
lair. His other skills are; Horsemanship 2, Stealth 1, Thief 2. His
personal treasure consists of 40sp, a key to the chest in the
outlaws' lair and a white silk scarf embroidered with gold thread FIRST FLOOR
(value 100sp).

Outlaws (8 men)
Basic — AC 7 (leather); Fl; hp 1-8; # AT 1; D 1-6 (short swords)
or 1-4 (dagger); AL C; MV 90' (301; ML 8.
Personal treasure — each will have 2-20gp in mixed coins.

Advanced A C 8 (leather); Fl M V 9"; hp 1-10; # AT 1; D 1-6


(short sword) or 1-4 (dagger); AL NE.
Personal treasure — each will have 2-20gp in mixed coins.

DQ t h e average attributes of the outlaws are:


PS: 20 M D : 15 A G : 15 E N : 17
MA: 9 W P : 10 F T: 21 P C : 6
PB: 12

The outlaws use short swords (rank 1-2) and daggers (rank 0-1)
and wear leather armour. All of them will have Horsemanship
skill rank 1-3, and one of the following: Assassin 0-1, Spy 0-1,
Thief 0-1, Read and Write (Common) 0-2. Their personal
treasure will consist of 5-50sp worth of mixed coins.

5. THE ADVENTURE
The descriptions of the various stages of the adventure include
sections which may be read aloud to the players by the games
master. However, this should not be considered mandatory and
the GM should use other descriptions if desired.
GROUND FLOOR
A. MEETING WITH JACK SUMMERS VIGILANTE
Having travelled far in search of adventure you arrived barely HEADQUARTERS o 10 20 30
an hour ago this evening at Roseberry. You are approached in SCALE (ft)
one of the town's taverns by a man, apparently a trader, who
indicates that he has some information that may well benefit DOOR 1 0 0 1 = 1 1 1
you, and that if you are interested you should follow him at five
minute intervals to the Waxing Moon Inn and ask the barman WINDOW • 1 • 1
for Jack's room. Without awaiting your reply he leaves,
looking around anxiously as he goes.
la F O R E S T

24 IMAGINE magazine, September 1983


THE REGION
I, AROUND
ROSEBERRY
(diagrammatic)

c:-\ MEETING WITH


Q ) JACK SUMMERS

0 THE WINERY
THE PHONEY
AMBUSH
rr-- T H E VIGILANTE
H'QUARTERS
(7.. T H E OUTLAWS'
HIDEOUT

ONE HEX = HALF MILE

VIEW FROM ABOVE LONGITUDINAL SECTION

DECKS

OUTLAWS' HIDEOUT

0 10 20 30
SCALE (ft)

PORTHOLE (closed) =REIM

111111i1V-AP ii•nro
111
,11111011101,
•tt111s1
i1_111 1 -1,
mosowN- •-_0- ,Is
stit1"-1
11:1
1'0•101
'1
01
-1111,013THOLE(open) 1 _ 1 1 = 1
loo•-11101212115r
•00-21

It)
magazine, September 1983 25
JACK OF ALL TRADES

The man is The Knave, alias Jack Summers. If the adventurers The m a n w h o came to the door w a s in fact O w e n Carter, t h e
take u p h i s invitation a n d g o t o t h e Wa x i n g M o o n Inn, B e r t vigilante l e a d e r, c o n f i r m i n g t h e m e e t i n g , a n d t h e K n a v e
Barleycorn (the innkeeper)will direct them toJack's room on the capitalised on the event.
first floor.

Jack will be wearing leather armour under his robes and will be B. THE W I N E RY
armed o n l y w i t h h i s daggers. H e w i l l be wearing h i s magical
belt. The winery is deserted. The building is in a quiet part of the town
and the yard has a high wall. Events in the yard will not be seen
There is nothing in his room to give any impression that 'Jack' is or remarked on by passers-by.
other than a merchant.
Assuming t h e adventurers agree to The Knave's plan, h e w i l l
The grey mare which he uses in his merchant guise is stabled at lead them to the w i n e r y where he will introduce them to Stan
the inn and is similarly unincriminating. He has hidden his other Brewer, the proprietor, and the two cart-drivers w h o w i l l help
horse (a black stallion) and the remainder of his equipment near them into the barrels. Make sure that the player-characters take
the vigilantes' headquarters. only reasonable equipment into the barrels, no polearms!

When you are assembled, the man addresses you. The 'proprietor' is, in fact, Phil Snatch (Jack's outlaw lieutenant).
The cart-drivers are also members of the band. There are t w o
'My name is Jack Summers, a merchant trading in grain and carts, each capable of carrying 7 barrels (a layer of 3 over a layer
wine. For some time my caravans, and those of my fellow of 4). The bottom 4 barrels on each cart have been prepared to
guildsmen, have been plagued by a band of outlaws. conceal t h e adventurers. If there are less than 8 adventurers,
Jack and the other men will take apparent care to make up the
'We have been powerless to stop them since the location of weight of the unoccupied barrels.
their lair is unknown and our town guard cannot be trusted.
However, I have recently managed to contact these bandits, The adventurers are quite able to get out of the barrels unaided,
pretending that I wish to join them. To prove that I am in but i t w i l l b e o b v i o u s t o t h e m t h a t t h e y w o u l d b e a t a
earnest, I have arranged for the outlaws to ambush a cargo of considerable d i s a d v a n t a g e i f t h e y a t t e m p t e d t h i s i n t h e
wine which I am transporting on behalf of Stan Brewer who presence of hostile creatures ( B a s i c / A d v a n c e d / D i a — there
owns the winery here i n Roseberry. I am t o lead two would be a 5 0 % chance of the party being surprised and they
wagonloads of wine from the town within the hour. I will be would a u t o m a t i c a l l y l o s e i n i t i a t i v e i n t h e f i r s t r o u n d / p u l s e
ambushed and taken to the outlaw headquarters. It will be the thereafter). Jack's final words to the adventurers will be to point
first time I have had knowledge of its location. If you aid me we this out and to warn them not to emerge except in emergency or
can wipe out the bandits and who knows, you may pick up on his instructions.
some valuable souvenirs from the camp?

'I have rigged some of the barrels to carry men; they are
weight-adjusted and will not be distinguished from the normal C. THE P H O N E Y A M B U S H
ones. Once inside the hideout I can let you out to take the
thieves by surprise: they will be unwary while celebrating Once the adventurers are installed in the barrels, the GM should
another successful raid and you will easily rid the town of their describe what follows. They cannot see out (a barrel supposedly
threat. Their goods will be yours and you will be acclaimed as carrying w i n e cannot have a hole in the side) so they only hear
heroes. and feel the events. After the carts have been moving for about
one hour, a number of horses arrive, orders to stop the wagon
are shouted and the cart-drivers apparently flee.

The 'raid' w i l l involve 3 f u r t h e r members of the o u t l a w band.


They are on horseback, and bring 2 spare horses w i t h them.

There follows a pre-arranged conversation between Jack and


the outlaws. In it, the outlaws congratulate Jack on the success
of the raid and invite him to come w i t h them to the hideout to
meet the rest of the gang and to be fully initiated. Jack accepts
and the outlaws tell him that some of them will ride ahead of the
carts while others follow at a distance to cover their tracks. Jack
and one of the outlaws will drive the carts.

There is the sound of horses leaving and the carts beginning to


move once more. They travel a short distance further along the
road and then turn off to the right onto a rougher track. About an
hour after this, the carts stop at the vigilantes' headquarters.
'I had intended that some of the local lads should hide in the
barrels, but they could hardly be described as fighting men
and you are obviously better suited to the task. There is
sufficient risk already for my cart-drivers, but they know the D. T H E V I G I L A N T E H E A D Q U A R T E R S (see m a p s I
dangers and have volunteered for the job. They both know the and la)
woods and will flee into them at the first hint of trouble.
This is an abandoned wooden building beside a little-used track
'Will you help me?' about 6 miles from Roseberry. The building w a s originally an
inn, but few in Roseberry know of its existence.
Immediately after he has finished there is a knock on the door.
He gestures to you to be silent, crosses the room and opens The vigilantes spend p e r i o d s o f several d a y s o r m o r e h e r e ,
the door a little. You can't see who's there but you hear a voice explaining their absences as business trips. They have made the
say — 'It's on, Summers'. The door is closed and Jack inn r e l a t i v e l y comfortable a n d h a v e b r o u g h t i n s u p p l i e s t o
explains that the ambush has been confirmed. sustain them during their stays.
26 IMAGINE magazine, September 1983
JACK OF ALL TRADES

3. Kitchen S i n c e they are unused to fending for themselves,


the vigilantes have done only the minimum amount of work
necessary in the kitchen to make it usable.

4. Hall — This was the main room of the inn. Stairs run up the
western wall, leading to a gallery which runs along the northern
and eastern sides. The doors of the inn's upper rooms open out
onto this gallery.

With the exception of the vigilantes killed by The Knave, the


entire group w i l l b e assembled i n t h i s room w h e n t h e
adventurers are freed from the barrels. Only Owen Carter and
three of the other vigilantes habitually wear armour but all bear
arms while at the inn. The room's only furnishings are a long
table around which the vigilantes are gathered, and the chairs
on which some of them are seated. Stacked against the eastern
wall are the vigilantes' packs and saddles.

The vigilantes will not have heard the demise of the outlaw or
their comrade, nor will they be alarmed by the unhurried
This evening, the group is expecting Jack to arrive with a load of footsteps of a small number of people in the store and kitchen.
wine for the store. The real owner of the winery is a member of They are generally wary, however, and unexpected noises will
the vigilante group and arranged for the winery to be empty not go unnoticed....
while Jack loaded his carts, unaware that his trust would be so
abused. 5. & 6. Bedrooms—These rooms are mostly empty, containing
only a little broken furniture etc. left by the previous occupants.
When the carts arrive at the inn, they will be taken into the The vigilantes have not reoccupied these rooms.
stables (room 1). The adventurers will feel the carts stop, hear
the doors open, feel the carts move again and hear the doors 7. D o r m i t o r y — This room has been swept clean b y the
close. Next, the outlaw driving the second cart will tell Jack to vigilantes and now contains their bed-rolls.
leave the carts and to go with him to see the others. The two will
then leave and the adventurers will hear the side-door close.
The outlaw w i l l attempt t o leave through t h e store-room E. O U T L AW S ' H I D E O U T (see maps I and lb)
window but The Knave will kill him quietly and bundle his body
out before going into the hall. The Knave will return to the For their hide-out, the outlaws have chosen an old cargo-boat
stables after about two minutes and will begin to help the which lies grounded by the bank of a tributary of the main river.
characters out of the barrel. Once about half of the group are It has been there for many years, and it is a damp, uncomfortable
freed; place to live. Apart from this, however, i t is ideal for their
pupose. Only the infrequent users of this backwater even know
The side-door opens and a man steps in, saying 'Hurry up with of the hulk's existence and, with one exception, they take no
that wine, Ja....'. He stares dumbstruck at you. Quickly, Jack notice of it. The exception is the crooked captain of a cargo-boat
grabs him and has a dagger at his throat in a flash. 'Get the which plies the main river. This captain brings a long-boat up
rest!' he snaps, pointing through the open doorway. the back-water once a month in order to buy any goods which
the outlaws have stolen. He then re-sells these goods at a profit
The Knave did not intend this intrusion to happen but he will far from Roseberry.
capitalise on it by killing the man and then slipping away while
the players are occupied. Even at their most alert, the outlaws' system of watches was lax.
Tonight, however, they are keeping no watch at all, confident
His plan is that the adventurers, thinking that they are in the that the vigilantes have been destroyed.
outlaw camp, will kill the vigilantes for him. The first part of his
plan will then be over and the second part will begin. The positions given for the outlaws in the key below assume that
they are unaware of the adventurers. If the alarm is raised, of
Before he slips away, Jack will plant information on the clothing course, the outlaws will attack the party en masse. The outlaws
of the vigilante he has killed. I t will consist of 2 pieces of wear armour and carry weapons at all times.
parchment, the first saying 'Suspected Codename of Outlaw -
Knave', and the other being a map, entitled 'Suspected Location
of Outlaw Hideout'. The map marks with a cross the position of KEY TO THE HULK
the hulk which the outlaws use as a hideout.
Note that the hulk is grounded on the river-bed at an angle of
Even if the adventurers manage to kill all of the vigilantes, they about 10 degrees to the vertical. All of the timbers of the hull are
should still discover their error in attacking them since the damp but the dampness is worse on the lower decks which are
merchants' identities will be clear from the documents etc rotting. T h e boat w i l l n o t burn without, f o r example, t h e
which they carry. presence of burning oil — and then only reluctantly.

The portholes of the boat are all about 18" square and have
KEY TO ROOMS IN THE INN wooden shutters which may be locked from the inside. Most of
the portholes on the side nearest the bank are closed.
1. Stables — There are 11 unsaddled horses here; which
belong to the vigilantes. The Knave's horse is hidden in the Between the hulk and the bank, the river is only about a foot
woods behind the inn. deep. However, the bed here consists of a layer of soft mud (see
cross-section, map lb) which makes an effective moat. The
2. Pantry/Storeroom — This room is used to store foodstuffs usual means of boarding the hulk is along the lower part of the
and the other portable equipment and stores of the inn. In boom which rests on the bank. If looked for, the foot-prints on
addition to the new stuff brought by the vigilantes, there is also the bank near the boom and the marks on the boom itself
:he residue of the previous occupants. (caused by the outlaws climbing on it) will easily be seen.
VAGINE magazine, September 1983 27
Keep Your Imagination Under Wraps
IMAGINEm magazine binders are now
available to keep your favourite magazine
safe from the ravages of time. Finished in
a choice of colours (blue - we chose it)
and tastefully adorned with our logo, the
c) As you turn and flee, you binders will hold 12 copies of our
run straight into the wall. magazine and none of anybody else's.
SMACK! Stunned, but still Price E2.95 + E1.00 postage & packing
standing, you feel around
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some means of escape. But
you find only a light switch. Send this coupon off today!
Determined to at least face
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a„, GALAXY
OiRJ MAIDSTONE
DUNGEONS & DRAGONS
MINIATURE FIGURES
POSTAL GAME MODULES
TRAVELLER
RUNEQUEST
Crasimofrs World is a fantasy game of exploration and adventure. As a player you assume the
role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must Large range of Fantasy & Wargames
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
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you travel you will learn more about the land and its secrets, encountering other parties, races and COMPUTER H A R D WA R E
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COMPUTER SOFTWARE
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Plus A t a r i and Mattel,
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N' 37
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I f you wish to enrol in Cras.moff s world send a .f.5 cheque/P.O. payable to K..I.C.
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Future rounds are £1.25 each. Copies of the White Dwarf review are available free o f GALAXY
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BARGAIN BASEMENT

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The Bargain Basement (lair of the infamous Karen) is
the place where we consign all the stock which, for some
reason or other, can no longer be sold as 'perfect'. The
degree of imperfection varies from a missing shrink-wrap
to the lack of a page in a module, for example, The items all
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PA members can obtain an up-to-date list of available
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OF THE BRITISH
RPGATM Module 1 — RAHASIA
A 16-page D&O module designed for 5-8 characters of
DUNGEONS & DRAGONS®
levels 1-2, Price f 2.00, post free.
Rahasia the elven maid faces a fate worse than death at
PLAYERS ASSOCIATION
the hands of an evil human. Rahib, who has taken over the
Temple o f t h e Sacred Black Rock, cursed i t s elven
servants, and lured Rahasia's father and her betrothed
into his clutches. You are Rahasia's last hope. Can you
PA N PIPINGS
brave the Temple's perils and mete out Justice to Rahib?
Revolutions.... sources of time, manpower and material
'R SERIES' MODULES
There comes a point in transfers of power do n o t allow PAN t o re-emerge a s a
The 'A series' AD&DTa adventure modules are produced
by the RPGAT" organisation in the USA and are available by constitutional means, when the talking separate entity. However, a news broad-
in the UK only to PA members. Each module was designed has to stop and the shooting begin. Such sheet will be printed quarterly and sent to
for use in a GEN CON t o u r n a m e n t and is suitable for a time has come at TSR UK. PA members. If you are a PA member, the
normal campaign play as well as including extra details
and pre-rolled characters for tournament-style use first should be in your hands within a
In common with all previous holders of month or so. Some of the material will be
Ri - TO THE AID OF FALX
the office of PAN Editor, Graeme Morris familiar B a r g a i n Basement, PA offers,
A 16-page module designed for 6 characters of levels
5-9. Price f l .50, post free. has stepped down and gone to greater, Mill Day details etc — but the rest will be
Falx the silver dragon, much to his chagrin, needs some more lasting fame, as an ex-editor. new and unique to the broadsheet — a
human aid. The dark powers that control a nearby set of
tunnels have stolen five potions of silver dragon control! separate editorial, smaller pieces o n
Can the adventurers find the potions before nightfall? For too long the legitimate aspirations of specialised aspects of the game and some
R2 - THE INVESTIGATION OF HYDELL
the rest of the staff — breathing without form o f competition, w i t h pre-release
asking permission, lunch hours etc — copies of modules as prizes.
A 32-page module designed for 5 characters of 5th
level. Price /1.00, post free. went without answer from this monstrous
Slinks a r e obedient, semi-human slaves a n d a r e tyrant. The Day of the Revolucion dawned. The second item was the n e w revised
apparently content with their lot. They are protected by
law, owned by the wealthy and approved of by the church D&D® Basic Set, ('Oh no!' I hear you cry,
authorities. Can you sneak into the old ruins to find out In h i s acceptance address t o t h e as- 'not again!'). This isn't really a revision of
who or what slinks really are and where they come from?
sembled staff (and his military advisers the rules as such, although some details
R3 E G G OF THE PHOENIX from IMAGINET" magazine) E l Nuevo have been tightened up considerably, but
A 32-page module designed for 5-8 characters of level Presidente said: 'I shall, of course, do my a revision in presentation and emphasis.
5-9. Price f 2.00, post free. humble best in the role of Editor. Dissi- The Basic Set now contains two books, a
In the lonely town of Northending, the council has called
paladin Athelstan to their aid. The fabulous artifact known dents will be freed when the time is right, Players Manual and a Dungeon Masters
as the Egg of the Phoenix has been stolen by evil beings. and when the political climate settles Rulebook, which contain all the inform-
'MILL DAYS' down elections may be held on a limited ation necessary to start playing the game
The next Mill Day is on Saturday, 10th September; basis. My people, things will get better! from scratch. Of interest to established
anyone thinking o f attending t h e following month's One day there will be bread and T2!' players will be the details of what is to
session should note that it will take place on October
22nd, not on the 29th as previously announced. come for the D&D game. The Expert set is
Mill Days are open to PA members only. There is no fee Secretary of State Thomson later denied to be revised as well, and the Companion
but places must be booked in advance. For details, write to all knowledge of the presence of forces
•Players Association Mill Days' at the address below, Set will eventually be published, covering
enclosing an SAE, from tile rest of the magazine and claimed character progression from 15th to 25th
that the Revolucion — sorry — 'Legitimate levels. Beyond the Companion Set is the
PA PINS Transfer of Constitutional Power' was a
These are half-inch diameter brushed steel badges
Masters Set, detailing the game up to the
carrying our Dragon's-Head logo. They will double as a
purely internal affair, but that aid could be 36th level. The new sets will be advertised
lapel badge or tie-pin and will discreetly identify you as a made available at a later date for policing when they are available, so please do not
player and PA member. Price f 0.95 each, post free, operations. order them until then.
PA T-SHIRTS
White cotton T-shirts with full-colour design of a dragon And Revisions And Finally, The Truth....
towering over the D&D symbol. Available in S, M and L Among other items found in the rubble of
(please state size when ordering). f 3 50 each, post free,
Graeme has been shifted into production
the Editorial Palace were two things of of full-scale 32 page modules. Those of
PAN BACK ISSUES considerable interest to all D&D players you w h o have played i n a n y o f t h e
It always happens No sooner does a magazine come to and members of the PA. AD&DTM Open Competitions at Games-
an end than its back issues become collector's items. PA
members can obtain back issues of PANs 1-12 for £0.50 Fair will know that his adventures will be
each or f 5 00 for a set of 12, post free. The f i r s t o f these w a s a mysterious worth the wait. GM will continue to argue
document covered in illiterate scrawl — with me over Dispel Confusion answers,
Offers are open to PA members only. Orders to:
PA Special Offers, T S R U K Ltd, T h e M i l l , obviously the work of GM. When decipher- and write mini-modules for the magazine.
Rathmore Road, CAMBRIDGE CBI 4AD. ed it proved to be some future plans for
the Players Association. Now, I wonder how I get control of the
Remember t o include y o u r P A membership
number w h e n ordering. A l l offers subject t o
editorial column a t t h e f r o n t o f t h e
availability. The PA Newsletter w i l l remain a s a magazine....
section in IMAGINE magazine. The re- $t6 Mike Brunton
September 1983 31
DISPEL CONFUSION
Dispel Confusion i s a question a n d chance given is for a spell cast by an daggers used as missile weapons —
answer column intended to help hobby l l t h level magic-user. The chance is assuming that sufficient daggers are
garners overcome problems they have modified by 5% for every level differ- available. A dagger can make multi-
had with game rules. ence of the caster e g a 50% magic ple melee attacks per round, once a
resistance bonus for a spell cast by a fighter who wields it is of sufficiently
At present, we can only help with games 1st level magic-user. This means high level.
produced by ISR; while our answers may that 0% magic resistance is really
not be fully 'official', we have contact with quite formidable. Q. I n the Players Handbook i t states
the designers themselves. In future, we that monks attack on the same com-
hope t o cover games other than TSR 'Nil' magic resistance indicates that bat table as thieves, yet in the DMG
products, by getting answers from those the unfortunate monster is not even (p74) it states that monks attack on
who make and design them. entitled to a normal saving throw. the same combat table as clerics and
druids. Which is correct? (Advanced)
But we always need questions - so send Q. W h e n a cleric turns undead crea-
your queries to.. Players Association tures in a confined space such as a A. T h e Dungeon Masters Guide always
(Dispel Confusion), TSR UK Ltd, The room, what do the undead actually supercedes the Players Handbook in
Mill, Rathmore Road, CAMBRIDGE do? For h o w long are the undead cases where the rules appear to be
CB1 4AD. turned? (Basic/Advanced) inconsistent.

A. U n d e a d monsters successfully turn- Q. A r e drow elves psionic or not? The


DUNGEONS & D R A G O N S ® ed by a cleric normally flee as far as FIEND FOLIOTM Tome and the G and
and ADVANCED DUNGEONS possible. I n a confined space t h e D series modules list this ability as
& DRAGONS® games undead will cower in a corner as far 'unknown'. (Advanced)
away as possible from the cleric who
Q. W h a t is the meaning of 'standard' turned them. A. W h e t h e r drow elves are psionic or
when referring to a monster's magic not is up to the DM in any particular
resistance? (Advanced) The duration of the turning is differ- campaign. D r a w a r e a l r e a d y a
ent in each game. In the Basic game singularly powerful and flexible group
A. M a g i c resistance has three types of undead are turned away for 1-10 of monsters for adventurers to deal
rating for monsters: rounds, and in the Advanced game with, and this should be borne i n
the turning lasts 3-12 rounds. At the mind when the DM decides on the
'Standard' means that the monster is end o f t h i s p e r i o d t h e u n d e a d matter of psionics.
entitled to all relevant saving throws monsters return (or stop cowering)
against whatever spells are being but are subject t o further turning Life for characters would not be as
used against it, in exactly the same attempts by the cleric. rich if all such mysteries were com-
way that characters are allowed a pletely explained.
saving throw against spells. Q. T h e rules state that daggers have a
fire rate o f two per round. Is this Q. D o druids have the same wisdom
A percentage rating is the chance of applicable t o daggers i n hand-to- bonus f o r spells as clerics? (Ad-
a spell cast against t h e monster hand fighting or not? (Advanced) vanced)
failing outright. This is in addition to
any saving throw that the recipient of A. T h e use of the term 'fire rate' makes A. A s a sub class of cleric, druids do
the spell is entitled to. The percentage it clear t h a t t h i s applies only t o indeed get the wisdom bonus for

TURNBULL TALKING
allow this interpretation. I must now work with gruesome death i n Dave Tant's
out why mine don't, just in case Gary latest a n d most fiendish adventure, I
Gygax spots it first. Where is it? Well, why want a good character nearby to drag him
on earth should I tell?? Thanks, Robin. to safety. It matters nothing whether that
character is run by male or female.
Switching s h a r p l y t o another topic,
though I ' m n o t going t o pick u p t h e Certainly I have played in D&DO games
gauntlet discreetly dropped by Kim Daniel with good female players and mediocre
in issue 5 (discreetly? Who am I kidding? I female players; there are a few really bad
heard the clang two offices and a flight of male players but I have not yet met a
stairs away!), I do share her regret that female in that category. The only female
Thanks to the many good readers who not the adventure gaming hobby is i n the DM my characters have encountered is a
only saw my point about the 'pub game' main a male enterprise. At the moment, pretty good DM, whereas male DMs can
(issue 3) but wrote in with multi-legged that is — I am not the only one to hope this be good, bad or anywhere in between (in
pub names (no thanks to he who wrote will change. contrast, female drivers are either good or
saying t h e piece w a s t h e depths o f dire — there doesn't seem t o be any
banality, since he obviously missed the There i s n o obvious reason w h y this middle ground).
point — please engage eyes and brain should be so. Even i f Kim's final con-
before putting biro into gear). tention is right t h a t females are better Kim touches on wargames and has half a
players than the fellows —that's all to the point here too. War is traditionally a male
By a long way, the clear maxilegger so far good in role-playing games which are co- preoccupation (though Brunehild w a s
is 'The Light Brigade' spotted by Robin operative rather than competitive. When allegedly a pretty aggressive cookie and
Allen. Over 31/2 thousand legs in one pub Lord Chevasse (one of my newer char- Boadicea didn't spend much time at home
is surely unbeatable if your house rules acters, and a nice chap really) is faced minding the kids), hence wargaming is
32 PAN. September 1983
PA
MEMBERSHIP

The PA i s a c l u b for all players o f role


playing g a m e s particularly t h e D & D ®
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
the country's largest D&D club, and now
has t h i s 4-page section i n IMAGINETm
magazine. The benefits of membership
include:

remembered s p e l l s . P a l a d i n s a n d 0. Are the n u m b e r of h i t points w h i c h * F r e e badge, sticker and personalised


Rangers do NOT get a bonus for any can b e c u r e d b y t h e p s i o n i c m i n o r 'credit-card style' membership card.
exceptional wisdom score when they devotion c e l l a d j u s t m e n t t h e maxi-
become eligible to cast spells. mum w h i c h c a n b e c u r e d p e r day? * S p e c i a l o ff e r s available o n l y t o PA
(Advanced) members, including the 'R' series of
Q. Are characters of chaotic alignment modules a n d Bargain B a s e m e n t —
evil? (Basic) A Our interpretation of this discipline is your c h a n c e t o b u y d a m a g e d - b u t -
that the number of hit points cured is usable s t o c k a t g r e a t l y r e d u c e d
A. Alignment i n t h e B a s i c g a m e i s the m a x i m u m w h i c h c a n b e c u r e d prices. F u l l e r details o f t h e special
handled i n a m o r e s i m p l e m a n n e r per d a y b y a n y p a r t i c u l a r p s i o n i c offers are given on page 31.
than in the Advanced game. character — t h u s a 4 t h level c l e r i c
could cure 20 hit points per day using * F r e e postage a n d p a c k i n g o n m a i l
The r u l e b o o k s t a t e s t h a t c h a o t i c this discipline, a s s u m i n g t h a t t h e orders from TSR UK Ltd for UK and
behaviour is w h a t w o u l d be termed strength point cost could be met. This BFPO members.
'evil' b y c o n t e m p o r a r y s o c i e t y — use of the discipline does not disallow
paramount self interest, little concern the c u r i n g o f disease b y t h e s a m e * D i s c o u n t s on tickets f o r GamesFair
for the welfare of others, acting upon method. hobby conventions.
spur-of-the-moment decisions etc —
although m u c h o f t h i s t y p e o f b e - Q. C a n an elf be a split-class assassin? * L i s t i n g s of PA members in your area
haviour w o u l d h a v e b e e n q u i t e (Advanced) (send SAE).
acceptable to a medieval nobleman.
A N o . The allowable split classes for an
Chaotic characters need not necess- elf a r e d e f i n e d o n p a g e 1 6 o f t h e
arily commit 'evil' acts all the time in Players Handbook, and an assassin Membership of the PA costs E2.50 per
a D8,1D g a m e , b u t t h e i r unpredict- combination i s n o t a l l o w e d . T h e year f o r n e w U K o r B F P O m e m b e r s
ability w o u l d m e a n t h a t t h e i r b e - concepts i n h e r e n t i n assassination (E2.00 for renewals) and E 5 . 0 0 (or US
haviour was less than honourable for are not really compatible with elves. $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
most of the time. I L t Graeme M o r r i s & M i k e B r u n t o n have to do is fill in this coupon and send
it to:

PA Memberships, TSR UK Ltd, The Mill,


Rathmore R d , C a m b r i d g e C B 1 4 A D ,
England

together w i t h a cheque or postal order


made payable to TSR UK Ltd.
male-dominated. B u t h o w d o e s t h i s Simply, I believe that fewer females play
square w i t h t h e observation t h a t w a r - games than males. Full stop. This has no- Li P l e a s e enrol me as a n e w member of
garners are generally pacific people w h o thing to do with sex-typing, the liberation the Players Association. I enclose a
Nould s h u n r e a l w a r b u t w e l c o m e of the 'female or male porcine chauvinism. cheque/PO f o r E2.50 (overseas
ntellectual c h a l l e n g e s o v e r a g a m e It's j u s t a f a c t , s o f a r a s m y o w n E5.00 or US $10).
Doard? O n t h e o t h e r hand, t h e r e a r e n ' t observation goes. S i m i l a r l y I guess t h a t
any female chess grandmasters, as far as male drivers and female primary school 10 P l e a s e renew my membership of the
am aware. teachers are in the respective majority. PA. I enclose a cheque/PO for £2.00
(overseas f 5.00 or US $10).
In the end, I believe this phenomenon is It's e n c o u r a g i n g t o s e e s o m e c h a n g e My PA number is
more the product of habit than any other already. In the three years of GamesFair
'actor. There is nothing in D&D or in many the n u m b e r o f f e m a l e d e l e g a t e s h a s
-2ther role-playing g a m e s w h i c h m a k e s quadrupled (and t h a t ' s n o t j u s t 1 t o 4!) Name ( M r / M r s / M i s s / M s )
:nem male preserves. Indeed male players and there has been a girl in each final o f
sometimes r u n f e m a l e c h a r a c t e r s a n d the AD&DTM O p e n C h a m p i o n s h i p ( b y Address
vice versa. I a m n o t convinced t h a t t h e skill, n o t because w e fixed i t t h a t way).
same i s t r u e f o r c e r t a i n t y p e s o f r o l e - Here's hoping for further change — after
laying game; the espionage role-playing all, both 'sides' w i l l gain in enjoyment of
game, such as the TOP SECRETim game, the hobby.
probably appeal less to the fair sex, " 5 Don Tu r n b u l l
3 ace Modesty Blaise and Emma Peel, and (The reason f e w e r w o m e n play games is I d o / d o not w i s h my name and address
guess t h e s a m e i s t r u e o f t h e G A N G - because we spend so m u c h time attend- to be available to other members.
3USTERSTm game (who, male or female, ing t o m e n ! Proof: I ' m t y p i n g u p D o n ' s (* delete as appropriate) 1 6
.vants to role play a moll?). blinkered observations. - KD)
33
:-AN, S e p t e m b e r 1 9 8 3
VERILY DID THE EmPRE PRoSPER.-'

IN THE FULLNESS OF-TIME, ME


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34
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PAN, September 1983
Firm Review
This m o n t h Colin Greenland takes a
look at some of the latest films on the
sci-fi/fantasy circuit: A n d r o i d ,
Something Wicked This Way Comes
and o f course - Return o f the J e r k

In the old days mad scientists always had arrival of the 'Autumn People', by train, at incandescent i n h i s f i n g e r s a s h e
labs a t t h e t o p s o f t o w e r s (really m u s t dead o f n i g h t , w i t h a l l t h e g a u d y a n d crumples it and casts it irrevocably away.
have been mad a l l those stairs to climb sinister paraphernalia o f Dark's Pande-
every t i m e you forgot a test tube). A f t e r monium C a r n i v a l . J o n a t h a n P r y c e i s Oh, yes, and then there is R e t u r n o f the
that, they worked in secret subterranean nicely nasty as M r Dark, t h e devil w h o Jodi (Fox, U). The pantomime continues.
hideaways. N o w they're back on high, in brings r e a l e v i l t o G r e e n t o w n , a n d Hooray for the rebels! Boo for the Empire,
orbital space stations. A n y t h i n g for a bit especially i n t o t h e l i v e s o f y o u n g W i l l now b u i l d i n g a n o t h e r D e a t h S t a r. W i l l
of privacy. Halloway and Jim Nightshade. His Carni- they never learn? Is Han Solo still alive?
val o f f e r s p e o p l e i n s t a n t e s c a p e f r o m How will he escape the sluglike clutches
The year i s 2 0 3 6 , t h e scene i s Te r r a c o their humdrum lives — but at a price they of Jabba t h e Hutt? Is Darth Vader really
Station ULC53, t h e m a d scientist i s D r were n o t b a r g a i n i n g f o r. D a r k a n d h i s Skywalker, Snr? All is revealed, as neatly
Daniel, played by Klaus Kinski, every bit
as c r a z e d a n d m a s t e r f u l f o r d i r e c t o r
Aaron Lipstadt as he ever was for Werner
Herzog. The film is A n d r o i d (New World,
15). D r Daniel's Cassandra 1 Project, t o
make t h e perfect android, h a s officially
been terminated since the robot revolt in
Munich. But you k n o w these mad scient-
ists.... Nothing w i l l stop Daniel n o w, n o t
even i n t e r r u p t i o n b y t h r e e d a n g e r o u s
convicts on t h e run. In fact, h e sees the
surprise visit as a chance to steal the life-
force o f o n e o f t h e m t o a n i m a t e Cass-
andra,

Android i s a n e a t little film, s h o w i n g


what can be done on a small budget with
ingenuity and care. It is nothing new in SF
cinema — even the plot-twists have been
cribbed f r o m o t h e r movies, p a r t i c u l a r l y
Alien a n d B l a d e R u n n e r, t h o u g h n o
acknowledgement i s m a d e t o R i d l e y
Scott. T h e o r i g i n a l t h a t L i p s t a d t d o e s
honour is Fritz Lang's Metropolis, w h i c h
is i n S t a t i o n U L C 5 3 ' s video archive. D r
Daniel even looks just like the villainous
Rotwang. B u t the star of Android is Don
Opper a s M a x 4 0 4 , t h e doctor's l o n e l y
assistant, w h o has never m e t a w o m a n
until the convicts arrive, and who dreads
that w h e n Cassandra i s operational, h e
will be out of a job a n d worse.
SOMETHING WICKED THIS W AY C O M E S 1 9 8 3 Wa l t D i s n e y P r o d u c t i o n s .
Walt D i s n e y Productions introduce Ray The Dust W i t c h (Pam Grier), t h e ethereal e m i s s a r y of evil f r o m a m y s t e r i o u s travelling carnival
Bradbury to the big screen in S o m e t h i n g despatches a t a r a n t u l a to find W i n a n d Jim.

Wicked This Way Comes (Disney, PG). It


an obvious pairing: both partners have roustabouts 'destroy people by granting as Shakespeare used to do it, in accord-
made a m i n t o u t o f m i n i n g t h e h e a r t o f their dearest wishes' n e a t , that. And in ance w i t h t h e m a s t e r - p l a n o f G e o r g e
America s p e c i f i c a l l y t h e dreams and the transformations and fantasies of the Lucas, ably executed by director Richard
nightmares o f boyhood i n t h a t f r i e n d l y story, special effects team Lee Dyer and Marquand. M u c h t h e tightest a n d m o s t
little old t o w n i n t h e mid-West. ' S o m e - Steve McEveety really go to the limit. exciting o f t h e t r i l o g y, w i t h e x c e l l e n t
times a m a n can learn m o r e from o t h e r matte-work and modelling, though some
men's dreams than he can from his own.' This i s o n e f o r t h e SFX connoisseur, a of the superimposition is still a bit rough.
This is a faithful adaptation by the author, visual feast. Oddly, among all t h e grand You w o u l d think a series like Star Wars,
full o f lines like that, r i c h w i t h w i s d o m displays t h e transdimensional carous- fuelled b y p u b l i c a d o r a t i o n , c o a s t i n g
and s e n t i m e n t a n d w h o l e s o m e c o u n t r y el, t h e maddening M a z e o f Mirrors, t h e along o n t h e h y p e r d r i v e o f i t s o w n
goodness w h i c h i s all a b i t m u c h f o r an cataclysmic tornado — the scene w h i c h hyperboles, w o u l d get inexorably worse.
ageing city cynic like me, though I remem- has g r i p p e d e v e r y b o d y ' s i m a g i n a t i o n , It is not. It is getting better.
Der being spellbound by Bradbury's tales from Bradbury himself to the most jaded .01,k5 Colin G r e e n l a n d
too, w h e n I were a lad. movie critic, is a little one. Dark corners
Co/in G r e e n l a n d w i l l r e t u r n t o r e v i e w m o r e
Will's f a t h e r i n t h e t o w n l i b r a r y a n d
Well, as usual, in Greentown, Illinois it is films i n i s s u e 8 . N e x t m o n t h D a v e P r i n g l e
torments him with the vanished years. As strikes b a c k w i t h a n o t h e r s e l e c t i o n o f n e w
1930 — October, t o be exact, t h a t m o s t he tears page after page from the book of book releases likely to be o f interest adventure
Bradburyan o f months, and t i m e for the Holloway's l i f e , e a c h l i g h t s u p b r i e f l y, garners.
IMAGINE magazine, S e p t e m b e r 1 9 8 3 35
CHAIN MAILbyBra
i nCreese
Anew bi-montlity feature about the postalgaminghobby
DIPLOMACY
The w h o l e h o b b y o f p o s t a l g a m i n g i s end w h e n my great plans were overheard orders, or if they arrive by the second post
based on the board game Diplomacy, so it through t h e dining r o o m hatch! Playing on d e a d l i n e d a y r a t h e r t h a n t h e f i r s t .
seems natural to start my series on postal by p o s t , h o w e v e r , a l l o w s d e a d l i n e s There a r e also o t h e r zines w h i c h e n j o y
games w i t h this game, the (postal) daddy several weeks apart giving as much time the d e v i o u s a s p e c t o f t h e g a m e a n d
of them all. as you want for strategic planning, letters actively e n c o u r a g e i m a g i n a t i v e c o u p s .
and phone calls. It really is an ideal game This is a controversial area. The world of
Like m o s t g o o d g a m e s , D i p l o m a c y i s for p l a y i n g b y p o s t s i n c e t h e g a m e i s postal Diplomacy can be an unscrupulous
essentially very simple. There are seven improved by the longer deadlines, w h i l e place. If you write a letter to B saying that
players, e a c h r e p r e s e n t i n g a m a j o r the simultaneous revelation of orders is you i n t e n d t e a r i n g C a p a r t , d o n ' t b e
European p o w e r a t t h e t u r n o f t h e ideally catered for by the zine format; the surprised if B photocopies your letter and
century. T h e p l a y i n g a r e a i s a m a p o f basic game also needs virtually no change sends i t t o C f o r you! T h e r e h a v e b e e n
Europe divided i n t o provinces; typically
there a r e f i v e o r s i x p r o v i n c e s t o a
country. Certain o f these provinces a r e
designated Supply Centres — and these
are the provinces that count.

Considered as a War Game, Diplomacy is


childishly simple. The object is to control
over h a l f t h e S u p p l y Centres i n Europe
(18 out of 34). To do this you have armies
and fleets w h i c h move one province at a
time. Combat is simplicity itself, units can
combine i n a n action, t h e greater c o m -
bination w i n s forcing the loser to retreat
his or her unit. There are certain strategic ,
and t a c t i c a l i d e a s w h i c h c a n b e c o n -
sidered, b u t t h e g a m e a t t h i s l e v e l i s
extremely straightforward. IJiplamacq
The g r e a t achievement o f Diplomacy i s
the concept o f ....diplomacy. I n s t e a d o f
playing in turns, all players submit 'orders'
simultaneously. A deadline is set (say 20 to i t s r u l e s f o r adaption t o postal p l a y. many famous coups in t h e past, usually
minutes i n a face-to-face game) and all Indeed, a l l t h a t i s required o f someone involving i m p e r s o n a t i n g e i t h e r a n o t h e r
orders m u s t b e g i v e n i n a t t h a t t i m e . running p o s t a l D i p l o m a c y i s a f a i r l y player o r t h e G M , o r s e n d i n g o u t f a k e
Secondly you are encouraged, indeed you simple s e t o f ' h o u s e r u l e s ' t o c o v e r copies o f t h e z i n e y o u a r e p l a y i n g i n .
have to talk to the other players. Because eventualities such as orders posted before These t h i n g s do happen, t h o u g h n o t as
you s t a r t as one o f seven equal p o w e r s the deadline but being delayed. often as you may expect at first.
and aim to be bigger than the rest you will
need t h e h e l p o f o t h e r players. T h e y, Most postal zines provide opportunities to Avid games-players s h o u l d b e w a r n e d
similarly, w i l l n e e d y o u r help. This h e l p play Diplomacy. H o w, t h e n , s h o u l d y o u that once you have played Diplomacy, no
may b e l o w - k e y — n o t attacking e a c h decide w h i c h one to play in? In m y v i e w game is the same again. The essence of
other — o r , m o r e o b v i o u s l y, a c t u a l l y Diplomacy i s a g a m e t h a t r e q u i r e s a the g a m e i s t h a t t h e w e a k e r p o w e r s
supporting each other's units in attacks. reasonably r e l i a b l e p r o g r e s s b u t w i t h should always band together against the
The 20 minutes will be spent negotiating sufficient t i m e for the diplomatic aspect stronger ones, t h u s redressing t h e
with the other players, but as the moves (letters, phone-calls etc). I like there to be balance; t h e r e are f e w games i n w h i c h
are revealed together, y o u do n o t k n o w about three weeks from receipt of the zine this p r i n c i p l e c a n n o t b e a p p l i e d , a n d
whether they are telling the truth. W h e n to the next deadline — any less and I tend committed Diplomacy players can always
the orders a r e revealed t h e m o m e n t o f not to bother writing the necessary letters be spotted at the Monopoly table, pointing
truth arrives, and it is a rare game indeed and d e p e n d i n s t e a d o n a l a s t m i n u t e out t o t h e holder o f M a y f a i r t h e advan-
in w h i c h the very first set of orders does phone call. I also dislike having to wait too tages of an alliance against the holder of
not see a couple of pale faces and cries of long f o r t h e adjudication ( t u r n r o u n d i n the Old Kent Road....
'stab!'. Diplomacy parlance); o t h e r w i s e I l o s e
momentum — or in one game I'm playing, Diplomacy i s a n i d e a l s t a r t t o p o s t a l
Playing D i p l o m a c y f a c e - t o - f a c e i s a n forget w h y I ordered the moves I did! A n y gaming. You can play in almost any zine,
exhausting business; a f t e r t h e f i r s t f e w regular, efficient zine is a good place to the mechanics are very simple and o n e
hours (a typical game may last about 18 play the game. game does not take up a vast a m o u n t of
moves) t h e w i n n e r i s l i k e l y t o b e t h e time. A typical game will take between 18
person w i t h t h e greatest energy rather One or two zines have set themselves up months a n d t w o years and c a n provide
than o f t h e h i g h e s t creativity. Logistics as b e i n g f o r t h e e x p e r t . T h e s e a r e you w i t h any amount of joy and probably
can t e n d t o be a problem, a s t h e Triple characterised by very harsh G M i n g (the horror as well. Truly, Diplomacy must be
Alliance squeezes into the loo to avoid the GM is t h e one w h o r u n s the game) and considered one of the great games of our
Russian w h o sits sulkily on the stairs. M y house r u l e s . I n t h e s e zines, expect n o time.
first ever attempt at the game came to an mercy i f y o u r p e n s l i p s w h e n w r i t i n g UV Brian Creese
36 IMAGINE magazine, S e p t e m b e r 1 9 8 3
STEVEJACKSON ) 1 4 ta
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letters letters letters letters....letters letters. letters

Letters
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to w r i t e on any subject that m i g h t be o f
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Well i t h a d t o h a p p e n s o o n e r o r l a t e r. still serious — 100% of your degree rests We h a v e p r o v o k e d a f a i r a m o u n t o f


With A c o l y t e r u n n i n g t o f i v e - w e e k l y on t h e m . U n d e r t h o s e c i r c u m s t a n c e s , comment on the thorny subjects o f role-
deadlines a n d IMAGINErm magazine t o most editors would give their 'zines a rest. playing, realism and rules:
monthly ones, the time must arrive when Not Doubleday — h e p u t o u t a n o r m a l
the t w o c o m e i n t o c o n j u n c t i o n . Q u i t e issue ( i f T h i n g c o u l d e v e r b e c a l l e d R. S t e v e n s o n , E s s e x : O f a l l t h e r o l e -
what the astrological significance of this 'normal'). Why? Because he's crazy, and playing g a m e s I've played, n o t o n e can
is I'm n o t sure, b u t the effects are fairly because he had something to tell people truly g e t y o u i n a r o l e - p l a y i n g m o o d
drastic. Here am I, r u s h i n g around trying — he stood for Parliament. N o w Polling unless you are fortunate enough to know
to get my 'zine out on time, and I suddenly Day was just two days after his last exam, talented D M s o r p u t i n t h e a m o u n t o f
remember that I have to do a Tavern Talk so campaigning and revision w e n t hand effort needed to be in h a r m o n y w i t h t h e
as well. A h well, things could be worse. in hand. I repeat, he's crazy. Unfortunate- game. R u n e q u e s t and Tu n n e l s & Tr o l l s
When you're reading this, and my dead- ly, the good burghers of Oxford w e r e not succeed in cutting down game mechanics
line f o r i s s u e 8 c o m e s a r o u n d , I ' l l b e over-enamoured w i t h t h e c a n d i d a t e o f to the m i n i m u m so you can g e t on w i t h
somewhere i n t h e w i l d s o f Scotland on the C e r e b u s t h e A a r d v a r k p a r t y a n d the actual role-playing.
my honeymoon. Gods only know what I'll awarded h i m s o f e w crosses t h a t m y
write about then, but I doubt that it will be newspaper s a w f i t o n l y t o l u m p h i m Mike L e w i s , B r o a d s t a i r s : T h e r e a s o n I
FRP! together w i t h t w o f e l l o w eccentrics a s said that the AD&Drm game wasn't a role-
'Others' w i t h o n l y 2 0 7 v o t e s b e t w e e n playing game is because, if played to the
Anyway, t o business, i t ' s apology time. them. Obviously the world is not yet ready letter o f t h e r u l e s i t c a n ' t b e . I w o u l d
Remember i s s u e 3 ' s l e t t e r c o l u m n ? for t h e c o n c e p t o f f a n z i n e e d i t o r s i n define a n R P G a s a g a m e w h e r e t h e
Awful, w a s n ' t it. I expect most of you sat Parliament. B u t people should b e m o r e player is free to play a character with full
there aghast, wondering who these idiots kind to lunatics, don't you think? depth o f r o l e visualised, w i t h a c t i o n s
were a n d w h y t h e y w e r e so fulsome i n taken by the character depending on that
their praise of my witterings. The answer In the interests of public safety I a m n o t character's make-up, emotions etc.
is simple: t h e y w e r e all fanzine editors, allowed to give an address for Thing on Taking A d v a n c e d t o t h e l e t t e r o f t h e
and the reason they were buttering me up the Mat. Besides, Doubleday has a froth- rules and playing it w i t h all official r u l e s
so much is that they want me to mention ing h a t r e d o f a l l t h i n g s r o l e - p l a y i n g , such a s alignments, c h a r a c t e r classes,
their n a m e s a n d 'zines i n t h i s column. matched o n l y b y h i s f r o t h i n g h a t r e d o f etc i t is n o t a role-playing g a m e b y t h e
Tough: a n y o n e w a n t i n g t h e i r n a m e s everything else in the world except Bruce above definition. A player does not play a
dropped here has to do something news- Springsteen and Phillip K Dick. I f you're unique character b u t h a s a c h o i c e o f a
worthy, a n d w i t h t h e departure of M a r c really interested you'll find the address in
Gascoigne there are precious few person- 20 Years On. meets....clubs & hobbymeets....clubs & hobbymeets c l u b s
alities t o gossip about. T h e y a r e t r y i n g
hard, t h o u g h . M a t t Q u a r t e r b r a i n h a s Remember my comments about the pro-
managed t o m a k e h i m s e l f notorious b y fusion o f TM and 'c s i g n s t h a t adorn t h e Clubs & Hobbymeets
turning up at The Lamb and talking louder names of TSR products? Well the sarcastic
than anyone else and Steve Norledge of comments c o n t i n u e t o g u s h f o r t h i n Rowan Wilson, of 7 Rozledene, Hindhead,
Te m p e s t u o u s O r i f i c e s e e m s t o b e a fanzine r e v i e w s o f IMAGINE magazine. SURREY G U 2 6 6 T W, telephoned t o ask
graduate o f t h e B r i a n D o l t o n School o f One that caught my eye was this piece by us to enquire if players in the G u i l d f o r d
Self-Publicity t h r o u g h C o p i o u s L e t t e r - John Harrington in Take That You Fiend: area if they are interested in setting up a
Writing. But in search of really good copy I 'the constant "hands o ff " warnings after gaming club. Rowan is particularly inter-
have t o t u r n o n c e m o r e t o t h e p o s t a l every m e n t i o n o f TSR-related products ested in the Traveller game, but any RPG
games hobby. destroys the friendly ambience created by would do. Anyone who thinks it might be
the rest of the publication. There is, I feel, a good idea, should contact Rowan at the
Pete Doubleday is crazy. Subscribers t o an i m p l i e d c o n d e m n a t i o n t h a t anybody above address.
his fanzine will know this already. Its title, who p l a y s a n FRP g a m e b y a n y o t h e r
The Thing on t h e M a t , has that special, company is a witless heretic'. Now I could The Phantasmal Forces Fantasy G r o u p
Lovecraftian air which suggests not only say, ' W h a t do you expect from someone meets every Thursday night at 7.30pm in
the unspeakable, indescribable and u n - who plays Tunnels and Trolls', but Chris the N A L G O c l u b , 2 0 L o r d S t . W e s t ,
nameable (good phrase t h a t , M r L a n g - Harvey would sue me and anyway I think Blackburn. The ' i n f o r m a n t ' i n t h i s case
ford), but quite possibly the unreadable as TSR's m a r k e t i n g d e p a r t m e n t c o u l d d o was one S m u r f Esq, w h o gives his mate
well. It is, by w h i c h I mean t h a t I f i n d it, with the feedback. G. Pearson (tel: Blackburn (0254) 665898)
difficult t o read m o r e t h a n a f e w pages as contact.
without collapsing w i t h laughter. T h i n g Finally, w i t h S o l I I I h a v i n g c o m e a n d
isn't to everyone's taste — Doubleday has gone, a n d g o t i t s e l f o n t o R a d i o ' s A n e w contact has been a n n o u n c e d for
such e l e g a n t c o m m a n d o f t h e s e a m i e r 'Platform 9 ' , r e d u c i n g J a n i c e L o n g t o the G l a s g o w h o b b y m e e t , p r e v i o u s l y
side of the English language that the 'zine hysterics at the mere thought of Trekkie- advertised in this column. Wallace Nicoll,
acts a s a + 5 a m u l e t o f p r o t e c t i o n v s ism in the process, an idle thought occurs 194 Hawkhead Road, Paisley, G l a s g o w
members of the Moral Majority b u t it is to me. Is it not time we had a proper FRP (tel: 0 4 1 - 8 8 9 - 7 0 4 2 ) has all the details.
crazy, because Doubleday is, because I fan convention? I mean, GamesFair is all
have the proof. very well, b u t w e can't expect to rely on And there is now a second London 'meet,
'Uncle D o n ' s ' generosity for everything. Beastmeet, a t t h e ' D u k e o f A r g y l l ' i n
Picture, i f y o u w i l l , a n ' h a r d w o r k i n g ' SF fans can do it, Diplomacy players can Brewer Street, Piccadilly, on odd Fridays.
history student at Oxford just about to sit do it. W h y not us too? Contact B r i a n D o l t o n , 9 4 Wa d d i n g t o n
his finals. And history finals at Oxford are IOU Pete Tamlyn Avenue, Old Coulsdon, Surrey CR3 1C1N.
38 IMAGINE magazine, September 1983
'et ters ...letters...letters l e t t e r s l e t ters....let ters. l e t t e r s . ietters....letters...letters....letters....letters....letters....letters....letters....letters....letters....letters.„.letters...,letters.. l e t ters....leters..„let ters...letters

number of set characters (classes) each yers. These people give the A M I D game a weapons' table so at fourth level they can
of w h i c h is then f u r t h e r sub-divided into bad n a m e . S u c h players do n o t use t h e hit c r e a t u r e s h i t o n l y b y +1 o r b e t t e r
alignments. All this is artificial. game as it was designed to be used, as a weapons.
tool. M a n y people play the rules, not the
But isn't it all artificial? The argument has role-playing game. Richard Egan, Bristol: I was surprised to
been expressed before that devices such The o n l y r e a l d i f f e r e n c e b e t w e e n see that 'Barbarians may be of any non-
as character classes help players to role- various RPGs (if played properly) is their lawful alignment'. Surely many barbarian
play, r a t h e r than a l l o w i n g them to r u n a background flavour. I t has nothing to do tribes w o u l d b e s t r i c t l y l a w f u l , a s i n
series o f m u l t i - t a l e n t e d super-beings. with w h e t h e r you have parries or not or Africa, a continent whose history I have
Then again, i f the players need that MUCI1 whether h i t p o i n t s a r e fixed. I t a l w a y s studied i n d e p t h . T h e o b s e r v a t i o n o f
help, m a y b e t h e y a r e n ' t very good ro/e- makes me cringe w h e n people say that a inheritance, a n c e s t o r w o r s h i p , t h e a l l -
p/ayersanyway. I just thought I'd say that combat system is unrealistic. A l l t h a t is powerful t r i b a l c h i e f , t h e w i t c h d o c t o r,
before Pete Tamlyn did. important is that an acceptable result is leadership b y r i g h t o f c h a l l e n g e a n d
reached quickly so that the skilled player human s a c r i f i c e s a l l s u g g e s t a l a w f u l
Mike L e w i s , ( a g a i n ) : I t h i n k t h a t D o n wins and the thick player loses. neutral a l i g n m e n t . S u c h p e o p l e w e r e
Turnbull really misses the w h o l e drift of scared witless of offending superstitions,
the realism argument. It is not so m u c h Whatever h a p p e n e d t o co-operation castes a n d m o r e s t h a t b u i l t u p a v e r y
that the games should represent the real between p l a y e r s ? M o r e t o t h e p o i n t , lawful society.
life s i t u a t i o n — t h a t c a n ' t a p p l y i n a supposing the skilled player is playing a
fantasy situation, obviously. The point is dense f i g h t i n g m a c h i n e o r t h e t h i c k I'll be g l a d w h e n people s t a r t m o a n i n g
that games should have an inner logic, so player is playing a super-genius? I don't about the Thief-Acrobat instead.
that everything slots together and stands think we've heard the last of this.
as a whole. A game based in a 'realistic' Paul Vale, D a r t f o r d : Don Turnbull seems
world i s f a r m o r e s a t i s f y i n g t h a n o n e We haven't heard the last of the Barbarian to b e l i m i t e d i n h i s f i e l d o f vision. H i s
where r e d d r a g o n s m i x f r e e l y w i t h either.... rejection o f e v i l a s a n a l i g n m e n t f o r
vampires on city streets. player-characters i s a l i t t l e l a c k i n g i n
Niall G o r d o n , P e t e r b o r o u g h : Yo u r ver- foresight. In one campaign I successfully
M a t t Quartermain, Crawley: It has been sion o f t h e B a r b a r i a n c h a r a c t e r c l a s s play an anti-paladin (Best of Dragon, vol
said that introducing people to ERP via the contains one omission and one h o w l i n g 2). I admit it is not very easy but I enjoy the
game o f f t h e s h e l f generates a c e r t a i n error. From DRAGONTM magazine, issue power afforded me by the class.
amount of literal-mindedness as regards 67, y o u o m i t t e d t h e i m p o r t a n t l i n e
rules. Thank Bahamut for Roger Musson's 'Barbarians do not need training to go up I'm not sure I've anything to say about this
latest Stirge Corner for pointing o u t the levels.' letter i n p a r t i c u l a r, b u t P a u l M a s o n ' s
folly of rules lawyers. The only real w a y 'They need n o m a g i c w e a p o n s t o h i t article in issue 4 s h o w e d that there can
people can be introduced to the hobby is magic-laden monsters such as gargoyles, be value in playing evil characters. I don't
via an introduction from others. demons or golems.' This line appeared in think 'power' is what he meant.
issue 67 as a general statement but you
Steve N o r l e d g e , W e s t W i c k h a m , Kent: printed it as a rule. Barbarians in fact use
Roger M u s s o n i s r i g h t about rules l a w - the ' c r e a t u r e s s t r u c k o n l y b y m a g i c Letters edited by Paul Cockburn

,ents....events....events....events....events....events e v e n t s e v e n t s e v e n t s . . . . e v e n t s . e _ n e x t issue...Alexi issue....next issue....next issue....next issue .next Issue....next i s s u e _

Events Next Issue


Last c a l l f o r M y t h c o n . T h i s f a n t a s y c o n v e n t i o n DRAGONQUESTrm special!
takes place on the weekend of 16-18th September
at the Grand Hotel, Birmingham. There will be a
D&D g a m e c o m p e t i t i o n , g u e s t s o f h o n o u r, * Beauty Is But Skin Deep
videos, a d e a l e r s r o o m a n d o t h e r attractions. A module for the
Send a S S A E t o To n y Buck, 1 5 8 W e s t Wa y,
Raynes Park, LONDON S W 2 0 8LS for details.
DRAGONQUEST game
But hurry!
* A n Introduction to the DRAGON-
Anyone living i n Essex m i g h t like t o k n o w
QUEST game, b y Robert Kern,
that on Saturday 2 2 n d O c t o b e r o n ,
the first ever gaming conve t i o e d one of those behind the game.
by Pentacle Pro I I b n g place
between 0 o find o u t the
d I s n act R . S t e v e n s o n , T h e plus
F Baker, Eyfield Road, ONGAR, Essex
C O H W
* T h e Gypsy, a story of vengeance and
Schizophrenics are probably looking forward to the weekend of eerie power, by Graeme Davis
5-6th N o v e m b e r. G a m e s D a y ' 8 3 w i l l b e a t t h e R o y a l
Horticultural Hall, London, w i t h the usual array of gaming and The Philosopher's Stone, part two of our prize
dealers. N o r t h e r n M i l i t a i r e takes place at Oldham Civic Hall,
(details f r o m H i n c h c l i f f e M o d e l s , 2 1 S t a t i o n S t ; M e l t h a m ,
competition
Huddersfield), w h i l e 1 0 minutes away, in Oldham Parish Hall,
off St Mary Way, Ta m e s i d e Science Fiction M o d e l l i n g Society The Imagination Machine a d v i c e for micro
has a show of models, full-size costumes and games. Contact J garners; Ta v e r n Ta l k ; PA N ; n e w s ; r e v i e w s ;
R Maley, 6 3 M o u n t Rd, Gorton, M a n c h e s t e r M 1 8 7BZ. Lastly,
letters; the Sword of Alabron; Stirge Corner and
Novacon, the SF convention w i l l be at the Royal A n g u s Hotel.
Contact Chris Donaldson, 46 Colwyn Rd, Beeston, Leeds 11.
lots more.
VAGINE magazine, September 1983 39
zines fanzines....fanzines....lanzines....lanzines.•Janzines....fanzines....fanzines...•lanzines....fanzines

Fanzines EUROPEAN
Another look through our monthly collect-
ion o f a s s o r t e d p u b l i c a t i o n s f r o m t h e
Psychopath 7 s h o w s c o n t i n u i n g style.
An En Garde, El Nabisco zine from M i k e
Dean, Rm38b West Park Hall, 3 1 9 Perth
IrCillgt/lI7VA(11m
amateur end of the hobby. O t h e r editors
should note that the only thing stopping Road, D u n d e e D D 2 1 N N f o r 3 5 p . T h e
their zine being similarly exposed is the letters c o l u m n i s spicing u p nicely, a n d
fact that they never send us a copy. the GamesDay North r e v i e w was neatly V w ideas for the popular game,
done. Worth a look.
Mad P o l i c y 8 5 a n n o u n c e d a price rise.
by Geo': Hogan and Cathy Pash
Richard Walkerdine, 144 Stoughton Road, Zine To B e Believed 1 4 concerns itself
Guildford, SURREY GU2 6PG has had to most w i t h developments i n t h e h o b b y,
put the price of later issues up to 18p. Has and with its myriad Diplomacy, 1829, and
the Zine Poll c o s t so much? It seems to others f r o m N i c k Kinzett, 11 D a l e w a y
have dropped Richard i n t o trouble over Road, Green Lane, Coventry CV3 6JF.
the eligibility rules he announced for the
poll. Mad Policy runs Diplomacy, Formula Greatest H i t s 1 0 8 w i n s t h e a w a r d f o r
1 a n d Finchley Central (sic). journalistic coup of the month with 'Irving
Goes T o G a m e s F a i r ' , a b l o w - b y - b l o w
Gazfinc 2 c a m e i n t h e s a m e envelope, account o f t h e Reading event, a n d very
although i t is n o w independent. This i s funny. T h e coup? Well, a s I r e m e m b e r,
the place to play Finchley Central, and the Irving d i d n ' t a r r i v e u n t i l t h e m i d d l e o f
place to find o u t w h a t the game actually Sunday afternoon, so he missed 80% of it.
1op f r o m R i c h a r d B a i r s t o w, 2 0 Pete Birks, 3 9 Handforth Road, L o n d o n
Queen's Drive, Guildford GU2 6PP. SVV9 OLL knows h o w he did it.

A c o l y t e 4 8 arrived on time, even though N M R 4 0 arrived from Brian Creese, 256


Pete Tamlyn found himself writing it and Canbury Park Road, Kingston, Surrey KT2
his column for this magazine on the same 6LG. B r i a n i s t h e l a t e s t r e c r u i t t o o u r
weekend. His article on paganism i n 4 7 posse o f contributors and t h e results o f
has stirred up some flak; in fact the letters his labours are on page 36. If you w e r e
column is great reading. This is the issue that impressed NMR has hobbynews, the
where Ian Marsh showed that he is a TSR pub guide part 10b, reviews, letters and
lackey in the making. Diplomacy, Sopwith, Diplomacy and Railway Rivals among the
and many other games from 6 Broughton games.
Close, Bierton, Aylesbury HP22 5111 Illuminati, the game of world conquest by
Hopscotch 3 2 comes from A l a n Parr, 6 stealth a n d g u i l e h a s b e c o m e q u i t e a
Take T h a t Yo u F i e n d 8 h a s stolen t h e Longfield G a r d e n s , Tr i n g , H e r t s H P 2 3 successful p r o d u c t f o r S t e v e J a c k s o n
Acolyte style of having the games material 4DN, the latest recruit to somebody else's Games of Austin, Texas. It offers just the
in a separate section, clearly a sign o f a posse of contributors. Alan is going to be right m i x t u r e o f g o o d o l d - f a s h i o n e d
weaker stapler, since Acolyte is thicker. writing for Games Gazette, w h i c h m u s t competition a n d p l a i n s t u p i d i t y t h a t
The election post-mortem and FRP ideas prove a good step for that magazine. Why enthrals gamers everywhere. B u t for us
are separated b y a s w i p i n g r e v i e w o f didn't we get him? cultured Europeans it contains a problem.
IMAGINE-Nil m a g a z i n e , p a r t i c u l a r l y t h e All those Americanisms.
bits that say TM and * . J o h n Harrington, Astradyne 6 0 closed o f f a successful
The Porch, 82 Hacton Drive, Hornchurch, Soccerboss season. Just like J i m m y Hill, It i s n ' t cards like Democrats o r t h e F B I
Essex RM12 6DP sent it to me; send 35p Ian L e e ( 4 9 F l e e t A v e n u e , U p m i n s t e r, that cause the problem — I mean, w e all
and help him buy the rest of his house. Essex) will be back before you k n o w he's read the Grauniad, don't we — but w h a t
gone. is the Fred Birch Society? What happened
to t h e Unions, t h e Railways, t h e G a m e
Ansible 3 3 s h o w s that gaming fanzines Companies?
aren't the only ones to have polls w h e r e
outsiders c a n ' t u n d e r s t a n d a n y o f it. I f Geof. Hogan and Cathy Pash have come
you're interested i n t h e f a n e n d o f SF, up w i t h t h e a n s w e r — t h e E u r o p e a n
contact Dave Langford, 9 4 London Road, Illuminati. C o m p l e t e l y c o m p a t i b l e w i t h
Reading, Berkshire RG1 5 A U . the existing game; these new cards give a
new f l a v o u r t o t h e c o m p l e x c h a i n s o f
Fantasy Advertiser 79 is excellent value control t h a t typify a n y session o f w o r l d
for c o m i c f a n s a t 4 0 p . F o r t h c o m i n g domination. W e d o n ' t c l a i m t h a t t h e s e
Walamalaysia Gazette 31 i s pretty thin. comics, reviews, news and a RPG column; offerings are the complete answer, nor do
An En G a r d e zine w i t h o n l y 5 pages o f from M a r t i n L o c k , 3 M a r l o w C o u r t , we c l a i m t h a t S t e v e J a c k s o n h a s l o s t
reading m a t t e r f r o m D a v e Thorby, 2 0 0 Britannia Square, Worcester WR1 3 D P. sleep w o r r y i n g a b o u t t h e i r e f f e c t o n
Lavender Hill, Enfield, Middlesex. Trans-Atlantic relations, but you can give
Lastly, our new membership of the British them a t r y i n t h e privacy o f y o u r o w n
War M a c h i n e 1 9 c o n t i n u e s i t s u s e f u l Science Fiction Association (E7 pa) has bunker, and perhaps you can t h i n k up a
service t o t h e micro-fans. Reviews, tips brought u s V e c t o r 1 1 4 , t h e c r i t i c a l few ideas of your own. We were disgusted
and programs from Mike Costello, Emjay, journal o f the BSFA, Paperback I n f e r n o that t h e G L C w e r e n ' t a l l o w e d t o g i v e
17 Langbank Avenue, Rise Park, Notting- vol 6 , n o 4 , a r e v i e w v e h i c l e f o r S E money to Weird groups anywhere on the
ham N G 5 5 B U ; f 1 2 a n n u a l l y f o r 1 2 paperbacks a n d M a t r i x 4 7 w h i c h i t s e l f table a n d t h a t T S R w a s n ' t e v e n
issues. A useful zine. A n d from the same proved t h a t g a m i n g fanzines a r e n ' t t h e mentioned! Let us k n o w w h a t you t h i n k
address.... only ones with funny names. Fandorn o f they missed.
the O p e r a ? D e t a i l s o f t h e association
Wa r g a m e N e w s 6 tries to offer the same from Sandy Brown, 1 8 Gordon Terrace, IMAGINETm magazine gives p e r m i s s i o n
service to wargamers. £ 7 for 1 2 issues. Blantyre, Lanarkshire G72 9NA. for the opposite page to be reproduced for
Joint subscriptions are available. _W. Paul Cockburn gaming purposes.
40 IMAGINE magazine, S e p t e m b e r 1 9 8 3
THE S A M A R I TA N S THIRD WORLD TRAINS
R=0 for weird groups Communist or Govt. attack at +4

Power 0 / 2
Resistance 4
Income -1 Government

THE VAT I C A N G AY L I B E R TA R I A N S
+4 to c o n t r o l / d e s t r o y I.S.A +2 on any attempt to control moles

Power 6 / 4 Straight Power 2


Resistance 6 Peaceful Resistance 4 Liberal
Income 6 Conservative Income 1 Weird

THE M O L E S SPECIAL E V E N T ETHNIC R I O T E R S


+2 on any attempt to control Govt +2 to destroy Govt. (any attempt)
Royal W e d d i n g / B i r t h / A n n i v e r s a r y

Resistance 6
Communist
Fanatic
[ —
N
4 1

All o t h e r players m i s s o n e t u r n a n d p a y Resistance 4 Violent


Income 2 Liberal player of card 2 M B for souvenirs Income 0 Criminal

CHARITIES IRISH S E C TA R I A N A R M Y SPECIAL EVENT


Money o n c a r d m a y b e u s e d t o f i n a n c e +2 to influence Republicans or Democrats
another c a r d s attack (any attempt) Recession

Power 0 / 2 Power 4 Fanatic


Resistance 4 Resistance 6 Violent All other players reduce income by half for
Income 1 M B from each player Income 4 Criminal one turn. Oil multi-nationals disassociate

1 P r

BRITISH F I L M I N D U S T R Y THE G.L.C.

ED
Eal:E=1=
TA ) E q 4 1 3
Power 1 Power 4 / 3 Government
Resistance 3 Weird
1 R eIncome
s i s t a n+
c3e / -45 (50%
L chance)
i b e P er a ca e f lu l Income 4 Liberal

LOBBYISTS OLD S C H O O L TIE DR. W H O


+2 on any attempt vs. Govt. +2 on any attempt to control G o v t . / S t r a i g h t +4 o n a n y a t t e m p t t o d e s t r o y Tr e k k i e s
w i t h o u t need of Whispering Campaign

Power 2 / 2 Peaceful
Resistance 6 Conservative Resistance 1 Weird
Income 4 Straight Income 1 Fanatic

'.'AGINE magazine, September 1983 41


THIEVES' WORLD: RPG playing aid
This is, w i t h o u t doubt, type o f c i t y w i t h a l l t h e p r o b l e m s For a f u l l e r p i c t u r e o f t h e c i t y a n d i t s
the most comprehensive associated w i t h a subject people o f the people, the Thieves' World series of books
RPG playing aid that I have edge of a military empire. There is bribery, edited b y Robert A s p r i n c a n n o t b e t o o
seen. T h e b o x c o n t a i n s t h r e e murder, drug addiction, prostitution and highly recommended: t h e r e a r e f o u r a t
maps a n d t h r e e b o o k l e t s ; t h e all types of fraud and petty crimes; there present, 'Thieves' World', 'Tales from the
maps s h o w the city of Sanctuary, its are gangs both of adults and of children; Vulgar Unicorn', 'Shadows of Sanctuary'
streets a n d buildings, a n d t h e n l a r g e there are the forces of law and order and and 'Storm Season'. They are published
scale d e t a i l o f o n e p a r t i c u l a r area, t h e the powerful factions of smugglers, mer- by ACE but, being American imports, are
Maze, a n d i t s u n d e r g r o u n d labyrinth o f chants and organised crime; there is the only available f r o m a l i m i t e d n u m b e r o f
cellars, sewers and tunnels. The booklets wide gulf between the rich and powerf6I retail outlets; t h e o n l y o n e I k n o w o f is
are: the Games Master's Guide, contain- and t h e poverty stricken a n d desperate. Forbidden P l a n e t , 2 3 D e n m a r k S t r e e t ,
ing plans of the more important buildings, There i s a n a m b i t i o u s a n d e n e r g e t i c London W C 2 , b u t t h e r e m u s t b e o t h e r
fairly c o m p r e h e n s i v e e n c o u n t e r a n d middle c l a s s , i t s e l f s u b d i v i d e d m a n y sources about the country.
incident tables a n d s o m e n o t e s o n t h e times. There is magic of several kinds as
•: organisation of the city itself; the Players' well a n d m a n y c h a r l a t a n s p r a c t i s i n g There is plenty of information in this pack
Guide, containing a less detailed map and upon the credulous. for the DM to make a really first rate and
notes o n t h e s t r u c t u r e o f t h e c i t y, i t s exciting city for the players, fleshed out by
••• The true adepts are a curiously mixed and their collective imaginations and perhaps
history a n d d e v e l o p m e n t , a n d i t s p r o -
minent citizens a n d transients; a n d dangerous group and adventurers would coloured b y t h e books, i f y o u c a n g e t
:••• Personalities o f S a n c t u a r y, c o n t a i n i n g do well to remember the adage, 'meddle them. T h e s e t m a y seem a l i t t l e pricey
notes o n n e a r l y 1 0 0 c h a r a c t e r s a n d not with the affairs of wizards for they are — w h a t isn't these days? b u t it is worth
statistics f o r n e a r l y 4 0 o f t h e m a j o r subtle a n d s w i f t t o a n g e r ! ' T h e g o d s every penny.
inhabitants, transients, g o d s a n d m o n - themselves are very active in Sanctuary .010J C C o n n e r
sters f o r m a t t e d f o r n i n e d i ff e r e n t RPG with f r e q u e n t clashes between t h e Thieves' World, a boxed set w i t h t h r e e
systems (DUNGEONS & DRAGONSTM, various mythoses, especially those of the maps and three booklets, is published in
both Basic and Advanced, Adventures in ancient kingdom and the empire. the U S A b y Chaosium I n c a n d i s d i s t -
Fantasy, Chivalry a n d Sorcery, D r a g o n - ributed in t h i s country by Games Wo r k -
quest, T h e F a n t a s y T r i p , R u n e q u e s t , One thing that should strike the players in shop, 2 7 - 2 9 S u n b e a m R o a d , L o n d o n
Traveller, Tunnels and Trolls). There are a scenario involving Thieves' Wo r l d i s N W 1 0 6JP. Price f 14.95.
not many monsters (non-human, that is) that although t h e r e i s m u c h crime, l a w
• and t h o s e t h a t d o e x i s t a r e u n d e r t h e
and order is very much in charge. Be it the
•:• control of the gods or principal magicians. official l a w o f t h e e m p i r e , t h e v a r i o u s
religious or merchants' courts or just the
But what is Sanctuary? Well, first, w h a t it rough j u s t i c e o f t h e streets, c u s t o m i s
•••• is not! It is not an ity-pretty fairytale town important and breaking the rules, written
of h o n o u r - b r i g h t heroes, beautiful p r i n - or u n w r i t t e n , r e q u i r e s payment, o f j u s t
cesses and wicked, but easily defeatable, money if fortunate, but often with fingers,
villains. The detailed descriptions of place whole limbs, bodies (if sold into slavery)
•:' and character show a decaying, medieval or even lives.
•••:•:•••••••••:•:•••••••:•:•:••••:•:•:•:.:•:•:•:•:•:•:•:•:•:•:•:••••:•:•:•:•:•:•:•:•:• •••• • •• • •• • • : •
%.•:•:•••:•:•:•::::::::••••:•:•:•:•:•:••••••••••:•:•:•:•:•:••••• • • • • • • • • .•:•:• • :•
•••••••••••••••
SOLOQUEST
Soloquest is the first solitaire adventure who w i n t h r o u g h t h e D r e a m q u e s t
book f o r C h a o s i u m ' s R u n e q u e s t . T h e are rewarded by the god, those who
three adventures contained in t h e book, fail l o s e P O W and h a v e t o w a i t a
namely 'Dreamquest', ' P h o n e y S t o n e s ' year before trying again.
and ' M a g u ff i n H u n t ' , offer a good select-
ion to start the series. In 'Phoney Stones', characters are
asked t o f i n d o u t w h o i s selling
In 'Dreamquest', the character is offered false s t a t u e s o f Issaries. T h i s
the chance to re-enact the conquests of adventure requires more than a little
his or her god (characters of experience thought and is most enjoyable. One minor
50-60% are most suitable). error I d i d f i n d i n t h e U K printing i s on fact that
page 47, section 716, which should read: the R Q c u l t s a r e
As the n a m e implies, these quests take 'If he befuddles you, go to 7 1 7 : A thinking referred to frequently, but the
place i n t h e land o f dreams, w h e r e t h e player with a character of 60% experience book carries no warning of this. If you
character will face four randomly chosen should find the culprit. I didn't.... haven't g o t t h e C u l t s o f P r a x , i t w i l l
foes, each o f w h i c h has preset instruct- lessen the entertainment value offered by
ions, eg 'Attack anyone who is not a Tusk The last adventure, 'Maguffin Hunt', sets this book.
Rider. Be friendly to Elves.' These serve to you o u t t o recover t h e stolen M a g u ff i n ,
give v a r i e t y t o a n y subsequent adven- and to bring back the culprits who stole it This apart, Soloquest is a nice addition to
tures with different characters. (dead or alive). This is the toughest of the the Runequest family. I l o o k f o r w a r d t o
three adventures — characters o f less the sequels
After s u c c e s s f u l l y c o m p l e t i n g than 6 0 % w i l l m e e t t h e i r makers pretty 010 Trevor Graver
four Q u e s t s , t h e c h a r a c t e r soon. A s w i t h ' P h o n e y S t o n e s ' , i t i s
must f a c e a special foe, suggested t h a t y o u r u n t h r o u g h t h i s Solo quest, a Rune quest solo adventures
which should be adventure once only. book is available from Games Workshop,
enough t o g u a r a n - 2 7 / 2 9 Sunbeam Road, L O N D O N N W 1 0
tee t h a t f e w All in all, Soloquest offers good value for &JP It costs £4.50. Reviews of Soloquests
survive. Those money. I h a v e j u s t one reservation; t h e 2 and 3 w i l l follow shortly.

IMAGINE magazine, S e p t e m b e r 1 9 8 3 •
•-• ••••••• • ••• • • • • • • • • • • • • • • • • • • • • • • • • • • • •••• • • • • • • • • • •

DRAG ONHUNT 1tit


LEGEND
OF
ROBIN HOOD
Before an examination of the game
itself, it might be useful to take a look
at what you get for your money:

The game is packed in a convenient 6 " x


9" box w i t h f a i r l y average artwork. T h e
playing b o a r d i s r a t h e r n e a t i n t h a t
although i t is 1 7 " x 2 2 " it comes in one
piece; this is achieved by having folds and
cuts in the right places. The idea seems to
work, b u t h o w i t stands u p t o repeated
use remains to be seen: The a r t w o r k oi
the board is good, and a useful feature i
the inclusion of tables around its edge -
- s simplistic 2 t o 6 player fantasy and makes the m o u n t i n g o f a campaign a noteable exception, however, is a char
-dgame is based around the kingdoms nigh i m p o s s i b l e ; a n d v i r t u a l l y f o r c e s showing the sequence of events in each
L‘-awan, w h i c h have long been terror- players to move their strongest unit, the turn. T h e c o u n t e r s a r e t h e u s u a l c a r d
- b y Brimstone t h e Dragon. Each hero, and to conduct solo raids with him. •••••••••• board ones. A l t h o u g h t h e inclusion o f a
or aims to control a kingdom by using die i s noted o n t h e box, t h i s i s absent
-esources to slay Brimstone, and only Naturally, this adversely affects the player Instead, you are provided with numberel
s w h e n t h i s i s achieved. F i r s t t h e unit combat system, which is poor anyway counters and instructed to draw them ou
. o n m u s t b e w o u n d e d t h r e e times, due t o t h e m a n y irrationalities a r i s i n g of a cup!
- c o n f l i c t b e t w e e n players w i l l o c c u r from certain rules: Some rules treat units
-r-71y t o p r e v e n t s o m e o n e e l s e k i l l i n g as individuals, while others treat them as The game itself is for two players. One, a
- s t o n e first; t h e r e i s l i t t l e scope f o r a mass of men. Furthermore, a player of Robin Hood, m u s t fulfil t h r e e out of four
•••••••
or co-operation. greater s t r a t e g i c a b i l i t y c a n n o t b r i n g listed v i c t o r y criteria s u c h a s m a r r y i n g
weight of numbers to bear, for all 'battles' ••••••••••• Maid M a r i a n o r r e d u c i n g t h e s h e r i f f ' s
- - e concept behind D r a g o n h u n t , and its are s i n g l e u n i t d u e l s w h i c h t e n d t o b e treasury by robbing rich nobles or bishop
- 7ellent, colourful physical presentation even a ff a i r s resolved b y lucky die rolls. who pass t h r o u g h t h e land. T h e s h e r i ff
a pleasing first impression w h i c h This gets extremely tedious, for there is player m u s t endeavour to stop him, ani
•:•••••••
- a i n t a i n e d during the first f e w moves. just nothing of 'heroic fantasy' about it. wins if he can do this until turn thirty, or
E_7 sadly this is not sustained deeper into kills Robin before then. An average game
when t h e p r o b l e m s o f t h e g a m e There are other problems: the concept of ••••••:•' . lasts between one and two hours.
•:•••••••
s7em become noticeable. cottages i s n o n s e n s i c a l , a s t h e y c a n
never be attacked as hostile units, even Provision i s m a d e w i t h i n t h e r u l e s f o
--r-e are good points: These include the though u n i t s inside can attack out, a n d most o f t h e e l e m e n t s c o n t a i n e d i n t h e
--- °ate sequence of play which meshes wounded units are instantly teleported to Robin H o o d stories, e g t h e t a x a t i o n o
ueil, e n a b l i n g s m o o t h , p r o m p t , t u r n - their home cottage to be instantly healed. villages by the sheriff, the archery contest
: -etiOn. T h e n t h e r e i s B r i m s t o n e w h o , The r u l e s a r e n o t e n t i r e l y s o l i d a n d capture, r a n s o m a n d k i l l i n g o f leaders
•7 -:7eived as a Smaug-like dragon, makes contain some shady areas, and doubt can Robin's c o m b a t s w i t h L i t t l e J o h n , W i l l
- - e g a m e m o n s t e r. I t s m o v e m e n t i s be cast on the acceptance of Arawan as a Scarlet a n d F r i a r Tu c k before t h e y a r e
- - _enced by each player except when it fantasy realm. Overall there is too much recruited to his cause, and the r e t u r n o f
enraged; a t t h i s p o i n t i t b e c o m e s stylisation, t h e h a l l m a r k o f a n abstract King Richard.
_- 73ntrollable a n d m o v e s a t r a n d o m . rather than a fantasy game: Each kingdom
- e o n combat is always unpredictable, is c o m p o s e d o f a c a s t l e , v i l l a g e a n d Initially, the sheriff player has the uppe
oh is good. The climactic death-battle cottage o f exactly t h e s a m e shape, a n d hand, b e c a u s e R o b i n m u s t r e c r u i t t h i
:erween Dragon and h e r o / knight is well set symmetrically around the map edges; ::•:•••••• other o u t l a w leaders and 'merry m e n ' t(
:--szed using a different combat system, players s t a r t e q u a l , h a v e t h e s a m e his cause. The tables are turned later in
77 the Dragon having the slight edge. countermix and the same objective. The the game, however, w i t h Robin having a
end r e s u l t is t h a t t h e r e is n o individual slight advantage. C o m b a t o c c u r s w h e t
--:::!,ther credit is the 10 'fantastic-beings'. character and identity t o t h e kingdoms; two o r m o r e opposing u n i t s a r e i n t h e
F__-ech has u n i q u e attributes, a n d players they lack soul. same box. I t i s resolved q u i c k l y d u e t o
e for control of them so as to use these drastic combat tables, but it is designed t(
scecial abilities to their advantage. Thus The designer's notes state that ' D r a g o n - : mimic battles by having archery, melee
--e. 'beings' tend to have a major influence h u n t is more than just a game, it is a real and personal combat phases.
- :lay: fantasy e x p e r i e n c e : : : T h i s i s t r u e , b u t •::.
unfortunately, given m a n y of the incon- The Robin Hood stories could be resolve(
--'ortunately player-units are not so well sistencies, p l a y m e c h a n i s m s a n d c o n - into a good game — I w o u l d not say thii
s e d . Players select a card numbered cepts, t h e r e i s too m u c h f a n t a s y i n t h e was it, but if you like t w o player games,
- -- 7 to 12 to decide w h o goes first, the worst sense of the word. this one is not bad.
.est u n t i e d s e l e c t i o n g a i n i n g t h i s
OP Robert Hulston ••:•:•:• th-6 M i k a n o n "
sntage. The problem w i t h this is that
selected c a r d r e p r e s e n t s t h e t o t a l •••••••••••••
_-Der of movement points a player can
:end between his or her entire force of D r a g o n h u n t and Robin H o o d are both supplied by Avalon
_nits. This is completely inadequate. It 3 H i l l , 6 5 0 H i g h Road, N o r t h Finchley, L o n d o n N 1 2 ONL.
_ ts in most units never being moved Dragonhunt costs E l 1.95 and Robin Hood costs £4.95. o;&
ck".••
co 0 " : 7 - e : • 1 '

E magazine, S e p t e m b e r 1 9 8 3 43
MINIATURES
TORCHLIGHT FANTASY PRODUCTS
With t h e a m o u n t o f a t t e n t i o n t h a t h a s more f o r a r o o m , a n d appropriate w a l l 8" ' m a s t e r c h a m b e r ' s e t w i t h f u l l
been lavished o n p r o d u c i n g f i g u r e s f o r length. The floor i s grooved to a l l o w the accessories. A l s o f r o m To r c h l i g h t i s a
the D&DF- g a m e market over the last few wall to be stuck in place, and each piece is selection o f a s s o r t e d t r e a s u r e c h e s t s ,
years, it is surprising no-one has thought sculpted t o r e p r e s e n t s t o n e s l a b s o r bones and other dungeon debris, cast in
of providing three-dimensional dungeon flagstones. resin but in much the same style as their
accessories before n o w ; n o w t h a t t h e y metal c o u n t e r p a r t s a n d c o n s i d e r a b l y
have, it seems to have occurred to several The variety of pieces available is sufficient cheaper. In all, a very useful range which
manufacturers at the same time! to allow for most possibilities, and w h e n will add a degree of visual realism.
assembled and painted t h e sets do look
To r c h l i g h t ' s range comprises a series of most attractive, a n d t h e c o r r i d o r s a r e 14.5 Ian J K n i g h t
dungeon kits cast in w h i t e resin, w h i c h wide enough and the walls low enough to
can be assembled to make realistic scale allow figures to be moved quite easily. Torchlight Fantasy Products can be con-
dungeons — m i n u s r o o f , o f course, t o tacted at 23 Clifftown Road, S o u t h e n d on
facilitate play. Each pack contains an area Prices vary from 60p for two 2" x 2" floor Sea, Essex, t o f i n d o u t w h i c h i s y o u r
of floor, t w o inches w i d e f o r a corridor, spaces m i n u s walls, to £5.75 for an 8 " x nearest stockist.

ESSEX MINIATURES
Essex M i n i a t u r e s h a v e established a n variety o f poses, c a r r y i n g a s s o r t e d Prices vary from around 26p for a single
enviable reputation in the field of 2 5 m m swords, h a m m e r s a n d c r o s s - b o w s a n d figure t o 65p for a pack of three dwarfs.
historical figures, and they've now turned dressed to varying degrees in armour. My o n l y complaint i s t h a t t h e bases on
their attention to fantasy subjects. As yet some of the figures are a little small t h e
their r a n g e i s l i m i t e d t o a selection o f The general sculpting style is similar t o Centaur i s v e r y u n s t e a d y a n d a p t t o
adventurers, one or t w o exotic monsters Citadel, w i t h plenty of rascally character, overbalance. To those of you accustomed
and a small tribe of dwarfs, but the quality notably o n e pot-bellied, bearded f e l l o w to m o u n t i n g f i g u r e s o n c a r d bases t h i s
is sufficient to whet the appetite and raise with a c r o s s - b o w, h a t s e t a t a j a u n t y will not, however, be a problem.
hopes for more to come. angle, l o o k i n g l i k e a c r o s s b e t w e e n a
sixteenth c e n t u r y G e r m a n m e r c e n a r y l k Ian J K n i g h t
Among o u r s a m p l e s w e r e a v e r y nice, and s o m e t h i n g f r o m S n o w W h i t e ! T h e
clean-lined Centaur, firing a bow, a magic command set was particularly inventive, The E s s e x M i n i a t u r e s c a t a l o g u e i s
user with staff and large spell-book, and a especially the standard-bearer wielding a available f r o m 3 B a y C l o s e , C a n v e y
selection of dwarfs. The latter came in a huge boar's head on a pole. Island, Essex SS8 OAF.

CHRONICLE FIGURES
Our latest samples from the ever-prolific Modelled in a variety of lumbering poses, other accessories; a r a t h e r e n e r g e t i c
Chronicle include a selection from t h e i r they a r e i n d e e d f e a r s o m e adversaries, mummy; and a suitably repulsive w i g ht,
Hobgoblin r a n g e , a l r e a d y s o c o m p r e - armed w i t h a f r i g h t e n i n g s e l e c t i o n o f bent d o u b l e n u r s i n g a s w o r d t h a t h a s
hensive that you can build up a fair sized broad, s h o r t s w o r d s , s p i k e d c l u b s a n d seen b e t t e r d a y s a n d t h r u s t i n g o u t a
war b a n d w i t h o u t d u p l i c a t i n g a s i n g l e polearms. Chronicle's figures t e n d to be sunken-eyed skeletal face.
figure. chunkier t h a n t h e s l i m , m o r e d e l i c a t e
American-style m o d e l s o f s o m e o t h e r Considering the amount of detail and the
The f i r s t t h i n g t h a t strikes y o u i s t h e i r manufacturers, and in this range it could many deep undercuts, Chronicles's f i g -
sheer presence. They have a bulky, squat, scarcely be m o r e appropriate. The Hob- ures a r e remarkably f r e e f r o m f l a s h o r
powerful look, loaded with beefy menace, goblin chieftain i s a real gem, d w a r f i n g casting lines. They've developed a v e r y
which is hard to ignore. Everything about his underlings, posed w i t h his shoulders distinctive character of their own, and the
them s e e m s s o l i d , f r o m t h e m u s c u l a r hunched, h e a d t h r u s t f o r w a r d , t e e t h quality seems to improve w i t h each n e w
physiques, just visible between the plates bared i n a bad-tempered snarl, a h u g e release. Thoroughly recommended.
of thick iron a r m o u r and w e i g h t y chain- sword in each hand — excellent!
mail, to the long, heavy, slant-eyed, pug- Allo Ian J K n i g h t
nosed brutal faces. T h e r e i s a clarity o f Marginally more genteel are some of the
definition a b o u t t h e s c u l p t i n g a n d t h e additions t o C h r o n i c l e ' s o t h e r r a n g e s , Chronicle c a n b e c o n t a c t e d a t U n i t 14,
casting w h i c h m a k e s every r i v e t i n t h e including a half-orc adventurer, poised to Engineer Park, Factory Road, Sandycroft,
armour and every stud in the shield seem swing an axe, and laden with a convincing Clwyd CH5 2 0 0 f o r details o f products
remarkably real. array o f back-pack, daggers, shield a n d and suggested purchase sources.

RUNEQUEST CHARACTER/ADVENTURE SHEETS


Another g o o d i e f o r R u n e q u e s t players: t h e o n t o a n adventure sheet and this will save
character s h e e t s a r e l o o s e l y b a s e d o n t h e c o u n t l e s s erasings or crossings out as you lose
Sapienza M k 4 character sheet (which appears H P s o r P O W, t h e r e b y giving extra l i f e t o t h e
in all editions of the RO rulebook). These sheets c h a r a c t e r sheet.
are laid out with ease of play in mind; block lines
help to separate different sections of the sheet, One minor glitch appears on the sheets; the hit
the weapons section has been sub-divided so location r o l l s f o r R a n d L a r m h a v e b e e n
that missile weapons and shields can be found reversed (they are missing altogether from the
quickly. adventure sheets!). This could lead to confusion
until you decide which charts to use. Runequest
The adventure sheets w h i c h come four to a Character/Adventure Sheets are sold together
sheet — a r e u s e d t o s a v e m e s s i n g u p y o u r on a pad o f 3 0 / 8 0 sheets and w o r k o u t a l o t
nicely documented character sheets. Whenever cheaper than photocopying. They look nice too!
you g o adventuring, t r a n s f e r t h e b a s i c s t a t s Trevor Graver
44 IMAGINE magazine, S e p t e m b e r 1 9 8 3
t ,
THEPARTYARERESTN
I GIN

46 IMAGINE magazine, September 1983


HE ORCPATIKOL HAVE HAD A HARD DAY. NOW INSULTS
sst AUCHTER COMEBACK.
METHINKS THE k e t LIKE THAT TO CION40)(XiOUS (CHIEFLADSO TO SPEAK)
SAFFLICTED WITH SOME
USUALLY RESULT IN A SW/FrZ/OCRATATiOA/50RC OR NO
FORM ()FLU C DEXYS)
CRC TO SAY THE LEASTN3UT TO HAVE BEEN UTTERED
N --5YRIMAR.

OWEVER THE CAVALRY ARRIVES


CpcE/i7-; THAT SCENE E X C E P T , NO-ONE OLJ-T)
HAD TENSION,Cptia- T H E R E CANUNDERSTAND
1:4CITOEI1I.,ALMOST Y O U
.fra
,_';ERYTHING! d o ,
/

SO CAN WE TAKE THAT AGAIN?


THIS TIME IN COMMON

'STuNNED INTO-THOU GOBNOXXIOUS HAS ANOTHER GO !FRAME6iTAKE2

ER! YEAH...
RIGHT " 11.5
, AR
14111
se 'ROTTEN,.
- DW•?DWARF
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4;4440$404,41 t e

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say?) SLIME?
tr:Aot SLA ?

\,r
IMAGINE magazine, S e p t e m b e r 1 9 8 3
47
,

eY00 AN' HOOSMI.—q0D


GROWLSUCHTER.---- - i n t s ,
\\

HE CANNOT STAND EANWHILE,OVER THEI3RIOQE


ALONE- WE AlkE 111-( rl'WHERE WERE YOU.?J/
'IOUAUGi-Mg CWI HEREwEREyou.?ri
clAqlifIREWEkE-
ATK4
i A7AD-DuM
SPEAK FOR v 7-- • r
UKSELF

S THE LITTLE SCOTSMAN PLUNGES INTO l i g ST IAN


WrITIS A g l o o m FALLS ON THE PARTY.
: _ 0 11 0 , 7 1 / f e y, 11 0 ; ' , , , o g a s t

GOOD,NO W E ONLY
HAVE TO SPLIT THE
TREASURE THREE

KHAZAD-DOOOP

WHAT A SHAME
HE WAS A bRAVE
Win\ OR,MAYGOD
REST HIS LITTLE
SOUL...

THEY DONT SEEM


VERY UPSET BY THE
LOSS OF THEIR LEADER
THOOCf11DO THEY?
NOT EXACTLY THE IDEAL
TIME TO STARTN4LiNCT
WITH FEATHERS, OR
SWEARING INCONESE NIGHTSWIFT
48 IMAGINE magazine, September 1983
IRA ISI111!ORS11
WHOLESALERS &
DISTRIBUTORS OF
STAR WA R S - t o y s • figures k i t s . etc

E.T.- toys • merchandise

BLADE RUNNER- cars • filmbooks- etc

SCIENCE FICTION BOOKS- B r i t i s h & i m p o r t

U.S. a n d U.K. C O M I C S

ILLUSTRATED FANTASY A R T- books • plfollos

TITAN BOOKS- comic a r t a l b u m s

JUDGE DREDD- game- badges- figures.etc

2 0 0 0 A . D . - b o o k s . candles. T - s h i r t s

DR. W H O - b o o k s • merchandise

TRON - t o y s

JAPANESE R O B O T S

P.O. BOX 250, LONDON E3 LIRT, ENGLAND.


01-980 6167/8 FOR DETAILS.
Please m e n t i o n I M A G I N E " ' magazine w h e n y o u reply t o a d v e r t i s e m e n t s

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
COMPLETELY
REVISED

DUNGEONS & DRAGONS®


BASIC SET
The Original Fantasy Role Playing Game

"Your first step on the


road to Adventure!"
This is a game that helps you imagine. • Progammed adventures for easy learning and HOURS
of FUN
"As you whirl around, your sword ready, the huge red fire-
breathing dragon swoops TOWARDS you with a ROAR!" • The PLAYER'S GUIDE for beginning characters—
See? Your imagination woke up already. Now imagine: with simple and expert combat rules, magic spells, and
this game will probably be more FUN than any other role playing tips
game you've ever played! • The DUNGEON MASTER'S HANDBOOK—full of
The DUNGEONS & DRAGONS® game is a way for us to treasures, monsters, and dungeons
imagine together—like reading the same book, or • All the Dice you need — Six different kinds included,
dreaming the same dream. But it's a book that YOU can with marker crayon
write, without putting a word on paper — just by playing
a D&D® game.
This New Popular Edition has been completely revised to TSR UK Limited
include ONE-PLAYER GAMES as well as group games The Mill Rathmore Road
for Players and Dungeon Masters.YOU can start playing Cambridge C134 l A D
RIGHT AWAY! Telephone Cambridge 0223 212517

DUNGEONS & DRAGONS is a registered trademark owned by ISR Hobbies, Inc,

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