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5 pica Ree 8 SCAR a8 Fas LT ne eos m or Te) MELING A MINT PUT me a aoc Poy sans ae Sere ee cl MY Grenadier Models UK Ltd. HG A _ Raaiae Gaming Miniatures et oe ona eee Pecos i z Weviends rr ae oko Poor hers aes Serer rod Coca DRAGONLORDS DEA Me esos nod Bers Dae 2513 — 2524: Pech aN ar ae Se peat ce ey Pe cry Tg orate co nara aises EDITIONS The Undead Legion Por Ae) coe oo ISSUE #10 1987 EDITORIAL 976. 977. 978. 2Zzzz.. Wot?! Another issue already? But | haven't finished looking at all those response forms, and my computers locked in a time-warp calculation. Oh, well, since the Taskmaster’s woken me up, have a look and see what we've got. There's the final part of Women In Roleplaying- that'l please the chauvinists. But {don't thal’ the last we've seen of janet Vialls. And there’s an article by another woman; that ‘Ann Broomfield who did that ie about poisons in issue #6. Yeah, that was really good. Hmmm. A scenario for Call of Cthulhu, and the Scat. fantasy campaign deals with money- that should make a good scenario for my thief character. 1 see Brian Lumley's back in this issue, and so is Whiplash! With a new scriptwriter! Looks better than ever. Ah, but | see lan Marsh has gone. Who's replacing him, then? Me? On page 26? I'lsee you there then! EDITORIAL FIGURES FRONT ——————6 e: Standard Min MEIN KOPFSCHMERZEN D; Ste Dillon's news page FANZINES FOREVER ———— 29 The fanzine poll and more PLAY BY MAIL 30 Wayne's hints & tips Dep! LIVE BY THE SWORD Backstabbing complaints Dep! [i materials not considered advertising by the publishers romain © copyright Mersey Leisure Publishing. Reproduction in whole, or part, is expressly forbidden save with prior arrangement and written agreement with Mersey Leisure Publishing ‘abn Pary. ears Tela, Unless otherwise stated ‘am Beco ae Hiden Si AaAdaA Printed in the U.K. by Redwood-Burn, “Trade Distribution though: Diamond Magazine Distribution Lid. Unit Burgess Fd, lwyhouss Lane, Hastings, East Sussex, TN3S 4NA. TEL. No. (0424) 430422. (an Marsh, die Barty. Bon Goode, Narre ls al WoLF? CaO) ee a INTRODUCTION: Re ee ee ena within the last year or so) on how to make the most of NPCs, ee ne ee eT) TUM eee a neon even 100-) legged friends? Non-sentient creatures, Cee eR eeu a} Decree) ae Se acu mu cca Oe eee Rey cae Mee Rete Rede eee ea a RR eR} Ce Reem aol Sea eRe Pe ean) no excuse for not knowing how these beasties might respond Pe un eee) re Cut un ee ee to animal behaviour and ecology for anyone who would like to use our non-sentient friends in a more plausible manner. Uke aed See Rr Re Rand Cee Ra eT Me ae A especially man-eaters, seem more frightening- it is quite understandable that humans, as top carnivores in many food chains, should have this nagging fear that something out Rc eR Cue eg Pe Ce a ee POS ee eee ed peasants, not armed men (which is what most adventurers Eee Ce Dae ee aC ee Cee CeCe UR sy tee eer nie Ree an sees one, and will probably steer well clear. For example, a ee em er ec ed with hefty hooves and horns. It has a very good chance of holding off a pack of wolves, because these ‘bloodythirsty SRC eC eu Re Roo ae een ee ed Pee RS aioe SCC Cee eee ee eee an Oe ae Mee eae Re SR Ree oe) Oe Re Run hte On the other hand, it is easy to dismiss herbivores as Re er ae CSCC mC Se DCCL aCe eg Pe Cie tM eC ee ee Se ma eu eed Ce RC a) Dee Mc ae Cae see ee a Ue is attack". The first example to spring to mind is the rhino, OER TR a Ce ee mee Ce ee fully-grown male boar weighs 400-750 Ibs, has a Pe ee eR Ue ec) Pee ue eR ee ec CT eee Ue ed animals, most familiar in the form of the placid female or neuter (eg. gelding, ox), have males of considerable era ae eM a CUP cD stallions, boars and even rams can Pes Peete ee ms COC ee eo eC Pee ee te ccna id CeCe eos aCe ee ame PRE short-change your players. Animals exhibit a wide range of Pte erae e e Ue Pee ee aC eee mae eed Peer eeu Cue een Soe CU ST et Pretec ace et aS Pee Ome Ue aC Cee ee ee oo Rom mom aco Coo ATMOSPHERE: SR cu aa EER ee ued Cee uC! ee Rud meme! Cre Rea ae PCO Me CT eee Reed Be a Se ad eee ee mune) Cec mee ec Fe Ue threatened by a_ particularly ere mR eS do ‘the doggie dance’ through town eee aaa aioe eS Ru en ken ean e ee eC! preparing his players for a real encounter, and they all add to the Pet mL) SM McC Ae ae Pec eto CC Mem aR Ree MC mele eee cue Eee te Ree ei Ser mT ee eC) cavern, there is a sudden rush of Pere me nn ree ea eg ee eRe amet ree ee eer ae oT es BTU w Oe) Combat is a risky business, so Ce eee en moment (or avoid it entirely) by Cree RC a Ca normally intended for members of ee ee ner ee ae Rem Pe SC STU RSC Ces eu aa CEC Meo ea PR ee a eT Pee )) Te Ce Oe oe genuinely terrifying. Imagine the pe ee up and clawing at the air whilst Ce RR Ue ani) Cee a a Ce ee PRM cannot be: guaranteed (most PO ue CD individuality). In any event it CMR Cae] CR eee whilst its opponent hesitates. ee ‘A common trick for a mother with eggs or young is to lure Piece SC Te ae ee! i a MC CR cad eRe ie ricer pecan Sune PCC ee mod Cn a omega character with an Animal Lore eR CRU Te ee ee esc Le MATING: Oe eC Crm ee eect aR Reece mr) SMC MCT ete eS Ce ORCC Cre eT Ce eee ae Bae ey PO er Pe aS ee) Pee ace aed ec ee Riad CCC omen sometimes there is nothing inside OMCs ot Se oe ee Ce Cur) bafflement are endless, especially cee ee Poet ma cuscies SU aac oe eee eC Pe ee mn Pee ar forest path. Suddenly an animal Cee a Maan Ce ce ee Cer Oe one! ewe tod Ce) aC ea ee oC Rs ler eee SSA Raa OT ee cd COR ae) re CH Pepe ec Cee Semen Re Ps RS Pam cee ey CE eae Peep aL UC aC RCA nan CeCe eC man! Cree eae ea element of cautious anticipation to those on watch duty overnight in Cee ee Sees MOBBING: CS RCC mt a een Ce a te aR eeu a CUCU eens Ct ae Re Rey eee a eg ee a a ee eee eR RNs ea omc a ae eC OM ae aCe oe ee kon eae eee claimed to be able to understand the wolves’ long-distance howls. De RRC ens Ce ee te mC ed Bee IS eer they could convey such subtle Cee ma ees CC mC Cae Cote me CSIANDAROD Dt - Dwarf with Repeating Crossbow Painted by Mike Willis. ‘game, now part of a whole series of interchangeable wargames, was originally sold at wargames conventions in a zip-lock bag. The demand was so unprecedented that it was re-issued in a boxed version and Standard Games was born. i: ‘ever popular ‘Cry Havoc’ ‘ach of the characters in the Cry Havoe game is represented by a card counter illustrated with a full colour picture and his or her name. It ‘wasn't very long before some players. B21 - Mon-Oger ‘Shaman with Vutture Standard Painted by Mike Wiis, MINIATURES started to use 25mm miniatures instead of the counters to add even more individuality, and it was quite a natural progression for Standard to release their own models especially suitable for their games. range has expanded steadily since it was started in early 1985, and now has a wide range of Medieval types in both 25mm and 15mm scales. \s Standard Miniatures from the Age of Dark Blades fantasy ranges which complement the Dark Blades skirmish game, but are obviously suitable for most Fantasy Roleplaying Games and accompanied by the ‘mounted figures and chariot, make particurlarly good armies for fantasy wargames (Standard also include set fantasy armies on their lists). is figures shown here all come is also now supplied in 25mm scale, which includes the notorious War Hedgehog and ir own F.R.P.G. ‘Dragonroar’ Killer Penguin! ost of the fantasy figures were designed by Steve Tricket, but other designers are used on other ranges and Standard are always willing to consider any new high eres, S 837 - Mon-Oger Chieftain's Chariot Painted by Martyn Tetiow. quality design, so if you think you have a talent for producing original work, you could probably do worse than drop them a line, Great Horned Dragon, which, weighing in at 1.3Kg (!) Standard believe this will be the largest dragon model available anywhere. T heir next major release will be a A Mon-Oger Battle Chariot and various Mon-Ogar Tiger riders are also produced in this range. E2 - Forest Elf Princess with Ba Trophy Painted by Martyn Tetiow. Part V: Summing Up By Janet Vialls More 2 Deadly than the Male ‘A FEMALE FUTURE: fe Have Seen the Future - and i I ts Female, This month, the final column in my series on Women and Roleplaying, tm covering a number of bits and pieces tve previously missed Firstly, fm going to turn to the “poor relation* of rolegaming, the science fiction game. The Science Fiction games are, I'm afraid, often just as sexist as theic fantasy brethren, which strikes me as somewhat odd. On the face of it, thore is even loss excuse for a acience fiction society being biased on grounds of sex than ina fantasy society. Ina technologically-advanced society, women are at least as capable cf pushing buttons or reading VDUs as men; why shouldn't women fly starships or handle lasers alongside the men? In @ technological society, differences in physical strength are largely irrelevant. Unfortunately, not all science fiction writers seem to have realised this These writers, (even, | am sony to say, some female ones), are often technologically very inventive, but socially conservative, and assume that society will always consist of men doing things, with women on the side-lines {it they are there at all Prime culprits in my library include Poul Anderson, James Bilsh, ‘Doc’ Smith, Jack Vance, Andre Norton, Anne McCatfrey, and AE Van Vogt to pick only the major names. For that matter, there are a fow authors, (yes, | am thinking about Heintein) who ought to ignore women, since they appear quite incapabie of portraying realistic women ‘or understanding female psychology. (Quote from Friday - “Being raped is fine,"thinks heroine Friday - TfonWy the guy doesn’ have bad breath.” Need | say more?). This is quite separate from many writers (such as Arthur C. Clarke!) who are totaly unable to create any people with any depth However, the reason for this savage attack on parts of the science fiction community is that they have left SF looking like @ male preserve, where only men are allowed to be seen doing anything. With a few honourable ‘exceptions, the SFRPG retlect this. Most are based on space operas rather than on the more complex and deep Science Fiction novels. (Fantasy just the same, actually). Fictional ‘space operas, in the main, tend to assume that women are prizes rather than proponents. Many, in fact, are identical to fantasy pulps, with double-talk science replacing magic! However, even in space opera there are exceptions: try Jame Schmitz's The Witches of Karres Sometime, Iii wite a scenario based on that! The SFRPGs also tend to have an excessively militaristic tone, again borrowed from the space operas. As | ‘said last time, | dor't personally think that many women are particularly interested in playing at being soldiers. RAMBO canes: fa raveller is a good example ct what is wrong in SFRPGs, and is, unfortunately still the mast popular 4. Firstly, it forces all charactors to ppass through a miltary or para-miltary background, which anarchists ike me find somewhat distasteful 2. Secondly, the skille structure leaves Traveller characters unsuited to anything other than stealing starships and kiling people. (Try designing a journalist under the basic Traveller system: uniess you create about ten new skills and @ new character Generator to give the character those kil, is impossible. This is stupid!) 3. Thirdly, eupplements such as Mercenary soem to stress that the ‘emphasis is on powerful weapons systems such as plasma guns and powered armour to the exclusion of all ise. Tha basic faol sooms designed rt to appeal to women, but simply to adolescent Rambos. Traveller also exhibits one very ‘common trait in Science Fiction rules: paying lip service to equality, but no more. Files often state that women should be treated equally to men, but then set about ignoring women or tactically assuming that men are the only people that matter. Another beautiful example is Paranoia "There are no sex distinctions in the ‘complex. (Oh yes? Find an illustration in which the women out-number, or even equal the men. Tokenism rules! For that matter, why do the rules assume that Uttra Violets will be male? (Spot the reference, on page 32 in the Games Workshop printing, 10 UVs keeping harems| The fact that it is the concubines having the children shows that it is the men who are the UVs). Really, all I'm saying is that Science Fiction game designers ought to show a bit more imagination! ‘THE UNBIASED. SOCIETY: se learly, in a science fiction society, it ought to be possible to approach the Utopia of any unbiased society. To be fair to the SF community, there 78 some novels where such societies do exist, at least to an extent, Niven’s ‘Known Space’ is a good ‘example, as are the books of Robert Sliverberg or Vonda Mcintyre, or Ursula LeGuin’s ‘The Dispossessed’. The problem for the referee is simply one of habit. The normal assumption is that a character is male; tie very easy to end up witha 90% male cast of NPC's, only using women in exceptional circum stances. My suggestion to referees is that they roll a dS whenever designing a character; it the roll is aven, the character is female. (I normally don't 90 in for dice roling when designing NPCs, but here it could be usetul to help break the male bias). After all, i an unbiased society, the numbers of active men and women will be equal So the numbers of characters encount: ered should be equal. Another interesting exercise is to write a scenario or two assuming that all the NPCs are female, unless there are ‘extremely good plot reasons for making them male. Such a scenario could be run in @ Science Fiction campaign with absolutely no comment from the just to see if the players notice. ‘On a more positive note, there are ‘some systems other than Traveller which are more to my liking. The recent Ringworld game is mechanically one of the best systems around. Its ‘emphasis on characterisation, and on skills other than combat, should have ‘opened new possibilites for Science ing, certainly in areas more female gamers. Unfortunately, the “Known Space background was just too safe and orderly to write scenarios for, and ‘games set on the ring itso risk quickly degenerating into a pseudo-tantasy structure, As a result, the game has not sold well Dystopias are far more interesting, ‘and far easier to write scenarios for. If you design a society where part of the unpleasantness is sexual bias, decide why the bias is there. All to0 often, scenario designers simply assume that men will be in charge. Hf you want to be sexist, justily your stance! For ‘example, a particular society might demand that women be subservient to men on the basis of the local religion. (A technological society can still be strongly religious - think about Heinlein's Revolt in 2100, or Leiber's Gather, Darkness!) in another example, a post holocaust society (assuming you can justify such ‘a thing existing) might well hold male domination as responsible for the disaster, and therefore keep careful rein on its men, THE TYRANNY OF @ ge PREGNANC' v hink about the effects of the 80x differences on a future society. In societies such as in Huxley's Brave New World, reproduction and sex may have been separated; this is one method that ought to lead to women being free to take any role that a man can take. On the other hand, it may well de-humanize that society. In societies where there is some form of immorality, or simple very tong life spans, child-birth will be tar less important. Again, women will be freed to an extent from the tyranny of pregnancy. This is a dangerous road to take; immortality is one factor ‘Quaranteed to alter the very nature of society. Think carefully about the effects! One aspect of all this will be fertility control; where a women is inv perfect control of her own fertity, she is far freer to choose her Own goals. Similarly, # men have control of their fortilty, they are less vulnerable to forms ot emotional blackmail (see Vonda Mcintyre's Dreamsnake for more details). In either case, the birth ‘of an unwanted child is likely to be a diegrace to BOTH partners. Less pleasant societies (such as that of Paranola) may seek to limit a citizen's sexuality, so that drugs curb sexual demand. This could result in ‘men and women being treated precisely identically, since any physical difference will be unimportant. Physical differences might even have been bred out, leaving a race of hermaphrodites or asexuals. | personally don’ like this idea: it would create a particularly dull world! Finally, there is always scope for ‘wally strange societies. This is not an area for hard and fast rules; all 1can do is suggest examples of the societies that are possible, it a 0 is prepared to be adventurous. The first example is the Kzinti (fom Larry Niven’s Known. Space), where one ‘sex is non-sentient. (Why Niven had to decide that the non-sentient sex would bbe female | do not know. Shame. My ‘experience suggests that, in our work, more men are non-sentient than women...) The second type are the people of The Left Hand of Darkness, Ursula LeGuin’s superbly evocative exploration of a trans-sexual sociaty. {it-you havent read it, go out and buy it NOW), Setting a scenario on Winter is an exercise | recommend only 10 experienced referees. My third suggestion is the Tyronni from James Tiptree's Up the Walls ‘of the World, which 1 mentioned eartior in the series, Again, characters, especially the adolescent Rambos, who contact the Tyrenni are in for an interesting experience. HISTORICAL canes: Yo ames set in a more or less accurate historical background ‘provide serious problems for the feminist, since historical accuracy rears its ugly head. | freely admit that some societios wore remely sexist, and that there is litle a referee or player can do about this. Part of the interest in these games comes trom the realistic historical background. The ultimate example is probably ‘Privateers and Gentlemen’, where female characters are virtually impossible, On the other hand, don't lat ‘Historical accuracy’ prevent the appearance of any female characters in historical ‘games. Throughout history there have been a few maverick women, ranging from Boudicca through Jeanne D'Arc to the Victorian travelling ladies right up to the suffragettes, There is no reason why a female character should step outside the norm, though ‘she may well sutter serious pressures, ‘The women who do break away trom the notm are likely to be extremely interesting and strong personalities, Make the most of the opportunities, and take care with designing them: let the quality of female characters make up for the lack of quantity. For that matter, don't forget that the typical women of those societies ware stil people, with their own feelings, aims and personalities. | find it particularly important to develop detailed and interesting personalities for female characters in more sexist societies simply to remind players that the women do exist, Whilst on the edge ot historical games, ! ought to mention Pendragon. Pendragon is clearly a fantasy game - but its feel, and the insistence on its background justifies its inclusion here. The two problems with Pendragon, so far as | am concerned, are firstly that it largely ‘seems to ignore wartior maidens (such as Spenser's Britomart), and ‘secondly its assumption that wives are ‘only for the production of heirs, rather than having any major importance in themselves. As a referee, | find the statement that wives may be left ‘ameless and characterless incomp: rehensible. Why waste all those scenario opportunities? SEX AND THE SINGLE ADVENTURESS: WM fo return to fantasy games. | want to deal briefly with a probiem that many male gamers have told me (usually with the olf satisfied grin of one making an the adventurers. The problem is that of sex and, in particular, Contraception, The argument runs that any female leading the ltestyle of a typical fantasy hero is likely to rapidly end up pregnant, and be forced into early retirement. (The men, precumably, neither know nor care ‘about their own children. A mean teleree could probably find interesting ways of reminding them of their exietence. It rather detracts from the image of a tough barbarian to tind himself let, iterally, holding the baby!) First of all, there is no reason that the lifestyle of an adventuring woman will be entical to that of a man. Secondly, any reasonably inteligent woman who chose to live in that way could take precautions. Contrary to popular opinion, contraception was not invented in the twentieth contury in the ‘eal word’. Indeed, the wo many ‘primtive' societies knew certain plants could reduce their chances of becoming pregnant. (Such secrots were often unknown to their men-folk, who would have feared such fan assertion of female power. This partly explains why such things were not always discovered by the mainly male, early explorers). Somewhat closer to home, dosan't every folklore village wise woman have the power to trol a woman's ferilty? "Barren- ness’ is amongst the commonest of her ‘eurses®. In the context of fantasy campaign, where magic in ‘general works, such powers whether “herbat or ‘speli-ke" in nature, ought to be extremely effective. is certainly something which should have been Included in WD's Houri spell list! Furthermore, in a society where disease and the rest are kept in check by magic, smaller families are ikely 10 be the norm, and some form of contraception is likely to be the eesential, since infant mortality rates will be lower. (ADAD: think about the ettects of Purity Food and Drink ‘and Create (clean) Water in the hands of lowly village priestesses, let alone Cure Disease and the rest that ‘more powerful clerca can call on). ‘Of course, there may stl be social or religious objections to the use of such methods, especially in a strongly patriarchal culture. However, tie aloo possible in a society where relation- ships between men and women are particularly formal, that the men would be unaware of what their women are doing. Such matters only add to the interest and variety within a game. GENDER AS A CENTRAL uorivaTion Shey differences as a major force within a campaign. All games need sources of confit, and the ‘sex war' cortainly has possibilities here! For instance, our campaign world includes two cities which are in a ‘somi-pormanent state of undeciared war. One is an ‘Amazon style’ tmatriarchy. the other is the holy city of 2 religion that holds the inferiority of women as one of its contral ents! A foteree probably needs to take care when introducing such an overt manifestation of the sex war into fisher campaign. Not al players willbe happy with euch a structure, and some may find ita litte close to the bone. it may be sometimes necessary for the reteree to remind players that the atitudes of the campaign societies are not necessarily the GMs own! On the ther hand, a sex war does provide an interesting background, with plonty of ‘opportunities for PCs 20 take sides. Making neither society totally good or totally evil can make these choices more complex than they might first appear. One risk, of course, is that a mixed party will be spit along gender lines. Again, giving other I 1 is quiot possibie to use gender oh characteristics to the society can be helpful here. For example, even the most sexist Druidess could be persuaded to help a patriarchy that has tespect for nature, whilst the other is aystematically destroying forests. On the other hand, she may set ‘interesting conditions on that aid. Ata more personal level, religions uch as the one mentioned above can certainly provide motivations and targets for individual female PCs. A female ranger of my aquaintance is both hunting and hunted by the followers of that particular religion. ‘Another area where gender can provide motivations is in that of romantic interest. Certainly, a woman ‘might find the rescue of her lover gives her a stronger motivation for becoming involved in a situation than simple (greed for treasure, it could also lead to ‘and subtie contest ight ‘kill the monster and steal the treasure’ structure. On the other hand, dont assume that all relationships between men and women will be sexual, or even romantic. Platonic relationships can also be very deep and long-lasting, and give strong reasons for actions. Other relationships, equally dependant on gender, can be used similarly. | recently ran a ‘rescue the lady’ scenario (yes, even | sometimes run things that way round!) in which the lady in question was the mother of one af the PCs. A formidable, forceful, ‘stubborn lady she is, too, (I decided she was at least partly responsible for those traits in her son) and t've got more plans for her in the future... Other possibilties would involve the mother reecuing or seeking revenge for a chil, cr brother-sister rivalry (frequently very strong) being at the base of a conflict the PCs are entangled in. There ‘many other possbhilties inherent here {fm going to finish with a quote from Joanna Russ, which atthough kt was made about writing fantasy/ecience fiction, applies equally or perhaps even more, 10 writing scenarios. t comes from’ the introduction to The Adventures of Alyx, published by the Woman's Press. “Long before | became a feminist in any explicit way, | had tuned from writing love stories about women, in which women were losers, and adventure stories about men in which the men were winners, 10 writing adventure stories about a woman in which the woman won. it was one of the hardest things | ever did in my ite.” | hope that, in the rolegaming field at least, these articles have helped make that change of attitude a little less hard, A Harn is part of a continuing series of fantasy role-playing aids. Considerable effort has gone into creating this detailed, logical ‘and consistent fantasy world; an authentic Medieval ‘environment of unsurpassed quality, specifically designed for fantasy gaming. Harn is compatible with any rule system you may now use. You ‘ean now create and plan your campaigns, quests and adventures within a complex and realistic background, confident that this world will unfold as it should. HARNMASTER £19.95 At ast! The Game system specially designed for the up to. now systemless Harn campaign. HARN REGIONAL MODULE £13.95 22x34" colour map, 32-page booklet of gamesmasier information. 64-page booklet on the geography, religions, cultures, polities and economics of Harn. Boxed, CITIES OF HARN £8.50 Colour maps of seven human cites of Ham, with a 48-page ‘gamesmasters guide, GODS OF HARN £8.50 Provides information about beliefs, religious ritwals and internal ‘organisations of the churches of the ten gods. IVINIA £13.95 A viking region includes a cofour map of the region northeast of Harn, Algo, a 32:page overview of the area, along with a 48-page ‘alphabetical reference. Boxed. ENCYCLOPEDIA HARNICA KINGDOM MODULES RETHEM: £9.95 A violent feudal Kingdom. Contains data on more than 400 CHYBISA £9.95 Chybisa, the smallest Hamnic realm. Includes map of the ‘Kingdom ORBAAL £9.95 ‘An unruly kingdom, conquered by Ivinian vikings. Includes history and culture of Orbaal. LYTHIA £9.95 The island of Harn lies off the coast of Lythia. Contains map of ‘the entire continent including regional details. KANDAY £9.95 ‘A feudal Kingdom in Wester Harn. Economic and feudal data on ‘almost 500 manors. Also historical, cutural and geneological notes. EVAEL £9.95 Has map of Sindarin clan houses. Includes details on Shava forest, and the “Lost City" of Aiariene!. AZADMERE £9.95 The mountain kingdom of the Lhuzdul, including maps of the city ‘and surrounding area. Trade Enquiries to: GAMES OF LIVERPOOL 89 Victoria Street, Liverpool Lt 6DG. Telephone: (051-236 2605 Heralding a stunning new fantasy voice... DAGGERSPELL Katharine Kerr The first book in a mighty epic trilogy rooted in ancient Celtic mythology - an extraordinary universe of magicians and Kings, elves and prophets, immortal blood feuds and a poignant triangle of love, where the powers of high magic transcend even death itself. £10.95 hardback £6.95 paperback Ce ic GRAFTON BOOKS A Division of he Collins Publishing HE/MONEYWaGon?’ |! | Bec eR aaa ered ae nee an ee ems Leas Ps es eke ya vulnerability of flying creatures anc the weight involved. In the end, Reg eR Rae mie eet aes eee Mare CE Sc Re ae ey ken kt RRO an profits loon) ecm Cer Se Re ea Ren a ee ts assisted by one or more spell users oa cL Oe) EOP meee Tir ends cumbersome and would prove very ee The wagon js a sturdy (1/2" thick) Ae BC eh ee Ace Cee RCT) complicated lock, operated by the mC aon ae! orrect signal from the outside. itis See aes about two and a half tons, and is Ere aC ae aa Coe eee eet eLearn Se ecard Peer eR Rael i nu mr or eee ae ea SR ee small gril in the door. The amount of DR en Scat eT Bitterns, Egrets and Grouse are Cua ees Se mua CEE ee mes Pua URLS Eee as er eee eet eee eee anc re Ore) ‘SCENARIO HOOKS: ‘Anyone wishing to pay for items or Q@ sevvices in Scat. will, of course, have © 12 ¥iSi-2 money changer and obtain © some of the new currency, or deal {ilogally. There is a 50% chance of any non-Chessumite inhabitant of Scat. © accepting other currencies so long as ® they are approached fairly discreetly and the currency is of sufficient value. But of course, not all of Chessum's “% worshippers wear the brown robes of ests. In fact, not all the priests and placing signs are @ Chessumites know of their ; without alerting sign, a verbal on Chessumite may say is *..jt all helps to balance the books”. The correct response fo this is "it must all add up in the end". Among merchants, there's a 60% chance he will be a CChessumite, among tradesmen this is 40%, mercenary soldiers only 10% @ 2nd Lown volunteer soldiers 15%. Clerks and officials are 80% Chessumite, and peasants only 2%. ‘Any approach made to a Chessumite e feta an iicit deal will almost certainly lead to the offender being reported, arrested or denounced at the very least. ec ; Discreet Fiscal Transactions # wit! open offices in Chessumite ‘Temples (surprised?!) and give better rates of exchange to members of their ‘own religion. This can either be of use to the players (if they're Chessummite) or frustrating and annoying if they find. ‘out that Chessumites are getting it cheaper than they are!) The money changers get the new coins weight for weight from the wagon, and then supply them to their & customers with as much ‘mark-up’ or profit as they can get away with {average about 20% profit). Thus a fee wishing to exchange a ‘and a haif of good silver coins “or opt ight get as ay a8 twelve for his money, but the money changer will be able to exchange the ‘9004 silver for fitaen Egrets from the wagon. tt might be easier to work it out on a commission basis where the ee basis exchange with the customer, land then 25% (or so) charged for the service. The new coins are supposed to be ‘of a similar value to the old coinages, and have the same buying power. ‘Thus a Bittern will buy a tavish meat in a posh eatery, taverns. But, as the new coins are introduced, prices will be increased by ‘account for the commissions paid and the loss of worth experienced by the traders when buying from non- residents of the town, also to take into ‘account the loss of personal savings. Opportunities will of course be seen by the less lawful members of society to avail themselves of some of this wealth. Despite dire threats of ments, counterfeiting will be rite, ‘alternative mints’ being established in a number of hidden cellars in Stump's Patch and around the docks. The coins from these operations will be of varying ‘quality and purity, and may be offered to characters at attractive rates or find their way into players’ possession without their knowledge amongst change, etc. The forgery may be noticed at some later point when the player attempts to spe No arrangements have been made to exchange Bittens, etc. for other currencies, and a poor rate of ‘exchange will be had for them outside Scat. One may stil buy gems and jewellery with the coins, but the increase in prices will, iq this case, be at a maximum (up to 100%, but more likely around 50 -60%) ‘THE CREDITCOIN CAPER: Hasty Raiph, a competant but impetuous artificer, and member of S.7.U.1 xperimented to blend ‘alchemical methods and the forgers’ craft with a little oo much success and came up with the Creditcoin, which ‘has the amazing effect of gaining the Unlimited credit as long as ‘he is in the immediate vicinity. Once the possessor of the coin leaves the presence of those whom he has ‘taken goods or services from, the ‘off and they may realise Aner 6. A person won't be affected twice, unless they are ‘extremely gullible. Having discovered the effects of the coin, which resembles a Bittern but has a spiral design, Ralph was making good use of it when the gods decided that his innovation was a litle t00 scientific for their liking, and thy. reduced him to a vegetable (rather like a green pepper, only Ralph- ‘shaped). An urchin discovering the ‘corpse’ duly picked the pockets and discovered the creditcoin. Recognising it as non-legal tender, the urchin got his big sister to change it at Selim Rupy ‘The only person other than Ralph to know of the coin's powers is his mother, Columbine, who is of strange stock and possesses a limited Clairvoyant ability. Discovering what remained of her son in the secluded alley behind their home, she receives the image of the urchin, who is known to her. After patient questioning, he has told Ds ‘what has happened to the:ooin. ymbine intends to retrieve it SE atl nous help, bul cannot involve her son's fellow members of S.1.U.M.P. as Selim Fupya pays hefty sums to them. Any member of the Scatophagium Thieves Union for Mutual Protection would be cast aut of the guild if they hit Selim's, although one or two might risk it. Collumbine, although of advancing years, has kept spry and agile, and is still adept with the staff as a weapon, even though it is now used predominantly as a walking stick. ‘The armoured wagon delivers the Bitterns ete. in exchange for foreign ‘pins once a week, which will cause Columbine to make haste, for if Selim has not discovered the coin's properties, it somewhere within th Broker's, possibly to be sent to the ‘mint the next time the wagon calls. Lord Vector pays no large sums to S.T.UMP. and therefore the wagon will be seen as fair game by the thieves guild. An attempt to rob or heist might be made directly after its ‘call to Selim Rupya's place, so as not to disrupt the moneychanger's business. The wagon does a round the approved moneychangers estab- lishments, calling at Selim Rupya’s first, and then travelling south over the ‘river. East of the Straet, the thieves are thickest and more than ‘one enterprising band might have the same idea. S.T.U.M_P. take 10% from members; 100% from non-members! For security reasons, an occasional” eaten’ dummy or decoy run may be made in ‘he armoured wagon. All wil proceed ‘as normal, with heavy bags being taken in and out, passer-bys kept lear, etc. Mt the wagon is robbed then retribution will be swift by Vector; Searches and arbitary arrests will follow, rewards offered and informers paid, coercion and force will be brought to bear in areas deemed likely to yield results ‘Ospin the Quick, a high ranking but maverick member of 5.T.U.M.P. plans to take the wagon by force and trickery, just as soon as conditions are fight. This could pre-empt or clash with plans laid by criminally inclined characters, or involve players in the mayhem. Collumbine may approach players for assistance, or they may stumble upon Ralph's remains, even as his mother is trying to “read” what has happened. Fent is obnoxious when drunk, and may take a dislike to any character for no good reason, if he encounters them in the Looming Gloom for instance. He might cause problems for them if they have to visit the money broker's. Cullough is a lite trigger happy. DRAMATIS_PERSONAE: Non Player Characters: SELIM RUPYA- Money changer, Usurer, banker, financer. He is a stout man of later middle years, and dresses favishly and adorned with jewellery. Of middie height and slightly overweight, Selim has invested a portion of his considerable wealth in magical protection for his premises, family, and person. He has @ grand moustache, which he takes (great pride in, and speaks with a slight easter accent. Another portion of his wealth is invested in ‘insurance’ {(protection’ in less polite circles) thus he is relatively secure in relation to the thieves’ guild S.7.U.M.P. He is generally friendly and approachable, but an extremely shrewd busin- essman, who dislikes merchants and priests (nevertheless, he has become a Holy Orthodox Fundamentalist, presumably for business reasons). THOO NERRI RUPYA- Selim’s wife, she is also slightly overweight ‘but small and attractive, loves children and spending her husband's protits She reluctantly attends the new Chessumite temple (stil!) under construction but holding services), situated batween her house and Beast’ Market, where the head Priest, Rotwang holds her in great esteem (his interest in her, Is rumoured to be the reason for Selim's ‘Approved status}. Selim is devoted to her, and she possesses great personal charm which will be apparent {o, and effective upon any character Spending more than a litle time with her, She is of middle years, a bit younger than Selim TADZI_RUPYA- the only child of Selim and Nerti, is a tall, lazy youth, who grudgingly helps with the family business When not working, Tad to be: found, usually when itis fine, practising the Formby (a sort of giant ukulele) near the well MORE NPCs SANVIDOR- Selims trusted friend ‘and scribo, he is a wiry man, quite a bit younger than his employer. He works diligently and thoroughly, and plays a fot of chess in the evenings with Selim, “A dabbler in dark arts, he has formed a romantic attachment to Cullough. He is a worshipper of Manu, CULLOUGH- A superb crossbow- woman from distant Bunberg, She is employed to guard Selim's property, which she does with two, loaded light crossbows at the ready. Tall and fair, she wears light armour ® C2 @xr g®@e oF when working, and she prefers Sanvidor when he is not working at some conjuration. meprathi FENT- Selim's personal bodyguard, when occasion demands, is muscular and tall, though of middie age. A veteran soldier, he is very fond of the Looming Gloom's waves; he is in charge of the security of the © promises. CAPPOL, REFOURNIR, PAULUS and TED- Theso are @ guards employed by Selim Rupya’ They live on the premises, and all except Ted are competent fighters. Ted is the youngest and still raining, he shows promise. ® OVELOPE CHUNDERGARDENER- The cook, housekeeper and overseer of the two maids, is an avowod spinster of the Manudian faith, strict and tidy She isa very light sleeper. ® HINNY and VERAMM- Two maids ‘employed for household duties which Ovelope ensures take up neatly all their time. eS THE MONEY BROKER'S, (See plan) Selim Rupya's establishment has a broad front on the strael, A sign showing a single large coin hangs over the door to his place of ‘business, open during the hours from @ migmomning to dusk 1. The shop- This is a large room, divided by a counter built between {wo pillars. The northern pillar =X contains a device similar to a fe ombowalier (a eral pulley it) which -@ emerges under the counter, to bring money up from the cellar (11). When Selim requires cash from his vault during business, he will write the sum required on a slip of paper, and add some marks of his own. He will then put this into the dumb-waiter and release a brake. To the casual observer, it seems as though he is ‘opening a safe, out of the customers’ ‘range of vision, and in fact he keeps @ number of strong boxes under the counter filled with coppers, which he will unlock and transfer while waiting {or the silent lit to bring the required sum. Sanvidor frequently assists Selim in the shop-and stands in for hhim when he is not able to be there. The room is hung with a muslin tabric, which is off-white in colour, which is also stretched across the | ceiling, concealing a large opening over the customers’ side of the counter. 2, Fento's room: The material in the shop (1) also conceals the door to this room, which is open during business hours, allowing Fent swift @ access when needed. ‘The Guards’ Room- The door to this room ie similarly hidden and two of them are always on duty here. Ted sleeps in this room. 4, The Guards’ Bedroom- This has three beds and the possessions of the three ranking men. 5. The Yard is kept clean and tidy. ‘There is a rain barrel, a bench and double gates surmounted by spikes. ‘Two small but noisy dogs live here. 6. The Stables house two horses (one draught and one riding) in the southern part; a wagon is kept in the centre, and the northernmost room is a store for fodder etc. This building is made of wood. 7. The Kitchen: This opens out ‘onto the yard, where from dawn, Hinny and Verram wilt be busily working under Ovelope's super- vision. A steep set of stairs ascend from here to the Girls’ Room (15).. 8. The Dining Room is richly furnished with tapestries, heavy oak furniture, framed pictures and carpets. A large oak sideboard contains silverware and is kept locked. Selim and Ovelope both have keys to this and the back door. 9. The Living Room is large, and four decorative pillars support the ceiling. Two sumptuous chairs are set belore a grand fireplace. Many other bits of furniture clutter the room. L-shaped stairs lead up from here to the landing (12), and where the carpeted steps make a tum, there is a trap door leading down to the cellar (10). This is well concealed, and requires skill to locate and open. A 3) square passage has a ladder fixed to the wall. In a cupboard beneath the stairs, a large bell hangs, attached to a rope which leads through the floor to the Small Cellar. 40, Small Cellar. Steps lead down from the foot of the ladder to the stone floor. In the small space beneath the stairs is a cot, occupied at night by one of the guards, who take turns at this chilly duty. Over the cot, hangs the rope to which the bell is attached. ‘A steel door with complicated locks and wards prevents access to the cashroom, ‘ROAD ESR nape ne} UpPER TewPLe MOP Wo. WORKSHOP* LABOURERS. DWELLING "O- PRIVATE OWELLING. [VACANT STORE ronal: rey th RALPH'S HOUSE Ww. We UG.'Looiana GLooM wn FIRST FLOOR THE MONEY BROKER'S 19 29 30FT "LOW GROUND SECOND FLOOR } { 44. The Cashroom. During “business hours, either Tadzi, Sanvidor or Neri will work down here, sometimes two of them, transferring the cash from the safe to the lift, and vice versa. When there is only one of the above working here, they will be guards. understand the secret marks made by Selim on the notes sent down in the litt. These marks indicate the denominations and quality of coins to be sent up, the situation in the shop, and the identity of the customer, Racords are kept down here of all transactions, and the workers lock themselves in. When the shop has closed for the ‘day and the books are balanced (With Selim descending to the cellar to ‘oversee the cashing up}, the safe is locked and the traps set. ‘The sale'is a hetty steel box built into an alcove. Apart from its clockwork lock, the safe is protected by three traps; 4). The lock incorporates a flask of acid and a sachet of brainbane, ‘The sachet is immersed in the acid it the lock’s chronometer is advanced or otherwise tampered with, and Produces a pungent gas, one whiff of which can cause hysterta and hallucinations, followed by unconsciousness. b). if a door is opened, without a special retaining pin being inserted in a hole in the wallito the right of the sale, a heavy iron grating drops in front of the open door and locks in place. ¢). The interior of the safe is about the same size as a large wardrobe, and has eighteen locked drawers, each holding different mo valuables. When unlocked, each ‘drawer must be pushed in before itis pulled out, in order to remove it witout tggering a deluge of deep: staining glue dye. The colour anything it contacts, Oo ‘extremely dificultto remove, In fact, it only wears off the skin by the shedding of epidermis with time. Scrubbing may help, but a good few layers of skin are affected. The dye is ‘contained in a reservoir hidden above the safe. There is about twelve gallons of the liquid, which if upset, will cascade over the immediate area, splashing beyond, The door to the south of the cashroom is stout, and locked by night, bayond which is the dumb- waiter and pulley ropes. Also in.the cashroom is a table, twovehairs, 2 ‘number of small cash Boxes (emply), ledgers, pens, inks, and a large iron chest containing low denomination coins (locked). The traps and obstacles may bo added to, it a greater challenge is desired; a venomous or supernatural ‘guardian might not be out of place. 12. The Landing is ‘L' shaped and windowless. A closet beside the stairwell contains bedding and candies. A smaller set of stairs ascends from the landing to the attic (22). 13. Storeroom- This contains ‘some furniture and bolts of cloth. 14, Ovelope's room is spick and ‘span. Sparsely furnished with a hard bed, dressing table, chair, chest and bedside closet. A connecting door leads to the maids’ room. 15. The Maids’ room is an attic with two dormer windows. Verram ‘and Hinny's few possessions are kept by their beds, Stairs lead down to the kitchen. 16. Tadzi's Room is untidy and cluttered with half-completed projects, and models, 17. The Guest Room is not occupied. There is a bed, cupboard and chair. 18. The Anteroom has steps leading up to Culfough and Sanvidor‘s chamber, and is sometimes used by Selim and Sanvidor when working late. This windowless room has a heavy polished table with a game of chess in progress standing on it. The door to the south is barred at night. Selim and Nerri's Bedroom is well fumished, with two wardrobes, a number of chests, and a large comiortable bed. A dressing table has a trinket box containing low value jewellery. More valuable possessions are kept in the safe. 20. The Workroom is located directly above the shop, with an Opening in the floor, and two pillars. The windows are kept shuttered when Cullough is at her post near the opening, during busines trans- ‘actions. With this room dark and the lower room well lit, Cullough can see. allthat transpires below without being © seen herself. Steps lead Corie € here to (8), and a small door leads to. an attic storeroom (21), where ‘surplus furnishings etc. are kept. 22, The Attic is used by Nerri as a workroom, where she makes © tapestries and rugs, 23. Sanvidor and Culloughs’ chamber is stocked with their gear, @ including Cullough’s weapons (when: she's not working) and Sanvidor's. srimoires and paraphemalia, g 24. A Flat Root opens out from _ here, through a door. This is where & Sanvidor and Cullough spend — time when its fine. 5 GENERAL: All the windows inthe { house are unglazed, and have heavy internal shutters. The floors fe stairs are tiled, whilst aay fare varnished wood. The walls ie generally plastered and painted white, and hung with pictures, — tapestries and hangings. Knowledge of the traps in the € ‘cashroom and how to disarm them is confined to Selim, Sanvidor and ‘Nerri, and one of these is always last out at night, and first in in the & morning, Selim has a large keyring with him when he is not working, During business hours, whoever is working in the cashroom has these keys. Nett a has a duplicate set hidden in a plastered-over cavity in the wall of the attic (22), THIEVES: For GMs wishing to run this adventure as a one-off, it i that you use the following NPCs. If not, the players could always do with the extra pale of hands andior expertise, especially it set in Seatophagium and the PCs arent used to the town, € ONE-HAND MIKE: This guy is a bit of a rogue; he's been around for a long time and has seen the other side of Scat. justice many times. He is mainly renowned € for hs safe-cracking abilities, which he can accomplish successtully without explosives. or listening devices. 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Singlo ours are price group RMS and tron igure packs ‘CHIEB ELF GIRL CASUAL ‘CH2SB CLERIC 62 MANSFIELD ROAD BaveRoon, NOTTINGHAM NG5 688. Send SAE for cu slogve ‘Ue Ma Over 10% 9) Over Soiace 15% TABLETOP FANTASY FORMERLY QSGHR! a1 Centaur £1.80 M2 Oriental Ris 5 Weresnake 50p ‘Storm Giant £5 a8 Lord of Chaas, aie eae Hage oa Moa Oere Sta FL, MSL Wight SO carer Ms nary 78° Mar tant Wott "5p Mit Salamander 45p M88 Wyvern £2.28 ‘M13 Ow] Bear £1.25 M60 Weasel ‘$0p MBI Lizardman 509| Mid Spectre 508 Is Minoteur asp MEE Gant Tox 45 Mié Unicorn 750 MSS Ogre 780] Nit Bocilise —t5p M64 Land Dragon « MI Seerom 0p Lizaréman £120 MD Secrificiat Tree M89 Flying Reptile cum eas Wralthan ts ‘Mas Troll» Club 959} Met Giant Frog. 439! [M6E Necromorphs0o| za Ogre St 1.50 M69 Troll with "yd Glen slug €2 Mocningstar et Mit Stent Sumbler TO TworHeaded 1125 Ogre £1.50 nas Giant Snake dip MTL Buzbear_ ‘80D Malt Troe Mtr Female Tol WOT Chettain £125 7 zombie 509 tian SHammer top fry aacee N29 + Sword Tp" Hlemeataltt.s0 MBD_Archer_ 759 ys Hoge Spider 50 Nai Vampire S0p MTT Spicer” 30D lite Sealetons wae 0p NTB Grendel S59 N26 Guardsman 80 N32 Halberdier sop Mg Centipede 209 M32 Matpardies Sig Nanticore £250 HaSpearman sop ®2 Barbarian NOU Death Deion vag Dante P 2.25] Ny MB Frankensteins sag, stounted Lord Monster 759 peemet Mae Giant Lizard- Gtant Lizard | gr Choe Arc M3s_Armoured Ma Cheos Hound Sp M90 Chaos Knignt Sod ‘Mao Troll Champion gi Cheos Deom= 2.80 Guerd 18 Me Norse Geint’ yun Mounted Knight 2.25 of Chees £2.25] M43 Griffon £2.50 99 Northern Ma Dijin 1.00 Barbarian 50D BS Ogre Scull 200 Myo4 Demigod Mw Palonie layer Secon Tse 502 Ma5 Coatspewn 450) Mat Wraith 50D M95 Vempie Bat 5 BARBARIANS 60p en DWARVES 50p e8 BPI Stembrom DW: Adventurer BP? Firedaugnter —DW2 Axeman BPS The Reever DW3 with Hommer BP6 Beasthelm ‘DWwa Spearman BPS Mad Rollo DWS Hero BPS Stepling DWE Bleck Dwarf BP? Arflenelarcher) DWT Scout BPE Aurok Stormkin D8 Lord BPS Skal Wolfbene _DW9 Shieldmaiéen BPI0 Alerie Cleaver DW10 Crossbow men BPI Two-Cuts BPI? Hax the Ragged Wi Arquebusier (DW Mercenary ‘DWI3 Guerd with Pike CC9 Weremonky 4p ‘THE TORTURE CHAMBER TORI WHIPPING BEAM, fermle victim, whismsster and benm assembly £1.25 TOR 2 CAGE OP DESPAIR TOR § THE GARROTTE Ci TORS THE RACK, rack, Seale vitim, ferturer & Inquisitor TOR 4 THE BRANDING IRON, forturese, victim, omote trazier & able Pain cage suspended from beam assembly £2.50 F198 a8 TIAIR, chase wlan victim an torturer ‘TOR 6 THE WGH INQUISITOR, High inquaitr on chair atop stone plinth E125 ‘TOR 1 THE SNAKE PI, female victim chaines in snake ait TOR 8 IRON MAIDEN, Man ORGS Great ores __16p_ Horde Ores __48p ‘SWE wth Seater OR2 with Javelin R19 Orticer (R39 Bodyguard PSTADVERTURERS. DAS! Cleric ee aeray = DAR Anti-Cleric ae ee Dal Fighter DASSa Monk Kicking Be Sie Bee ne Se ie, Be BE Eocene ee DA9 Adventuress DAM Paladin ‘DATI Magic-User Daas Half Goblin DAWInPlate-mall Dag Musionist DAIBEM{ Lord DAd# Warrior Priest DAL Half IP DASL Adventuress DALSAdventurer DAS? Female Thiet DAIS Adventuress Dass Female Magic DAIS High Elf User DAS# Shieldmaiden ASS Sword Mistress eh DASE Female Scout DAS? Witch DAI9 Female High ar Daatitet DAz Warrior AGO Urehin 309 ‘DA2S Slinger DASI Barbarien DAB Archer ‘Adventurer DA2S Gnome _30p DAB as above in DA2 Gnome Thief Canin DAM 5 Weapons 300 ae Dagt Adventure’? DAM Pack Mule 5p DAg@ Adventu ret DA@S Peck Mule with Corpse 5p IDAee Mute with small £1.00 Dae wll CCI Hornhesd CC? Skulker 709 70 DRAGON LIZARDS Di with Sword 50 C6 Tuskeid” 705 CC Four Fang £7.20 D4 Axe & Mace 0p Sen Getepaiae fap. DS Macetetled £1 Ds Juggenaut £5.00 Da Me. Knight £1.98 TOR 9 THE WALL, an ehnined to wal TOM Jo THE STOCKS, moman in stocks with man throwing at hee TOR 11 THE PILLORY, worn in pillory TOR 12 THE DUCKING STOOL, woman seated in ducking stool Er ceemitia crevm inate aaa ore oe ae aps ore berecee SRR Aithee Me ArabianRniahts Trackers & scouts 4p Nolt Riders _ £1.00 Pacer ss 0 De Wf pen upset custanen ORs New One Lier RMS Sasa Sue Armee GE Deca let gr seciorer ASTIN, ay ar meme |G ara Has anc atom a eta Ore Set ssp Geckos tte || iE: Somcmen, fe se ORO Small Ore ORB Advancing AKG Contersicalst AK30 Halberd Gate arene” a ey Spearman WAR) tegeg” eee oes ree ae cen ORI with Scimitar ORS Captain ARG ene nt” AK Scimitar Warriors 450 ye Ores_450 ‘AK10 Black Panther aon eee ‘& Shd. martes te Sa creamer (| ati see a Ore AtACKIR ap ORM with Spenr, |] AKI2 Dancing Girt + AX8S Armoured Seve Oe ee prcmecits S ee SA ee ee |faxoommtesta ciancien SEE ae | er aoa guider Ores —_t89 a fede nes ste Set cieenan || agape ot : . ibe cet feng nie ‘ORIG Spearman ORDBwith Club [ARIE Sultan n Fug 60 AK 39 Woman Water ORD with ave OA” Clan Shaman _|} A39 Um AAK¢0 Armbian with x09 Slave + Fan Spellbook [ouncEoN Humans ]] Ax sultans advisor 44a sioly Man ‘0 19 3p nse ‘niron maiden Fetal Magic AKYT Sultan Stonsing Female Town Gusrés AKA? Men on Flying (AKT with dogger Gogig@tPet B25 ‘AK with Sword & Genes ‘hielo AKA Erect £2.25 kz with Spear AKA Genie appear ‘ak24 with Mace ing E28 AK2S with Swora — AKSGenie £3.25 SEW METAL MAGIC FIGURES DEMONS 38e Water Flend ris VILLAGE PEOPLE from a post £1.88 pee) ORIENTAL DEMONS 90 Lord with Hamk 36a Oriental Opreft.75 280 Housewife 355 om Enis. 38¢ Farmer cerrying See Dion 75 4 SRK LIZARDMEN 1 (48pea) *4¢ Earner 34 with Morningstar age Vilage Drunk He2wanied kxe” PHARAGHS TOMB 376 Firing Bow PTL Sercophemus 37d Mace & Shield. +Mummy" 60p LIZARDMEN 2(45pea) PT2 4 Incense 4360 with Spikes Club Burners 60 $80 Looding Bow PTD Bast Statve 38e Spear & Shield 380 3Re Swore & Shield FTA Pharaohs Be with Club statue 40p THE GANT Standing 220mm igh and weighing in at 1,750¢ The Giant of Giants 24.05 THE DRAGON 1S0mm Aigh, 200m) Tong and with @ wing span of 250mm A Dragon not to be IGNORED. £14.98, NEW NEN NEW ‘STOP PRESS. FROM METAL MAGIC 25mm $ MEADED HYDRA £12.95 3mm SLEEPING DRAGON £15.95, NOVELS: 1. BENEATH THE MOORS, Artham House, 1974. 2, BURROWERS BENEATH, THE: DAW’ Books, 1974. ‘3. TRANSITION OF TITUS CROW. DAW Books,1975. 4. SPAWN OF THE WIND, Jovo/HBJ 1078. IN THE MOONS OF BOREA, Jove/HBJ 1979. 6. HERO OF DREAMS, Pau! Ganley, Pub. Buffalo, N. York 1966. 7, MAD MOON OF DREAMS, forthcoming int987, Paul Ganley, Pub. ‘8. ELYSIA, forthcoming, Paul Ganley, Pub, 1987. 1ETURN OF THE DEEP ONES, in serial, in ‘Fantasybook’ No.s 1,2, and 3 of Vol. 3. 111, SECOND WISH, THE: in New Tales ofthe Cthulhu Mythos, Arkham, 1971, 12. CALLER OF THE BLACK, THE: Tit story of tho book. Arkham 1977. 413. LAST RITE, THE: in ‘Wiicherat & Sorcory’ No. 10, 1974 14, AUNT HESTER, ‘in ‘The Saty's Head & Others; Corg 1975. 15, WHAT DARK GOD?, in Namoless Places: Arkham House, 1975. 16. MYLAKHRION THE IMMORTAL, in Fantasy Tales‘ No. 1, 1977. (and most recanty sven in ben turer #3) 17. KISS OF BUGG-SHASH, Cinuinu 3; Spocto 1978. Ne 18. SORCERER'S DREAM, THE: in ‘Vihispors' 4.1970. * * 19. CEMENT SURROUNDINGS, in ‘Talos of tho Cthulhu Mythos’ Arkham, — 1070 20, RECOGNITION, in ‘Weirdbook 15; 1981, (and mere recently in Sbventuter #8). 21, NAME AND NUMBER, in ‘Kadath’ No. 5, 1962. Se 22. BLACK RECALLED, THE: in Wert Fantasy Convention Book 1983 : y va ATS: 7 10. SISTER CITY: in ‘Tales of tho Cthulhu Mythos’, Arkham, 1969. . STATEMENT OF ONE JOHN GIBSON, in ‘Ont of Cthulhu" 19, 1906. 24, HOUSE OF CTHULHU, THE: in book of same ile, Woirdbook Press, 1964 25, THE COMPLEAT CROW, lothcoming in 1967; Paul Gantoy, Pub 128. DE MARIGNY'S CLOCK, in ‘The Caller of the Black; (see 12). 27. MIRROR OF NITOCRIS, THE: in ‘The Calor ofthe Black, (see 12). 28, THING FROM THE BLASTED HEATH, THE: in Tho Callor ofthe Black, (600 12). 29. NIGHT SEA-MAID WENT DOWN, THE: in ‘The Caller of ihe Black’ (soe 12) 430, RUNNING MAN, THE: forthcoming NOVELETTES: 31, RISING WITH SURTSEY. in ‘Dark Things’ Arkham House, 1971. 32, FAIRGROUND HORROR, THE: in ‘iscbles of Cuihu, DAW 1971. 38, HAGGOPIAN, in ‘Mag. of Fantasy & SciF7, June 1973. (and most recenty seen in RBbenturer #5). ‘M4 BORN OF THE WINDS, in ‘Mag. of Fantasy & Sab, Dec 75, ? 435, HORROR AT OAKDEENE, THE: in book of same tte, Arkham 1977, ani 16, HOUSE OF THE TEMPLE, THE: in ‘Kadath’ No, 8, 1980, 37. LORD OF THE WORMS, in Woirdbook 17; 1984 * ‘38, CURSE OF THE GOLDEN GUARDIANS, in the House of Cthuhu & Others: Weirdbook Press, USA, 1984. ‘ 199. SPAGHETTI, in ‘Weird book’ 21, 1986. 40. DAGON'S BELL, in Weirdbook’ 23, fonhcoming in 1987. 41. DYLATH-LEEN, in ‘The Caller of the Black’, 42. IN THE VAULTS BENEATH, in ‘The Calor of the Black’(soe 12). 43. STATEMENT OF DA. HENRY WORTHY, in ‘Hovror al Oakdoone’ (see 35). POETRY COLLECTION: 44, GHOUL WARNING & OTHER OMENS, Spectre, 1082 Master ieuaaeslonewoncee Rui oa ren MER OSS ee ee ears on omrennmen (arco = publitor ted en ever Bic an, Bren Lamley. ty heard Ser ee aeoat ge geaee terete tetcan case uses Derleth was specifically searching for stories to use in his forthcoming collection Sodan now ace be ee TALES OF TE STIULAG MHDS ney ease lrmnt cars we ft pee ed te gt CS ‘Sposerances ony) baring some aries, ome and Wnge’ Mytice metal i | of his Mythos work. For players of the Call Of Chhcite game, eel ce oe hangers eater e ane eerie eee eee With the exception of "Ghoul Warning and Other Omens", Brian Lumley's pootry has beem omitted: however, one poem has to be mention namely: "City out of Time’. “City” is so ‘Mythos-redolent that we produce it her with the author's permission: {et Published in Fantasy Tales 2, 1977. Brian Lumley's principal additions to th Cthulhu Mythos. consist of several Yamous names’, a number of ‘eldritch tomes’, and not least, a tio of ‘gods! from the dark spaces ‘out there In the first category we find Sir Amery Wendy-Smith, that il-fated seismogra- jpher whose study of earthquakes brought him to such a shudde-ry end in ‘Cement Surroundings’; he was one of the first us) about ht" Thon, there's "Titus Crow’, one of the world’s ‘most foremost occuttsts, finally forced 10 tee trom this sphere of existence by aqua the Wind-Walker’ on ht that Blowne House (Crow's bungalow retreat) literally was, blown ‘ight out of this world in a ‘Yreak localised storm... ‘Crow, t00, betore he incurred the wrath of ithaqua, had stumbled on the secret of In order to escape the fa device once 1@ Laurent de Marigny’, ‘the famous New Orleans mystic - 'd Marigny's Clock!" Incidentally, Crow's ‘somewhat younger protege in occult ‘matters is none othar than the son of that same mage: Hanri-Laurent de Margny. ‘Anyone who read the story ‘The Mirror of Nitocris’ in an early issue of ‘Imagine’ will know why Henri has a strong dislike for fooking-glassas. (And also possibly why Imagine is now defunct!) Lumiey also gave us arch-enemy Hank Silberhutte, in the memorable novels “Spawn of the Wind’ and ‘In the Moons of Borea’. Hank about to make a comeback in ‘Elysla’ soon to be published in USA. This is the big novel which pulls al of the Titus Crow books, the Primal Land books, and Lumley's ‘Dreamlands’ series to a ‘compelling conclussion - when the stars finally come right and Cthulhu is set freel Of course, the above mentioned ‘names’ are only the good guys - but Lumley has given us some bad guys, too - ‘and some of them are beauties. Anyone fortunate (unfortunate?) enough to own ‘copies of the “Cthaat Aquadingen’, a transcribed "G’hare Fragments’ and possibly the ‘7th Book of D'harsis’, will Whaqua’s already know something of these ‘pantheon-prowlers. Pr 00 much! We suggest he burn said books and enter ‘a monastery soonest! The Bad Guys (old ones) we're talking ‘about are of course (no SAN points for ‘quessing) Shud the ‘Prime Burrower’ and ‘Lord of the Cthonians’, Yibb Tatil of the ‘Vacilating Eyebalis’, and Bugg-Shash who's a mite too free with his kisses! Shudde-M'ell first saw light of print in Lumley's. short story ‘Cement Surroundings’; but he kept on burrowing right through the novel ‘The Burrowers Beneath’. He leads the subterranean Cihonians, creatures like faceless squids that can tunnel through rock tke a warm Knife through butter! Incidentally, on the spelling of “Cthonians": Lumley’ Primal Land’ stories (House of Cthulhu & Other Tales ofthe Primal Land) ‘make use of several primal ‘gods': Mam - the Mothor of gods; Yibb-Tetil - who controls the unwiling night-gaunt Cthulhu, and 0 on. In these tales, the ‘God of Darkness’ is Cthon, “who sits beyond the edge of the world wating to sare the sun in his nats each night and pull him down.” thon ie therefore the ‘god of subterranean things’. Cthonians {ake their name trom him, not trom the classical ‘Chthonian’ gods of Greek myth. In fact, the latter probably derives from Cthonian and not the other way about, for the primal land existed aeons before the first Greek or Achean! ‘We make this distinction especially for RPGamers, so that fom now on they'l know they were right first time, no matter how i's spelled on the cover of certain books. ‘And 0 back to books: ‘The Bish Museum has a copy of he ff Cihaat Aquadingen, (Aqua: Latin, ‘Water’ and Dingen: German, Things’) and so does (Did?) Titus Grow. Crow's explorers of the region gathered them up land brought them back to England, and ‘Sir Amery Wendy-Smith discovered (and disrupted) several caches of star-shaped stones, many of which they also brought back. Except - ‘They were the ‘star stones of Minar’, which kept Shudde-Mell and the Cthonians prisoned in their deep, dark. ..An\_ But that's a Mythos tale you can read for yoursel in an up-coming issue of ‘Mventurer! Yes in the not too distant future, we plan to reprint for the first time since 1975, the story which first gave 10 ‘the world Shudde-Mell and the Burrowers. Beneath. Look out for Cement ‘Surroundings, by Brian Lumley, in ‘Mventurer soon! Ed.s note:- Latest books of horror by Brian Lumiay, and available in your bookshéps or by ordering now, are Psychomech, Paychosph yehamok!, and the ma monstrous... “Necroscope”. And for those who havent yet bought @ copy, there's still a chance to get Hero of Dreams, Ship of Dreams and The Compleat Crow from the Rdventurer ‘Club. Don't miss them. CIty out OF TIME:- Betrayed by dveams J wander weirdling ways, Beneath the iconds of palms in jungles of ‘When Earth herself wes young and brave and bald. Where bydeid blooms stay serpentine J gaze @n ruins tbich no other eves babe seen, Whose black foundations sink in primal green, ‘A-ceatl ith ett ot prebistocte days. Beyond od-angled ruins ceaseless pound Tye waves of frengied ocean freshly borned, ‘Which never yet Man's ancestor have spatmed. Yad here T tind strange mysteries profound: ‘These monoliths ot hich I stand in atre- Whe butider them upon this primal shore? Hud nbat wild secrets bade the ages Bromned? From Books in baking worlds I know the name @t such a city lost in oceans deep, ‘Where Ancient Ones tn unquiet siumbers keep The Love of dark dimensions and the flame OF elder magicks burning, ‘til a time When upard trom the aeon-silted slime ‘Vast shapes will come - as once detore they came. ‘ye, and that Lane of ebil was R'ipeh, Where dreaming Cthulbu lies in chains that bind, Sending bis nightmares out to humenkind, Browning thee noble dreams in nameless mice. Sin’ Beaming still J start as trom the pile Guake tentaculae acme and in a tile - ‘face that evolans the bulk ot Evil's Hive! DDEAMD ge its fie ee ences Een aren issue (youre right Ben, does Prenat ae Cd ee ed ee ee eras Peer rnn Pen Ser eee ee About. in fact, so interesting that pert ert Seen er ee Perea eee prare pu rE Le eee ae Peed CC SLCC eee aes) cr ene eee cl aC eure Ca Reena Ce aL pur ems Pee ee eee ee ond eT ete ay Pe ee aa ae RPGS" - or words fo that effect! Lh it ia Peis Lit that went down well PEROT Lr) CLs ea ee CeO Cea a) Nv cal cry Por) cr) ty en 6th i ath cs ory IMAZINE (#16) gear =aC) ee) eer aa) Rate aot) Ber ed ogneasco) rea 7 ere) Ire Are aac) Ue aay Pon cement) For those interested, although there OO eR Cue Gai Mee meas Rieres cosh What we now intend to do is go eee hee ie ead Romer ras ee eee nu Cee eames omer r etc ied successor to Monstrous aCe co) Se eee Ce ee ey ee eee ac} cee ey SU CCTs CULL ee ae Cae eae) Pe re med Pete Om eu Cs Cun cy ec eL Den ee eeu eee ee eet Re Ree ee SR ee ec eee eC CC RRC a Red Pa CR Cat eo Cis ee ed those zines that people tend to love Ce i Ce ete Cu nance Deg eae as and some don't. I's @ sort of general Ue ead CeCe ene eens ee ead Ce eek eo) Due eee nad people thought not and refused to Se tea Pe ee ony Pere ed Reon aera with a handy litle warning cover: Oe ety eet ere eee oa i's true. the editor felt that things Re a ee een Ce OC) Sean ed ae eos i 5 u thera, why not treat yourselves to Pe aOR eae arned Sr oe ee dee eR ee gr Thing Like Me Doing In A Sunken City Tee eee a ment) Pee Na kena Se ROL eee aa eee though an issue #6 will be produced ee ee een ‘and anything else James can think ae ee ee Re eae Pee ees White Dwarf, and Imazine Although many {ook it upon themeelves to use it as a vent for their frustrations, it would always See em aS ee a ean Cee eS Pe Re ee Pane d SSC t was run by the editor), or more eat RR eee Seco ea Come en Saree race) Po oem eae we've said before, its now dedicated een ear ar tas eae een eee) tee eee oe ene eno) re emu) ee ae ee) Peer e ou meu postal games, and the promise of a ‘different’ music column, all add up to make TOAD (as we not-so-affectionately call it), a well Pros niy Sree ay See een a ae eee ees ruc ne Pr Rem eee) eae ee eee ee ea The forthcoming issue (#7) just eee Perea Ete) olen Parte ene tae eee ee mes chains are beginning to hurt me...) Anyway, ToH generally provides a light-hearted view of the hobby, but ee eae) an a Pe eg ee ee mee) one Rouse Der ee Reed ee eet tec) eae ee being Ad size detinintely helps. OR ete ecm eee) eee ren rea) ee de eee eee oes ea ae ee Emma Cronin mie sen rr Rea ney far the best DR yet. Great ilstraions by Martin McKenna, of Rloturn To Arkham fame. RC and is a predominantly hardware zine (scenarios, etc.), and one that een ea) PC Recor ere te ee era CMC mt eee RO mae OC ee uC eS Pn ROL kaa eo following, and the artwork and layout eam oe ad eee Ae Oe Ce SOD ca notorious zine, originally noted for its Cee ee en and writing style. i seems that #7 SC Re Pe MS ear SS ue a Pe ee a eg Goodale (that should help sales...)!! ‘And Ben's not the only one either! BB offers a fot of rules stuff for games em er Ors Poo og Oe a | | eee ecm including Live Action Roleplaying reviews, lager debates, and voodoo Cee au ec printed, and has some good artists, eee a aes eee eas i] 1 Sener oes Tecan See ed Pees ee pone a Cm ra eo ee eae like ToH - madcap, stupid, silly, and Pee mC eR ct pee a ees Cee eR end Peer meas) Pere cu rem ae eee rece a Pree eee on Lena pet aes ee oe Cremer oe as) Vee eee oe a CC eee a Ce pene mS Cit Prat Tutu em ord ee ay ee ete) price. Of the fop ten in the pol, tive eee er Panga oem Pe any particular subject which you're ee ah ee ed eee ets Pea ai rear etrtertiy am er aren Peni a OT ere Rata area at omen preter ae si) Peet Xn a LGU Pe a Ree eaten s ree toe ere a PBM/Chat, Editor of CERE- Poh meee cae Sea etry ro) Pacers eee ae nn nee ren atl aera ee ue URLS COLL Cen estoy ea ae aN peer) Gary Koll Xe) (ool ama Xo) Comrie) ee ane eee Littie Harrowden, Wellingborough, Pore Tyrant oer) ac ae Road, Putney, London SW15 30x DAGON Coro) ec eR Cee? Se em aT EU aU hg OR aggre ee ic are Pore TELEGRAPH ROAD ec) ene er ca eee ROE ou] TOME OF HORRORS (see Ben, Above) Gary Egan, 96 Ormande Avenve, Netherlee, Glasgow, G44 3SL Pye e2 renal ec eee osc Ree ae ec eS re roam) Reema Hall, Stoughton Drive South, Oadby, erate BALROG BANTER omy Paul Evans, 22 Five Fields Road, near e TN BONE OF CONTENTION (60p, 32 ASpp) Stephen Rawlinson, 28 Merryhills a ee WAYNE'S P.B.M. HINTS AND TIPS. L I've had several requests from readers asking me for advice and instruction with regards to playing P.B.M., so here are some of the secrets’ Ihave picked up over the years. Although these guidelines apply mostly to the Sword and Sorcery type game, they can be modified and translated into any other form of P.B.M.; be it sci-fi, western or whatever. Single Character, Fantasy Games. General Points 1) Try 10 create a character with a set objective in mind. Map out Try to make at least a coupie of player ‘mentally what you want him to be lke. Decide what class he is going to character friends, who will come to your bo, his strengths and weaknesses. Then give him aname. For example, aid if you are in ‘rouble, You can travel Malgarry the Wizard, who will be good at magic, very dextrous but around together and itis always safer in Useless in physical combat. His aims are to help id the world of evi numbers. 2) Now think of your character's personality . This should fit in with "Try to join an organisation. Even it you his ‘aims. To give Malgarry the Wizard a nasty, greedy streak would go don’ agree with is aims, W's rice to have against his main objective, so | would stick to goodly virtues. E.g. he is triends and membership of an organic ones, i thrity, law abiding but has a vigilante streak. ation wil do the trick. 3) Religion next. | personally start off by worshipping god from the Dont annoy characters who have word go. This puts you in the gods'favour and gives you a strong ally in played the game for alot longer than you the church. You can be either an atheist ot agnostic, but in the P.B.M. You could meet up with them and you can worlds, gods usually have a very large sphere of influence. Select one wave goodbye to your character, Which is relevant to your character's alms. In Malgarry’s case, | would Inject a litle of yourseltinio the charac. pick the god of magicer science. You should pray to your god atleast ter and don't expect him to allem to do ‘once a round. By this ! mean, pray not ask for something. For example things you wouldnt do. ie. I you see a Prayers should be lke this “Lord and master, I confirm my eternal faith bar room brawl between 50 drunken beer and belief as you are the one true god" rather than Ike this “Lora, you bottle waving maniaos, dont lve in and are the most honest and generous ofall gods so | would therefore like a don’ try 10 slop itl plus 25 vorpol sword with unlimited wishes attached". \can‘ell you fora When you write your characters instru fact that in any game, the Gods get most peeved about this kind of ctions, always number the points 1), 2) ‘request. I you get on well wth your deity, the world will seem a lot better ete. in chronological order, as this saves in your eyes. Also, regular attendance to church, sacrifices, time. Also write neatly, printing is ideal. remembering holy days and piety in general will go a tong way. 2 plan which you submit is. complex, 4) The physical aspects of a character are also important. | make include a basic resumé of i for the GM. all my characters look as bland and normal as possible. They are Always have an escape ontion prepared usually 'Mr Average’- average height, weight and build. f you have a7 if something goes wrong. A backup pian is. foot tall, green haired, one-eyed, tattooed warrior walking about town, a must. he's going to stick out like a sore thumb and be easy to spot by the _Re-read you old round sheats on a reg- police/miltiajguards. More importantly, he can be picked out by other ular basis as you may lind out things that ‘characters who may be after him and who probably want to kill hint didnt click the first time you saw them. Malgarry would be slightly balding, around thiryish, have a small Finally, whan watching T.V. or video plainly keep a pen and paper handy. You never jer P.B.M. you will probably be offered a know when an idea may crop up on the mutation. Make sure that you get one that isnt outstanding, or your box, which could be translated into a good character is as good as dead, ‘idea for your charactor. Only when you are hard enough, powerful enough and rich enough should you indulge in such luxuries that will single you out. iknow one The London P.B.M. Pub meet uy who has an evil character that has black plate mail, with ingy wineey Just @ reminder that the London P.M. {old lame trim around the edges!!! | ask you. ppub meet takes place on the fist friday in '5) Detall. The more that goes into creating your character the better. each month upstairs al The Crown {t gives the G.M. and yourself a fot more scope for roleplaying. Give Pub, Brewer St, Picadily, London W1. It your character quirks, habits or attitudes that will make him more youYe over the age of 1@ you are more interesting. Also keep notes on what equipment, spelis, money and than welcome. You'l piek up a lot of tine, arifacts he has. There is nothing more annoying than saying that hints and rumours in the process of Malgarry trias to use his 50ft of rope to swing across a cavern only to having an enjoyable night out. At the last find out when your round is returned that you used ft a couple of rounds count 125 players of both sexes turned back, but you forgot to cross it off your equipment st! up. This is your chance to tak to the G.M.s whilst they are under the influence Computer-moderated P.8.M. of large quantities of alchohol and extract ‘You should always read the manner in which the computer processes all kinds of useful information! your orders. Mf you send in your instructions in the wrong order, your whole turn could be rejected by the computer with disastrous results, ‘Woll that's it for this month. Next month ‘Write out your instructions on a piace of scrap paper first and chack it will be Back to actual P.B.M. gama them over when you are finished. Once they are deemed O.K. go ahead reviews and more bargain offers. Finally, ‘and fil in your round sheet. Always plan ahead. If you are going to i always pays to buy your G.M. a drink, attack someone, do your recruiting, moral raising and weapon storage as. bribes, especially alchohol based the round before you actually attack them. bribes, work wonders. it your GM. is a Keep an eye out for ‘bugs’ in the computér programs. No P.B.M. computer-tough!!! program is perfect and you can often find a ‘bug’ that is to your ‘advantage - This isn’ cheating, just making your way in the word. ‘S00 ya in thirty (or 30) DV aU n Sree mC mCC once competitions; offers; Show: October 24th, Wesley Central Hall, Fratton, Portsmouth. Membership £5.00. For role PN eee a Gaming Club, PO Box 54, Soi ape Ren Le Breas ms Role Een Pano me econ) Pee ei aera) Pree ea ete Pee eeu aa turn. Enrol now to get a place in the CISPR VoL Ce MIT Oe nae Cee Pe Rey ante Re eo Se Wragg retake as cou! TOME a ae tee we ee MCU Warwickshire, CV8 2NG for more ea A eo tae ecu aac uner ue macy Anthony Magic, & the Flinstones! itis the Cow oC mea Game in the country, with turns at 90p. a ees kes rola SU Rome god Ceeor ae are e Project Basilisk (Adventurer), PO BOX ES SO ea ee wma eerie Cros PBM? James Wight, 48 Greenhill Road, Ces enter] Siar ee aL Da preern aaeTa-ey ec es eases eee Rem arora te aloe NN ro roa PM ee ea ku ae eon a Cane Pera Soa Col) -M Con te) an Loy) See Cee er Rocka en) Rice cme a ead ac ee ee acer) Or neun crs once an ered ae AO UMC Cee mn ents Cree weer PALA ume er eum! CeCe aoe oR crue ca OCR eMCer TN E CC Cera Peer CGE) Meet: Wed + Mon(?) 7ish-10ish Laem Hy Rerum Contact: Doorchester 65153 PSO oer inertness int tr) Siu STL MCT UCT CUI cd CLUB meet:- Every Friday at Coalville rece eeu aoe aac ee errr ea eae CLOT CL) (evenings). For full details. ee ence creer ren Te es fete nee Meer Pot Kane mc Kel try Ca ea ic Be ee een Cia Pee une ay in South London. We play anything. ROCurcma em eC aE ir eee eres aR ncaa Games: Mainly AD&D, GoC but many Ser ucrestcs hie Morelia Le Cement} Comments: Ages 13+, 40pinioht, Anyone welcome, Ce Cael Ceo Dean] Pa aa (164) for any RPGs Poet emit) eno tr enc mey Woke hme ot arrol are eae a LU meets Corsa enn ioc ie layers and GM Vandrad painting service gamers and wargamers cients, medievale & renaiss also catered for, in 5-3 for details, sam ‘5mm 60p, 15mm £1.50, 25mm © 7 Marpoo! Hil, Ex Devon, EX8 21 Face Me er Cel) (ken RnR ee ae awe Roe kee rcs ee aa ee a Adventurer. If you want to say “Hello NaC Oi mca} say it in Adventurer. if you'te a {ull Bonk Cire ey ROMO emer) (maximum 2 lines of text). f you're not a irRemote) CR ae Nee Meme a ed Mea ars ATTENTION ALL ROLE GAMERS!! Peterborough Role-Games Mobile Sh We will visit your club. No catches just gaming aids in abundance. At competitive prices. For this unique FREE service contact us on: Peterbo (0733) 241920. DRAGONS £5.95 TWILIGHT 2000™ = £1.95 DRAGON LORDS™ GIANTS Dolo Homers of be Mart 3511 Onsec be Severed Hand 3012 Sumaraneas Teron 301 Adventure f be Galden Qos SoirecGan fa ee SoreaGan Oe CLUB™ Boutd sete ion” 2 Rien eee BATTLE LORDS **°"* mina ser £5.95 faytama,) CALL OF 4019 Royal oaname ofthe Undeed Legion 160 Fontaighs CTHULHU™ £8.95 dite Ono Hamer {eau Ota eb Rr TRAVELLER™ £8.95 1001 lager Mains 1003 Aen Anais Woe Aen Merman % CHILL™ | 5.95 Conny D.C.™ HEROES £5.95 sai FANTASY LoRDs © £8.95 CHAMPIONS™ £8.95 “4000 Super Villas SECRE AGEN Boned See S™ £8.95 European Distribution by GAMES OF LIVERPOOL 189 Victoria Stet, Liverpool, L1 6DG, England CITADEL “Matlendamm 41-43, 2000 Hamburg 76, W.Geemany RB Oder ae TARGET GAMES Frihamnen, S100 56 Stockholm Sweden. Soest] apenas ete JEUX DESCARTES 5, ue de a Baume; 75008 Pars, France eWea teenies TONIT) wy) f (D0 THEY Racyeeer QWHAT A TEAM WE WERE, He BEST! SEEN ANYTHING OF MK THE GOOEATER 2 "NO, BUT TH RUNNING A LITTLE ENPII ON CEBIT SIXTY THREE. tne ANY OFLLSAVE ; SEEDS Se SA NXE eaeaDo™AS Sl) AIN STRENGTH a otha inurdows Tory Pratt surf The San ttc, whle he Sonlopngion | Sai oar og qemn ol sureny om a ema welwarhi youre on ore Sin aid me toon pga on aoe | you like the new-look Whiplash in this issue, it ] opto operon Te It you've ardored a copy of Brian Lumley's "Mad Moon Of Dreams", it won't be avaiable untl late Summer, tite wort ordering in advance to make sure you get a copy, ‘One book whch is available, though, is Darel Schwcitzor’s "Tom O’Bediam night out and other Strange Excursions”. This is highly recommended W you ka zany fantasy witha humourous fairy-tale a! -vivime 7's ov0 ft 119. Lover fare who want nightie designing scenarios, and a cameo 8 } Fiction scenario to panic about! paper supply and a work to rule by Adventurer’ ‘worklorce of elves and dwarves, we've boen forced author as aman, In this he shares a fantastic advonturo with ‘Sherlock Holmes, as tld through the eyes of his reab-ie best fiend, FB. Long | and includes a foreword by hin. llustatod by Stephen Fabian. / Special Ottert_ 7 Any crdors for Hardback or Deluxe, edition books to increase the cost of the magazine from next } issue. It will now cost £1.20 per issue, and ‘Subscriptions wil increase to £6.95 for sx issues. Sulbecribing wll ensure a regular delivery, and even | save you money, if you do have trouble obtaining copies of Adventurer, just ask your newsagent or ) a copy each month. See r received by July 18th and accompanied by the proof of Purchase bolow wil receive 10% discount off ther order value: the more you brdor, the more you save! | issues cost £5.95 for FTales and £4.10 for Shock Xpress. ‘Subscriptions for Fantasy Tales and Shock Xpress are now avallable- 6 | E WEEKS wi ru) | | (DONT KNOW IF 1 CAN ietEAe \ | |{ srand mucH MORE HE BUT THAT'S THE EARWIGS... AND ONLY; PRICE You PAY. BEBE B pooosoooeeeooe play in any way you want Dreams Competition - and. Win one of six individually ainled sets of fantasy figures of the two heroes Issel and Darian, with your name engraved on tho bose! . AND WIN TWO FABULOUS FANTASY FIGURES! The Temple of Games for London and the Home Counties [EISURE GAMES AT 91 BALLARDS LANE FINCHLEY, N3 01-346 2327 Just 3 minutes walk from FINCHLEY CENTRAL UNDERGROUND} FULL RANGES OF: AVALON HILL, BEAST, CITADEL, COLUMBIA, FGU, GRENADIER, GDW, MAYFAIR, PACE-SETTER, PRINCE AUGUST, SLEUTH, STANDARD, TSR, TORCHLIGHT, VICTORY, - and much, much more - TRY-US!! NEDAYSAWEEK 9 Star-Gpm |SAT-S:39pn) WAL ORDER WELCOME - SENDSAE FOR LST DOUBLEGAME series, paits of fantasy gamebooks you can play either on your own or with a friend! ‘* Together, /sse1: Warrior King and Darian: Master ‘Magician present three different adventures for you 1o play - allowing you to combine cooperative and solo | ® Celebrate the antval of DOUBLEGAME ‘books by entering the Glade of ioe z pe > wif gi 58 : 5 bie $ ig Zee 3 ae O38 5 58 Cae 58 gg, gee 2: | ie as Bow os Ou Gk oR Bee §28 ge Oss. 332 as 38S O83 g3 me gesete | | g2 EGS OFe ‘al Woon 265 2g O8ss 555 5s See8 sft ze OEbe obs a3 we? BEE 2 355 = 328 555 5 35 (2 THE GAME OF DIPLOMACY, TRADE ‘AND GLOBAL DOMINATION Witt has been fought and ost. For many years the planet balanced on the adgo of oblivion. Then, siomly, the human race once more lot the caves behind and passed into the ‘deserted cites. And cviizaton began again, Communities grow and grew ‘unl once more nations were formod. Now they need leaders. NATIONS is anew and exciting PEM game of poltical and miltary acon in Which you must assume the role of a national leader. Using all the tots of ‘government such as diolomacy and war, o stateemanship and treachery you must attempt to lead your county to vclory and prosperity, [NATIONS features: Battalion lovel combat Politcal intrigue Espionage Technological development ‘Trading and commerce £1.50 per tum (no hidden extras) ‘and much much more, For ree rulobook, and dota of introductory offer, sond a SAE. to NATIONS NEMESIS GAMES 34 Dove Close, Cakwood, Warrington, CHESHIRE WAS 6RZ HYOUR COUNTRY NEEDS YOU! NNOWI! — 1 FuRtner INTO FANTASY Anyone that sends the token below and £5.00 for a start up will receive £5.00 for their account free. { Aliso the first 10 start ups to arrive will get their money sent back to them ———_—_— | The new blood-curdling PBM from the Laboratory. Set on Dorm, a distant planet with terrifying intrigue and intricate politics. FIF is fantasy based — >< with serious sci-fi undertones. You start on earth ... now! with 24 hours to grab what you can and get fo the transition point. Hurled through the aether, you could land just about anywhere, in the middle of anything. The planet is chaotic, almost crazy, and you couldn't stay out of the action if you tried. A complex magic system with the choice to specialise in any of the six disciplines: Sorcery, Demonology, Healing, Psi, Alchemy and | Necromonic arts! Or perhaps you would choose the path of a priest, and serve one of the 13 greater gods, or perhaps you would choose to be a warrior. There are a total of 18 character classes and over 30 characteristics and skills. FIF has recruited | 245 players in just 13 weeks:- Get in at the start before the other players get too far ahead. Lots of player interaction in a world that took seven years to detail. Really though, the best reason to join FIF is its originality as a PBM. It has other features like game book scenarios, role play scenarios, and hides an untold message... A definite end for those that find it? The rule book has a colour cover and is produced from the highest quality materials, it's something worth keeping. Turn price is £1.50 and all turns are processed in 48 hours without fail The forces are rising to challenge the very face of Dorm. In her desperation the planet has scanned the universe and settled on earth. Few are the chosen and they must not deny their destiny. The time is upon us to decide. If you want more information phone (0793) 37798. Or Contact: ‘The Laboratory’, Box 66, 19 Colbourne Street, Swindon, Wiltshire. SN1 2EQ FIF UPDATE Every other month, the top FIF players will be printed in Adventurer:- 1 ETRAL DEATHSEVALON 11 JED 2 SCORKAS USHGARIN 12 KYTAR 3 BYRIN 13 ABSOLM 4 PHODIUS TEI 14 ORIA MELSTONE 5 ZIRCON 157 6 DAMIEN FANG 16 BROTHER GEFFOR 7 MADOPAR 17 USHGARAK 8 IAN DAK 18 NIVEK SMYTHE 9 DARL LEVEN 19 HUGES WULF 10 ERIK 20 HARVEY WALBANGER Xt! FANTASY GAMES UNLIMITED 240 Mineole Blvd. Mineole, N.Y. 11501 USA. ‘Authorised Distributors: GAMES OF LIVERPOOL 29 Victosa Steet vero, LI SOC, England. TARGET GAMES. Fonaren, $100 8 Stoel, Sweden. FANTASY GAMES, UNLIMITED INS VENTURA GAMES 159-163 Wyndham Si, Alosaneia, NSW 2015, Ausra, ‘eiraoee nionsamm 449, 2000 Hamburg 76, W. Germany. SEUX DESCARTES '5 Rue dea Bau, 75008 Pave, France, FREEDOM FIGHTERS -, £14.95 Weve been invaded, and he vasonissvcoes tty unt ay ony ot be conn fw agent tre river bufvaent unde o Frendom Fs se Wine tgh lor reeson an ber sate coneotn rt ows fe Garesnasao ‘Seed by ne Freecom gna. Tre eae may ba ay long 1 Svar and Warsow B43 teat wh Cat American ine warsns wrt abo 1.6 Wotan vats the setter proper tert bao, “A mare slentand secret aien ivasen where me] Non-Zovlet y invaders pratend Mencship ané gan cont ot ‘govecrents, whie mostciizena are unaware otthe tue MM Resistance Sata orate "At of hase are ony posses - other potential Dzower invaders coud alo ba Used, mang te iat onda £8.95 ‘The night was dark and the road deserted, as alone traveller moved towards the lights of the village lower on Raia the mountainside. He was Tokasi fer segs Benkai, samurai and warrior. Gold Valley of the Mists £4.95 giinted fram the fittings of his Katana’ Takishido's Debt 95 —_‘The woods hid their shadows. 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During a rescue ‘mission at the space station America, a freak explosion tears you from your shuttle and plunges you through a time warp, Strandard in the future, a future where our {great nation fell to the enemy over two hundred years ago, you and your surviving ‘crew vow to continue your fight for fraedom, "Welcome to Amerika, comrade...” Parelan Agventres High Seas £498 cadnals Per £43 ‘an Ambassndors Tales ‘A compa et saying game set in te oa of re Troe ‘Musketeers Aword|n wen aar's courage ard ambiion knew no bounds twas a tine of acvertre and of ining in whic herve intrest of King and Carnal Dayed a doady gare acoss France and ale! Europe. Ge prepared tbe. bor win me gaaugmer ana ne ‘oneo Dat he word was mad Chivalry and Sorcery is a role-playing game that deals with the ‘age of legendary and of chivalry. it desoribes a realistic and fully conceived world based on the feudal setting which is the basis of myth ‘and the fantasy tradition in Souroobook 1 £6.95 literature. ts completeness and Sourcabook 25.95 __attention to details also legendary Swords and Sorcorors £4.95 in the gaming world. and: £16.95 Adventui The Dragonlord £3.95 ‘The Songsmith £3.95 Adventu (Operation Morpheus £6.95 loto The Ruins €4.05 Empire Karo £3.95 {AFTERMATH ‘The boxed set provides solid basic play ‘mechanics that ware over 2 years in playlesting. Rules provided for modem fcearms, NBC weapons and protections, ‘mutations, survival, high technology and more. The game allows the rforae to decide the ‘ature of tho holocaust that destroyed the ‘word in which play wil occur Attermath ie for 2-6 players and a roforoo. itis a £19.95 212 laying excursion nto a post holocaust dg- Pick YourOwn Ending! | (il Gameskeeper You can bank on us! | NO!.. FOR KNock\NG GAMES WORKSHOP PRODUCTSY ‘Simply cut out the ending (of your choice and affix 10 ple ‘or invant your own! (Gubbles provided) 105 Cowley Road, Oxford Telephone (0865) 721348 eyes #GAMESMASTER SCOTLAND'S PREMIERE HOBBY STORES EDINGURGH Edisburgh TOM, Tek Oatca26 3354 Tot Bai'354 1583 YOUR GATEWAY TO ADVENTURE ‘GLASGOW 536 Great Western Rood, BE? ESSEX MINIATURES visa DEPT AV, UNIT 1 SHANNON CENTRE, TEL SHANNON SQUARE, CANVEY ISLAND, ESSEX. DWARVES FROM THE KINGDOM OF TERMIC: | MOUNTED TERMIC DWARVES: 1 Dwarven King Q16 Mounted King Q2 King’s Bodyguard Q17 Mounted Std. bearer Q3 Sacred Hornblower 17a Mounted dwar with warhammer Q4 Chieftain Q18 Mounted maceman Q5 Dwarven swordsman 18a Mounted axeman Q6 Dwarven halberdier Q19 Mounted swordsman Q7 Dwarven archer Q19a Mounted spearman Q8 Fighter with stone hammer & shield 20 Mounted archer Q9__ Fighter with two-handed sword (allat £1.10 ea. + p&p) Q10 Dwarf carrying sack of loot Q41 Dwarven cleric DRAGON UNDER DWARF ATTACK: Q12 Hooded fighter with sword 85 Dragon under attack Q13_ Fighter with cutlass (£5.00 + p&p) Q14 Mailed fighter with polearm Q15 Dwarven axeman (all at 46p ea. + p&p) BFIGIISIISIFIIFIFIIS MINIMUM POSTAGE & PACKING 50p - ORDERS OVER £5.00 - POSTAGE @ 10% SEND S.A.E. FOR FREE CATALOGUE THIS MONTHS SPECIAL OFFER - 60 PIECE TERMIC DWARF ARMY ONLY £16.75 POST FREE! (U.K. & BFPO ONLY) J.B. NOBLE, Maldstone: Heretic! "Uz" aot know about Kroked, Flychar, Yaraboom... ete.) you, you chaos-spawned disease-ridden bbroo-ioving goat-headed lesser-spotted reptile... mongahh!!!! If you continue takin’ that attinude little ‘uman, Crunch is gonna have to teach you some respect (wiv ‘is lide maul, hur hur! Crunch likes Griselda and her gang, Crunch not like lunars or dumb-editor-chaos- creatures... If you think your readers don't know what Oliver “Dickinson is talking about (LBTS #8) then it certainly is time for your readers’ poll Please thank Mr. Dickinson for some excellent writing in the past, and I for one am very interested in the continuing story of Griselda etc., as 1 am sure are many other of us oid-timers- it gives us something to read in our bath-chairs you know! e What a way to start a lettercoll 1 guess some of you do still take your role-playing seriously, huh? y D. MICHAELS, Wirral: Quote: 1 should have known the gremlins would strike again, laying all my plans to ‘Adventurer #5, Editorial. O.K. what happened to my room numbers? (Adventurer #8 - Cocoon). Only joking, Ste! Adventurer is not alone when it comes to Gremlins; a curse often inflicted on editors, as you will see by the following quote: Friday, September 30, Bring back Griselda!! ye wey 1938 READERS’ LETTERS TO THE EDITOR “The Daily Express declares that Britain will not be involved in a European war this year, or next year either" Daily Express Issue #11,970. y MARK CLAYTON, London: What is this outrage? What has happened to the ‘ye ‘olde shoppe’ that used to adom the top of the "Shop Window’ page? It now looks like a baby's first impression of a shop Using building blocks™. Do something about it, or I might crawl over to your office and hit you over the head with my rattle. You wouldn't believe how much time and effort goes Into the jesign process of your magazine- all that hard work and creative Input, only to be threatened by an Infantile attack with a rattle? Sorlously, Hdventurer has had a visual overhaul since the early » and it might be ing to find out what more of our readers think about the ‘new look’. TOM ZUNDER, Sheffield: A very competant review of RuneQuest IL (Shop Window #8), and a good Summary of the first really accessible edition of that game. I think you're right that the Avalon-HIM edition was disastrous, not in content but in price and Presentation. Oliver Dickinson is ight (LBTS #8) that Glorantha can still bbe played with RQII, and in my opinion is better than before, but that what ROW always needed was more general applicability- and now it has got it Griffin Istand is proving excellent with new players to RQ, and as a scenario pack has a lot going for it, I must admit, though- I miss the Lunars.. Sidmouth: 2300 review ing the Traveller (ADV #8), it was aost interesting, but T | feet I ought 10 point out that there are | considerably more than 3 mistakes | contained: the game was clearly rushed out to meet the U.S. christmas market and has suffered in editing. Fortunately, though, | theyre all mistakes that any reasonably smart GM ean work out. One large flaw becomes obvious- combat is very safe, To remedy this (for all thove Refs. like myself who like lethal combat), the simple alterations are:- 1) Cut by half the conciousness and Life Levels and 2) Double all weapon Damage Point values, ‘Tnis makes combat 4 times more lethal Much beter, y PETER and JANET VIALLS, Hut Ingdon: Heresy was very good indeed (ADV #8): however, we disagree. with Philip St. Leger's conclusions. "We don't like running «campaign with « Chrisian background because, firsly, it smeans that mages are automatically’ in opposition wo priests. Secondly, medieval Christianity "was just too’ damned unpleasant. (Consider its attitu women and its general intolerance, ri tnd narrow-mindedne that medieval Christianity regarded ALL non-humans as demons and devils. If Christianity is real, these perceptions must be correct). Characters should. not have to face « world where there are NO good gods (ualess they are in. Call of Cuhuthu). Thirdly, there is too much chance of offending practising Christians {or Muslems or Hindus). However, the various benefits that Philip St Leger mentions can be uted just a8 42 effectively with an Invented polytheistic system, if a litle care and imagination is applied when designing the gods. Obviously, this is a matter of personal preference, but we find Christianity as a gaming religion just too restricting. y NEIL GRANT, Mid-Glam: It is worth noting that the division between polytheism and monotheism is often very blurred; the Greek panthcon was technically potytheist, but many Greek philosophers’ were monotheist, explaining Tuliple popular gods as aspects of the tne, and this was Dot considered a heresy ‘Als, the Knights Templar were supressed for POLITICAL reasons, under cover of a charge of Beresy Vf STEVE HATHERLEY: “Heresy” was most interesting, but then I found as I was reading it 1 was applying the principles 10 cults in Call of Cthulhu, From that point of view it was very interesting though ['m not sure that was what the author intended. I have two minds as far a8 religion in games goes. With my CoC cap on, | like the ‘mankind is utterly insignificant’ idea. Simon Nicholson summed it up (LBTS #8). With my Traveller bat 00, 1 like the idea of playing with oddbal futuristic religions. 1 Eertainly don't go inio it in any detail, thowgh the thovght of the Second Coming being an alien appeals (especialy if those aliens are currently awaiting the 47th coming...) y JASON BISHOP, Kenilworth: Please ‘don't brush off Superhero games simply because of their childish image. It annoys ime to sce the attitude that people take to ‘comic-books, due simply to the Superman films and the Batman TV series. | agree that these are juvenile and idiotic, but don't let them be the only side of comics that you see. Would your AD&D players like to have their system ignored because of the D&D cartoon series, or trashy sword & sorcery films? Personally, 1 prefer to play the stereotyped avenging warrior of many fantasy novels, but this is difficult when every time you advance a level there is a ronster in the next adventure which can Wipe the floor with you The answer? I enjoy reading comic books and have done $0 for many years. 1 recently bought & copy of GH and tried to play it, but one of the players wanted bombs built into his costume and another hhung back for fear of getting killed. 1 suspect that this paranoia is due to games such as AD&D, which promote such fears ‘and reactions. Eventually, 1 convinced the players of their power, and handed around 8 few of my comics to give them a taste of how they ought to act. Soon they gained in confidence, and began to enjoy the freedom of being able to do the things they always dreamed of doing, such as punching thugs through walls, seeing ballets bounce off their chests, and so on. Maybe if people read some comics before making judgements on these games, I would see a few more superhero scenarios in my magazines Firstly, Jason, I'm proud to confess to being a one. MARVEL-ite myself, as well as being an ex-m . s0 | know what comics are all about, ok? Secondly, all RPGs will suffer from a poor referee, of a discrepancy between player: ‘expectations and the GM’ perception of a good campaign. If you want to play » moga-poworful hero then that's fine. Personally, 1 preter subtle Interactive scen- arlos using characters with social ‘or physical handicaps, as | teal these give the most opportunities for good rolep! insist, however, that all players ‘should do the same. Finally, the reasons why we apparently ‘ignore’ superhero gal is that They are generally less popular than fantasy games b) We've had very ttle decent SH material and c) We have so much to do and can't do, everything. i's nothing to do with biases on the grounds of their public Image. y ANN MACEY, Newport: I have to admit that the greatest impression 1 have from the letiers pages is that all the fon seems {0 have gone out of roleplaying ‘All these letters writers being so serious about a game. I play games to relax after a hard days work. { am Treasurer of our local Club The Celtic Crusaders (yes, 1 Know- who would make a Hobbit their ‘Treasurer?!) and what I want from a RPG is 4 few hours’ enjoyment. The charts and tables in issue 8 letters page just left me cold. When I play, if the GM says something happens then it does. 1 mean, they know, they've got the book. I just react. When I'run a game, then I expect my players to do the same. For example: fou are waiking quietly through the caverns when there is a sudden simultaneous flask and a bang! You ail have a ringing noise in your ears and ‘everything is black, What do you 4o..2” ‘The players don't know at this point if it was a fireball, lightoing bolt, gas explosion, or cannon fire, and I ain't saying. Which means that they won't know. This gets them worried; it could hhave been a trap, an ambush or sheer bad luck, and it makes great fun. Playing the same game with no application of imagination would be like this: "You walk through the caves. There is a ‘flash and a bang as your torch ignites the ‘methane gas. Take 1 wound and you're blind and deaf for 6 turns." The players immediately stay still until their eyes and ears return to normal. The other way, they uy to keep quiet, to listen, to hide and not to panic- much ‘more fun, Without getting think Ann we Lowe too serious, | roterting to R.G. tables on damage from falling (LBTS #8), which was met with some response, not least of which were the followin y DAVID HALLIWELL, Co. Down: This modification table’ is unsuitable on three counts: 1. Selence: He assumes that damage from falling is proportional 10 speed of impact, but either a muscle is strained or it is not, a bone breaks or not, and these ‘effects are not related 10 speed in such a simple way (not even using F=MxA? -ed,) 2. Game Balance: A tenth level fighter faced with a choice between a formidable opponent and an apparently bottomless chasm would choose the chasm any time, with such a low limit wo damage This doesn't normally fit in with fantasy Titeratuce 3. Concept: AD&D hit points are very steange things anyway, and most of the rule books point out that they aren't just related to physical resilience, but to luck, protections ané skill. I's probably safe 10 fssume that the Lancaster (ail gunner had = Jot of hit points due to luck that day! Probably a beter system would be a % system based on the normal total HP, with positive modifiers for distance fallen, and negative modifiers for class and level y PHIL MASTERS, Stevenage: It is only fair to point out that this lucky {individual fell through the branches of 2 tree before landing in a snow drift-- good for some reduced a6 in any system | think. Which go are 3 in balanced role-playing the charactors, the mechanics and the environment! What If the fall-gunner had been falling through ran alien av. environment? He would suffer no damage at all then. Mr. Lowe, the offender who started ail this with his letter, has sent ‘another, clarifying and amending the tables we printed, along with the following: y RG. LOWE, Aberdeen: Many readers may complain that the damage is too slight using my system, and that characters with 36 hit points or more can survive a fall from any height. This is also true, however, of the old system ‘where characters with 121 HPs can survive any fall Leaving one debate to burn Itself out and moving swiftly on to Women In Roleplaying, | came across this letter from the irrepressible Mise Little: y LINDA LITTLE, Redhill: Paradox ically, it is not the blatant chauvinist who causes female gamers most problems; such people can usually be silenced by a few well-chosen words, Besides, the guys who are involved in role-playing tend to be Jess chauvinist than most, Far more difficult 19 deal with are the genuine ‘nice guys’ like Douglas ‘Thomson (LBTS #8). These are the sort of people who deluge you with articles on ‘ihe female in role-play’, blush crimson because the latest games book has a sexist cover and glare pointedly at any male who mutters something stronger than “bother” ‘whilst you're present. The sad thing is that they really want to make you feel welcome, but end up making you 30 self-conscious that you begin to wish you'd spent the evening at the local pub, elbowing your way past the chauvinists 0 the bar Hmmm... not quite the sort of letter I'd expect from a female. Oh, Is tha xist statement? can't decide. | think, Linda, that Janet Vialls’ articles on Fem in the hobby Is potentially far more valuable to our male readers; in fact, it's probably of most value to chauvinists... But then, | wonder If many chauy- Inists have read it? v PHIL MASTERS: Janet Vialls’ piece WIR #8) was as interesting a8 ever. Two male SF writers who have used relevant ideas, if only in passing, are John Varley, with the community of ‘witches described ia Wizard and Demon, and Cordwainer Smith, with the brief but horrific description of the all-male Arachosians in. The Crime and. the Glory of Commander Suzdal-- in my opinion, the finest SF short story ever writin, y MARK SAMUELS, Sydenham: Janct Vialls’ articles are superb. I always love something that shocks you because it's there all the time bat you don’ notice it Il it punches you between the eyes, With 4 ratio of 80:1 in RPGs in favour of ‘males, the male perpetually thinks in terms of himself. To have a female sitting across the table instead of « half-drunk male GM would blow the players’ minds for sure. Not a bad idea. Forget the classic ‘and the 10 black death frenzied ninjas you just Killed have jumped up as black death:frenzied ninja liches!’, oF the equally delicious ‘oh, dear, was a magically dark room filled’ with blink dogs bearing poison fangs overdone then?" Imagine the scene of nightmare terror as a female brings monstrous REASON into the game. Aaargh! LAURENCE G. TILLEY, Coventry: What venom! Janet Vialis'has a terbly ‘unsympathetic view of the adolescent male sexuality- I have a frightening vision of an Edwina Currle-type vampiress pursuing horny schoolboys into dark alleys, armed with a huge pair of shears! How ‘irate are the terms in which she speaks of the figure’s nipples showing through the leather armour- obviously only males have x-ray vision! STUART LORIMER, Kincardine- shire: I thought the articles seemed well thought-out and considered, but I agree with Geoff Turner (LETS #9), that Janet didn't go far enough in emphasising the sheer ‘other-worldness’ of non-humans, especially elves, which are poorly represented and’ portrayed in RPGs generally (Dragon Warriors being an exception). I think Janet covered the subject well, but this type of article can be extended to cover other aspects of fantasy worlds which need serious discussion. The AD&D world, in particular, is ill-considered, as it is TSR's policy to use anything and everything in their game, whether it fits in coherently or not. Giant insects, for example, are frequent in the various Monster Manuals, but coulda't ‘exist naturally. Consider that the average insect or arachnid has to consume many limes its own weight just to stay ali Giant insects would have to eat whole herds of cows, ete. just to get sustenance ‘Also, given the rate at which insects breed, and without the usual natural predators, giant insects would literally be crawling everywhere. Perhaps they can only exist in high fields of magical energy, or they are freak ‘mutants’, but there must be some lit! How did we go from Janet Vialis Stuart? Still, ''can only argue that a to glant Insect: it _by. saying not marketed a wholistlc campaign game, just as rules for fantasy gaming, whatever your preter- ‘ence. Hence, if you like glant insects In your campaign (and 1 they are. at least 3 plausible as vampires and zombies, etc.) then use them. If you don't like the Idea, leave them out. Of cour you visit the average insect would appear to be a /ot larger than your average garden caterpltl y STEVE BLEASE, Clevedon: For someone bombasting the ignorances and Prejudices of male role-players, Janet Vialls displays remarkable amount of ‘ignorance and. prejudice herself, not to mention a complete lack of tact. In ADV #9, she slams. wargaming as ‘juvenile’ Obviously she feels that ‘playing with toy Soldiers’ is childish. No. more s0 than pretending to be an elf. Wargaming Fequires a fair amount of inieligence, and necessitates an extreme depth of research and knowledge. We do not fire maichaticks out of toy cannons, you know’ Wargaming and roleplaying are not separste entities, but merely extended variations on a theme. In certain situations, wargamers need 10 role-play Generals and their aides, whereas RPGers may end up in the middle of a war. The Soundary here is as artificial as. that between SF and fantasy and should be broken. ‘The letters delivered to Live By The Sword are getting rather polltical of tate, dealing with such familiar topics as women in gaming, religion, and more controversial episties such as: y DAVID HALLIWELL: 1 urge you not to change your magazine to suit those people who stop off at role-playing games for a few years on their way between BMXs and pubs. This shore-sighted pondering to fashion is the route taken by other ‘magazines, and when the craze ends, they will find they have been abandoned by the genuine gamers that they. themselves abandoned last year. The trouble with the "fast buck’ is that it leaves as quickly as it arrives, as the manufacturers of skate-boards, frisbees and. choppers have discovered in the past. I hope you dont follow this road, v J.B. NOBLE: Conceming the much ‘maligned TWILIGHT 2000- Please do something to assist in the popularity of this excellent games system by covering it in the pages of your magazine. it seems that many people out here in the ‘Real World’ seem to have taken the bigoted and biased reviews of the game to heart. A few short articles on the state of civilisation in Europe and the rest of the world as it stands in Twilight 2000 will, I hope, ‘20 0 show that the game is very logically constructed with no real winners in any part of the world. It may also go towards ispelting the belief that you can only role-play Good old American boys fighting for freedom, the American way and Mom's Apple pic; but that you can play any nationality. Some of my players are Gru and Spetsnaz (Russian military intelligence and special forces respec- tively) who spend their time dodging NATO forces. In fact, you're not even limited to Europe for the area of operations, The game contains rules for many different combat modes, 60 there's something in it for anyone wanting a modern combat RPG system, no matter what the historical and’ political Dackground. It seems such @ shame to see 0 excellent a system suffer in this way at the hands of biased reviewers and editors (Yourself and Mike Willis quite definitely excluded), who should know better, a8 their opinions are often taken as final by many readers wanting to know about a new product. ‘We who were in at the start (well, very nearly) look to magazines such a8 yours to 4o true justice to the games industry, and 0 those who play them, so that a similar situation never arises in this country as has arisen in the U.S. regarding a ‘groups like the Moral Majority and their ‘book-burning’ leaflets. Finally, to Joseph Vale (LBTS #8)- Vell you see, Mein Herr, zuch a RPG does exist, it is called Behind Enemy Lines, and it is not tastel That's enough politics for this Issue. Keep In touch. Ste Dillon. A CALL OF CTHULHU SCENARIO FOR KEEPERS WHO WANT TO GET THEIR OWN BACK...1 force this situation on the players. Let them make up ke so much of Britain, rich In folklore ond legend. Moor legends is that surrounding Dozmary Pool. Like Tintagel on the northern coastline, Dozmary Pool (near the almost mythical Jamaica Inn) has a strong Amthurian connection. It is widely believed that King Arthur's famous sword ‘Excalibur’ was committed to these silent, brooding waters. Indeed, the sword — has been known to reappear from time to \ time. The pool is also known to be \ haunted by the ghost of John Tregeagle ‘who, on stormy nights, is pursued across the moor by a pack of howling demons. ‘There is a second lake on Bodmin ‘Moor, one that is barely known. I have been able to find very little on this lake, ‘except that a demon is said to be buried beneath it. The lake lies in a shunned part ofthe moor and it is widely believed that to enter its swirling mists brings ‘The Moor has its ownshare of stone circles, too. The Hurlers, a group of three stone circles on the easter side, are the most famous. They are said to be men turned to stone for playing the ccomish game of Hurling on a Sunday. ‘There are about thirty or forty stones, ‘but no one knows for sure. Less famous ‘ae the Trippet Stones which lie beyond St Breward. Local superstition thas it that by walking round the circle nine times brings good luck. ‘On top of these, each village on Bodmin Moor has its own favourite ghost or demon to haunt it. The south ‘western peoples are a superstitious group = more so than any other even in this enlightened age and their heritage dates, back thousands of years. Bodmin Moor hhas a timeless quality about it that ‘enables the casual visitor to catch just a ‘glimpse of the past, and understand the ‘centuries of myth and superstition which ‘TAKEN FROM: MYTHS Anp]| LEGENDS iv CORNWALL, BY (Mes of the above iS wont wn cther. |. should be of Gomih ligetuons a5 superstrbon and wscrtaless._ The second Lake 1s not. mentioned ang else except. un the next cutting Te ss-this date usuch. seems howe eta Shauld be drat. “The ghost which haunts an unnamed lake near the tiny village ‘of Garrow on Bodmin Moor is a particularly unpleasant one. The lake, known to the locals as Devil's Pool can only be reached by walking a long and tortuous path from St. Breward first 10 Garrow and then to the lake beyond. The lake is only around 200 yards long and is perpetually covered in fine ‘swirling mists. It was during the sixteenth century that a local girl was tried ‘and found guilty of witchcraft. She lived by the lake and supposedly conversed with the "Great Daemon trapped beneath." She lies in an uamarked grave in a lonely part of the churchyard, Not long after her burial, a series of bizzare deaths shook the tiny village. AU those who persecuted the girl died a horrible death, their bodies covered in "hideous sucking wounds that never healed.” The lake is now shunned and the locals believe that walking the lakeside at night brings the devils —Thas.1S-the only mention ~ } cto. young gud. or a witth | There. are three unmcwked | gees in the churchyard, but-the wllagers kacw | _nctiung cf-this legend The | Groves. entomb unknown persons faund oa the Moor, The aame. “Beals | Real's comenan in. Enalish folklore “Rmother source of madness and insight is Devil's Pool at Garrow in Great Britian's ‘Westcountry. There is a great source of bnotiledge Hidden beneath this unpleasant Lake, ever mist- shrouded from the breath of its trapped inhabitants. The lake is a mirvor, of that Jam certain, a mirtor to see the Gods with. Debil's ool ig watched over by the Guardians, men and balt-men and not-men of ancient and terrible power living im the tiny, shadomed Garrow. Bo mot cross the Guardians.” ‘THIS QUOTE IS BELIEVED TO JcOMe FROM ONE OF THE FoR: BIDPEN BOOKS, ALTHOUGH IT Es ae a te | 4 ad | a de mi EEPERS NOTE: = E There 1s more to thus sisry than meets the eye... By researching, fuxthec, the players can find out that: (ir Greer was. bas. walkiag clothes, that he was muddy and had ewidently. just come) from the moors when he died. Worse, upan bus. face was such aback of tecrar that tt was chagnosed (correctly) thet he suinply died ef faght. Aldoags (i was supposed) that i waa take a vary great. shock fo fnghten one suda_as the great ccculst: Feerarce Greer wos act an_umportanl- member of the Getden Pua Nether was he the great” coculus that The Scone would have you bokeve. The Seap dself 1s a hander tabled, clecicalidl to pratiag lurd_stones. ad blawng then all cut cf propochon.. Me. Greer did, however, have a diory on lus. penn when they, |_fowed burn FE tow Kept: lay bus. emly stienuing tlohwe, hui brother Ronald Greeri— “DATE: 14th. "Garrow is a truly lonely place. Set in a desolate part of the Moor, it seems to attract ony old folk. 1 haven't seen anyone below 60 years of age here. They are all private people, willing to talk about the world, but strangely reserved when talking about themselves. The only sense that 1 got out of them about the inke, is that 1 shouldn't go there at night. ‘Lhave booked a room at the Inn. It was a tong and tiring wath from my car in Middle Candra to this ghastly place. Despite the {ocals' almost desperate warnings, 1 shall brave the twilight and see the lake at its best. This could be some really useful information for my book. My first impressions of the lake; It is a short walk from Garrow: to the [ake (1 managed to glean from the innkeeper that they call it Devil's Pool) through the gentle mist. In this twilight world, the fake has an almost magical quality about it. Swathedt in swirling mists, the surface of the pool - what 1 can see of it ~ is as smooth as glass. This is a truly unhallowed ground; diseased, twisted, slime-draped trees; mysterious tracks on the ground; a sense of timelessness; and the swirling mists. 1 thought 1 just saw someone. beckoning. 1 must investigate further, the locals never said about anyone living up here. 1 found nobody, but a series of footprints leading to the water's q | =r He must have been wearing strange footwear because of the strange, almost clawed, imprint that he made. 1 have called out, but my voice is swallowed in the mists. ‘The air is so invigorating here. 1 feel wonderful. ‘Lean hear voices. Low and guttural, they chant something. The mists part briefly to reveal figures, the villagers, holding aloft burning brands, They begin to circle the lake. Eerie. ‘Loan hear something. A faint rippling or gurgling, U'm not sure which. The figures pass in the mist, their torches shadows all around me. There is a truly loathsome stench wafting from the fake. Tcan see something vast in the mist. They are not human! The guardians ~ they are not human! One of the strange hooded watchers came close and Lsaw! Tran, but can hear the sounds of pursuit. The thing in the mist! It is all true, all of itt ‘The Guardians!" Me. ee was found wi middle Candea text maning, 58 st can only be. assumed that: he walked ove themars to lus room at Tam- axa Tan. Ths is a trek of maybe amide and a holt, over seme vary treacherous. ground. Hawhe managed to nowigale Che marshes. unaided of ght, anslin testo Chat hi unclicales, we Shall never Kaow The Devon and Cornwall Constabulary were called out to find Lucy and Mabel Palmer yesterday. The two girls went missing on Bodmin Moor during a walk with their parents. The police so far, have found no trace of the two girls. Mr. and Mrs. Paimer and their daughters were staying with relatives in St. Breward on Bodmin Moor, when they decided to go for the walk. Lucy and Mabel, 8 and 10 respectively, strayed too far and have not been seen since. They were wearing pink and blue, light summer dresses. Residents are keeping a watchful eye for the girls. (EEPERS' NOTE = The-two gurls were never found. Sone of the local. constoloulory that. partiapated nthe seach, are st onthe tone. These thot: can remember the event, recoll that. they never really expeckid to find Lucan _ Mabel. The nacor-"is ten lage to csver- The man was standing in the yard when he was found. Richard J. Hellicar was found by the farmer, R. early Tuesday morning. Mr. Hellicar appeared to be suffering from shock, or had experienced a great fright. He had evidently been walking the moors. KEEPERS NOTE. Mr. Hellicar has not spoken suxe thot. fateful night 11 109. Ire currently one of the rerdents at the Sea View Home for the sore, onthe cast autside Ret Booc.on the Neth Cornwall. const: Me. Helluar reaponds to abs | nattecng, and has to be hard fel hs farnuly pay for us apKkeop.. Wherever the sea mudt rus un, Helducie begins. to. schecim_uncen- Accomplished painter, Lawrence Beard, was so taken by Bodmin Moor during his stay week ago, he has decided to move there. Beard, well known for is ii portraits of fictional characters, says he will continue his work as soon as he has finished mov- ing. He moves to St. Breward tomorrow. iL Keepers’ Note! | 4 Bema Mase encompasses. tle Me. Beard has moved to Gactou, not St Breward_as described. Duridg iis het iy, hens affected (coy nual) by. Dewil's fet, and deaded to maie closer.’ He has dropped out: of the soaal art scene complstely, but hus warts nae awe a far wader audience. ths shrange | -tuisted. mages rtew adem the wads the collectors of te macabre. lawrence Bead stil dues in Garow, | THE CORNISH GAZETTE, NOVEMBER 1909, KEEVERS' NOTE— - Fin Webb was put wr Sea Vow after simdax ceraunstances to tae surteuncing Me. Hotline, defaded above.mr. Webb also bad witedeansn info cotatorua,and alo screamed unonbrobably when the nsiskretled un trom the sea... Webb wos aff BODMIN MOOR © more than 160 square mies 800 c a area. of solitude, majeshe vistas and . warwallel beauty. OF anced, they quve isnot to go anywhere near Devil’ Pas, espe at night Ofte seven locals, owly ieee wll talk for —_| ony length £0 the players : Laswead Beard , Father MekKenzie and Bhn Dawson - owner of the Gann Ter. LAWRENCE BEARD —— The youngest, and reweat of Gacrews resderts ,he shu. pains. thé puntags have. tured tote asacabre nce he bred here. Zadeed, the plyecs ay be famular wstn some ryside. steeped sn history Tis enthusidsts cousider tp be the mest. beautful plow. Britax. Bodonin\ Mawr (once krtswn_more accumbely as Fowey Morr) appease wievery Corrwall myth and legend stone cucles, grate tors, hut curcles , Cheesewnng, Quarry, Roemary Pat... __| —— Garreer 15 0 ry wile just below Carew To. Te ath “cng must trawel. to St. Brewacd. From there you hood cast, | anto-the mosr, then a rcigh track +o nnuddle Carden (lethe. _more than a farm), From here 0. path leads past some cuvles (believed 4 be. King Frrthuwc’s Hall) te Gavrow. cars in Garrow. A couple of the have hsrses and _ _theytranel bebwcen here and St. Breward fer supplies, _ past and news. sf ine There is no-one wader: of sity, diaing, va Garr Seences are held inthe. Ohuurch on ~The smath oi 's ful_of Gawow people, au he excep Uh akon of varying ecu that hed wandering the msn. “the Gaveow Tor). a isn't geared to cater for quests. Lcomes ale. durin the -ovenng, wher all sever ‘wllagers. cengrenots . «+ closed The: peo of Ganzow are provate AK. They ha all be _ draish_to liarrow’ fer some reasen, ost don't: Know whe. Thy ncuer- go up-to Deul's Fea, ot 6 te Sha fe leaneso art. abuiayys a. cose for-cancern; they ae alu ef his wworks. Wane of tus eae overtly display anything to do. uha tie COnulha Mytiss bat Jend_4ohiatsubluminally at things bettr eft unseen. : __He welcomes newcomers +o bis es anc 6s pleasedif they. show sakerest in nus (Semebmes. dsibucoag) pushes. Gacrow 1s ite cut off, $0 news 1 always welcomed. He will vad toikig abo hunself, and wil wan the playecs to stay say et 13; Dis better lett weistucbed lawrence beieves that sometuag Anes va Deus Ped pand_ot night has. myo abot | something rsing from Us depths. fis pauthrigs samehmnes reflect hus rgktmares ree meKENtIE gertal man, often guien to dranting. His pression means he cannot tum away from ae tt ibs dear that he world ater avord talking abet Deids Fool. He cansidect. bua Self as Gods agent, watehung orer-the port. He 6 very unlikely fb ell the players Ts, and dever goes 4 | fo the lake The durch has records. of ll who dust here (they wie bared! inthe. gavayecd). Tre -thvee unmarked giores ate recordad aS unknown. peeple— evidently pena by the bke. The rest of the geawes are Garrow wllagers ond the occosicnal outsider JOHN DAWSON eS a Owner of the Ganon Ter, Ganraw’'s ere ond ony ina. Hehos a rather Lumut. selecion. of dnaks to off, be ony acely ges in ‘own natok. Th The oie has ony ene hey 125m accornodahon for just one Tas 15 the only ple that layers cn spend te gt st Garon The lcs wil act offer ones forthe mag Disc nt « heppy man and hs pessimisn spreds le wall free tat the. ples wil come betel | ot EH pan ee Jeave ts plac oad vail end up'un.one of the uncharted sth he dsc, fone eles Oy at Cy cafct_obawt the bie“ | THE LAKE OF MIST "The lake is about a mie out of Garrow. There is no track or path. Alor crossing some potently dangerous marshy crore, the payers can reach &. Perpetual covered in fine, ewig mits, Dou Poois an eave sight. The ake sis about 200 yards sean ales alone one j1 wet ream, Sagan pox urn ba at, veg earn Lunwholesorne smell There ar no bids or animals. The plants seem twisted and uaveaty, the ‘Shrunken Fo0s bare and dred wih ebme-ko moss, Thre isan asmosonere of almost tangible evi and ‘malovlence. “There a othing mysterious or evi about th poo! at al. However, Devi's Pool seams to work on sopl'simaginaton, Diy bogi 1 500 thirgs that arent there. The oxtnay trees become alive and ‘become footw, te sagrant ar becomas a loafwome etonch. Iie all ‘Saying and watching brings torr and madness. The players have enough i par 20 mary people gang haan, ey sl go uo Devs Post ght en they deserve al hay we actully s0e, depends on thelr previous exploits, I also depends on the fexpectatons. I they have been dealing unsuccesstuy with Dak Young of Shub-Niggurath i the past, then one fr mare) wil come sledding out frm the darkness. they expect irhuman guardians, give ‘her inchuran | "hay epic a pu Daeron bee e wale, an a Mey Chr heave his grasy bulk out tom beneath Dew Ghenepaeantaey woes erase Human sacifon,cagusing tule. People ty | ow ara dad, loved ones bog . can raty 0% en ie er ay be Acknowledgements 100 Years on Bodmin Moor :- E.V. Thompson Unknown Cornwalll:- Michael Williams: Devon and Cornwall iustrated: Robin A. Fenner deombowoled. Hore tings happan to tm lime and tine again. Let rem wake up, ink was | Stenson Noa 'Shoud any playaresurive, they vil be haunt by the moroves forever. Ther realy is no way 10 | ‘etoat te ake, but then ere ier anyting io doloat. The bes way of escaping he madness isnot 90 there, Butter the payers wore amply ward. Y HOMEWARD BOUND: ‘The new film Star Trek IV: The Way Home involves an earth-menacing probe which emits a sound something like the call of a humped-back whale, a species which (unfortunately) died off in the 21st. century. So, what options are open to the Star Trek Command? Obvious innit? Spock and Kirk go back in time to the ‘primitive’ San Francisco of 1986 in Search of hump-backed whales to talk with this alien probe. The problems they face in acquiring a couple of whales and transporting them 300 years back to the future is ludicrous enough to guarantee a smash hit, - Ste Dillon. DOCTOR WHO? The law of libel being what it isin this country, | must be somewhat circumspect in what | write about the new Doctor Who However, the law does allow we journalists what it calls Yair comment on ‘matters of public interest’, and I think ccan safely assume the announcement of ‘new actor to play Dr. Who is a matter of interast and concern to Mdventurer readers, so | fearlessly comment with typewriter keys at my fingertips: To say that I'm underwhelmed would be an understatement. This Sylvester McCoy appeared on an afternoon AGES by Wendy Graham chat-show just after the announcement that he would be the next Dr. and seemed Unable to sit stil while being interviewed, and at the end of the programme stood ‘around pulling silly faces at the camera. The 43-year old actor has reportedly signed a three-year contract with the BBC, and has been quoted as saying he wants to turn the character into a combination of David Bellamy and Magnus Pyke. Well, fair enough, and | can 00 those as archetypes for the role- In fact, | could almost see Dr. David Bollamy in the role for a moment iff shut my eyes and imagine hard enough, though I suspect he would have problems with vegative alien baddies. However, it ‘seems to me that this actor has the wrong idea of the meaning of the word eccentric’. We are probably all agreed that the Doctor is the merest smidgit eccentric, but | dont think this means he should be puling faces at TV cameras. McCoy, who is a Sft Gin. Scot, used 10 ‘appear on such children’s TV programmes as Tiswas and the comedy series Big Jim and the Figaro Club, and his showbusiness speciality was reported 10 be stuffing ferrets down his trousers. GLASS GLOBES: Back into, real space and time, and ten years after the fast lunar landing, our /f\_ own moon is stit EYOND surprising scientists, | hear. Aparently, they racently opened up yet another core sample brought back by astronauts, and ‘out popped several hollow glass spheres. ‘They've found giass a-plenty on the moon, before, but never hollow glass spheres, Perhaps they're used for lunar golatich? WORLDCON: ‘And pow, probably the most important event on the calendar for SF in Britain this year- the 45th World Science Fiction Convention is being held in Brighton from ‘August 27 to September 1. Up 1 10,000 people attend a Worldcon, held annually 21 2 different location somewhere in the world. This year's event, dubbed “Conspiracy |'87° has been in the planning stage for two years, since the organising committee beet off opposition from bids from the U.S. and other countries, to host SF's biggest event. No other gente can match SF in its tendency for fke-minded folk to gather together, and at a worldcon, one can expect not only the most dedicated fans {rom all around the world to be in attendance, but also just about all the rofessionas, for just about all SF writers fttend, plus publishers, agents and even wo few SF journals. itis usual t00 for iim companies to use Worldcons as a launching pad for new films, bringing along actors, SFX pedple 2 Ss ——i — = AW FY oe TON ee ee Ser ey chive tnd rgiamnc Peasants Mamemoelen oe ia tae nae oa ens Meee a ea papel rool meet ebro onary Geermtrenmgele ico display of ‘50 years of Fandom’, and ‘editions, that it becomes hard to keep eee nen ernie jane cular pra eee cr ‘convention wil be the fabled Arthur C. Clarke, who will be contributing his recollections of the event. ‘One of {i not the) highest awards in SF literature is the Hugo Award, named after Hugo Gernsback, and is the equivalent of an Oscar. These are what might be called peoples’ awards, as they are awarded by members of the Worldcon by voting. Among the categories are Best SF novel, novella, short story, artist, media presentation, and many others. ‘The Gonspiracy committee is also hoping to organise performances of works telated to SF by theatrical, balletic and operatic companies, in particular they hope to organise the staging of one of the: ‘operas based on the work of Guest of Honour Doris Lessing Ina lighter vein, there may even be 4 firewok display on the sealcont! ‘You're amazed at al this, ! can tel, and want mote information on how to get involved in such a wondertul event. Never fear, just send a large SAE to Conspiracy "87, PO Box 43, Cambridge, CB1 3. In etm, you'll get your registration form ‘and lois of details (Dont forget to mention ‘Adventurer, by the way...). For the six days, you will have to pay something in ‘excess of £25, but Im not sure what, as | dont have the latest details. Also, there's Substantially reduced hotel’ rates avaliable it you need them. There is a ‘ereche available, 00, # you're thinking of, bringing the litle ‘uns, and children iso get reduced acmssion, Hope to see you there. BOOK REVIEW! THEN RIS PNAWIEDRSERVANTSIOF = 250 Book One. By Jonathan Wylie Published by Corgi, £2.50. Paperback. This was the first book of this batch to be reviewed and | skated around it. 1 really dodged this book: | feinted, weaved, ducked and bobbed. Not another - Not another book with 2 magician Bleaah! Do Ihave to read it? Must I? But it stayed there, on the to-be-read' pile. | spring-cleaned, made cakes, learned to yodel, but it stayed there. ‘So when | did get around to reading it, what did 1 do? | looked up in the Corgi lists to See when the next partis due out {either August or July this year, ing on what you believe in the Corgi lists.) The truth ip, it ient too bad, and I quite ‘enjoyed it. The magic isnt too magic, the magician is quite human (as are the humans), and it is quite an imaginative fale. Im not going to go jumping through hoops about it, but it's not too bad, not bad at all. What's it about? The island, By Richard Luposs Published by Grafton £2.95. Paperback. Cross The Six Millon Dollar Man with Buck Rogers in the 25th. Century, and you have the hero Daniel Kitajama, ‘who gets bitfed by a crane in space in 2009, and is woken up 80 years later with only his brain (and half the Solar System's industry- thanks to his trustees) to call his own, Tm sure the end is very meaningful. ORPHANG ler cece By Robert A. Heinlein Published by Grafton £2.50. Paperback. First thought- when does a story become a short story? When it is more than 142 and a halt pages long, so it seems. ‘This story has bean around for como: time, since the first date on its publishing history is 1941, and I had a distinct sense particular author. it you're a fan of onlin, youve probably got hs one, {t's a familiar tale- the big spaceship with many aboard who've forgotten they're on a ship, until one or two ‘questioning sparks twig the whole thing and they promptly wish they hadn't, It they're lucky, they survive, if not, they're Pronounced nutcases and fed to the engi PSEA ERS iet fed BY Penguin: Ci £3.95. Paperback. This undoubted classic was published in 1930 and has been a major influence on SF literature, both consciously and unconsciously evar since. For many people, it has been a book of which they've heard a-plenty but never ead. And this new opportunity is one which should be taken by all serious SF readers, Last and First Men is the story of billions of years of man's future, Man mutated, genetically engineered, man ‘ever changing, usually progressing, sometimes regressing Stapledon got some things wrong with his own immediate future- our recent past; he didn't have man venturing into space Just 30 years later, for example, but in ‘ther predictions, he hit the nail right on ‘the head, ‘This is a hard book to read. Every single word must be read; there can be none of the ‘scan and skip’ speed reading, and sometimes there is a clumsiness of ‘grammar which necessitates a backtrack to make sense of the sentence The jacket cover bears little resemblance to the story, which makes me wonder if cover artists ever read the books they're elected to illustrate. it Stapledon was living now, this one 327-page large format book would undoubtedly be expanded into a trilogy or more, as at times, millions of years of velopment are dismissed in a page or two. ound the story was very gloomy on the whole. We all know that there is much wrong with mankind at present, but there is much about us which gives rise to cautious optimism as well, and Stapledon seems to be overly enamoured of the romantic view thal suicide is a noble gesture, both individually and racially at times. Forget Qt Fm glad | read this book, and will remember more V than a one-sert- fence summary of if, but Im not ‘sure it I ever read it again, TIME OF THE TWINS: Volume 1 of Published by Penguin £2.95. Paperback. This trilogy is the seqi Dragonlance Chronicli ‘same authors (in case you didn't know), ‘and picks up soon after the end of the war of the lance, This is the first volume, and. details the heroes’ attempts to battle with the baddy archmage Ralstlin. Crysanta is a beautiful cleric who promptly falls in love with the baddy, and is convinced she can save him (shades of tho Darth Vader); Caramon is, at the Pegrergotte took satrme sci nro ‘Used to be a brave warrior (no doubt he’s ‘a drunken slob because he is Raistlin’s twin brother) and Tasstehoff is a Kender, 2 non-human sont of Villa character who ends the book in big trouble. ‘The cover is fairly awful, but the story isnt bad, considering that | am so tired of magicians and all that stutf. Isnt anyone. writing good straightiorward SF any more? ‘The next two parts are due out May 28 land July. ‘tn the doomed city of Istar-'a quest to save not only tha: world but, more import- amily, a soul’ cs yy ir Cs Sorry THE COLOUR OF MAGIC COMPUTER ADVENTURE Produced by Pirhana The only computor activities in which | can work up an interest are adventure , and | had high hopes of this based on the Terry Pratchett book. ver, I'm sad to report that the digitised version is pretty useless. The programme seemed clumsy and ‘annoying, and long-winded from this side of the keyboard. For example, to Converse, you have 10 enter “Takk to X, ‘ay whatever", and there is litle provision for what we have come to expect as standard abbreviations Playing with book in hand, | stil got nowhere very elowly, and a chum to whom | passed the game reported that he didat think much off ether, and aleo gave up in vexation very early on. Py. THE WIZARDS AND THE WARRIORS: Chronicles of an Age of Darkness: Volume 1 By Hugh Cook Published by Corgl £2.95. Paperback. Judging by the ttle, this isthe kind of fantasy pulp | normally stay well away from. However, once | opened it and began to read (referring to a very poor quality map of the area which | pulled out {fom the book), | realised the tile didnt do it any justice at all. This is a story about Personalities, not powers, about people ies. Wizards aro rea, and Strengths and weakn and dislikes, ambitions and conflicts. A fast-moving book comprised of many climaxes during the tale, which is really about the power and implications of the Death Stone, and the struggles to control it, with’ all the implications of nuclear wartare and its resultant damage ‘and chaos (Political messages were ‘coming through here, but werent too heavy or prolonged). “Thare is such a climax at the end of the book that one wonders whether part one (the Age of Darkness won't also be the final part; surely Hugh Cook can't top that! There's no loose ends, co mysteries unsolved, no pieces to pick up. Hugh Cook's style of writing is very moralistic and romantic; he takes pains over the turmoil caused by Blackwood's heightened sensitivity, the guilt of Morgan Hearst and the burden of the wizard Miphon, who are the three principle characters. it, ike me, you love to hale the vilain of the piece ‘and see him get what he deserves, you wont be disappointed as there's plenty of “come-uppance’ being doled out! Perhaps the only real bad point 1s the idyllic preservation of justice and ‘punishment for wrong-doers; i has a sort of adult fairy-tale ending which just doesn't happen in reality. Does i? Review by Ste Dillon. CENTRAL LONDONS dsr \ FANTASY GAMES SHoPPEe Kas 6 FARLHAM ST , CAMBRIDGE CIRCUS =r oe OPEN Tih Jem Mon-Frighpm SAT sf Ne LIVE ACTION ROLE PLAYING IN THE GREAT INDOORS * 25,000 sq ft of variable adventure areas * Wargaming/Table top facilities * Revolutionary new rules system * Refreshments available * Benefits for previous experience in live role playing For further information, * Age 16 and over only send a S.A. to * Easily accessible by public transport or car RaiWeesteeni ned Read, Nr Burnley, LANCS. 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