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M14CCS OF FANTASY is hardly.a teddy bear's pi-crtic. Lurking behind the-treesare Skeletons and Dwarfs, and the forces d p d and evil. F O a m b F FANTASY is part
of the ever-expanding . WARHAMMER fantasy game system. It contains complete rules for players to lead entire armies into terrible and bloody conflict. Wreak havoc, rampage and destroy with the Forces of Evil, or champion freedom as a captain of the Hosts of Good.

FORCES 0 1 FANTASY gives you rules for Fighting Battalions Heroes and Wizards * Engines of War " Fighting Fantasy Battles Chariots " Mustering Armies :'Painting and Collecting Fantasy Armies * Regiments ''; New Magic and Creatures * Power Weapons Rune Weapons " Additional Magical Items * and more.
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Note that FORCES OF FANTASY is not a complete game in its own right. You will need WARHAMMER in order to use the material described above. .

FORCES OF FANTASY and WARHAMM R are available in better shops everywhere or. in case of difficulty. available at f 5.95 each plus 50p postage from Citadel Miniatures, 10 Victoria Street, Newark, Notts (T-el: 0636 --I . .' - 77495).
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Where adventures beain...
I. Zlargh -Slave Lord of the Black Sun. am master of a vast horde of games and play.aids . M y minions labour to deliver the item of your choice within 7 working days of receipt of your order. and answer your questions on the telephone between the hours.of 9.30am and 5.00pm from Monday to Friday. A special slave team works night and day to answer your rules problems. just send your questions on a separate sheet of paper with an S.A.E. and your questions will be answered. or else the slaves shall feel my wrath! M y slaves await your orders with grovelling anticipation. don't delay. order today! ! MAILING CLUB NEWSLETTER For a regular update on new games and play.aids. join the Games Workshop Mailing Club .simply send us your name and address. plus up to 6 first or second class stamps . You will receive issues of the newsletter equivalent to the number of stamps supplied . Free to White Dwarf subscribers!
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GAMES WORKSHOP CATALOGUE A complete 52 page illustrated guide containing over 600 games. play-aids and boxed figure sets. Only 5Op plus 20p p&p

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GAMES WORKSHOP GAMES Apocalypse ............................... Doctor Who ............................... Valley of the Four Winds .......... Warlock ........................ ....... Quirks ........................................ Battlecars .................................. Talisman ................................... Calamity! ................................... Judge Dredd ............................. Warhammer ..............................

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€6.95 €6.95 E5.95 €5.95 E4.95 E6.95 E7.95 E7.50 €7.50 E5.95

Module 84 ................................. €4.50 Module B5 .............................. E4.50 Module X1 ................................. €4.50 Module X2 ................................. €4.50 Module X3 ................................. €4.50 ModuleX4 ................................. E4.50 Module X5 ................................. £4.50 Module M l (solo) ..................... €4.50 Module M2 (solo) ..................... E4.50 Module 0 1 ............................... E4.50 BASIC D&D PLAY-AIDS Geomorphic Collection ............ E3.95 Monster &Treasure Collection .. €3.95 -~~ The Unknown Gods ..................€4.50
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The Fighting Wheel ................... €1.50 Monster Cards 1 ........................ E l .50 Monster Cards 2 ...................... E1.50 fhonster cards 3 ........................ €1.50 Monster Cards 4 ........................ €1.50 FANTASY ROLE-PLAYING GAME ACCESSORIES Dungeon Floor Plans ................ £2.99 Dungeon Floor Plans 2 ............. E2.99 Dungeon Floor Plans 3 ............. €2.99 Dungeon Mapping Sheets ....... €1.99 Wilderness Hex Sheets ............ €1.99 Grimtooth'sTraps .................... E3.75 Grimtooth'sTrapsToo .............. €3.75 City Book I ................... ...... E6.95 Dungeon Plannerset 1 : Caverns o f t h e Dead ................. E4.95 DICE 4-sided 6-sided 8-sided 10-sided ................................... 12-sided ........................ ......... 20-sided ( 0 . 9 twice) ................... 20-sided (1-20) ........................ 2 5 ~ 2 5 ~ 2 5 ~ 25p 25p 25p 25p

FANTASY ROLE-PLAYING BOOKS Warlock of Firetop Mountain ... f 1.50 Citadel of Chaos ........................ €1.50 Forest of Doom ......................... €1.50 Starship Traveller ..................... € 1.50 City of Thieves .......................... € 1.50 Dicing with Dragons ................. €3.95 Sorcery ...................................... €3.95 Sorcery Spell Book ................... €1.75 Sorcery: Shumanti Hills ........... € 1.95 TRAVELLER StarterTraveller ........................ E7.95 Bk:O Introduction to Traveller .. €2.95 Bk4: Mercenary ........................ €2.95 Bk 5: High Guard ...................... E2.95 Bk6: Scouts .............................. €3.95 The Traveller Book ................. E10.95 TRAVELLER: OFRUAL SUPPLEMENTS Sup 1. 1001 Characters ............ €2.50 l ....... €2.50 Sup 2: A n ~ m aEncounters Sup 3: Spinward Marches ....... €2.50 Sup 4: Citizens .......................... €2.50 Sup 6: 76 Patrons ..................... E2.50 Sup 7: Traders & Gunboats ..... €2.50 Suw 8: Librarv Data (A-M) ...... E2.50 Sub 9: Fiohtino Shios ............... €2.50 s u p lo: f h e ~ i ; l o m i n i Rim ...... €2.50 Sup 11: Library Data (N-Z) E2.50 Sup 12: Forms and Charts ....... E2.95 Sup 13: Veterans ...................... E2.95

RUNEQUEST Boxed RuneQuest Set .............. €8.95 RuneQuest Rulebook ............... E5.95 RuneQuest Hardback Rules €10.95 RuneQuest Companion ............ €6.95 Cults of Prax .............................. €5.95 Griffin Mountain ....................... €9.95 Cults of Terror ........................... €7.95 Character & Adventure Sheets ... E1.99

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RUNEQUEST SCENARIOS Questworld ............................. E12.95 Aoole Lane ................................ €2.95 snake Pipe Hollow .................... ~ 4 . 9 5 City of Lei Tabor ....................... £4.95 ..... E3.95 Duck Pond ...................... €2.95 Broken Tree Inn ........................ SoloQuest 2: Scorpion Hall €4.95 SQuest 3: Snow Kina's Bride .. E4.95 Pavis ................................ €14.95 The Big Rubble .......................€14.95

ADVANCED DUNGEONS& DRAGONS Players hanrloook f9 95 D~ngeon Masters GUIO? E l 0 95 €9 95 Monster Mdnud Monster Mdnua €9 95 Deities & Demi-Gods ................ €9.95 Fiend Folio ........................ .... f9.95 AD&D SCENARIOS Module T I ............................. E4.50 Module L1 ................................. £4.50 Module L2 ....................... €4.50 €4.50 Module GI-3 ........................... Module Dl-2 ........................... €4.50 Module D3 ................................. €4.50 Module Q l ................................ €4.50 M o d u l e A l ................................. €4.50 Module A2 ................................. €4.50 Module A3 ................................. €4.50 ModuleA4 ................... €4.50 ....... €4.50 Module S1 ................... Module 52 ................................. €3.50 Module 53 ................................. E5.50 €5.50 Module S4 Module C1 E4.50 Module C2 ................................. €4.50 Module I1 .................................. €4.50 2 .................................. £4.50 Module 1 3 .................................. €4.50 Module 1 Module 14 .................................. €4.50 5 .................................. €4.95 Module 1 Module 1 6 .................................. E4.95 Module U l ................................ €4.50 Module U2 ................................ €4.50 Module U3 ................................ €4.50 Module WG4 ...... €4.50 Module N1 ................... ....... €4.50 Module UK1 .............................. €4.50 Module EX1 .............................. £4.50 Module EX2 .................... f4.50
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FANTASY FIGURESTARTER SETS Citadel Dungeon Adventurers .... €3.95 Citadel Dungeon Monsters ...... E3.95 Citadel Chaos Marauders ......... €3.95 Citadel Heroic Adventurers ...... E3.95 Citadel Oriental Heroes ............£4.95
FANTASY FIGURESSPECIALITYSETS Warriors of Chaos €3.95 Dwarf King's Court ................... €3.95 Goblin Raiding Party ................ €3.95 Warrior Knighis of Law ............ E3.95 Knights of Chaos ...................... E3.95

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RUNEQUEST BOXED FIGURE SETS Set 1: Humanoid Adventurers ... E3.95 Set 2: Adventurers ................... €3.95 Set 3: Attackof the Broo .......... €3.95 Set 4: Broo II ............................. E3.95 Set 5: Dragonewts .................... E3.95 Set6: Humanoids&Aldryami . €3.95 Set 7: Demons .......................... E3.95 'THE RUNEQUEST FAMILY' CALL OF CTHULHU Call of Cthulhu ........................ €18.95 Shadows of Yog-Sothoth ......... €7.95 The Arkham Evil ....................... €6.95 Death in Dunwich ..................... E6.95 The Asylum ............................... €7.95 Pursuit t o Kadath ...................... E7.95 The Cthulhu Companion .......... €4.95 Adventurers Figures ................. €7.95 Cthulhu Monsters Figures ....... €7.95 BASIC DUNGEONS & DRAGONS Basic Set ....................................€9.50 Expert Set .................................. €9.50 Expert Rulebook ....................... €3.95 BASIC D&D SCENARIOS Module B1 ............................... Module 82 ................................ Module 83 ................................. €4.50 E4.50 €4.50'

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FANTASY FIGURESETS Rat Partha: Imperial Dragon .. €19.95 E3.50 Ice Dragon ................... Fire Dragon ................... ...... €3.50 Gold Dragon ............................. €3.50
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TRAVELLER: OFFICIAL ADVENTURES Adv 1: Kinunir ........................... €2.50 Adv 2: Research Station Gamma E2.50 Adv 3: Twilioht's Peak .............. Adv 4: Adv 5: Adv 6: Adv 7: Broadsword Adv 8: Prison Planet ................. Adv 9: Nomads World Ocean Tarsusi (Module 1) .....................

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TRAVELLER .

CITADEL PRESENTS T Meier's Troo . Lizard warriors . E3.95 T. Me-er's ~ e & l i a n L z a r i m i n -... c3.95 B. Allsell's S<f!let. Guards Cnaos f3.95 T. Ackland's Orc War Mach'ne .. €6.50

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&IC~A~DOUBLE ADVENTURES
DAI: DA2: DA3: DA4: DA5: DA6: ShadowslAnnic Nova ..... €2.50 Bright FacelMithril .......... £2.50 ArgonlDeath Station ....... E2.50 MaroonedlMar'n'd Alone . €2.50 Chamax PlaguelHorde €2.50 Divine RWNight Conquest €2.50

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AD&D PLAY-AIDS AD&D Character Sheets ......... ; . €3.95 DM'S Screen ............................. E4.95 Rogues Gallery .......................... €3.95 CharacterlAdventure Folder ..... E3.95 Non-Player Records .................. f3.95 DM'S Adventure Log ................. €3.95

............. 95p Revolt of the DW~NCS Revenge of Ralnoow Dragons ... 95p Roooers & Rooots . . . . . . . . . . . 950 Light on Quest Mountain ............ 95; Spell of Winter Wizard ................ 95p Circus of Fear ............................... 95p
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TRAVELLER: APPROVED SCENARIOS Ordeal by E'shaar €4.50 Action Aboard ........................... €4.50 The Seven Pillars ...................... E4.50 Legend of the Sky Raiders ....... £4.50 Trail of the Sky Raiders ............ €4.50 Rescue of Galatea ..................... E4.50 TRAVELLER: APPROVED PLAY-AIDS The Vanguard Reaches 99p Beyond ......................................... 99p Ship's Papers ............................ €1.50 Starport Module1 ..................... €6.95

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REVISED EDITIONS Dragon Pass ........................... €13.45 Elric ......................................... €13.45

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Send your orders to: Games Workshop Mail Order. 27/29 Sunbeam Road. London NWlO 6JP Please make all chequesIPOs payable t o
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Telephone orders using credit cards. orenquiries. phone 01-965 3713 Mon .Fri 9.30am .5.00prn. Orders under f6.00 add 60p post and packing. Europe: add 33% carriagelother overseas: add 55% carriage
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ROLE-PLAYINGGAMES by FGU
CHIVALRY 6 SORCERY Second Editlon Chlvalry & Sorcery: 3 volume boxed set .................................£13.50 C & S Sourcebook: revised ed~tion ...........................................£5.50 C & S Sourcebook 2 supplementarymaterial ............................£4.50 Swords & Sorcerersrev~sed second edition ....................... ... £3.95 £8.95 Bireme & Galley C & S naval wmbat ....................................... £3.75 Castle Plans 25 mm scale castle floor plans ............................ £3.75 Fortification Plans 25 mm floor plans ........................................ Homes & Hovels 25 mm cut-out medieval buildings .................. £3.95 Towers for Tyrants 25 mm cut-out medleval keep .....................£4.75 AFTERMATH - post holocaust r ~boxed . ..............................C13.50 Into the Ruins. Aftermath scenarlo book ................................ E 3 . 9 5 Operation Morpheus. Aftermath scenario book ........................£550 DAREDEVILS rpg sat in the 1930's. Boxed Set rulebook, scenarios, refs screen ............................. £9.95 Daredevils Adventures, book of three complete adventures ...... £3.50 PRIVATEERS& GENTLEMEN- naval rpg 1755-1820 Boxed Set rules, charts etc ............................................... f11.50 BUNNIES (L BURROWS - rabbit role-Playing ...........................£3.95

ROLE PLAYIN

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BUSHIDO Detailed rpg set in the Land of Nippon Boxed set, rule books, maps, chalts, tables etc ...................... £10.75 Valley of the Mtsts Bushido Scenario pack .................... ....... £3.50 OTHER SUNS - Challenging sf rpg Boxed set: 2 rulebooks refs screen and charts .......................£10.75 MERC modern mercenary rpg, sklrmish wargame Boxed set rules plastlc overlay charts etc ............................ £8.95 Merc supilement; more rules & ;kills ....................................... £3.50

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the game that pU the adventure bac

Top quality metal figures from the best known miniatures corn any in the U.S. and now available in Britain. Below is aselection of their range. l e n d SAE fwfull lists. C A L L OF CTHULHU - Officially Approved range. £7.95 per bax. Box 1: Adventurers Box 2: Creatures'

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NEW FROM FGU
DAREDEVILS ADVENTURES 3 -MENACE Another collectlon of excltlng adventures lor Dandsvlls, already one of the most po ular rpq sever Menace 1s E 3 . 5 0 . CASIN~GALACTICA Even the meanest, hard-billenadventurers have got to relax sometime. What better place to do if than the nfrlest gambllngjoint n the galaxy? Here's a chance for the player to meet some really exotlc NPC', maybe play the

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BUSHIDO - THE WAY OF THE WARRIOR

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Autoduel Miniatures are to 11180 scale OGRE MINIATURES - Official range £3.25 per

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.... ............ £5.. €2.00 & 1...30-5....30 Mondav to Fridav............................. H A N D O F D E A T H P E N D A N T i n antiqued p e w t e r 3 c m s l o n g a n d complete w i t h chain ...... BBCiB Oric.MAIL and ..... ...........50 Invincible Island (Shepherd) ...30-1.. Leicester LE3 ~ L H Tel:'(0533) 549182 GAMES ROOM OF ROLE PLAYING GAMES YOU'VE BEEN WAITING FOR THE SUPER HE ROLE PLAYING Like a breath o f fresh air................000 individually n u m b e r e d pieces .................50 hi~ ) £4..50 Devils of the Deep (Shepherd) .........50 Knight Quest (Phipps) ..30-5..95 G......95 SKULL RING i n s o l i d bronze o r nickle silver ..............ZX81............................... AVAILABLE FROM YOUR LOCAL G A M E S SHOP. £6.....95 * I S L A N D O F DR.. the CHAMPIONS game syst D R A G O N RING i n s o l i d bronze o r nickel silver ...... CHAOS RUNESWORD PENDANT i n antiqued pewter...... Walsall.... Send SAE for full list........... £6................. P..... £3.........50 Super Spy (Shepherd) ....... .....................................50 A L L POST FREE..50 The Hobbit plus Book (Melbourne) ....... 6 c m l o n g a n d complete w i t h chain ............95 I I Valhala (Legend) ............P...... W.......95 F. complete w i t h chain ...................... VIC 20........................... Midlands. ..........O....................50 each * CHAMPIONS GM SCREEN £3. CHEQUES payable t o RIEDER DESIGN please........................ ......... €3........ .............. Box 100. Everest Ascent (Shepherd) ........... ..... .... £6.......£6............. Please mention White Dwarf when replying to advertisements ............-.. £6... OR Send 25p plus SAE (foolscap) for full mail order catalogue and lists.... DESTROYER £3... ......... Braunstone Gate. .................. SPECIAL OFFERS SALE * CHAMPIONS l lf6............95 EAGLE RING i n solid bronze o r nickle silver ...................... 9....................95 Mad Martha II (Mikro-Gen) ........... Bath Street.....................95 Oracles Cave (Dorick) ............95 Trader (Quicksilver) .. ............................... I SPECTRUM SOFTWARE ADVENTURE GAMES (48K) BE77ER WATCH OUTYOU CAN'T BEAT Prices quoted are the R......50 Black Crystal (Carnell) ............95 Dungeonmaster (Crystal) ..... .......95 Transylvanian Tower (Sheperd) .............. ................ o s.................. £6........ plus commodore 64. B.... Dragon 32...... ............................ R........... £4....95 Pharoh's Tomb ( ... £6...................... £5.. "THETEMPTRESS" BELTBUCKLE i n a n t i q u e d p e w t e r t o f i t a 11/2" w i d e belt. £9....RFTAll ..95 RIEDER'SAXEPENDANTin antiaued ~ e w t e5 rc m l o n a a n d ..............95 * ENEMIES I & II £4.................................... may havea discount card worth upto 15%on bulkpurchases........ £3............................. £7...Clubs & schoolsonapplication......... OR DIRECT FROM P............. 1 A d v e n t u r e s t h a t smash t h r o u g h t h e imagination barrier through ordinary mortals PRODUCTS I N THE CHAMPIONS RANGE of selected items from our games catalogue.....95 Mad Martha (Mikro-Gen) . A..... SHOP -....... CATALOGUE for Wargames * Science Fiction * Fantasy * Role-playing Games ' Figures & Models * Paints & Accessories * Family Games Sports Games Chess * Traditional Games *Jigsaws * Magazines * Puzzles * Computer Software * Cheques payable to RIEDER DESIGN please DISCOUNTS: Mail Order and visitors recelve a discount card worth 7'/2%.... D...........................95 * ESCAPE FROM STRONGHOLD £4... €2.......£6... ............ ............... C.......... .. ORDFR ....95 E.........95 Magic Mountain (Phipps) .............. £7...........95 £6..................................... £14...... €2.. SPECIALISTS FOR THE SERIOUS GAMES PLAYER SHOP HOURS: 9....................... £7...............50 * CHAMPIONS £12...40 Hall of theThings (Crytsal) ....... Urban Upstart (Shepherd) ......95 Send SAE for full list of over 250 software titles for S ~ e c t r u m . £14...... ..........30 Satur 5. This I S a LIMITED EDITION o f 1...........................

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"Ef.20 ($4. Carl Critchlow. Kevin Bulmer. Australia. . MD 20870. plus Gobbledigook ~~~~~~k gets his come-uppance by Mark Harrison edited by Albie Fiore edited b y Oliver Dickinson 27 32 34 Fiend Factory The Many Coloured Land in AD&D E. P O Box28358. Blaise Smith.50). an alternate-monthly Car Wars column by Steve Jackson (Which one? Find out next issue). Mike Costello. Oliver Dickinson. TYPESElTlNG: Sushma Solanki ADVERTISING: Jon Sutherland PUBLISHER: Games Workshop Ltd Printed in England All correspondence should be addressed to White Dwarf. ~uneauest~ is a registered trademark of Chaosiurn Inc. Other-E26. John Mould. All rights o n the contents of this publication are resewed.50 are still available at a cost of 75p+25p p&p each. N3L 3E5. 18 Fonceca Street.Tel: 01 965 3713. P 0 Box 62. Annual subscription ratesare: UK-f10. TravellerTM is a registered trademark of Game Designers' Workshop. Victoria 3195.27129Sunbeam Rd. 36-39. Microview will be expanded under a new editor to Cover gaming aid PrOgrams and reviews. USA & elsewhere (air) £2. Gaithersburg.00 (airmail). Auckland.43."S in RuneQuest Treasure Chest A collection of miscellanea News What's happening in science fiction and fantasy gaming SUBSCRIPTIONS: Please send and make remittance payableto: Games Workshop Ltd. P 0 Box 2537. OGames Workshop L t d 1983. but with the emphasis on mini+ turefigures in useand modelling techniques.34. Mordialloc. Bob McWilliams PRODUCTIONEDITOR: Albie Fiore EDITORIALASSISTANT: Ian Marsh ART EDITOR: Mary Common PRODUCTION ARTIST: Liz Lindars PASTE-UPARTIST: Brian Cumming COVER: lain McCaig ILLUSTRATION: John Blanche. USA-545. London NW10 6JP. More pages and colour and a modest l o p price rise will take place in next issue as we launch White Dwarf into the unknown world of newsagents.Issue 51 March 1984 EDITOR: Ian Livingstone STAFF EDITORS: Albie Fiore. Dave Langford. Nothing may be reproduced i n whole or part without prior consent of the publishers. London NWlO6JP. As mentioned last issue. All subject matter i n White Dwarfis copyright of Games Workshop Ltd.00). Order your copy now! This is the end of the commercial DEPARTMENTS Open Box A look at some new games by independent reviewers Critical Mass Science fiction and fantasy books reviewed Thrud Thrud visits his local ~ ~ ~ in Traveller ~ ~ p C s by Dave Langford by Carl Critchlow edited by Bob Mc Williams 14 15 20 Readers' views.46. There's a Thief About Thieves in Warhammer All in the Family Fiction about Griselda in Glorantha The Black Broo of Dyskund A RuneQuest Cavern Crawl Scenario A Ballad of Times Past An AD&D scenario with a difference Thomas Mullen Richard Halliwell Oliver Dickinson Ken Rolston Dave Morrisand Yve Newnham 10 16 18 21 28 suppose the quick-changing world of the 1980s applies just as much to RPGs as it does to everything else. questions and comment. Canada: RAFM Company. SUBSCRIPTION NOTICE: Please note your personal subscription number shown o n OVERSEAS DISTRIBUTORS: USA: Games Workshop (US).00. FEATURES Gifts from the Gods Clerical spells and the gods in AD&D Watch Out. BACK ISSUES of WhiteDwarf Nos 30-32. Paris. Dung ons & ~ r a ~ o n s and @ Advanced Dungeons & Drag o n s g are r ~ i s t e r e d trademarks of TSR Hobbies Inc. Ontario. Newzealand: Blackwood Gayle Distributors.41."'f. kick off in the near future .00. White Dwarfis published monthly. Hence the constant change of style and content in White Dwarf.50 ($3. Australia: Jedko Games. Tabletop Heroes is a resurrection and expansion of Molten Magic. we are going to implement new material to cover topics suggested in The Reader Strikes ~ ~ T~~ ~new kdepartments . Jamie Thomson CONTRIBUTING EDITORS: Lewis Pulsipher. Europe-f17.W(airmail). Europe (air) & elsewhere (surface) €1. Charles Vasey. Finally. New Zealand. 27129 Sunbeam Rd. Andy Slack.Crash Course.

and stone tell.. Forthe cleric class. a combination of medieval Christian figures and fantasy possibilities.. etc.- . Gifts from the Gods Religion and Magic in AD&D by Thomas Mullen Last issue's article. there has arisen serious friction between the explicit polytheism of Deities & Demigods [D&DG] and the implicit Christian monotheism that shaped the original description. discrimination must be made. -- - . or at best a dualistic universe. experience point level requirements). Consequently the Players Handbookcontains such spells as part water. and lawful/chaotic word be more suitable for some figures? Too often the clerical spell tables assume a monotheistic. But all other spells should be related to the religion of the cleric. dispel evil/ good. It's been noted that the AD&Dcleric is a fighting priest. conjure animals. why would deities of a predominantly Lawful Neutral or Chaotic Neutral nature providesuch spells? Wouldn't onessuch as protect from chaos (fixed length). ought to be a lot more potent than those of an adherent of Chao Kung Ming. demons. dispel law/chaos.a god of war. And some such compensation must be made. sticks to snakes and the muchlamented prohibition on edged weapons. yet do not grant powers associated with their own natures and aims. abilities. This friction leads to an odd situation. For example. effects often at odds with their natures and goals. While consistent with devils. commune. this is true for spells from demi-gods when compared with those from full gods. many gods and goddesses dole out entirely inappropriate spells. Besides alignment.. of AD&D. This would represent the more rapid progress made in a small group of believers. and some ceremonies. Frey should have little interest in spells such as snake charm. and for the rest. Christian clerics. As they currently stand. Some spells are intrinsic to religion and would be common currency to all: atonement. plane shift. but who have strangely similar effects in the game. Let's take the Norse pantheon as a case in point. and spells of the cleric. The AD&D multiverse contains many gods who differ vastly in power and temperament. - - Suggestions for expanding the background rationale of the cleric character class. reflected in such spells as protect from evil/good... Obviously. rather than a polytheistic one. In AD&D there is a basic polarization of good and evil. and (un)holy word. and a Christian universe. In addition. As a weather deity. This article will attempt to take that one step further and examinethe ways in which clerical magic can be improved. Alignment is part of this issue. But even among the deities. And a protection from evil from the great god Odin should have greater potency in duration and plusses than one from the lesser goddess Idun. the strengths of certain spellsshouldvary from religionto religion. or else demi-gods and the lesser gods would have no clerics. . These should seldom change. Divinations and the Divine explored some of the problems associated with the cleric class in AD&D and their role-playing. but would be very likely to grant the druidi- bonus on experience or slight'ly lower . protect from law (varying length). personality should also govern spell types. a goddess of mercy. the healing powers of a cleric of Kuan-yin.

From medieval Ireland to modern India to television's Kung-fu. let me add that the abilities and duties vary from one religion to another. and act as a paladin.esent the elite form of a religion. strengths in one area should be paralleled by weaknesses in another so they would save at a penalty versus cold-based attacks. The key here is to have spells that are consonant with the providing source. I selected the spells. Loki. (Such sacrifices are also requisite for level advancement. and not merely lawful. and not just a Lawful Good alignment. I allow clerics of a Loki-type deity to use a Wand of Illusion and a Wand of Fire (with reduced effectiveness). quite apart from others. the clerics of the greater deities would have greater powers but slower progression. as well as some resistance to fire attacks. for such spells as raise the deadand resurrection. The Players Handbook indicates that a paladin must be Lawful Good in alignment. the-mythos. Evil clerics would have greater range of action. On the other hand. And if they fail. but the water must saveversus magicor it isspoiled. magic items would also be affected. What about Holy Water? Well. This restructuring from a Christian to a polytheistic system has implications for other classes as well. we allow Lawful Good a privileged status. pl191should provide some illusionist-typespells.0 . as well as some fire-based MU spells. For instance. but balance and challenge are always maintained. Then. clerical and otherwise. all real monks are deeply religious. 10' radius. a nomadic reliaion. I allow it. Few clerics would want to use magic representing belief or practice verv different from their own. up to the allowed maximum of 2-7HP. But it is importantthat the religious impulse that lies at the heart of monasticism not be ignored. I've discontinued the druid as a separate class. strife. call lightning. For instance. protect from chaos. Similarly. but are allowed fewer healing and regenerative spells. ldun and Uller should provide more druidically-inclined spells. For some I designed special spells and abilities. and interests of the various gods. Many more examples could be multiplied from this pantheon alone. (And note well! DM.cal spells predict weather. With such wide-reaching changes. consonant with nature deities. it's only reasonable that clerics of neutral deities can bless water too. a transcendantaiascetic religion. specifically for the druid. For example. There are very immediate and practical advantages to this change. and so on.) The forms which these checks l depend upon and balances w ~ lassume the pantheon. but may have difficulty in advancement dueto the relativescarcity of seminaries and organized instruction. Clerics might be able to use some items previously prohibited. For the sake of balance and consistency. then other sects should also have their pious swordslingers. that would suit each religion. why would he want to see his clerics use true seeing. and the paladin. Clerics may use the holy water of another religion. Monks miaht also rep. Modi. the cleric so attempting takes 1-2HPfrom the handling. For instance. in my world. reduced spell power inside cities. In any case. This is especially true of martial deities such as Ares and Chao Kung Ming. etc). assuming she allows such a spell at all. the greater the alignment difference. In this I assume that the reading triggers the religious magicalready contained in the writing. The personalising of your pantheon adds great interest and meaningful realism to your campaign. And the clerics of such martial deities as Magni. In m y world. Chaotic clerics have less restraint. the greater the damage.the ritual sacrifice of a victim of similar level or hit dice to the dead person. and control temperature. the god of 'mischief. if there is some kind of connection between the particu- lar item and the cleric's religion. the clericsof a fire deity should naturally have some firebased spells. and perhaps suffer additional damage.) In my world. as in a Christian universe. (Of course. because so many of the spells are. with suitable adaption (control undead. earthquake. that it also keeps players in the dark about at least one important area of your DMing even if they own D&DG. Now. a paladin should be a fighter with a deep religious conviction. there are still significant differences: reduced numbers of spells. etc? And how reliable would the augury of a cleric of Loki's be? Thor's spiritual hammer should carry a lot more punch than Freya's. I first determined the relative strengths. after distributing the essentially religious spells they all have. and the like. players interested in druidical-type abilities simply become nature-deity clerics. and then determined how many spells of each level they would be likely to grant. Even so. some pacifist gods such as Kuan-yin would shun a church militant. neutral water and unholy water abound. Scrolls can also differ. or fall away. unless. these changes add challenge for clerics and make their class a more full and involving one. In the same way. powers. There also exist not only Holy Swords but Unholy Swords and Neutral Swordsas well. I allow any player of sufficiently high stats to pick a religion consistent with his or her alignment.) But most importantly and pragmatically. the monk. Could a cleric use a scroll penned by one of another persuasion? Unless the specific spell is one antithetical to the reader's religion. new duties. or their powers might be distributed among several religions. and the DM. and Sif would be likely to have equivalents of such MU spells as strength and tenser's transformation. there exists a Neutral Evil religion whose clerics require. And in any case. Lest this seem too generous. the different clerics in a party or on different sides of an encounter can have perplexing enjoyment trying to psyche each other out. their sponsors might be more likely to consume them [A la C S Lewis' The Screwtape Letters] than forgive. As a result. Eventhe components and casting times can provide interesting and significant differences. In designing my own pantheon. the presence of religious spells. Instead. It must provide a rational basis for the monk's abilities and qualities: a great but persecuted religion.andfiref [D&DG. and less Christian-orientated ones. with only slight modification. As a rule. Why should AD&D monks be any different? But merely having a religious background is not enough.

a delightful establishment named Deathoak prison founded in the reign of Henry VIII. a referee's screen. and sizes of every type of object from a horse to a steel girder are also covered. Also included in this book are t w o good quality scenarios. the first entitled Paper Chase is a one player scenario which is fine for a one night adventure and centres around a missing person case. 'innocent' bystanders. which he had borrowed for research work. Indiana Jonesand Sam Spade. A fire in his home destroyed the only Arabic(comp1ete) version available in Europe.95 The Cthulhu Companion is a collection of Different Worlds submissions. Two newskills of Lock Picking and Photography are also included in the chapter. boosting. rationale.Thecharactersheets are printed with several different silhouettes so you can find the correct one that most suits your character appearance. occupations. The inclusion of six good quality dice. rockets and grenades of numerous types. The Shadow. The last offering would certainly have Cthulhu turning in R'lyeh. Hero points are spent on superpowers. and animals. and any equipment that the character f9.. abilities derived from combinations of characteristics. Superheroes. Presentation: 9 Enjoyment: 6 Playability: 7 Complexity: 8 Skill: 7 Rules: 7 Overall: 7 Jon Sutherland basic rules themselves. skills. The scenarios are quite good and altogether. and character silhouettes. These are not perhaps directly useful but give a degree of extra flavour to the proceedings. I d 8 and 3d6 is an added bonus. games master aids sheets. In conjunction with this. rule amendments and additions. I'm not sure aboutthis article as it breaks down the essentially original nature of Lovecraft's writing and reduces it to a mere form of plagiarism. He states in his conclusion that Cthulhu is the Aztec god Tlaloc. handicaps and power disadvantages. organisations the law. grades and calibre. a good idea and will help keepers. character sheets. a scenario book. A Bulgarian academic provides a scholarly look at the Necronomicon. short scenarios and Lovecraft poetry. is probably the 'softest' institution detailed! I would not dream of describing t w o despicable places mentioned. one in Latin America and the other in North Africa. contains the descriptions of the superpowers power advantages. although even that view is open to interpretation. and the death of 'famed professor' Wil- lard Gibbson. Moving back to the game itself. and they are certainly worth reading. The meat of the article uses Latin/Greek/Arabic translations and mistranslations t o explain the meaning and derivations of the 'names of the entities connected with the Cthulhu tradition'.50 Daredevils is FGU's tribute to the pulp heroes of the 1930's and 19401s. The Secret of Castronegro. In conclusion. The strange death of an official of the US State Department and thedisappearanceof his daughter in the Appalachians provide the background for the third scenario. defending against attacks and of course damage. This represents an intelligent attempt to provide a playable format for a difficult topic to simulate. A host of new deities and Independent races are available for use in games. superhero income. The Gamesmasters Book covers campaign control. many other gods and servitors are likewise related t o the gods of the South American continent. with six major characteristics. Some minor changes in character generation. The set consists of a 64-page rulebook. interesting problems are posed particularly with the latter skill. I had never seen these poems before. nearly 40 new obscure phobias are listed. reference sheets. Useful inclusions are various reference sheets which speeds up the action greatly. a song about him to be set to the tune of a Glenn Miller ditty Chattanooga Choo-Choo! The last part of this supplement is a listing of useful words which have been used to describe the creatures. an actual manuscript of the text purporting to have been written by the 'Mad Arab' al-Azif. The combat section covers guns. The second book. Presentation: 9 Content: 6 Overall: 7 Jon Sutherland DAREDEVILS DAREDEVILSADVENTURE 2 Fantasy Games Unlimited SUPERWORLD Chaosium Inc Superworld is of the same consistently high qualityas all the boxed sets released by Chaosium. The game mechanics. a roleplaying game based on the exploits of characters such as Doc Savage. Superpowers. In the rulebook additions chapter. magic points and learning spells enable owners of CoCto update their copies but these changes do not radically change any of the basic rules. The only rules that I have ever seen with anything like this in scope was the Golden Heroes FRP which may soon be available in a modified form from GW. multiple actions. supervillains. 2d20. 25standup silhouettes are available although I would prefer t o use miniatures instead. terrifyingly oppressive. The next thirty pages contain 4 scenarios of varying originality and interest. 'putilations' and 'depraved demonic rites' and the poor old local cops are at a loss of what to make of it all! The 'poetry'section contains excerpts for Lovecraft's book The Fungi from Yuggoth and Other Tales. Characters are generated by a combination of point allocation and die rolls. The second scenario is based in Scotland and features a Plesiosaurus. explained by means of a sample character. Three booklets. and a sample character sheet. some straight fiction and others less obvious as far as their actual authenticity or origins are known or made evident. Nyarlathotep is Tezcathipoca. Aztec and other South American mythos with the Gods and creatures of Lovecrafts imagination. combat modifiers. in the developing and viewing of pictures of thecreatures ofthe mythos. crucial rolls. skills and power advantages. science fiction an currently in the shops are reviewe may use. the final adventure concerns 'weird disappearances'.. they have to be read to be believed. thistome is really of use only to the Keepers of Arcane Knowledge and given that this does not set out to fundamentally change any of the OPEN In Open Box. covering basic characteristics. and psychological talents generated by a combination of die rolls and allocation of points. action times. the 'Sourcebook Additions' chapter contains many useful items o n the Penal system in both the USA and the UK. movement in combat. damage bonuses. a welcome addition to the limited amounts in the original rules. special damage. A short chapter called Excerpts and Prayers offers pieces from the Necronomicon and fragments of other unnamed texts. A five page article The Cthulhu Mythos in Meso-American Religion by Richard Tierney correlates Mayan.50 f3. skill levels and the hiding of the superhero's identity. delaying tactics. The first booklet. this represents a predictable package and is reasonable value for money. as well as determining hit points. The Rescue.OPEN BOX CTHULHU COMPANION Chaosium Inc f6. Many of these sections are not usually covered in other superhero games and arejust IefttotheGM to muddlethrough with. again this will limit appeal. contains character generation. The article makes very interesting and worthwhile reading for devotees. I'm sure. Somevital information on skill point distribution is hidden . Hero points are the building blocks of the superpowers.

but I found a few minor scientific errors and several misprints.95 Knight Hawks is the second part of the Star Frontiers science fiction role-playing system. though far from easy. and if you bought Star Frontiers I strongly recommend you buy this. a 32-page book containing fourvery good scenarios and lots of sample characters. this is affected by range and facing aswell ascharacterskill. Ittookseveral shotsto kill most character. Essentially. a ship controlled by a mad computer. The real meat of the package is the Campaign Book. The set includes a 64-page Star Frontiers Campaign Book. The Warriorsof White Light. Some skill is required in choosing your defences. space skills. ship skills. As a 12-year old I would have vastly enjoyed this system. and are a useful addition to any modern-day gaming system. one countersheet. intended as a skeleton on which the GM can erect an entire campaign. but there is a possibility of critical hits to increase the effects of injuries. and Black Claws. a 16page scenario booklet. then both sides fire weapons.but some of them actually attract certain weapons! This game is meant to be a great boardgame in its own right. I found Bring It Back Alive most satisfactory. a 16-page space combat rules book. and there are references to other adventure fiction. neither of which are explained in the game! The Campaign Book covers ship design and equipment.I have been very annoyed by TSR's advertising for Star Frontiers. but does require experienced characters. since the attacker must attack your best defence . Daredevils obviously represents a lot of work-and its careful desian and useful scenarios make it good value for money. in each turn a player moves all his ships. Space skills include Pilot. boarding actions and deck plans. but can be complicated by various factors. used fortactical space combat. and if you know any 12-year olds you wantto corrupt into role-playing this is a good system. Fu Sung's Revenge. The first two scenarios are connected by a type of killer ape and can be run as a single long episode. In this scenario the team have to find his hidden headquarters and obtain the antidoteto a mysterious disease or die. a simple but entertaining mad scientist storv called The Powersof DrRemoux. but is not too difficult. The map is a blank hex grid on one side. The character record sheet permits easy photocopying. The advanced game adds more weapons and defences. but more experienced referees won't have much trouble using it. I'd expect complete character generation by experienced players to take at least half an hour. Doc Savage fans will recognise a lot of familiar themes in this story. and space combat-an area sadly lacking in Star Frontiers. the attacker crossreferences his weapon with the defender's defence modesto get the % chance of a hit. Daredevils Adventures 2 contains three scenarios. and is printed on the same light card as the screen. get Mayday o r (better) Star Fleet Battles. and by farthe best. potentially up to several gameyears worth. The other two scenarios are On These Mean Streets. and the first part of a scenario called Deadlv Coins which will apparently be continued in future Daredevils Adventures books. using a lot of modifiers and intricate calculations to establish the result of each shot or blow. each weapon does several d l 0 of damage against a ship's hit points. a detective adventure set in Prohibition Chicago. The rules system is slightly top-heavy. These are good adventures. Other actions are determined by the use of saving throws under characteristics or skill levels. but didn't enjoy any of the scenarios as much as I did those included in the name. and a hit location system. The space combat rules book is short and split into a basic game and an advanced game. t w o sides alternate turns. Historical detail seems accurate. a zoological expedition entitled Bring it BackAlive. Astrogator. and on the other side show deck plans-two forthe small Assault Scout starship. Rocket Weapons and Energy Weapons. It addresses itself to spaceships. and I suspect that many referees will simplify or abandon some of the more awkward areas. and makes another appearance in a longer scenario. which revolves around spaceships and the Galactic Task Force. but I wouldn't buy Knight Hawks for it. The card isn't glossy. in the small print of the character set-up checklist. This allows you to expand Star Frontiers into space. with frequent references t o the rules. Engineer. Combat is very complicated. this vastly improves the original Star Frontiers (now referred to as Star Frontiers Alpha Dawn game . It also includes deck plans for two more ships . the feature adventure which begins in America and ends in Africa. and piles of background for the referee on the game universe and the Second Sathar War. while Deadly Coinsis self- contained but leaves the chief dllain free for future adventures. Fu Sung's Secretis a simple introductory scenario. The presence of this checklist (and a remarkably complex optional 'advanced' checklist) makes the game setu p comprehensible. 9 Complexity: 4 Presentation: Playability: 9 Overall: 8 Rules: 8 Andy Slack . Each skill has several tasks detailed. Black Claws. and when the ship has no hit points left it is destroyed. if you just want a space combat system. personal space gear. and I'd advise refereesto cover it with plastic for added strength and stain resistance. I'd not recommend the system to beginners. pirates in the asteroids. It's a much tougher scenario intended for experienced players. but as befits the game system is neither so complex nor so timeconsuming. All incorporate more maps and plans. All four are illustrated with numerous maps and plans. interfacing the space combat rules with role-playing. a skill level gives a + l O O h Die Modifier on success.OPEN BOX BOX fantasy games and rulebooks by independent authorities. a large double-sided full-colour map. The Second Sathar War is intended as a campaign backdrop. Damage is resolved immediately. In combat. Daredevils Daredevils' Adventures 2 Presentation: 8 8 Rules: 8 6 Playability: 6 7 Complexity: 10 7 Enjoyment: 8 7 Overall: 8 7 KNIGHT HAWKS TSR Inc f8. which were sadly lacking in earlier FGUgames such as Chivalry and Sorcery. but serious and aged garners such as myself will look elsewhere. this is similar in function to Traveller's Fifth Frontier War.can this mean another TSR rewrite in the offing). The second game component is Daredevils Adventures I . Fu Sung is the mastermind behind a drugs ring. and must deal with smugglers.large and small freighters. and two for sections of a space station -as well as a symbol key and a schematic of a space station. In the basic game. The final item is the scenario. for example. The heroic (and sixth-level) characters join the planetary navy of the White Light system. later in the book. would work well under Call of Cthulhu rules. Overall. and finally an entire Sathar fleet. It's the longest scenario. and about time too . This scenario is farsuperior to the Volturnus trilogy both in believability and play. a superb section on financing spaceships and earning money with them. The referee's screen is a triple card sheet with various tables on the referee's side and a world map for the players. Sathar boarders. allowing boardgame and role-playing sessions. and 2d10. An excellent feature of these rules is the presence of lots of examples.

with the starship Daedalus contacting its fifth lost human colony to find thestruggling colonists left standing-technological alsorans . a stupid. two hallmarks of rotten SF: offputting polysyllables and a lecture in which A tells B things which B already knows because the author can thinkof no more realistic way to squeeze in the background data. and a miracle painkiller without side-effects (catcalls from biologists) which is just what his crippled daughter needs. and their publishers too. flatulent outbursts of adjectives ('amazing.951: 'It has gone onto cassette.by night. Dunstan tries to save the final nonsense by ascribing the happy ending to divine intervention.. His total body-count approaches three figures.. Earning more than Helliconia. I forgot to mention that earlier on he wastortured by having his moustache ripped off by hydraulic jacks. W~th relish but no great skill our author has people maimed. publishers. £2.95 paper £7. and even a bit flat. The game's unbalanced because the dark forces of Publishing have far too much power (designers please take note and correct this in the next edition). printing but not distributing two more (they were remaindered without bookshop appearance).Stableford is a former biologist who now teaches sociology. An awful secret you'll have guessed is thatthe SF world is terribly inbred.951.' (I covered Helliconia Summerlast issue. Well written and characterized. Hurled skyward and pulverized from the waist down by an immense steam-catapult. spattered across large areas after falling from a terrific height. lavish packaging.. the main story is enjoyable. tortured.. in that sexy vampire Cora works in a casino.) The bookcomprises thirty quizzes of 8 to 10 questions: amusing.by the native aliens' unaccountable Industrial Revolution. which starts 'he listens attentively to his friend's .CRITICAL MASS You know that most unbalanced of all role-playing games.. good value and sort-ofeducational. ripping the lid off Awful Secrets of home computers and revealing sordid facts the nice books never tell you.. symmetrical. or unlife. successfullly shoots an arrow into the madman who (for reasons never clearly explained) is dangling from a rope high up. driven mad. and arcsonward. Even this despised reviewer is on speaking terms with Messrs Aldiss and Stableford. They're readable. low-key. and loveliest of all.] Last: The Steps of the Sun by Walter 'Man Who Fell To Earth' Tevis [Gollancz 251 pp £7. with Earth unkeen on Belson's goodies and Belson on the run. into parting with magical faery gold. 128pp.incredible . not counting sundry mutilations -you'll enjoy the scene where a young Romeo and Juliet find true love as he helps her try on her first wooden leg. by Dave Langford. As usual. this. executed. AWFUL SECRETS The Old Boy Network is blatantly visible when it comes to Habitation One [Fontana 256pp £ 1. Personally I don't s e t why God should carry the can for the ineptitudes of F Dunstan.. followed by multiplesfracturesand public execution. brilliant'). is dragged back onstage for faintly anticlimatic scenes of necrophilia and cannibalism. Multi-billionaire Ben Belson flies illegally starward. most unlike your average thriller: I merely mention The Ice Maiden for those of you who are Undead fans and morbidly dote on vampires.' etc. A real running sore of a book. shock horror.951 should be outthis month. perils like Alcohol Shortage. There's a plonking prologue written unsuccessfully in the present tense. who would imaginethat a bookabout genuine honest-to-God vampires would be concealed in a 'thriller'omnibuscomprising Mark Behm's The Eye of the Beholder. plus about 50% of authors reviewed in past columns. the book livens up as Dunstan injects gratuitous nastiness. unpretentious SF containing meaty ideas .. nobody yawns. Balance of Power and The Paradox of the Sets.. and oddly enough. of course-and the light-hearted story is about her embarkation on a life. leaflet.. only radioactive when magnetized (noises of scorn from physicists). and is so published by Acornsoft. and one lady who's already had parts of her (from breastto toes) sliced off by an axe. a recent product of my old Oxford college. he swiftly discovers mountains of 'safe uranium'. a pulp-style description of the remarkably silly edifice 'Habitation One'. exposition' and ends 'answered Settlefirmly'.. I think I'll lie down for a bit. as a Grandmaster Quiz entitled. putting out the fifth four years after in 1984. editors. Unfortunately the characters are lowkey too. The Queen of the Night and The Ice Maiden? [Black Box462pp f4. but interestingly. seeking new fuel to rejuvenate decaying Earth: though all past expeditions failed. but hardly major Aldiss. to glorious immolation somewhere over the edge of the world. SF frissons like 'The Pope wrinkled his old Japanese eyes in pain' are unoriginal but naively effective . Freelance Writing? Players pretend t o be able to write. Just think-this miserable bit of hackwork is currently earning me more than Helliconia..and the writing is merely functional.. Oh. publishing two. Will m y words of praise not be suspect? The book is a wondrous cornucopia of things for young writers to avoid. known as Publishers. Ironclad contracts are signed in blood. fields the small nuclear device with which said madman planned to destroy the entire plot.) The latter is certainly a thriller. Even death is no escape. [Watch it -Ed. which is just what Earth needs. 'You know that we .0 .751 by Frederick Dunstan. Writers' Block and Barclaycard.. Wildeblood's Empire.' 'enormous . All this in the first 8 pages! Later comes the even more traditional 7-page lecture wherein A recites the entire historical background. as he often does. Two cassettes.. fantastically balanced. and what if the contract is broken? Should the Author misbehave. Should the Publisher ignore the contractual terms. Despite lumpish prose and wooden characters (motivated by either unfathomable caprice or arbitrary monomania). diverse.. Critical Threshold. someone nevertheless retains consciousness through his flight. briefly. The othertwo are powerful 'straight' novels. not up to the standard of his earlier Hooded Swan series [Pan]. the awful secrets I could tell you. in only the third speech. and by strategic use of characteristics like Doubletalk and Flattery we coax the implacable foes. murdered. Critical Mass is a regular book review column. it's the Author who suffers through being paid late or never. This issue some. Random perils are always waiting to strike as hapless players make theirway through the untamed literary wilderness. Who knowswhat evil lurks in the heart of Zomba Books? Specifically. Thetruly triffic Micromania by Charles Platt and yours truly [Gollancz 185pp £7..incomprehensible' 'superb. and allegedly planning not to publish the sixth at all? The series is Brian Stableford's Daedalus Mission sextet from Hamlyn taken over by Arrow during that long gap: The Florians. of crime.. he's instantly dragged t o hell by swarms of lawyers. Could you imagine a publisher acquiring a six-book series. nuke in hand. much awkwardness about the narrative point of view. so obsessed with details (I particularly like 'filamentary stanchions') that it quite fails to convey a picture of the thing. the Author trembling lest the Publisher escape the pentacle and rend him limb from limb. But no appalling fact should surprise us in SF. The major climax is hilariously implausible.. City of the Sun. in a cringingly sententious epilogue...that I -founded the Scribaceous and Anagnostic Society some years ago because. colossal.. Brian Aldiss sends a note on his SF Quiz [ Weidenfeld & Nicolson.95 hardback. I won't review this supremely marvellous book since that would be Advertising. This nonsense over. drab hero Alexis Alexander flies round the universe lecturing peopleon biology and sociology . Brian Aldiss Science Fiction Quiz For The BBC Microcomputer And Acorn Electron. disorienting change of tense during the first conversation. Balance of Power is one of the series' better books. this has an old-fashioned feel despite up-to-date lack of inhibitions.

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In each move phase the ~ h & f may move either upwards. Requires lnitiative 3+. Cloak. the chimney or a high window. Evil or Chaotic. Highwayman. If histhird try failstheThief must give up on the lock-no further attempts may be made. Deduct -1 from the dice for such attempts. The character may reduce the risk of any jump by one point. They may roll for another skill. Magicians will often protect themselves and their prop- /-\ /7 . Spot Traps. There is a base 10% chance of this happening. 2d4 Thieves Skills. +4 Knife Weaponskill. an outrageous hat. If he is successful he may move his character's model 2" in any direction. An experienced Thief specialising in locks. Highwaymen are notoriously flamboyant Thieves. Mayor. Requires lnitiative 3+. t w o realms with lonely country roads. by necessity. The character may move silently along pavements. protected by cunning traps. Lock Pick 3. May be Neutral. d6 Thieves Skills. Throwing Knife. Attributes: lnitiative +I . Anarchists are opposed to rulers of all kinds. Manufacture Bombs. So. are also frequently discovered in Tombs. equally at home raiding a dungeon as breaking into a Palace. Special Provisions: Reigning Monarch. the remains of either the original incumbent or of unsuccessfuI fellow robbers. Duke or Bishop: 150. He must then randomly distribute any money ortreasure carried by the victim amongst these pockets. Head of State: 300. Most originate from Bretonia or from the Wasteland. Tomb Robbing is a dangerous but potentially highly profitable calling. This corresponds to running away to evade a charge (see Warhammer. Tombs are. and bureaucrats. collapsing passageways and hidden trapdoors being the most commonly encountered. Knife. Trappings: Knife. Having succeeded in picking a particular IocktheThief may add +2 to any subsequent lock pick roll on that same lock. Elves and Dwarves have night vision automatically. 10m of Rope. If the score is lower than the lock's rating then the attempt hasfailed. Normally ittakes half of a movement phasefor a model to mount a horse. The same proce- W dures are used for each. Trappings: Enchanted Sword. The Thief will only double his normal move rate when evading . Attributes: lnitiative 1 . +d6 Cool. in rooms and on roofs. Crowbars.he does not quadruple it. TheThief has night vision to up to 4d6 inches. Figures move at d4 inches per movement phase. Member of a ruling dynasty. The character may scale any wall. To pick the victims pockets the Thief must contrive to bump into him or make some other form of physical contact. whether or not it is sprung in one of his own movement phases. Acute Hearing. Pick Pocket. Trappings: Sword. +I Throwing Knife Bowskill. Highwaymen are as much concerned with style as anything else. If he wasstanding nexttothe horse hecould mount up and make half a move on horsebackusually 4". Special Provisions: Anarchists receive Experience Point bonuses for killing establishment figures. Each separate attempt takes a whole movement phase. especially politicians. Requires Initiative 3+. modified by minus the Thief's initiative and plus the number of pockets'dipped'. Everything in the pocket is taken automatically. Must be Neutral. Night Vision. for example. or 'drag'. 3d4 Thieves Skills. Attributes: +d4 Bombs. Randomly Generated Enchanted Sword. May be Lawful. Requires lnitiative3+ and Weaponskill 3+. Acrobat. theThief has no particular advantage. for example in a jungle ora wood. +2 Knife Weaponskill. Aristocrat: 50. Evil or Chaotic. Cloak-conceals up to 3 bombs. In effect it takes them no time at all to mount a horse. mansions and palaces. A drunken embrace or even a handshake will suffice. The character has twice the normal percentage chance of hearing any noises. After each attempt the games master should roll a pair of percentage dice to see if the theft has been noticed. d6 Thieves Skills. an unarmoured human could move 2" to his horse and climb into the saddle in a single movement phase. Lock Smiths are invaluable in operations involving safe breaking or against well-secured locations like Banks and Treasuries. They particularly strongly dislike monarchs and tyrants. Bowskill. Thieves depend on special tools. Anarchist. Outside of these man-made environments. Slabs of falling masonry. Attributes: +4 Knife Weaponskill. May be Neutral or Chaotic. Neutral. Trappings: Knife. d6 Thieves Skills.Types of Thief Players who have generated a character with an initiative of 3 or better may opt to play as a Thief. Grapnel. flash stagecoaches and a jewel-laden aristocracy. Good Clothes. Note that 'picking' here refers to both locking and unlocking. Evil or Chaotic. Characters-with this skill may attempt to open or close any lock without using its key. Mask and Sack. Fleet Footed. Vol 1). An experienced Thief is an inveterate adventurer. Even when working they will never be less than immaculately dressed. A Thief getting away from the scene of a crime once he has been spotted or an alarm raised may move at double his normal speed. Silent Movement. like skeleton keys or flat-bladed knives. Trappings: Knife. Scale Walls. To do this the player must roll less than his initiative level on a d6. no matter h o w difficult it appears. Councillor. Two Pistols. Their favourite garb.any reason deprived of these they may improvise a lock pickout of a bent nail or pin. Trappings: Knife. downwards or horizontally. Broad Brimmed Hat. Outrageous Hats. Attributes: lnitiative +d4. Minister. Must be Neutral. monarchs. At each contact the player may choose 1-4 pockets to 'dip'. The following is provided as a rough guide only. There is after all no betterway of breaking up a meeting or settling a discussion. Thieves' Skills Lock Pick. ! Thief. To determine which type of Thief they are roll a d100: Score01-30 31-45 46-60 61-75 76-90 91-100 Class Thief Cat HighwaymanTomb Lock Anarchist Burglar RobberSm~th w t ~Out. Scale Walls. [See Warhammer Vol I ] .roll a d4 and add 2 if this isn't pre-specified. Requires lnitiative 3+ and Cool 4+. Characterswith Quick Mount skill may ignore the half movement phase penalty. Locksmith. If the score is equal to or higherthan the lock's rating then the attempt succeeds and the lock is picked. Only characters with this skill may attempt to pick pockets. Flee. Cat Burglars prefer to enter a building through the roof. Cat Burglar. A thief will be fairly handy with a knife but should attempt to avoid direct confrontation wherever possible. Their preferred targets are houses. The Games Master should determine h o w many pockets there are in the victims clothes . Evil or Good. Attributes: +d4 Pistols Bowskill. Undead. 2d4Thieves Skills. May be Neutral. corridors. Pistols. Add 1 " to all walk rate moves. Quick Mount. TheThief may only makethree unsuccessful attemptsto pick a particular lock. Good. a cloak. Dodge Traps. Tomb Robber. The playerthrows a d6each time. Sense Magical Alarm. If they are ever fo. add 2" to a figure's charge move. Dodge Traps. Evil or Chaotic. of course. Requires a +3 Initiative. The character may attempt to dodge any trap. The Anarchist's preferred weapon is Thieves in Warhammer by Richard Haraniwell + the bomb. frilly shirt and. is a mask.

Richard Priestley. A character who spends a movement phase stationary and doing nothing else may choose to 'search' an area of wall.pel1 1. It is defined by a risknumber. Spotting. cunningly balanced. The Circus Knife Thrower uses well made. It takes t w o movement phases to reload a pistol after each shot. but should do so with discretion. The Gamesmaster may use 7%8s or even 9s. floor or ceiling. The author would like tothank Richard Evans. These lockswill not normally be used on doors.0 This article is based on rules laid out in the new edition of Warhammer Vol3 which will soon be available from Citadel Miniatures. easily opened lock. Each extra level gives the character a + I bonus on lock pick dice rolls. Bombs may be thrown with risk of personal injury. The area Short Long Attack Range Range Strength 0-8" 8-16" 5 Pistols are muzzle loading. Score 07-10 11-15 16-17 18-25 26-35 36-40 41-44 45-50 51-56 57-64 65-72 73-78 79-82 83-86 87-90 91-95 96 97-99 100 Lock Pick Scale Silent Fleet Flee Quick Acrobat Dodge Acute Night SenseMagical Sixth Spot Blather Grapnel Pistols Circus Bombs Pick Pocket Walls Movement Footed Mount Traps Hearing Vision Alarm Sense Traps . and Richard Stevens for their help in testing these rules. The Wizard He or she will have taken great care to generate the quality on this chart: Bombs. Circus Knives. shortened by a good two metres or so. Whenever this isn't possible Tripwires. Skill Thiscorrespondsto an extremely crude. but will be found on safes and treasure Ideally the games master should specify the quality of each lock in advance. The vast bulk of locks are rated between 1 and 6. lighweight throwing knives. Thus a figure with Lock Pick 3 adds 2 to his dice score when rolling to pick locks.I alarm. This risk is determined by the height from which the jump is made. Locks with quality better than 6 are very rare. Roof of a three storey 5 Every time a jump is made the player roll landed badly. crude man traps and the like are automatically spotted. Gamestesting. In this case the charac t have Lock Pick 2 Skill.

one and all. as they try t o keep track of all the newcomers. Pavis will be stood on its head.' and they move i n to calm him down and edge him off while Griselda squares the clerk and the guards. though if I am knowing they are so down on Orlanthi here andthat I will have to pay justto get in. Well. and though it is a sunny day I feel very cold all of a sudden. sounding very exasperated. 'What wind blows you here?' and Ferdie voices similar sentiments as they put up theirweapons and go over t o meet her. hello. but there are opportunities t o Gakea f e w ~ u n a r s . set in Pavis. but just see an old man and a doll. like most ofthe people I know in Pavis. s?ys Ferdie. and I am glad t o see that you youngsters feel the sameway. 'you're supposed t o be retired. whosefull name turns out to be Herubrand. There isthis big old guy wearing pretty fair armour and carrying a great big sword over one shoulder. and not being too coy about it either. or sell hera line morethanonce. this is auite a situation. when this guy passes her on the way to the bar. and we all get used to her presence. and I seethatthough his aregrey. and for a moment Ithink I am looking at a bunch of wolves. or he may dig up something about Uncle Brand's activities in Pavis when he is younger. or they will go chasing somecrazy scheme in the Rubble. and has eyes that are forever switching about. Some of the army gets in from the plains. and they hole up i n Badside or Riverside or even go t o ground in the Rubble. so nobody is complaining too much exceptthe authorities. with a long bony face and a pleasant enough expression. Belladonna cries. It is not far into Darkseason when Griselda goes into the Rubble with Trolls and comes back i n one piece. I may thinktwiceaboutthe proposition. and maybe he is right. I will stake you.and just as I getthere Griselda and Ferdie and Belladonna amble up. But not so long after Griselda's relatives come to town it seems like a wave of crime is hitting Pavis. and I aim to do something about it. let us get somewhere I can sit down and rest m y old bones and cut the dust out of m y throat.orthey will breakthe law some way and be shown the gate or maybe executed. The dives are jumping with all the new business. 'I wonder if any of the places I am knowing once are still open?' Well. expenses are going u p by Oliver Dickinson terribly since I am last this way. very patient. to be sure. because somehow he gets the feeling thatthese are characters worth watching. Belladonna and Ferdie are also looking a little grim. and a throwing dagger is sticking out ofthe ground between them. becauseeithertheywill run out of dough and move to Badside. It turns out that this Ferdie. She stays in Pavis and is seen frequently around Loud Lilina's. A further Griselda story has also appeared in the Chaosium's Big Rubble. Griselda closes her eyes for a moment and says. forthey are backto backwith weapons out in a moment.' The doll looks solemn.for hespendsthe next day in bed complaining of the booze they serve nowadays. He and Griselda seem to thinkfairly well of each other. As for Rory. thecitizens start howling for protection Now Constable Jorjar can put t w o and t w o together as well as anybody. I take care of that a while ago.or it may be that he latches onto some of the rumours that are going around. So you settle it. For all I know she finds this relaxing after her exertions. he does not mean anything. because this is just naturally the way authorities are. expecting to see mayhem break out any moment.' she says.' cries Griselda i n seeming disgust. Belladonna.' Griselda groans and casts her eyes t o heaven. with one after another of ~ r i s e l d a ' s relatives coming outofthewoodwork. and Wolfhead is among them. and says. I get here weeks ago.They get him to sign his form. Who is this jerk?'shesays. 'I hear Rory meets with misfortune here. A RuneQuest Story. whose full name is Ferdinand. such as that Ferdie is the well-known dip called Furtive Ferdie. what with purses disappearing. though she looks at me quite sternly when I wander over to listen in. 'Ferdie. and then we hear this racket. 'I settle this matter already. Well.forfewofthem will be around for long. I wish tosavthat I seldom see a quicker piece of workthail they put on then.orthey will losea seriousargument. and furthermorethattheywill jump a foot to a foot and a half any way you like if Griselda or her uncle is mentioned i n their presence. 'I will go when I am good and ready. and so there are patrols everywhere asking to see licenses and so forth. but she just turns about grinning and says. eh? I hope that means what it ought t o mean. But the authorities are bound and determined t o keeptrackof everyone. Bella. I oughtto know it will be you. there is so little in it. but I feel something must done for the sake of our family honour. and says.'then marches off t o the gate. and Pavis starts filling up. and is always in the public eye. who is all tuckered out walking him around the town. and while he does not seem i n Griselda'sclass he looks to have a fair bit of experience.' says Griselda.'says Ferdie. 'Oh no.forthen she turns on that stare of hers and the air gets very cold. 'Well. for if they are all like her Uncle Brand. He is a small wiry guy. for I believe i n avoiding heat at all timesand neverdo anything which the authorities will feel bound to ask questions about. for with patrols all over many hard guys judge it best to keep their heads well down. 'Father!' and Ferdie says. and the late caravans arrive. and it takes regulars twice as lona t o aet served. is here baby brother.' We are all edging away. or that Belladonna is sometimes called Blindfold Bella because she can open most any ordinary lock blindfolded. Glorantha way? M y pursewill blowaway i n a highwind. Ferdie! What is bringing you here?'Theguy goesall serious. 'and as I am in Pairing Stone I figure I will come over and investigate. all at once there is no more crime. if you have any wits about you. and as he comes away he is saying to Griselda. 'Why. and adventurers and such come i n from all over to take shelter from the weather.' 'You must tell meabout it. because they are Griselda's relatives . Tell us w h y you're here. 'Oh. 'Do you make anything along the o w it comes on Dark Season.and nothing will do him but to go on down t o Rowdy Djoh Lo's i n Riverside. but it seems the supply dries up. finally. I neverseesomeonewho looks more as if he will try lifting whatever is not nailed down.' says Belladonna. there are soon plenty of guys keeping an eye on Griselda and the rest. which is considered quite a feat i n many quarters.Griselda and her friends first appeared in two storiesVbackin ~ ~ and 2WDBO 9 and more recently in WD41 and WD42. but Ferdie and Belladonna go t o bed. and moreover she does this in such a way as makes it clear that she will be very surprised if she gets it back. and says. It is widely felt that this is just as well.and it issome old guy yelling that he never pays anything to enter Pavis in the old days and it is a scandalous imposition. Suddenly he stops and gives her a great whack between the shoulder-blades and cries. One of these days you will be late for your own funeral. I am bit l o w on dough just now. the Dolphins. and someofthe guys bet on whether any more will show up. 'Now I am here. for she does not seem to wish to do anything but sit and talk and have a drink or t w o and maybe get up a crap game or some other betting proposition. Most of thecaravan comesthrough. and beating him at mumblety-peg. waving his fist at the clerk. your father allows he is too old to be travelling at this time of year.'says Uncle Brand. 'she is always holding something. and the guards are looking nervous. and I am enjoying the sun up against the wall of the Trade Temple when they come to take in the big temples in Founder's Market.and Griselda goeseasy with her little slicer. but they do not bother me. I will. and theothersfollow.' he says.' says Griselda. 'Trust Grizzie for that'. Just as they are passing the Air Temple there is a flicking noise. This may be on general principles. WQO is laughing fit to bust.' 'If that's what it takes t o keep living. Then Uncle Brand laughs a little. ALL IN THE FAMILY The following morning Griselda isshowing Ferdie around Pavis. and the bestthing you can do is head back home. But it seems that Uncle Brand no longer has much staying power. where the watch never go if they can help it. and I just finish doing everything about it that needs doing. 'What ho. Here it seems that Uncle Brand badly embarrasses Snakefang by remembering him when he is so high.' Griselda seems to sigh a little. at that. N o w at this time the town is quiet as far as nefarious activities are concerned. Anyone can tell them that this is a waste of time. and he starts eyeing Ferdie and Belladonna and even old Uncle Brand with suspicion. and they are not recognising Griselda.! am surprised Aunt Gunnvara lets you come. which she seems t o favour over other dives where you may expect t o find adventurers.though Griselda is keeping her nose clean. but Griselda says. they have that same look that Griselda can put on.who istall and limber. and they figure here is some easy game t o hassle. but it is plain that they arequitetickled toseethedoll. as street gangs love to do on their own patch. and though no harm is done and none of thescoresarevery large. at that. They come upon Griselda and her uncle as they are heading home. and this is surely a relief to Griselda. and Griselda goes with him. and their eyes meet. Bella. and I go along tothegateto watch them come in. But there is nothing to be seen except a doll in a doorway of the Air Temple. 'Humph. 'Well. and long slim fingers that I judge may get inside many a pouch ~ntheir day. in fact. Grizzie! Long time no see. though none of them are hurt so very bad. rather sharp. but it is reliably reported that the Dolphinswho meet u p w i t h them are now retired. and she even loans him dough when he mentions that he is not holding very much. even for Dark Season. while the others laugh. and a little quiet mugging of rich guys' servants out late on errands. are suffering. and break-ins. Well. at least. and nobody ever tries t o kid her. but she never relaxes so far as to leave her sword off. or . and I get t o wondering if Griselda'sfamily are all ogresorwerewolves in disguise. Do you get a line on Roderick's killers yet?' 'Uncle Brand. much darker complected than she is. 'That's OK. Uncle Brand. you may aswell buy m e a drinkand tell meabout it'. or touch her for a loan. 'I hear our brother goes under around here.' 'You can bet on it. Anyway. and there are plenty of strange faces everywhere you look.taking everything in. Do you hear thistoo?' Griselda grinseven more. butthis is nothing to what a bunch ofthe local street gang. Uncle Brand only hasa cudgel with him. and is most indignant when he hears ofthecurfew. so he does not get to meet any more of his relatives. He insists on touring the Pavis grogshops. onedayshe is sitting at a tablespeaking to various citizens. That afternoon there is word of a caravan coming in. and since I know this story very well by now I leave them.

but even gladder to see them go. but it is speculated by some that Griselda feels her relatives arecausing too much heat around town when she wishes for peace and quiet. and make contacts with I will not say who and suggest that they make use of any opportunity that may occur while the watch are chasing around after my relatives. Constable Jorjarcannot get it out of his head that we are implicated in the warehouse job somehow. 'Sure I do. thev are speaking in ~arktong'ue. It all comes out like I figure. for you can still get a pretty fair shake from the Pavis judge in this town. and clearly understandswhat is being said. But I have m y own plan. OK. which has no outside cover at this time because of all the excitement.and when the trollkin depart he burstsout. and few will believe this. who get bopped on the head. together with anything they may accumulate here. Griselda.'says Griselda.' she says. I wiII notcareto begoing out onto the plains during Dark Season myself. and I bring my relatives in on it. 'butthis positively must not get to the wrong ears. and no one can figure out what in the seven hells Griselda is up to. Once the evening sets in the night-watch.' We all digest this. because I give as much as I am expecting In reward to my relatives. Griselda grins. there is much scratching of heads at this. and she knows it. surely? It gives them a bit of a stake. and the authoritiescannotcatch them out of line on a thing. in which she refers to being plumbworn out chasing after her uncle and trying to keep him out oftrouble. Now the authorities find it difficult to believethat Griselda's relatives have nothing todowith this. Butthey do not relax their vigilance much. and Churchar the Quick and his bunch of runaway trollkin. 'We are trained to take care of ourselves in the family. and he is determined to continue whatever I say. looking resigned and spreading her hands. and who knows what all else. So they are politely asked to favour Pavis with their absence. and without explanation. and I will remind you that I have a number of friends around who may not get pleasure from the thought that I am in bad trouble. so we all swear blind not to let the story get to the wrong ears. butthis does not seem to botherthem. preferably for ever. but oneguy atthe. though considering what they cost me in dough and lost sleep I wiII be justified in keeping it all. and I do not wish to see them nailed. but cough up. It is reported that some of the regular heavy lifters are peeved at this trespassing on their preserves. and Griselda's relatives are all on view with her. and says. Of course Constable Jorjar thinks m y relatives are involved in the warehouse job and hope to find incriminating evidence. and they certainly can give no information on the miscreants. and they do not do a thing. but only a few inside men. out in the wilds in Dark Season?' asks someone. because I knowthat it is only a matter of time before they are nailed. who are on good terms with Griselda. and they haveto pull their horns in.' Well. He feels thattheauthorities do nottreat him with sufficient respect. while Ferdie and Bella do not mind.' she says. so I am out of pocket. and moreover I must now watch my step or I may wind up in the slammer. whatever the Lunars feel aboutit. Constable Jorjar is not pleased that my tip-off turns out a frost. but you hear what is said. who are all trollkin. and coming out of retirement is bringing backold memoriesfor him. But it seems thatthey go up and down. or maybe the word will get around that you are a fink. and Uncle Brand raises quite a beef in Bob's Bisonburgers because he claims he finds a bit of bridle in his burger.which most of uscannot make head ortail of.'O . and I advise yoy to do the same. and then her relatives all go off in differentdirectionsand differenttimes. and Snakefang and his boys down at Rowdy Djoh Lo's. Griselda bids them a fond farewell. and then she returns to Lilina's and settles into her usual chair with a big sigh of relief. and aims to get even.and almost all thewatch takeoff after them.ALL IN THE FAMILY V at least not much. Sure enough. until those trailing them are plumbworn out. OK. take over. and their lodgings are searched. and they promise a percentage if all goes well. Uncle Brand cannot see that thingsare a lottighter now underthe Lunars. and out they haveto go. But are you not worried for the safety of your relatives. and then someone asks. for these are masked and covered up. Finally Lilina speaks up. and this is the guy whose topknot Griselda once removes for doubting herword. making like they are attempting to avoid notice. and it is all a great mystery. 'He is quite a rascal when he is younger. and there iseven a whisperthatthey aretrolls from the Rubble. Most of these never know what hits them. 'Relatives!' she says. and round and round. 'I will be a lot more worried for the health of anything that they meet that tries to mess with them. which sounds rather brusaue. for the pay-off is not organised that way. for nobody loves a fink except the authorities. It all comes of Uncle Brand showing up. unless it is a hungry Giant. and this seems to be confirmed by further comments of hers during the day. not that they are needing much encouragement. 'You are glad to see them come. but then she just shrugs and says coolly. So he puts Ferdie and Bella up to a few little escapades. what with Wolfhead and his gang. and it sets him upwonderfullv. and maybe Javis Gan and othertrolls in the Rubble. or I am in bad trouble. He hassome Darktongue. Griselda turns round to look at him.' Of course. Of course. one night all three areeating with Griselda at Geo's where all are members in good standIng. because she begins laughing like anything. but nothing can be found amiss. and refuses to pay what I am promised. but for once she is on weak ground. and the guy is edging back. But what comes as a great surprise is that while all this activity is going on. and extra forces are thrown into the pursuit. So to save them from themselves I tell Constable Jorjar that if an eye is kept on my relatives it may lead to something big. and they seem to despise them alt. and I am going nearly crazy. as theyfTgure they will come out ahead and' have confidence in my assurances. so it does not seem thattheseare from an established mob. and to the surprise of one and all two of them drop in at Lilina's and have words with Griselda. and she must perceive this. It is just tough that my brother Roderick is a slow learner. some daredevils knock over a big warehouse. figuring that it is only a matter of time. This causes much excitement in law-enforcement circles.back of the room sits up. and fed up with staking the whole bunch. we all know that this is very true. 'You do not think I will fink on them without telling them. but there is nothing to be found.' There are eyebrows lifted at such an attitude. 'How are you out of pocket?: 'Why. except that Belladonna marches intothe AirTempleand doessome loud praying to Orlanth.'Can this betrue? Do you really fink on your relatives?' Now at this there is dead silence throughout the joint. 'Do not keep us all guessing. and in fact they seem to be in fine fettle. looking as horrified at what pops out of his mouth as everyone else. or anyway following some harmless pursuit such as eating or drinking or sleeping or pricing goods in the honest parts of town.hough they make use of them. This suggestion is pleasing to my contacts. But it is just like old times for my Uncle Brand to be hauled in for auestionin-gover a big job.' she says.' Griselda narrows her eyes a little at this. and le?ving town means nothing to them.and sothey are hauled infora little light grilling.

as appropriate. the NPC has missed h. and the players are free to enterthe world. ideal. ( L C ~A ) . but they know that on thistype of world corruption is usually quite normal. Charisma (Cha). If exceeded. plus a die roll of five (total eight) . In charge of the immigrationlcustoms deskthey approach is one Halvor Dick. etc. and have stood thetest of time. Det is used to measure ability to stick to a given task or course of action.points being worked out on the basis of how player's actions appear from the viewpoint of the NPC. Leader and Streetwise skills.This isthe mentali spiritual counterpart of Endurance . Revolver -1. including (when relevant) loyalty to the players.it might also be termed application to a task. and thus also indicates the level of opposition that will be put up with before quitting. A better way.is chance. but experience has proved that. in the same manner as with Det. Most of the time. Liaison. (The players offer Crl00I class this as one. LUC.This is by far the most useful NPC characteristic. average Determination and relatively high Luck. is he keen on money!).boy. but he smiles condescendingly at theamount offered (average Det).of guards. The players are obviously alarmed .I class this as there. Some will prove of more usethan others. One method of regulating this is to throw I d 6 and add any player skills such as Bribery. let'stake a lookat some ofthese in action. in a relatively simple situation. Referees can invent a series of rolls that use I d 6 plus a figure that rates the degree of difficulty of a task.if the total exceeds Det. if possessed. He begins to go through the player's luggage. I feel. I do not enjoy having to continually invent new character descriptionsfor NPCsand have developed some additional UPP characteristics (for use with NPCs only) overthe years. This is probably because the personal characteristics are simple to generate and to use. total four . increase Det by one. If Det is lowerthan Int. Our players hand over their immigration (visitor category) papers. Liaison. Determination(Det). then the NPC will refuse to do it. Lastly. decrease Det by one. and includes ambition as well. but it does serve a purpose on occasion. On raising the amount his Det is soon passed.remember. total eight. bureaucrats. Det is thrown for by the usual 2d6 and then compared to the score for Int. Cha may sometimes be useful when the general appearance. Throw first on Luck. the NPC will side with the players if the total score exceeds the NPC's Loy rating.classed 20 . I use Cha only infrequently. It is used as a measure of the NPC's loyalty to a person. Halvor is suspicious. They leave the Imperial territory of the starport. edited by Bob Mc Williams.drug smuggling is a serious offence here. which will fetch a high price in the right hands and finance various operations they have in mind. and various papers connected with buying and selling cargoes . and the die roll is afour. common sense and ex~erience will tell the referee what an NPC can and cannot know . referee has problems regulatina NPCs because he knows a lot moreibout the situation than any player or NPC. add to the Cha score. informers etc. They risk a small bribe. Computer -1. Avarice easily gets the better of Halvor (throw on Loy-thistime it is loyalty to the government . so watch out for counterproductive paperwork! Loyalty (Loy). They workwell for player characters (especially when taken with acquired skills). If Det is higher than Int. and approach the world customs barrier. Players will often need to try and gain the loyalty of NPCs .not enough. This issue. plus a die roll of three. every time . something on modulating NPCs. Then the players offerCr300. depending on thesituation for which the NPC is intended. Being of a basically lazy disposition. As Det istied to some extentto Intelligence.a bribe is rated three. Note that Halvor has low Loyalty.which is their stated business. organisation. Will aguard hear or not hear the characters stealthy approach? These types of situation can be regulated by a Lck rating. yet isone of the least discussed elements of the game. though not absolutely certain the players are hiding something. Leader. In a way.Starbase is a regular department for Traveller. the players offer Cr500 .but there are always occasions when the NPC might make a lucky guess at adding two and two together. Det may be used whether the NPC is working for or against the interests of the players. for me. Admin. Our players have landed at a starport on a fairly rigorously controlled world. a little expansion is sometimes desirable when refereeing important non-playercharacters (NPCs). and state they have nothing to declare except for personal blades (the Law Level of the world is 7). For NPCs. About their persons are a few doses of combat drug. His characteristics are: Str Dex End Int Educ Soc Loy Det Lck 7 8 6 8 5 5 4 7 9 Age: 34 4 terms Electronic -3. Spotting something uneasy in the player's manner I rate atfour (out of six). still not enough. It isn't necessary to use them all. Finally. demeanour and personal magnetism of an NPC is important. the NPC's ability t o convince the players that something is true or some course of action is best. with the same die roll-total six. Admin -1. Streetwise. Extending UPPs f 0 r NPCs by Bob McWilliams The UPP (Universal Personality Profile) is a central aspect of the Travellersystem. they are simply referee aids. is to evaluate the effects of player's actions over a period of time by adding or subtracting points from a total . Revolver. it is the reverse of the Loy characteristic.

and swiftly stepped out into the street. with their special underground adaptions. 2. Cautious Professionals. Berserk Fanatic Chaos Foes. Nanni was aware that he must belong to another Chaos cult before he could become a full prtest of Prlmal Chaos. Carm rose and discretely followed the farmer. well-equipped and experienced. Searching carefully. who saddled up and rode directly out of town. Torkul's Caravan and Used Merchandise had become a shabby enterprise i n recent years. After watching the farm for an hour. the farmer instantly thrust away the taverner's outstretched hand and spat explosively at the gold coins es they bounced on the bar. there was a general stir and sincere grief over the presumed death of the missing Torkul and his driver. when his wagons were found plundered and the sorry beasts butchered. Nanni. who immediately identified the farmer as a Thanatar cultist from the farmer's violent reaction to the gold coins. determ~ned to become the Rune Priest of the long-abandoned Chaos Plt deep in the caverns. Carm shadowed him several miles to a small farm nestled in the limestone hllls of Dyskund Valley. butthe heroes prevail against impossible odds through cleverness and bravery (and the overconfidence of the opponent).a loafer and former adventurer. A great black broo wearing a walstbelt of severed human headstookTorkuI from behind with a stranglehold and dragged him off into the brush. Here are some suggestions for particularly appropriate parties. maimed. However. Thiswill costthetown plenty. The Opposition The antagonists in thisdrama includea Rune Priest of Primal Chaos with his tame Chaos spawn. On an imoulse. he saw the farmer leave his back door and take a path leading intothe hills. butthe council has confidence that the contract will be fulfilled. Nonetheless. then returned t o town where he consulted a friend. It Isvery difficult to discover and contact the suppressed Chaos cults. Nanni. a Thanatar priest and histwo initiates. militiaexperienced townsmen. new characters may be rolled up for an evening's entertainment or for a new campaign. A sensible and intelligent town council decides t o hire this task out to a trained mercenary unit made up of first-class warriors. with imposing magical support. M o f f ~ inslsted on one farmore appalling detail. alternatively. one of the severed heads turned its eyes i n Moffi's direction and opened its jaws w ~ d e In the emptiest of silent screams. Carm Klecler. run i n Hollywood style. That scream now haunts Moffi in perslstent nightmares. since gold is a metal sacred t o y e l m and other Sun-Runecults. Peasants with Torches This may provide an evening's diversion. Carm carefully marked the spot i n his memory.. The farmer then looked about suspiciously. Once he had become a full priest. Here is a per- . though horribly. irridescent insect wing on his shoulder. Horrible as this vision was. h ~ lnit~al s efforts wereD REFEREE'S INFORMATION One may slmply offer thls adventure t o the current characters i n the local campaign. The tavern master eagerly offered a handful of gold coins forthe wing. expecting to lose most of them. Carm discovered a cool draft of air emerging from a very small hole in the ground. The young labourer Moffi. they are ideal for this kind of operation. When he discovered t h ~ s dormant Chaos hive. turned. A particularly interesting party might be comprised of Zorak Zoran Trolls. PLAYERS' INFORMATION 1. hishorses looked llke badly-worn rugs stretched tight over knobby frameworks. His wagons were always rickety and In need of paint. and the contempt and persecutlon he has suffered on account of these features has embittered hlm agalnst the world.A RuneQuest Cavern Crawl U y Ken Rolston Referees will need the RuneQuest rulebook and the Cults of Terror supplement. a Yelmalio initiate. Nannl has t w o Chaotlc Features. managed t o escape by hiding in the tall grass by the road. Mirko. and was never more than marginally successfuI. Carm carefully followed him and was surprised when the farmer suddenly seemed t o disappear. he would send forth his warped creatures to wreak vengeance on the world. The deep caverns on his farm contain ancient Chaosgardensand nurseries that have been cut off from the world for a thousand years. and a cast of thousands of crawling. where a lot of extras die. He could tell the authorities very little. Rune Priest of Primal Chaos. loathsome cave creatures. sat i n an almost empty tavern in midmorning. The players should bring a hoard (20-25)of poorly-armed. but one clear image remained indelibly printed on his memory. A slight young farmer entered the tavern wearlng heavy workgloves and carrying a large piece of delicate. and thereby cursed by the Dark-worshipping fect outing for rabid anti-Chaos cultists like Storm Bull and Yelmalio. already a Prlmal Chaos Initiate.

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Yours. However. I am pleased to see the publication of Traveller Book 6 . I suspect. What with an abundance of letters saying how great the Dwarfis. from lack of reading the book. Sunderland. I play Expert D&D but still buy White Dwarf and usually change the AD&D campaigns into D&D scenarios. I find WD very enjoyable but I think that there are lots more people like me who. rather than letting the rules dictate the campaign background.. 1 admit I find it easier to understand because I play T&T. I hope we will see more scenarios of this calibre. Dear WD.long overdue . Spies and Private Eyes in WD49. I am writing to ask if it is possible to print more Dungeons & Dragons scenarios in your magazine.but I wonder why there has been no mention of it in the Traveller's Journal up to now. all at the back. Uhura and Chapel. his other statements about this 'dull RPG' do not hold up. As to your last comment well. all the military domestic weapons would be readily available in the USA. Dear WD. indeed.which it follows closely. 3. did describe the Jade Jaguar perfectly. however. Captain Speaking. Woking. should have been repeated. that much of it will be wasted on the majority of your readers (who. However. is it an 'approved for use with' product or the official Book 6. will go in. Dear WD. funnily enough. It says so in the Dwarf. Mr Sutherland. presumably because it was produced here in the UK. Paul Harcourt. and the missile weapon table which. I feel that the review given by Jon Sutherland was far too harsh and stems. London. We'd be quite happy to publish Basic or Expert D&D scenarios. Martin Sheppard. for characters of 1st to 3rd level. why the GM shouldn't hunt through the book for 2 tables is beyond me. I suspect. Yours. Yours. it was produced in the States and is the official product -Ed. 1 Dear Many thanks for the excellent Traveller adventure. Of course 'changes'doesn't mean there won't be scenarios like The Watchers in WD again. Your wish is our command! -Ed. however. Also.' Why Lew.This is how it should be. And to be fair to Lew. Doesthis mean wewill neversee the like of Watchers again? And how does Lew Penpusher do it? Given the opportunity for writing an interesting discussion column. it is really mediocre. Issue 50 is probably the best issue in a long while and The Watchers of Walberswickwas a gem of a scenario. 1. I have gravedoubts aboutthere being any real intelligence behind the magazine. Surrey. Us low level AD&D adventurers wish to complain about the lack of scenarios for us in your magazine. Dave Stone. Essex. Dear WD. We get sent all kinds of scenarios (please keep it up everyone!) but.. he's not official or speaking from on high. We always try to present the best scenarios possible in our pages. However. at the moment. 2. Congratulations! White Dwarf shows some sign of improvement.groups to play the game according to how it suits them. There are only two groups oftables normally used in the game: the gun lists. He should have read the rules properly.canft you just leave individual ( GOBBLEDIGOOK by Bil I I . Imagine my dismay. with Ian Livingstone promising changes as from issue 52. but the rules are fa~rly straightforward. Shuttle Scuttle in WD49. Dear WD. nobody seems to write any for Basic or Expert D&D -Ed. I am writing to complain about the review of Mercenaries. TSR are just as neglectful! Yours. we can only print what is written for us. Scouts . Paul Wallis. as the reviewer failed to notice. however. Actually. he perpetually talks about nothing. King's Lynn. Yours. all guns blazing). I am refreshed tosee that someone approaches our hobby with humour. Yours faithfully. Modern weapons are deadly and are reflected in the rules. where the rules were written. Dave Morris. can't afford AD&D books until they gain more money and would like more scenarios in the magazine. Can't he see that people are going to take his guidelines as gospel truth? I pity the poor GMs successfully running a low powered D&D game who will have to put up with their players going 'But it should only take me IOadventuresto get to level three. Chekov. we're not sure quite what you mean but /can assure you that we're not all mindless kobolds! -Ed. You will be pleased to hear that next issue's scenario for AD&D is a low level one. If so. he's just giving advice to those who may need it nobody's saying it has to be slavishly followed. Just a noteto say how much Ienjoyed Mike Polling's scenario The Key of Tirandor. as in the crew. Also the designer stated that gun availability varied around the world. The Megadeath Luck Saving Throw is for characters heroically charging machine-gun nests not dodging damage. Grizzlegut Orcslayer. I particularly likethe way Mike used selected elements of the game system to interpret hisfantasy world. How can we I level adventures along the lines of the excellent Halls of Tizun Thane and the Lichway. You may be giving us the benefit of your 'vast' experience but try to remember that other people's experiences will be different. The hit location table is optional and is in the optional rules area of the book. Look at the DMG for example! MSPE is a much better game than a rating of 4. Miss Kirk (surely a typo). I believe.

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Athelred's usual gusto and ebullience slip away. In this world. I Note: Thisscenarioshould be read to the playersvirtually as written. Some of the minstrels rise to their feet. Osric. Skuli hesitates. the fledgeling drains the magic from the shell). if none.7 0 W / l f i w w ~ cn nA V x 7 n NTnxxrmLn- & a * $ & ?@ I t - I- Talionis' lair at the hearl one of these two rivers. secret place. They can be fighters. I dreamt the words as though they were whispered to me in some hot. still strong despite his years. is an accomplished sage with expertise in history. Clerical spells do not require dragon dust but in this world there are no clerical spells above 3rd level. acrobats. Gudrun throws a fur cloak across his shoulders as he marches~ out into the snow pursued by Osric. oblivious to the biting cold and Hengist's protests. Outside the king's chamber. The best and most stalwart of the king's warriors (including any PC fighters) also rise and file out. Lawful ~ o o cgrics d have gradually prevailed against the callous Old Gods. Hengist and some men-at-arms (including player characters). A messenger is sent to the nearby abbey. or was there more?'. the warriors are met by Queen Gudrun and the royal advisor. snow-covered lands outside. 'Whence came it?' 'Sire. languages. ~ nwhen j the waters Washed cloudless sky. If the king needs you. growls the king softly. There is silence. As this would involve g5tting past a protective mother dragon. rangers (retainers of King Athelred involved from the start). there is a commotion as Athelred comes striding from his chamber. story-telkrs musicians and animal-trainers. He is a capable and fairly po ular ruler. I This ancestral mere. All player characters begin with 15. (Hengist. Durin Skuli's ballad.000 experience points. Bonded with our bloods We beg to bargain. I know not where to turn y w ' % % An AD&D Scenario for about Eight Characters of 4th-5th Lev( LXT n n . bewildered and a little alarmed at the impending visitation. Athelred grim-faced and intent strides toward the minstrel encampment. sombre-faced and sober. (He returns with any PC clerics. a small kingdom in a landvery like England in the late Bark Ages.Sy the end. These gi& I gave them: The golden one Sevoured but a sip From the wondrous waters' vision. whose worship is now reduced to a very few.' Hengist.formation not to be read to the players is boxed and m a g e d DM. realising that something of great import is in the offing. DM'S Introduction The World: Magic users are very scarce in Beorsca. nf ' ' " .E SEA OF SNEYPA Castle 1 p 1 Map of Beorsca showing the Six Parts of the Adventure 4 This map only to be shown to the players. the old king towering above him in fine furs.) Some hours after midnight. actors. Athelred steps up to the crackling fire and grimly confronts Skuli the slender balladeer in his rough clothes. who join in as indicated in the text). both the dust and magic users are very rare. one of a minstrel troupe from across the seas. wrestlers. Pla ers should be told that magic-users are almost unknown. The crystal clear poo ' Is in darkness. The king and his retainers. There are jugglers. Before it broke. I had the fevei.Sorrow blnds me st111 I thlnk Sadness in the silence. dark. The bemused Skuli makes way for some tumblers while Athelred rises shakily and leaves the Hall on the shoulder of his eldest son. almost a month since. The first of his line. dine. Suddenly the king grasps him with huge . 'The ballad that you sang'. I will send for you. a pinch of dragon dustmade from the powdered shell of an unhatched dragon's egg (as in hatching. drink and watch the entertainers who have flocked to thq feast. In the First Part. . when the ale-dazed warriors are content to sit back and listen to a ballad. an old monk named Hengist. legends and theology and some knowledge of astrology and dweomercraft. Advise clerics to take at least two healing spells. then one NPC cleric.' Athelred strokes his beard. Eventually. as the material component. Athelred deposed the previous king when barely 21. sets about gathering men with skills to co-mplement those of the king's warriors. Grief gave way to a reemnt. II Drawn in dust. roaring fires and tankards of mulled ale soon drive away ail thoughts of the bleak. but not wly. In the Great Hall of the castle. Skuli. One whole eggshell would provide 100 pinches of dust. Under him.) Gudrun tells the warriors. H ~ friend S favoured A w m . steps forward and sings the above poem.. all magic user spells above 2nd level require. he is listening intently. seated at tables forming a large U around the Hall. . First Part: In the Great Hall It is the second night of the midwinter feast. 'And did you sing it all. Half-slumbering men-at-arms rouse. In subse uent text. 'Your liege is troubled and has retired to his chambers. Background to the Adventure: The 42 year-old King Athelred rules Beorsca from Hreod Castle. bracketed text is for the DM only. clerics and thieves (from the local abbey and minstrel troupe respectively.

a pool sacred to her. they must save against spells or be drawn onto the ice which has a 15% chance of breaking per person on it. Caedmon will retaliate by charming one of the party who will then water flowing again. Caedmon was a sec. It is empty but for one or two grains of golden dust. the pool flowed fresh again. the only colour. attempt. It is eerily quiet. Shrugging. must save as normal. bring down doom upon your own head. More are across the bleak Wadwo Downs. Snow threatens. gleaming against the snow. I have heard that he dwells in a tower woodland under a bleak. If nois unlikely to use them himself. he hands the party a rough map which he 1 characters failing to save vs paralysis will stand in shock for 2-8 rounds. a monk. &C thieves enlist at this point. a regular if infrequent viswhether by design or accident. which is not frozen over. She said that as long as we were true to that bond.' 'Father!' Osric leaps to restrain the king. The words are a hammer-blow to Athelred. my son. 'Many years ago. sire. Skuli takes up his lyre and sings: helped the king to prepare. clad in decavingraps.. the pool had a magical hue. for the wizard must be already on Examination reveals that the roses have been cut rather than plucked. As you watch. your firstborn whose eighteenth birthday falls on winter solstice in wears a number of such pouches at his belt. Patient and passionate.b A BALLAD OF TIMES PAST I hands. . The dragon called herself Talionis. .black. and any standard weapons except crossbows and composite bows. . 'There was more. Hengist! How read you these signs?' by it.) Hengist one reaches out. 1 Nineteen years of man Pass by.against Caedmon's lightning bolt. He desired this for its sorcerous proper. staring into the fire. He is dressed in a rough garment like a monk's habit. The other two boats have been sabotaged. Osric does not introduce himself. you reach the junction of two rivers. There are a few cottages. The ballad warns that his life is imperilled. an incandescent white bolt leaps from cloudless sky was Caedmon. A s I shall mourn mine own.) DM: If anyone has collected the rose. Mother to be a m I. The first two will miss automatically as the archer agreed not only to honour our earlier bargain that she nevermore troubledBeorsca.. and the terrain which lies ahead. After you pick 'We entered the caverns to put an end to the dragon or die in the yourselves up. My friend. We unblocked the chan.' the wizard towards you. and alive with glittering malice. The pouch they have found contained the dragon dust used to cast the lightning bolt. The dragon out of range. If asked about the pouch. ties. He begins the words of some invocation. But the innkeeper will maintain (truthfully) that Caedmon.leather pouch on the floor near where Caedmon was sitting. clear. for there was much rub. but gloriously warm. spectral image of a beautiful woman. but also to add gifts of our choosing. the door bangs open in the wind. holdHengist gives to Osric two items he has cherished for many years: a ing out her hands. One or two figures sit drinking at crude wooden benches.' replies the sage. he straightens and raises his clenched right hand.' The king is thoughtful. a cold wind swirls the snow in patterns across the ice. Now. we were as siblings. nevermore to see the light of day. Second Part: Waylaid at the Inn In the early evening of the first day. sire.' weeds. his way! It is not only because of my oath to Talionis that I charge DM:It is up to the players whether they investigate this. observing that you are not the peasants or impoverished travellers he usually caters for. 'You make this good man sore afraid with such words. but with a sudden tension you feel sure he is watching you. Seeing the determination in the king's eyes. I perceive a direful presence Dedicated. just as seemed to have only four.who is. who had some knowledge of wizardry even then. and the dragon gave him half-a-hundred pinches. Osric is quick-witted and will tle. the journey will be on foot. pected of having known Caedmon's intentions. hauling him up so their eyes are level. fragments of an unhatched dragon's egg shattered by a warrior years before. (Osric to hand her a rose). somehow. Utter confusion folllows. 'Although my friend. After many hours. Many shall mourn his death. Soon to become A man. But when we met her. 'Speak.' 'Caedmon and I stayed a week with the dragon and sealed a bond DM: Since he seems relatively unperturbed. Osric suggests stopping at the inn. Fearful for m y fledgeling's birth. and so we parleyed with her. A s one. before I was king. she spoke to us in an old tongue which Caedmon knew. Any character with a bow has time to fire 4-5 arrows before they're ble below the water. I requested that I try to stop his friends from firing. has used his sorcery often enough for Owain not to be startled through this balladeer.. If anyone reaches out to her (perhaps sealed blue bottle containing a Potion of Heroism. If hit. I feel He seeks to steal And shatter the shell. hoping to win fame and fortune. Many were the heroes who sallied into the old worm's lair have done this. sire. You trudge through sparse I have never seen him since.Ginding Gas. he begins to set the scattered stools upright. saw a golden and a few stones around the fireplace are cracked. as you have told us. she has sent this message to me itor. imploring. and the map is uncertain in places. Caedmon. Take them to Talionis' lair and protect her and her unhatched offspring scattered along in . sky blue. The warrior with eyes like the With a crack like thunder. Beorsca was troubled by a dragon who DM: Anyone who says they're diving for cover automatically saves dwelt in the northern mountains and came down to steal away cat. A magic pool had become stagnant. Abruptly. from Caedmon.. Owain may be susin blood. With the adjusts for the wind. and a tiny clay pot containing three applications of Keoghtom's Ointment. your sibling by an oath of mingled blood. preferring to bestow them on any characters who he considers particularly needful or worthy. Owain is inspecting the damage. . leapsfrom the black waters. like alabaster. His face is not visible. might drink of it and received a single sip which showed me dreams of things to come. The innkeeper. he will add that Caedmon always 'Clearly. Characters who didn't. At last. and three boats down by the river. But another figure you hadn't noticed sits alone in the shadows away from the fire. the party takes lightmeal and prepare silver. but orders cups of mulled wine. with a powdery sprinkling of freshly fallen minstrels have. The low-ceilinged inn is murky with smoke from the fire in the grate.DM: If the characters follow. . but Athelred warns that years have passed since he took this route. Her expression is infinitely sad. This knowledge stood me in good stead when I Inside. that I did not deem fit to sing on such a joyous festival'. Her ihrigk &ills the blood. I was the other. deceitful. the rubies set in tarnished (Characters may have any armour up to chainmail and shield [AC4] silver links about her pale throat. Though The next day is even more bitterly cold. and he sets the balladeer down with gruff apologies. Osric will you thus. though there is no sign of footprints. A sparkling dust falls from his fingers. damn you! Or by the sacred heavens I'll. with the cowl pulled over his head.) snow. You stare directly into his eyes. Because there are few horses at the castle. mud and tangled are true of heart need fear no harm from the dragon's inferno. greets you. a hooded figure (Erik Iceheart) already at the oars. The nel into the pool by swimming within -something the dragon was too large to accomplish.' Athelred's sudden rage leaves him. the time of year. she pauses at the edge of the pond for a few moments. two of the other patrons leave.>nd The book was penned by Ulrich. but because I fear that somehow our destinies are interwoven. then starts io fade. Her hair is long and black. The blue-eyed one A sinister sorcerer now. Several beams are charred wrested the kingdom from corrupt old Pendris. but on this visit he three days time. and if they actually roll their saving throw. her skin. As the wine arrives. Suddenly (automatic surprise). Osric! Gather my best men. they see Caedmon getting into one of the boats. Skuli nods. Finally. Owain. an inn. he raises his head saying to his men. You spot a very small dust in the lair. The remaining shots are at -4 to hit. they take no damage at all. Two young warriors came at last. grey sky. to depart. Slowly the patterns coalesce and rise into the After a few hdurs' sleep. the also tells of something he has read in one of his books: 'Those who ice shatters and a rotted crone. You spy a splash of red ahead. A wild rose.' As the others return to the castle. and also enquiring there about hiring a boat. a golden son I see. hers and mine. He stands dazed. the wizard has gone. 'the "golden son" is Lord Osric. she drifts towards them.Third Part: The Vough ret and dark-souled man who never turned to the new gods.boat moves off upriver. Hengist and Osric remain in The trail of flowers leads to a stagnant pond in a small copse. The the minstrel cam enquiring after any bra% men with the skills that pond is iced over . Caedmon threatens the offspring of the dragon Talionis . Any harm which befalls her fledgeling may go along with the majority decision. by whose advice Hengist sets great store. Make all haste.

but takes double damage when hit by lawful good clerics. you see where the river gushes from a fissure. As you prepare for combat. The skeletons of several long deadwarriors. After putting them down. the character is saved. Caedmon has gone on to Talionis' lair alone. and warn them that they must never take more than one sip. you can make out the bones ofold dragons. After waiting for the party to leave. at least 20' between the wall and the water. and will demand a holy oath The party have no time to investigate the pool now. We must cross the river here. Trudging u p a steep slope.' he points out. J t . A single shout will rouse those asleep. If slain. a slight form resting on an oak staff emerges from the shadows of the passage ahead.' Notker grumbles. they will still get to fight back if meleed. The party's map shows that the dragon's lair is at the head of one each character has is up to the DM. listening to the tale will notice the others dozing off. Deep below its clear waters. Characters must save versus fear (at +4) o r be rooted to the spot for 2-6 rounds. in some bushes. and not of the immediate future. the tunnel opens into a chamber. On a mission for liege. Strength drained by her chilling touch is regained at the rate of I pointlhour. but eventually accedes. Alignment: Neutral evil. Fifth Part: The Hermit's Cottage after (or late afternoon if the faerie storyteller). - For a moment you survey with horror the grisly forms of your fallen foes. If he asks. Attack: 1 touch for ldlO l d 4 strength drain. The river flows from a vivid blue pool over which hangs a soft mist. 'The boat holds three. You are on a rock ledge barely wide enough for two to walk abreast. H e brushes some dust from his fingers. and I ask only that you lend us your boat. Their footprints. 9%. for some reason. remember. This must be made up by pushing on quickly and perhaps even marching on after nightfall. any rosescollected by the party o r left lying in the snow will have vanished. but which branch? A close look will be of use to the character. or instead of. You have followed the river into the foothills. 5%. you round a bend and enter a cavern through which the river flows. She takes no damage from the first hit on her struck by each opponent. forcing her back to her watery grave for 7 days. Their bones are very white. The rider comes closer and you recognize eastern branch will be found to be frozen over half a mile upstream. cobwebs veil their eyeless sockets. and you may quickly reorganise your battle order before warmer. his scabbarded greatsword. She can be turned as a spectre.The Vough No Appearing: 1. a woodpile beside it and a small boat beyond. and turns back into the darkness. about to waylay a lone rider. The river is considerably warmer here. A lone Peasant comes into sight gathering He greets YOU and asks to share the fire for a while. you light torches to reveal a winding passage through which the river flows. Hit Dice: 7d8. For example. he'll misdirect them and sips guarantee insanity.such creatures are virtually unknown in this magic-restricted world. pile offallen rocks . having gathered fuel7 You sit around your fire stew. If at any stage Erik thinks he is in serious its colour (why the river isn't blue). . youfeel your &in crawl scraps of as the skeletons rise from the dust and move out t o block your path.' DM: Caedmon has used his recall the dead spell o n some fighters slain by Talionis over the years. is The river issues from another passage about 402 ahead. Any player who says he is turning his attention to anything else as well as. H e and Caedmon arrived hours ago. until they get a full night's sleep. The by the flowers and leaves. 7"-9". I i Fourth Part: In the Heart of the Forest At nightfall. ~ f t ewhat r seems like hours of tortuously traversing the ledge. If the party decide not at any time has a 50% chance of causing insanity. Intelligence: Animal + This foul being can create illusions within a limited range. the river forks in two. If they were nearer the wall. they will. The number of skeletons is one more than the number of the party. The Final Part: Into the Dragon's Lair It is now late on the night of the winter solstice. It is spring. they also bowl anyone alongside them into the water as well. Treasure: B. stars glitter in the sky like hoarfrost. The next thing they know will be when they awaken beside the burnt-out fire under a cold afternoon sky. Any who listen. U p to three characters can grab at a falling companion. 'We are the king's men. melting the ice and snow on its banks. . 5 seconds after leaving the pool. she will offer them each a sip later. he will use his nothing very specific. . If they help from the party that he goes free and unharmed if he keeps his side Talionis against Caedmon. and follow the latter tactic. . murdered the trapper whodwelt here. personal danger. good fellow1' says Osric. H e is fairlyyoung. They left the woods some way to the west. and then attack them. otherwise h e is swept away and drowns. leaving Erik to deal with the pursuers. but the faerie will have vanished completely. gives you a last look of mingled amusement and regret. some 20 yards away. After stooping to pass through. It should be something that will of the two branches of the river. If at least two people can grab him. and hid his body in the woodpile. treat them as normal skeletons. waking early the next afternoon. - DM: The ledge is slippery. DM: The characters have never met undead before . their weapons and gleam bright and . Characters will fight at and be down hit points through fatigue after such exertion. he will put up a good fight. holds a still narrower ledge on that side of the river. 'You see robbers lurking reveal that the western branch is faster flowing and slightly warmer. and 10" o r more. mation. Theoneattackingthe~la~ershas35HP. Traversing it takes 12 turns and each character must roll each turn to see if he slips. The vision of the bargain. 'We intend you harm. lose six hours. . One sip will give the drinker fleeting images of the future the far bank. He pushes away his cloak. will be found only if the party specifically scout around. you reach the edge of the forest. DM: Erik Iceheart waits inside the cottage for the party.and something else. advancing. he says he will tell a tale of Past and Present. T h e other wall.-lean. yourself!' The character is thus forewarned of an ambush. and you throw off your heavy furs. up to a maximum of eight: Level HP AC Weapon Skeleton 1: 3 16 4 Longsword (1-8) Skeleton2: 20 5 Two-handed sword (1-12) 5 Bastard sword (2-8) 3 16 Skeleton 3: 2 12 4 Longsword(1-8) Skeleton4: 2 16 5 Morning star (1-8) Skeleton 5: 3 14 4 Longsword 1-8 Skeleton6. he should be told that he feels drowsy himself but can jerk himself back wakefulness to see a premature smile On the face the young 'peasant' (actually a faerie creature). now partially obscured by fresh snow. A low cottage with a blue wisp of smoke curling from its squat stone chimney stands on the river bank. then you remember the urgency of your mission and press on. judging This is because it flows through the heat of the lair at its source. Armour Class: 2. he'll either flee or bargain for his life with inforso it is of no use if taken away for later use. and any further to cross the river here. DM:Erikls plan is to wait until the last two are about to cross. and wears dark green garments DM: If questioned. id^ this is. If slain. A second sip ranger skills to track them and pick them off. There is more space now.. There are only two pouches at his belt now. Anyone who slips must roll their dexterity or less on ld20 o r fall into the river. H. Another tunnel going deeper into the mountain leads from this ~ r chamber. (Osricand any NPCs will) will fall asleep. he introduces himself as Notker the trapper and gruffly warns you that if you mean to rob him. Movement: 9". If the party succumb to sleep. a tale of a dragon. without a trace. If the movement rate is 6" o r less the chance of slipping is 2 % . The water loses this magical property. '1'11 row the last two across so I can bring the boat back afterwards. After another 30' o r so. You are some 50 yards from the cottage when a man wrapped in thick furs emerges from it. Approaching you. belowaverage height. H e is very canny. Afew hundred yards on. she rapidly decomposes into muddy slime. needing to roll their dexterity o r less on ld20 to get agood grip. Skeleton 71 3 14 4 ~~~~~~~~d Skeleton 8: 26 Longsword(1-8) Except in these respects. he will then take cover DM: This is the Pool of the Wyrm's Ancestors from which the king in the cottage to avoid any arrows the others may shoot at him from drank. something gleaming like ivory.

but it seems that Caedmon must be defeated as for several seconds he is engulfed in the dragon's awesome inferno. Anyone striking Caedmon while thefireshield is up takes 2d8 damage themselves. AC2. Erik Iceheart 6th level ranger. Caedmon and Talionis are 60' away. spreading her great wings to the cavern walls. Caedmon was a close friend of Athelred. is +2 to hit and damage (+4 vs fireusing creatures).he has already cast shield. Int: 13.) Talionis herself keeps calling Osric by his father's name . Cha: 16 You step from the fire into a huge cavern. Neutral evil. he never has the effortlessly pure heart of his son. When they befriended the dragon some 20 years ago. DM: The. if a little slow on the uptake. studded leather. but shadows dancing across the glistening rocks make it clear that the tunnel does not end here but snakes sharply to the left. The skeletons have U the level and hit points they had in life. dagger. Neither has noticed you. Erik's sword.for although Athelred has remained doggedly true to the new rehgion. Caedmon was given 50 red-gold flames. A travelling mercenary from the north-east.. Dex: 12. ~ o v e9"/30n. 25HP. The sword has been passed down in Erik's family for generations. : 56HP (from 8 dice). Wis: 14. Osric's long golden hair and grey eyes make him I . and his complexion is unhealthily sallow.party's arrival means some quick rethinking for Caedmon. Caedmon 9th level magic user . but has his staff and his 1st and 2nd level spells . and he'll need 1 round to get through the egg's protective flame. Talion~s shudders as the wizard's bolt sears her. He smiles at the damage his bolt has done. If the party and Talionis defeat Caedmon. though he is certainly not of good alignment . therefore. He has 7 more rounds before his protective fire shield subsides. Only his eyes reveal the hidden energies within. The young dragon. Cha: 14 Equipment: Two-handed sword (see below). . Raising his hand. bow and arrows Erik. AC6 Str: 15. she will invite them to spend the solstice celebration with her. 2 throwing axes. or else try to slay Talionis quickly and reach the egg before the party can stop him. Then. Talionis rears up. for they are a clear and most startling sky-blue. Con: 10. much lik. Wis: 12. a slightly-built man in his early 30's. Tongues of blue and violet flame lick around Caedmon. Str: 13: Int: 14: Wis: 13: Con: 16: Dex: 12: Cha: 16. lighting his face eerily. The passage winds on another 60' and then seems to end abruptly. but failing that he will settle for enraging the dragon into causing widespread destruction. Treat him as a 6th level ranger.even his neutrality is tainted by a cold-blooded willingness to dispatch people in the way of his plans. is of medium height with a handsome face and short. he came to Beorsca six years ago and fell in with Caedmon. Equipment at the start of the adventure: Four pinches of dragon dust. In his youth. A tall and handsome youth. Con: 14. Lawful good. The dragon is not of any standard type. is fully intelligent. She can speak. you find your way blocked by a wall of flame. He intends to help the wizard get the Dragon dust (hopefully with minimum risk to himself) and eliminate him once they have won the kingdom from Athelred. but that will not prevent her from breathing on Caedmon if they are in the firing line. golden brown hair. 42HP. Int: 16. He wants enough dragon dust to have a chance of taking over the kingdom. the flame dies and the wizard stands unharmed. the heir to the throne of Beorsca. he turns and flashes a cobalt glare at you. squaring off for their final battle. and for the duration of the spell any weapons and armour they had is restored to pristine condition. a younger version of his father. though he has not the king's full beard or battle scars. is not quite 18 years old. as though some sixth sense has warned him. AC5. Ymir's Fang. From beyond it you hear the roar of a great beast and a human voice speaking in an unknown tongue. and raises his staff. Turning the corner. safe in his wreath of blue fire. dagger. Str: 6. He is out of dragon dust.it seems to her such a short time since she saw her old friend! pinches of dragon dust. His bolt took the dragon down to 21HP. He is frail and bent. White lightning arcs over own spell with which he can animate 2-8 skeletons to fight for him for two turns. Remember that Talionis is protecting her egg. it will be found to be made of murky ice! It will then melt to a puddle of dirty water within minutes. is almost adult. Caedmon has not borne his 42 years as well as Athelred. He now chafes at the fact that his former friend went on to win a kingdom while he lives in his tower in bitter and lonely seclusion. so he should be able to finish her off with the power in his staff. (Potion of Heroism. If Erik is slain and Ymir's Fang examined.0 I I THE CAST Osric 4th level fighter. (Dragons in this world spend 18years in the egg listening to the voices of their ancestors before hatching. and Kheoghtom' Ointment from Hengist) Osric. ~~ui~me T~O-handed nt: sword. Protervus. AC10. Dex: 12. Her fledgeling hatches at midnight and takes an immediate liking to his soul-brother Osric. The dragon's golden egg is on the far side. Talionis the Dragon Neutral. But he must manoeuvre so as to catch the party with his bolts as well.A BALLAD OF TIMES PAST h There is a stillness in the air. gnarled oak staff which is a Wand of Lightning (4 charges). and can breathe flame like a red dragon. he shouts aspell just as Talionis unleashes her fiery breath. but it cannot be possessed by an outsider. His hair is sparse. His alignment drifted to neutral evil and his sanity to mad. he is probably the sort of warrior his father would have liked to be. hence his nickname. 29HP.. Attacks: 1-611-61 2/20. She is 35' long with copperyred scales along her belly. cloaked by protective flame. However.chainmail. She realises that the party want to help her. Neutral. She is only interested in guarding the egg she laid 18 years ago and which IS now about to hatch.

I. concerns the fortunes of the humans of the future who. and Fear ability. CREATURES IN EXILE by Paul Harden 1 I Julian May's striking and original series of novels. nor do There are four classes of Tanu. On arrival. as cleric) and psionicattack mode A (Psionic Blast). form of Firvulag is similar to that of Roll d4 for individual's class. though they do use handaxes and daggers as tools. with no modare: ESP (Tanu cannot 'mesh minds' to ifier to fear saving throw. The alliance was always uneasy. AttacklDefence Modes: B. EIF. and live for about 250 cised t o dominate other creatures. roll d10: 1-2 Command twicelday 3-5 Hold person twicelday 6-7 Fear oncelday 8-10 Hold monster oncelday 2. each member of this race has a unique illusionary form-the more powerful Firvulag assume such horrific illusionary aspects that any creatureviewing them must save vs wands or be affected as by a Fear Wand. causes a monstrous illusion to form around the Firvulag. they find prehistoric Europe dominated by two alien races. see below Chaotic neutral Average-exceptional 130-240. All Firvulag havethe psionic discipline of M i n d Bar at mastery level 2-8. weapons. the Firvulag detest the arrogance of theTanu. each they take slaves. save at +3 wear. roll d l 0 : TANU N o Appearing: Armour Class: Movement: Hit Dice: Treasure: Attack: 2-40 Variable 9" 3d8 F by weapon type. All redactors possessthe psionic discipline of Cell Adjustment (level of mastery 1-8. and their o w n tongue. for various reasons of their own. Firvulag do not use conventional armour or weapons. also possess a variety of the discipline of Body Weaponrywhich. see below 9" Varies. level of mastery of Body Weaponry. To establish hit dice.and this is reflected i n theirvarying hit dice. because iron is so inimical to them. Hit Mastery Fear The Tanu latent psionic powers are Ability Dice Level activated by gold torcs which all adults 1-4 2 3-4 no 5-7 3 5-7 yes. The 8-10 4 8-10 torcs also bestow a limited form of If a 10 is rolled. being torcless. This issue. however. there is a 1 in 6 chance regeneration (see section on torcs). There is no m a x i m u m to the weapon equivalent bestowed by Body Weaponry (ie. The non-illusionary possessing different spell-like powers. EIF. Firvulag vary enormously in size (4'-9' tall). and the races separated soon after their banishment. increase range). Redactors. and psionic attack mode C (Ego Whip). thatthe Firvulag in question will be 5 hit Psionic disciplines common t o all Tanu dice. Tanu young. mastery level 11-12. up to longsword +4). see below R. F (magic) Varies. go into voluntary exile in Earth's prehistory by way of a time-gate. Since then. psionics Alignment: Neutral (evil tendencies) Intelligence: High-genius Psionic Ability: 130-240. whiletheTanu regard the Firvulag as backward (and barbarous) savages. as well as providing the usual powers. Like the Tanu. H No Appearing: Armour Class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Psionic Ability: 4-80 Varies. They . The Saga o f the Exiles. Redactors can mentally affect the attitude and well-being of others. roll d l 0 : 1-2 Charm person twicelday 3-6 Suggestion twicelday 7-8 Charm monster oncelday 9-10 Restoration oncelfortnight The ancestors of all Firvulag living on the Prime Material Plane were allies of the Tanu rebels in Elysium. alignment. To determine coercers' spell-like powers and the frequency with which they can be used. They take double damage from iron weapons. and their habitual rowdiness.FIEND FACTORY Fiend Factory is a regular department for readers'monsters edited by Albie Fiore. M i n d Bar (level of Firvulag take double damage from iron mastery 2-8). The Tanu attitude may have arisen due to the Firvulag preference for living in cavern and cave complexes. derived from sheer force of will exerThey speak common. For spell-like powers. Vitridur is a kind of very tough glass.J All Tanu encountered on the Prime Material Plane are descendants of a defeated band of rebels banished from Elysium by their neutral good kin via a one-way gate. AttackIDefence Modes: B. Coercers. Domination. a bitter hatred has formed between the t w o races. armour class equivalent is calculated as for a thief. All coercers possess the psionic discipline years. They do not use torcs. have yes. and were exiled as they were. The Coercer's powers are stocky and powerfully-built humans. Tanu wear vitridur armour (-1 on armour class) and usevitridur weapons (-1 to hit). G. the creatures of Julian May's Many Coloured Land books for AD&D. save at +I no psionic or spell-related powers. D. forcibly ejected from their o w n distant planet. or choose: 1.

2. 4'-5'tall. Grey torcs are far more common: most Tanu settlements will have a small cache of spares. soldiery. thus they will often beencountered in the guiseof normal Firvulag. Howlers speak common. almostthe only way to obtain these is by taking them from their wearers. dispel magic acts exactly like a knock spell. roll d10: HOWLERS No Appearing: Armour Class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: 3-60 7 12" 1+1 R 2 clawsfor 1d4each Chaotic evil Average (high) 1-4 Magic missile* oncelday 5-6 Improved phantasmal force oncelday 7-8 Major creation oncelday 9-1 0 Demi-shadow monsters oncelweek *at 5th level of magic use (three missiles) For all classes. houseservants.90% silver-torc loyal toTanu within 9" -60% neither of above within 9" . silver torcs allow an extra dice roll for psionics endowment with a 10% bonus. and until it is made successfully the character cannot attack theTanu ortheir slavesllieutenants. and Tanu slavers will invariably carry 2-3 grey torcs each when engaged in slaving expeditions. etc. This restriction is negated if the character is physically attacked. Gold torcs also bestow a limited form of regeneration: as soon as the wearer's hit points fall below one. a saving throwvs magic must be attempted each round thereafter. wisdom or charisma scores above 15 who places a gold torc around hislher throat is. alignment.though they usually communicate telepathically. but use d6 to establish spell-like powers from the second class. are far from averse to enslaving creatures of demi-human race as servitors of all kinds . not send it. the extra 1 hit point is lost. Psychokinetics. but with a 10% bonus to the dice.All otherswill be grey-torc slaves . a silver-torced lieutenant is 75% likely to be present. A Tanu may only project pain to one creature per turn. encounters outside Tanu settlements will mostly be with small bands such as war-cum-slaving parties and renegades (who may not be evil). if not already psionically endowed. if this amounts to 10 or more.FIEND FACTORY Redactors' Restoration abilitv is onlv effective against mental illnesses. Gold and silver torcs allow telepathic communication with all other torcwearers within 9". eg a coercer rolling a 4 will possess command as well as holdperson. though incapable of action other than telepathic communication.50% 0 level soldiery. and a dialect of Firvulag which is understandable to Firvulag speakers. If the wearer's hit points fall below -6. as crossbreeding has proved significantly more fruitful than racial inbreeding (the offspring areTanu in all respects). Any Tanu rolling a 10 may (15%) also possess powers of another class. thus the basic morale rating of Tanu's slaves is as follows: Tanu within 9" . severely deformed and from 2'-3'tall. 3. On the restoration of the / 2 first full hit point abovezero. In the case of torcs. spell-like powers operate at the equivalent of 12th level of magic use with respect to duration. over the centuries. will be incapable of action for one round. but if successfuI the wearer can only ever have oneminor disciplineand no major ones. and will usually make their homes above the ground. and removal of the torc will instantly kill the wearer. and theirown language. 1. silver. All creators possess the psionic discipline of Shape Alteration and psionic mode D (Idlnsinuation). thus they take both male and female slaves for breeding purposes.even though they can only breed with humans. They live for about 300 years. Any character placing a grey torcaround hislher neck (or having one forced on himlher) immediately becomes the equivalent to 0 level. Silver torcs have regenerative powers similartothose of gold torcs. When closed around the throat. area of effect. They live for 100 years. Tanu are 7' or more in height.knock. Any character with intelligence. dispel magic. Tanu are fond of creature comforts. the casting of spells and all other levelrelated abilities are lost. Psychokinetics involves the mental manipulation of matter. exceptthat thewearerwill die if hit pointsfall below -3.For spell-like powers. limited wish. Howlers are descendants of those of the original Firvulag rebels who knowingly took to living in caverns rich in radioactive ore. otherwise as 7-9. They get their name from the mournful wailing they send up at communal gatherings. is reached. Understandably. Once closed around the neck. Grey torcs. Any character unfortunate enough to be in the presence of Tanu while wearing a grey torccan be subjectto pain projection. whereby 200gp weight equivalent can be moved per level of mastery. Although they have lost most of their psionic-related abilities.30% Silvertorced lieutenants have a rating of 80% at all times -the Tanu pick their underlings carefully and reward them we1I. alignment. Howlers revert to their natural form. Howlers are notorious for torturing and mutilating captives . Select the second class at random. the torc will regenerate 1 hit point per turn until zero / 2 hit point. Gold and silvertorcs are made (by the Tanu) in very limited numbers. 4. the fertility of all Tanu has been impaired. Removal of the torcwill restore all former abilities.the lesser torc may then be removed intact.or by decapitation. Howlers are able to assume an illusionary humanoid form to hide their deformity. the magic of the torc meshes irrevocably with the wearer's life-force. Thus a Tanu lair will alwayscontain a number of slavesequal to 200% of the number of Tanu. All psychokinetics possess a variant of the psionic discipline of Telekinesis (level of mastery 3-101. For spell-like abilities roll d10: 1-2 Feather fall twicelday 3-6 Shatter twicelday 7-9 Fly oncelday 10 Earthquake* oncelmonth * 20% chance. severely damaged the genetic makeup of the unfortunate residents so that all are now terribly deformed. the rest labourers.Tanu. Grey torc wearers can only receive such communication. ' 3. resembling slightly-built humans of regal mien. Tanu (and only Tanu) can use their gold torcs t o mentally project excruciating pain or ecstatic pleasure to grey torc slaves as punishment and reward.labour. They speak common. helshe is dead. however.0 . Any Tanu encountered outside their lair will be accompanied by twice their number of 0 level soldiery. although hit points are retained. This. however. These are bestowed by the Tanu on all their non-Tanu lieutenants (Tanu will only ever promote fighters to lieutenancy). the wearer will fall unconsciousfor6turnsand lose 1 point of intelligence. Gold torcs. Howlers take double damage from iron weapons. When slain. thus they may only be removed intact by means of magic . Silver torcs. or wish . like gold torcs. a magical 'lock'secures all types of torc. and the wearer is not subject to the removal penalties outlined below. Due to their ultra-sensitivity to the Prime Material Planes background radiation. etc. entitled to a second throw to determine the presence or absence of psionic powers. 1 in 20 of these will be silver-torced lieutenants (fightersof 2nd-5th level). and grey (tin) in decreasing order of power. and in which case. The Torcs There are three kinds of torc: gold.. and then afurther 1 at which point the wearer will be receptive to curative magic and normal regaining of hit points. Creators. etc.. the number rolled indicates possession of all powers gained withiower numbers. they resent this misfortune and hate all physically 'normal' intelligent creatures. The 'lock'on grey and silver torcs is cancelled whenever a more powerful torctype is closed around a neck already 33 bearing one torc. If a silvertorc is removed. but 1 point of constitution will be lost. and will use this power as a doppleganger does. Coercers and redactors are so alien in approach that a combination of these is impossible. Unless otherwise noted. The powers of creators are related to the mental evocation and alteration of matter. They can also assume the illusionary likeness of any humanoid they see between 2'-5' in height with 90% accuracy.

down-on-their luck adventurers. should be worth a lot more. but a maximum of about 30% in hard cash seems about right. o r t o bring hislher skill level in Taste analysis up t o 90°/~. but GM's should not totally cheat the poorpla yers. For three average gargoyles the Treasure Factor is 33. but the values are given as if the characters had actually bought the items. so let us assumethat 25%of the hoard isactually cash.Thisgives a value roughly equivalent to that rolled randomly (complete accuracy is not necessary) and isa lot more interesting forthe players as they all rush to try the byrnie for size. whose lair can be found in a cave complex 15m up the side of a cliff overlooking a little-used track between two smallish towns. The solution to this problem presented itself when I read the section on mercenary pay in Borderlands. mounts. In effect hirelingsaregiven a note of credit for x amount of Lunars which can only be redeemed for spells or skills from the servants of their employer. the adventurers are all being paid with training credit now).5 daggers (loo). Helshe rides into town. and even then the lack of a common language would create problems. who are quite likely to be merchants. who will start with low Bargainingskill! -OD). The actual sums changing hands will be small. Naturally. Wheels 2. 1 ringmail byrnie (50). This will be the last RuneRites to be editedby Oliver Dickinson. what the characters are working for is the time given to them for teaching by their employer. I began to wonder if these notes of training credit could become currency in themselves and be passed from hand to hand until finally redeemed at the temple of issue. Retaining approximately the same proportions of coin denomination as before gives90 Clacksand 216 Lunars. 1 small tent (lo). Lunars 825. of the wrongness inherent in characters' owning large quantities of precious metal.RUNERITES I have become more and more aware. sufficient food. 90 sheets of paper (451. and then walks to the nearest temple and tips 5 chests of Lunars onto thefloor in orderto purchase healing 6. lone travellers and the like. on the face of it. who will be taking over from Oliver as RuneRites editor. I came to the conclusion that the widespread use of such notes as currency would be unlikely because of the low standards of literacy o n Glorantha. RUNEQUEST ECONOMICS by Russell Massey likely to be regularly exchanging bits of paper is the literate priest class. The average (illiterate) adventurer of m y experience is not likely to acceptthat a piece of parchment with a few squiggles on it is the equivalent of 40 hours with Morton Mace-King in the next village without considerable suspicion. (Here 1 might interpose that PC's should not expect to get the full value of gems and jewellery as Evaluated. 1 shortsword (25). they will not be able to dispose of the goods for anywhere near their original purchase price.U . which can be used to buy food. because it is less flexible than the equivalent in money. For randomly occurring encounters a quick and simple way to determine non-monetary loot is to take the character sheet of a deceased adventurer and t o list hislher possessions as those that the monster has acquired. and it would be very inappropriate to have barbarians paying each other in coinage. as follows: 2 good leather saddles (160). 14 wolf pelts (ENC 4)(21). as easily portable treasure. 1 bolt of good cotton (60). Rune levels. not the highly dubious sum of 1000 Lunars (Actually. Remember. They could possess anything up t o tens of thousands of silver coins. and the promise of training. that they must provide these same Rune Lords with very costly equipment -OD).What could a temple do with all this money. chaos-things and the like. The adventurers get a roof over their heads. depending on whethera merchant has been robbed just after selling his wares or whether the latest victims were empty-pocketed. a note for learning one 500L spell from the Lhankor Mhy temple would be sold for less than 500L. weapons. if so. we'd like to thank Oliver for all his excellent work and wish him the best in the future. which should give ignorant characters an incentive to learn to read a little better! As an example of a more realistic treasure hoard I will givea description of the loot garnered by a trio of gargoyles. though. It is unlikely that any animals could have been taken alive by the gargoyles. They do not mint money but use a barter economy. and liberated by the intrepid adventurers. He will be leaving us due to the time-consuming nature ofhis 'real'job. perhaps years after they were drafted. and weapon-masters. Going out. even if they could have been flown u p to the lair(butwarand cavalry horsescan form a substantial fraction of the treasure owned by groups of brigands). but theprinciple is correct -OD). raiders. when compared to the time spent generating the stats of the creature(s). Another source of mountains of coinage is in treasure-hoards accumulated by bandits. and trade goods. We'd also like to welcome Dave Morris. or anything else and can be divided into smaller parts. the groups mentioned would be gaining most of their plunder from adventuring groups and travellers. Of course. some spent some saved. This at once reducesthe level of cash paymentwhich the adventurers can expect when hired for missions by temples.402 spices (80). 1 composite helm (lo). Most of the victims will have been minor traders. Bargaining should take place when such objects are sold. rolls on Treasure Table give the following result Clacks 335. with actual coinage forming a much smaller proportion of the total value (remember.ng originally given. and therefore their loot should be in the form of whatever valuable items are carried by their victims. a baboon tooth necklace and a spell of your choice taught for nothing. 1 bronze lamp (5). slaves. but I will concede that most temples will. The division of this loot into the categories of copper. The vision of the typical warrior comes into mind. unless they have acquired these from thejeweller earlier at an agreed value. For pre-planned encounters it does not take too long to workout a treasure such as that suggested above. assorted pots and pans (ENC8)(16). anyway? (Here Russell and I parted company on the propottion between income and expenses for a temple. The total value in Lunars is 899.a sum probably weighing l o t 0 2 0 times the carrying capacity of the adventurer.12 loadsof lampoil (6).The exact proportions will vary. The only class RuneRites is a regular department for RuneQuest. and gold has always seemed to be a convenient abstraction t o make the stuff easier for the playersto count and spend. These could be weapons. either. armour. have very large sums of coin coming in as payment for teaching and from their Rune Lords. from next issue. After all. silver. 1 light crossbow (60). and finding a unicorn horn for a Daka Fal priest would get a leg of bison. 1 spool of silver thread (35). In realistic terms. there may be quite a few bits of parchment with squiggleson in the hoard as well. making a total of 683L. Well. throws a couple of coins to the innkeeper for room and board. a small quantity of hard cash. It also becomes easier n o w t o see how the more barbarous cultures operate. The remaining value of the gargoyles'treasure will come from the personal possessions and trade goods of their victims. as additional RQ supplements are published. it seemed that all the system would be doing would be devaluing the costs of traini.

2: Includes shoulder slings for quivers. If a character has not made the surface by the time his or her breath runs out . player one. An encumbered character falling into water through the operation of a trap. and may be attempted once per segment. gold pieces. must make a saving throw calculated asfollows: Strecon . or a character swimming in hazardous conditions (strong currents. etc. the saving throw must be repeated in order to stay there. Remember that somethings need to go first-it's no good trying to take off your backpackwith a shield still strapped to your arm. and the pack itself goes over straps. Once the surface is regained. the character may continue swimming for a number of rounds equal t o Str score. ready to go. candles. If the save isfailed. The small compartments are useful for storing those srrlall items that are easily lost. like nails. down. although gauntlets. Hand-held items . a puzzle and a play aid for DMs. All you have to do is mark in the other 47 words. These include panicking donkeys. An additional -1 is imposed for every 10% of total hit points lost. For those unpleasant sheer drops. The large compartment comes already supplied with a 50ft rope with a hook at one end and spare straps to fasten kit to the cart.forthe attachment ofthe 50ft rope provided. Special sockets are provided for torches1 lanterns. This has to becarried on the characters back or on the long-suffering Dungeon Donkey. and n o trouble is to be expected when swimming unencumbered in still water. harness.4 segments Belt' -7 segments Harness2 . They are written in any direction: up. and can hold his or her breath for a number of segments equal to Con score. or until the next hazard or attack.2-12 rounds. The wheels are leather bound for the least possible noise and the lid buckles shut to ensure that not a single gold piece falls out. don't try fumbling with straps and buckles with your gauntlets 0n.TREASURE CHEST A Page of Many Things THE DUNGEON CART by Thomas Price Dungeon adyenturers are forever carrying the most enormous amount of equipmentwith them. In conclusion the Dungeon Cart is a welcome addition t o any party and represents the best value for your gp. and is ideal for the larger items such as hammers and spare swords/shields. This means that when faced with a monster that requires discretion to be the better part of getting eaten alive. boots and helmet can account for up to 10% of the weight. By using the Dungeon Cart (supplied.O THIEVES' WORDSEARCH by Graham Staplehurst F T S E H C E R H O B B I T K P K C O L K C I P T A E T A N O D S R O S P A O P S L E L C A T M I T L H C U D D L D E A C S W A V R C A W L G N U P O U N E E G N S A R I P A A B G A S R P S T B A E E D A E D O R G M R R E O G O N I S T R S I R R O A E P T L T T E G C M R A S G E D H O P N J R S L E D P I C K P O C K E T Y E G T T L L E N P A R G D N A E P O R S P 48 words are hidden in the grid shown above. The word THIEF has been given to you to start you off.2 segments Gauntlets -5 segments Boots 1: Includes sword-belt. forwards. he or she is still underwater. This issue we have something for players. Kind DMs may preferto give the character a Dex saving throw to avoid inhaling water. one of the small compartments. DROWNING RULES FOR D&D by Graeme Davis All characters are assumed to be able to swim. Armour takes an awful lot longer . the other forms one large compartment. and the Con saving throw if this is failed. the character loses valuable running time dropping his backpack. depending on type. etc). etc. and dealing with that ten thousand g p horde. you should have 13 letters left over and unused in any of the words. there are rings set into the cart at eitherend. at a cost of only 60gp) certain minor problems can be overcome.. transporting badly wounded comrades home. sudden whirlpools. the character sinks.fake jewels etc. etc. The interior is divided into two sections. If the character has not drowned. and must save vs Con to avoid drowning. If you rearrange these. time needed t o ditch some of the more common items of equipment are given below. attack by aquatic monsters. you will get the name of a famous thief. If this save is made.I segment Helmet .Total encumbrance in pounds 2 25 Note that this is a low saving throw (ie d20 roll must be lowerto save). Treasure Chest is a regular department for readers' D&D/ AD&D ideas. Interior View Clips -IU Word List adept assassin bandit cache card climb walls cloak crime cutpurse dagger dice dirk electrum fence filcher footpad frame garotte gem shop gold haul hinge hoard hobbit knife lair listening at doors loot magsman monk ninja picklock pickpocket plunder poacher poison relic rope and grapnel sack sap silver steal stiletto swag bag thug trapped treasure chest .instant . daggers. Heavily encumbered characters may need to lighten their encumbrance in order to make the surfacing roll.4 segments Cloak . backwards or even diagonally. game over. pouches. also.. no matter how rough the ride. and a surfacing roll cannot be made while ditching. losing shields/swords as you drop your pack. When you have do this. The correct answer is printed in the Next Issue section of the News page. The cart is very versatile with its detachable 8ft poles (with their slot-in spearheads) and removable wheels. To attempt to regain the surface another saving throw as above is necessary.I segment Shield -5 segments Backpack .

an old hand at method axing. Genesis by name and nature. The plot is loosely based on the commemorative Fiend Factory which celebrated the 50th White Dwarf by featuring all the magazine's personalities. making t h ~ the s most spectacular production yet. of Steve Jackson Games is Steve Jackson. John wins the £500 voucherfor finding 844words cunningly hidden in Games Workshop. OUR LIllLE RENDEZVOUS White Dwarf Personalities PRODUCER: Citadel Miniatures STARRING: Thrud the Barbarian.. GOODBYE The big prize winner of the Games Workshop Christmas Adventure competition was John Sweeney of Nottingham. A new company. On the left. HELLO. Certain actswill be high-lighted i n full colour.ge and Dungeon ~ l o o r s ~ have ~ h ealso ~ Lought up Texas Miniatures who happen t o hold most of the former Heritage figures moulds. backed up by The Serpent's Venom. Goodies t o be released later in the year include more Car Wars material possibly including a new role-playing system. Computer game versions of Car Wars. and Ogre are also t o be released by Original Software Systems. has n o w split with the group. This year's event will be staged on July 28th at the Central Hall. Games Workshop have been granted exclusive distribution of Steve Jackson Games in the UK. Car Wars inventor. They all figure in this set which is dominated bv a really heavyweight performance from Thrud. 0 LUCKY MAN TELL THE TRUTH Chronicle PRODUCER: Citadel Miniatures STARRING: Nick Lund Afterall the rumours. Dragonmeet'84 is underway. lSlLVER BEINGS 1 - Steam Cannon PRODUCER: Ral ParthalCitadel Miniatures STARRING: Crew of Three A big budget production which really lays it on with the hardware. a colourful new act. Illuminati. but parts of the recently deceased Heritageseem to be stirring again. To warm up the audience. Not to be missed I . a solo act. Is reincarnation a myth to cheer up cockroaches and warthogs? Maybe so. Many more are on tne DIII including all the established stars. The date. . Westminster. a low level D&D scenario and Tabletop Heroes. This latest product~on is ~nthe true Tinbin Town tradition. last of the original SPI band. The new line-up will go on the road as SPITSR. reading Car Wars. Keep your eyes peeled for further information on the line-uw for this vear's show. REINCARNATION INC The Dwarfsters Road Show goes on nationwide tour next issue with White Dwarf lined up for all the major high-street venues. starting with U&U.on the right is Steve Jackson of Games Workshop. Citadelof Chaos author.Dave ~ i t c h i ethe . Dave has joined the Coleco outfit. The Name of the Game will introduce roleplaying games. Headlining will be Castle of Lost Souls. the deal has finally been struck. This is scheduled to be a long-running series with the first of the linedue to start rolling i n the next few weeks. the time and the place have all been set. read~ng Citadel ofChaos. The real star of this boxed set is Yes. Thev will be snazzily blister-paEked w i i h Nick sculpting the figures in his own innimitable style. Confused? You will be. have bouaht UD the riahts t o several old Heritaae titles includina some of the Dwarfstar ra. . Citadel Miniatures will be producina Nick Lund's chronicle ranae. Steve Jackson f~nallv meets Steve Jackson.

Pass The Bangers. and will play anything. Chelmsford. Grams Rd. USA.respond. exchange ideasand views. For Sale Citadel. Manchester Buffalo. 127 Sundale Avenue. West Midlands. RuneQuest in excellent condition. Semi-circular with hood to hide you better. Contact Andy on Hackwood 8937. The successful applicant will be fluent in French and English. Players carve out empires on the galactic fringes. P 0 Box 98. Shirley. languages.00 checks for psionics.a bargain at $12. lain Borthwick. c/o Flying 55 Wilmslow Rd. Roger Price Services. Same hobby! theAD&DArena of Coltec. be willing to live (or is already living) in France and travel widely therein. 31 Usher Park Rd. Play Diplomacy by Small games club wants to corpost in the monthly games maga. and/or zine Sodder. I hope you can attend. Morrow Project Convention henchmen etc catered for. Sorcerers Cave. Kent. P 0 SF Birmingham Sci-fi wargamer loooking for con. Halifax Area Enthusiastic 12-year old boy. London NW10. Melee-D for ZX81/Spectrum AD&D Leicester A computerised database for Diminishing group in the South DMs. much more! Get your memberships early .State colour preferred. Work tel: 01-681 2577. Wanted Urgently required.you too can be General UK. Write for £3. Hemel Hempstead. Deal. Wants to get involved with roleplaying games. Belmont. Polycon '84 will feature events to satisfy every wargamer and fantasy roleplayer. spells. boxed.Young AD&D DM seeks club in Bridgnorth. Alternatively postal games with fantasy garners in the Junta. Sodderis40pan issue Randy Solo. Leicester or HFI PI phone Alan on 0533 431285. Cal Poly State University. Has AD&D D M some RuneQuest experience. Also 28/29 April in Walsall. Kingmaker. P Hamilton. For Sale Talisman. Offers: 021 358 5453. Andromedas Edge The Wars forthe Rim. Prefersto GM Traveller. temporary (25+) for correspondencewhile I am abroad and while T&T Leicester on UK leave. exchange ideas. G 1-3. South London Warlords will be holding the event at Kensington Town Hall. CT147PU for only 60 pence! Tempestuous Orifice IV There was nothing anywhere'but blackness and horror and silence and bones. 1984 is the date of England's premiere Wargaming Exhibition. Cheques/POs for Project players only. the proceeds of which will go to the Bovington Tank Museum Diamond Jubilee Appeal. Sutton. Ace of Aces. Salute '84 Saturday 28th April. 5 Burgh Heath Rd. Also. Send large SAE for lists. Please contact: Robert S Marshall. Write: c/o Dragonriders. £5. Polycon '84 SAGA is pleasedto announce The Adventure Continueswith Polycon '84. tech and weapons research. EX1. Preferably an to a maximum o f 40 words. Didcot. Box 168. York. please someone.welcome. 24 Victoria St. etc Galtieri! Also Chess. Has had experience in Traveller. Send SSAE for details. Terms of employment and salary/ commission to be negotiated. 27-29 Sunbeam Road. the DO Recruits wanted for start of season. after 6pm. Walmer.. 11 Victory St. SoloQuest I & 2. Age 18+ preferred. This is one adventureyou won't want to miss! FRP Basingstoke GM newly arrived in area seeks other GMs and players.CLASSIFIED A l l classified ads must be prepaid at the rate of lop per word. Please contact Jenny Kent. Mystic Wood. Refereescomeandhandle Arena of Malmor and the RuneQuestArena of Palthorn. Willing to learn most RPGs. Contact: David. Haxby. have a driving licence and car. For details send SSAE to G Drysdale. Further insertions at the rate o f 5p experienced games master in either AD&D or Travellerto per word. Includes7 races. Surrey. Please send copy andpayment to White Dwarf 27-29 Sunbeam Rd. female players in this sector. Will to learn RQ. details send an SSAE to 450A Send SSAE to: 81 Bridport Rd. Staffs ST5 5BG. Kingston Rd. Prefers to DM but will ested in table-topping. 4 Speldhurst Rd. 3 Pool Drive. Springfield House. All those fiddly bits you hate. Typists and generator: roll up characters in those with money especially seconds. Epsom. For the weapons. CA 93410. or bring your own scenarios. Chris Hughes. S Croydon 17-yr old Travellerseeks attractive Croft. Small event (30 people approx). Bridgnorth. Heritage.00 before April 21. D&D. 12 Wear Drive. If interested please write to: Robert Bradshaw. Older experienced players wanted.1984 on the Cal Poly campus in beautiful San Luis Obispo. Norfolk. Illinois. P 0 Box 100. Southboro'.00 to Paul Honigmann. Write to Glyn Simpson. Herts. Surrey C R O 7RP. Clubs. exploration.00pm. AD&D. Character Generator 48K Spectrum character OXON OX11 9DD. Thieves Guild 1 & 2. Surrey and may God rest your souls. Dorset DTI 1 2NN. colonisation. Cry Havoc. 67 Highfield Road. Park Royal. Mr D F Chillington. M I 4 5TB. University Union. Generates'to-hit'and 'damLeicester area seeks new players age' values for nine characters. details to Chris Harvey. Surrey. Other games played (RQ players ing. the ever popular Nuke War and much. . Flexible. Dorchester. Interested? Contact: Stevenage. making cheques/ POspayable to Games Workshop Ltd. Walsall. Queens Road.. Ideal for large per person. Don't miss it! Saturday 3rd March. Also a special raffle with prizes from Tamiya.31932. c/o SU Keele University. and others. BERKSHIRE Maidenhead RPG Club Games: AD&D.50. Cosmic Encounter.50 inc p&p. Send 60p to 15 York Close. Ext 8. local area. 9am-lOpm at the Bristol Students Union. MPTD. troops and much more. 10clas. T&Tetc. Berks. Medieval Re-Enactment BPAS 'D' team. Bath St. but can also GM other RPGs. CLUBS MAIDENHEAD. Shropshire WV16 5DL. Contact: Open Day Coordinator. I Davis.00). I am 16 years old. Players Wanted In the Tunbridge Wells area. 112 Ringwood Avenue. tolerated). Castle Hill. 7 Lavender Way. Kent TN4 OOP. Traveller items. If interested contact Jonathan on Halifax 66965.30-10. Tired of Life? Try The Journal o f the Senseless Carnage Society No 5 and you'll never play the piano again. of a new (primarily D&D) fanzine. For more information. Mum Is this the last of the Dragonlords Crusaders?Will the evil Lord Gygax escape? Is the world doomed? Answers to these questionsand more remain unanswered in the incredible shrinking Dragonlords 21. f2. contact SAGA. 30434. Leics LE9 6HE. Please apply in writing with CV to Peter Darvill-Evans. fastmoving and fun. For Sale Cloaks: Adventurers for the use of (£8. Avalon. Contact: Peter England. Comments: Ages 11 Contact: Guy. come to the Arena Enter the T&TArena of Kazchan. Home tel: 01-689 7222. Surrey CR2 8RX. RPG re-enactment. San Luis Obispo. Apocalypse. ~ - +. Dedicated Morrow No's NPCs etc. Phone: Macduff 32196. For further details send 9x4 SSAE to Living Space Games. Turns from £1 each. Cost £4. 33 Windermere Drive. diplomacy. Wigston Magna.. Aston Tirrold. ses. Selsdon. Latestcomputer moderated PBM from Living Space Games. Maidenhead Centre. 119 Hobbshill Rd. positionsfor dealers and games masters are still open. Man-Eater played. Inexperienced T&Tflraveller British Aircraft Corp. London SW20 8DX. available from Dragonlords. 20 levels. period. 50p (+15p p&p) from Simon Hartley. Louisville. Keele. Wanted Experienced role-players to conFor tribute to and share in production -~ Sale White Dwarf 1-40 plus 3 binders. M Brown. AD&D etc. Swap AD&D DMG (cellophane covered) and PH (unsullied) for RuneQuest material (preferably SoloQuests) or anything else for RQ. WDI-29 or any large selec'tion. London NWlO 6JP. For Sale Knights o f Camelot game. Hanover Park. Time: Mondays 7. Croydon C R O 3DW. S Croydon. Postal Games Discover a whole new world of deceit. Send SAE for details.for weekend gaming sessions. Medieval Reenactment in Dorset. have some knowledge of hobby games. 207 Durham Rd. unused. Dungeon Floor Plan Bargains. any play if necessary. AD&D Macduff FourAD&D players/DM seek fellow (14-15yrs) players in MacduffIBanff area. Parlez-vous Francais? Games Workshop's Trade Sales Division is looking for a salesman or agent to sell our wholesale range of games to retail outlets in France. Wargaming. 177 Downs Road. Also full costume service to order. Essex CM1 5PT. Inter. with tournaments to include AD&D. blackmail and unpleasant Contact Wanted goings on. Wants to learn new games and to improve on AD&D.Box 404. player seeks club or players in Dhahran . Offer what you have to J D Almond. W8. Plymouth PL2 2BY. Georgia. Julian A McPhee. Karl Ristimaa. Features ship design. Saudi Arabia. Waterloo and Arnhem will be two of the forty games which will be on show. Keyham.00for list. USA60103. T Wells. Maidenhead. RuneQuest and others. naval squadrons. Morden. Horton Street. Coventry. Castle Hill (Entrance High Town Rd). Ring Mike: 01-670 3584. WDs. Beatties and Military Modelling. Games Workshop Ltd. be experienced at selling. Ask questions. Regret small children preclude travel. Boyland House.to take place June 22-24. Figures Painted 25mm fantasy figures painted to a high professional standard for as little as £2. Herts SG1 4JR. contacts and events can be Wanted advertised once at no charge up Pen-pal for US. or SAEfordetailsfrom Bill Wright. Aardvark 1984 Bristol University's biggest ever convention! Wide variety of wargames and RPGs. 5710A Dutch Mill Ct. For Sale D&D. Club tel: 0628 31963. object: Mayhem. Morningthorpe.00 per scc. Place: Maidenhead Centre. display ads £3.

SLOUGH 3 1 T 7 TnVC Tel: 75 30678 I I FORCES OF FANTASY and CP"'RNS0FTH-EDEAD 38 Please mention White Dwarfwhen replying to advertisements .

30am-5.GAMES WORKSHOP 162 Marsden Way. Manchester Open Mon-Sat 9.30 Mail order service.00am-5.30pm ntre.30pm Full range of D&D. T&T. Open Mon-Sat 9.30am-5. plus player contact board.30pm Open Mon-Sat 9.30pm Monday-Saturday East Anglia's Favourite Games Shop Open Mon-Sat 9.30am-5. Open Tuesday-Saturday 9.30am-5. T&T. Games Workshop games and Citadel Miniatures Open Mon-Sat 9. Arndale Shopping Centre. Noticeboard for gaming contact Open Mon-Sat 9.30pm Discount scheme for Clubs and Games Groups.00 Fridays Mail Order a speciality 7 Lawrence Sherriff Street.30-5. plus player contact board CLYDE MODELS Open Mon 9.30am-5.30pm Open 9.00am-5. plus player contact board. Traveller. Nottingham Open Mon-Sat 9. RuneQuest.00am-5. Rugby CV22 5EJ Groups.30am-5.30pm Discount scheme for Clubs and Games Groups.30pm Tue-Sat 9.30am-5.30pm Open till 6. raveller.30pm Full range of D&D. Games Workshop games and Citadel Miniatures 39 Please mention White Dwarf when replying to advertisements . RuneQuest.

Dungeon Accessory Pack 11...95 For all mapping needs also useful for role playingadventures... ..... 6' x 4' colours green.. Lancashire FY5 2BD Please mention W l ~ i t e Dwarfwhen replying to advertisements 40 ..C.... I .C.85....... Full colour ~llustrated characters. money.. Games.. pits... u s 3 Union Siege (New!) E9..... .. Card Warriors f1. 5 Vicarage Avenue.Square f2. ..... DAI Saxon Army. Companion game for Siege.. treasure... ..... Send to the above address... Set in Europe in late 1930's early 1940's. and the first four rounds... Games..... . table....... ...... sand.. 5 Vicarage Ave. Swordsmen... 1 sheet of graph paper for mapplng... .... ...... .... * * * * Crasimoff's World is a PBM game of exploration and adventure.. . Cleveleys... spells...25 I NAME ... One inch hexes printed on high quality felt.. 9 5 US1 Union Infantry........K...95..\ A D 43 37 I f you wish to enrol in Crasimoff's World.. Your party will set out from a small town....... full explanation on rear Vol I The Crimean War.... .. ... F1 Dungeon Adventure. AS a player YOU assume the role of chieftain in a band of brave adventurers set on gaining knowledge and power........ Games.. ... artifacts. . sold separate compatible scenarios. . corndors.... Creatures..... 12 sheets.... treasure. or find that a new twist has happened to an existing adventure. payable to K. C-----------K.25 each... rafts. ... For this you will receive a rulebook...... blue.. 9 playboards.......95 Boxed with full cdour illustration....95 10 sheets 17" x 25"...... Plain Felt f6. skulls. .00 I f1. Overseas add 15%to the total I E5.. swordsand many more Items in this pack. ~hunde-rin-guns (New!) f6. includes...C.... . As you travel you will learn more about the land and its secrets... Most players find themselves offered a different scenario each turn..95 Playing surface for role playing and the wargamer..... doors.......50 per sheet Starship Captain f 12..J. Cleveleys....... . Games. WD4 8LF Telephone: 092177 68328 PLAY-BY-MAIL GAME * * FULL TIME GAMESMASTER OVER 200 DIFFERENT PLAYERS FULLY DESIGNED FANTASY WORLD BI-MONTHLY PLAYERS NEWSLETTER FLEXIBLE GAME SYSTEM GIVING FREEDOM OF CHOICE AND ACTIONS RUNNING FOR OVER TWO YEARS Dungeon Accessory Pack I... Jumbo Hex Pad f2..K ~ n g Langley. Hex Paper Pad C1.. contains 10 sheets.... beds.....000 Medieval skirmish game of knights... each.. encountering other parties.. bowmen.... Name/address . realistic wargamers. knowing nothing about the world apart from a few rumours... only....95 Full colour figures to aid role players and Science fiction game. Enclosed is for which I receive the rulebook.... 72 inch wide..... Contains 12 sheets of illustrated cardof flooring... .. windows...... .0.. chars.. Return to: K. boats... colours green....0...... Jumbo Hex Clear Plastic C1. act~on...99 Role playlng game set in the wild west. Slze 17" x 25' can be used over and over again. ....... LANCASHI R E FY5 2BD ...80 This is a sheet of clear plastic for use as an overlay.00 chequeIP.. and the effort the gamesmaster puts into each turn never ceases to amaze me.95 Speed and Steel (New!) E9.... blue...95 50 A4 sheets of paper suitable for Dungeon Adventure.. steps. W e a r enrol me in Crasimoff's World.... .... Companion game for Cry Havoc with US5 Civil War Artillery.. s Herts.. the latest newsletter... ... F2 Savages and City of Sorcerers ~ 9 ... bare ground. send a £5. US4 Confederate Cavalry. ........ grills...95 Cavalry. and many other items which YOU discover as YOU play the game... Macro Hex Pad f 1.. f2....... Vol 1 1The 2nd Afghan War 1879 Role Playing Character Pads f1.... KJC Games has been running Crasimoff's World for over a year now... . Jumbo 1.. set up material.. 50 sheets.. Postage and package free U. wood.... trees.45 Maps and counters I enclosed chequeP. ... Felt Hex f 12.J. Campaigns in FOCUS ~ 9 . Copies of the White Dwarf review are available free of charge from K.J.. .. .. Future rounds are *----------ADDRESS .C.J.. . ....95 Size 17" x 25" of large consecutively numbered hexes suitable for campatgn mapping and expanding on commercially produced board games. All components sold separate f2. DAZ Norman Army. . . 1 graph paper.. " Cry Havoc E9.... Saves hours of wnting. .. Boxed with fullcolour illustration. . .. ~2...... parties met... 1" grids printed on parchment paper with air brush terrain... Fantasy adventure game In two parts. . ....stone.. set up material and the first four rounds. usz Confederated Infantry....... "There are tokens detailing magic. peasants. enabling an area from a campaign map to be blown up and drawn in detail.. :... f2...... This pack is designed to expand your adventure.. Hexes are numbered consecutively.25 per metre. Future rounds are f 1.. Please send me As reviewed in l A v / .95 A hex paper with a large hex overprinted. black.. races and creatures.. sand and black. SizeA4 Pad containlng50 sheets.... 9 5 per set 40 pictures...

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Please mention White Dwarfwhen replying to advertisements 44 ............50 Northern Mirkwood.................. ...... .................... 32 ..............25 Thieves World Boxed Set .............. €4................. .......O.20 We~rdworld ......... £12....25 Ardor .......Dr ......................... ...................... ......................... ...... 32 f2....... £3..... ..... £2.....50 Warhammer ................1 5 MIDDLE EARTH PLAYING AIDS Spies of Lightelf .................80 Judge Dredd .. .35 Module 82 .... 0......... ..50 Set 4: Cit~zens .. ..... ...............................70 Bookof Treasure Maps2 ................00 Valley of the Four Winds ................ .............. Module 83 ......................... .WoodElvesRealm £6.......50 Cults of Terror ...................... ....10 TRAVELLER Traveller Starter Edition .......... ......... ..........50 6: Humanoids &Aldryami .......... £4..... .......... . ~ 6 ....... Beyond the Silvered Pane ... .............................4 3-51 Cheques ............... ... ....00 Quirks ....... .. . . BACK ISSUES Remember..20 Overkill ...................00 Apocalypse ........... ........................ ..50 TRAVELLER FIGURE SETS . £2. ...Haven ofthe Corsairs ....00 RuneMasters £4........50 Set 2: The Military .....: Basic Set (revised) ..1 Centaur firing bow ..... 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Europe (airmail) and other overseas (surface mail) f1.............. ... ................ . ... ...... .......... £3............ ..00 1: Humanold Adventurers Sword for Hire ......3 Sorcerer .... ....... ....... . ................ 5 0 .. .............. £2..7 Dwarf Tribesman + crossbow 3 var . . ............................ ... BRING YOUR GAMES INTO .........75 TUNNELS & TROLLS Tunnels & Trolls Boxed Set ........... £3....25 Death Trap Equalizer ................20 2: Adventurers ........ ..... ......... . ................. 85 0........................ .15 Traitor .20 Action Aboard ................ .80 Expert Set .................... ....00 RUNEQUESTGAMES Call of Cthulhu ...... Please make your chequesIP0 (no cash accepted) payable to Games Workshop Ltd..

... Hampshire Tel: HAVANT 483042 Please allow 28 days for delivery.... Trade enquiries welcome.... f1.SCIENCE FICTION BOOKS ..... .... ..... fortifications....... 75p V304 Imperial Scout . turret..95 GlsiveClauSquadA... ) A game assistance program for the basic and expert version of the worlds most popular role-playing game.. . .. Havant..0..... 8p V003 Plasma GunTurret ....... . ... f1.towers.00 inc p&p Send 25p for more details about these new sets (not yet in catalogue).... .. conical roof. EDINBURGH EH9 1EJ OTHERWORLD ART1FACTS NEW SETS Set 7: Magician's Tower .......85 FORCES OF THE IMPERIUM f1....K. House has removable roof and first floor.. f1.stand~ng 313 TroaperCrewman. .85 .... .. (Includes full assembly instructions).. f1.25 V303 Panlzan Scout Vehicle ........... 8p 45 Please mention White Dwarfwhen replying to advertisements .£16.................. r HANDLES ENCOUNTERS AND COMBAT......... STARSHIP CREWS 200 StarshipCrewmen 201 Merchant 408 Redemption~stTrlkew<thZ-man LASERBURNIGURES [ l o p EACH UNLESS STATED) ADVENNRERS&STAR SOLDIERS 100 Law Officer + Pistol 101 Law Off~cer Riot Gun 102 Law Offceron PatrolBikel3Opl 102A Patrol Bikeonly i25pl 103 Adventu(erw~thP~stol 104 HeroinewithPistol 105 HerowithSwordandPlstol 106 Adventurerwith Rifle 107 Thugwithclub 108 ThugwithKnife 109 ThugwlthPistol 110 Civlilan Istanding1 110A Civilian Walklng 111 Civilianess 112 Adventurer in Lt........ ... 55p + IMPERIAL TROOPERS 300 WlthBoltRlfle 301 With Heavy Bolt Rifle 302 BlackGuardTrooper 303 BlackGuardOfficer 304 Officer 305 SeniorOfficer 306 WlthGranadeLauncher 307 With ConversionBeam Proiector 308 WlthRapid FireBoltGvn 309 InPowerArmouril2pl 310 lnDreadnoughtArmourl15pl 311 Imperial Assault Droid 125pJ 312 TrooperCrewman..... For more information about the rest of our 25mm scale building accessories... 0... .25 V302 Scorpion 12-manAir Assault Vehicle ... . V301a Hover-Glawe .00) 416 RedamptionistScoutAnack vehicle t 2-mancrew(f1 151 MERCENARIES ziy ~ ! ~ ~ s ~ ~ . . E1. A QUALITY PRODUCT....6 PM 16 AVENUE ROAD - SAVES TIME ON PAPERWORK. ........ GENERATES CHARACTERS AND MONSTERS.25 V30b Antigrav-Giaive ..00 inc.free standing 15%" high.... ......10 ROB0 NRRETS (extra weaponryfor all vsh'dssl VOOl HeavyLaserTurret .. * * in U......... 8 FANTASY GAMES & COMICS DUNGEONS & DRAGONS MINIATURE FIGURES POSTERS T-SHIRTS OPEN:.. .. gateway.. ..........60 IMPERIAL COMMANDER (militav combat rules) .25 V30d Tracked-Glaive ....... balcony .. 8p VOM Convenion Beam Turret . .S........ Armour 113 Adventurerwith2PisoIs 114 Adventurerwith Laser Rifle 115 Adventurer MissileLauncher 15p 15p 15p FANTASY &ROLE PLAYING RULES Monster Com Once Upon a + Stone Giant l40mml ...95 (PLUS 45p..... P+P) I 1 TNT SOFTWARE 4 Marchmont St... ... 14 Elm Park Road. .....C.. " I ~ ~ ~ k zi: 502 Wlth MachineGun ~:~~~f~aserandJetPaCk 505 InDreadnoughtArmour120p1 506 InP0werArm0ur(15p' IMPERIAL 15mm V E H I C L E S ! Scythe Clau Squad Tnnsport Jetcopters . 50p Surface Mail LASERBURN RULES (basic rules) .. £75. send 75p (no coins) for our catalogue to: Otherworld Artifacts "Fables".TUES SAT I0 AM.. FOR USE WITH THE 48K SlNCLAlR ZX SPECTRUM. ONLY f6............ 8p V002 Missile Launcher Turret .. p&p Set 8: Fortified Manor House ...... f1........ Access/Barclaycard accepted.P.sining 314 InPowerArmourt Suppon Bolter(l2pl 315 In PowerArmour+ Plasma Gunil2pl 316 Imper~alCombatScouttHeavy Bolt Gun 317 lmperialFastSco~tBike135pl 318 ScoutBikeonlyl3Opi 319 Scout +ConversionBeam 414 SeatedRedemption~nTrooper 415 RedemptionistScoulSkimmar wlth 2-mancrewif 1.. ......25 V30c Wheeled-Glaive .... €1....

GAMES Apocalypse is produced under licence from The Games Workshop 1 I ( I I I I l enclose mvchequeIP0 for f Name Address Tal(Dsy1 R I (Evel Please allow 7 to 28 days for New Releases I I I I I I Please mention White Dwarfwhen replying to advertisements 46 . TEL: (01) 800 1333 WWlKSHOP Ltd. STOKE NEWINGTON. N16 REDSHIFT LTD. LONDON.I I A B C D (For Apocalvpssl Available for BBClSpecrumIDelae which is not arr~licable) Nebula Time Lords FirstEmpire I I (0 12c MANOR ROAD.

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