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r * The Marsh Dragon!

A deadly enemy in our


Brief Encounter

* Fiction — 2 prize-winning stories


* Features — Book, film and game
reviews; Cartoons; Stirge Corner;
and all our regular columnists

GAMESFAIR
SPECIAL ISSUE
* A full report on the GF weekend
* Results of the IMAGINE magazine
GAMESFAIR Poll
* And t h e module from t h e AD&DTM
Team Competition
Have you got what it takes to survive
0/.4 R O U N D T H E BEND?
+
+
ct3--
One mistake and youlte just
one more piece of debris

Knight Haw t grom ISR


Space is big, cold and hostile. There is nobody The game features:
to run to for help. You are on your own Only * New space skills.
the very best can survive in TSR's Knight - * Detailed aspects of interstellar travel,
Hawks science fiction game. Are you up to the financing and constructing a star ship, etc.
challenge? The pilot of the sleek fighter, the * Plenty of new rules material including
gunner in a space dreadnought, the navigator traditional science fiction elements.
on the jump to Prenglar. All these challenges Ask your games retailer for details or contact
and more are available with this expansion kit TSR UK Limited,
for the STAR FRONTIERS- game. The Mill, Rathmore Road,
(And Knight Hawks is also a great game in its Cambridge CBI 4AD
Telephone 0223 212517
own right).
STAR FRONTIERS is a trade mark owned by TSR Hobbies Inc.
IM Contents
Special Feature, Part One
GAMESFAIR '84
A complete report, with photographs 2
The IMAGINE magazine / GamesFair Poll,
The results from Reading, and a chance to let us know what you feel 4
The A i r Was Heavy With The Scent Of Rain,
Prize-winning fiction from Mythcon, by Linda Morgan and Pauline E. Dungate 6
The Marsh Idol, by Mark Davies
A Brief Encounter — introducing the Marsh Dragon 9
The Imagination Machine, by Mike Costello
News and reviews on micros and software for garners 1 4
N o t i c e s — recent game releases examined by independent reviewers 1 6

Special Feature, Part Two


GAMESFAIR '84
Round The Bend, by Jim Bambra
The module from the ADSIDT Te a m Competition at Reading
Enter the laboratory of Severad,
and find out what it means to be flushed from success 2 1

P A N , the magazine within a magazine


T u r n b u l l T a l k i n g , more competition results 3 1
Press C u t t i n g s — fanzine reviews 3 2
Dialog, by Lew Pulsipher 3 2
Tavern Talk, by Pete Tamlyn 3 3
Rubic o f M o g g e d o n 3 4
Letters 3 6
Stirge Corner, by Roger Musson 3 7
In Search o f Dragons, by Ian Knight and Graham Fuller
A brief look at the mythology of the beast 3 8
I l l u m i n a t i o n s , n e w s from the world of gaming 4 1
G a m e C o m p a n y — conventions & club listings 4 2
Fantasy Media, by Colin Greenland
The latest on books, films and videos 4 3
It's like this.... o n l y different, by Derrick Norton
Some thoughts on the nature of RPGs 4 4
D i s p e l C o n f u s i o n , RPG rules questions answered 4 5
The S w o r d o f Alabron, by Ian Williamson 4 6

No 15 June 1 9 8 4
Published b y Editorial
TSR U K Ltd
hcre are such devastating topics lot this editorial to CONTI, it may be drat you should
Publisher D o n Tu r n b u l l
Editor K e i t h Thomson only tackle it after you've made )•oul sell comloi table on your layout ite throne, your
A s s i t a n t Editor P a u l Cockburn lamiliar p u l l i n g on yout knee. Stoke up the brazier, make yourself a lure hot potion of
Editofial A s s i s t a n t K i m Daniel comprehension. and enclitic._
Features Assistant M i c h a e l Brunton First off, a quick scan through the pages of this magazine w i l l have shown you a t
interesting t i t ' V t • l o p n i c i l l . I t s (tilled colour. I t ' s a s c i n t i l l a t i n g IICW idea, s o
Art P h i l Kaye
devilishly simple that I wonder why no-one has thought of it before. Of course, some
News D o u g Cowie
obscure publications may have tinkered with the idea in the past, but then that's like
Computing M i k e Costello
saying- we weren't very original i n p i n n i n g On paper, isn't it?
This m o n t h ' s c o n t r i b u t i n g artists: And there's more good news to come! Next month, not only will there be ((dour, but
Paul Ruiz P e t e Young E u a n Smith we w i l l be m a k i n g use o f another technologi( al breakthrough, w h i c h w i l l make
Lee Sullivan R e b e c c a I a n Williamson I M A G I N E magazine even better value for money. T h i s is called the 'bigger staple'.
Brian W i l l i a m s Anodicl simple idea, aml even more cunning, because it means that h om issue Hi the] e
will be 8 extra pages, all lot the same price! T h i s means i n n u n that there w i l l be even
Cover by Glyn Wyles more of the kind of at tides you want to read. W h a t more can I say?
GamesFair photos by John Aldous " 5 Paul C o c k b u r n

IMAGINE'. magazine is published monthly by TSR issues in an order are out of print, a credit note will missions of written material n d artwork at all limes, Opinions e x p r e s s e d i n t h i s m a g a z i n e a r e n o t
UK Ltd, The Mill, Rathmore Road. CAMBRIDGE CBI be substituted which may be exchanged for cash or However, n o submissions w i l l be returned unless necessarily those held by the publisher.
4AD Telephone, (0223) 2 1 2 5 1 7 Te l e x 8 1 8 7 6 1 , merchandise from the publisher accompanied by a stamped, self -addressed envelope
IMAGINE m a g a z i n e i s available f r o m a l l g o o d The issue of expiration for each subscription will of s u ff i c i e n t size a n d postage U n d e r n o circum-
hobby s h o p s a n d n e w s a g e n t s , I t i s d i s t r i b u t e d be p r i n t e d o n t h e s u b s c r i b e r ' s m a i l i n g l a b e l stances w i l l t h e publisher accept responsibility for IMAGINE magazine gratefully acknow-
through the newstrade by Seymour Press Ltd, 3 3 4 Changes of address must be notified to the publisher any s u c h submissions Published material w i l l be ledges the support offered by its sister
Brixton Road. LONDON SW9 7AG I l l s also available at l e a s t 3 0 d a y s before t h e effective c h a n g e t o paid for publication, D R A G O N ' m a g a z i n e , pub-
direct from the publisher by individual subscription. ensure uninterrupted delivery. IMAGINE is a trade mark owned by TSR UK Ltd A l l
lished by TSR Inc, PO Box 7 5 6 , Lake
The subscription rate is E12 for twelve issues. All m a t e r i a l p u b l i s h e d i n I M A G I N E m a g a z i n e rights o n t h e p u b l i c a t i o n o f t h i s magazine a r e
Geneva, Wisconsin 5 3 1 4 7 , U S A .
Back i s s u e s o f IMAGINE magazine, w h e r e s t i l l becomes t h e exclusive p r o p e r l y o f t h e publisher reserved, and nothing may be reproduced in whole
available, can be bought directly from the publisher prior t o publication, u n l e s s special arrangements or i n p a r t w i t h o u t t h e w r i t t e n c o n s e n t o f t h e Articles appearing in I M A G I N E magazine
for the price of El 0 0 (plus 50p postage and packing) are made to the contrary in writing publisher may have appeared previously in t h a t
Payment must accompany all orders I f one or more IMAGINE magazine w e l c o m e s unsolicited sub- Copyright , 1984 by TSR UK Ltd publication.

I M A G I N E magiMne, June 1984


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P O I F r o m noon on Friday, April 6th, until 6pm b o a r d and the skills of TSR staff on the ' I d i d n ' t h i t anything i n t h e final!1
S O U o n Sunday, April 8th, 350 people found p u b l i c address system to attract players E v e r y o n e contributed something to t h e , '
P O I themselves involved
Adventure Of Them All.i nThey
t h egathered
Greatestin f o Quest, Traveller,
r Railway Spanish
Rivals, Illuminati, n , E n f i ngame,
M a i Rune- so my
a l was an winning wasto
opportunity well dodgy.
play T hp e "
with good
O l S
0 0 1 concoctions o f half-crazed
overworked canteen staff; theyDmastered
M s a n d t h eThe
I oddonly
AD&D
m eventg where
a m e or two.... shad
delegates c to
e n a r i o to play in; it had balance. A lot of0
people will get great fun out of it. 0 0
S e l t h e fearsome complexities o f strange b o o k a place before the event was the ' I think you pull it off if you come up with
b e l m a c h i n e s t h a t ate silver pieces; they A D M ) Open Competition, which seems i d e a s that help the party. The Club a l p .
fought with each other in competition; t oin Britain.
attract the attention
About of the bestentered,
200 delegates players S o usomething
t h a m p t olike
n is this,
a great preparation
because for01
w e play
b e d i they joined each other in bar-room revels.
0 e l 1 Y e s , GamesFair has been and gone for p l a y i n g a module written b y Graeme a g a i n s t the clock now and again. If you 0 0
0 • 1 another
This i syear....
t h e e v eM
nt o no t h re gaming
r i ws i l l , appear
called
thisWhen
year as
A Star
UK4.Falls, which w abad
The winner n tdice, goodwhat
to know beerhelped
and curry!'
me win, it was
calendar, where the emphasis is placed w a s part of the large contingent from Congratulations
* t o Richard,. t o Mike
OWel1
Southampton University, following last Estabrook (2nd) and Martin Croft (3rd),
1 0 0 1 squarely on playing. And this year, more pictured
to play
0 0 1 than a before,
any wide variety of games,
there were ranging y e University
opportunities Club.
a r ' s triumph byRichard
a memberWilliams, who a n d t ojust
of the Exeter allebefore
thev other
the
o lstart
finalists,
b aof the final.

e e l f r o m the bizarre t o the really strange. a d m i t t prize,


e d toone
having failed to reach 'red
the B wy the e way,
l if l you are wondering about r
P S I Enthusiasts used the delegates' notice f i ncash a l before on of the
any ofhighly-prized
his visits, won a t h e expression dodgy', I am assured
has a very wide usage, but that it can
WI
• • d r a g o n goblet,
' presented by an
badges, and Gary Gygax, glass
engraved
refereed t h e f i n a l session. Perhaps
who m b oy smembers
t usuallyofbeRichard's
applied as
alignment, as in 'I'm
an additiona
entourage that i t a
l not having anything

e e l R i c h a r d has a f e w tips for those who t o do with those dragons, they look well b.111
P O I d i d n ' t do so well...? d o d g y . . . . '
ists Les Arnold, Graham Lee, aMr t i n Croft, 0 1
O e l M a i n P i , The Gameffair A I M ) Open st
Final.
brook, Steve Cook ic, Richard Williams 0 0
P O I N i c k Bailey, Richard Whiteside, Mike E .
Far Left, R h hard Williams. winner 0 1
S O I L e f t , A M A ) Team Competition Winners, The
o Mendham,
Trevor H u Graham
l k s
Staplehurst ,(not
W I W a r w i c k technically
Allone of the
Stars (leftteam as heDare
to right) Diii'd, but
anyway...), Sine Norledge, Patti Street Ye stan
O l
O S d -

0
O

0
I

1 N
P A G E
in for Brian Dolton with authentic Walkman.
I. The reserve finalists: Lewis Jardine, last
3 (top to bottom)

ear's winner (back row, second left) can't


*I 0 0

believe hisway
luck... America: Guest
O S

611001 • , ; _ l
, 2 . All the
E Gary Gygax from of Honour
flanked by GenCon winners
Chris Powers (left)& Doug Stanley

I. Victorian Adventure with the dapper Steve i

/ 1 . 1 1 S m i t h
Club in action

O S 4 . The mighty Southampton University Games .


Skinner & Max.

0 0 1 5 . The Berlin Connection: Mandr Glover, Jon

• •*2 YOWOXI M i To We v wow rorows-s


lopAsAtoppmpj • tittem pal " m u ? tom
g e e f f e e r e . W O M O I O N O X O X I K O M
. 0 1 A 6 - 1 , o n i z e d
0 0 4 AD&DTm Te a m Competition, t h e module
event was the t o receive their prizes, dice marked 4, 5, 5,
6, 6, 7. Better luck next year, lads.
A vote of thanks is due to all those who
04
e . II fm
o ra gwa h
z iinceh. T
o hc ce utpr ai edsi t i tohnef ocre tnhtirse r o m
f nt heits- ornani7ed n a m e s o v e r t h e w e e k e n d
*4
s
David Wa t t s c a m e f r o m W a l e s t o r u n
0 0 1 1 i t i o n is that most teams are wiped out as

•4
Railway Rivals; Francis Tresham brought
S . q u i c k l y as possible, so that the D M s can Spanish M a i n a n d 1 8 2 9 ; Steve Smith,
'II
P
before t h e s e r i o u s c o m p e t i t i o n s s t a r t .
This y e a r w a s n o e x c e p t i o n , w i t h a
g e t a l l t h e violence o u t o f t h e i r system
kitted out in deerstalker and tweed cape,
ran several games o f Vi c t o r i a n A d v e n -
ture (reviewed on page 17 of this maga-
PO
to some trap or another. It's amazing how zine); Basil and Simon of To r t u r e d Souls
oel
many g o o d p l a y e r s g e t c a u g h t o u t , s o
r e 4 p r o c e s s i o n of half-orc thieves falling prey
ran a few scenarios; Kevin Cropper and a
large c o n t i n g e n t o f C r a s i m o f f ' s W o r l d Sal
through t h e m i n c e r t o o . H a v i n g t w o players from Norway ran riot.

survivors left at the end of the adventure,
° e l d o n ' t despair i f your party gets pulled
Video Game o f the Year w a s Tr a c k &
Field, which caused some serious sport- 04
those that entered.... ing i n j u r i e s — m o s t l y blistered f i n g e r s •
1
0 5 4
0111 y o The
u r t ewai m
n n ewro' su prize
l d h a was carried
ve be a t e n 7off
t e a m that was hastily put together at the
5 %byoaf from doing the 100 metres sprint.
There w e r e m a n y others w h o quietly 04
got on w i t h r u n n i n g a l l - n i g h t RPG cam-
e l e l c o nor
0 0
v et w
n ot i fanzine
o n , t h eeditors
Wa r w i cwkeA
f a m o u s group — they succeeded in being
r el l part
Stars.
o f One
this paigns. The real joy of GamesFair is that
there is always something going on, and
04
weirder than the scenario, and t r i u m p h - there are always willing victims, ready to

OO ed. A n o t h e r o f t h e t r a d i t i o n s o f t h i s
w o n d e r f u l event is that the losers receive
try something out. Next year, w e hope,
there w i l l b e r o o m f o r m o r e delegates,
04
SIS almost a s m u c h f a m e a s t h e w i n n e r s .
Obviously the word is getting around. The
and a few more organised events like the
excellent En Garde campaign run by Paul I'
O O Mystical Illuminati, who were truly awful, Evans and Theo Clarke of the Esso Games
w e n t i n t o hiding w h e n t h e results vVere Society. Book early!
0 0 announced, and had to be tracked down ig.t5 Paul Cockburn
I O
1 0 0
O S
E N GARDE!
101
a e Le D I A R Y de M Bargat j o i n i n g a regiment, and being seen in the
best company a t c l u b s — t h e i m p o l i t e 04
O l e 1 1MLUVI-1- 1674.
p
s o , I drags us all
o n last oftto
quiet fewatavant
month avec (es Italiansde
Toulouse Wile t e huge
encore. r m iasm'toadying'.
o u n t s o f mMo on se ty activities
(but Daddy c o si st
01
0 0 4 1 Quelle idiot made de Lotte le Colonel de fes p a y i n g ) , and give characters status points.
PO
l e * P i c gram:felling. y
a r d y Musketeers anrvay? o
lime u last G
for tine r a i n social
enoughlevel rises,
status t h ein
points n ayou can and
month cut
04
O M 'Week 1: Allez to jean cl'Artne's party at le club t h a t swine Jim N'Tonic dead next time he
oem
O .
0 1 1 0 4 (could
1Week2:

Week 3:be
Last
(Hunter's chancefor un
--fonnidable
uselitt atalefront)
Carouse
peupas?).
n'est de rapier

t Blue Gables avec m o n


c practice
r o s s need
e sto co-operate
y o u r p a t h ! to
Players,
a degreeo ftocourse,
garner 04
self invited t o a f u n c t i o n a t someone's
* * Moved Betty Kant (ugly woman but beaucoupe n o u g h status points, a n d getting your-
M O S de influence). c l u b Palace look
can easy!
make Then,i nFrance
getting seems to
t o Buckingham

Pd
be permanently at w a r w i t h the Italians,
0 0 1 'Week 4: Quiet week at home avec Betty...
0 0 4 yBackfrom
u L y 1674 le war avec les Italians (or was it les G e r mAta GamesFair
n s , Peruvians....
t h e gentlemen o f the
O e l Botha). Quelle horreurt To u t t h i s s o c i a l E S S O Wargames Soc (Paul Evans — le
0 0 4 climbing
Mentioned i stwice
getting t o o m u cimd
in despatches h pOUr MOL
nothing to eK ni tni gr e —w eaenkde nTdh e
aon sClarke)
w e r i n g isdpi o
e tn tq ut hees ti r-
S O showfor it but tine pat an the back ("Pats on the
back have no O a on the same").
ions and adjudicating the outcomes of the ad*
garbled w r i t t e n o r d e r s f r o m a b o u t 5 0

N .,,,,,,,......,,,.,....
players —reduced, by duels and the odd
En G a r d e is a u n i q u e role-playing game w a r , to a mere dozen by the end.
01
61
regiments o f 1 7 t h c e n t u r y France. T h e c o w a r d i c e and a great deal of beginner's
J ' of
rules a
s o care
i a l remarkably
c l i m b i n g i simple
n t h e with
c l u bthe
s areal
n d lTu hc ak n
, kM sBargot
to brilliant play, judicious
was among
fun arising from the interaction between h a v i n g acquired a considerable f o r t u n e
use of
the survivors, 01
1the p l a y e r s ( a n d , d e p e n d i n g o n y o u r and a climb of several social levels to the
rank of Colonel (he also got a pat on the
used aso fnames
0 0 4 sense
O . I
h u m o uforr, fthe
r o mcharacters!).
the awful puns back but that's another story). Prizes were
T h e g a m e m e c h a n i c s a r e r a t h e r ele- a w a r d e d i n t h r e e categories. R a y Cole
001
tod
h e a l gant.
ladder,T hneatly
e o b j estepping
c t i s t o con
l i mthe
b t fingers
h e social
o f g a rising
i n e d 9thel egreatest
v e l s . R aSocial
those below. This means gathering status s e c o n d category, top of the table at SL 13,
y alsoLevel
s h aincrease,
red t h e PO
04
0 0 1 1 points
0 0 1
in t h e by
r i gbeing seen T
h t places. with
h e kthe
e y right
l i e s people
i n t h e Twhi i tr d
h l yClive
, f o r Eastwood
orders t h a t e a c h p l a y e r s u b m i t s e v e r y t h e
a n dcontribution
t h e greatest P a u l Hanton.
to
game over the weekend, M a t t
o•
O N m o n t h — like t h o s e o f M B a r g o t given W i l l i a m s and Phil Lucas came out on top.
PO
O e i spend eTahcehs ew seaeyk hoof we aac h
above. c hm
a roanctthe,r awni ldl t Bh ey c lthe
u b way,
i n w eI'll
e k be
o nteh rnoewxi n
t gy eaa party
r. D o eat
s
101
0 0 4 cover such things as courting a mistress a n y b o d y fancy a taste of high society?
1(fickle c r e a t u r e s a t t h e b e s t o f times),
I P Colonel M Bargot (Graeme Morris) oel
OS
(ficklelad
WcreaLturesP o t t t W A V 0 1 1 a r a t e S a l l a
The TM

magazine
GAMESFAIR POLL
RESULTS / N O M I N AT I O N S
(unless otherwise stated, all awards are 'of All Time' - and not specific to 1983-4)

BEST FA N TA S Y RPG BEST F I G U R E S R A N G E


1. A D VA N C E D DUNGEONS & DRAGONS in any o t h e r category
2 Runequest 1 C I TA D E L
3 Dungeons & Dragons 2 Cardboard Heroes (Steve Jackson)
4. Dragonguest 3 Hinchliffe
5 Call of Cthulhu 4 Grenadier
5 Mmifigs
BEST S C I E N C E F I C T I O N R P G 6 Rat Partha
1 TRAVELLER
2 S t a r Frontiers
3 Gamma World VA R I O U S A N D S U N D R Y A W A R D S W I T H
4 S t a r Trek
This y e a r , t h e 3 5 0 d e l e g a t e s a t t e n d i n g NO R E L E VA N C E TO G A M I N G W O R T H
5 Space Opera
GamesF a i r w e r e i n v i t e d t o b e p a r t o f t h e 6 Aftermath MENTIONING
inauguration o f a s e r i e s o f n e w a n d h i g h l y 7 Universe Best F i l m Best B o o k / S e r i e s
prestigious awards. Each one of them was sent 1 L I F E OF BRIAN 1. LORD OF THE RINGS
an e n t r y form, o n w h i c h t o record their votes BEST RPG in any o t h e r category 2. Raiders of the Lost Ark 2. Thomas Covenant
1. CALL OF CTHULHU 3. Return of the Jedi 3 To Your Scattered Bodies Go
for various categories, and the results of their
2. Champions 4. Conan 4. Saga of the Exiles
deliberations a r e p r o d u c e d b e l o w. E v e r y o n e 3. Top Secret S. Bladerunner 5. Earthsea Trilogy
here a t TSR i s c o n f i d e n t t h a t , i n d u e course, 4. James Bond 007 6. The Meaning of Life 6, Dune
5. Boot Hill
these a w a r d s w i l l b e r e c o g n i s e d a s t h e
6. Gangbusters
'Oscars' of the Gaming World. Best S p o r t i n g E v e n t Best M u s i c
For this to be true, w e w o u l d like the voting 1 M I K E OLDFIELD
O V E R A L L BEST RPG 1 SUPERBOWL XXI
group to be as large as possible. Therefore, w e 1 A D VA N C E D DUNGEONS & DRAGONS 2 Torville & Dean 2 U2
are n o w extending the voting to all I M A G I N E 2 Traveller 3. Boat Race 3. Saxon
magazine readers. W h a t w e w o u l d like you to 3. Dungeons & Dragons 4. FA Cup Final 4. Hawkwind
4, Call of Cthuthu 5. Winter Olympics S. Beatles
do is to make a duplicate of this page for each 6 P i n k Floyd
5 Runequest
voter, a n d t h e n v o t e o n c e i n e a c h c a t e g o r y 7. lOcc
below. All votes should be sent in to IMAGINE 8. Yes
BEST I N D I V I D U A L S C E N A R I O 9 Rush
magazine at the Mill, by no later than July 1st.
f o r any RPG 10 Michael Jackson
As an incentive, ten voters, chosen r a n d o m l y 1. E X I , THROUGH THE MAGIC MIRROR
after t h e c l o s i n g date, w i l l b e s e n t t h e n e x t 2. S t , Tomb of Horrors
3. X2, Castle Amberville Event o f 1 9 8 3 Tu r k e y o f 1 9 8 3
available m o d u l e i n t h e RPG s y s t e m o f t h e i r
4. 16, Ravenloft 1. GENERAL ELECTION 1 T H E THATCHERS
choice (so long as it is one of ours!) as soon as it 5. 14, Pharoah
arrives h e r e f r o m t h e U n i t e d States. D O N ' T 2. M y Birthday (various individuals') 2. L e w Pulsipher
6, The Hall of Tizun Thane (WD 18) 3. Gameslair 3. Gary Gygax
FORGET TO PUT YOUR NAME AND ADDRESS 4, Christmas 4, Arthur Scargill
IN THE SPACE BELOW. The results of the full BEST B O A R D G A M E / C A R D G A M E 5. New Year 5. Ian Livingstone
Poll will be announced in the September issue 1 TA L I S M A N 6. Launch of Imagine 6. Ronald Reagan
2 Diplomacy 7. Games Day 7. Boy George
of IMAGINE magazine (#18).
3 Illuminati
The f o l l o w i n g r e s u l t s f r o m t h e G a m e s F a i r 4 Judge Dredd
Poll, therefore, are n o w going to be used as the 5 Nuclear War THE S A L LY A W A R D S FOR E X C E L L E N C E
basis o f t h e n o m i n a t i o n s i n e a c h o f t h e 6 Chess
The O p e n H e a r t S u r g e r y ' G a m e A w a r d
categories. U n l e s s o t h e r w i s e s t a t e d , t h e f o r the g a m e m o s t eagerly a w a i t e d i n 1 9 8 4
nomination received at least 5% of the votes of BEST P R O F E S S I O N A L M A G A Z I N E 1 CORONATION STREET'' RPG
1. WHITE DWARF 2 Oxford vs Cambridge Battleboats
the G a m e s F a i r delegates. W h e n y o u v o t e , 3 Greenham Peace Women
2. Imagine
remember that you can do so only for an item 3. Dragon 4 S t Trinians Meet Mad Max
listed i n t h a t c a t e g o r y ; s i m p l y p l a c e a t i c k 4 Tortured Souls 5 Abbot & Costello Meet Cthulhu
against the item of your choice. The games are 6 Operation Emmerdale Farm
listed i n t h e o r d e r t h e y w e r e r a n k e d b y t h e BEST A M AT E U R M A G A Z I N E
GamesFair delegates. magazines that did not secure 5% of the vote are included herein The F i n c h l e y Central A w a r d
1 DRAGONLORDS f o r the w o r s t thing t o happen t o g a m i n g in 1 9 8 3
A l t h o u g h the Poll is meant to be fun, please 2. Beholder 1. NEW AD&D. GAME CHARACTER CLASSES
do take the main part of it seriously. If you don't 3. Sewars 2. Thrud The Barbarian
like any of the nominations in a category, write 4. Stormlords 3. Sewars didn't fold
5. Tales from Tanelorn 4. m y best character died...."
'NONE'. A n d if you can think of any categories/ 6 Wereman 5. AD&D A c t i o n Figures (the Bendy Ones)
awards y o u w o u l d l i k e t o s e e a d d e d ( o r
6, Imagine'" magazine
deleted!) from the list next year, let us know.
BEST I N D I V I D U A L I S S U E
A n y w a y, t h a t ' s e n o u g h w a f f l e ; a d d y o u r The Ty b u r n Hall o f Fame A w a r d
name a n d a d d r e s s , m o v e o n t o t h e n e x t o f any magazine
magazines that did not secure 5% of the vote are included herein W h o w o u l d y o u like t o see h u n g i n it?
column, a n d f i n d o u t w h a t t h e p e o p l e a t 1. WHITE DWARF 52 1 P E T E TAMLYN
GamesFair voted for: 2 B e s t of Dragon 2 Torville & Dean
3, Imagine 5 3 Runic Press International (of Rubic Fame)
4 White Dwarf 50 4 M a r k Harrison (of Travellers Fame)
NAME 5, Best of White Dwarf Scenarios 5 Levy Pulsipher
6 Imagine 11 6 I a n Williamson of Alabron Fame)
ADDRESS 7. Imagine 6
8 Sewars 17
9 W h i t e Dwarf 51
The Finn mac Finn von 0 d e r Finnson Award
10 Tortured Souls 1 for the most awful character name ever
1. CAPTAIN BUGSQUASH
2, Mildew Biggerbat
BEST FA N TA S Y F I G U R E S R A N G E 3. Erasmus Music Centre
1 C I TA D E L 4. Eric the Cleric (there's one in every party)
2 Chronicle 5. Halibut the Elf
3 R a l Partha 6. Sir Duction of the Innocent - Paladin
4 Asgard
5 Grenadier * T h i s game was v o t e d for in m o r e t h a n o n e c a t e g o r y

4 IMAGINE mn9a.thle, June 1984


ARE YOU READY ,r'

FOR THE 3 A17-1! IP


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CHALLENGE? *vv:4N

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* T H E FLAGSHIP OF POSTAL ADVENTURES *


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 5
TRIAL
The air was heavy with the scent of were as safe as the ships, b u t Trial w a s 'I call -reline of Selt.'
rain. G o l d e n clouds o f vapour worth t h e o d d b r o k e n b o n e o r cracked 'Can y o u p r o v e t h a t Ta l i n e o f S e l t i s
steamed gently o f f t h e streets, skull. As noon diminished the shadows, a Landworthy?'
reflecting the early morning light. high-pitched n o t e f r o m a s e a h o r n As M a r t e a n d t h e s c r i b e f o l l o w e d
The Harbour Master cast a rueful announced t h e c e r e m o n y o f Tr i a l . A tradition, the Hall grew uneasy. It search-
eye over his charge as he hurried to gleaming cavalcade slowly descended to ed i t s c o l l e c t i v e m e m o r y f o r t r a c e o f
the great open flat o f rock that had been Taline. I t could find n o voice to place by
his day's work. He hadn't known it carved o u t of the cliff's face. The crowd the name, no face to recognise. Cold fear
would hold so many! Three days it cheered as each M a s t e r of Music settled settled upon them. No-one escaped their
had been full and still ships came, to his o w n place on t h e shelf above the Minstrels' eyes. S o w h e r e h a d t h i s girl
seeking berth. And did they turn Trial a r e a . B e l o w , t h e n o v i c e s s t o o d come from?
home when there was none to be awaiting their Trial. Those judged to have Satisfied, the scribe called again:
found? D i d full fledged captains sufficient Talent would rise to the Hall as 'Rise, Ta l i n e o f S e l t . P r e s e n t y o u r
retain t h e sense o f a n egg-wet apprentice. Those w h o failed could stay Talent for Trial.'
fisher? No, they turned along the on at the Town, serving the Hall in w h a t - Ona, F i r s t S i n g e r o f t h e Hall, w a s t o
coast, taking anchor where they ever way they could. Very few would ever show the novice her paces, and the crowd
return home, content to be on the Island. grew eager f o r h e r t o begin. T h e y h a d
could. I t would b e a lucky Trial
To the side of the novices, t w o figures endured m u c h t o be able t o attend Trial
indeed if only one ship foundered
crouched, listening. The young turned to and O n a ' s song w o u l d be t h e i r reward.
from lack of safe landfall. the old. Nothing w a s expected f r o m t h e novice.
The To w n i t s e l f f a r e d n o better. T h e 'Will I fail? Will my fate be to scrub their Talent was born to Talent, and all Talent
beaches were littered with small shelters floors and wait at their table?' was at the Hall; everyone k n e w that, but
and makeshift tents, t h e house mothers 'You w i l l pass. Remember that, w h e n tradition m u s t b e h o n o u r e d a n d t h e
nearly gone mad with the effort of feeding you stand before them.' people given their chance.
them a l l . T h a n k s b e , h e t h o u g h t , t h a t The young eyes remained unsure. She All S i n g e r s h e l d a n a f f i n i t y f o r o n e
today was Trial. He w o u l d soon have his knew o f n o r e a s o n w h y s h e h a d b e e n aspect of their world, and Ona's was for
harbour back, a n d t h e t o w n i t s n o r m a l hidden f r o m t h e H a l l a n d t r a i n e d i n the sea a r o u n d t h e Island. S h e sang t o
size. secret. A l l s h e k n e w w a s t h e c o n s t a n t them of summer seas filled w i t h light and
As the dawn left its last shards of light fear in the eyes of those w h o had taught breeze. O f t h e r a g i n g s t o r m s t h a t h e l d
to t h e d a y, h e g l a n c e d u p a t t h e H a l l , her, a n d h e r o w n d e s i r e t o succeed. I f them locked to the c l i ff until Spring a n d
perched calmly on the cliff's top. It never only.... w a r m t h freed them. S h e dived w i t h t h e
changed. A l w a y s the symbol o f serenity 'Ready yourself. It is time.' seapilots, e x p l o r i n g t h e d e p t h s b e f o r e
and wisdom. But even there, Trial caused The scribe called the roll. rising u p into the a i r and crashing back
chaos a n d bustle — preparations t o b e 'Shari M e l n o r of Selt, rise and present into t h e f o a m . H e r v o i c e h e l d t h e m
made, tradition to be honoured. It would your Talent for Trial.' enraptured as she displayed h e r Ta l e n t
be a g o o d Trial, i f h e e v e r f i n i s h e d h i s The old one rose and stood in her place. for all to hear.
work i n t i m e t o attend. T h e Tr i a l a r e a 'I a m M a r t e o f S e t t , t u t o r t o S h a r i Only M a r t e felt t h e true p o w e r o f h e r
started to fill a s soon as d a w n had lifted Melnor. I come to say he ails and cannot song. The slow twisting of her mind. The
the last of the night's rain from its slabs. defend h i s Ta l e n t . I c a l l a n o t h e r t o h i s incessant pushing at her will. The subtle
By m i d - m o r n i n g a l l a l l o t t e d s p a c e w a s place. trapping of the Singer's song w i t h i n her.
taken, p e o p l e f i l l i n g u p t h e cracks a n d Alarm rose in the eyes of the Masters The elven had long died on Marte's world,
ledges o n t h e c l i ff s a s eagerly a s t h e i r and w a s q u i c k l y masked. ' W h o d o y o u their m e m o r y t u r n e d t o grey ash i n t h e
ships h a d moored along t h e coast. F e w call?' Continued on page 8
6 I M A G I N E magazine, June 1984
W1litr6e,5ecorOf _

FetimyTrom 21i0co9
),

\ \

tLftsr-C1.1(!C____ ,
,ATrag*w°--r-, ermerlt--

A F T E R T H E S TO R M
The a i r was heavy w i t h the scent o f roof of t he limestone cave flickered. Unlike the candles. Beside it she laid the faded
rain, that aroma of damp soil, crushed most caves that honeycombed the Derby- photograph of the hospital. She closed her
grass and fresh, clean air which is so shire hills, this was dry. It was furnished eyes and stroked the amber amulet about
often the aftermath of a sharp summer with the table, a chair and a large carved her neck. The fox-fire light from the basket
storm. I n t h e n e w coolness o f t h e oak chest, and its only entrance was a fox intensified. T h e myriad candle flames
hole. She had to enter and leave i n fox flickered at the heart of each crystal, and the
Highland afternoon, G r a e m e Sayle form. room began to spin with Amber at its hub.
walked barefoot with his visitor along Two of the photos on the table were of She opened her eyes. The five candles still
the damp sand. Ahead, children w h o children. One was Graeme Sayle's son, the but nt but their reflections had gone. From
had v a n i s h e d i n t o t h e c l i f f caves child she had seen in Scotland, cowering at the blackness where the walls had been
during the downpour were reappear- the water's edge. The other was a boy of of grew light — an evening light. Shadows of
ing t o f r o l i c i n t h e waves. L i t h e , the same age with silky brown hair and trees formed. The light dimmed. The view
tanned bodies dived and splashed i n large dark eyes. Indeed they had been born was from the edge of a wood, looking down
the w a t e r. T h e s o u n d o f l a u g h t e r on the same night i n the same cottage into a valley. A village nestled there.
drifted towards the t w o adults. O n l y hospital seven years before, On the seventh The scene changed as she watched. She
of July. On the pretext of research Amber adjusted the picture, building up the storm
one boy hesitated on the shore, afraid had tracked down details of all the babies clouds as they moved in from the not-too-
to enter the sea. distant sea. The scene solidified. Amber
that had been in hospital that night. Of the
Graeme shook his head sadly. 'That's four this one interested her most. Born compared it to the photograph. It looked
not my child, Amber. None of our blood unexpectedly while his parents had been rig-ht. The fox-fire she left but thug, but the
has ever shown fear of the water.' on holiday in the highlands, he had been candles she extinguished before stepping
Amber Reynold watched as the boy taken home to Birmingham. He possessed out onto the pine-clad hillside. Behind her
flinched f r o m t h e c o l d touch o f t h e aut unusual fascination for water. Twice he the chamber vanished but the basket still
breakers. Obviously he wanted to join his had run away from home. The first time he emitted its red glow. Amber transformed
companions but he didn't dare. He retreat- was found sleeping on a canal barge near herself into a fox.
ed a few steps, sat down on the sand and Lapworth, ten miles away. T h e second The rising wind ruffled her fur, and the
began to dig into it idly with his fingers time a guard discovered him on a train first rumbles of thunder rolled through the
while looking longingly seaward. There heading for Glasgow. Newspaper cuttings air as she loped down the I n llside and
the seals and his friends played. recorded these exploits. wriggled through a gap in the perimeter
'You mentioned i n y o u r letter y o u She also had pictures and news items fence. The maternity ward was a single-
wanted my help,' said Amber. 'What do about the hospital ill which these children storey building at the rear of the hospital.
you want me to do?' had been born. Close by it grew an ancient oak tree.
'Find my son for me. My real son.' From t h e m a i n cave l e d a smaller Amber lay down just inside the fence,
Amber brushed her fox-red hair out of chamber. This was the centre of a large resting her muzzle on her paws, and waited.
her eyes. The breeze blew it back playfully. geode, its walls lined with faceted flourspar She hoped i t would not rain yet — she
'I'll promise nothing, but I'll try. Tell me crystals. T h e flames o f the five candles hated getting her fur wet. The sky was
about the night of his bit th... Amber spaced around it were multiplied a darkening. •The thunder was louder now,
thousand fold. She closed the door, com- and lightning visibly played between the
pleting the crystal shell. Seating herself in thunderheads. The sea was coming to put
the centre of the circle of reflected light, she its mark on one of its own. Passing through
Amber laid out on the table the photo- placed before her a small open basket the crystal cave to places in the same world
graphs and newspaper cuttings she had containing a fox-fire source. At present its — even parallel or imaginary ones — was
collected. The lantern that hung from the reddish phosphorescence was dimmed by simple. Going to time past presented only
I M A G I N E magazine, June 1984 7
TRIAL
continued from page 6

legends of the time before Man. But fleet The spring was furnished by her memor-
glimpses of their blood remained, flowing ies of the singing sands in the bone white
in the veins of those descended from the beaches t h a t h i d u n d e r t h e c l i ff ' s edge.
mixing o f Elf a n d M a n . B l o o d t h a t h e l d Caves deeply explored in childhood suf-
traces of the power that had gone before. fused her voice to lend chillness tothe air.
The H a l l g u a r d e d w e l l s u c h p o w e r . From t h i s s h e l e a p t i n t o t h e f r e e z i n g
Guarded i t s ' b l o o d ' . N o n e o f t h e ' u n - winters on the mountains. Cold to leave
blooded', t h o s e b o r n w i t h o u t i t s w a l l s , you b r e a t h l e s s s w e p t o v e r t h e p a s s e s
would ever attain a standard high enough w i t h t h e s n o w ' s f u r y, calming t i m e a n d
to e n t e r — those o f t h e M i n s t r e l s y t h a t again to swirl delicately around you in a
taught them s a w to that. silent d a n c e o f d e a t h . D a n g e r s e t t l e d
And the people were as oblivious to this around w i t h t h e w i n t e r, h i d d e n b y t h e
as they w e r e t o t h e shaking b l u e figure white b e a u t y t h a t s w a t h e d t h e r i d g e s
that s t o o d a t O n a ' s s i d e a w a i t i n g h e r with its cloak. A s her voice sighed to an
Trial. As unaware of the Hall's true nature end, Ta l i n e ' s love o f h e r h o m e touched
as Taline was to the fact that the fate of all each l i s t e n e r, s e a l i n g h e r s o n g w i t h i n
unblooded Ta l e n t lay w i t h h e r. A s t h e y them. W i t h silent expectation t h e crowd and t h e coldness o f t h e o t h e r Masters.
floated g e n t l y d o w n f r o m t h e s u m m e r turned their eyes to the Masters whence She heard only the crowd's roar and her
breeze t h a t O n a h a d l e f t t h e m o n , t h e judgement would come. own heartbeat.
audience became m o r e a w a r e o f Ta l i n e Totally aware of the trap that Marte had Seeing Ta line s e a t e d a n d t h e s c r i b e
and waited respectfully for her to begin. set and Taline sprung, Jure, First Lord of preparing t o call t h e n e x t novice, M a r t e
Taline sang of Selt. Of the small, little- the Hall, rose t o give verdict. M o u t h i n g fled to the harbour, aware of the danger in
known Island t h a t w a s encircled by t h e the words he had s w o r n never to speak, the H a l l ' s revenge. H e r tears w o u l d b e
northern s e a . O f t h e r o l l i n g f i e l d s a n d he watched as two Masters descended to shed when she was safely at sea, joining
forest that undulated beneath your feet in assist Taline to a place by his side. those of the crowd behind her. It was said
a rhythm untouched by the passing of the 'Rise, Taline of Selt, apprentice to the that none who attended Trial that day had
plough. Of the high barren flats, desolate Hall of Minstrelsy. May your Talent enrich been l e f t unaffected. B u t n o n e cried as
in their beauty, deadly to those fooled by us as our knowledge enriches you.' long and as hard as the Minstrelsy.
their summer flowers and autumn golds. Taline w a s oblivious to his hard glare _W. Linda Morgan

AFTER T H E S TO R M
continued from page 7

m i n o r difficulties, w h i c h g o o d research cipate more than one confinement a day. con idor. She gazed clown at the baby that
could resolve. I s o l a t i n g O n e p a r t i c u l a r The branches of the oak tree were lashed slept beside Graeme's wife. She picked up
afternoon l i k e t h i s , a n d v i s u a l i s i n g i t violently in the wind. A squirrel bounded the w r i n k l e d , red-faced b u n d l e a n d - e x -
exactly, was tricky, and Amber rarely tried past, abandoning its home. An owl launch- changed it for the one' in the next cot. As she'
it. I f she was i n the r i g h t place' and time, ed itself outwards to be tossed about like a put this one' clown it awoke' and looked at
inside two women were giving birth in the dead leaf before i t !cached the shelter o f her out of deep brown eyes. Amber, as a fox,
same delivery room. I n this underpopul- another building. The oak's residents were climbed the' hill again to where the fox-fire
ated region t h e authorities d i d n o t a n t i - leaving as t h e g r o u n d a r o u n d i t s roots glowed, showing her the way back.
heaved.
The explosion was deafening. A l i g h t -
ning bolt cleaved the tree in two as its roots
tore from the' dry eat th. Windows shattered. The air was heavy w i t h the' scent o f rain,
Flames sprang up along the branches as the that aroma of damp soil, crushed grass and
dying tree t o p p l e d o n t o t h e r o o f o f t h e fresh, clean air which so often comes after a
maternity ward. Bells rang. A m b e r raced sharp summei storm. I n the new coolness
for the building. Graeme Say le and Amber walked along the
Becoming human, she pushed through damp sand. A h e a d , c h i l d r e n w h o h a d
doors as a porter was wheeling the' f i r s t sheltered i n t h e c l i f f caves d u r i n g - t h e
evacuee patient along the corridor. There downpour were reappearing to frolic in the
was no sense of panic, just urgency. sea. Bodies lithe as seals dived and splashed
Calming herself, Amber retreated to the through the waves. T h e sound of laughter
shadows o f the' f o y e r. S h e c o u l d s m e l l drifted towards the adults. One' boy, about
but fling. T h e lights went out but the staff seven years o l d , w a v e d t o t h e m before
knew t h e i r jobs. A sister shepherded the plunging- into the water.
expectant fathers Out of the waiting-room Graeme waved back. 'He's turning into a
and past her. She recognised Gracme Sayle. fine boy, A m b e r. O u r f a m i l y b l o o d runs
He appeared a n x i o u s b u t n o t a s p a n i c strongly i n h i m . ' H e spoke' w i t h obvious
stricken as the' other man. pride. ' I feel I o u g h t t o t h a n k y o u f o r
The new mothers were wheeled past on something, but I don't quite know what or
their delivery beds, f o l l o w e d b y nurses why. Join me in a swim?'
holding the infants. Amber followed them. Amber shook h e r head. ' N o thanks. I
Swiftly t h e patients were installed i n don't w e a r seal,' s h e said. ' I t ' s n o t m y
their new quarters, and the babies placed in colour.'
cots beside their mothers' beds. W i t h the Graeme laughed. 'See you later, then.'
emergency over, calm settled over the ward, He raced for the water and dived in, leaving
while outside the storm still raged. Torrent- webbed footprints behind him in the damp
ial r a i n q u i c k l y d o u s e d t h e f i r e t h a t sand. T h e ' waves closed o v e r h i s sleek,
smouldered in the old oak. Amber entered brown form as he joined the selkie children
the ward silently. T h e women were sleep- in their sport.
ing and the nightduty sister was along the AU Pauline E Dungate
8 I M A G I N E magazine, June 1984
T H E MARSH I D O L
by Mark Davies
An AD8cDTM mini-adventure for parties of 5-8 adventurers, with full stats for levels 1-11.
Brief Encounters are designed to introduce new ideas in ready-to-play settings. DMs should introduce
the material presented here as part of an adventure in their own game worlds, or as a quick encounter to
keep the players on their toes.

If you intend p l a y i n g i n this 'Brief Encounter' you should stop reading


here. T h e rest of the i n f o r m a t i o n is for the Dungeon Master (DM) alone.

The M a i n K e y d e s c r i b e s t h e a d v e n t u r e , r e f e r r i n g t o t h e v a r i o u s
encounters i n g e n e r a l t e r m s , e g t h e lookout, t h e p i t trap. Italics are
always u s e d f o r t h e s e g e n e r a l references. T h e e x a c t n a t u r e o f a n
encounter, trap or treasure depends upon the levels of the adventurers
involved. Exact details can be found in the section called E n c o u n t e r s .
Traps and Treasure, listed according to the level of the adventurers.

Background to the Marsh Idol


Many years ago Hanyka, Mistress of Plague, set about hunting down a
small s e c t t h a t w a s collectively k n o w n a s the 'Priests o f Life'. These
pious m e n and w o m e n w e r e concerned w i t h the well-being of all life;
consequently t h e y p o u r e d a l l t h e i r e f f o r t s i n t o t h e c u r a t i v e a r t s .
Forewarned of Hanyka's arrival, they hid their P e r i a p t o f Health from
such an evil being.

With h e l p f r o m t h e i r god, t h e priests constructed a g l a s s t e e l c o ff i n


which their most revered fellow willingly entered at the appointed time,
and a l l o w e d h i s s o u l t o depart. T h i s accomplished, protective w a r d s
were placed about the coffin, containing as it did the martyred priest and
the Periapt. To complete their task they then transported the coffin to the
nearby ' H i l l o f t h e D a w n ' , a n d b u r i e d i t i n s a n c t i f i e d g r o u n d a t t h e
summit. H u r r i e d l y t h e p r i e s t s r e t u r n e d t o t h e t e m p l e a n d g a t h e r e d
together their few possessions. One by one they said their goodbyes and
by magic each departed to continue the work elsewhere.

Yet as the last priest w a s about to leave, the main doors of the temple
were blown asunder. Herbs hanging from ceiling baskets withered as a
fetid b l a s t o f a i r c r a w l e d i n t o t h e n o w d e f i l e d s a n c t u m . T h e p r i e s t
grasped his holy symbol to keep at bay the evil that was about to enter.
Hanyka cared little and smote dead the acolyte w i t h her o w n hand.

The t e m p l e w a s totally levelled i n t h e days t h a t f o l l o w e d a s Hanyka


searched in a frenzy for the Periapt. In a fit of frustrated rage she called
upon h e r patron f o r guidance. It came in t h e form of a visitation f r o m
Anthraxus the Decayed. He informed Hanyka that the Periapt was but
close by, buried at the top of the hill. As Hanyka left to destroy the object
of h e r hate, A n t h r a x u s told h e r ' I t i s beyond y o u r reach n o w due t o
powerful w a r d i n g s , b u t s u c h i m p r i s o n m e n t o f t h e Periapt i s j u s t as
pleasing as its destruction.' Therefore to make sure it w o u l d never be
retrieved, A n t h r a x u s p l a c e d a r e l u c t a n t H a n y k a a t t h e g r a v e a s i t s
guardian. A n d a m o s t p o w e r f u l g u a r d i a n too. Striking a bargain w i t h
Tiamat, A n t h r a x u s placed t h e spirit of Hanyka i n t h e body of a marsh Main Key
dragon. A n a n g r y ( b u t i m p o t e n t ) H a n y k a w a s t h e n t o l d t o g a t h e r
powerful allies to h e l p guard the site, a l t h o u g h A n t h r a x u s set a f i n a l
1. T h e Lookout
guardian on top of the grave in the form of a magical statue.
As t h e party approaches t h e f i r s t i s l e t in t h e m a r s h y w a t e r s t h e D M
As a f i n a l p r e v e n t a t i v e m e a s u r e t h e s u r r o u n d i n g c o u n t r y s i d e w a s should read out the following to the players:
turned f r o m productive grassland to festering swamp. A s a result only
the top of the hillock is n o w visible some 1 0 feet above the waterline,
although o v e r t i m e o t h e r s m a l l a r e a s o f l a n d h a v e appeared, barely Ahead of you are a n u m b e r of islets stretching from the bank
showing above the w a t e r ' s surface. off into the stagnant waters of the marsh. You cannot see very
far because the whole area is partly hidden under a shroud of
yellow mist. On the nearest portions of land a sparse layer of
Location of the Idol rotting vegetation c a n b e discerned. S u r r o u n d i n g t h e islets
are h a l f drowned bushes and gigantic grey reeds.
Being part of a marsh the location really speaks for itself. However, it is
suggested that it be situated in a wetland close enough to some form of W i t h i n the swirling veil of mist on the first islet you can see a
human o r d e m i - h u m a n h a b i t a t i o n t o enable r u m o u r s of the idol (the sphere of light that is flitting f r o m place to place.
statue) to reach the ears of an adventurous party.
9
I M A G I N E magazine, June 1584
N e w Monster (unofficial)

MARSH DRAGON
(Draco Fatalus Plagues)
FREQUENCY: Very rare
NO. A P P E A R I N G : 1-4
A R M O U R CLASS: 3
MOVE: 6 " 11 8 " 1 / 9 "
HIT DICE: 5-7
% IN LAIR: 50%
TREASURE TYPE: E,P,T
# AT TA C K S : 3
D A M A G E / AT TA C K : 1-3/1-3/2-24
SPECIAL AT TA C K S : Breath weapon + spit
SPECIAL DEFENCES: Immunity to a l l diseases
M A G I C R E S I S TA N C E : Standard
INTELLIGENCE: Average to genius
A L I G N M E N T: Neutral Evil
SIZE: L (25 feet long)
PSIONIC ABILITY: Nil
A t t a c k / D e f e n c e modes: Nil
C H A N C E OF: Speaking: 10%
Magic u s e : 9 5 % ( i f t h e
dragon can speak).
Sleeping: 70%
LEVEL/xp VALUE: III and up/Variable
-- - / ,
, . - - -

Marsh dragons favour fetid habitats such as swamps or dank terms o f occurrence, w i t h i t s s e v e r i t y b e i n g e q u a l t o t h e
subterranean lairs. T h e y a r e t h o r o u g h l y evil a n d t a k e g r e a t dragon's age category (1-8). To be cured of the disease requires
pleasure in causing mayhem, especially to any nearby human or the intervention of a cleric 4 levels above the age category of the
demi-human populace. L i k e a l l d r a g o n s t h e y a r e h i g h l y dragon. T h i s i m m e d i a t e contraction o f a disease ( t h r o u g h a
avaricious. I t i s believed t h a t t h e y a r e t h e r e s u l t o f a u n i o n massive onslaught o f thousands o f pathogens in t h e v i c t i m ' s
between Tiamat and Anthraxus. body) means damage will accrue, depending upon the severity
of the disease. A mild form will cause 1/4 of the dragon's total hit
These c r e a t u r e s p r e f e r a s o l i t a r y existence, t h e r e f o r e a n points in damage, severe will result in 1/2 of the dragon's total hit
encounter w i t h such a dragon is 75% likely to be w i t h a single points in damage, w h i l e a t e r m i n a l f o r m w i l l have t h e victim
individual. This reclusive behaviour results in the deterioration suffering the full total of the dragon's hit points in damage. Of
of their ability to speak. Only a f e w still practise the art and the course, i f a save is made then only half of the damage w i l l be
majority of these as a result of their preoccupation with magic. suffered.
Such d r a g o n s t h a t a r e a b l e t o e m p l o y s p e l l s c a n u t i l i z e a
maximum o f 8 spells. Their acquisition over the course of the In addition to the draconian monster's breath weapon (usable
dragon's life is as follows: twice per day), it can spit once per day (must roll to hit) against a
single target at a maximum range of 6". As well as being a mild
Very young: 1st level spell acid (1 point of damage per age category, half if a save vs. Poison
Young: 2nd level spell is made), the spittle will result in a parasitic infection (no save
Sub-adult: 3rd level spell due t o i t s extreme virulence). The actual t y p e o f infection i s
Young adult: 1st level spell randomly determined although a s with the breath weapon —
Adult: 2nd level spell the severity is determined by the age of the dragon.
Old: 3rd level spell
Very old: 4th level spell If the marsh dragon is forced into physical combat it will attack
Ancient: 5th level spell with t w o webbed fore-claws and a vicious bite.

The dragon's breath weapon is of a specialized form; it breathes Description: These reptiles are yellow in colour, although this
forth a y e l l o w i s h c l o u d s o m e 5 " long, 4 " w i d e a n d 2 " h i g h , can vary between localities, producing a range f r o m orange-
which is riddled w i t h pestilence. A save vs. Breath is allowed yellow to greenish-yellow. Its basic physical appearance is that
with the following modifications due to the victim's constitution of a somewhat squat dragon with a thick powerful tail, webbed
rating: claws a n d s h o r t s t u m p y, b u t p o w e r f u l w i n g s . U n l i k e m o s t
3-5 -2 dragons, i t s hide is n o t covered in h o r n y projections, b u t has
6-9 -1 more of a warty complexion on a grand scale!
10-12 0
13-15 +1 Due to their preference for swamps and its frequent behaviour
16 +2 of hiding (90%) in mud, when first encountered they often
17 +3 appear to be black in colour. In fact, among the other dragons
18 +4 they seem to toleratt black dragons, probably because of the
latter's tendency towards neutral evil and choice of habitat.
Failure indicates that the victim has contracted a disease
(determine randomly), The affliction will always be acute in * 0 Mark Davies
1
12 I M A G I N E magazine, June 1984
s.)
1
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 13
The Imagination Machine magination Machine

MPOTER
A c M P U T E R t micro C
,
.•••••••••••••• • • • OOOOO . 0 •

: • • • he Imagination Machine- • : : • • • • ••••:...

Taking Stock
In issue 1 2 o f IMAGINErm m a g a - But a company w h i c h operates in this the b u s i n e s s m i c r o c o m p u t e r m a r k e t ,
zine, I c o m m e n t e d t h a t s o f t w a r e way i s i n c u r r i n g v e r y h i g h o v e r h e a d generally regarded as more profitable and
prices had stabilized at an absolute costs, w h i c h m u s t be paid w h e t h e r t h e stable than t h e h o m e market. Similarly,
minimum price of ELLS°. It all goes current selection o f p u b l i s h e d t i t l e s i s Psion reports that only a small part of its
to s h o w h o w dangerous i t i s t o bringing in income or not. Typically, a £ 6 income derives from home computers, as
tape is sold to the distributor for not much opposed to the business sphere.
make f i r m predictions a b o u t t h e
more than £2; the cost of producing pre- Since m i d - 1 9 8 3 , v a r i o u s i n d u s t r y
volatile h o m e c o m p u t e r m a r k e t ;
recorded t a p e s d o e s n o t , c o n t r a r y t o pundits h a v e been s a y i n g t h a t t h e r e i s
one o f t h e w e l l - k n o w n s o f t w a r e
popular o p i n i o n , d r o p t o a f e w p e n c e 'not m u c h m o n e y i n c o m p u t e r games'.
houses, I m a g i n e ( n o c o n n e c t i o n w h e n t h e production r u n i s 2 0 - 3 0 , 0 0 0 This seems paradoxical — total turnover
with T S R U K ) recently decided t o but remains quite high. All the houses are has risen very fast in recent years — but
slash i t s g a m e cassette prices t o therefore operating on very low margins too m a n y people are n o w competing f o r
E3.95, a n d others m a y soon b e and s t i l l h a v e t o p a y f o r e x p e n s i v e the same market, and there are too many
forced to follow. consumer advertising to encourage retail middlemen. A l s o , b u y i n g d e c i s i o n s a r e
sales. In this situation, if a game expected heavily affected by price, and customers
It's n o t t h a t I m a g i n e ' s c o m p u t e r games to be a w i n n e r turns out to be a flop, t h e are too liable to drift off into another area
have been unsuccessful — they are one unfortunate software house can r u n out of leisure activity. With business comput-
of the market leaders. It is rather that the of money almost overnight. ing, m a r g i n s are h i g h e r (the purchasing
bottom suddenly dropped out of the home Nevertheless, there is still no sign that officer o f a company is not spending his
software m a r k e t in February, precipitat- anything i s s e r i o u s l y w r o n g w i t h t h e own money) and it is somewhat easier to
ing a cash crisis throughout the industry. home computer software market. In t h e predict which machines it w o u l d be best
To u n d e r s t a n d h o w t h i s c a m e about, dream world that existed in the last three to write software for.
we should recall that sales through retail months o f 1 9 3 3 , i n d u s t r y f i g u r e s w e r e
chains b e c a m e t h e m a i n c h a n n e l o f spending most of their time telling each The gurus predict...
distribution of computer games in 1973. other that there would be an unprecedent-
All the major houses were forced to adopt ed spending bonanza. M a n y people w h o How many of the leading firms i n games
a policy o f large production r u n s o f should have known better were eventual- software w i l l still be active i n t h e h o m e
expensively-packaged games, in order to ly taken i n b y t h e i r o w n propaganda; i t markets by the end of 1984? This is not
reduce t h e u n i t costs o f products w h i c h appears that retailers overestimated pre- yet clear, b u t t h e c u r r e n t t r e n d s e e m s
had t o l o o k attractive o n t h e stockists' Christmas consumer demand and stock- likely to continue; the problem of making
shelves. Very high discounts were given ed up w i t h excessive quantities of favour- a profit o u t o f computer games is ap-
to distributors who arranged for copies of ed titles. In the New Year, they found that parently not the kind that can be solved by
a n e w title t o appear simultaneously i n they d i d n ' t n e e d t o restock s i n c e t h e i r throwing money at it. Things are certainly
outlets all over the country. shelves were still half-full — and that was not turning o u t in l i n e w i t h some o f the
all i t took to precipitate a cash crisis. predictions i f t h e industry gurus, w h i c h
Vicious circle Further p r o b l e m s m a y a r i s e i n m i d - suggested t h a t there w o u l d be a steady
Summer o w i n g t o t h e u s u a l d r o p i n process o f c o n s o l i d a t i o n i n b o t h t h e
This policy leads to h i g h sales of a n e w demand w h i c h s e e m s t o o c c u r a r o u n d hardware and the software industries, as
game, but only for about six weeks. A f t e r that t i m e . I n a d d i t i o n , S p e c t r u m s a l e s a f e w large companies monopolised the
that the buyers lose interest (and pirate may be hit as buyers hold off, waiting for market and pushed out the small fry. On
copies b e g i n t o proliferate) s o a n o t h e r the QL to appear in the shops in June. But the contrary; it's the big companies that
title m u s t be rushed out. The production the software houses should still be alright have suffered most in the software area:
line needed in order to be able to churn provided t h a t t h e y d o n o t i n d u l g e i n Atari, M a t t e l , TI, T h o r n - E M I , e v e n S i n -
out g a m e s i n t h i s w a y r e q u i r e s a n exaggerated ideas of market size. clair. Large numbers of small mail-order
expensive installation, typically a power- software suppliers, o n t h e o t h e r h a n d ,
ful mini-computer with several terminals, The leaders pull out have s u r v i v e d a n d n o w s e e m t o b e
capable of simulating t h e operating sys- staging a come-back. Mike Costello
tems a n d processors o f t h e leading U K In the longer term, t h e more significant
home m i c r o s . T h e g a m e c a n t h e n b e fact i s t h a t t h e leading games s o f t w a r e Mike, editor of Wargame News, The War
developed i n t h r e e o r f o u r v e r s i o n s houses a r e n o l o n g e r r e s t r i c t i n g t h e i r Machine and PBM amateur magazines,
simultaneously b y highly-skilled — a n d activities t o t h e h o m e m i c r o m a r k e t . will be here next month with more news
highly-paid — programmers on t h e per- Imagine i t s e l f says t h a t only 1 0 % o f i t s and comment from the micro gaming
manent staff payroll. activity is n o w in this area; the rest is in world.
14 I M A G I N E maijazi/w, lutw 1984
MITTelmagmation Machine THE
" W M U O R D "
Rthsfy GAMES SHOP
V- N i f t
MPUTERSmicro We now stock
IRREGULAR
MINIATURES
SIEGE
EQUIPMENT
* CHRONICLE
magination Machine, FIGURES
* P L ATO O N 2 0
FIGURES

PI-EYED Game Review GALLIA 25mm


BUILDINGS
With t h i s r e v i e w w e t a k e a r e s t f r o m You manoeuvre t h e PiMan to the bar,
simulations a n d strategy — P i - E y e d i s avoiding r a t h e r i n d i s t i n c t p u d d l e s a n d as well as
the o p p o s i t e o f a t h i n k i n g g a m e : a crisp packets. Once he reaches the bar,
drinking game! the PiMan must drink every pint standing Dungeons 8( Dragons* Traveller and most •
Automata describe Pi-Eyed a s a there before he can leave. The character RPGs a n d supplements. W a r G a m e s
'comedy arcade game'. Sadly most of the rocks back and forth convincingly as each Science Fiction Games * Citadel Figures *
humour is distilled into the package and pint is downed. Torchlight Fantasy Products* Rule Books*
the 'free audio fun' — like the best-selling The problem then is that Mr Pi is a third Davco Microtanks
Pimania and o t h e r A u t o m a t a cassettes, of the w a y to being T h e program
this o n e h a s a d a f t song (the lyrics end simulates h i s c o n d i t i o n b y a d d i n g a 818 LONDON ROAD,
'Keep... your... head... out... of... the... random 'wobble' to the movement of the
LEIGH-ON-SEA
iono')from the publishers on the flip side. character. If he accidentally collides with Tel. S O U T H E N D 7 3 3 0 8
furniture or another drinker, he bounces t
The game starts with a kind of horizon- Open 9 3 0 - 1 . 3 0 and 2 . 3 0 - 5 . 3 0 Closed M o n d a y s
tal 'frogger' game played with a Kempston around even more for a while. The more
joystick o r t h e o d d l y - a r r a n g e d c u r s o r he drinks, the more he wobbles...
keys. You steer a 'PiMan' (mutant cartoon Once t h e PiMan has staggered o u t of
character) down the road along w i t h the
f l o w of traffic. Graphic pubs scroll past —
the p u b h e f i n d s h i m s e l f b a c k i n t h e
traffic, e n r o u t e t o a n e w venue. Every PLAGUE HITS
you can dive off the road and into a pub,
but beware of the traffic.
action —stumbling, tripping up, jogging a
drinker, downing a pint, sliding across a THE SOUTH
Each pub is different and the graphics are motorist's bonnet — involves the player
good — a s p l a y e d v i e w f r o m a b o v e in the loss of points. Once all the original I am reporting to you from Southampton's
featuring dart boards, clocks, pool tables points are gone, the PiMan finally crashes East Street Centre, standing outside what
and of course, The Bar. out, and the game is over. seems like a perfectly ordinary shop.
Pi-Eyed is almost a golden example of Already since I began this report frustrated
how software should n o t be developed. Mums and Dads have been dragging their
Automata have an amusing and imagin- offspring f r o m the shop a m i d showers o f
ative scenario, they have a good artist and abuse.
programmer, yet they have not produced
a good game. It is not until you venture inside that you
The m a i n reason there have n o t been begin to grasp how potentially addictive its
more 'drinking games' on the market — contents are to the unsuspecting public.
and it is a natural idea, especially in view Yes, you've guessed it, the shop in question is
of the locale of many arcade machines — Pastimes Games Shop which sells virtually
is that it is not a good situation for a game. everything f o r the Traditional, Sci-fi a n d
The more the character drinks, the less he Fantasy role-playing gamer.
can be controlled, w h i c h means that the
influence of skill on play declines steadily. Since the Grand Opening in November 1982,
The poor definition o f objects in Pi-eyed its reputation h a s spread f a r a n d wide.
exacerbates this weakness, by discourag- Beginners c a n g l e a n v a l u a b l e
ing precise m o v e m e n t — a n d y o u c a n i n f o r m a t i o n f r o m experienced p l a y e r s
walk through parts of some graphics, yet through t h e 'Contact Board' a n d regular
you are stopped by patches of open floor. customers enjoy Games Club discounts.
Most A u t o m a t a software can be criti- Why not see for yourselves and visit:
cised because, although very witty at f irst
sight, jokes told by computer tend to pall
with repetition. In the case of Pi-eyed, you
will probably stop playing even before the
PASTIMES I I
humour becomes a bore. EAST STREET CENTRE
#46 S N Goodwin
Pi-Eyed is published by Automata UK Ltd, SOUTHAMPTON.
27 Highland Road, Portsmouth, Hants, for
the 48k Spectrum. It costs E6.
Tel: (0703) 21789
lomeal
15
I M A G I N E m a g a t h i a , _June 1 ) 8 4
E A T FRONT/WEST FRONT
\e' In their time, SPI devel-
oped p r o b a b l y t h e b e s t
Russian player comes into t h e game
with reinforcements from the East. As the
are surrounded and cannot retreat, then
losses are great.
operational level combat sys- German advances, supply lines lengthen, Drive on Stalingrad is an exciting
tem e v e r. T h e Panzergruppe railway repair falls behind the rate o f end-to-end struggle w i t h b o t h sides
Guderian system was so successful advance. The Wehrmacht's worst enemy, having t o u s e a l l t h e i r s k i l l s i n b o t h
that it gave rise to a whole series of Hitler, orders German units hither and attack and defence.
games. Both Drive on Stalingrad and thither by the Hitler Directive Table. The BATTLE FOR THE ARDENNES is a
Battle for the Ardennes borrow from it. Germans are ordered to take the Caucas- bigger package w i t h f o u r 1 7 x 2 2 " m a p s
Covering decisive actions on the East ian oilfields, then Stalingrad. A s Hitler and 800 counters. The t w o booklets give
and West Fronts, the games accurately often changes his mind, the Germans general rules, scenario r u l e s a n d back-
depict the ebb and flow of the Wehr- never seem t o concentrate sufficient ground. A s part of this background there
macht's fortunes. forces anywhere. The advance slows as is a small reproduction o f the m a p w i t h
DRIVE ON STALINGRAD, with its the front line lengthens. With a longer historical p l a c e m e n t a n d m o v e m e n t
two 2 2 x 3 2 " maps a n d 6 0 0 playing line t h e Germans a r e forced t o p u t superimposed on it. This gives an excell-
pieces with charts and tables is a large Italians, Rumanians and Hungarians at ent i n s i g h t i n t o w h a t h a p p e n e d i n t h e
but manageable game. Players c a n the front. This i s where the Russians great 'game' of history.
easily reach a result in an evening. counterattack. Spearhead attacks on the The complete package has six games:
The tried German units are a known weak German allies can lead to whole Campaign games for 1940 and 1 9 4 4 and
quantity, but the mass of Russian forces armies being surrounded. four scenarios. Sedan is the 1 9 4 0 scen-
and G e r m a n a l l i e s have u n k n o w n The game rules are excellent. The units ario and St Vith, Clervaux and Celles deal
strengths which are revealed only when move, and they may overrun weak units. w i t h the 1944 Battle of the Bulge. Playing
they come into combat. This of course They complete t h e i r movement a n d time is from two hours to a couple of days.
adds interest to the game when you find attack, often when units have been taken Because of the smaller game scales the
that vital sections of the Russian line are out o f supply. Isolated counters a r e game departs q u i t e a l o t f r o m Panzer-
held by weak units or a German attack is mopped u p by following infantry. The gruppe Guderian and Drive on Stalingrad.
backed up by worthless Rumanians. The German armour then moves again, set- Artillery a r e s e p a r a t e u n i t s a n d m a y
game begins with the Germans barely ting u p f o r t h e attack a n d exploiting bombard from three hexes. M o v e m e n t is
on the map. The panzers roll forward, breakthroughs. Supply is a problem for dealt with very realistically; there are two
and with overruns and attacks, rip holes both sides, with Russians having to trace modes, combat and march. Combat mode
in the Russian defences. The Russians supply through a leader. The Germans allows u n i t s t o m o v e s l o w l y a n d f i g h t
reel back, eventually forming defences need railheads. Because o f the wider hard. M a r c h m o v e m e n t a l l o w s reserves
on the Don and Volga lines. Russian gauge they need to re-lay lines. to be brought up quickly. Because of the
The German player enjoys himself This m e a n s t h a t G e r m a n s h a v e t o b e length of a column in march mode, units
immensely, crushing isolated forces supplied b y a i r o r l o r r y o r a r e o u t o f may n o t s t a c k o r b e a d j a c e n t t o e a c h
and takin v a s t tracts of land. Then the supply. Combat is bloodless unless units other. This often leads to traffic jams and
i:•:.:•:•:.:

A FIREFIGHT
If you've ever wondered what it would al simulation of modern infantry combat.
be like to play a real army wargame, Each counter represents four men or one
now's your chance. The latest of ISR's vehicle. The main premise of the game is,
reissued wargames is Firefight, a game 'if you can see it, you can hit it, and if you
originally commissioned from SPI by the can hit it, you can kill it' — the casualty
US army for use as a training tool. rate is very high.
But if you think from that that Firefight The game comes with 400 counters, of
is a complex game, you'd be wrong. which only a small selection will be used
Presumably the average US squaddie is in any one scenario. In addition to the
no Einstein; things have been kept simple, clear and well-illustrated rules booklet,
with the novice gamer clearly in mind. In there is a helpful study booklet. Only nine
fact the game is as much a training in scenarios are provided, but making up
wargaming as a training for war t h e more presents no great problem.
rules adopt a 'programmed learning' To sum up, this is an enjoyable game,
approach, starting off with a basic game playable in an evening. The more sophist-
which really is basic, and then adding icated gamer may be put off by some of
further detail bit by bit, so the players the simplifications — for instance, all
need play a game only as complex as tanks defend at exactly the same strength.
they can cope with. But for the less experienced gamer with
The game comes w i t h t w o maps an interest in this (to my mind) slightly
which fit together, showing some ghoulish subject of US/Soviet conflict,
fictitious West German country- Firefight can be strongly recommended.
,
side, over which the forces, Itt6 Roger Musson
representing typical U S /
Ve .
/o. Soviet formations, man- Firefight is an SPI game, price £24951
t o
/e.
• oeuvre in this tactic- from TSR UK Ltd.

16 I M A G I N E tnagathie, June 1984


••••

VILI A D V E N
•w• Ar-N r-w-1 - u - t a w A - I L -7- A D V E N T TIRE
U R E

units backing u p t o t h e i r j u m p - o ff line. Victorian Adventure is a fantasy role- second w h i l e a l e s s


The air rules are detailed and marching playing g a m e set in t h e reign o f Queen nimble opponent could still
units suffer severely from strafing planes. Victoria, 1837-1901. For your money you be struggling w i t h a b o w and
All six games of the Ardennes package get a single 48-page book which includes arrow 15 seconds later.
are contests o f skill. O n e o r t w o appear rules o n c h a r a c t e r generation, c o m b a t One a s p e c t o f t h e r u l e s I f o u n d
rather unbalanced. However, the victory and spiritualism, t h r e e s m a l l scenarios disturbing was the section on spiritua
conditions are well worked out, meaning and background information on t h e Vic- ism, w h i c h w a s almost as long a s t h e
that a powerful player competes as much torian age. one on combat. It consists of an explan-
against h i s t o r i c a l e x p e c t a t i o n s a s t h e By t h r o w i n g 2 d 1 0 f o r e a c h o f e i g h t ation o f spiritualism a n d t h e spheres,
enemy a r m y. T h e A r d e n n e s provides a attributes, and a couple of other dice, you and s o m e r u l e s f o r h o l d i n g a m o c k
stimulating package for die-hard tankers generate a c h a r a c t e r d e s c r i p t i o n a n d seance. Although spiritualism may hay : •: :-
and beginners to the field. background. The background generation been a p a r t o f Vi c t o r i a n l i f e a n d :•••••••
The p h y s i c a l c o m p o n e n t s o f b o t h is rather unclear in places, however. M y perhaps half a page on t h e chances of
• .• • •
games a r e o f h i g h quality. T h e box art, main criticism is of the social class you contacting a s p i r i t a n d i t a n s w e r i n g
however, is terrible. D r i v e on Stalingrad end u p w i t h , t h e split being 6 1 % lower, questions m a y n o t h a v e b e e n o u t o f • :••••
has T i m p o t o y s o l d i e r s c a p t u r i n g a n 29% m i d d l e , a n d 1 0 % u p p e r. N o w a l - place — I d o n ' t t h i n k t h e f o u r p a g e s
impressionistic T 3 4 in a thick shag-pile though t h e Victorian social m i x w a s o f devoted t o t h e subject a r e necessary.
carpet. B a t t l e f o r t h e Ardennes has a these proportions, surely the social mix of The a u t h o r ' s t i m e c o u l d h a v e b e e n
jolly Christmas Tree worked into the title. Victorian adventurers w o u l d have been much better spent finishing the combat
••••••• • • •
When SPI produced the games originally the o t h e r w a y round. T h e a u t h o r states rules.
there w e r e p r o b l e m s w i t h t h e printing, that players should be encouraged to be In t h e g a m e ' s f a v o u r, i t h a s s o m e
the r u l e s a n d t h e i r interpretation. O n e law-abiding, so ruling Out Burke and Hare interesting background information i n -
•:•:
would have hoped TSR w o u l d p u t these types. T h e o n l y non-upper class adven- cluding a diary of events and inventions,
right. Instead of incorporating corrections turers I c a n t h i n k o f a r e s e r v a n t s a n d a table o f wages and cost o f living f o r
into t h e r u l e s , t h e y h a v e r e p r o d u c e d assistants such as Dr Watson. each year of Victoria's reign and a price : ••• : •
errata sheets! It takes about half an hour The c o m b a t system i s n o t one o f t h e list for items both at the beginning and
to p u t t h e s e i n b y h a n d . B y m a r k e t i n g best I have ever seen. A t first I thought a the end o f t h e era. However, t h e poor
these games, TSB have provided a good page w a s missing f r o m m y rule book. I t artwork and the occasional low standard
service. I f they h a d corrected t h e m a n d would s e e m t h a t w h e n f i r i n g a g u n of English d o n o t h e l p a s e t o f r u l e s
kept t h e o r i g i n a l a r t w o r k , t h e y w o u l d (except for pointblank) neither your pos- which in their present state I would not
:•:••••:
have provided an excellent service. ition, your state of health, nor the degree recommend.
4010 Peter O'Toole of difficulty of the target have any effect 111.5 Chris Hunter :•:•:•:•:.
Drive on Stalingrad and Battle for the on y o u r chance t o hit! T h e rules on r e - Victorian Adventure (f3.50
A r d e n n e s are SPI games costing E24.95 loading are also w e a k in t h a t one char- + P&P), S K S Distribution,
each from TSR UK Ltd. n n t e r r n i dr-I r e - l o a d a s i x - s h o t r e v o l v e r in 1 79 Hainton Ave, Grimsby.

:.:.:.:.:.:.:.:.:..:.:.:.:.:

Q.) F A N T A S Y LORDS
Grenadier's n e w boxed s e t o f K n i g h t s paint-job. Several o f these shields al e
ind M e n at Arms in their Fantasy Lords provided separately, so that they can e :
-series is certainly the best yet from that glued o n t h e b a c k s o f t h o s e f i g u r e s
.-ompany, a n d i n c l u d e s several f i g u r e s whose hands are fully occupied, accord- :
• •
Nhich w o u l d stand comparison w i t h any ing to which coat-of-arms you prefer o
currently a v a i l a b l e . T h e r e a r e e l e v e n allocate to which figure. Similarly, there
'igures in all, one of them mounted, t h e are a variety of crests a lion, a griffin,
-est b e i n g f u l l y a r m o u r e d f o o t - k n i g h t s a s w a n ' s head w h i c h f i t easily on- o :
Melding s w o r d s o r axes, m e n - a t - a r m s the f l a t t o p o f t h e k n i g h t s ' helmets. I t •
Nith pole-arms, and a solitary crossbow- should be said that these figures n e e d :
-Tian. T h e standard o f sculpting i s very not b e l i m i t e d t o f a n t a s y games. e
ugh, a n d r e v e a l s i t s e l f i n t h e w e l l - :
-ounded, a n a t o m i c a l l y c o r r e c t p r o p o r t - Medieval E n g l i s h a n d E u r o p e a n d e -
styles o f a r m o u r a c c u r a t e l y
ons, and the nice, easy poses. The weight signs, and they could happily be used o • -:- :••••
3f the a r m o u r a n d t h e e ff o r t needed t o provide excellent character f i g u r e s o r
-iwing t h e w e a p o n s a r e v e r y w e l l c o n - commanders i n historical games. T h e
/eyed, w i t h o u t the s t i ff and boring look one exception i s t h e m o u n t e d f i g u r e ,
:hat o f t e n r e s u l t s f r o m s u c h attempts. which a l t h o u g h i t l o o k s i m p r e s s i v e l y .• :•:••••7.•
rwo of the figures are particularly good in domineering i n a f a n t a s y c o n t e x t i s -:-:-:•••••••••
:his respect, a knight brandishing a t w o - mounted on rather too large a steed for
nded sword, and another a heavy axe; a strictly r e a l i s t i c u s e . Nevertheless, a
ot of effort has clearly gone into getting very nice set; leaving aside the reserv-
:he balance of the pose just right. ation t h a t boxed f i g u r e s u s u a l l y w o r k
The figures a r e cast i n a crisp, brittle out more expensive per item than those
-netal w h i c h makes the most of the detail, bought individually, they are otherwise .• •

Ind excellent i t is too; n o t o n l y are t h e thoroughly recommended! •:.


Dolts, r i v e t s a n d f l u t e s i n t h e a r m o u r
)icked out, b u t t h e heraldic devices o n 1015 Ian Knight
-iome s u r c o a t s a n d o n t h e s h i e l d s a r e The Fantasy Lords figures come
'inely embossed. Experienced p a i n t e r s from G r e n a d i e r M o d e l s Inc,
-night prefer to file these o ff to paint on and are distributed in this
:heir own designs, but the less expert will country b y G a m e s o f
'ind them a very welcome aid to a difficult Liverpool.

•••••••••• • • • • .• .• .• • • • • • • • • .• •

I M A G I N E ma9azine, June 1984 17


••••••••••••••••••••••••• •••••

0 T H E ASSASSIN'S K N O T
The m u r d e r o f B a r o n desirable aspects of module design that and traps, you'd better leave the room and
Grellus of Restenford threat- we have come to expect; well laid out, let the rest of us get on with role-playing
ens the stability of the whole clear instructions t o the referee, good human characters in their day-to-day life,
area. This does not please the maps and plans. It's strange that even at under stress and in rare moments of great
sorceror P e l 'tor w h o requires a n this stage in the history of role-playing peril.
tmosphere of peace and quiet to carry games, these features are still unusual An interesting feature of L2 is that off
on h i s researches. Consequently h e enough for attention to be drawn to them. stage, things are happening, a n d w i l l
makes secret contact with a band o f One also expects flawless proof reading happen in the future, unless the actions
adventurers in the hope that they can from a pro outfit. Regrettably they don't of the party prevent them. In other words,
track down the murderer and restore give us this in L2; there are a number of activity does not cease in an area just
the district to its customary tranquility. typos, most of which merely reflect badly because the party is not there, and the
Enter The Party, shuffling feet, cough- on the publisher but some of which could players are under a certain amount of
• • .:•: ing, trying to look intelligent. They've got interrupt the flow of play. For example, on time pressure if they are to have control
the job, all they've got to do is track page 12 the mayor is referred to as the over events. This should keep play bowl-
down the baddies. major. It could take a frustrating fifteen ing along. Shortage of time should also
This i s the AD&D Module L2, The minutes for a harrassed DM to scour the persuade players to concentrate on the
::::•:• main plot. This is essential in a whodunnit
••••• Assassin's Knot. Designed f o r 6 - 1 0 module and find that there is no major.
characters o f levels 2-5, the module Meanwhile, players are losing interest. mystery. To o much frivolous deviation
consists of a 32 page booklet and two I d o like t h e adventure, m i n d you. from t h e central theme can r u i n t h e
thin card wraps. Maps, plans and tables Hardly a monster to be seen; the action whole intricate game structure. Never-
are printed on the card to enable the DM and interaction is all between humans theless, if players are to get the impress-
to refer to them quickly during play. The and humanoids and takes place in a well ion of solving a mystery, they must make
standard of production is high; in par- mapped, well detailed society with not a choices, and i f they make t h e wrong
ticular, the colour map of the town of Gibbering Mouther to be seen anywhere, choices (often i n the face o f the most
Garrotten is very attractive. not even on the local council. Wonderful. impeccable evidence) they must have a
.• • The Assassin's Knot features those If you like monsters, complicated magic coherent sub-plot to follow, at least for a

•••••••••••••

L O S T T O M B OF M A R T E K
AD&D module 15 h a s a n attractive Because of the two card wraps men- the players, no expense would be spared.
cover. Not the best I've seen but good tioned above, there are no maps, plans or First o f a l l , e a c h i s p l a c e d i n a ' b o x '
enough to tempt people to pluck it from a diagrams in the body of the booklet. This (le surrounded by black lines) so that the
rack for a closer look. The cover does its is excellent, b u t of course i t means that DM can at a glance distinguish between
job successfully. the only t h i n g s breaking u p all t h a t text that which is supposed to be read out and
What about inside? Well, in common are the illustrations or 'plocies' as we pro- that w h i c h i s n ' t . H a v i n g d e a l t w i t h t h e
with 1 3 a n d 14, t h e t w o previous fessionals c a l l t h e m . I ' m i n t w o m i n d s practicalities t h e Person i n Charge o f
modules in the Desert of Desolation about t h e s e ; t h e s t a n d a r d o f s o m e o f Descriptive Bits then signed u p f o r a
series,15 has a card cover and a second, them is devilishly close to slipping back to Creative Writing Correspondence Course
inner card wrap. The reverse o f the the m i d - T S R p e r i o d ( l e a q u a l i t y o n e (as t a u g h t t o S h a k e s p e a r e , To l s t o y,
cover, and all o f the inner card, are would n o r m a l l y expect from t h e captain Hemingway and Cockburn). The result of
usefully employed, with the module's of t h e f o u r t h f o r m b o x i n g t e a m ) b u t , this enterprise can be read in many boxed
maps and plans printed on them so that wonder of wonders, I actually found them descriptions in 15. The trouble is, I c a n ' t
they can be referred to without abandon- useful. T h e s e 1 5 r a s c a l s h e l p e d m e imagine m a n y D M s reading t h i s purple
ing one's place in the booklet. Some of understand s t i c k y b i t s o f t h e t e x t o n a prose aloud a t least not without hiding
the maps are in colour, which is nice. number o f occasions. I think, therefore, behind a f u n n y voice. Perhaps t h e oral
The booklet is the usual 32 pages long, that t h e i r u s e f u l n e s s o u t w e i g h s t h e i r paragraphs could be a bit more restrained
maintaining the same layout as 13 and questionable quality. in future?
14. It helps the DM to adopt an orderly Obviously, someone decided that when 15 is designed for character levels 7 - 9
routine and makes the possibility of a it c a m e to the descriptions of areas and which i s p r e t t y h i g h s t u f f i n m y book.
misreading less likely. encounters which the DM has to read to There i s a l a u d a b l e v a r i e t y o f detailed
••••.•.

DRAMUNE RUN
Dramune Run is an adventure set in the FRONTIERS game did not have any rules The combats vary immensely; small ship-
':•••••:.:••••••:, Frontier Sector of the STAR FRONTIERS for space combat. As this facet of science to-ship e n c o u n t e r s a n d l a r g e f l e e t a c t -
universe. The characters are initially fiction role playing is bound to occur at ions. Shootouts range from the bar room
hired to crew a fast freighter called The some point, then KNIGHT HAWKS must brawl to a very large assault on a starship.
Gullwind. Yet there is more to the scen- be seen as more of a necessity than a In all encounters the fighting is even and
ario than merely flying starships around. luxury. I f you do not possess KNIGHT the characters stand a chance of winning
The characters and their employer cross HAWKS and do not intend to buy it, the or at least retiring gracefully to safety.
several systems to thwart a malicious, scenario can be played out, but you will A d r a w b a c k c o m m o n t o m a n y recent
evil, money grabbing crime boss. lose a l o t o f t h e flavour o f w h a t i s role playing scenarios i s a t e n d e n c y t o
'Ys' z' T h e introduction o f t h e scenario essentially a series of encounters while choreograph t h e players. T h i s i s m o r e
7N•„states that the space combat game travelling through space. apparent w h e n w e d e a l w i t h s c i e n c e
KNIGHT HAWKS is a must for A real plus f o r the scenario i s the fiction s e t t i n g s , d u e t o t h e i r v e r y large
° those attempting the Dram- variety of situations that the players find dimensions. Yet this channelling of effor:
"„)? une Run. I n some ways themselves i n . T h e locations o f their is well handled in Dramune Run, until the
o„,..ocot, • t h i s is a drawback, yet adventures move constantly as The Gull- final encounter. A t one point it will seem
"c4 -'/.• t h e original S TA R wind makes its way to its final objective. to the players that they face certain death

I M A G I N E ma9adite, lime 1984


• . . . . . . . . . . A -
• • • • • • • • ******* •••••••••• .••••.•

••••••••••••••• THE
while. The excellent detail given for the
town o f Garrotten, w h e r e i n m o s t of the
..:•••••••••••
••••••••••••••••••
CTHULHU 1,0•AIL•N
action takes place, m a k e s this possible.
Over 5 0 b u i l d i n g s a n d l o c a t i o n s a r e
••••••••••••• C O M PA N I O N
shown on t h e map, and 1 8 o f these are •••••••••••••••••• This is the first official s u p p l e m e n t for number o f L o v e c r a f t ' s s t o r i e s .
described a l o n g w i t h t h e i r occupants. •••••••••••••••••i: Call o f C t h u l h u , a n d l i k e e v e r y t h i n g Seeing these in their overall chrono-
Another 4 premises, w h i c h are likely to •••••••••••••• else t h a t Chaosium have produced f o r logical r e l a t i o n s h i p s , i t t a k e s h u l l
figure p r o m i n e n t l y, a r e given i n greater the g a m e , i t o f f e r s s u p e r b v a l u e f o r imagination to see some kind of sinister
detail w i t h plans, NPCs and encounters. money, as well as a great deal of useful pattern b e h i n d i t all, a n d i t should b e
There i s also a To w n Ta b l e t o facilitate material in a n u m b e r of areas. possible to build a very pure Lovecraft
speedy identification o f all 5 0 buildings' A list of changes in the second edition ian campaign from all this.
occupants. T h e t o w n o f Garrotten i s a rulebook includes a m e n d m e n t s t o t h e The f o u r s c e n a r i o s i n c l u d e d i n t h l
chunk of good design work, useful in any character g e n e r a t i o n s y s t e m , o n e o f Companion a r e o f t h e h i g h standard
DM's c a m p a i g n a f t e r t h e r i d d l e o f t h e which gives the beginning character a set by The Asylum and Other Tales and
Assassin's Knot has been solved. far greater skill p o i n t allocation. Rules Shadows o f Yo g - S o g o t h . P a p e r
In d e s i g n i n g a m u r d e r m y s t e r y, L e n for learning mythos spells are refined, Chase, t h e s h o r t e s t , i s a s t r a n g e l y
Lakofka has recognised the special prob- ••••••••••••••••••:..: and a f e w names are changed C H A touching piece worthy of Lovecraft him-
lems inherent in such a project and has become A P P ( a p p e a r a n c e ) , c u r r e n t self. The Mystery of Loch Feinn send
done m u c h t o resolve them. I t is i n t h e •:::••••••••••••••••• POW becomes Magic Points and these the Investigators on the trail of a murder
nature o f such adventures t h a t a great are n o t s u b t r a c t e d f r o m p e r m a n e n t ed paleaontologist and a Loch Ness typi
deal depends on t h e participants recog- POW. There are t w o pseudo-academic monster in Scotland, while The Rescul
nising that they must play the game in the •••••••••••••• papers, one on The Cthulhu Mythos in varies the pace slightly by pitting then
correct s p i r i t t o m a k e i t w o r k . G i v e n Mesoamerican Religion, which absol- against a n o n - M y t h o s adversary a n i
players of goodwill and a skilful DM, this utely begs f o r a c a m p a i g n t o b e b u i l t will h a v e a n u m b e r o f Keepers askin!
is a good 'un. I like it. around i t ; a n d o n e e n t i t l e d F u r t h e r themselves 'Why didn't I think of that?
.4L5 Doug Cowie Notes on the Necronomicon, which Finally, The Secret of Castronegro is
provides a wealth of background inform-
••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••:••••••••••••••••••••••••••••••••••••••••••••• fair-sized s c e n a r i o i n t h e m a i n s t r e a m
••••••••••••••••••••••••••••••••••••••••••••••••••••• • • • • • •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••.:
••••••••••••••••••••••••••••••••••••••••••••••••••••••••• • •••••••••••••••••••••••••••••••••••• ••••••••• ation on the etymology and linguistics of
• • • • • • • • • • • • • • • • • • •••••••••••••••••••••••••••••••••••••••••••••••••••••• •••••••••••••
Cthulhu M y t h o s tradition.
various M y t h o s names. B o t h o f these Lastly, there is a collection o f poetry
are l o v i n g l y r e s e a r c h e d a n d a r e a s by Lovecraft a n d others, i n c l u d i n g a n
valuable t o t h e general s t u d e n t o f t h e excruciating d i t t y entitled ' T h e L a i r o f
encounter areas, p l e n t y o f t r i c k y t r a p s Mythos a s t h e y a r e t o t h e C a l l o f Great C t h u l h u ' , w r i t t e n t o t h e t u n e o f
and trapped tricks, a substantial leaven- Cthulhu player. Chattanooga Choo Choo — no, I d i d n ' t
ing o f complicated (to me) magic, m a n y 'Hardcore' gaming material is provid- believe i t either — and an inexplicable
monsters (including some new ones) and ed by the long overdue definition of two feature e n t i t l e d ' S a n i t y Q u i z ' w h i c h
NPCs in profusion. Not normally the kind new skills, Photography and Lockpick- seems to be nothing more or less than •
of adventure I take to but I found this one
ing, a list of no less than 34 phobias and list o f e v e r y a d j e c t i v e e v e r u s e d b
was so well designed that I couldn't help two n e w f o r m s o f i n s a n i t y — w e a l t h Lovecraft in describing M y t h o s beings
liking i t . I t i s s e t i n t h e D e s e r t o f beyond the dreams of analysts indeed— from A b e r r a n t t o Zymotic. A p a r t f r o m
Desolation, p l a y e r s c a r r y i n g o n f r o m and a horrifying array of n e w monsters these, though, there is nothing which i
where they left off in 14, although 15 is still including five Great Old Ones and some not immediately useful to any campaign
playable i f t h e y h a v e n ' t . P a r t i c i p a n t s fascinating n e w races. A s e c t i o n o n and i t i s t o b e h o p e d t h a t f u t u r e
would be well advised not to get too fond prisons opens up some interesting pos- supplements w i l l m a i n t a i n t h e v e r y
of t h e Desert actually. T h e chances are sibilities and can be used in a campaign impressive s t a n d a r d o f t h e C t h u l h u
that they will be flitting from one plane to almost immediately, and additional back- Companion. T h e value f o r money i
another w i t h o c c a s i o n a l t r i p s t o s u b - ground material includes a collection of excellent, a n d n o C a l l o f C t h u l h i
dimensional bubbles. A p a r t f r o m t w i c e fragments from various Mythos sources referee can afford to be without it.
inviting t h e D M ( a s a s o r t o f c a s u a l and a timeline chronicling events from a 1A6 Graeme Davi
afterthought) to design a r u i n e d city for
the players t o explore, t h e detail i n t h i s
g l The Cthulhu Companion a Chaos/urn
package is praiseworthy.
game, i s d i s t r i b u t e d by G a m e s Wo r k -
101t D o u g Cowie
shop, 2 7 / 2 9 S u n b e a m Road, L o n d o n
N W 1 0 6JP. Price E 6 9 5 .

:,:':::.::.::.:.-:-:-:-:••••
...... ......
•••-•••••
••••••••••:' L2 - The Assassin's Knot and 15 - Lost
Although a favourable solution to this is : - : - : - : STAR FRONTIERS
• : To m b o f Martek modules for the AD&D
programmed i n t o t h e scenario, e x p e r i - Character Sheets game, a n d D r a m u n e R u n module a n d
ence shows that the reaction of players is • • • • • . • character sheets for the STAR FRONT-
usually to resort to often suicidal meas- To aid players in the D r a m u n e Run TSR IERS game, are distributed in Britain by
ures in such situations. ' ' 'have produced ' ' a set of' character ' sheets • TSR UK Ltd. Prices: L2 £4.50; 15 14.95;
Overall, D r a m u n e R u n i s a w e l c o m e for
: their : STAR : FRONTIERS
: : : range. • These
• • Dramune Run £4.50; Character Sheets
addition to the STAR FRONTIERS range. are a great advance on those presented f 3.95
The general plot is sound. The players are in the original game. They are well laid
presented w i t h a n u m b e r o f problems, out and allow the character to record all •-•••••••••-•-••••••••• .
which i n several cases h a v e surprising • : information - : - : - : - vital : • :t o- success.
: • : - : Character • : : : • : •••-••• ' •'•-'•'•'.'-• • • -•••••••
twists at the end. The scenario is fast and . . sheets . . . .always . . . . speed . . . up . . play. . .for . .Game . . . . . . . . . .
there is plenty of combat. A n y drawbacks • • • Master • • • • : • and : • : -players
: - . : - . alike.
: - . : - This
. : - _ set: - : is• : no
•:-:•:,............-.
that Dramune Run has are perennial to all : : : :exception : : : : : : : : :and : : : :it: :makes
: • : . - :up - . :handsomely
-.:::•:-:-:•:•:•:-:•:::::•:-:-:-:
science fiction role playing scenarios and : - : •for : - :the
• : • :originals
• : - : - : • : -in: •the
: - . .boxed
• • • • • set,
: • : • :which
• : • : • : •,••••••••-••••••••••.,,•••••••••••••••••••••.-.•.-..
•••••••-•:•:•••••••••••
the game designer has reduced them to a r e rather pedestrian in comparison.
minor irritations. * S t e p h e n N u t t :•:::::::::::::::::::::::.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:1:.•
•• •••••••••••••••••:-:-:•:•:•:-:-:•::;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:::;:::::::::;:;:::::::::::::::::::::::::::::::;:;:;:::;:;:;:;:;:::;:;::•:•:•:-:•:-:-:•:•:•:•:•:•:•:•:-:•:•:•• •••••••••••••'•••••••••••••:-:-:•:•:•:•:-:-:•:-:::::•:•:•

I M A G I N E ma9a,.ine, June 1984


, . a f a i I 111 0 b , „
'T•S• HIGH Standard Games
and Publications Ltd
Arlon House, Station Road,
Kings Langley, Herts. WD4 8LF
Telephone: 092/77 68328

STANDARDS
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Boxed with full colour illustration. This pack is designed to expand your adventure, includes,
boats, rafts, trees, doors, windows, fable, chairs, beds, treasure, skulls, swords and many more
items in this pack. 12 sheets, 1 graph paper.
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Hex Paper Pad E1.95
For all mapping needs also useful for role playing adventures. Size A4 Pad containing 50 sheets.
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A hex paper with a large hex overprinted, enabling an area from a campaign map to be blown
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40 pictures, full explanation on rear Vol I The Crimean War, Vol lIThe 2nd Afghan War 1879

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Crasimoff's World is a PBM game of exploration and compatible scenarios. Maps and counters
U55 Civil War Artillery.

adventure. As a player you assume the role of chieftain sold separate E2.45
I enclosed cheque/P,0
in a band of brave adventurers set on gaining knowledge
and power. Your party will set out from a small town, Please send me

knowing nothing about the world apart from a f e w Name/address


rumours. As you travel you will learn more about the
land and its secrets, encountering other parties, races Send to the above address. Postage and package free U.K. only. Overseas add 15% to the total
and creatures. cost. For free brochure please send s.a.e, ACCESS taken. Trade enquiries welcome both U.K.
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'There are tokens detailing magic, spells, creatures,


parties m e t , artifacts, treasure, m o n e y, a n d m a n y
other items which you discover as you play the game.
KJC games has been running the Crasimoff's World
for over a year now, a n d the effort the gamesmaster
puts into each turn never ceases to amaze me. M o s t
players find themselves offering a different scenario
each turn, or find that a new twist has happened to an
existing adventure.'
As reviewed in

37
If you wish to enrol in Crasimoff's World, send a £5.00
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20 Please mention IMAGINE magazine when replying to advertisements
GAMESFAIR '84 AD&DTM TEAM C O M P E T I T I O N M O D U L E

ROUND THE B
END

This mini-module was used i n the STOP! I f you plan to play in this mini-
GamesFair ' 8 4 A D VA N C E D module, read no further. The rest of the
information is for the D M only. Prior
DUNGEONS & DRAGONS® Team
knowledge of the details of this adventure
Competition — a light-hearted event will spoil the game for all concerned.
for teams of five players held on the
afternoon of Friday 6th April. Round The statistics o f monsters have been
the Bend differs from standard AD&D standardized. This information is given
adventures in a number of ways and after the monster name in the following
order:
special rules are provided to aid the
Armour Class (AC); Movement Rate
Dungeon Master (DM) in running it.
(MV); Hit Dice (HD); h i t points (hp);
A list of pre-generated characters — five Number o f Attacks (#AT); Damage
half -orc thieves i s provided on page 28. Caused by Attacks (D); Special Attacks
DMs wishing to allow the use of other (SA); Special Defences (SD); Magic
characters should t a k e n o t e o f t h e Resistance (MR); Intelligence (Int);
equipment of the competition characters, Alignment (AL); Size (eg L.); Exper-
since certain items are essential to the ience Points for overcoming (xp);
adventure (eg wine/alcohol) and others Source (eg MM).
have been deliberately restricted (ie rope,
oil, torches and spikes). Any major change
in equipment could upset the balance of the
adventure and make some parts too hard or
too easy. Characters will also require climbing
abilities to complete the adventure.

INTRODUCTION
This mini-module consists of five parts: Part 3 describes the section of the wizard's drains where the
Part 1 (this section) is an introduction to the mini-module for the adventure takes place.
DM and includes the special rules used in the adventure. Part 4 provides a number of optional endings to the adventure.
Part 2 is the players' introduction which sets the scene for the Part 5 lists the five characters used in the Team Competition
adventure. and their equipment.
21
I M A G I N E magazine, June 1984
ROUND T H E BEND

Round The Bend is designed for fun, and places the characters in an has a range of 12", (120 actual feet —far longer than the section of drain
unusual situation. Caught by the wizard Severed while attempting to rob covered in this adventure!). However, once the adventurers have been
his citadel, they are reduced to a height of 2 inches and sent to recover reduced, the actual range is only 3 feet 4 inches (120 subjective feet).
an eye of minute seeing (a crystal lens) which Severed lost down his Similarly, combat and climbing distances are given in subjective feet.
drains. Severed is a 16th level wizard researching into the magical The map shows two scales: real scale and subjective scale. Subjective
reduction of objects and creatures. Eyes of minute seeing are essential scale is used at all times during the adventure.
to his work, so the appearance of the half-orc thieves is fortuitous.
2. Monsters M o s t of the monsters encountered in this adventure are
The characters are reduced by a special wand developed by Severed and smaller versions of the ones found in the Monster Manual, Monster
he alone can restore them to their true size. This he will do only if the Manual ll and the FIEND FOLIO® Tome. Unless otherwise stated in the
players return the lens to him (see Part 4 - Ending the Adventure). text their statistics are considered to be exactly the same. Exceptions to
this are the enormous rot grubs at encounter area 2, the wrigglies at 3,
the gigantic rats at 9, the troll at 10 and the green slime at 15. The
Special rules wrigglies are new monsters created specifically for this adventure and
are described in encounter 3. The gigantic rats, enormous rot grubs, troll
1. Size Ratio T h e characters have actually been reduced by a ratio of and green slime are full-sized, so to the players they are huge! Their hit
1:36 but, to simplify the running of the adventure, the world is regarded dice and attack damage have been increased accordingly.
as having grown in relation to the characters. Distances are given in
'subjective feet' ie the size that the characters would perceive them (for 3. Dexterity and strength checks —This adventure requires characters
example, an object 1 inch long will appear to the characters as being 36 to make strength or dexterity checks in a number of places. To do this,
inches or 3 feet long). Spell ranges and effects are also reduced to this characters must roll their strength/dexterity or less on 1d20. The
scale by Severad's magic. For example, a clerical light spell normally effects of the roll are explained in each case.

PA R T 2 : PLAYERS' I N T R O D U C T I O N
The DM should read the following to the players at the start of the
adventure. If non-competition characters are being used the DM should
provide a suitable alternative.

Life had not been easy. It was bad enough being brought up in a Just when you thought you could take n o more, t h e wizard
damp, dirty dungeon and coping with rats all day, but having an orc appeared. Grukyt charged forward and you, like idiots, followed.
as a father was just too much to handle. Dad was not nice: he smelt Severed raised his arm. Streaks of light shot towards Grukyt.
bad and his table manners were disgusting. With half-eaten food Vainly he tried to dodge but the spell hit him, his eyes rolled back
dribbling down his chin he would take his big nailed stick and beat and with a gasp of agony he slumped to the floor, dead!
you all for no apparent reason.
With your foster father gone, there was only one thing to do, you
Then, Grukyt Mange Eye and his mates arrived. They burst into threw your weapons on the floor and grovelled at Severad's feet.
your lair and killed your father before he even had a chance to grab Shamelessly y o u begged forgiveness f o r your incursion a n d
his axe. Fearing for your lives, you hid under the table and hoped blamed it all on Grukyt, who had led you all unwittingly astray.
they wouldn't discover you. Grukyt found you all the same, but Severed was not impressed! Removing a wand from his sleeve he
instead of killing you, he adopted you as his own. waved it in the air, there was a flash of light and you were blinded...

Things improved a bit then. Instead of living in a dungeon you had As your vision cleared, you realized that something was very, very
the luxury of Grukyt's damp and cold cellar, with lots of bugs and wrong. You were in an iron cage, swaying violently. As you were
spiders to feast upon. Grukyt was a kind foster father, he only beat buffeted from side to side, you saw with horror that the cage was
you with a small stick which didn't have any nails, and ensured you being carried by a gigantic hand. The cage stopped with a thump
had a good education in the thieving arts. He even sent two of you and a huge face peered at you. It was the face of the wizard and his
to Hank the Hatchett to learn how to fight and, being a religious voice boomed...
man, Grukyt insisted that one of you should follow the Dark Path
and become a cleric. A n unhappy childhood turned into a n 'Well my friends, you have arrived at a propitious time. I have a
enjoyable adolescence a s Grukyt took you o n many daring small task for you. Yesterday, my former apprentice lost something
robberies. of great value to me. Alas, he is no longer here, so you shall take his
place. Down my laboratory drain you will find a crystal lens. This
Tonight was to have been your greatest achievement. Somehow you will retrieve for me. You have been reduced to a height of 2
Grukyt had managed to get his filthy hands on a map to the wizard inches. Only I can restore you to your normal size and this I will do
Severad's citadel. Intent on relieving the wizard of his wealth only when you return the lens.'
Grukyt led you to Severad's abode, where you shinned over the
walls with ease. Before you could say 'grishnakh', you were deep Without waiting for a reply he picked up the cage and lowered you
inside and well on the way to becoming very rich. into a gigantic white room. He opened the door and shook you out.
His huge finger pointed to a 10-foot-diameter hole in the floor. In
Then things started going wrong. The strange twisty, misty his other hand he held a piece of rope which he dangled down the
corridors, t h e voices that spoke from the walls, the horrible hole. Your fear of being crushed convinced you to follow the
laughter which pursued you as you ran stumbling blindly in the wizard's command and descend the rope. Your journey down the
darkness... plug hole and round the bend had begun.

22 I M A G I N E ma9azine, June 1984


ROUND T H E BEND

PA R T 3: T H E DESCENT The water is 9 feet deep. The 12 enormous rot grubs will attack anything
entering the water. They will leave the water to attack after one turn if
Severed will lower the players down to the U-bend on a length of cotton: the party has not crossed the pool by this time.

12 enormous rot grubs: AC 9; MV 6"; HD 2; hp 12 each; ttAT 1; D 2-8;


Nervously clutching t h e rope, you a r e lowered into the SA Burrowing; SD Nil; MR Std; Int Non; AL N; Size M; xp 86 each; Special
darkness of the drain and its familiar vile smells greet you. The monster.
pipe reverberates with the sound of gurgling water and you
These are normal rot grubs made more dangerous as a result of the
wish you were back home safe in your cellar. Before long a
characters' small size. Once a rot grub has made a successful attack it
pool appears beneath you, its feeble glow illuminating the
will automatically inflict 2-8 hit points of damage per round until either it
rough surrounding walls.
or its victim is dead.

The tendrils overhead are a form of harmless fungus. They are strong
The gurgling noises and splashes are caused by water flowing through
the drains and the characters will hear many such noises whenever and will support the weight of a character. Characters can cross the pool
they stop to listen. by leaping upwards and forwards to grab a tendril. Characters need to
make a dexterity check to succeed. Once a character has successfully
The pipe is made from baked clay and is very rough. Characters climbing grasped a tendril, then the chance of climbing across is the same as the
the walls will be able to do so as though they were climbing a very rough, character's normal chance for climbing walls. To maintain excitement
non-slippery wall surface (see DMG p19). In some places the walls are and fear of falling in the water, the throw required should not be
revealed and should be rolled secretly by the DM.
slippery and these will be noted in the text where they occur.
If the dexterity check is unsuccessful, a successful strength check
1. U-Bend indicates the character has been able to clutch onto the bottom of the
tendril. Characters hanging from the bottom o f the tendril w i l l be
Here, in a pool containing oil of slipperiness is the lair of a bloodworm: attacked by 1-2 rot grubs per round until they pull themselves up into the
main mass of tendrils. Climbing up the tendrils takes one round.

Soon you are standing on the sloping walls of the drain. Ahead Should strength checks be failed, characters will fall into the water
of you a gigantic pair of rusted and bent tweezers spans the where they will be attacked by 2-5 rot grubs. On the following round
another 2-5 rot grubs will attack. This will continue until all 12 rot grubs
glowing blue pool. On the other side the pipe slopes upwards
out of the liquid. are engaged.

The water here contains a number of magical ingredients which have


combined to form oil of slipperiness. If characters inspect the water
they will notice that it is oily. If touched, its properties will become
apparent, since it will be impossible to handle anything with oily fingers

The liquid can be avoided easily by walking across the tweezers to the
other side of the pool, but when the first player is halfway across, a
bloodworm will rear up out of the pool. It will attack one character, and if
a successful hit is made, pull the character off the tweezers into the
liquid. The bloodworm will then dive for one round and reappear the
following round on the other side of the tweezers with the character still
firmly lodged in its jaws. It will continue to dive under the liquid every
other round and appear on a randomly determined side the following
round. During this time it will be draining blood from the character in its
jaws. If reduced to 10 hit points or less it will drop the character and
attempt to hide at the bottom of the pool.

1 Woodworm: AC 4; MV 6"; HD 6; hp 40; ttAT 1; D 1-8; SA Drains blood;


SD Nil; MR Std; Int Non; AL N; Size L; xp 465; FF.

Characters attempting either to fight the bloodworm while balanced on


the tweezers, or to run across them, must make a successful dexterity
check in each round of combat, or fall into the pool.

The pool is 8 feet deep. Characters will be aole to float if they discard
shields and weapons larger than short swords. Characters will find it
difficult to leave the pool unassisted, as it will be impossible to grip the
sides or to catch any ropes thrown to them. A means of getting out of the
pool will probably involve someone outside the pool washing the oil off
the character's hands with alcohol (eg wine), enabling the character to
grasp a rope, hand or the side of the pool and then scramble out of the
water. The remainder of the oil can easily be washed off with more wine.

The tweezers were lost here long ago and are firmly lodged. They are 20
feet long and can only be moved by a successful Bend Bars attempt.

2. Sloping Section
This shallower U-bend contains 12 enormous rot grubs. I t can be
crossed safely by swinging on the overhead tendrils:

The pipe slopes steeply down to a foul-looking pool, where


writhing, dark shapes with fang-filled maws thrash around in
the muck. From above the pool, long green tendrils hang down
to within a few feet of the water.
23
I M A G I N E magazine, June 1984
R O U N D T H E BEND
PLAN VIEW

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3. Wriggly Attack 2 huge spiders: AC 6; MV 18"; HD 2+2; hp 16, 11; #AT 1; D 1-6; SA See
below; SD Nil; MR Std; Int Animal; AL N; Size M; xp 193,178; MM.
Many magical substances have slowly been deposited in this section of
pipe over the years. These substances have given birth to the wrigglies, The poison of these spiders is weaker than that of their larger cousins.
a peculiar and ever-hungry life form: Saving throws vs. Poison are made at +2. Characters who fail their
saving throws take 10 hit points of additional damage from poison, those
who are successful take no extra damage.
Bright orange light illuminates the pipe ahead and a sweet,
sickly smell hangs heavy in the air. Ahead at the top of a slope The spiders' lair will be quite obvious once the fight has finished. It
many strange and brightly coloured blobs wriggle in unison, contains a miniaturised orange-coloured bottle covered in silver wire
becoming more agitated as they slowly advance towards you with a gold stopper (value — 100gp). The 5-inch-high bottle is part of
Severad's experiments and was lost by him a long time ago. He has
since forgotten all about it. It originally contained a potion of diminution
Upon sensing the party's presence the wrigglies will lose their blob-like (pale blue in colour and tasting of cinnamon), but reduction has caused
shape and become elongated. They will writhe about, waving their its effects to alter. Instead of causing the drinker to shrink, it will produce
bodies as they move towards the party. Wrigglies attack by hitting insanity which lasts for 7-12 turns (d6+6). Characters who drink the
characters with their elongated heads. When a wriggly kills a victim it brew will suffer from megalomania, believing that they are the best at
will envelop it and slowly digest it. If a wriggly is killed it will spray out a absolutely everything, and will demand the right to lead and make all
sweet and sticky sap over anyone within 5 feet. The sap has a pungent decisions. Those afflicted will not accept any criticism and will be very
odour and is difficult to remove; even alcohol will not shift it. Its only argumentative if aspersions are cast on their abilities.
significant effect i n this adventure i s t o attract the bluebottles a t
encounter 11. The clicking comes from two boring beetles who live in the eastern pipe.
The smell is from a garderobe further along the pipe (encounter area 6).
10 wrigEdies: AC 8; MV 1"; HD 1; hp 5 each;fiAT 1; D 2-5; SA Nil; SD Nil;
MR Std; Int Non; AL N; Size M; xp 15 each; Special monster.
5. Downpipe
The orange light comes directly from the wrigglies. I t will become
dimmer and dimmer as more of the wrigglies are killed, disappearing This pipe gives access to the lower level of the drain:
when they are all dead.

Below you a 10-foot-diameter shaft descends into reeking


4. Pipe Intersection darkness. Peering down you can see no bottom. Instead the
shaft seems to end in mid air.
The pipe widens here to 15 feet across. Living in a concealed lair in the
wall are two huge spiders:
The pipe drops down 30 feet into the centre of the ceiling of the conduit.
From there it is another 50 feet to the bottom, making it impossible for
The vertical pipe you are descending bends towards the east the characters to climb down using their one rope. In order to descend, it
and widens. Thirty feet past the bend, a narrower pipe drops will probably be necessary for a character to hammer spikes into the
down into darkness. A strong smell wafts from the east and a wall while being lowered on the rope. Once the spikes are in, the
faint clicking can be heard coming from the same direction. character can safely stand on them and attach the rope to the lowest
spike. The rope will then reach the bottom o f the lower pipe and
characters will be able to climb down it. Those who attempt to tie the
As soon as any character moves eastwards towards the downpipe the rope while balancing on only one spike will not have a stable hand-hold
first spider will attack. It will gain surprise on a roll of 1-5 on 1d6. The and must make a successful dexterity check or fall to the bottom of the
second spider will join the melee 3 rounds after the first. lower pipe taking standard falling damage.
24 I M A G I N E ma9azineo June 1984
ROUND T H E BEND
9. Rat Lair burn a piece of Trootz, a troll on whom Severad had been experimenting.
Instead h e dropped i t down a drain, where the troll regenerated.
A family of gigantic rats have made their home in the pipe here: Unfortunately for Trootz his regeneration has caused him to become
wedged in the pipe.

The conduit begins to slope steeply upwards and soon is Trootz is making very slow progress in his escape from the pipe. He is
almost vertical. Great scratch marks scar the sides of the pipe able to move about al/4inch per hour. Given enough time he will be able
and lead up 30 feet to a larger horizontal pipe, which leads to drag himself out of the pipe and into the main conduit where he will be
eastwards. From the pipe come sounds of loud scratching and able to make quicker process.
squeaking. Occasionally a dirty pink tail of colossal proport-
ions flicks around the opening to the pipe. Although he would rather not be here, Trootz sees the characters as a
potential food source and not as a means of escape. He will try to
persuade them to chop off the end of his nose so he can regenerate
The horizontal pipe leads to a rat lair containing five gigantic rats. These freely outside the pipe. He is well aware that this will not help him.
will probably finish the party off very quickly. If any of the adventurers Rather than regenerating from his severed nose, he will grow a new
decides to climb up and have a look along the pipe the DM should check one. The only way he could regenerate from his nose would be if the rest
to see if they move silently. If they fail the rats will hear and pour out of his body was burned and destroyed. He will do all he can to convince
from the pipe, bringing a swift and bloody end to the adventure! the party that chopping off his nose is his only hope. In return for the
favour he will offer to help the players against the wizard, or to do
5 rats: A C 4; M V 4 2 " ; H D 1 6 ; h p 8 4 each; # AT 1; D 1 0 - 1 0 0 ; S A Nil; anything else they desire.
SD Nil; MR Std; Int Semi; AL N; Size L; xp 5680 each; Special monster.
Trootz the Troll: AC 4; MV Not applicable; HD Special; hp Special; #AT 2;
If the character moves silently, the DM should read the following: D Special; SA See below; SD See below; MR Std; Int Low; AL CE; Size
Very large!; xp Not applicable; Special monster.

Peering down the pipe you see five huge rats sprawled around Trootz's head protrudes into the conduit, allowing him t o move i t
a large chamber. Some rats are gnawing a t bones while slightly. His nose stops 2 feet short of the far wall giving just enough
others sleep. The one nearest to you twitches and yawns, room for players to squeeze carefully by. Trootz's tongue stretches
revealing a cavernous mouth w i t h vicious, 12-inch-long, slightly further than his nose. Should anyone be stupid enough to try to
razor-sharp incisors. chop off his nose Trootz will strike out with his tongue and grab the
character with it (attacking as a 16 hit dice monster). The character will
be drawn quickly to his mouth and devoured. Trootz will also snatch any
When descending, characters must again move silently, with failure character who does not stay close to the far wall while passing him. His
resulting in disaster for the entire party. hand reaches only half way across the pipe, but anyone foolish enough
to get within its reach will suffer the same fate as someone grabbed by
the tongue. After eating a character Trootz will spit Out any weapons
10. Trapped Troll and/or shield, grin, lick his lips and say 'Lovely. Who's next?'

A pipe from a sink in a bedroom joins the conduit here. It is presently Trootz is huge and a deadly opponent. Attacks on him will do little more
blocked by Trootz, a troll who is very hungry: than infuriate him, since he regenerates at a faster rate than the players
can damage him. A n y weapon striking his tongue has a 10% chance of
lodging t h e r e a n d b e i n g p u l l e d o u t o f t h e attacker's h a n d , u n l e s s a
The scratching and heavy breathing you heard when entering successful t h r o w to open doors is made, in w h i c h case the weapon will
this pipe grow louder. A monumental, green, warty nose have been pulled free.
spans the width o f the conduit and five gigantic fingers
desperately scrape the wall. A strong, unpleasant stench If he is attacked, Trootz will snarl and spit, creating an almighty row and
hangs heavy in the air. With a grin you recognize the creature deafening the players. His voice will echo around the drain and be
a troll, surely a source of fun! painful on the ears. While he is shouting all characters must save vs.
Paralyzation or suffer weakness (from the smell of his breath), and
deafness for 2-12 rounds. Those weakened lose 50% of their strength;
Severad's former apprentice was not very conscientious and often took deafened creatures cannot hear any sound, and strike at -1 on their to
the easy way out of any task set by Severad. Two days ago he was told to hit rolls due to disorientation (cf Dragonne — MM).

26 I M A G I N E magazine, _lime 1984


ROUND T H E BEND

11. Buzzing Around


Six bluebottles attracted by the sweet sickly smell from the wrigglies
(encounter 3), or by the smell of blood from characters' wounds, enter
through the grating from the courtyard and attack:

Loud buzzing comes from overhead, and you see six huge,
blue flies hurtling down towards you in hungry anticipation.

The bluebottles will only attack wounded characters or those sprayed by


the wrigglies. They will not attack anyone carrying a torch, since a hit
from a torch will burn their wings off. Each will fight until reduced to 5 or
less hit points, and will then fly back through the grating. After killing a
character all the bluebottles will settle down to feast unless driven off.

6 bluebottles: AC 6; MV 9 / 3 0 " , HD 3; hp 13 each; #AT 1; D 1-8; SA


Disease 10%; SD Jump, MR Std, Int Non; AL N; Size M; xp 74 each; MMII
— see Fly, Giant.

12. Pool of Sludge


A crack in the conduit at this point has caused a pool of sludge to develop
here. Living in the sludge are three grey oozes which will attack when 14. Gibbering Sounds and Slimy Mounds
the characters are halfway across. If the party caught the amethyst at
encounter 7 the following description should be altered accordingly: A disguised gibbering mouther lies in wait at the bottom of a muddy pool.
It will not attack until the characters approach the centre of the cave
where the lens lies:
This section of pipe is beyond your wildest dreams. The large
amethyst rests against a mound of diamonds at least 4 feet
high. The diamonds sparkle brightly, almost blinding you with A dank smell pervades this muddy chamber. A shallow pool of
their brilliance. water fills the centre of the room. Light cascades across the
room reflected by three enormous gems in the middle of the
pool. Propped on one of the gems is a large crystal disc which
The diamonds are large, fist-sized chunks which appear very valuable. sends dazzling lights dancing before your eyes.
They are in fact fragments of powdered diamonds worth only 50gp in all.

Once the characters look beyond the diamonds they will be able to see When the characters approach the centre of the room the gibbering
mouther will spring up from the pool where it has been hiding. When
the pool of sludge stretching before them:
this happens the DM should read this section to the players:

Blocking your path is a large expanse of greeny-yellow sludge


which glows with an eerie light. Bubbles occasionally break As you approach the pool i t suddenly explodes upwards,
the surface, causing it to move as if alive. The muck has spread showering water everywhere and momentarily blinding you.
up the walls making them very slimy, and blobs of green liquid When your vision clears you see a ghastly sight: an earthy
mound with many gaping mouths, and staring eyes. Its
drop from the ceiling and plop into the sludge below.
nauseous form slithers through the muck, while its mouths
send forth an incoherent babble and its many tongues drool
This pool is 12 feet deep and in places is just like quicksand. Characters hungrily.
entering it will feel it slowly pulling at them. Should they attempt to
swim across they will be sucked under in 1 round and in all but
The mouther has altered t h e surrounding ground, allowing i t a
exceptional circumstances, w i l l drown i n 3 rounds. The walls are
movement rate of 60 feet. The water has made this surface slippery and
slippery but fairly rough (see DMG p19) and can only be climbed by a 6th
level or higher thief. characters fighting the rnouther must make a dexterity check each
round or slip in the mud. I f attacked, fallen characters receive no
The pool can be crossed by using the egg or walnut shells (encounter 7) dexterity modifiers to armour class. Getting up takes one round and
as boats. These will need to be repaired before they will float: see requires a dexterity check to succeed. If a fallen character is bitten by
encounter 7 for more details. When the characters are halfway across, three or more mouths, the mouther will flow over the character (see
three cilia of grey ooze will rise up out of the muck and attack. below).

3 grey oozes: AC 8, MV 1"; HD 3+3; hp15 each; fiAT 1; D 2-16; SA Metal 1 gibbering mouther: AC 1; MV 6"; HD 4+3; hp 30,14AT 6+; D 1(x6)+1 per
corrosion; SD Impervious to fire or cold; MR Std; Int Animal; AL N; Size round; SA Spit, babble, confusion; SD Control ground density for 5'
radius; MR Std; Int Semi; AL N; Size M; xp 360; MMII.
M; xp 275 each; MM.

After fighting the grey oozes, the party will notice a crack in the far end of Any standing character who is bitten by three or more mouths must roll
this section of the conduit which leads to the lair of a gibbering mouther, 6 or more on 2d6 or fall beneath the mouther (+1 i f dexterity is 15+).
where the lens lies. Note: this is greater than the usual chance of falling beneath the
mouther because of the slippery surface on which the characters are
fighting. Any character beneath the mouther will be attacked by 12
13. Murky Hole Full of Filth mouths per round until he or she is dead.

On the second round of combat the mouther will spit at the wall, causing
This crack in the pipe wall leads to the object of the adventurers' quest:
a blinding flash. All characters who fail a save vs. Petrification will be
blinded for 1 round. Blinded characters strike at -4 and lose all dexterity
The crack widens into a dingy, smelly chamber. The walls are bonuses on armour class. Blinded characters will not be able to use
formed from closely packed earth covered in the same glowing missile weapons.
muck as the water. On the far side, a ramp slopes out of the
water to a dark, narrow passageway. After defeating the mouther the players will be able to collect the eye of
minute seeing and the three gems — a 1000gp emerald, an 800gp
garnet and a 500gp topaz. Each gem is about 2 feet in diameter and each
Characters will experience no problems pulling their boats up the slope. character will be able to carry only one gem.
27
I M A G I N E magazine, June 1984
ROUND T H E BEND

PA R T 4: E N D I N G T H E A D V E N T U R E
(or DOWN T H E DRAIN)
The adventure can be ended in a number of ways. Having found the lens
(the eye of minute seeing), players can climb back up to the sink and be
returned to full size by Severed. It is up to the DM to decide if the
characters have to make 'climb walls' throws or whether it is assumed
they exit safely.

In the competition, players were allowed 2 hours to find and return the
lens. If they failed to return before this time, they were accidentally
washed down the drain and drowned by one of Severad's servants, who,
being unaware of the characters' presence in the drains, had a bath and
pulled the plug after he had finished. The water flooded the drains and
killed any characters on the lower level.

When and if the characters return, Severed will be waiting for them. He
is of lawful neutral alignment and will keep to his bargain, provided the
party does not cross him. As soon as the party emerges from the drains
he will produce his wand, execute some mystical passes with it and
restore the adventurers to their full size, but unconscious. He will then
have them taken away to awaken outside the citadel. He will allow them
to keep any items they may have found down the drain, other than the
lens. Only the party's original possessions will be 'enlarged', anything
found down the drain will remain small (ie a 1000gp emerald will NOT
become large enough to buy half a continent!).

PA R T 5: C O M P E T I T I O N CHARACTERS
The following five characters made up the team of half orcs caught by
Severed and sent on this unusual quest. If other characters are used
they should be limited to approximately the same equipment (le 11 iron
spikes, two small hammers, one flask of oil, four torches and a flask of
wine each).

1. POL, CLERIC/THIEF, LEVEL 4/4, HALF ORC, AL LE; S 14, 18, W 14,
D 15, C 16, Ch 8, hp 28; AC 3

Equipment - Leather armour +2, large shield +1, dagger +1,


3 daggers, broadsword, wine skin, wine, high soft boots, unholy symbol,
prayer beads, backpack, tinderbox, 2 small sacks and 1 flask of unholy
water.

2. LI PPUT, FIGHTER/THIEF, LEVEL 4/4, HALF ORC, AL LE, S 17, I 8,


W 10, D 16, C 17, Ch 6, hp 31, AC 3

Equipment - Leather armour +1, shield +1, Longsword +1 (NSA), light


crossbow, 10 bolts +1, 10 normal bolts,dagger, low soft boots, wine
skin, wine, 5 iron spikes, small hammer, 1 flask o f oil, backpack,
tinderbox, 2 small sacks and 2 torches.

3. THEKET, FIGHTER/THIEF, LEVEL 3/4, HALF ORC, AL LE, S 18(63),


I 6, W 10, D 16, C 17, Ch 7, hp 30, AC 2
15. Descent Into the Depths of the Sewer
Equipment - Leather armour, shield +2, scimitar +1, shortbow,
Here the conduit joins the main sewer pipe beneath the citadel: 12 arrows, 3 daggers, ring of protection +1, potion of extra-healing,
low soft boots, wine skin, wine, 4 iron spikes, small hammer, backpack,
bunch of garlic and 2 torches.
The stream of brackish water flows down a large hole in the
centre of the pipe. The sound of rushing water echoes up from 4. ULL, THIEF, LEVEL 6, HALF ORC, AL LE, S 14,110, W 5, D 17, C 14,
below. The walls are streaked with a bright green slime that Ch 8, hp 23, AC 5
glistens i n the light. On the other side the conduit slopes
upwards and a small stream of water runs down its centre. Equipment - Leather armour, shortsword +1, dagger +1, sling,
10 sling bullets, 5 sling stones, boots of elvenkind, wine skin, wine, 50'
rope, backpack, tinderbox, 1 large sack and 1 small sack.
The walls of this downpipe are covered in green slime for its entire
length of 250 feet. Any character touching it has only 1-4 rounds in 5. ONN; THIEF; LEVEL 5; HALF ORC; AL LE; S 15,19, W 12; D 17; C 15;
which to remove it before being turned into green slime. Ch 6; hp 26; AC 4

1 immense green slime: AC 9; MV 0"; HD N/A; hp N/A; fiAT 0; D Nil; Equipment - Leather armour +1, broadsword, dagger +2, 5 daggers,
SA Turns flesh into green slime; SD Only effected by cold and fire; MR bag of holding, low soft boots, wine skin, wine, 2 iron spikes, 10' length
Std; Int Non; AL N; Size Huge; xp Not applicable; MM. of cord, candle, backpack and 2 small sacks. . / 1 4 6

In relation to the players this slime is huge and beyond their capabilities CREDITS
to harm. Burning oil will only effect a small area and will not damage the Design: J i m Bambra
main body of the slime.
Development: Phil Gallagher & Graeme Morris
Characters journeying further west will wander for hundreds of feet Art: Euan Smith
without anything happening. The DM should continue to describe the Cartography: P a u l Ruiz
pipe until the players realize their mistake. Alternatively, DMs may wish Many thanks t o the players and DMs w h o playtested this
to expand the adventure by adding some encounters of their own. module at GamesFair '84.
28
I M A G I N E magazine, June 1984
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29
IMAQINE maganc, 1 9 8 4
Summer Holidays at
TREASURE TRAP
Are you looking for an alternative holiday?
Are you looking for a taste of adventure?
Are you capable of a challenge?
If so, then TREASURE T R A P challenges you
Treasure Tr a p are now opening their doors to members and
non-members alike for the duration of the summer, offering
a seven day holiday package which w i l l appeal to those of a
more adventurous nature. From June to September, each
week you w i l l have the opportunity to spend your holiday
in o u r Treasure Tr a p Castle. Situated in Cheshire only half
an hour from the M6, this Norman style castle is set i n acres
of woodland, surrounded by picturesque countryside.
Treasure Tr a p is a real life Fantasy Role Playing (FRP)
game, the natural progression from a table top game where
fantasy adventures can now become a reality. T h i s is where
Treasure 'Dap is tmique: whereas each player in a table top
4t- g a m e will state Ills or her next move, ill Treasure Tr a p you
will actually tt-t out your character and w i l l have to fight
monstels, cast spells, disal in traps or even perform m i n o r
ill it mcics.

Each player no longer has to refer to complicated rules,


delve tin ough reams of paper, search for lost dice or borrow
pencil met bbers — i l l these are unnecessary when you begin
your first Lidventure. Just step into a costuine, 'take up your
sword 84: shield', and taste your first experience in real time
adventuring down our dark dung-eons, i f you dare.

What does the holiday entail?


Din-ing- your seven day stay all activities listed below are
included in the cost, w i t h the list of optional extras allowing
you to J i m se your type of holiday with us.
* I n n oductory basic adventure (not for existing members)
* Overland adventure * Game of 'Manhunt' * Bar room
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Use of table top FRP equipment * Three meals a day
* A bunk bed * Pick up It om Chester or Crewe *
Optional extras
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Banquet * Extra coach trips * Costumes *

What w i l l all this cost?


A seven day package all found w i l l cost only [46 for existing
members and for non-members another [23 to give you an
associate membership. Yo u may then stay an extra week for
only [46. Membership is [ 1 6 per year. I f you join the club
KikAt t h e extra [23 w i l l be deducted from the first year's fee.
Basic Adventure Offer
For those who are brave enough to accept our challenge of real life fantasy adventuring we offer our 'basic' dungeon to give
prospective members a taste of TREASURE T R A P before they are fully committed to membership. Send [10 now and ring
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If you wish to receive further details send a large stamped self-addressed envelope to:
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6 T R U T H RELATIVE IS
I d o / d o not w i s h my name and address 7 K N O W L E D G E POWER IS
to be available to other members.
Not too bad at this stage, perhaps, but next time we'll
(* delete as appropriate) 1 1 5 1&5 Don Turnbull
have to dive into somewhat more complex waters.
31
I M A G I N E maga•-ine, June 1984
Press Cuttings
The reason why this section has been granted quest, Traveller and G A M M A WORLD® places of the Poll? It follows the last two along
a new title can be explained by the sudden rush games. Equally impressive is Demon's Drawl the chat zine route, concentrating on the hobby
of new gaming publications, most of which 5, which shows Jeremy Nuttall beginning to as being somehow abstracted from 'gaming'.
would certainly n o t class themselves a s forge a r e a l identity f o r t h i s 'zine. N e w Lokasenna 11 shows Brian Dolton's belief
fanzines. For example, there are t w o n e w monsters, a good scenario, and a developing that a mixture of chat, games and swear words
professional gaming magazines, catering for letters section. DD could be going places. will give him street credibility.
vastly different ends of the market. Penguin Tales From Tanelorn 7 is very different from A few more first appearances: Year of the
Books have released Warlock 1, a new format everything t h a t h a s g o n e before, having Rat 1 marks the new direction Ian Marsh is to
to make further capital from the success of the changed to A 4 size, and smaller (straighter) follow after Dragonlords. Now that Ian has
Fighting Fantasy Gamebooks of Livingstone type for postal FRP, En Garde and Snowball become an 'establishment' figure, many people
and Jackson. I t is an excellent publication, Fighting (sic). Rapscallion 5 also made the thought YOTR would be a pale reflection o f
though o f limited appeal t o anyone w h o change from A 5 litho to A 4 mimeo, and i t former glory. It is, but that still leaves it head
already owns the Warlock of Firetop Mountain hasn't done a n y harm here either. Steve and shoulders above much of the competition.
book. Warlock marks a n e w stage i n t h e Norledge has some interesting games along- Trevor Mendham slipped School for Scandal
progression of fantasy gaming, and it remains side Soccerleague and Diplomacy, like The 2 & 3 into my hand at GamesFair, then ran off
to be seen whether it will bring even more Prisoner, Dragonsong, Excalibur and Judge in t h e hope t h a t no-one s a w h i m d o i t .
young players into the hobby. Dredd. It's worth a look if you fancy something Excellent gossip, t h e sort of thing that both
Back in the mainstream, Avalon Hill in the different. The irrepressible Paul Mason has
USA have produced Heroes 1, which brings come up with the daftest name yet for his 'zine;
this prestigious company into the company of Rolegaming 4 carried a m i x o f amusing
DRAGON® magazine, Fantasy Gamer and gaming satire and interesting debate.
others. Designed in a similar fashion to their Making i t s debut here i s Lankhma S t a r
wargaming magazine The General, it will be Daily 8 , offering a Melnibone Diplomacy
on sale in Britain, and since AH are now tied variant, and a postal rock'n'roll game. It's a bit
into the Runequest game, along with Powers scruffy, but don't be put off. Psychopath 13, by
& Perils and James Bond 007, it will have a comparison, is snappily produced, with lots of
considerable market waiting for it. news, Diplomacy, En Garde, a new Jutland
Tortured S o u l s 3 carried a full-colour game and much besides.
campaign map, a sign that Beast Entz have With the Zine Poll coming up, how can we
improved this magazine considerably, and the ignore two of its likeliest contenders? Greatest
scenarios are looking better with every issue. If Hits 11 5 covers everything from films, t o
you find yourself short of ready made modules, books, to rock music, with a letters column that
this could be a value-for-money alternative. ranges over to politics and sport. Games? Yes,
Onto the amateur press. SEWARS 18 read you'll see the odd one mentioned, but Pete
like a TSR staff magazine, with personality Birks tries not to let them get in the way....
profiles on several luminaries here at the Mill. Acolyte 5 6 continues to feature philosophy
For that alone you should avoid i t like the issues within gaming in a way that makes you
plague, but then you'd miss two scenarios and wonder if 'playing' is a word one dare mention!
an article o n damage and h i t points. The Anyone who takes their role-playing seriously
excellent Journal of the Senseless Carnage should read this. Will Inflammatory Material
Society 5 has ideas for the AD&DTM, Rune- 3 catapult Simon Billenness into the upper

Lew Pulsipher offers another


DIALOG idiosyncratic look at the
gaming world.
In m y office above the dungeons I was reading ' W i t h different characters.' 'But he'd better n o t do that often, o r a l l the
old I M A G I N E magazines a g a i n ( b a d h a b i t , 'Oh, definitely. B u t t h i n k o f alternatives t o characters w i l l be dead, w o n ' t they?'
don't you think?), in particular Roger Musson's survival. Granted, f o r most people i n the real 'Yes, going for glory carries the corollary that
Stirge Corner, M y Alter Ego was reading it also, world, t h e p r i m e objective i s survival. B u t I you're g o i n g t o d i e sooner 01 l a t e r, p r o b a b l y
over m y s h o u l d e r o f course, a n d as u s u a l i t suspect t h a t when people get older, sometimes sooner, so you may as well make the best of life
wasn't l o n g b e f o r e w e f o u n d s o m e t h i n g t o they w i s h they'd p a i d m o r e attention t o other while y o u can.' I turned t o the computer and
disagree about. objectives. Sometimes they wonder h o w they'll fired i t u p so I could write some of this down.
'Look, A l t e r, R M asks w h a t m a k e s f o r a be remembered at ter they die. Fortunately, in the 'In that case, the death rate is going to be much
successful player — o r maybe character — b u t Fantasy (or SF) w o r l d we can do the things we higher in a "go-for-glory" campaign.'
then he gets i n t o a discussion of how to survive, w o u l d n ' t d o i n real l i f e . A n d one o f those i s 'Yes,' I said, as I slipped in the disk, 'so the rate
and he never gets round t o t a l k i n g about w h a t striving to be remembered "after Barclodiad is of progress from one level to the next, or the rate
makes one successful i n the later columns.' gone" f o r some famous deeds, even i f it means at w h i c h skills are acquired, must be faster than
'Whaddya mean, Puls? Survival is the object- taking chances.' in a s u r v i v a l c a m p a i g n . A f t e r a l l , w h e n i t ' s
ive. Yo u o r y o u r character can't do a n y t h i n g , 'So i n s t e a d o f s t r i v i n g f o r s u r v i v a l , y o u expected that well-played characters w i l l survive,
can't have any impact, i f the character is dead.' advocate striving for glory?' you have to be miserly o r y o u ' l l have runaway
'But there's no reason why survival must be an 'Right. But the referee has to cooperate. I f the escalation on your hands i n no time.'
end in itself. I k n o w all the old-time wargamers ref's r u n n i n g a survival campaign, and you're 'Where does that leave the persona creators,
used to play that way, and most still do; after all, playing for glory, not only may you have trouble those w h o t h i n k that creating a u n i q u e person-
how can y o u " w i n " a game i f y o u r pieces are going f o r g l o r y w i t h o u t b e i n g derided f o r i t , ality is what makes for successful play?'
destroyed, so to speak. B u t when survival is the y o u ' l l find yourself with novice characters when 'That's j u s t o n e m o r e a l t e r n a t i v e t o t h e
primary goal o f players, i t puts a cramp i n the everyone else is at fourth level.' survival method. But one could be a survivalist
ref's range of options. Sure, you ha ve to survive 'And h o w does h e cooperate?' A l t e r d i d n ' t and a persona-creator, o r a glory-seeker and a
long e n o u g h t o " m a k e a n a m e " f o r y o u r sound very sympathetic. persona-creator. B u t I t h i n k survivalists have
character, b u t t h a t ' s a f a r c r y f r o m t h e g r i m , 'Well, w h e n he's aware that the players are trouble with unique characterizations insofar as
grind-it-out quest for survival.' l o o k i n g for opportunities for glory, he can make they d o n ' t w a n t t o adopt a character t r a i t that
'What else is there, Puls? And don't tell me you the adventures a l i t t l e less tough. I n effect, he's m i g h t contribute t o m a k i n g the w r o n g move.
don't play for survival.' compensating, because g o i n g f o r g l o r y is not, One " i n i m i c a l to survival', I call it.'
' I ' m an o l d - t i m e wargamer, A l t e r — remem- usually, t h e b e s t w a y t o w i n a b a t t l e o r 'Like an irrational terror of kobolds?'
ber, I was the one w h o wasn't interested i n the accomplish some objective. I n other words, he 'Well, one could probably w o r k r o u n d that.
DUD® game when I first heard of it, even though has t o alter the balance i n calculated risks, so But being a drunkard, for example, is only likely
I l i k e d S F / F games, because i t seemed t o be that the players can take more chances — and to get you into trouble, although it may be quite
dominated by dice and I hate luck. I got into the garner more glory — w i t h o u t getting themselves an amusing or even memorable character trait —
habit o f b e i n g a s u r v i v a l i s t , b u t i f I k n e w killed o f f wholesale. H e can even deliberately remember Alaric? I n a l o t of survivalist games
someone w h o ran a different k i n d of campaign, arrange opportunities for the party, or even for it's deadly to be a loner, for example. A n d so on.
try it.' specific characters, to do something glorious.' In a survivalist campaign, y o u r e a l l y need t o
32 I M A G I N E ma9azine, June 1984
Trevor a n d I a n b e l i e v e o n l y t r u e ' h o b b y i s t s '
appreciate. T h e W i n d ' s T h i r d Q u a r t e r h a s
been r e c e i v i n g c o n s i d e r a b l e a c c l a i m f r o m
those same 'in' people. Maybe it is a long way
from r u n n i n g a first level ranger, but it carries
intelligent and interesting material, and a lot of
readers would find this a witty and entertaining
way to expand their gaming activities.
The l a t e s t p s e u d o n y m f o r Wa l a m a l a y s i a
Gazette w a s t h e P e t e C a l c r a f t F a n c l u b
N e w s l e t t e r 41 Y o u really know you've arrived
when y o u g e t a ' z i n e n a m e d a f t e r you, e v e n
one t h a t o n l y costs 7 p . A n o t h e r D i p l o m a c y
'zine that gets good w r i t e - u p s from players is
Ode 53, w h i c h has a more reading matter, but
costs a m o r e too. H o p s c o t c h 4 0 offers one of
the most comprehensive packages of play-by-
mail opportunities, w h i l e Take That You Fiend Gasp, shock, horror, disaster! GamesFair he's t r y i n g t o a v o i d m e , b u t I t h i n k
18 and C u t & T h r u s t 2 3 are both good places got off to a very disturbing start when the Australia is going a bit too far. Come back
to find a g a m e of En G a r d e — indeed, having AD&D Te a m To u r n a m e n t w a s w o n by a Ivan, I love you really!
assured the doom of A s t r a d y n e by getting my
group o f f a n z i n e e d i t o r s l e d b y t h e This r e m i n d s m e o f t h e u s u a l crop o f
name d o w n t o play C r i c k e t b o s s , I've p u t the
redoubtable Brian 'Beast' Dolton. It must amusing t a n n o y a n n o u n c e m e n t s . T h e
evil eye on C&T by joining the EG w a i t i n g list.
Incidentally, t h e r e m a y b e a l i t t l e c o n f u s i o n
be said, of course, that the scenario was best of the lot interrupted Gary Gygax's
over C u t & Thrust for a while, since the South tailor-made f o r them, a l l t h e characters seminar as follows: " G a m e s Wo r k s h o p "
Dorset M i l i t a r y Society chose the same n a m e being half-orcs, and the setting a sewer, rang t h e d i s e m b o d i e d v o i c e , " w i l l b e
for their newsletter. but s u c h a r a d i c a l d e p a r t u r e f r o m t h e closing d o w n in..."; t h e r e s t o f t h e a n -
That l e a v e s o u r r e g u l a r m e n t i o n f o r t h e natural s c h e m e o f t h i n g s s e e m s t o nouncement being d r o w n e d i n l a u g h t e r
stirling e f f o r t s o f M i k e C o s t e l l o w i t h W a r demand additional explanation. Perhaps and cheers. F o r t u n a t e l y f o r t h e B r i t i s h
M a c h i n e 2 5 , t h e c o m p u t e r w a r g a m i n g 'zine, the a n s w e r can be found in the fact that games i n d u s t r y, t h e a n n o u n c e r w a s
and W a r g a m e N e w s 1 6 & 1 7 , f o r t h e referring only to the convention stall.
their party w a s G M ' d b y f e l l o w fanzine
boardgamers; and Fantasy A d v e r t i s e r 84, the
editor, Graham Staplehurst. One o f t h e b i g s u c c e s s e s o f t h e
comics equivalent of Exchange & Mart.
Not all o f these w i l l be eligible f o r the Zine The Fair was most notable for starting weekend was the game of En Garde! run
Poll o f c o u r s e , b u t t h a t c o v e r s m o s t o f t h e amidst a s t o r m o f n e w s p a p e r a r t i c l e s by the Esso London Games Society. This
potential winners. M a d P o l i c y 9 4 announced inspired by those boringly earnest people was e s p e c i a l l y n o t a b l e f o r t h e l a r g e
the r u l e s for t h i s year w h i c h are to be found, w h o c a n ' t tell t h e difference between a number of TSB staff furiously competing
along w i t h c o n t a c t a d d r e s s e s f o r a l l t h e s e cult game and an occult game. W i t h the for the favours of that most desirable o f
publications, on page 42. furore having reached the f r o n t page of mistresses, Sally M e a d o w s . To m K i r b y,
the G r a u n i a d (misprint), e v e n t h e B B C alias J i m N ' To n i c , w a s t h e s u c c e s s f u l
0.5 Reviews by Paul Cockburn became interested a n d s e n t a r e p o r t e r suitor. Totally unconnected with which is
from R a d i o 4 ' s R e l i g i o u s A f f a i r s p r o - the n e w s that To m is soon t o become a
gramme to cover the event. This resulted father. T h i s c a m e a s s o m e t h i n g a s a
only in instant stardom for Megan Evans shock to those of us who thought that he
who, a s a M e t h o d i s t lay preacher, w a s was too old for that sort of thing (though
ideally suited to put over our side of the not a s o l d , o f course, a s U n c l e D o n ) .
argument. No demon summonings were Congratulations i n advance t o To m a n d
adopt a sin vivalist personality, or at least there reported a l l w e e k e n d a n d t h e s t r a n g e his wife, Kate.
must be enough survivalist personalities in the Among t h e m o r e notorious attendees
goings on in the dark on Saturday proved
party to handle it when those with non-survival
to be only the aforementioned Dolton and at the Fair were Jamie Thomson, deputy
personalities screw up.'
Co having an all-night game of Killer. editor of W . _ D a n d a m a n whose
'And they always (I() — like El Cid fireballing
his own party, or that nut Sister Mary Elephant One o f t h e n i c e s t t h i n g s a b o u t t h i s lapel badge described him as 'The semi-
fouling up her orders to the conn oiled monster, year's F a i r w a s t h e l a r g e n u m b e r o f legendary Dave Langford'. These two met
so that it an h e r own party. But what really foreign visitors. They were Americans, of in person for the first time and the result
irks me, Puls, are the wiseguys w h o keep course, Gary Gygax's entourage and four was a n impressive victory b y Langford.
asserting that the only proper objective in role- lads w h o won trips here at GenCon, but Dave w a s i m m e d i a t e l y o n t h e a t t a c k ,
playing games is the creation of an interesting, European visitors were also in evidence. following the opening handshake with a
onus sal character. Whyfor and whosays? Why
A special hello therefore goes out to the lightning ' I ' l l j u s t c h e c k I've g o t all m y
shouldn't I imagine that it's an extension of me
contingent of C r a s i m o ff ' s World players fingers left', b u t the knockout b l o w w a s
gutting i t o u t i n there, n o t some character
entirely separate f r o m me? W h y m u s t t h e all t h e w a y f r o m N o r w a y ( a b l e a k - undoubtedly his masterly description o f
emphasis be on the role rather than on the sounding l a n d w h e r e w h i s k y i s £ 2 5 a the goings-on at big SF conventions. Eyes
player? I am playing a role, not I am playing a bottle and beer £3 a pint), and to Max, an bulged, sweat poured from the b r o w and
role.' English d r a g o n c u r r e n t l y r e s i d e n t i n the j a w dropped t h r o u g h t h e f l o o r. I t ' s
'Hey, beats me. There's always been a n Berlin w h o b r o u g h t a l o n g a g r o u p o f funny w h a t t h e p r o s p e c t o f 2 4 h o u r
element o f vicarious participation i n n o n - German friends. See you a l l again n e x t drinking can do to a man.
abstract games, so why the stress nOW should be year, folks? Langford, meanwhile, was busy moan-
on p l a y - a c t i n g , I d o n ' t k n o w . M a y b e i t ' s a
defence mechanism of adults who need to feel Some m i l d a m u s e m e n t w a s provided ing about being inundated w i t h F i g h t i n g
by t h e i n s t i t u t i o n o f I M A G I N E " ' m a g a - Fantasy type games from publishers who
that they're somehow superior to kids who play
z i n e ) GamesFair0 AwardsTM i n w h i c h i t thought they were books. He was greatly
the game. After all, the subconscious argument
might go, kids aren't good enough to be "real looks like the Turkey of the Year category cheered, h o w e v e r, b y t h e discovery o f
role-players" — those who create the unique may result in a r u n a w a y victory for a M r HeartquestTM and was last seen furiously
personas. Then the persona-creators can look Paul Co...arghl ouch! help! Very few votes penning a somewhat risque version there-
down their noses at the kids. Not that I advocate for me, though. Obviously the vast hordes of f o r one o f t h e less salubrious maga-
the way many kids play the AD&DTM game, mind out there who inundate the Mill with anti- zines t h a t h e w r i t e s f o r. W h e t h e r t h i s
you.... Or maybe it's just an over-reaction to Tamlyn hate mail every month couldn't be game will see print in the a s well is
hack'n'slash players. But it's time for me to start bothered to come to the Fair. open to doubt, though to judge from some
writing, Alter. Don't forget to clean the bird's of t h e i r covers i t w o u l d n ' t seem o u t o f
And t a l k i n g o f m y a b s e n t f a n c l u b ,
cage.
1A0 Lew Pulsipher where w a s m y good friend Ivan? I k n o w place. . 1 0 1 4 5 Pete Ta n t l y n

I M A G I N E magtuine, June 1984 33


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UNDER THE NEW REGIME ALL WHICH LED TO D I S C O N T E N T _ AND INEVITABL\l TO
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Letters
Once again it's time to dip into the old mailbag, F o l l o w i n g t h e ancient Chinese p h i l o s o p h y many ordinary conversations are of the order 'I
to see what's on people's minds. I f you have that spirits i n e v e r y tree, stone etc, a mage said "xxx" to her and she said "xxx" to me.'
anything at all to say that other garners might might be able t o make a pact w i t h them. F t i
want to hear, write to: I M A G I N E magazine example, an MIT might make a pact w i t h a river David Webster, Q u e n i b o r o u g h , Leicestershire:
(letters), The Mill, Rathmore Road, Cambridge. spirit so that he w i l l never drown there, though Thu introduction to t he Call of C t h u l h u game in
Do you remember all the way back to 134? the r is it w i l l demand something in return, such #I3 w a s excellent. I t i n s p i r e d m e t o g e t a
Those w e r e t h e d a y s w h e n N i c N o v i c e as stopping its p o l l u t i o n by a local village. Lovecraft b o o k f r o m t h e l i b r a r y, a n d a f t e r
appeared on page 2, when Rubic was actually Lastly, I suggest a ' p r a c t i c a l use o f spclls reading that, I decided to give the game a chance.
about Rubic, w h e n w e h a d to draw boxes experience' — such as when spells like knock or
instead of typesetting them. Haven't we come wizard lock are cast — ' n i g h t be calculated as Jeremy N u t t a l l , C o n g l e t o n , C h e s h i r e : Y o u
a long way? Apparently not in a l l respects, 10x lex el of spell inight expect me to bawl at you, having spent a
because, just like the good old days, we've xps w h o & issue on a game I don't play, but far from
managed to offend the biking fraternity_ level o f caster it. Yo u have covered t h e game i n reasonable
After a l l , a m a g i c user is a m a g i c use a n d depth, and I feel I am now fairly knowledgeable
K Green, T h e National Chopper Club, should get experience for doing so. about it. Steve gives a good, in-depth discussion
Lewisham, L o n d o n : Eve just bought a copy o f of the game, while your scenarios and story leave
IMAGINETm magazine # I 3 , and as a beginner to Brian H Longstaff, Sheffield: Just t h o u g h t Ed me feeling satisfied.
RPG I found a lot to interest me, u n t i l _ write to say h o w much I enjoyed the C t h u l h u -
On page 21 i s a review o f a computer game of ientated #13. It seems the Cthulhu-based theme o f #13
called M o r r i s Meets T h e Bikers. I f i n d t h i s was very popular. We will return to confront
review, as a biker, quite of fen sive. Remarks like Thank you. Quite a few people congrat- eldritch horrors and writhing tentacles soon.
'fear SOUR' b i k e r s ' a n d ' b l a s t i n g b i k e r s i n t o Every now and again we get a question that
oblivion', the Bike world can do without. I find However, I was a b i t disappointed w i t h P a u l challenges the way we understand the game.
it frightening that Bikers are picked out as being Cockburn's article on I I P Lovecraft, as it left out
good sport; we are not animals but real people the basic reason for H P L ' s reclusive life and the M V i c t o r y, L i n d l i e l d , West Sussex: W e are a
w h o work and live like most others. to i n s p i r a t i o n of his stories. group o f six A1)K7D players, a l l teenagers w h o
read I M A G I N E magazine. W e have a strange
it was a pretty lousy game too. It seems bikers Rats.... and successful m e t h o d o f p l a y — w e tire a l l
and role-players, like football supporters and players and DMs! T h e all players/DNIs system
flying pickets, get more than their share of bad He was a recluse due t o the attentions o f two actually works quite well. I t gives the chance to
press. The mass of any group cannot be di- maiden aunts who raised h i m — they convinced try b o t h roles, a n d h e l p s everyone l e a r n t h e
vorced from the actions of its unsavoury mem- Lovecraft he was hideous as a child. This formed necessary information. Also, i n complex situat-
bers. A bike-riding, role-playing, NUM member psychic scars which remained t i l l his death. ions two DMs make less work.
who goes to White Hart Lane on a Saturday The reason he wrote anti did not look for other I wrote to ask W hat you t h i n k of this, and i f
must really come in for some stick. And if he's a work was that he fancied himself as an English tlwre art' any improvements we could make to
1st level MU, there's this guy to deal with: gentleman, t i n d E n g l i s h g m t l e m e n d i d n o t our group?
work, a n d s p e n t t i m e o n t h e i r w r i t i n g s f o r
Mark Langford, Long Road Sixth Form College, amusement, not for money. If it is successful, 'M', the last thing you want is
Cambridge: T h e new combat tables outlined in •Ehe i n s p i r a t i o n f o i m a n y o f w o r k s an outsider interfering. I can't quite visualize
#I3 g o f u r t h e r a l o n g t h e r o a d t o stating t h e wet e t h e w e i r d dreams a n d n i g h t m a r e s t h a t what you mean by 'all players/ DMs', but if it
obvious fact — your first level M U is a wimp. I f disturbed his sleep. means you all know the contents of a module,
he spends the years between the ages of 6 and 30 A comment about Lovecraft's WI itings intuit' and all play in it, you must have some amazing
studying under some w r i n k l e d old spellbinder, in t h e article was t h a t h e w r o t e i n t h e ' f i r s t house rules to cover situations where players
he should come out w i t h something a l i t t l e bit person s i n g u l a r, w i t h l i t t l e o r n o dialogue....' come to a door, knowing there is a deadly
better than a 2-5 damage magic missile. Cantrips Any person w r i t i n g down what has happened, menace behind it, and insist that their char-
did a l i t t l e t o e x p l a i n w h a t else he got u p t o in a d i a r y o r a letter, o r CVell t e l l i n g anothet acters walk away though the characters could
during this time, but it's not really enough. person o f a n i n c i d e n t w i l l u s e l i t t l e o r no) not know their lives were in danger!
Magic-users should gain cantrips in addition dialogue d u e t o t h e f a c t t h a t t h e y c a n n o t The letter is most interesting for the impress-
to their normal first level spells, remember the exact words said. ion it gives that DMs and players are different
Mundane ' m a g i c ' , s u c h a s t h e c a s t i n g o f breeds, utterly unmixable. Most players in my
horoscopes m a y be possible. T h i s c o u l d have I'm s u r e m a n y people do, Brian, b u t that experience do both, though they may have a
some advantages for the mage; but, of course, he doesn't make i t any easier to read. A n d I'd preference for one or the other.
can misinterpret his divination. argue that people do narrate with dialogue: 1A5 Letters edited by Paul Cockburn
36 I M A G I N E m a 9 a d n e , j u t t e 1984
If you want to see players sweat,
there is no better time than when
they find themselves lost in a deep
dungeon level, running short of spells
and hit points.

Not so long ago, w a s acting as DM second, d e s i g n y o u r d u n g e o n l e v e l s t o players w i l l h a v e l i t t l e difficulty f i n d i n g


for a group of players who had never make accurate mapping difficult. their w a y around. M u c h can be made of
played t h e D & D ® g a m e before. I n First things first. Yo u are not respons- curving passages, winding passages, and
ible if players get things wrong. If you say, passages r u n n i n g a t odd angles. W h e n
their ignorance, they set off down the
'there's a passage on the r i g h t ; . a n d you planning the original dungeon level, long
corridors without bothering to make a
notice t h a t a player is marking i t on t h e gently-curving p a s a g e s c a n e a s i l y b e
map o f t h e i r r o u t e . W e l l , I w a s n ' t map as being on the left, do not point out drawn w i t h t h e aid o f compasses — for
going t o t e l l t h e m , w a s I ? I w a s the e r r o r. I f p l a y e r s m a k e m i s t a k e s , the players, t h e y a r e v e r y h a r d t o m a p
looking forward t o having some f u n tough! Let them get confused w h e n they free-hand. I f t h e r a d i u s o f c u r v a t u r e i s
when the party attempted to retrace try t o r e l a t e t h e m a p t o reality. I f t h e y misjudged, the party may end up thinking
its footsteps and couldn't remember arrive at an area which is hard to describe that they are in quite a different part of the
which w a y i t came. U n f o r t u n a t e l y, in words, there is no h a r m i n giving t h e dungeon than they actually are. Similarly
they didn't live long enough t o start
retracing their footsteps, and before
they set off again, a more experienced
player happened by and gave them a
few words of advice. A page for the
My word to novice players for this month not-so-experienced
is t h i s : a l w a y s m a k e a m a p ! A l l t h a t
follows is addressed chiefly to DMs. adventurer
There is much fun to be had by getting
characters lost in the dungeon. There is a
streak o f s a d i s m i n m o s t D M s , i n t h e
cunning traps they devise, in the fiendish
by Roger Musson
monsters they brew up. If you want to see
players s w e a t , t h e r e i s n o b e t t e r t i m e II"
than w h e n they find their characters lost
in a deep dungeon level, running short of players a rough sketch on scrap paper of with angled passages; if the party walks a
spells, a n d w o r s e , r u n n i n g s h o r t o f h i t as much of the area as they can see. But long way down a side passage running at
points. Therefore, i t is no bad idea to try do n o t s h o w t h e m y o u r o w n m a p ! Yo u 300 to the main passage, thinking that it
and bring this about occasionally. have t o p l a y f a i r, a n d a l w a y s g i v e t h e runs a t an a n g l e o f 450, t h e y w i l l h a v e
There are t w o basic ways to get char- players c o r r e c t i n f o r m a t i o n w h e n e v e r considerably m i s j u d g e d t h e i r p o s i t i o n
acters lost; o n e i s t o d o i t directly, t h e they ask, but as long as you are right, it is w h e n they get to the end of it. However,
other i s j u s t t o g e n t l y h e l p t h e m g e t not particularly in y o u r interest to make these tricks don't work quite as well when
themselves lost. T h e direct approach i s sure t h a t t h e y h a v e g o t i t r i g h t . S o , the party is able to distinguish north and
achieved b y m e a n s o f traps w h i c h d i s - similarly, do not volunteer useful bits of south.
locate the party. The most obvious is the information such as 'these two passages In t h e D8ED r u l e b o o k s y o u w i l l f i n d
actually join up, b u t you've d r a w n t h e m mention o f a r t i f i c i a l d e v i c e s t o m a k e
trap door w h i c h plunges everyone down
to a n u n f a m i l i a r p a r t o f t h e n e x t level. wrongly'. mapping h a r d e r — t h i n g s l i k e s p a c e -
There are variations on this: the teleport Another t h i n g ] i n a l l t h e p u b l i s h e d distortion passages, which are a different
trap, w h e r e c h a r a c t e r s advance i n t o a examples o f t h e p l a y o f RPGs y o u a r e length than they seem. I have never found
room t o p i c k u p s o m e u n g u a r d e d t r e a - likely t o c o m e a c r o s s ( N i c Novice, f o r these p a r t i c u l a r l y u s e f u l , p e r h a p s b e -
sure, then find t h a t the door gives onto a instance) you will find the DM describing cause m o s t p l a y e r s a r e s o l a x a b o u t
completely different corridor than the one exits and entrances as north, south, east getting s c a l e o n t h e i r m a p s r i g h t , t h e
they c a m e i n f r o m . P a r t i e s w h o g e t and west. This is assuming that the player distortion in length gets lost.
caught a couple o f t i m e s t h i s w a y start characters have compasses; it is assum- A l a s t thought: i f a player maps a n
getting v e r y w a r y o f e m p t y rooms. A n - ing t h a t compasses exist i n t h e fantasy expedition, you can rule that the player-
other approach is simply to block the line world i n question. I n m i n e , t h e y don't. character is making that map on a piece of
of retreat. The party goes through a door Above ground you can tell direction from paper carried w i t h h i m o r her. If, i n t h e
one way and finds it does not open in the the position o f the sun, b u t once you go course o f t h e adventure, t h a t character
other d i r e c t i o n ; o r a p o r t c u l l i s d r o p s , underground you get things described as gets fireballed, then all his maps will have
sealing off the corridor down which they left, right, left and ahead, and so on. So been consumed by the flames. G r a b the
came. C a r e i s n e e d e d w h e n designing once characters lose their initial sense of player's maps, toss them in the fire, a n d
this sort of feature. Obviously, if the party north and south after going d o w n a f e w let t h e party find i t s w a y h o m e w i t h o u t
just h a s t o w a l k r o u n d t h e block t o g e t bendy c o r r i d o r s , n a v i g a t i o n b e c o m e s them! I V Roger M u s s o n
past the portcullis, it w i l l n o t have much much h a r d e r — a n d t h i n g s become t h e
effect. I d e a l l y, a c o n s i d e r a b l e d e t o u r more entertaining for m e 9,s the players Roger has been playing t h a D & D g a m e
shoula be necessary. try to puzzle out which corridor connects since 1976. He hes contributed to W h i t e
But i t i s m u c h m o r e satisfying t o l e t up with which. D w a r f , The Wargamer, Wa r g a m e N e w s
characters g e t themselves lost w i t h t h e The second thing, as I said, is actually to - and, o f course. I M A G I N E magazine.
minimum o f assistance from you. There design t h e d u n g e o n w i t h d i f f i c u l t y o f If you would like to read previous Stirge
are t w o w a y s of encouraging this. First, mapping in mind. If your floor plans are all Corners, back issues o f IMAGINE maga-
do not give the players unnecessary help; fairly p r e d i c t a b l e r e c t a n g u l a r b l o c k s , zine cost ELS() each from TSR UK Ltd.

INIAGP,T J w i t 1384 37
DRAGONS
which wrapped itself about him and tore
itself to bits on the blades. Forgetting his
promise, John rushed to tell his father the
news, a n d w a s d u m b s t r u c k w h e n h e
realized he m u s t kill h i m , too. H e could
not bring himself to do so, and as a result
a c u r s e befell t h e L a m b t o n f a m i l y, t h e
heirs f o r n i n e successive g e n e r a t i o n s
dying mysteriously. If you are tempted to
dangle a line on a Sunday, beware!

H ow did such stories come about? Some,


like t h e tale of M o r e of M o r e Hall, w e r e
undoubtedly allegorical. M o r e i s said t o
have confronted and killed a dragon in a
similar style to Lambton, and it is thought
that the legend owes its origin to a real-
life m e m b e r o f t h e M o r e f a m i l y w h o
challenged a n d ousted a w r a c k - r e n t i n g
lawyer, thus becoming a popular hero.
It i s impossible t o explain, h o w e v e r,
how the dragon came to be so consistent
about t h e appearance o f t h e i r d r a g o n , prows of their ships, t o strike terror into and popular a motif in so many different
called 'Lung'; he has a head like a camel, the hearts of their enemies. cultures. It has been suggested that Man
the horns of a deer, the eyes of a hare, the has s o m e dark, i n h e r i t e d f o l k - m e m o r y
ears of a bull, the neck of an iguana, the Britain i s particularly r i c h i n dragon passed down the evolutionary chain from
belly o f a frog, t h e scales o f a carp, t h e folklore, and boasts several species of the the days of the dinosaurs, a n d certainly
paws of a tiger, and the claws of an eagle! beast. The dragon proper had four legs, the d i s c o v e r y o f f o s s i l r e m a i n s h a v e
He is born in pools of water, and ascends wings, a n d t h e a b i l i t y t o b r e a t h e f i r e , helped give dragons credence in the past.
to the heavens in waterspouts, w h e r e he There w a s a t w o - l e g g e d v a r i e t y, t h e In l e s s s c i e n t i f i c a g e s , t a l e s o f e x o t i c
cavorts a b o u t t h e s k y b r e a t h i n g s t o r m Wyvern, a n d t h e l o n g , l e g l e s s W o r m . beasts seen by travellers in far-off lands
clouds a n d r o a r i n g w i t h t h e s o u n d o f Most improbable was the Cockatrice, said have become distorted. Europeans, see-
thunder. Chinese d r a g o n s c a n o f t e n b e to be half dragon and half chicken! ing crocodiles and certain large lizards for
seen, earth-bound, d a n c i n g a r o u n d t h e There are over forty towns which have the first time, occasionally took t h e m as
streets o f c i t i e s w i t h l a r g e C h i n e s e dragon s t o r i e s a s s o c i a t e d w i t h t h e m , dragons.
communities, l e n d i n g t h e i r blessings t o some g r a n d , b u t m o s t h o m e l y t a l e s Whatever their origin, dragons certain-
the N e w Year and other festivities. concerning specific locations. T h e R e d ly c a u g h t t h e p u b l i c imagination. T h e y
There are no stories of heroes slaying Dragon of Wales, said to have appeared have a l o n g h i s t o r y a s c h a r a c t e r s i n
Chinese dragons, f o r i n t h e E a s t t h e y on the eve of the Roman Conquest, and to festive processions in Europe, going back
bring g o o d luck. I n t h e We s t , h o w e v e r, have been cast down until t h e magician to the Middle Ages. These dragons w e r e
there i s m a n y a t a l e o f a n e v i l d r a g o n Merlin freed it to protect the Principality's made o f a w o o d e n f r a m e , c o v e r e d b y
being slain by a young adventurer. Often interests, i s u n t y p i c a l l y g r a n d . M o s t beautifully p a i n t e d c l o t h , b e a r i n g f a l s e
in such stories, the dragon is one of many British dragon stories tell how a particular wings and carved w o o d e n heads. T h e y
dangers the hero has to face to prove his local, sometimes a knight but often just a were w o r n a s a c o s t u m e , h u n g f r o m
worth, a n d f r e q u e n t l y h e i s r e w a r d e d canny working lad, overcame the plagu- straps across a m a n ' s shoulders. O f t e n
with some treasure w h i c h t h e dragon is ing beast. Billy Biter, hen-pecked hero of they had tightly hinged jaws, which could
said t o have been hoarding. O n e o f t h e the t a l e o f t h e D r a g o n o f F i l e y, i n be manipulated to open and s h u t w i t h a
oldest and best-known European tales of Yorkshire, fed the dragon parkin, a sticky sharp ' c l a c k ' ; t h e s e w e r e t h e o r i g i n a l
dragon-slaying concerns the Scandinav- treacle flavoured gingerbread. This caught 'Snap Dragons'. Used i n r e l i g i o u s p a g -
ian h e r o , S i g u r d , t h e m o d e l o f t h e in the dragon's teeth, and when he went eants, o n f e a s t d a y processions, o r b y
German Siegfried. Sigurd's task is to slay to t h e sea t o w a s h i t clear, a b i g w a v e Mummers o r M o r r i s M e n , t h e y w o u l d
the f e r o c i o u s m o n s t e r F a f n i r, a f i r e y swept h i m o f f a n d d r o w n e d h i m . T h e dance in and o u t of the c r o w d i n mock-
dragon w h o comes d o w n t o a pool each dragon o f Ly m i n s t e r, i n S u s s e x , w a s attack, and sometimes fought uproarious
day to drink. Sigurd digs a t r e n c h across despatched b y a s i m i l a r l y i n d i g e s t i b l e duels w i t h a p a n t o m i m e S t G e o r g e .
the d r a g o n ' s p a t h a n d h i d e s i n i t , a n d , morsel, fed to him by one Jim Puttock. As Norwich Museum has a fine example of a
when i t l u m b e r s a c r o s s h i m o n i t s the d r a g o n c o n v u l s e d w i t h s t o m a c h - Snap m a d e a t t h e e n d o f t h e 1 8 t h
journey, he rather unsportingly stabs it in ache, Jim struck off his head. Century, and one group of Sussex Morris
its u n p r o t e c t e d b e l l y. T h e h e r o o f B e o - One o f the most famous and complete Men still use a dragon in their displays.
British d r a g o n l e g e n d s c o n c e r n s t h e With the Industrial Revolution and the
wulf, a n Anglo-Saxon poem dating f o r m
1000, faces a s i m i l a r challenge head on. Lambton Wo r m from Durham. One day, spread o f m a s s e d u c a t i o n , b e l i e f i n
Beowulf spends h i s t i m e defending h i s the h e i r t o t h e L a m b t o n e s t a t e s , a dragons in Europe began to fade; or per-
people, or, more importantly, his drinking dissolute young m a n n a m e d John, w a s haps it was simply that all those courage-
hall, from a variety of wandering nasties, fishing on a Sunday when he hauled in a ous young heroes had p u t t h e m o n t h e
of w h i c h a p o w e r f u l dragon is t h e m o s t baby Wo r m . Thinking t o be r i d o f it, h e endangered s p e c i e s l i s t . T h e y l i v e o n
terrifying. Though Beowulf and his assist- cast it into a well. Years passed, and John today only in the fantasy worlds of writers
ant destroy the menace, Beowulf himself w e n t off to redeem himself by fighting in a like J R R Tolkien, countless c h i l d r e n ' s
dies in the attempt. Crusade. W h e n h e returned, h e f o u n d fairy tales, a n d t h e skilfully constructed
Not s u r p r i s i n g l y, t h i s a s s o c i a t i o n o f that the Worm had emerged, fully grown, fantasies o f t h e cinema special e ff e c t s
and had begun to attack the local villages. teams. N o w and then, someone shows a
dragons w i t h t h e f i g h t i n g v i r t u e s o f
strength a n d c o u r a g e h a s l e d m a n y a Distressed that he had been the cause of touch o f pity f o r a beast t h e w o r l d h a s
military m a n i n t h e p a s t t o choose t h e so m u c h mischief, J o h n appealed t o a outgrown. Puff, the magic dragon in t h e
dragon a s h i s e m b l e m . T h e R o m a n s witch t o help h i m destroy t h e m o n s t e r. song, languishes by the shores of Hono-
sometimes u s e d t h e d r a g o n d e v i c e o n The witch struck a bargain; in return for Li, w h i l e h i s e r s t w h i l e f r i e n d , J a c k i e
their shields, a n d t h e r u l e r s o f a n c i e n t her help, J o h n m u s t slay the first living Paper, m o v e s o n t o t h e l e s s i n n o c e n t
Byzantium m a r c h e d u n d e r a d r a g o n thing h e meets a f t e r h i s victory, o r h i s pleasures of adolescence. Perhaps he is
banner, a three-dimensional model w i t h heirs w o u l d s u f f e r a s a r e s u l t . J o h n not a l o n e . P e r h a p s a l l t h e d r a g o n s o f
a carved h e a d a n d a s i l k e n body w h i c h agreed, and the witch produced a cunning history are out there with him, waiting for
ballooned out like a windsock. The Viking Suit of armour, studded with knife-blades. us to believe in them once more.
raiders c a r v e d d r a g o n h e a d s i n t o t h e Thus armed, J o h n t o o k o n t h e dragon, 01,5 Ian J Knight & G r a h a m Fuller
39
I M A G I N E magathw, June 1984
U N D E R T H E I R P R I M E D I R E C T I V E - T H A T O F P R O M O T I N G I N T E R E S T I N S P A C E T R A V E L , S C I E N C E F I C T I O N , A S T R O N O M Y A N D U F O L O G Y,
ISTRA ( U K ]
IS P R O U D T O P R E S E N T. . .

Book y o u r s e a t a b o a r d t h e S t a r S h i p ULTIMA f o r t h e j o u r n e y o f a l i f e t i m e .
Your t r i p r o u n d t h e S o l a r System w i l l b e g i n f r o m t h e TELEPORT STATICN i n t h e
CENTRAL HALL, WESTMINSTER, w h e r e y o u w i l l b e beamed a b o a r d t h e m a s s i v e s t a r - c r u i s e r .
The ULTIMA w i l l b e m a k i n g d a i l y t r i p s between t h e 6 t h a n d l l t h o f AUGUST, 1 9 6 4 , a n d
o f f e r s a l l t h e comfort l u x u r a n d entertainment o f any c o n v e n t i o n a l Earth-Bound c r u i n e r.

= 1 1 1 1 1 1 = I r 1 1 1 1c""A•
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TELEPORT BOARDING SYSTEM TRADERS CABINS FOOD AND REFRESHMENTS FULLY POSTED CORRIDORS THROUGHOUT

F o r m o r e information, y o u r P a s s p o r t s and B o a r d i n g Tickets, c o n t a c t 2 4 / 2 5 Foley St., L o n d o n , W 1 . 0 1 - 8 3 1 4 5 8 9

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b y awizard• ••
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40 P l e a s e m e n t i o n I M A G I N E magazine w h e n replying to a d v e r t i s e m e n t s
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BASICSETSANDBASICERRORS.. Whoops of Joy


Comic f a n s w i l l b e pleased t o l e a r n t h a t
Titan Books have produced a n o t h e r Judge
TSR h a v e received a f e w l e t t e r s l a t e l y could s e e t h e g l o w. T h e n e w w o r d i n g Dredd title, called J u d g e D r e d d 3 (no room
about m i s t a k e s i n t h e l a t e s t r e v i s e d makes it quite clear that only the caster for c o n f u s i o n t h e r e ) , b y W a g n e r, M i l l s ,
edition o f t h e D8rDj'H B a s i c Set. A t t h e sees t h e g l o w f r o m r e l e v a n t o b j e c t s / McMahon a n d S m i t h . D o u b t l e s s t h o s e
same time, a list has come from America creatures i n range — w h i c h i s a n extra names w i l l e l i c i t w h o o p s o f j o y f r o m t h e
detailing t h e s e errors. M o s t a r e trivial, limit on the spells' effectiveness. aficionados as, indeed, w i l l t h e stories i n
this volume. The pick of the bunch looks to
but a f e w actually change (slightly) t h e Other changes affect monsters. W h e n
be a t a l e called O t t o S u m p , b i l l e d as t h e
way the game works. using melee weapons, gnolls and nean-
story o f o n e m a n ' s r i s e t o t h e t o p a s t h e
The m o s t o b v i o u s m i s t a k e i s o n t h e derthals get a +1 b o n u s to damage rolls, head of an empire of Ugly Clinics and anti-
character s h e e t i n t h e Players M a n u a l , due to their high strength. Kobolds, on the beauty products.
used d u r i n g t h e s o l o a d v e n t u r e . Y o u other paw, suffer a -1 penalty due to their There is a Judge Dredd RPG due out later
should i g n o r e a n y w r i t t e n - i n n u m b e r s , low strength. Orcs are slower, and n o w this y e a r I f i t a c h i e v e s a r a t i n g o n t h e
and substitute those (Strength, hit points, move a t 9 0 ' ( 3 0 ' ) . A m e d u s a i s n o w Bizarreness Quotient Scale half as great as
AC etc) given in the solo adventure. entitled t o a S a v i n g T h r o w vs. Tu r n t o the stories do, i t will be doing u n c o m m o n l y
For clerics, elves and magic users, a n Stone if she looks in a mirror. Green slime well. A n o t h e r n e w o n e f r o m T i t a n i s
Nemesis the Wa r l o c k B o o k 2. This is 'the
important change has been made to the are w o r t h 3 0 x p i n s t e a d o f 5 x p , a n d second c a t a c l y s m i c c l a s h b e t w e e n t h e
effects of d e t e c t spells. The old wording beating a gargoyle is worth 175xp, assum- rebel N e m e s i s a n d t h e e v i l , t o t a l i t a r i a n
of the spell said that the detected objects/ ing you do beat Torquemada.' S o u n d s like a l o t m o r e f u n
creatures glowed w h e n i n range — t h e Finally, a h e l m o f t e l e p a t h y may only than being a shipping clerk in Bootle... It is
implication s e e m e d t o b e t h a t a n y o n e by used three times per day. by Pat Mills and Kevin O'Neill.

Model Masters
Generation Gap The f i r s t i n G r e n a d i e r M o d e l s ' m o d e s t l y - officially approved Call of Cthulhu adventure
Triffid S o f t w a r e Research have produced a
titled M a s t e r p i e c e s e r i e s i s available, t h e called T h e H o r r i b l e S e c r e t o f M o n h e g a n
program f o r t h e 4 8 k S i n c l a i r S p e c t r u m
called C h a r a c t e r G e n e r a t o r. In the t w i n k l - Wa r M a m m o t h of the Undead Legion. !sup- Island, concerning the frightful goings-on on
pose w e have become accustomed to model a strange island situated o f f t h e coast o f
ing o f an electrical impulse, t h e c o m p u t e r
figures of skeleton warriors and horses but — Maine. Raid on Rajallapor is a Mercenaries,
churns o u t a c o m p l e t e A D & D c h a r a c t e r.
a m a m m o t h ? I n 2 5 m m scale, t h i s skeletal Spies & Private Eyes adventure and involves
Triffid c l a i m t h a t ' p l a y e r s a n d D M s a l i k e
behemoth i s a v e r y i m p r e s s i v e m o d e l a n d all sorts of macho machinations in t h e Indian
find dicing up the characters at the start of a
comes complete w i t h h o w d a h a n d c r e w o f sub-continent — anything from parachuting
game t o b e b o r i n g a n d v e r y t i m e -
three skeleton w a r r i o r s . I t ' s educational a s into a c t i o n f e s t o o n e d w i t h t h e h a r d w a r e
consuming...•
well. I never realized that a m a m m o t h ' s trunk beloved o f players everywhere, t o avoiding
In my experience, they are mistaken. It is
had a skeleton. Fascinating. T h e y d o h a v e the vengeful attacks of Hindu m i n o r deities.
certainly b o r i n g f o r o t h e r people w h o are
skeletons, d o n ' t t h e y ? E l u c i d a t i o n f r o m It's a man's life as a hired killer. Then there is
forced t o w a i t w h i l e t h e process i s c o m -
zoologists, archaeologists o r o t h e r suitable Disappearance o n A r a m a t , a Traveller
pleted but the individual whose character is
qualified sources w o u l d be welcome. module with the 'official' nod to its credit. The
being r o l l e d f i n d s q u i t e absorbing. W i t h i n
I believe there i s a n o t h e r S u p e r m a n f i l m players are hired by a w o r r i e d father w h o s e
my o w n c i r c l e o f garners, w e c o m m o n l y
due f o r r e l e a s e . I f s o , t h e n e w O f f i c i a l daughter has gone missing w h i l e leading a
produce characters in the pub. This serves
C h a m p i o n s f i g u r e s from Grenadier wil bene- group of students on an archaeological dig on
as a n enjoyable diversion a n d saves t i m e
fit f r o m t h e h e i g h t e n e d a w a r e n e s s o f t h e the planet of A r a mat. Finally, a m o d u l e de-
during g a m i n g sessions. I t h a s t h e added
genre that will accompany the film. There are scribed as 'suitable' for the A D & D game (but
advantage o f assuring u s o f plenty o f leg
t w o boxes in t h e range: S u p e r - H e r o e s and not an officially approved one), C l o u d l a n d . It
room in the pub. Normal, decent people feel
Super Villains. Very good they are too. is a l l a b o u t b r e a k i n g a n d e n t e r i n g a H i g h
strangely intimidated by the sight of grown
Grenadier a r e also o ff e r i n g t h e f i r s t f o u r Mage's c a s t l e f o r t h e e x p r e s s p u r p o s e o f
persons r o l l i n g d i c e , w i e l d i n g c h a r a c t e r titles in a n e w series of A d v e n t u r e modules committing acts of vandalism, GBH and other
sheets and arguing over the advisability of
— a n e w enterprise f o r t h e m . T h e r e i s a n felonies. In short, a typical RPG thrash.
various spells, weapons and bits of armour.
A f e w conversational r e f e r e n c e s to elves,
dragons, d e m o n s , e t c w i l l u s u a l l y d r i v e
away the stubbornest neighbour, Magic Dragons Night Fighting - Flying Pickets?
Triffid's Character Generator is not to be There c a n ' t be m a n y people left w h o have More details of Standard Games' upcoming
dismissed, however. Looking at the details not w r i t t e n a Read and Play fantasy book. Japanese m a n - t o - m a n boardga me: i t w i l l
it can generate, I s h o u l d say that it w o u l d Armada publishers h a d t o g o t o County be called S a m u r a i Blades and is due for a
serve v e r y w e l l a s a n N P C creator. N o w Kildare in Ireland to find the author of their June 1st release. It looks to be on the same
that w o u l d be useful. G r a i l q u e s t S o l o F a n t a s y G a m e b o o k s . He lines a s C r y H a v o c a n d S i e g e . A m o n g
Computers are not my strong point, but I is J H Brennan, described as 'well known in other f e a t u r e s , i t o f f e r s N i n j a , M o n k s ,
would have thought that, to gain the maxi- the D & D world'. His m a i n claim to fame is Assassination, N i g h t F i g h t i n g a n d H a r i -
mum b e n e f i t f r o m t h e s p e e d o f t h e p r o - that h e designed t h e g a m e s M a n , M y t h Kiri. There are t w o maps: The Te m p l e and
gram, o n e w o u l d n e e d t o h a v e a d e c e n t and M a g i c and Ti m e s h i p b u t he has also The W h i t e Dragon, w h i c h should be w o r t h
printer. I t m a y take m e r e seconds f o r t h e w r i t t e n three books on magic. Obviously a seeing — the maps in Standard's m a n - t o -
finished c h a r a c t e r t o a p p e a r o n t h e t e l l y man w i t h impeccable credentials. The first man games are always beauts. Finally for
screen but if you have to copy it down onto a two G r a i l q u e s t books a r e n o w available, those w h o buy the game and t h e n realize
character s h e e t ( i e l o w - t e c h p e n c i l a n d both s e t in an A r t h u r i a n w o r l d ; t h e linked that they don't know a samurai from a flying
paper) the t i m e saved w i l l be considerably trilogy will be completed in the autumn. The picket, there is an 'Historical Background'.
less impressive. Nevertheless, an interest- mechanics are closer to F i g h t i n g F a n t a s y Sounds great, m u s t n i p p o n d o w n t o t h e
ing development. books than to Endless Quest. shops and check it out

I M A Q I N E maga-n:1w, June 1984 41


GAME C O M PA N Y '6
events_ clubs & events._ clubs & events... clubs & events._ clubs & events._ clubs & events._ clubs & events._ clubs & events._ clubs

Clubs Death Dealers is an RPG society based in East Surrey. To find Out more, contact Rowan at 7
LONDON, f o r people aged 18+. A l l RPGs Rozeldene, Hindhead, Surrey GU26 6 T W
We wilt help you advertise your club, or appeal played, w i t h ' a v i o l e n t A D & D c a m p a i g n '
for other garners to help p l a n t a new eta, in starting on Sunday 2 0 t h M a y S A E to Wayne, Jaki North would like to start an A D & D club in
your area. Just write to IMAGINE magazine, 59 Kiln Court, Newell St, Poplar, London E14. B A N B U R Y, O x f o r d s h i r e . I f y o u w o u l d b e
interested contact Jaki c / o C l u b R e f 1 5 0 1 .
The M 4 Rathmore Rd6 Crunbridge ilyou wish
In the BLACKPOOL area Cleveleys Games
to place a notice, or reply to a ChM Rel. Clive A l l c o r n has just moved to T U N B R I D G E
Club m e e t s every Wednesday a t 7 . 3 0 a t t h e
Darleigh Hotel, 1 6 Clegg Ave, Cleveleys. They WELLS in Kent and w a n t s to resume his role-
Roleplayers in the Shadow Warriors Gaming play D & D a n d A D & D g a m e s a m o n g others. playing. He needs to find a group where he can
S o c i e t y m e e t every Saturday 1 2 - 6 p m a t The Contact Kevin Cropper: 0 2 5 3 8 5 5 5 11 begin w i t h n e w l y generated c h a r a c t e r s i n a
Hand & F l o w e r Hotel (1st floor), 1 H a m m e r - low level game. C l u b R e f 1 5 0 2 .
smith Road, Olympia, L O N D O N W 1 4 to play Rowan W i l s o n a d v e r t i s e d i n # 6 f o r o t h e r
A D & D , Tr a v e l l e r, R u n e Q u e s t , C a l l o f Traveller players in the G U I L D F O R D area. A Jan Winterbottom, ex-Lcpl, wants to hear from
Cthulhu, Champions, Car Wars, Superworld, club has now been established, the A d u l t e r a t - other isolated garners, or anyone interested in
A f t e r m a t h , e t c . Yo u a r e a d v i s e d t o t u r n u p ed S a n i t y Roleplaying Garners, meeting 'Dungeoneering', figures, etc. 94 Capesthorne
early taking any necessary equipment. fortnightly o n Sundays, 2 - 6 p m , i n Hindhead, Drive, High Crompton, S h a w, O L D H A M .

Forthcomimj Events
The Convention season is w e f t and truly upon us, w i t h For t h o s e i n t h e f r o z e n n o r t h there will be trade stands, demon-
Games Fair, Ascott and SeaCon oh-early over for another year. Albacon ' 8 4 i s at GLASGOW strations, slide s h o w s and c o m -
The foftowitt9 list is by no means comprehensive, but ifyour Central Hotel on J u l y 2 0 - 2 3 . A n petitions. C o n t a c t M a r y W h i t e ,
Con is not here, you obviously didn't tell us!' SF con w i t h the usual helping of Argus Specialist Exhibitions Ltd,
films, t a l k s , quizzes, a n d o f Tel: 0 4 4 2 7 73291
course t h e D & D g a m e , i t c o s t s Back in GLASGOW, ConQuest,
On July 13-16, w e have M a n o r c o n ' 8 4 £9. G u e s t o f H o n o u r w i l l b e a 'Science Fantasy' con, will be at
at t h e M a n o r House, B I R M I N G H A M . Harlan Ellison. F o r m o r e details the Ingram Hotel on O c t o b e r 1 2 -
Organised largely by postal D i p l o m a c y write t o M s F J N e l s o n , 6 2 14. G o H s W e n d y a n d R i c h a r d
players f o r others, t h i s c o n f e a t u r e s a Campsie Road, W i s h a w. Pini, plus films, discussions, writ-
Diplomacy t o u r n a m e n t ; t h o u g h t h e r e ScotModex ' 8 4 w i l l be 'the ing c o m p e t i t i o n , a r t r o o m , a n d
will be plenty of other events including a first m a j o r M o d e l s a n d Hobbies more. A t t e n d i n g m e m b e r s h i p
wide v a r i e t y o f FRP games. Prices: £ 4 Exhibition t o take place i n Scot- £12, a c c o m m o d a t i o n a v a i l a b l e .
registration fee and £9.75 B&B. Further land.' A t t h e R o y a l H i g h l a n d Send S A E t o P a t B r o w n , 1 0 4
information f r o m s e c r e t a r y P e t e r C a l - Exhibition Hall, I n g l i s t o n , E D I N - Pretoria Rd, Patchway, Bristol for
craft, 2 5 G a r n e r s L a n e , D a v e n p o r t , BURGH on 2 1 - 2 4 September, more details.
Stockport.
It looks like B i r m i n g h a m w i l l be busy For J u n e w e have l a s t - m i n u t e n e w s of LinerCon. This four-
on the weekend of N o v e m b e r 9 - 11 : day c r u i s e f r o m N O R T H S H I E L D S t o B e r g e n h a d t o be
The o f f i c i a l N a t i o n a l D i p l o m a c y brought f o r w a r d t o J u n e 9 - 1 2 b e c a u s e o f o r g a n i s -
Championship and all that accompanies ational problems, and the m i n i m u m price is now £41.
it at M i d c o n w i l l be at the Royal Angus. Phone Larry Edgar on 0 3 8 5 8 8 6 5 9 6 if you w a n t to
Registration £6. go: you never know, there m i g h t be a vacancy!
Novacon 1 4 w i l l b e a t t h e G r a n d
Hotel, with GoH Rob Holdstock. Member- Leeds Wa r g a m e s Club w i l l be r u n n i n g F I A S C O
ship f 6. C o n t a c t A n n T h o m a s , 11 '84 at PUDSEY Civic Hall on Saturday 23 June,
Fox G r e e n Cres, A c o c k s G r e e n , with t h e a n n u a l C l u b Wa r g a m e s C o m p e t i t i o n ,
Birmingham B27. and no doubt some RPGs too. To f i n d o u t more,
contact A D Scott, 15 Fulmar Way, Thorpe Hesley,
Western Militaire, organised by Nr Rotherham.
Kingswood M i l i t a r y M o d e l l i n g
Association, w i l l b e a t t h e W i n t e r This year's M y t h C o n is moving to HULL, to the
Gardens Pavilion, W E S T O N - S U P E R - Humberside College of Higher Education, on the
M A R E on 1 8 A u g u s t from 11 am -4pm. Dragonmeet will be on Saturday July 28, with weekend of 7-9 S e p t e m b e r. A t t e n d i n g member-
Club displays, modelling competitions, a another c h a n c e t o m e l t a t t h e C e n t r a l H a l l , ship c o s t s f 1 0, s i n g l e a c c o m m o d a t i o n w i l l b e
wargaming display and trade stands will W E S T M I N S T E R . T h e r e w o n ' t b e a b a r, b u t available. N o n e w s o f g u e s t s a t p r e s e n t , b u t
be there. 4 0 p / 2 0 p admission. plenty of opportunity for playing RPGs. Penny Hill w i l l have details: 53 Glencoe St, Hull.

tines— tines_ tines_ tines.., tines.., tines_ sines_ sines.., tines tines... tines.- tines.., sines_ tines.. tines_ tines_ tines.., sines_ sines_ sines.., tines.., sines_ tines ines.., tines tines_ tines— tines.. nes.., tines_ tines_ tines_ tints_ sines... sines. I n e s .

Press Cuttings continued frompage32 Z i n c A d d r e s s e s : W a r l o c k , I a n L i v i n g s t o n e grJ Redland, Misfit!, BS6 6QE (50p)
'nuts' Jut kson, available f r o m newsagents a n d some Year o f t h e R a t , I a n M a t sh, A v a l o n . G r a m s R d ,
bookshops (95p); Heroes, Av a l o n H i l l , 650 H i g h Road, Walmer, Deal, K e n t (??): School f o r Scandal, Tr e v o r
M A D P O L I C Y ZINE P O L L '84 Not th Finchley, L o n d o n N12 ONt, (??) Mendham, 53 To w n c o u r t ( s i n s ('nt, P e n s Wo o d , K e n t
To r t u r e d Souls, Beast Enterprises L t d , D i v i n i t y Rd, (sub); The Wind's T h i r d Quarter, Graham Staplehurst,
1. E l i g i b i l i t y : A n y European a m a t e u r 'zine O x t o r d V1.95); SEWARS. C h i t s Baylis, 12 T h e Fry its, 277 C h u r c h Si, Clissold Park, L o n d o n N 1 6 (??)
concerned w i t h postal g a m i n g and w h i c h has Basildon, Essex (601,): Journal of the Senseless Carnage Walamalaysia Gazette, Dave T h o r b y, 200 Lavender
published at least 2 issues since Jan 1st 1984. Society, S i m o n H a d l e y, 5 B u r g h H e a t h R d , E p s o m , H i l l , E n f i e l d . M i d d x (71) + p o s t a g e ) : O d e , J o h n
2. Voters: A voter must vote for at least two Stu Fey (SOp + 1 5 p P & P ) : D e m o n ' s D r a w l , J e r e m y Marsden, 1 7 C h o i r h R o a d , S i L e r m a n ' s . H a s t i n g s
'zines and should vote for every 'zine he reads Nuttall, 49 L o n g d o w n Rd, Congleton, Cheshire (45p) (10p): H o p s c o t c h , ' J a i l P a r t , 6 L o n g f i t • I d G a t dens.
Tales F r o m Ta n e l o r n , M a t t W i l l i a m s , 24 M o m S i , -Fling. I let us (251) + postage): Ta k e T h a t Yo u Fiend,
regularly. Editors and co-editors may not vote
Eadsdon, C:oventry, W M i d l a n d s (50p): Rapscallion, John H a r i ington, 13 Beechwood Gat (lens. R a i n ham,
for their o w n 'zine.
Steve Norledge, 75 I l a w k h u r s t Way, W W is kli)ins, Kent Essex (35p); C u t Se T h r u s t , Derek W i l s o n , 321 Headley
3. Vo t i n g M e t h o d : Votes should be given for (401)): Rolegaming. Paul Mason, 24 Moor Si, Eat !scion. Road E a s t . W o o d l e y, R e a d i n g , B e r k s (35p): C u t Se
each 'zine in the range 1 ( l o w ) to 10 (high), to Coventry (201) + 1.5p P&P) T h r u s t ( S o u t h D o r s e t M i l i t a r y Society Newsletter),
one decimal place. You can give several 'zines L a n k h m a Star Daily, Robert Non, Rosslyn, Welling- Stuart C a l d e t , F l a t 4 I n v e r c l y d e H o u s e , I n v e r c l y d e
the same rating. ton Rd, Pot thleven, C o r n w a l l (40p); Psychopath, M i k e Road, L o w e r Parkstone, Poole, Dorset (??)
Dean, 32 New lands Ave, Scarborough, N Yo r k s (401,) War M a c h i n e , W a r g a m e N e w s , M i k e C o s t e l l o ,
4. D e a d l i n e : V o t e s t o r e a c h R i c h a r d b y
Greatest Hits, Pete Birks, 65 Turner.; Road, L o n d o n Etirjay, 1 7 L a n g b a n k A v e , R i s e P a l k, N o t t i n g h a m
Thursday, J u l y 19th.
SE21 7JB: Acolyte, Pete •Eamlyn, 2 P o p l a r R d , • I l l e (LI .25/701)); Fantasy Advertiser, M a r t i n Lock, 3 Mat low
5. R e s u l t s : To a p p e a r i n M P 9 9 i n e a r l y C o p p i c e , A y lest) city, B u c k s ( s u b ) : I n Com t, Britannia Square, Worcester (50p), Mad Policy,
August a n d I M A G I N E m a g a z i n e ' s O c t o b e r Material, Simon Billenness, 20 Winifred Rd, Coulsdon, Richard Wa l k e t t l i n e , 144 S t o u g h t o n R d , G u i l d f o r d ,
issue (#19). Surtey (35p); Lokasenna, Brian Dolton, fiB Elliston Rd, Surrey (sub).
42 I M A G I N E fira9azing, June 1084
Colin Greenland, author of The
Entropy Exhibition and co-

reviews the latest additions to


F a n t a s y M e d i a e d ithe
t o fantasy/SF
r of SF magazine
media. Interzone,

I thank God/live in a country where the Immigrants' are kept for processing. B u t N ow that he has given up writing it, fans
best a n d the finest i n a man can be even h i s mighty ego is overcome by the of Michael Moorcock's sword and sorcery
brought out.' The country? America. (Oh, characters w h o crowd in thick and fast: could do worse than turn to Frost (Unwin,
you guessed.) T h e m a n ? J o h n G l e n n , Tani t h e Egyptian Priestess; Karel Blund £2.95) by Robin W Bailey. This tale of a
Apollo astronaut, proud possessor of The the Viking Space Invaders freak; Krona- raven-haired w a r r i o r - w i t c h o n t h e r u n
Right S t u ff (Warner:15). The stuff? Well, nutz rock band; L o r r a i n e a n d t h e L o r r y and getting caught up in a n apocalyptic
it's t h e s t u f f h e r o e s w e r e m a d e o f , People w h o look like being the survivors w a r has much of Moorcock's vision. Frost
according to the publicity; and that's what of the violent collapse of Britain. Colourful and her fellow mortals toil in the machin-
Philip Kaufman sets out to examine in his writing w i t h an unusual message. ations of Higher Powers w h o are t h e m -
film o f To m W o l f e ' s bestselling n o v e l .
From t h e f i r s t daredevil assaults on t h e
'demon' of the sound barrier by air aces of
the forties, t o M a y 1 9 6 3 w h e n ' G o r d o '
Cooper, bad boy of the troop, made good
in the last Apollo flight, K a u f m a n chron-
icles the US Space Program with awe and
admiration.
Given t h e c o n g r a t u l a t o r y t o n e o f t h e
film, it managed to entertain perfectly this
reviewer, whose heart does not generally
thrill t o r e c a l l t h e G o l d e n A g e o f t h e
Space Race. The character portrayals are
extraordinarily s y m p a t h e t i c w h e n y o u
think w h a t wallys t h e y m u s t have been
for N A S A to pick them in the first place.
Kaufman w i s e l y m a k e s m u c h o f t h e
dehumanizing e f f e c t s o f t h e t r a i n i n g
which took tough cowboy test pilots out of
Pancho's H a p p y B a r & R i d i n g C l u b a t
Edwards Airfield, t h e High Desert, Cali-
fornia, a n d t u r n e d t h e m i n t o ' c o l l e g e -
trained chimpanzees'. The best and finest
in a m a n ? P e r h a p s . I t i s t h e f i l m ' s
willingness t o q u e s t i o n t h a t i d e a l i s m ,
while laying down some very fine footage
of things that are moving very fast, which V i k i n g s again. The fylgja i s an a n c i e n t selves m e r e p a w n s o f Inscrutable Gods
makes The Right Stuff thoroughly absorb- demonic deathwish. ' I t ' s like a piece o f who.., a n d destiny i s about as c o m p r e -
ing for nearly three and a quarter hours. bad l u c k . O n l y i t w a l k s . ' I t w a l k s i n t o hensible as a L e Carre plot. Bailey also
Stephen G a l l a g h e r ' s e x c e l l e n t t h r i l l e r shares Moorcock's preference for attract-
I n another age the courageous venturers The F o l l o w e r (Sphere, E1.95). The mem- ive characters with chips on their should-
were t h e m e n w h o s e t o u t i n w o o d e n bers of the Tea mverk survey at Tromstad ers, a n d f o r sending t h e m o n terrifying
ships t o s e e k t h e m y t h i c a l N o r t h - We s t mine sense i t s presence, f i n d i t s tracks quests with no information and half their
Passage t o t h e O r i e n t , o r colonize t h e and teethmarks on their equipment, see it powers taken away before they start. It's
suspect paradise of the N e w World. One in the distance, a silhouette like a big dog hard work, heroism.
such w a s S i r H u m p h r e y Gilbert, s t e p - or a wolf. But there are no wolves around
brother t o W a l t e r R a l e i g h , w h o w e n t Tromstad. M e a n w h i l e John Visco, driven M y illustration this month is a still from
down w i t h his ship the Squirrel in heavy by t h e d e s p e r a t i o n o f s i x y e a r s ' u n - the video of The Last Unicorn (Precision,
seas o f f t h e Azores, o n h i s h o m e w a r d employment, armed only with degrees in U), a n a n i m a t e d v e r s i o n o f o n e o f m y
voyage i n S e p t e m b e r 1 5 8 3 . W h e n h e geology a n d micropalaeontology a n d a favourite fantasy novels. Peter Beagle's
woke u p i t w a s 1 9 8 3 a n d he w a s being crumpled letter of introduction, is making original (also published by Unwin, El .95)
pulled aboard the US submarine Slocum, his o w n p e n n i l e s s t r e k n o r t h t o a s k is poetic, mischievous, bitter-sweet. The
along with 86 other unfortunates plucked Teamverk for a job. Some hope. Is it Visco last unicorn goes looking for t h e rest of
from several m i l l e n n i a of Earth's history the jinx is alter? or is it Jerry Fraser, the her race, accompanied by Schmendrick,
by 'a power not of Christ' t o wit, the US introverted j u n i o r field geologist, w h o s e an i n c o m p e t e n t J e w i s h m a g i c i a n w h o
Navy's P r o j e c t Vu l c a n . A t least, t h a t ' s girlfriend Sara is Visco's guide? Gallagher disguises h e r a s a h y m e n princess. I ' d
w h a t Stuart Gordon has to tell in Fire in knows t h e secret o f good supernatural like to be able to tell you the video is even
the A b y s s ( A r r o w, f '1.95). H e m a k e s a horror. He keeps the gunk and gore to a half as good, but unfortunately my dead-
splendid job of recreating Sir Humphrey, bare minimum, and screws the emotional line h a s arrived before m y r e v i e w copy.
a real historical figure, i n t h i s alarming, tension up tight from the first, so that you Perhaps I can let you k n o w next time.
bewildering w o r l d o f m o d e r n s c i e n t i f i c really care about the characters and their 5Colin Greenland
and political intrigue. ' H u m f ' , a s h e be- perils, supernatural a n d otherwise. I t is
comes, h a s little patience w i t h t h e anti- the precision of his plotting and his close Colin will review more books, films and
septic c o n f i n e s o f t h e secret establish- attention to detail that makes the horror videos with special appeal for adventure
ment w h e r e these 'Distressed Temporal matter. garners next month.
I M A G I N E nu2gazingo June 1984 43
like this.... only different....
Some o f you out there may have avoid b e i n g frozen s o l i d b y a r a y o f c o l d . I around our CatS. W i t h systems green-to-go, there
managed in my save to dodge the ray, but none of was a m a l f u n c t i o n i n t h e station-side ad lock,
picked u p t h i s m a g a z i n e , a n d N o t h i n g serious, s o I s h o t d o w n w i t h s o n i c
the others were so l u c k y. T h e r e I was, a mere
drifted to this page, in the hope of druidess, s t a n d i n g alone a n d unaided. I con- screwdriver at the ready. However, as I arrived,
greater enlightenment about the templated b e g g i n g f o r mercy, b u t i n t h e end so d i d a t r o o p o f mega-mercenaries, i n l u l l
decided otherwise a n d l e t r i p w i t h m y l a s t battle-chess and armed to the teeth! K n o w i n g I
mysterious w o r l d of role-playing. had about 2 seconds before I became a stain on
defence; a psionic blast. I discovered later that
Derrick N o r t o n hopes you find it. this Ogre-Mage was also a high level priest, and the p l a s t i l l e x w a l l , I instigated a r e p a i r p m -
what w i t h Various m a g i c a l bonuses h e o n l y cedure ' L R ' (Last Resort) and gave the control
At an FRP convention a few players are gatho ed needed t o t o l l over a 2 t o shrug- o ff m y i n panel a hefty kick. R o l l i n g 21) f o r the result, I
in the coffee lounge discussing various incidents A n d guess what he roiled? Yep, a I ! ' saw 12 beautiful spots! T o m y knowledge, I ' m
encountered by their favourite characters. Rick, the only person in the world with an Electi onics-
a devout player of the A D D T M game, opens the ' Yo u t h i n k you were lucky,' retorted Marcus, (a 5 foot.'
proceedings.... heavy-metal b i k e r w e a n e d o n t h e Tr a v e l l e r
game). ' I was in a scenario that nearly proved a H a v i n g listened t o a l l t h i s , D a v i d , t h e t h i l d
'So, a n y w a y, h e begins, ' s i n c e m y druidess real k i l l e r. I t wasn't too had a t first, and 1AT all member of the group, recalled a similar episode
character h a d t h e m o s t h i t p o i n t s , s h e w a s thought t h a t i t w o u l d be a n easy mission, a that had happened to Lei Chung, his Samurai in
"elected" to keep l o o k o u t w h i l s t the rest of the simple search-and-terminate j o b . T h e search the land of N i p p o n . 'If you think your characters
party b e g a n t o search t h e l a s t r o o m o f t h e part was quick enough, but what our far distant were lucky....'
dungeon. One m i n u t e later, I was face-to-navel patron d i d n ' t tell us was that the target o f the
with a g r i n n i n g Ogre-Magi.'! N o t content w i t h terminate phase w a s i n f a c t a specially-bred
just trying to scare me to death, he had — rather mutant. N o t o n l y i n c r e d i b l y strong, h e a l s o And there we leave t h e m — three heroes con-
uniquely f o r an Ogre-Mage j u s t cast a slay- possessed a self-healing s k i p t h a t effectively t i n u i n g t h e i r nostalgic r a m b l i n g s f a r i n t o the
l i v i n g spell a t m e . H a y i n g m a d e m y s a v i n g negated 90% of all inflicted damage! I n the end night. t o all intents and purposes either a load
throw, I began r u n n i n g back to warn the party, we had to use our last ' H O T- ' F O X ' gas grenade of gibberish or a perfectly normal cOriVersation,
when I had t o make another save, t h i s t i m e to and rushed back to our ship before the place melted intelligible to CVCII die newest FRP recruit.

W i t h the advent of the Basic D & D system, a For example, if one compares the A D & D game character escapes w i t h a bit of good luck'. To
new era in gaming was launched. Its initial and to Traveller, the 'fantasy' worlds could not be borrow a concept from the field o f linguistics,
continued popularity has led to a w i d e choice more different. Furthermore, while a beginning both accounts have the same 'deep-structure'
of a l t e r n a t i v e r o l e - p l a y i n g g a m e s , i n w h i c h A D & D c h a r a c t e r i s a t o t a l novice, Tr a v e l l e r (the u n d e r l y i n g i d e a s o u t l i n e d a b o v e ) , b u t
ardent players can develop characters. Given characters a r e a l r e a d y h a r d e n e d v e t e r a n s , differ i n t h e ' s u r f a c e - s t r u c t u r e ' ( t h e a c t u a l
such a r i c h p r o f u s i o n o f E R R g a m e s , t h e highly skilled in their 'chosen' profession. How terms u s e d t o d e s c r i b e t h o s e ideas). T h u s
beginning player m a y n a t u r a l l y w o n d e r as to then does a beginner sort out just w h a t a role- players o f e v e n l i m i t e d experience h a v e t h e
the relative m e r i t s of one game over another. playing g a m e i s — a r e t h e y a s d i ff e r e n t a s ability to comprehend an account (eg Rick's) by
Rather t h a n trying t o explain t h e rules of the chalk and cheese, or variations on a theme? reference t o t h e i r o w n e x p e r i e n c e o f o t h e r
game in a mechanical sense, I hope to give you games. A rough example w o u l d be t h e mental
an u n d e r s t a n d i n g o f w h a t t h e g a m e s a r e In t h e opening paragraphs t o t h i s article, substitution o f the t e r m 'battle-dress' for t h e
about, and why each bears a resemblance only enthusiastic players like Rick and Marcus were term 'plate-mail +5' or vice versa. The concept
to o t h e r RPGs, a n d n o t t o a n y o t h e r k i n d o f both able to comprehend the dilemma faced by is the same in both cases, meaning as it does a
game, even w i t h the same theme. the o t h e r ' s character. T h e complexity o f t h e suit of expensive and extremely useful armour,
For it might seem, on first inspection, that all accounts is only present at a superficial level;
the RPGs a r e d i ff e r e n t . N o t o n l y d o e s e a c h the d i ff e r e n c e s a r e o n l y w i t h r e s p e c t t o t h e Given this underlying 'correspondence'
have its own set of rules (relating to the actual actual terms used. At the heart of each there is between FRP games, h o w t r u e is i t t h a t t h e y
mechanics o f play), b u t e a c h a l s o i s u n i q u e a similar story line: 'character thinks easy task are very different from each other? To my mind
with respect to the ' w o r l d ' it offers to players. lies a h e a d . . , c h a r a c t e r g e t s i n a m e s s . . . there is, w i t h i n FRP games, a broad division
44 IMAGINE magazuw, June 1984
DISPEL C O N F U S I O N
possible. On the one hand those topics that are Role-playing games have complex rules as if it wasn't bad enough already —
specific to a particular game, and on the other, which are open to interpretation - which the r a y cancels all m a g i c w i t h i n i t s
topics that are independent of any one game. I sometimes causes problems w h e n t w o beam, s p e l l s , s p e l l - l i k e p o w e r s ,
would like to call these t w o areas 'character- magical b o n u s e s o n a r m o u r a n d
gainers interpret them differently. D i s p e l
centric' and 'player-centric' respectively weapons etc.
C o n f u s i o n is a c o l u m n intended to help
The f i r s t can be seen as ideas, theories and
advice d i r e c t e d t o w a r d s a p l a y e r ' s h e r o o r
by providing answers to rules questions.
heroine. Thus articles on this topic might give A t present we mainly answer questions Q. H o w a r e w e a p o n p r o f i c i e n c i e s
about TSR games. W h i l e the answers we worked o u t f o r multi-classed c h a r -
advice o n h o w t o r o l e - p l a y P a l a d i n s i n t h e
A D & D game, o r list n e w w e a p o n s f o r R u n e - give a r e n o t f u l l y 'official', w e d o h a v e acters, such as f i g h t e r / m a g i c users?
Quest characters. For referees, s u c h articles contact w i t h t h e designers a n d a g o o d (Advanced)
might give the statistics for n e w monsters, or deal of playing and refereeing experience.
outline a system for generating the weather at A n answer column needs questions, so A. Characters w h o o p t t o b e m u l t i -
any p a r t i c u l a r t i m e . T h u s i n t h e m a i n , send yours to.- D i s p e l C o n f u s i o n , T S R classed suffer a number of penalties
character-centric ideas are specific to a certain UK L t d , T h e M i l l , R a t h m o r e R o a d , because o f t h e i r l a c k o f specialis-
game, a n d s o e m p h a s i z e t h e g a m e s ' d i ff e r -
C A M B R I D G E , C B I 4 A D . I f you d o n ' t ation. E x p e r i e n c e p o i n t s h a v e b e
ences. However, w i t h o u t underestimating the
want to w a i t for your question to appear divided between the classes — even
effects of these differences, one can also see
that F R P g a m e s s h a r e a c e r t a i n d e g r e e o f in the magazine, please enclose an SSAE. when progression is no longer poss-
common g r o u n d , f r o m s p i e s t o g u n s l i n g e r s ible — and overall progress is slower,
and f r o m m a g i c t o technology. T h i s c o m m o n DUNGEONS & DRAGONS® even though the character is a w e l l -
ground can be t e r m e d 'player-centric', a n d is and A D VA N C E D D U N G E O N S rounded end product.
the s e c o n d a r e a o f t h e d i v i s i o n m e n t i o n e d We s u g g e s t t h a t w e a p o n s p r o -
above. & D R A G O N S ® games
ficiency i s a n a r e a w h e r e m u l t i -
This area is slightly more abstract in nature, classed characters a r e a s g o o d a s
since i t concerns itself w i t h t h e behaviour o f Q. I f a paladin's charisma drops to 16,
their fully specialized colleagues. A
players and referees. It can be seen to include does t h a t c h a r a c t e r s t o p b e i n g a
multi-classed character has the best
the u n w r i t t e n 'code of conduct' that is present paladin? (Advanced)
in a l l r o l e - p l a y i n g g a m e s a n d s o c a n b e proficiencies o f h i s o r h e r c h o s e n
summarized as the 'spirit of role-playing'. The classes — eg, a c l e r i c / f i g h t e r / m a g i c
A. No. The minimum scores required for
best w a y f o r a b e g i n n e r t o e n v i s a g e t h i s a character t o become a paladin, user would be treated as a fighter in
admittedly nebulous quality is to view it as akin respect of weapon proficiency.
magic u s e r o r w h a t e v e r apply o n l y
to the idea of sportsmanship. So in this respect
when t h e character i s created, n o t
FRP games actually have a lot in c o m m o n
once t h e character h a s started ad- DRAGONQUEST® game
venturing. A paladin i s particularly Q. W h a t is an estoc, w h i c h is listed in
C l e a r l y, t h e degree to w h i c h FRP games are the Swords section o f the Weapons
vulnerable t o changes in class — if
similar depends u p o n t h e sort o f topic u n d e r Chart?
the character's behaviour strays from
discussion. Having said all that, i t is usual for
the d i ff e r e n c e s b e t w e e n g a m e s t o b e m o r e Lawful G o o d , t h e n p a l a d i n h o o d i s
apparent t h a n t h e i r similarities. I n magazine lost a n d t h e c h a r a c t e r b e c o m e s a A. A n estoc is a variety of short sword.
articles, for instance, the content is more often normal fighter. The Oxford English Dictionary states
than n o t c h a r a c t e r - c e n t r i c : n e w c h a r a c t e r that the word originated in France, so
classes, n e w monsters, n e w weapons and so Q. W h a t i s t h e ' j e s t e r ' m e n t i o n e d i n it is reasonable to assume the weap-
on. T h i s is n o t to say t h a t s u c h m a t e r i a l i s a issue 1 1 o f I M A G I N E m a g a z i n e ? on did also. According t o one of our
waste o f space, o n l y t h a t i t emphasizes t h e (Advanced) other sources, an estoc is a n a r r o w
differences b e t w e e n g a m e s . T h e s i m i l a r i t i e s
bladed sword with blunt edges, used
are t h u s overshadowed to some extent, w h i c h
A. The jester is one of the new, official to thrust at an opponent. This fits i n
is a shame since they are just as important to
character classes t h a t w e h a v e n ' t with the 'A' class damage (thrusting
the g a m e s a s n e w a n d o r i g i n a l a d d i t i o n s .
While cynical players m i g h t n o t consider the seen yet a n d possibly the replace- weapons) that it inflicts in DRAGON-
idea o f player-centricity to be of any relevance ment f o r t h e b a r d . T h e c h a r a c t e r QUEST game terms.
to the game they play, one might reflect on the classes which w e r e planned are the
type o f game s u c h a person does play. S i n c e jester, s a v a n t ( a m a g i c u s e r s u b - Q. Does n e r v e p o i s o n — s a y f r o m a
the t e r m i n c o r p o r a t e s t h e n o t i o n o f ' g e n t l e - class), m y s t i c ( a clerical subclass), snake b i t e — a c t w i t h o u t a n y t i m e
manly behaviour', o n e can see that a d i s d a i n mountebank (a thief variant) and the limit, as the rules seem to imply?
for this can o n l y promote the development o f
Grand D r u i d ( a 1 5 t h l e v e l g r e e n
'oneupmanship'. For FRP games such a trend
is destructive. fingered genius). A. Nerve poisons h a v e t w o l i m i t s i m -
On t h e contrary then, t h e decision to b e a r /
posed u p o n t h e n u m b e r o f Pulses
not bear in mind the spirit of role-playing does Q. W h a t exactly does a beholder's anti- during w h i c h t h e y i n f l i c t D a m a g e
affect the type of game an individual plays. Far magic ray do? (Advanced) Points. Firstly, they will stop inflicting
from b e i n g a n a b s t r a c t c o n s i d e r a t i o n , s u c h damage when the affected character
ideas are, in effect, u n w r i t t e n rules. Therefore, A. The anti-magic ray of the beholder's takes an antidote. Secondly, they will
they can influence m a n y aspects of play. eleventh, c e n t r a l e y e i s l i s t e d a s stop w h e n t h e a ff e c t e d c h a r a c t e r
As FRP games become more widely known, having a 1 4 i n c h r a n g e i n t h e dies. Snakes are deadlier opponents
the spirit of the game should be borne in mind M o n s t e r M a n u a l — i t s effects a r e than t h e y look, a n d e v e n a ' m i n o r '
by a l l . O t h e r w i s e , m a n y p o t e n t i a l a n d n e w
not given. wound can kill the toughest creature.
players will see instead of proper role-playing a
mere sham. A corrupted, second-rate version The E c o l o g y o f t h e B e h o l d e r i n Multiple b i t e s b y a s i n g l e s n a k e
of w h a t t r u e role-playing i s all about. B e g i n - DRAGON® magazine 7 6 suggested will n o t double, treble o r quadruple
ners are the lifeblood of any hobby or sport, and that the ray only cancels spells and the n u m b e r of Damage Points done
they p i c k u p m a n y t h i n g s b y e x a m p l e . U n - spell-like p o w e r s — t h u s a m a g i c per Pulse b y t h e poison, b u t c r u e l
fortunately this applies to bad habits as well as user cannot cast spells or use a wand GMs m i g h t decide t h a t b i t e s f r o m
good ones. of fireballs w h i l e in the beam, but a different s p e c i e s o f s n a k e ( h a v i n g
D C Norton fighter u s i n g a l o n g s w o r d + 1 i s slightly different poisons) are cumul-
unaffected. This interpretation makes ative in their effects.
Did you f i n d this article helpful? What k i n d of
the eye very powerful. So don't fall into snake filled pits!
beginners' m a t e r i a l w o u l d you like t o see i n
IMAGINE magazine? W r i t e a n d l e t u s k n o w The other possibility makes the be- IOU Mike B r u n t o n , G r a e m e M o r r i s ,
what w o u l d most aid your role-playing. holder a really fearsome creature — Phil Gallagher & J i m B a m b r a
'MEM& 1 1 1 M . b k
I M A G I N E magazine, June 1984 45
: I F YOU'LL JUST HAVE A PEEP AROUND THAT NICE,
LAI3RON IS FOUND; AFL:THERE YOU ARE! INTERESTING CORNER THERE AND TELL ME WHAT YOU
AWESOME AND UN TO- NOW,I DONT USUALLY
UCHABLE„.8UT WHER DO THIS BUT,T'M WIL-
IS THE DRAGON? LING TO GIVE YOUON
WHOLE GOLD PIECE..

"WHAT WOULD YOU DO WITH A PIECE OF FOOLS G O L D ?


[HEE WIZ'D, BOG'S MINE

rf,„,
IT W US A GOLD PIECE A N ' ARM
HIS MANAGER.

46 I M A G I N E magazine, June 1984


-.I'LL JUST SLIP AWAY WITH
THIS HERE SWORD THEN.

1
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' hfri.

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AINLY OVER THE PALADIN -JUST FOR A LAUGH.

1
47
I M A G I N E nulgazine, June 1984
S'POsEY'THOUGHTTHA 1501,As CHAOS REI6NS, N(GHTSNIFT f i f t . : R f t i ? FCRYNG OOT LoOD.
I.WUSCLEVERDRAGEN? CHOOSESHISMOMENTTOMAKE-RE I-00K AT THE 13 LOOMIN W IZT WILL
MOST 57-uNtsitNgLY mELODRAHATIC IA?"
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EVELAT7 A i S
48
I M A G I N E ma9azine June 1984
Games FOR WAR, FANTASY
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P r i n t e d b y T A V ! 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 K41 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
Somewhere, on the other side of your imagination

qt(ttqbkkkkk S4t4

P e \

is a world where magic really works, werewolves lurk in lonely


forests, fell magicians plot in ruined towers, dragons roam the skies
and ghosts stalk empty graveyards. You have your wits and a sword...

. a n d a role-playing game.
I f you have ever read a book or This is what the DUNGEONS & There is your imagination, guided
seen a film and thought 'I wouldn't DRAGONS® game is about. You by the rules, a few dice, pencils and
do that!' when the hero does take on the part o f a character in a paper. There are no limits to what
somethinL, stupid, then role-playing fantasy world. This character you or the other players may
games are for you. Imagine a story might be a dauntless fighter, a attempt. You don't move a
where you can make decisions and crafty thief or a skilful wizard counter round a board —
change the outcome, a story where or even a dwarf, elf your character has
you are the hero or heroine or halfling! exciting adventures in
a world as fantastic
TSR's DUNGEONS & DRAGONS Basic Set as you want it to be.
contains everything that you need to free your
imagination and start playing. Within 20 minutes
you'll be on a quest.

TSR UK Ltd
The Mill
Rathmore Road
CAMBRIDGE CBI 4AD
Telephone: Cambridge (0223) 212517

DUNGEONS & DRAGONS is a trademark owned by TSR Inc.

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