Newark Folk Museum, 48 Millgate, Newark, Nottinghamshire Tel: 0636 77495 TRADE ORDERS WELCOME
ES45 Earth Demon Hurling Rock . . . . . . 75p ES47 Armoured Centaur with Sword . . . 40p ES48 Demon of Evil Law with Morning Star . . . . . . . . . . . . . . . . . . 20p ES49 Tree Man . . . . . . . . . . . . . . . . . . . . . 50p ES50 Enraged Wyvern . . . . . . . . . . . . . . . 40p ES51 Griffon. Rearing. . . . . . . . . . . . . . . . 50p ES52 Hill Giant with Club (60mm) . . . . f1.25 ES53 Siren. Singing . . . . . . . . . . . . . . . . .20p ES54 Ghouls. Advancing with Swords . . 50p ES55 Enchantress . . . . . . . . . . . . . . . . . . . 20p ES56 Enchanter. with Staff . . . . . . . . . . . 20p ES57 Frost Giant 170mm) . . . . . . . . . . .f 1.25 ES58 Bard. Playing Harp . . . . . . . . . . . . . 20p

&JlNlKrI117ES T A T T . Y
dlscernlng fantasy gamer

5 0 ~ 35P 5 0 ~ 5 0 ~ 400 95P ~OP 3 0 ~ 3 0 ~ 2 0 ~ 35P 300 3 0 ~ 3 0 ~ ~OP 9 5 ~ 5 0 ~ 2 0 ~ 2 0 ~ ~ O P 500 5 0 ~ 500 WP 5 0 ~ FF1 FF15 FF28 Half-Orcs in Plate Armour with Swords 1 3 flgs.1 SP Half Orc wtth Spear mounted on G~ant Tusker . . 95p . . . 95p Half-Orc in Chainmall mounted on Giant Tusker Half-Orc ~n Plate Armour mounted on Giant Tusker . . 95p ... Zomb~e. . . . . . . . . .... 2 0 ~ Satan~c Angel . . . . . . . . . . . . . . . . . . . .50p . Golem . . . . . . . . . . . . . . . . . . . . . . . . . 20p . Emporer Dragon . . . . . . . . . . . . . . . . . . f2.50 Ch~maera .............. . . . . . . . . . . . . 75p Mant~core . . . . . . . . . . . . . . . . . . . .75p . Medusa . . . . . . . . . . . . . . . . . . . . . . . . . . . 20p Stone Warrlor . . . . . . . . . . . . . . . . . . . . . . . . 20p G~ant Rats (3 ftgs.) . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 0 ~ Amazon Berserker with Dagger . . . . . . . . . . . . . . . 20p . Berserker wlth Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20p F~ghter in Plate Mail with Sword . . . . . . . . . . . . . . . . . . . Mp Wnzard with Staff . . . . . . . . . . . . . . . . . . . . . . . . . 20p . Cler~c with Cross and Mace . . . . . . . . . . . . . . . . . . . . . . . 20p Sneak Th~ef wtth Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Op . Druid with Sickle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 .. 20p . Bard witb Sword and Lute . . . . . . . . . . . . . . . . . . . . . . . . . . . Monk with Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20p Ranger with Sword and Bow . . . . . . . . . . . . . . . . . . . . . . . . . 20p . Barbartan with Two-Handed Sword . . . . . . . . . . . . . . . . . .20p Palad~n with Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 . Illusionist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 . . . . . . . . . . . . . . .2 0 ; N~nja IAssassinl with Sword Man~Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20p .. Elven Hero with Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20p . Dungeon Doorway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60p Magic Mouth Doorway . . . . . . . . . . . . . . . . . . . . . . . . . . . .95p . . Demon Floor Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40p . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75p . L ~ v ~ Wall ng Old Wizard on Throne reading Book on Lectern 13 pcs.) . . 95p Dungeon Tortures with Whip . . . . . . . . . . . . . . . . . . . . . 20p . Naked Girl bound Hand and Foot . . . . . . . . . . . . . . . . . . . . . 20p Naked Girls bound to Post Cross and Yoke I3 figs.). . . . . . .95p Naked Girl hanging from Wooden Trestle 1 3 pcs.) . . . . . . .40p Naked Girl roasttng on Spit over Brazier 14 pcs.1 . . . . . . . . . .75p Hunchback Beggar on Crutch . . . . . . . . . . . . . . . . . . . . . . . 20p . Ornate Sarcophagus . . . . . . . . ....................... 30p

Three of CITADEL'Sown ranges are now available
A superb range mytholog~caland f ~ c t ~ t ~ o beasts us for the
FF1 The Fjend FF2 Sl~me Beast w ~ t h Sword FF3 Hook Horror FF4 Crabman FF5 Phantom Stalker FF6 Gtant Blood Worm FF7 Death Worm FF8 Volt FF9 Carbuncle FFlO Devtl Doq F F l l Grell FF12 Assass~n Bua FFl3Bonesnapp& . . . FF14 Cyctops . . . . FF15 H ~ lGlant l swlnglng Club FF16 Glant Troll attack~ng w~th Sp~ked Club FF17 M~notaur FF18 Wra~th FF19 Werewolf FF20 Gobl~ns charglng wtth Swords and S h ~ ~ l 13 ds flgs I FF21 Gobl~ns attackma w ~ t h Axes 13 f ~ a s I FF22 Gobl~ns f~r~n Bows g 1 3f~gs I FF23 Goblins advancmq wtth Spears (3 ftqs FF24 Half Orcs ~nCha~nma~l wlth Swords (3 f~qs ) FF25 Half Orcs attack~ng w~th Swords 13 f ~ q s I

~ a n u f a c t u r e id n the UK "nder licence .

GG1 GG3 GG5 GG7 GGlO GG11 GG15 GG20 GG23 GG30 GG40 lnfantry Advanc~ng w~th Megawatt Laser . . . . . . . . . . . . . . . . 20p lnfantry prone with Semi-Portable Laser . . . . . . . . . . . . . . . . . . . . . . . . . 20p lnfantrv with Automatic Grenade Launcher. . . . . . . . . . . . . 20p lnfantry with Automatic Missile Launcher . . . . . . . . . . . . . . 20p Power Armour lnfantry with Sun Gun . . . . . . . . . . . . . . . . . . 20p Power Armour lnfantry w ~ t h Sun Gun. Advancing prone . . . . . . 20p Crewman with Laser Pistol. Standing . . . . . . . . . . . . . . . . . . . .20p Mercenary with Assault Rifle Standing . . . . . . . . . . . . . . . . 20p Mercenary with.Grenade Launcher Advanc~ng . . . . . . . . . . . . . . . . . . . .20p Shoantra with Needle Gun Standing . . . . . . . . . . . . . . . . . . . . . . 20p T'Rana (Reptilian) Advancinq . . . . 2011

Halfling Esquire (3 figs) . . . . . . . . . . 40p Wizard with Staff . . . . . . . . . . . . . . 20p Wood Elf in Cloak firing Bow . . . . .20p Wood Elf Receivingwith Spear . . .20p Wood Elf in Reserve with Spear . . 20p Wood Elf Command Pack (3 figs) . 50p Sea Elf in Chainmail and Cloak . . . 20p Sea Elf in Chainmail & Cloak Attacking . . . . . . . . . . . . . . . . . . . . . 20p E311 Dwarf of the Anvil. in Chainmail. Attacking with Mattock . . . . . . . . . 20p E312 Dwarf of the Anvil. in Chainmail. with Mattock . . . . . . . . . . . . . . . . . . 20p E313 Dwarf of the Blue Mountains Swinging Axe . . . . . . . . . . . . . . . . .20p €314 Dwarf of the Blue Mountain with Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 20p E315 Dwarf Command Pack 1 3 figs) . . . . 50p €511 Guards of the Citadel . . . . . . . . . . . 20p E551 Souttiron Heavy Spearman Advancing . . . . . . . . . . . . . . . . . . . . 20p E611 Goblin of the North. Advancing 50p with Spear 1 3 figs) . . . . . . . . . . . . . . E612 Goblin of the North. Swinging Spiked Club (3 figs) . . . . . . . . . . . . . 50p E613 Goblin of the North with Bow 1 3 figs) . . . . . . . . . . . . . . . . . . . . . . . 50p . E621 Goblin of the Night. Advancing. with Scimitar (3 figs) . . . . . . . . . . . .50p E622 Goblins of the Night. Advancing with Axe (3 figs) . . . . . . . . . . . . . . .50p €623 Goblin of the Night with Bow (3 figs) . . . . . . . . . . . . . . . . . . . . . . . . 50p E625 Goblins of the Night Command Pack 1 3 figs) . . . . . . . . . . . . . . . . . . . ~ O P E631 Goblin of the South Swinging Axe (3 figs) . . . . . . . . . . . . . . . . . . . .50p €632 Goblin of the South with Hollow Scimitar (3 figs) . . . . . . . . .50p €633 Goblins of the South with Spears (3 figs) . . . . . . . . . . . . . . . . . 50p E651 Giant Goblin in Heavy Armour with Sword . . . . . . . . . . . . . . . . . . . 20p €652 Giant Goblin in Heavy Armour with Spear . . . . . . . . . . . . . . . . . . . . 20p Mounted Figures €541 Lancer of the March, in Chainmail. Swinging Sword Overhead ...... 40p E542 Lancer of the March. in Chainmail. withLanceup . . . . . . . . . . . . . . . . . 4 0 ~ €591 Knight of the Dragon Lord ....... 40p E711 Scuzbek Heavv Cavalw . . . . . . . . .40p E641 Wolf Rider of the Night, with Axe. Mounted on Wolf .......... 40p E642 Wolf Rider of the Night. with Spear, and Shield Mounted on Wolf . . . . . . . . . . . . . . . . . . . . . . . . . ~ O P E691 Great Wolf of the Night, without Rider . . . . . . . . . . . . . . . . . . . . . . . . . 20p MISCELLANEOUS PHI Light Cavalry Horse. . . . . . . . . . . . . 25p M H I Heavy Cavalry Horse............25p WP1 Weapons Pack 110Assorted). . . . . 20pG El 11 El 12 E211 E212 E213 E215 E231 E232




Evil Wizard Casting Spell . . . . . . . Super Hero w ~ t h Axe on Super Heavy Horse . . . . . . . . . . . . . . . . . Balrog Advancing with Sword and Whip . . . . . . . . . . . . . . . . . . . . Cleric. Cloaked. with Staff . . . . . . Wlnged Gremlin . . . . . . . . . . . . . . Patriarch Casting Spell . . . . . . . . . Serpent Creeper . . . . . . . . . . . . . . Zaftig Maiden. . . . . . . . . . . . . . . . . Barbarian Hero w . Lono Et Short Sword . . . . . . . . . . . . . . . . . . 20p Large Hill Troll Attacking with Club . . . . . . . . . . . . . . . . . . . . . 300 Vallor. Warrior of the Gods . . . . Vallor Captain w . Shield and Standard . . . . . . . . . . . . . . . . . . . Assassin with Cloak and Dagger Count Dracula . . . . . . . . . . . . . . . Super Hero with Axe . . . . . . . . . Beowulf with Sword and Shield Adventuress with Short Sword . Angel of Death . . . . . . . . . . . . . . Mummy Advancing . . . . . . . . . . Elf Princess. . . . . . . . . . . . . . . . . . Elf Lord . . . . . . . . . . . . . . . . . . . . . Shield Maiden Attacking with Sword . . . . . . . . . . . . . . . . . . . . . . . . 20p Foregum. BarechestedSuper Hero 20p Super Hero in Plate Armour on Super Heavy Horse . . . . . . . . . . 60p Adventuress on Horseback . . . . . . 40p Mounted Ranger . . . . . . . . . . . . . . . 40p Gremlin War Party (3 figs) . . . . . . .75p Sorceress Cast~ng Spell . . . . . . . . .20p Wraith . . . . . . . . . . . . . . . . . . . . . . . 20p . Dwarf Lord . . . . . . . . . . . . . . . . . . . 20p . Centaur Archer . . . . . . . . . . . . . . . . 30p Satyr (Pan)with Spear . . . . . . . . . .20p Land Dragon with Mounted Captain . . . . . . . . . . . . .. . . . . . . . 75p Land Dragon with Mounted . Lancer. . . . . . . . . . . . . . . . . . . . . . . 75p Witch . . . . . . . . . . . . . . . . . . . . . . . 20p . Monk with Staff . . . . . . . . . . . . . . .20p Imp War Party (3 figs) . . . . . . . . . . .50p Werebear Attacking . . . . . . . . . . . .50p Wind Lord with Spear. . . . . . . . . . .20p Paladin (Dismounted) . . . . . . . . . . . 20p Armoured Knight on Guard 20p with Sword . . . . . . . . . . . . . . . . . . .

ESlO ESll ES12 ES13 ES14 ES15 ES16 ESl8 ES19 ES20 ES21 ES22 ES23 ES24 ES25 ES26 ES27 ES28 ES29 ES30 ES31 ES32 ES33 ES34 ES35 ES36 ES37 ES39 ES40 ES41 ES42 ES43

FF26 FF27 FF28 FF29 FF30 FF31 FF32 FF33 FF34 FF35 FF36 FF37 FF38 FF39 FF40

A new range of intrepid heroes available for fearsome adventures
FA1 FA2 FA3 FA4 FA5 FA6 FA7 FA8 FA9 FA10 FA11 FA12 FA13 FA14

Dungeon inmates and artifacts both for games and dioramas



UK: Please add 10% p&p (minimum l o p ) OVERSEAS: Please add 33% D&D
. .

. . -


Please mention WHITE DWARF when replying t o advertisements

Chivalry and Sorcery comprises the most complete set of rules ever published for Fantasy and Medieval gaming. A role playing game, C & S contains rules covering tournaments, mass battles, sieges, magic, alchemy, monsters, individual combat and much, much more. Role players will find a complete, detailed, medieval lifestyle encompassed in this 129 page book which comes with an index style table of contents. S10 (U.K. £6.50)

/Chivalry & Sorcery

swords e Sorcerer$ BlRElllE &




agriculture, minlng & prospecting, creatlng monsters, sleges, rallylng armles, sections on how to use the maglc system and create new spells, plus answers to most commonly asked £4.95) questions. $8 (U.K.

An expansion to the world of Chivalry and Sorcery with sections on natlons on the frlnges of Europe. Includes the Mongols, Vikings, Picts and Gaels with appropriate new magick (Druids and Rune Magick). $8 (U.K. £4.95)

Complete naval rules for the anclent, medieval and renaissance periods. Includes a 100pp Booklet, cut-apart ship counters, ship record sheet, 25mm scale deck plans for boarding actlons, and a clear plastlc turning radius sheet. $12.95 (U.K. £7.95)


Destrier is a combat card system for Chivalry & Sorcery, designed to allow new players to use the detailed individual combat system of C & S or simply speed up combat for those who have already mastered the system. Destrier provides two sets of cards for tactical combat moves and melee decisions on actions taken during melee. A must for any campaign where players are involved in individual combat. Complete rules for using the cards are contained in a rule book. $5 (U.K. £3.50)

Available in the USA from

P.O. Box 182, Roslyn, N.Y. 1 1 5 7 6 Also available in I%K. from
Games Workshop, 1 Dalling Road, Hammersmith, Londo

Please rnentlon WHITE DWARF when replying to advertisements


........... .. ....€7..... . .€7........ . ...95 Jutland ...95 Aichthofens' War.p Sinai'.f6.... . €7..3each......... ............ . ...50 Blue 8 Gray Quad .......... . ... .......... .....50 Wacht Am Rhein ... ... ...00 KINGMAKER.S... ..€3...50 World War 11..... .... . .. ..J.75 DECLINE AND FALL..75 Dauntless ....... ... .... .N................... ...95 ... .. ... .S.. ..... f5... €1. .individualhl produced solo..... .. . ... ... f6....... HeritagelDer Kriegspieler2 h m ........... ~ For those who wish for the realms of magic.. ....... . ................95 Rail Baron.f6. ....... ..... ...........40 Blackmoor. . ..... . €7..... . Buffalocastle. ...... . . ...75 TUNNELS AND TROLLS PHILMAR GAMES DIPLOMACY. €7.....40 Swords and Spells .. Strategic simulation of Napoleon's bid to establish French hegemony over Europe.....dungeons.................75 Deathtrap Equalizer .. f2. E5. ... ..99 CastleBook... . .......... .....25 Wehrmacht .. ..... . ........... LIVERPOOL L16ER Tel: 051-2362605 OPEN: Mon.... .........95 Gamma World ...... . ........75 War in the Pacific...00 7K" Sixth Fleet. .... Easily understood and fast-moving game with tactical and strategic decisions required........ ... .. . .00 Descent on Crete . Vandals.....E.. .25 id. .... ...... . ... . €6. .35 Leglon . f 5 95 Tegel Manor .... .. €10.. €4... ...... .............. .. ..95 Gettysburg 11......50 Arduin Grlmoire . ...... Kit.95 Weirdworld......EZ2.00 Fulda Gap.. .00 October War. .95 Beyond the Silvered Pane.. ... €8. .. .. ....€1....I... Ondiiplayinourfiguresshowroom: Minifiis 15mm ACW........35 X 14" ...... .........................00 North Africa Quad .......... ... €6.... .00 War=w Rising. ..........25 Star Empires. ......E..95 Cosm~c Encounter . FANTASY b SCI-FI GAMES D 6 D basic rulebook... . . . . ... ....... . ....W.....45 Up SCOW ... ~... ....... '"'m . ...F... Ideal for putting your game on a wall...95 Diplomacy IAmericanl.. .. .95 Cross of Iron..95 C......50 Book of Demons ... .V... .95 Russian Campaign.00 War Between the States. ......... ......... ... .. ... ... €8........ .. f9............ €12......... ..... . .. .. . ....... . 3 ~ Spartan... ........ Frigate. ... ..... ..... .95 Overk~ll.. ... .95 Labyrinth.... ............... ....... €6....95 Cltv of Terror ........ .. .. ... . .... .....11 naval actions in the Pacific. €6.......... ...w SEASTRIKE. .. . €4....... ................. €3..... .. ....... II...........95 C b S Swords and Sorcerers ....35 Strategy I .. . ...25 War in Europe. €6......w.....50 Dungeon Geomorphs I..... FANTASY AND SCIENCE-FICTION GAMING €1. AII is a knife separate me magnetised counters and a metal sheet to go behind your map.... ..... .. ~ 7 ..... €23...... .. ..00 4. . . ..50 Book of Sorcery......f3.. . .. ~sm1l . €7. QUEBEC LIBRE...35 Crimean War Quad .... ... f 1.. . €6..35 Starsoldier.. .. ...... . . FOR WAR.... ..f1......25 Thieves of Badabaskor .35 World War Ill f5. ....50 Players manual (hardback) ........ ............. ...~12....... ..... .35 Dreadnought' . .per l O f t strip €3. ... ~ ~ Fantasy Lamming 25mm..... .. €7... . f3.... ... .... €2....€7.......... ... ...35 Conquistador .. COUNTER MAGNET~S~NG STRIP.. ........... each ..... . All orders Post Free IUK & BFPOI...... .€6.. . .... ... . .........35 Panzergruppe Guderian............95 Computer Dungeons -. .. .. ..... ......................... f4. €7 .... ....95 Warlord 1U.€17... .95 Bad Guys . ....€9......... . 9 5 Squad Leader........ ....95 Caesar Alesia €7 ...95 Troy....... . each f1.... ...... . €1...00 inthewest) .........95 Outdoor Survival ............. Price per 5ft strip f 1....35 f5.. .25 FIRE AND MOVEMENT MAGAZINE Panzer '44 ........ Goths and Romans strive to ga..... ...... ... . . m .f6..€5... .W........ €7...... .. LE GRAND EMPIRE.. ...40 Starsh~psand Spacemen .. ... ... notwoarethesame.... ... f1. ........ monsters and treasure without too much work. €2... f9.... . .. €6.. MIDDLE EARTH ...25 Green Fields Beyond ... ...... .... . ... ........... ..... .. .€6........€7.. .50 Global War €7 .50p Pair of 20-sideddice .. ..95 Anzio .. .. . .95 Fury in the West.... ....... .......... .. . ....50 ~ o o of k Monsters.2... ... ... ..... ..... .95 Alexander the Great....35 Ardennes Offensive. ......... .€6...€7.II... Minimum order 95p.. ... Ancients b Tricorne Minifigs25mm. .25 Swordsand Sorcery ..... . €17..... .. two or many players .35 GripTop Clear Plastic Bags Red Sun Rising.99 Islands Book..... .. . ... this is their game. ..... .........Ancients...50 TSR.00 oxb bat b Phantom... ..... ....€6... ............ ..... 9 5 Alr Assault on Crete. .. . ...00 N... G2... €1......95 There and back again....... ......00 NEWfrom s p ~~ : ~ i ~ ~ €6.. . .... ....."P Sorcerer . ... ........ €4.......... . . . . ........ .50 Greyhawk ........a dungeon-masters dungeon with map and guide (for T 8 T l El . ... . ..f5........50 = Games in the new W . ....... .. £5......... .95 Players manual lsoftbackl.... BA~LEL~N GAMES E ....50 Firefight..... ........... ........ .. ... A game dealing with the political and economic problems of contemporary Canada...... ..... Optional third player (Persian). ..35 Palace of thevampire Queen...50 3" x 3 % " (Width & Depth) lp Seelowe' ...50p City State ... lv' . . SIMULATIONS CANADA games all f7.95 Shenandoah..00 f7.. ... ...... .. .. u p t o seven players make and break alliances in a game of few rules but great skill and subtlety...€1...95 Naked Doom. .O. .... .... . Flodden Jacobite 15mm.. 0 . .95 Wooden Ships b Iron Men... ..... t ... ...45 Terrible Swift Sword........ ... ...... GAMES Air War ....75 Highway to the Reich .......... . .. . f6. ......... £8. Module G3. .~ Mighty Fortress .. ...... Fantasy Ral~ Partha 6 Minot25mm... f3..95 Monster manual Isoftback). .....45 Great War in the East Quad. ... ..40 Monster and Treasure Assortment Setsl. ...... f6..'s ~ Rev0 r 11JXnh..... ..................... €2........ Easily understood by all the family every game being very different. .... ...... .€7.. . sea.. .50 SORCERORS CAVE............... . Rivets....... ..... ........... ... .... ..€7.. ... f5. ..... ....€7..A.. ..95 Third Reich ... ...45 Borodino.. .. Solo-Dungeons ......... . . f13..45 each.. ... .... . .... ....00 The a u t h o " ~ 4 portrayal of ToIkien...... . €7... ........ ....... .35 ~ Art of Siege Warfare £16.... Machiavelli ... ............ . . .............. ... f6..... .f12... . ....95 Panzerblitz ..... ..45 Objective MOSCOW.. ...... .. 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University. Michigan 49464 Canada: Fandom 11. Roslyn. Don Turnbull Eddie Jones Games Workshop 26 Artwork by: Printed by: Polly Wilson. Contributions: The Editor will be pleased t o consider any previously unpublished articles or artwork for inclusion i n WHITE DWARF. give them a bad time.. Decatur. and we thank you for your support. prices can never be as low as "mass market" products because the unit costs are so much higher. (Tel: 01-741 34451. 0 0 - EUROPE USA f6. 364 Rideau Street. CA 90806 Bill Dean Books Ltd. FGU.. Ontario Australia (East): Models 81 Figurines. Box 4052. 9840 Monroe Drive. Box 773.O. A l l rights on the entire contents of this publication are reserved and nothing may be reproduced in whole or part without prior consent of the publishers. 0 Games Workshop 1979. 1165 N. the resulting increase in print run means we are able to offer the reader more for his money.S. Perth 6001 UK £4. P. 2065 (West): Games Wholesale Co. Texas 75220 Judges Guild . N.O. New York 11576 Fantasy & Hobby Sales & Mfg. Contributions should be typed.00 f6. Long Beach. Crows Nest. Bateman Buildings. The Chaosium. Please support . Our existence depends on you. 162a Wllloughby Road. Zeeland. Ottawa. 6 3 0 W. So if you see people using photocopied rules or magazines.W. London W6.. Robin Hill. Pine Plalns. Display advertising rates and trade enquiries available on request. 166-41 Powells Cove Blvd. and Russ Nicholson The Pentagon Printing Group. London W1.00 $14..O. double-spaced.00 $1 2. People who we do not thank are the photocopier fanatics. P. A l l subject matter in WHITE DWARF is copyright of the publishers Games Workshop. New York 12567 Penn-Hurst Distributors. This issue contains four extra pages and this 32 page format will now be standard. Box P. 1 Dalling Road. In a hobby industry like adult games. our readers.. . Whitestohe. it means higher prices for those of you who do buy the products. Michigan 49444 Gambit.. Subscriptions: Remittancesshould besentand made payable t o WHITE DWARF.00 £5 . San Francisco.those who make it all possible and patronise TSR.00 £7. Besides being illegal. Box 182. GPO Box P I 184.00 OTHER A n y enquiries regarding subscriptions or any other matters should be accompanied b y a Stamped Addressed Envelope. Eddie is well known for his magazine and book covers and we are very pleased to be able to feature some of his excellent artwork in White Dwarf. CA 94105 Heritage Models Inc. Alan Hunter. 687 Market..96th Ave. As the readership of White Dwarf grows. Albie Fiore. New York 11357 Fantasy Games Unlimited. 106. Eric Solomon 14 NEWS What's happening in the SF/F games world 15 MOLTEN MAGIC SF/F miniature figures review 15 POOL OF THE STANDING STONES 16 A complete mini-dungeonby Bill Howard VALLEY OF THE FOUR WINDS Chapter Five: The Hall of Wizardry 20 22 TREASURE CHEST A miscellany of D&D additions A DIP INTO THE PLAYERS' HANDBOOK Advanced D&D examined by Don Turnbull 24 I CLASSIFIEDS & HELP! Editor: Feature Editors: Cover Illustration by: Published by: Ian Livingstone Steve Jackson. Soho Square. on one side o f the paper only. Hammersmith. 1142 S. Dallas. Bldg. GDW. Games Workshop. Willow Street. Don't rip them off.WHITE DWARF is published bi-monthly and annual subscription rates are as follows: Overseas Distributors: Surface Airmail USA: Balboa Games Company. P.WQ3TE BWRKF le thought it appropriate to feature an Eddie Jones painting for the cover of White Dwarf this issue as readers voted his painting on the cover of issue 10 their first choice in our recent survey (full results on page 25). Muskegon Hts.. especially if you have paid for your games. etc. CONTENTS THE FIEND FACTORY An assortment of readers' monsters edited by Don Turnbull page 8 USEFUL DUNGEON EQUIPMENT New backpack items by Lew Pulsipher 10 OPEN BOX SF/F games review SPELLMAKER Suggested revisions by the inventor. Illinois 62525 Miniature Figurlnes Ltd. The opinions expressed in the articles and reviews are those of the authors and reviewers and not necessarily those of the publishers.

Assassin Bug eggs are regarded as great delicacies by Trolls.the Assassin Bug is rarely seen except during its mating season (one day i n every t w o months) when a male and a female may be encountered flying in search of a host for their offspring.7 (level V l l in 1 2 levels) n e No. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 1D4 2 8" 5D8 nil one bite 1D l 0 plus chlorine gas Chaotic non 154. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: . but Bugs have been known t o lay their eggs in other humanoids. .2 (level X in 12 levels) 9 r . Since then. Comments: Considering the limited number o f larvae produced by each mating pair. and the likely mortality rate o f the larvae. The designer gives it standard magical resistance. the lron Pig may only be h i t b y magical weapons with a bonus o f +3 or better. if successful. V L 1 4 12" (flying) 508 nil ten tentacles @ ' plus bite @ 1D6 plus paralysation Neutral evil average 641. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 2 5 6"/18 1D8+1 type F (male only) bite for 1D4 Neutral animal 2. . Troglodytes and Bugbears. evil magic-usen have come t o regard these hulky porcine creations as useful and less expensive substitutes for the Golerns. While they are in the host body. It will always breathe if it has been damaged. but that's reasonable i f it is an 'economy version'. i f this attack succeeds. The beast flies by a levitation process. often dropping o n victims from above. Like the lron Golem. biting a victim for I D 4 damage. heal will kill all larvae and restore all but 5-8 of the victim's h i t points. y ou will be pleased to know that Ye Ed has asked me to reduce the amount of trite prattle I insert at the beginning and end of the Factory to leave more space for new monsters. . unlike the Golems. the l m a e can be killed by a number of spells: cure serious wounds will kill one larva per experience level of the caster above sixth. As soon as the male's attacks have achieved the desired paralysation.. . I have t o admit that the purpose of the column is not t o bore the pants off you with my comments. but the lron Pig is much more deployable. producing 1--4 larvae. it is a trifle surprising the breed hassurvived. the tentacles controlling horizontal motion.miniature human arms and legs . Its normal attack is a I D 1 0 bite b u t it may simultaneously breathe little puffs o f chlorine gas ( I D 6 damage) for a maximum of 20 rounds per day. When the larvae hatch. the larvae will leave the host body and metamorphose into fully grown Assassin Bugs. 13-24 hours after it is implanted. The male will attack first. The natural host is human. cure critical wounds will kill all larvae. she implants her egg into the victim's body. each one will cause 1 pointof damage t o the host each turn (ten minutes). the Bug's saliva will paralyse the affected area o f the victim's body unless he makes his saving roll. The male will continue t o attack until killed.2 (level I in 12 levels) The lron Pig was originally constructed as a trial experiment prior t o an attempt at constructing an lron Golem. The egg will hatch. by Ian Livingstone No. The appearance o f the Grell is fearsome . After t w o weeks. Grells are very dangerous and cunning. edited by Don Turnbull. below which trail ten 6' long tentacles. Mumble mumble. Mortified as I am. During this period. by Roger Musson No. Presumably a freshly-killed body would d o as a host? Though things would be pretty nasty after t w o weeks. the female will 'attack' the affected area. Comments: The Golems are too powerful for inclusion i n those parts o f dungeons likely t o be entered by low-level players. only a very powerful spell such as limited wish (or surgery) will remove or kill the egg. then dies. so I'll have to yield to force majeur. . Resembling giant bluebottles (up t o 2' long) with four limbs . A l l ten tentacles can be brought t o bear on a single victim.A regular feature introducing new and interesting monsters.a body like a giant exposed brain 5' i n diameter and with a frontal beak.

a +3 broadsword with a limited vorpal property (sever on a roll of 20) and which. Of every 5 Desert Raiders encountered. Giant Bloodworms are usually found i n the shallow pools o f underground caverns. most fighters would prefer the Dancing Sword t o the Silver Sword. the Desert Raiders can be recognised by the fact that their eyes are completely blue. They have never been known t o progress above 11t h level and rarely above 8th. the Grell anchors two tentaclesonto the body. light . has a 20% chance per melee round o f cutting the Silver Thread. one will have clerical abilities ranging from 4th t o 6 t h level.each' inflicts I D 4 damage and carries small spines which paralyse the victim unless he makes his saving roll. Comments: The Giant monsters aren't usually that a light spell would hold them off. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 2h ? :% 1D4 variable \ variable variable (upper limit of 11D8) individuals type R. They cannot speak b u t communicate by making clacking noises with the exoskeleton . by Ian Livingstone No. Presumably i t also has swimming ability (at the same 6" rate?) and could i f necessary retreat into the water. half out o f a pool a Giant Bloodworm is easily mistaken for a moss-covered rock. Similar t o humans i n most respects. with an ego of 7 or higher) but are nonaligned. i n addition.Githyanki -asslavesand food. each subsequent round. magic-users or fighters1 magic-users. They attack when stepped upon. When a Giant Bloodworm attacks. powerful humanoids. These stillsuits may be used b y other human characters in an emergency though there is a 10% cumulative chance per hour that the water so produced will be poisoned. Comments: Another extremely welldeveloped 'tribal' beast and one which deserves t o feature i n many high-level modules. Stross No.the Silver Sword is a very powerful astral weapon indeed.with ten tentacles hitting. They dwell i n the Outer Planes but frequently project themselves t o the material plane (an innate ability common t o all members of the race) and from time t o time will set u p temporary refuges deep underground from which they mount raids on humans and Mind Flayers alike. it will attempt t o fasten its large suckered mouth onto a victim. perhaps this is a dexterity disadvantage? by C. Fighters and fighterlmagic-users o f 5th level and above usually carry Dancing Swords o f at least +1 bonus. A l l Githyanki. of whatever level.lying half in. Could the designer elucidate please? As it . lucky it only attacks on the '5 dice' line. Outside their lair.the . have psionic abilities i n the range 150-250 with all attack modes and all defence modes except J.8 (level I I I in 1 2 levels) and higher - Long ago the Mind Flayers enslaved a race of evil humans . Giant Bloodworms are particularly vulnerable t o fire . A Githyanki fighter of 7th level and above will usually carry a Silver Sword . Githyanki will go t o any lengths t o prevent them from falling into human hands. one i n every five Desert Raiders will be trained i n the 'weirding way' and may attack as a monk ) . Their underbelly is dark slimy brown while their upper surface is mottled green . hooked talons which they use in melee.a beast which spends its time moving over rocks should have tougher skin. As soon as the prey has been paralysed. Any h i t on a tentacle will render it inoperative (though it regenerates i n t w o days) but the damage is not subtracted from the Grell's h i t points . and i f it succeeds it will. there's not much chance of avoiding paralysation. Comments: This thing is even worse than the Carrion Crawler . Githyanki progress in experience as fighters. stands. though the ornateness o f their design is often a distinguishing feature. read the clerical Astral Spell in the PH . but an excellent and vivid image even without the artist's work. for instance? 20' long. I should have thought the sight of this beast would be likely t o induce fear in low-level characters as the Mummy. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 2D6 3 9" 5D8 type P two eerie sound which can alarm the unwary as it echoes round dungeon corridors. Their arms end in sharp. these weapons inflict I D 8 damage and Desert Raiders attack at +2 h i t probability with them. Though their vision is very poor (they inhabit deep underground caverns) their hearing is extremely acute and there is only a 10% chance o f surprising them. I D 8 each Neutral low 4 5 (level I V in 1 2 levels) by Ian Livingstone No.genius variable by Cricky Hitchcock No. they will never be encountered in parties larger than 4. so this one is particularly welcome i n the third rank. Gradually the Githyanki grew in strength and powers. Commenn: Straightforward stuff. this one is mighty ~nteresting ' . . appearing: Armour class: Movement: Hit Dice: Treasure: Attack: 4D10 8 12" 5D8 nil I 'dagger' ( I D 8 1 at +2 hit probability see below Chaotic good very 24. I am a b i t surprised at the low armour class . Alignment: Intelligence: Monstermark: These humans inhabit dungeons and deserts and wear special robes known as 'stillsuits' which can re-cycle the body's water t o make it drinkable. i n its way ( I would not like t o meet it). inflicting 1D8 points damage. It's not often wr h w a such a powerful entrant in the Factory. or at least fear of. but . i n the lair however will be 21-30 Githyanki of all types. They worship a Lich-Queen said t o have powers at the 24th level of magic-use. Silver Swords are intelligent (10 o r higher. Perhaps they should have vulnerability to. I am curious t o know whether the designer intended the Githyankis' projection t o the material plane as using the Silver Thread . Hook Horrors have vulture-like heads and a hard plated exoskeleton which is mottled grey i n colour. drain blood from the victim.they take double damage from normal fire attacks and save at -2 against magical fire. For an explanation of the Silver Thread. lashing it with the other eight tentacles and also biting with its beak for 1D6 damage (none o f these attacks require a 'to hit' roll once the victim has been grasped). Grells are immune t o Lightning but otherwise have standard magical resistance. lair type A by weapon type variable but never good and always evil average .i f so it explains more clearly why they are so anxious t o retain control o f the Silver Swords. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 1D 4 7 6" 6D8 type Q blood drain Neutral non 2 7 (level 111' 1 2 levels) Large. i f used astrally.damage can only be caused b y hitting the body. They fight as 5th level fighters and use Crysknives . though it doesn't explain why they bring Silver Swords with them i n the first place. finally throwing o f f their rulers' yoke and gaining their autonomy.daggers made from the teeth of Purple Worms. Githyanki use armour and weapons as men do.

This is because they emanate a powerful spectral force. made-to-order gag. Next we come to metal implements. Each believed head attacks independently w i t h a 1-6 b i t e and collectively f o r a 1-4 constrict plus I-4lmelee r o u n d thereafter u n t i l h i t w i t h 18+ causing it t o release its's too cumbersome for characters to carry about indoors. Because o f the legends.even a dagger is worthwhile. or in place of the second weapon. This is an exciting project which will bring many more new monsters to your notice than could the Factory. Not all the monsters which have appeared in the Factory will be included and of course the Folio will contain many more monsters than have appeared in the Factory so far. Publication date has not yet been fixed. preferably one that can be attached to chain or rope. however.X See below Neutral animal 143 (level VII in 12 levels) by Lew Pulsipher iven a technology capable of producing steel swords. if the referee permits it (he should not). mery by Bob Montgo~ No. (For a blunt weapon 10% is more plausible than 20. but do not have the addresses of Mary Patterson. any communicative beings w i l l automatically believe it t o have 3 heads and w i l l sustain damage f r o m each while any attacks o n i t have only 113 chance o f being directed against the t r u e monster. 20% of the time a hit is scored vs. A silver-coated steel chain with connectors. an opponent of armour class 4 or better. Some names. A n y treasure is f r o m victims and is a t the deepest part o f t h e lair. should be carried on a mule. though with normal damage.K. and large masonry castles. we hope you will give it your full support. A crowbar has obvious uses. First. Would they please write to me c/o White Dwarf. doing I D 1 0 damage per attack. the weapon breaks and no damage is inflicted. eye patch. not when the weapon hits the monster. hollow wooden tube (good for breathing while under the surface of a These predatory beasts are t h e subject o f m a n y ancient myths. metal or otherwise. w i t h open hand. assuming the party can obtain it. but we hope to aim for late would be too difficult to make one that could take any load. Mountain climbers' piton rings can save lives a s anchor points for ropes. Comments: A novel beast t h a t c o u l d be as d i f f i c u l t t o D M as it is t o fight. the referee might allow silver coating on weapons (after all.M. most of which have been submitted for inclusion in the Factory. The silver is a precaution against lycanthropes in human form and will be a good joke on any thief who thinks he's stealing solid silver. I f he saves he may attack unerringly b u t has o n l y a 5% chance (+5% per charisma p o i n t above 12) o f convincing others t h a t t h e beast has one head. there is a 5% chance t h a t one w i l l have n o p r i o r knowledge o f t h e beast o r legends and m a y therefore save as f o r t h e spell. Each character except Mu's will probably have one long and one shorter weapon . will be changed for various reasons. earplugs (lightning bolts underground are deafening). and paper. buy weapons with a silver content for use against lycanthropes and undead. I am writing to all designers regarding the Fiend Folio. appearing: Armour class: Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 1 5 1" 4D8 J. W e (that is. W. with a heavy pin or double pin to pass through two holes in the cylinder and one through the spear.THE FIEND FACTORY o f 4th-7th level. as described i n legends. who have asked me to edit the project) intend to produce and publish a volume of monsters.they're worth it. Comments: A well-developed 'tribal' monster o n t h e lines o f the excellent D r o w i n the TSR D modules. They dwell above o r below ground i n any fissure .but none of these could cost more than a suit of plate . will do the trick. It has virtually 1 2 h i t dice! Before closing the Factory doors on a goodly collection. pen. Maddox or Simon Tilbrook.rags attached ready for oil priming. In addition. a s the second volume of the Monster Manual. one has silver coated arrow tips). in that case a hollow cylinder attachment into which the spear butt is inserted. I hope t h e designer doesn't m i n d me changing the name. Even if the referee charges a stiff price . However. A band of m o r e than 2 0 Desert Raiders wtll be led b y a 'bodyguard' which gets t w o attacks per round.) A two-handed sword should go on a mule . (Your referee might object to a screw connection.) It's going too far to ask for a metal pole that extends like a radio aerial or naval telescope . one can think of a great many items useful in dungeon adventures but not listed on the D&D equipment tables. A small bell or horn. but only when it scores a hit. can be' useful for a variety of searches. and t h e ones trained i n the monk's abilities w i l l use the appropriate monk's table. A l i s t of the next group i s sufficient: flint and steel. All weapons should be blessed (remember rakshasas) and for good measure cleansed or sprinkled occasionally with holy water.sword and war hammer or hammer and morning star. just in case. noseplugs. a few wood and stone clubs and flint daggers might be worth carrying. too. Designers will be credited if their creations are to appear. There will have been modification/expansion of some of the entries. Vibrations through the earth warn t h e m o f anyone's approach whereon they will rear o u t and attack. ink. More plausibly. They are slow moving and seldom encountered away f r o m their hole which they o n l y leave t o f i n d a larger one. I f the beast attacks h i m it does so w i t h one b i t e plus constriction.N. about five feet long. f o r copyright reasons.L. and balance adjusted. and a silver-coated pair of manacles. It should be noted t h a t the Desert Raider uses t h e same 'saving roll' table as a 5 t h level cleric. Games Workshop. and can double a s doorstops when pounded into the floor. plate mail. there i s something I am allowed (!) to say. F o r every 1 0 adventurers. A metal 3-prong hook. They have a single head a t o p 3 muscular intestinal tracts but appear t o have 3 heads and intertwined bodies. each character should have a nonferrous weapon to use against rust monsters . Most should be carried in a sack placed near the top of one's backpack. . the publication will have official TSR recognition and will be called the Fiend Folio (to maintain some alliteration). of course. blindfold. can be used for signals or to scare or confuse enemies (remember Boromir in Moria). each at +2 h ~ t probability. Mu's and mules should carry one non-ferrous weapon each.that they can secrete their long serpentine b o d y i n t o (like a h e r m i t crab). I hope designers don't mind my messing about a little with their creations and will approve the changes as worthwhile. some 4-5 foot poles with connecting screw attachments or the pin-and-hole method used for the hook. A few arrows should be prepared for flame .even volcanic ones as they are immune t o f i r e .) (Note: The new-style rust monster can corrode any metal.Q. or screwed into the butt of a spear. but i t should wear off after a few blows are struck. but some would be better close to hand or on a mule. unless always carried in the hands. comes in handy. A bronze weapon hits at minus 1.t h e images d o n o t d ~ s p el and the true creature remains indistinguishable. T h e heads shimmer as mirror image so t h a t if any damage is done all three appear the same . A n y prey slain w i l l immediately be drawn d o w n i n t o the creature's lair t o be eaten. or with a shield.

This may seem like a lot to carry about. (From the side it will look like a cross. When placed on the floor in front of an opening door the stop will slow it down. making it hard to open immediately from the other side. Notes for Referees Don't let players get away with too much in the way of implements and encumbrance in general. I've not included complicated items like collapsible boats and multi-shot crossbows (yes. underneath the flame. don't amount to a large weight or volume. Another packet containing various coins and a large but cheap gem may persuade a pursuer to stop a while. and paperlparchment Eye patch and blindfold players. The things every member should have. A paper packet or pottery sphere filled with coloured dust or flour will make intelligent pursuers think twice when thrown against the ceiling . Illumination counters are a lot of trouble. A long pole is an awkward device. such as noseplugs. they do exist) because a referee can easily argue that such things are beyond the technology of his world. Modifications will be necessary depending on what kind of doors exist in the local dungeon.just kick it once or twice from the side to dislodge it. Cut it diagonally lengthwise and you have the basis for two stops. Finally. The two most frequent trespasses involve 10 foot poles and lights. Whenever any humanoid uses poison the daptor (removable) .maybe it's Dust of Sneezing and Choking or yellow mold spores. Obviously it's not a s good a s a few pounded spikes. centred on the handle. assuming the handle i s properly Imagine a rectangular solid about 6 x 3 x 3 or 4 inches.) This enables one t o put the torch down without touching flame to floor . I use coloured Silverized weapon Silver coated chain/connectors Silver coated manacles If you use the firebomb rules in Basic D&D you'll find that Pole with screw attachment Pole with pin-and-holeattachment Pen. I'm sure other players have their favourite implements. perhaps some will send them to Treasure Chest. but it can be placed and removed very rapidly . have a thin wood or metal square about nine inches each side. but if kicked sharply from behind it will wedge itself underneath a closed door.wrong time. but most of it can be divided among the party or put on a mule.) Some torches should. After a while players may decide spears are long enough. this will be much more obvious if you use a toothpick or other stick (depending on scale) on your board t o represent each pole. If the torch i s dropped the square should make it less likely to go out. make some packets to throw to pursuing monsters. thank you. Gold coloured or plated copper pieces are also useful. but worth i t for experienced parties. or that characters would never think of such rests on the square. ink.

the other an extract of the most important charts and tables from the rules. However.the high-level beast still has the edge. disarming one's opponent. thinly represented. their expertise i s determined and their profiles accumulated. Only one misprint came to light in my researches . I f the reader selects with care. I suspect. I found even the 'simple' rules quite complicated and until familiarity is gained with the procedure. to the Giant Hunting Falcon of Nicolai Shapiro. so I won't repeat it here. Chivalry & Sorcery or even D&D i f you want t o make melee more realistic between opponents using swords.the initials J. Recommended.more so than in volume I : how do you unexplained 'plussage' in the AC for some monsters. But these oddities and curiosities do not diminish the impact of the volumewhich isavery useful addition t o the DM'S library. is less in the monsters' favour in volume 11. I assume this is meant to be M. The rules are readily adaptable into existing games such a s En Garde. which in i t s largest form had 60D8. .new monsters of all ~ k hkff J shapes. Here is a repeat of that excercise for volume 11: ARMOUR CLASS fisteve I. and i s really two sets of rules in one . AC2. however.f4.£2. he should find a goodly number of new monsters to unleash on his players. duels may take some time to resolve. play would have been of enormous benefit. it isn't very often a hit i s registered i f the opponents are novices. even for those to whom rule-reading and comprehension are second nature. using 20-sided dice. Regrettably. Last time I commented on a source of possible confusion in the characteristics . AC -26 and which causes total organic destruction on contact. weapon and different fencing styles. with 8575 hit points. I So my conclusion is very much the same a wish the editors had been a little more discriminating. Overall: 6 Don Turnbull A L L T H E WORLDS'MONSTERS Volume I I The Chaosium . Before the rules proper. for instance. neatly categorised and classified. The O V E R A L L ftgures on a 1-10 scale. the confusion still remains. finding the bias slightly in favour of the more powerful beasts. logically. the use of different types of armour and . stances.the first and simpler set dealing with a pencil-andpaper game. which has 28D8. then we are ready for action. I would commend to purchasers the gentle approach learn the pencil-and-paperrules first before going into the greater complexity of the miniatures rules. these rules are not easy to digest and assemble into a coherent whole.and includes grappling in close contact. But the action is quite realistic . The revlews have been wrltten by e~ther tndependent author~t~es or members of the W h ~ t e Dwarf Test Panel.L.clearly laid out and well-printed . in the movement effect table aren't explained in the text. But they have included more interesting monsters than did volume I and on the whole I can give this collection a marginally better recommendation. In my review of volume I I tried to work out an approximate tabulation in order t o demonstrate the range of monsters. Overall: 5 Don Turnbull .50 2 or better This i s a rules book for swordplay on a man-to-man scale. 2 talons (4D6 each) a s well a s the initial dive attack (19-24)? Or Steve Henderson's Frostwind. Characters are 'generated' in the familiar way. I was pleased to see no great proliferation of Golems this time (though a Garlic Bread Golem takes some beating) and the Elemental class is. and indeed such a procedure is suggested in the rules. and there seems to be no other explanation.the J and the M are close enough on the typewriter keyboard to make this a strong possibility. dives at 460 mph and hits with a beak (3D8). Suffice it to say that the mixture i s a s ~ ~ bpcr d hrrlo before .much more so than the fencing rules in En Garde for instance.95 Hard on the heels of volume I of this work comes volume I1 which contains another 250+ monsters for dungeonmasters. There do seem to be some really 'gross' monsters here . . ruthlessly chopping out the uninteresting and the 'randomly-generated' monster and perhaps lowering the price of the final version.OPEN BOX OPEN BOX examines Sclence F ~ c t ~ o and n Fantasy games and rulebooks currently In the shops. RAPIER & DAGGER Fantasy Games Unlimited Inc. one a character profile. They are presented in a handsome booklet . rather than merely taking everything on the board. taken a s a whole. s for volume I. sizes and types. though armour class.L. A few examples of HITDICE 3-6 inclusive 100 137 59 44 7 or worse 41 9 8 16 9517~ 13 up 1-4 37 72 77 64 Not a great deal of difference between these results and those for volume I . Even when thk mechanics are starting to flow smoothly. movements and sword actions which are common to both games. AC 2+6 (or -4 by my reckoning) and hits with a blast of cold for 10D4? Even these look puny compared with Sean Cleary's Wall of Darkness. These are suitable for photocopying. there is no explanation of that 'plus' and I must conclude that it represents a 'dexterity bonus'. the second and more complicated designed for miniature figures. they will be used more often on their own -and they provide the basis for some entertaining and thought-provoking duels. Particularly in view of this. The background to ATWM was explained in some detail in the review of volume I in White Dwarf 5 . a s well a s being immune to most magic. the booklet contains some interesting history of sword-fighting and introduces the basic measures. rates the game Itself tak~ng all factors Into cons~derat~on.with two separate card inserts. which are rather simpler .

in doing so.most are tables and charts: new character classes. no doubt useful t o some and useless to others. does it? Yet this is precisely the impression that the volumes themselves must generate in any reader who comes across them a s the first examples of fantasy role-playing material. And more and more and more. At the height of their power .THE ARDUIN GRlMOlRE Volumes I. some more apposite than others (I wouldn't permit the Techno in my dungeon. some of which (the Assassin and the Druid) aren't new to readers of the TSR Players' Handbook. these volumes are unlikely to give you more than a smattering. a s I see it. Overall: 4 Don Turnbull PELLIC QUEST Conflict Interaction Associates . don't worry if you don't own a computer. in execution . It doesn't tell you much. I could not advise anyone t o buy the Grimoire from which to learn the fantasy gaming hobby from scratch. CIA produce all the information you need to run your race on a piece of printout that you get every turn. Taken in isolation. All very curious. For my part. A complex. To one of my advancing years and rapidlyapproaching senility. It i s a s though the author were producing the Grimoire for the private consumption of those who participate in games in his 'world'. And what a game it i s a s well! PQ can fairly be described a s a c "second generation" computer game which owes a lot to Flying Buffalo's Starweb. In short. .unless I have misread this section you could generate a character 7' tall weighing 90 pounds). new magical items (these tend to be on the powerful side).indeed volume I i s actually called a 'supplement'.he is the only one t o have gone to such trouble (and cost) to make his 'world' generally available. but if you want what i s in effect a D&D supplement. But the Grimoire does neither. though the extent to which all these things will be used by those not involved in Arduin i s imponderable. New character classes . but don't forget you can get the soft-back Players'Handbook for only f4. so I must cover the ground thinly. the hobby of computer gaming is here to stay. the ZENTE player controls a swarm of insects interested only in killing (eating!) every living creature on all the 200+ star systems. f i n . special ability tables. many hours in i t s compilation. heightlweight tables for characters (interesting .f1. To publish the Grimoire ostensibly a s a set of fantasy game rules . only a s an afterthought deciding to make them more widely available and without recognising the need either to present a complete game-system or to indicate to the lay reader where to find the means to complete it. it represents a very considerable labour of love on the part of the author . But enough of this .with full descriptions. either to explain to the purchaser how to play the game or to acknowledge the original source of the ideas. The booklets seem expensive. you don't even have to know what a computer looks like to play PQ. then gone!" So reads the introduction to Pellic Quest the new computer moderated multiplayer play-by-mailgame. Presumably the Grimoire is intended to be some sort of D&D supplement . he gets his kicks by acting a s the ultimate in middlemen by bartering. presumably granting them the right to take it or leave it. Pellic Quest is the first game to be produced by CIA and if it's anything to go by. though of what it doesn't say. but that's a matter of personal taste).f6. . and this I find most odd. (as the designers freely admit) Pellic Quest is a different game.does the author really think TSR didn't realise that?). gamesystem which many DMs would find tedious.but others might find fascinating. The TRADER. to be read with interest and discarded. buying and trading the Artifacts and Raw Materials with which the galaxy abounds. So i f you have no knowledge of D&D or other fantasy roleplaying games. and there's little of it I regard a s other than gratuitous material. New spells for all sorts of classes. a s well a s being rather small.carries with it the obligation. Preferably both. there will no doubt be useful snippets you could find. so far a s I can see. What makes this SF game different is the multitude of possible events allowed for by the computer program and the differing aims of the 10 to 15 players. The Grimoire i s not without i t s errors (both typinglprinting errors and rule errors) nor i s it without a certain naivety of approach (experience points are not awarded for the acquisition of treasure for 'it i s the act of robbery. with that comparison. Each player is allowed to assume the role of one of six different types of Being with six different types of victory conditions and six different types of methods of obtaining those conditions.let's see what the volumes do contain. Very little of the booklets' content are text . the Grimoire does not necessarily emerge unfavourably on a pricefor-price basis. new hit probability tables. I guess.nearly 200 of them . For example. However.50.he must have spent many. though volume 111 i s much better than the others in this respect. New monsters . new monsters.95 "The PELLICS were the race of beings who were masters of a galaxy possessing a technology undreamed of. Off-hand I can't think of anything which has been left out. that gives the thief his experience' . There is a lot of it. inevitably. however. combat and magical systems.t o ask members of the public (of whom more are ignorant of D&D and fantasy gaming than knowledgeable) to buy them .a contents index i s sadly lacking from volume 1 for instance . But whilst starwebwas the inspiration for PO. So we have a mass of information.about 20 of them. some of the possibilities here). the print i s not easy to read. and the buyer of volume I might be pardoqed for thinking there was something he had missed somewhere along the line. d A!+** Overall: 7 John Reynolds C . the booklets set out the parameters of the author's 'world' Arduin in what appears to be a most comprehensive fashion. This is the earnest labour of an amateur who wants to vary D&D towards his own taste and. II and I l l Dave Hargrave . each booklet contains more material (if you want to use it) than any of the TSR D&D supplements. with related experience point tables. but give Dave Hargrave his due . doesn't even like fighting. new 'female attributes' tables (even more interesting. new experience points systems. Though whether he will cover his costs must be rather dubious. for instance. but this time assuming you know nothing about D&D or fantasy role-playing games. don't mind the price and are prepared to be selective in what you extract from it. not the amount stolen. new magical items.50 per volume To remain on safe ground for at least one paragraph. Now read that paragraph again. offers thoughts to others. it is also rather faint in my copy. new movement. and in terms of sheer quality of presentation and usefulness to me I would agree. No doubt other DMs have assembled their own private Grimoires. I understand the Grirnoire evolved over a period of years during which a number of west-coast fantasy players playtested the 'world' and helped to create a workable system for play. new spells. By the way. it will be the latter. each volume has over 90 pages printed in rather small type on a page 8%" by 5%" -the size of the Original D&D booklets. though incomplete. But the Grimoire doesn't tell him -there isn't a single reference to TSR or to D&D anywhere in the three volumes.

I f the spell i s cast first. in the case of SPELLMAKER. That is. However. be transferred from one magical domain t o another (giving. The final prototype gave a two-player game full deck is 6 lasting from 20 to 50 minutes. 'Blue' could walk one of his frogs from a non-magical t o a magical domain. As far as collecting one desired card i s concerned then. Eric Solomon Any inventor is happy to see his game manufactured and marketed. the situation gets progressively worse. All the appropriate t o his tactics. decided that the game could be speeded up in two ways. My second recommendation is aimed at players who still find the game too slow. colourful box and playing Four of us decided to play Spellmaker one evening.scarcely a round went by without Curiously. or an existing piece can be changed Don was not alone in his criticism of the Spellmaker spelf cards into another piece of the same colour. or Spellbinder a was played over twenty times by my friends and I during i t s development.95 own volition but may be carted about by any other piece First imp. said I . a Frog can't kill anyone. and a four-player game from 45 to 180 minutes. As regards cancel spells. A pity. but Toadstools poison Giants. pinpoint the reason. the card deck was expanded t o 108 cards with a different distribution. in his turn. to which this game bears some of presentation i s high. I wouldn't suggest children play it in i t s present form . Frogs and Toadstools. slower. and a simple four hours later. This is to change the rules t o permit a player. a piece may in the works. a Knight can kill a Dwarf or a Frog. the princess was still being passed from hand t o rule-sheet. but it has many Dwarf or a Frog. though each player can only have a maximum of at least one of the players casting a 'void' spell in order to three pieces of any particular type in play a t the same time. In the case of the single piece card example above. and. This lends sumort to mv first recommendation to use the oriqinal card deck.essions of this game (except a Toadstool) including magical means (exactly like the are favourable . Played 'straight' pieces can move in the game except Toadstools. has been somewhat attenuated by the realisation that it rarely comes to a finish in a reasonable period of play! How could this happen? Wasn't the game tested before production? Well. as well as for adults.a Giant can kill a Knight. Eric Solomon.and grasp easily. The objective i s to rescue the princess from the dragon's lair and cart her back t o one's own castle. the player must allow any other player who wishes t o play a 'cancel'spell to do so before proceeding with his 'walking' move. in Don Turnbull Overall: 6 effect. Some Notes by the inventor. replace useless cards with what he hoped would be cards more there are about six of each type in the set of pieces. not a shorter. . but something went wrong used to cast spells (this action i s an alternative to movement in the second half of a player-turn). but in the case of the second it i s easy t o prove that the new deck of cards leads t o a longer. for his comments . The first amendment was reasonable. though the game is apparently takes place at the start of a player's turn between pieces in the designed for children aged 8. W e only managed to bring proceedings t o a dragon's lair in the centre and wizards' domains a t each of the four corners. or more. but I think it lies in the number and/or each represented by a playing piece of the appropriate colour.they simply same domain. 'Null' cards are available so we asked the inventor. of course. Heritage Models. My first recommendation t o players of SPELLMAKER is to s originally planned (see try a few games with the deck of cards a above). SPELLMAKER. who manufacture the game. Here is an excellent idea. a player would require about 15% more turns with the new deck. The main consideration was to make it possible to obtain a given hand of cards with defined characteristics in a reasonable average number of turns. My pleasure. Non-magical combat is simple .OPEN BOX SPELLMAKER and these can be used to negate spells cast by another player. I'm not sure I can force of Giants. die-cut playing pieces late. Combat interesting little game. . 2 multicoloured piece cards of each type. The princess can't move of her Gametlme Games . Anyone except a Giant experimentation may find they emerge with a most novel and can e a t a Toadstool. the move could apply t o one piece while the spell applied t o another. Second. t o both move one of his pieces and cast a spell. with space containing a number of playing areas ('magical' and 'non. rather board. "Here's a simple which are chunky enough t o and entertaining game which shouldn't l a s t long". These can be extracted from the full deck provided with the game. a Dwarf entertaining qualities and those who don't mind some can kill a Frog. in a four-player game the probability of drawing one piece card of a given type from the ' 1 ' 2 % . these were a very lively part of our trials with the prototype. There is also much longer to wait before the deck of used cards i s re-shuffled to bring nulls back into circulation. double movement). The board depicts hand like so much luggage and no-one had managed to get her a mysterious land with a near their castle. Most of the amendments were directed a t obtaining a balanced deck of 'Spell' cards. When the acquisition of a hand of two. Thus.the standard briefcase in The Sigma File. avoiding the other players' attempts to grab her on the way. 12 null cards. for the two and three-player game it i s still necessary to take out the piece cards of the unused colours. for example. Knights. First. The card deck finally arrived a t comprised 62 cards distributed as follows: 2 piece cards of each type in each colour. cards i s involved. By magical means. The new deck provided by Heritage slows down the rate of acquisition of null cards by about so players are more reluctant t o use their nulls for cancel spells.f7. game. with a resemblance). This task was taken very seriously with a computer being used for some of the more difficult probability calculations. All of which is rather curious for a game which (surely?) magical' domains). The new rule would also allow the spell t o be cast before the 'walking' move. lo%. when we realised we hadn't time for D&D. yes it was! s it was originally named. Dwarves. . the probability comes out at 5%%. a new piece may be created or an existing piece destroyed. and for those who like experimentation. Each Wizard can hold a number of spell cards which can be couldn't sustain interest for long enough. The basic rules and the topology of the board remained unchanged throughout. I am in a quandary about a recommendation. For example. they play a Blue frog transfer spell to carry it further. Admittedly three hours i s rather too long but most games finished in around two hours. a three-player game from 30 to 90 minutes. the intervening halt by inventing an extension of the magical spell rules.some hilarious consequences. a I cannot honestly recommend the game. distribution of spell cards . Each player i s a Wizard who has some magical powers and also commands a mixed and ever-changing received some testing before marketing. the home castles were promoted to magical domains so that it would be possible to whisk the Princess home with a good transfer spell. Of course.

Also released are pads of Hex Sheets and Character Sheets which allow for character details and bonuses according to Basic or Advanced D&D . . 4. Each table is based on planetary characteristics for a given world fauna and natural and Dresents aeoara~hv. 2. . . It concerns two warring cultures in a battle for supremacy. These are The Dragon Crown and Of Skulls and Scrapfaggot Green. . B 1. . two new approved D&D aids have been released by Judges Guild. London w 2 . . . Judges Guild are also now publishing The Dungeoneer as well as Judges Guild Journal in a quarto-size. Scorpion Men & Broos and Militia & Mercenaries. the 37th World Science Fiction Convention is to be held in England this year at the Metropole Hotel. r .OO ($20. . . 3. These are thick card sheets of passageways. . . effedts such as earthquakes. . glossy cover format. . 2. more good news for Traveller players with the release of Animal Encounters by GDW. . They are both 1978 convention tournament dungeons. . 4 5 Argard Miniatures Dwarf Adventurer wtth Hammer Dllnni Rlslng I F M 441 Gr~ffon I F M 431 Greenwood & Ball Mounta~n Dwarf wlth Hammer ISS 1041 Wizard Carting Spell ISS 1131 Adventurer ~ 8 t Sward h and Shield ISS 1141 Ral Parth Griffon Rear~ng IES 511 Enraged Wyvern IES 501 Wraith IES 301 Bard IES 581 S~ren IES 531 Frost Glant IES 571 HIII G ~ a n t IES 521 Sorcerers Casting Spell (ES 291 Enchantress IES 551 Enchanter ~ 8 t Staff h IES 561 Infantry wlth Autornat~cGrenade Launcher IGG 51 Infantry wtth Automat~c M~ssilcLauncher IGG 71 Grenade Launcher IGG 231 Mercenary w ~ t h D 1. . . 3. The manufacturers' codes are shown in brackets after the title of individual figures. Games Workshop have released a new approved D&D playing aid. 10 11 12 Citadel Miniatures Magic Mouth Doorway IFS 21 Naked Girl Roartlng on S p ~ over t Braz~erIFS 101 Old Wtrard on Throne Reading Book on Lectern IFS 51 Glant Troll ~ 8 t Sptked h Club IFF 161 Crabman IFF 41 Red Orc #nChalnma81 on G ~ a nTusker t IFF 291 Chimaera IFF 341 CYC~ODI IFF 141 Carbuncle (FF 91 Satanic Angel I F F 311 Devil Dog I F F 101 Znmhle I F F 701 Gobl~n wlth Sword and Shbeld I F F 201 Ornate Sarcophagus IFS 121 Hunchback Beggar IFS 11 I Sneak T h e f ( F A 41 Mmtature Flgurtnr Hero IVFW 72) Purrm IVFW 1231 Anvar (VFW 1251 6 7 8 9 10 11 12 13 14 15 16 17 E 1 2 3 . . .00) to Seacon 79. . A 1. " " . . 2. Dungeon Floor Plans. 2. . a second volume of the Monster Manual entitled the Fiend Folio is to be published later this year by Games Workshop.Molten Magic takes a look at some of the new science fiction and fantasy figures which are becoming available. . People wishing to register should send f 11. Single spaceship and fleet battles are happening whilst cities are obliterated by asteroids . . See page 10 for details . Also from GDW comes Double Star. 3. They are designed to 25mm scale with a superimposed grid to regulate movement of figures along them. . C 1. stairs. It runs from 23rd-27th August. . 5 6 7 8 9. rooms. The code letters and numbers shown on the photographs are purely for identification purposes and not those used by the manufacturers. . 3. Also new from The Chaosium i s a new role-playing magazine entitled Different Worlds. . Brighton. . doors and wooden floors which can be cut out by the DM to form any dungeon layout. a new boxed SF game. It i s a supplementary book of tables of beasts to populate the worlds of the Traveller universe. . The Chaosium continue to expand Runequest with two more Source Packs. 14 Henrietta Street.

Suddenly the druid mumbled a few words and the grass around the villagers began t o grow swiftly. The arrows have oak shafts with fire-hardened tips. When the villagers assembled he invited the young girls t o come forward and t o take part in the show. had found the village disturbingly too good and lawful.his considerable knowledge of the planis and trees t o aid the faiming community. A read magic on these will reveal them t o be useless graffiti. The illusion is of a very superior quality and only true sight will detect it for what it is. 4' wide. not daring t o attack the druid themselves. Rather than risk more of his men. The entire clearing gives off an aura of evil (the DM should attempt t o pass this across t o the party as a feeling of unease with odd rustlings and animal and bird calls i n the vicinity sounding slightly unnatural and evil). 3' deep and are firmly set into the grassy ground with between 10' t o 12' exposed. About a dozen girls volunteered and walked towards the druid. the lord decided t o forget the matter. Only one person. For sometime nothing more was heard o f the druid b u t in recent times travellers have been disappearing from the trade route. But the troop of menat-arms he sent ventured into the woods never t o return. contain water but is maintained as a permanent illusion placed on it b y a 20th level wizard in the distant past. He then cast a second spell and the growing vegetation engulfed the terrified audience. managed t o free himself from the plants but when the watching druid saw him escape. (The DM should not actually say. The villagers. the blacksmith. Few noticed the young girls being led into a nearby oak grove unprotestingly by strange yet beautiful creatures. i n fact. It can be discovered from the secondary effect as anything thrown into it will cause splashes without noise and articles dipped in will n o : become wet. The blocks are rough hewn. The p ~ o l does not. Ash. and has control over. dungeon-trained mules will enter the woods as far as the clearing i f tightly held but will certainly refuse t o go any further.) . none of them felt any apprehension about attending. when he invited both the farmers and their families t o a magic demonstration on the circle hill. The arrows are non-magic b u t are +1 t o h i t due t o the dryads' knowledge and skill at working wood. Engraved into the stone lip are vague cabalistic signs which will be unintelligable t o the normal party member. sent t o their liege-lord for assistance. The pool i n the centre of the standing stones is surrounded by a low Stone edging about 6" high. the lord has advertised for brave adventurers t o solve the mystery and return any valuables t o their owners. He is accompanied by. Being a true neutral. he decided t o correct the balance between law and chaos. Interest in the girls was lost as the villagers tried t o free themselves. an invocation t o the clouded sky was enough t o summon a bolt of lightning t o turn the smith t o a charred mass. 'You don't hear a splash . 7 dryads (AC 9. Rumours abound of a skeletal figure leading a pack of hounds hunting through the countryside at night. Rather than waste further troops. who was an initiate o f the 4th circle. HTK 9) armed with bows and arrows. but rather just omit any reference t o noise in the description of events. Therefore. The clearing i n the centre o f the oakwood is reached by the path t o the west which is about 5' wide and overhung by the trees. Any horses will refuse t o come even t o the edge of the wood. 2D8. I n the central clearing are a series of great stone blocks set i n a ring about a rectangular pool filled with still water.

The guards.the primitive sanitary arrangements. an ornate gong i s fixed to the wall with a padded stick hanging below. tending to exaggerate the number of men or monsters passing through it. The blowpipes can be fired silently and the party will only realise they are under attack when the first hit is scored. The captain's cupboard will. wall together with a larger and more impressive stool and cupboard. ID8+1. 4 b The "floor" is in reality a 25'deep pit filled with grey ooze (which 4 & 5 Guard Rooms These rooms are virtually identical. one larger bunk in each room against the S. If the gong is sounded by three taps in rapid succession then the hobgoblin guards at the observation posts 2 and 3 will assume that the visitors are entering the area on official business with Dando (see 20) and allow tham to pass without interference. The darts do no damage but merely cause a pricking sensation.P. fire 2 dartslmelee round at +2 to hit. and three dead rats (the losers of previous fights) have been set aside for the evening meal. Two hobgoblin guards (AC5. they will see that a meal has just been eaten in 4. At the top of the stairs. composite bows. will do damage of I D 6 per melee round until the saving throw is made when the victim takes half damage and need not throw again. The rooms each provide the living quarters for four hobgoblins (AC5. He is reluctant to use it since he believes that in serving Dando his alignment will not permit him to handle i t without risk. . in a special belt pouch. In the corner of each guardroom there is a foul smelling pit . while in 5. on the west. Each contains four bunk beds. If the party reaches either guard room without causing an alert. arrows and spears together with a number of blow-pipes and a box of darts. Each guard fights with a morning star in normal melee. If defeat is imminent. The doors can answer simple questions concerning subjects of which they have some knowledge and interest such a s who has passed through them. four chairs and a larger better quality chair. This is the bunk of the hobgoblin captain of the guard in 4 and of his lieutenant's in 5. the poisoned tips. The ornamental friezes conceal spy-holes and firing slits for the guards.p. On a small shelf at the rear of each is an open jar of liquid . with web then bite. telling tales of beautiful princesses and vast treasures that have passed through.the poison used ort the darts. as is the giant spider (AC4. the lieutenant's cupboard also contains a smaller locked box (the key hangs on a hook on his belt) which contains 37 s. In bonus and although it has low intelligence fact i t ischaotic-evilwitha +I and ego. In the centre of each room is a rough table. The ornately carved doors at the bottom of the stairs each bear a carved face and have a limited measure of intelligenceand the power of speech. 2 & 3 Guard Galleries These two galleries both have spy-holes and pipe-holes giving access to the stairs. Gapth. the captain. four stools and four small cupboards along the N.HTK6) are on duty on each gallery at all times.I KEY: Scale: each small square represents 5' x 5' water stairs up --I drapes secret door door - I. On the ceiling (which is 10'high) i s a painting of a giant spider.. while the captain (AC3.p. The blowpipes are accurate short range (20') weapons. looksexactly like the stone floor in 4). HTK28. Two guards from each guard room will be on guard duty in 2 & 3. which can only be used once. are strewn round the cage. The western will tell the party what i t believes they want to hear. whips. There i s 5b The floor is real. Although either door will require a combined strength of at least 30 to open. even then a careful search is necessary to find the blowdart. 4a & 5a These rooms are store rooms for the guards' weapons morning stars. HTK16) attacks a 3HD monster with sword and morning star. but a more careful observation will reveal the nature of the painting. (500h chance victim will notice).4D8+4. ID8+1. Only a determined search by characters with elf-like qualities will have a chance of finding these. The guards are armed with blowpipes and have orders to fire first at unarmoured intruders until discovered whereupon they will fire on anyone. and a small ruby worth 10 g. wall in which each guard keeps his personal belongings (nothing of interest or value). stone frieze depicting nymphs and satyrs cavorting in a procession towards the doors. has concealed under the mattress of his bunk a magical sword. Entrance Stairway (in pool) At each side of the 30' deep stairway is a carved. Each guard carries 10 poison tipped thorn darts. it has the power to cause darkness 10' radius once per pay. The eastern door has a boastful character. the most senior guard from each gallery will retreat to the transporters at 7 or 8 to warn Prisilla in 9 of the impending danger. however.HTK6) and their leaders. in addition to his personal possessions. The lieutenant (HTK9) uses a sa sword and a whip in melee. the guards are gambling on the outcome of a fight between four caged rats on the table. contain a locked steel box (the key is hidden in his left boot) which contains 130 S. 37 c. Att 2-8 + poison and web) (MM) which will attack at the earliest opportunity. though preferably at the most lightly armoured first. being experts. the doors will open freely if asked to do so in the common tongue. oneof each pair of guards will go silently to rouse the rest of the guards in 4 & 5. A casual glance will lead the viewer to believe this to be real.p. If strangers are spotted on the stairs without the gong signal being sounded. swords.

p. etc. (3rd level). Prisilla. The fur i s also a hiding place for Braken's 'pets'.range a s for the wand. They are being used by the monks for practising new forms of attack and are covered in cuts and bruises. who will react accordingly). dials and sparking electrodes . 11b and 1l c .hairbrushes and hair slides. I n the N. there is a 1 in 6 chance that it will explode doing 4 0 6 damage and a 2 in 6 chance that one of the fabricated men will be brought to life. otherwise he will attempt to escape through the secret exit concealed in the headboard of the value 1500 g. wall concealing a secret sliding panel. Braken's Bedroom This room is luxuriously furnished with fur-lined floor.p. 1l a and 11b each contain three captured village maidens all looking a little the worse for wear. she will not risk using lightning bolt in a confined space but instead will try to cast affect normal fires on the party's lanternsltorches. 11. To left and right of Prisilla's bed are two shadowguards (AC2. I l a . The other contains four 3rd level clerical spells: cause blindness.l D8+2. will attack the party. sanctuary (1st level): Hold person. Most of the girls wear rings and other jewellery . thick-pile carpet of the same shade. the pair will be worth 1000 g. .p. Transportation i s instantaneous and with no sensation of movement. silence 15'radius (2nd level): animate dead (3rd level). 9~ Two 30' deep.six giant ticks (AC3 3D8. I f forwarned Braken will already be armed and possibly accompanied by Prisilla (see 9). but all the regular inhabitants of the area know their location and will be able to avoid them. HTK 7. Prisilla is a hoarder! Empty perfume bottles. To anyone failing to . Inside are 5 cure poison'tablets. These will cause severe stomach pains to humans. Entrance Hall A mural depicting a juggernaut mowing down a procession of hobbits fills the N.a pool filled with brine containing spare limbs. This is the 'First Aid' statlon of the hobgoblins. the staff of striking. when the opportunity arises.i t i s set off by the approach of a person or monster. The other scroll contains three second level spells: ray of enfeeblement. I f no escape is possible then he will use his prime weapon. and in the N. i t would turn into a handsome prince. The whole room smells of ozone and singed flesh.a pendant worth 5000 g. she will cast darkness and try to escape through the secret panel at the head of her bed to her lover in 10. stand two 10' high statues of monks in long flowing robes in front of a saffron coloured curtain behind which are the cells of the three monks: Name l l d Crell lle Flower Ilf Tiger Al AC LE 7 LE 7 LE 6 Lvl 4 4 6 HTK 10 9 20 S 15 16 15 I W 9 15 8 16 10 16 C 11 9 11 D 16 15 17 Ch 8 11 12 Crell and Flower carry two-handed swords which they use in combat but the Master. collect the baton of fireballs from 9b (see below). When in 10. Those transported will still be facing in the same direction relative to the new interface (i. The master's. know alignment. I n I l c is a girl. In human form she i s AC12. I f this i s not possible. corner a small flight of stairs lead down to 12a . To the S. they will then do their utmost to keep out of any further action) -she will takeonly two melee rounds to react. Characters falling into the pits will take 6D6 damage (half damage on save) and will be rendered unconcious for 1D l 0 turns unless they make a separate save. In the fur-draped four poster bed against the W. Gilnet. but are much sought after by goblins and hobgoblins who will never attack anyone who has given them such a treat (unless attacked themselves).6. When the opportunity arises. bottles of nail varnish. Their appearance i s that of knights in black armour. I t is also the home of a lamprey (AC7. On hearing the bells the cleric will quickly arm himself while the maiden will rush t o the intruders with arms outstretched for protection (although this may look like an attack to a nervous party).W.b u t would a lawful party consider taking them? 9a. I f warned and no party appears in the next five turns from the transporter. walls and ceiling. The first will cause the alignment of any'who studies i t to change to lawful-evil.1. The fleeing hobbits are shown scrambling over each other in the effort to escape.standard mad scientist's laboratory equipment. phials of perfume. rat-in-the-hole. entering an ancient tomb. The monks' cells are spartan with a strawfilled mattress in each. darkness 15' radius. . in a final strike against the strongest looking fighter (or a paladin if there i s one available). Laboratory Two slabs of black marble are positioned in the centre of this white tiled room.E. *He has had a special suit of plate forged which allows the molestation of females without removal. Victims are left to be killed and used later for Dando's experiments. A t t 1-2 and drain blood) (MM) which will attack anyone who disturbs it. they appear a s normal sections of floor. Her general strategy will be to wait for the party to emerge (with their backs to the door of her room) from the transporter at 7. will use only his bare hands.value 150 value about 150 g. There i s also a baton of fireballs. HTK10) who will attack any who enter the room unless accompanied by Braken or. however. a character facing north initially will now be facing south). A large four-poster bed stands with its head to the E. Many of the components of the control panel are made of gold or platinum .p. who looks in much better condition. Under the bed are his weapons and valuables: a Btaff of striking. (1st level): invisibility. Att. providing that Prisilla had not taken i t with her. HTK16 and can only be hit by magical weaponry. corner is a control panel with knobs. The room is richly furnished . all with heads devoutly bowed. If the sack is just tipped onto the floor they will explode each doing I D 6 per turn until saved. She has contracted lycanthropy and. each spanning half its width. On each slab is a body made of component parts from various corpses stitched roughly together. hunt the party and attack when the opportunity arises. They move at 120' and are completely controlled by Prisilla. armed with broadsword). In addition there are two scrolls. has a number of bells attached to it so persons pushing i t aside will warn the room occupants that there are intruders. The room is used by Prisilla for experiments to construct a race of super beings. If the second of the pair i s found in 15. tables. Usually to be found in this bed . In addition to the rubbish there is a bottle labelled 'Cure-All' which contains a highly toxic poison (3D6 per round etc. etc. she will behave as she would have done in 9.). Simply standing within 2' of the interface will not actuate the trap . This minwand projects 10' radius fireballs which will do 4D6 damage . elves and the like. I f the pool is searched completely. and an ornate dressing table on which there are various items of feminine ornamentation . 12. HTK 20.who knock on the door in a prearranged manner (having done this. curse and 2 speak with dead. I f warned by the hobgoblin guards from 4 & 5 . she will turn invisible. Its fists will do 3-18 damage. Tiger. a non-magical ring (200 g. wall with one of the village maidens (unless forewarned by the guards from 4 & 5) i s the cleric: Name Braken Al LE AC 7 & 8. Martial Arts Temple The walls are painted with scenes of a procession of monks.violet satin wall drapes. as for darts at 2 & 3). The floor i s covered with white dust to give the monks a good grip on the floor a s it is used for practise as well as worship. normal reading matter (tomes on wax modelling) and her spell books Volumes I-Ill containing the appropriate level of spells. However. 9. walls on which rest Prisilla's magical literature. On the floor by the doors i s a sack containing 4 fire bombs. the food so created will always be some form of rat dish such as rat pie.p. Volume I l l has been protected by an explosive runes spell. HTK 25 and will be slow and lumbering only hitting every second melee round. The monster created will be AC7. scare and stinking cloud. but they are in fact animated suits of armour.i s the female MU: Name Prisilla Al LE AC 10 Lvl 5 HTK 16 3" Lvl 5 HTK 20 S 16 I 10 W 15 C 15 D 15 CH 9 Spells: cause light wounds. enlarge. person. as 4th level FM. From the ceiling hang long wires which have been connected to the head and feet of each body. Close examination will reveal that one of the hobbits i s wearing a real locket (value 10 g. The slabs stand 3' from the floor and are 8' long by 3' wide. wall. contains his badge of office . to the other corresponding interface.p. The posts are carved in the form of huge serpents and from them and the canopy hang yellow curtains which surround the bed. HTK3. a wardrobe with mirrored door containing rich robes.p. fighting in her defence so long a s she is alive but collapsing to scrap metal on her death. 10. Store Shelves run round the W. These are for use by the hobgoblins but they have been very careful to conceal the fact from the doors as intelligent wooden doors and firebombs don't mix! detect their presence. but they w ~ l lcollapse to dust a s soon as any weight of more that 25 pounds is placed on them.sometimes but not always alone . and S. then lightning bolt them as they stand confused. ( I f the guards had this information they will have passed i t on to Prisilla. I l b and I l c . Store Shelves a s in 9a are filled with old junk. The curtain to the E. are stored here. The frog was acquired by Prisilla in the fond hope that if she slept with it. used quills.Braken will continue to fight as long as he thinks he can win. I f the monks are clearly winning the fight they will drop their swords and all use openhands with the idea of stunning the party and imprisoning them in the prison cells 1la. but when in were-rat form is the form of a ruby pendant will be found. casual chairs. a +1 mace and two scrolls. (2nd level): Lightning bolt. The first contains three copies of a magic-user's version of the clerical spell create food. Transporters The apparently blank walls at these points are the interfaces of transportation devices actuated by a person advancing to within 2' of the 'dead end'and affecting the 20' of corridor in front of the interface. etc. an ear still wearing an earring . darkness. she will assume that they are moving up the main eastern passage and will move to 10. 9b. smooth-sided pit-traps are in this corridor. a poisoned apple and a frog imprisoned in a glass tank. I f the control panel is touched. I f the fight i s going against her.e. but will hit as a 6th level monster. Boudoir Area S 9 I 17 W 12 C 10 D 17 Ch 16 Sl)clls: affect normal fires ( ~ 2 )charm .

Under thechest carved into the rock are the magical words 'magnus Dando'. concealed about his person. A close examination of this evil smelling pit will reveal a piece of strong cord descending into the muck. She has only succeeded in eliciting one of his formulae -the blue liquid in the pool which will increase the natural armour class of creatures immersed in it by +3. The whole body will be destroyed in the same number of t A cure disease will arrest the process turns as the creature has h ~ dice. HTK 35. end of the N.p. Anteroom to Treasure Store A "chest" in the S. who acts as mortician for his master Braken.1 taken from the last caravan raided. 8 gems (100 g. however. if the body has badly decomposed. Att 1-6 spear + 1-6 heat. His prime distinguishing feature (beside his appalling smell) is two large protruding gold teeth. These contain: Rune of Corruption: When this rune i s traced in the air all creatures that see i t must save as vs. 4D8+1.p.a new female character class Expanding Universe . wall satisfies the toilet requirements. although he likes to think of himself asa devil.p. a poisoned ring (poison as in 9b). HTK 30). Drying Room Thick steamy fog fills the room concealing benches along the N. it has had few live creatures thrown to it to feast on. If the saving throw is not made then they must save again to see ~fthe experience has driven them insane. other than those stated. I t was forged t o aid solitary champions in their fight against evil. 18. containing a blood red liquid. The rest of the band are 2nd level fighters with HTK 14 each and AC8. corner of the room used to bind joints to prevent them seizing. 7D8. When Dando comes this way to count his gold he throws a couple of the dead rats to the mimic which contracts to eat them. A hole in the floor at the centre of the E. He is AClO. This process will take two melee rounds. 21. will do I D 6 to neutral characters and 2D6 to lawful characters who touch it. wall is filled by filing cabinets from floor t o ceiling. Any character wearing it stands a 5% chance per turn of being summoned by another (full) bone devil t o aid it. giving +4 to the saving throw. with tapestries decorating the walls. which can be easily mistaken for the shadow monster. the Sword of Solitude (see below). a rabid dog which has only 2 hit points but attacks a s if a 4HD monster with a 1-4 bite + rabies (the victim must have cure disease cast on himself within one week or go finally and irreversably mad). to 800 g. Prisilla has been torturing him to gain the secrets of his research. fear or flee in terror.500 g. Jacob's experience has been too much for him and he has gone mad. which if pronounced will cause Dando's treasure to be gated in from his infernal home. Bandit Sleeping Quarters The eight bunk-beds lining the walls contain little of interest except lice.E. 10D8. drink and crockery. end contains the body with the matching earring t o that in 12a. each due to their diamond biting edges which enable him to bite right through plate armour for 1-8 damage and reduce the AC of any armoured victim by 1. Dando (AC-1.the official combat tables Houri . The room i s tastefully furnished.2D8.W.Att 1-8) are seated. To the left of the throne i s a jar of dead rats which he uses to reach his hoard (see 21). however. a clerical scroll containing regenerate (7th) and restoration (7th).p. To approach the merchants without causing alarm. It is full t o overflowing with gems of all colours and sizes. corner and the rest of the floor are. Around a large central table sit eight people . After animation they are taken to 13 for treatment or. staffs or their bodles will immediately start to rot away.they have been bathed in 13-1 D8. and the Libram of Runic Lore (see below). wall are two cupboards containing food. staffs. in fact. fail t o make their saving throw. This w ~ l lnot. They are gambling for the perfumes and cosmetics (value 14 g. They know the position of the black pudding and will attempt to draw the party onto it. The caster is himself susceptible to the influence of the runes but saves at +4 against their effect. a master alchemist. wall. Mortuary The N. Rune of Discord: When creatures see this rune glowing in the air they will imagine that any creatures around them are their worst enemies and will immediately attack them in berserk fury unless they make their saving throw as vs. Immersion Pool The 3' deep pool contains a milky blue liquid and scattered around on the floor are test-tubes and retorts. Rune of Terror: Creatures attempting to pass this rune must save a s vs. Unfortunately these are all paste. 14. if enrering normally. Any who rush into the room or. He i s on earth t o prove himself t o his masters on order to become a fully fledged bone devil. In addition each has 1-10 g. 2-12 + 1-6 heat) (MM) in the boiling lava at the base of the pit. I t is the device which allows him to be summoned by other devils. Transporters 18a & 18b are transporters exactly the same a s 7 & 8. Spot. a 19.1 attached to the lower end of the cord contains five gems (100 g. is only a demidevil and looks exactly like his skeleton guards.p.p. be apparent unless he i s questioned about alchemy. Concealed under the bunk in the S. The bottom drawer on the west contains a live but sleeping ogre (AC5.p. Only three remain unused. Against the N. allowing access to the E.p. I t is a large chest and contains: 3000 s. (20 g. the entire band dress in female costume..appearing a in mid air -and will remain until dispelled (treat as if cast by 15th level MU) or shattered by a strongly anti-magic beast. He is Jacob.+3 .p. and are usually welcomed by the lonely merchants. 15. The western one i s hinged against the wall and conceals a secret exit to the surface. but a remove curse and cure disease need to be cast simultaneously to provide a complete recovery.. and W. There are.p. 22. Dando's Audience Chamber The walls and ceiling have been faced by massive blocks of dressed obsidian while the floor is covered completely by jet black carpet (or so i t appears). wall. It acts as a normal +1 sword but has additional powers: it acts a s a ring of protection +1 for i t s owner and also radiates a 10' radius circle which reduces the armour class and saving throws of other creatures by -2. although valuable (1000 g. A t the E. In fact the guardian is a salamander (AC5/3. Treasure House An open treasure chest lies against the E.playing cards. Firepit Hall The rock-hewn walls have many nabks and crannies that could conceal guards. each).1 which increases the wearer's resistance to poison. The salamander will climb out t o attack any strangers entering as. will be able to duplicate it. an ornate helmet l~berallystudded with jewels (value 2. A small gold box (value 50 g. If badly wounded it will attempt t o escape t o its pit and will not emerge again until its wounds have healed.spevs special - . since the experiments of Braken and Prisilla started. corner is the bandits' pet. labelled AGAU. end stairs lead up to a dais on which Dando and his 13 skeleton guards are playing knucklebones in front of an ornately carved throne. The zombies will fight to the bitter end.Chapter Six Treasure Chest .p. This is Zephod. The bandits are led by: Name Rodney Al LE Ac 8 Lvl 4 HTK 25 S 16 Sword of Solitude: This is a lawfulgood sword which Dando was attempting to pervert to the cause of evil. 16.13. s a fiery letter suspended The rune will then start to glow . There i s a pile of bandages in the S. even if of master level. a silver circlet that can project one &dice lightning bolt per day. 5000 g. a very large mimic (AC7. door is a shallow pit wherein lurks a black pudding. 1 MU'S scroll containing repulsion (6th). 7D8+7. it i s rendered sterile and any exposed joints will lock solid if exposed to the fluid. each) and a large emerald pendant (value 1000 g. He is wearing a loin cloth and high-heeled leather boots.part water (6th) and guards and wards (6th). The steam will conceal the zombies until approached close enough for melee to be joined. Libram of Runic Lore: This i s a large book bound in red leather containing many blank (used) pages. Bandit Lair Dando maintains a small band of bandits to raid the passing merchant caravans and to obtain bodies for Braken and Prisilla's experiments.they have just been dipped in the liquid in 13 .). cause fear (5' radius) and do 2-8 damage with his talons. HTK 30.p. stairs. HTK20 (due to deprivations and treatment) and attacks as a 7th level monster. He has neither the scorpion-like tail nor hook yet. Att 3-12 + glue) (MM) which will attack anyone approaching the chest. A man i s chained to the W. It has no detects or powers. Concealed in the right boot-heel is a small bottle. three unfortunate side effects: the creature's life is shortened to a tenth of normal. two potions of healing.apparently courtesans but actually bandits .1. 17.additions t o Traveller Fiend Factory more monsters Valley of the Four Winds . of a rather gaudy nature. some contain small quantities of chemical but most are empty. the lot) but they are extremely well made and would fool all but dwarves. HTK 20. The runes are used by either a magic user or cleric inscribing the shape of the rune in the air. I 9 W 9 C 11 D 15 Ch 16 He i s armed with a +1 scimitar (note: +1 t o hit and damage). The liquid will convert silver to gold and there i s enough In the bottle to convert 800 s. it may be disected and stored in 12a.p. He knows that if he fails here he will never become a full devil and so will never surrender. and i t is obvious that he has been tortured. The formula IS very complex and i t is unlikely that another alchemist. Before they realise the ploy the hapless traders are cut down.Theguards (AC7+3 . I t wears Next Issue: * * * * * * Advanced D&D . In the centre is a deep pit from which flames leap casting flickering shadows. In the centre is a stove which maintains the temperature at about 80' to allow the zombies to dry off quickly. Att 1-10) (MM). Around his neck he wears a talisman of Evil which.p. 20. The top drawer on the E. HTK8) are armed with both swords and javelins which they will hurl at intruders. will fall into the creature and take double damage while struggling to escape from it. whereon he will attack with berserk fury at 18'' strength. they are his pride and joy and he would never attack a party that admired his luxury dentures. walls where eight zombies (AC8. This is where the corpses scavenged from local churchyards are stored prior to being animated by Braken (see 10). but he is able to create illusion. In fact 10' into the room and immediately in front of the W.E. They are worth 200 g.

who is said to hold the answer. scum of the plains. The gold he asked from Farrondil was but a pretext." "Battle?" said Hero. So it i s that in your city. said Verokin from his whirling cloud. he smote it with the pommel of his broken sword. perversions of true magic . and i t seemed that the statues trembled. I shall laugh that you heeded not my warning. eternities of torment. and now the others realized that Hajjin's old power was not stirring. and I must hold her power from the Valley It is chaos you Anvar. The guardian wizard inclined his head. the gates parted to disclose a stone courtyard s t i l l more thickly thronged with statues. The visions of evil vanished a s if in a flash of lightning. it broke the Black Gorge through the northeastern hills. Hajjin. Longago. . wished only to leave his Demon in Farrondil. but we ride not for war. you know this valley's stone a s the Lodestone which stands for justice in Farrondil. But there is a cloud over the days t o follow.things such a small servants here. After a time the passage opened into a large. With a groan of old iron. with deepset eyes. There is much to tell and little time in which to tell it. another pace yet. but subtly wrongly Madoc who pointed out that in this mirror. Thus begin your reverses." The light died again as a spasm of pain passed over Verokin's face.things such as they'd glimpsed the shadows of i7. hardly daring to believe that he would be permitted to unsheath the blade before some blast of sorcery flung him torn and bleeding down the rocks of the high trail. the eyes of the socerer blazed brighter. the chaos-touched beings find themselves giving birth to more and more menchildren " All glanced at Pursio. or monstrously swollen heads. "The Lodestone itself has not the power to disperse such a mighty focus of chaos. oval mirror which showed the travellers their I t was own images. "The seeing-glass says that the crucial power is out there. son of a dogfaced Gondemarian. The gates crashed to behind them. as Gorwin's and Caspar's arrows flewpast him to strike Hajjin's breast. he took heart from the thought that Verokin. and who slapped the statue's shoulder with an air of familiarity . Go to Verokin and let him serve you as he has served me. Hero pulled at his sword. turn back.Greengorm Forest. and s my things come through . bearded. touching one t o the other . "You've changed your tune. square hall without other exits. Hero had found a gong beside the heavy iron gates closing off the pass. and then down the line of statues which stretched from the iron gates: all. He gaped. On they went. then. with some strife on the way. Fools. only t o suffer the same fate..but also things like your Hajjin and his Wind Demon. there came a deep rumbling. . "Sir. as in common mirrors Then came a great roar of wind a s their wizardly host made his entrance. Hero made the last pace. a blue vein beat at the wrist. ready to break when Hero made his next step. very slowly. the dwarf Damzik still limping from his wounded thigh. in the mirror a wrinkled crone-face. formless sea. eyes staring into some private vision. ." said Hero. all but his eyes. servitors with tw~sted limbs. No longer did it show the hall. seemed not unfriendly t o their cause: Hajjin was fallen! And nothing of man-shape stood in the silent ranks of statues. Turn back. Ahead. and sent crazy gustsabout the hall. that is your charge.and the Valley of the Four Winds will be lost in the old. slapping his thigh." "Why yes. and arrows nocked. but none of this they noticed at first. "Why this silent dream-speech . "The world was chaos." said Hero. tainting and eroding the power of the Stone. down the winding passage without seam or any mark t o show how it had been hewn. as you see. and law will cover the world . "The world was chaos. plainly Verokin was friendly to men. beating against the peace like an angry sea." the wizard gasped as he recovered himself and the hall was lit again.and over the hills is wild magic. last of all came Anvar. with one exception: from the floor in one corner rose a gigantic hand. noble Hero ." he said rapidly. he wore the conical hat of wizadry. looking hard at the tall hillman. came the weary thought.but there are fearful depths in this simple matter of the sorcerer Hajjin. unsmiling. "How may we oppose the Demon. kindly old man. for I have keenly watched your quest in the seeing-glass ..strange servitors . directed by the foul witch Malig. of the foulness of swamps and wood-things poised above them like a wave. though a little while ago the glass showed yourselves." said Madoc.why stand you so still when magic should wait at your fingers?" He leapt from the horse and took a pace forward. Then one day there will be no magic. for in this battle I see that the power of chaos will strike more blows. we have ridden on a quest. but at the very threshold Hero is transfixed by the hateful eyes of Hajjin himself . t o swing his sword and hack savagely at Hajjin's neck. the Stone's power grows. chaos-tainted things still dwell . no sound came from the pale wizard's lips. for all eyes were on the whirlwind that he rode. each glancing off with a loud crack a s though the sorcerer's very robe were of hardest adamant." he shouted. now.back! With the silent words came visions. while Anvar shivered again. "And so this enclave of law would slowly grow: but chaos is cunning. the Princess Allathea violated by stinking Swamplords. a thing of spinning wind and fog which held him above the ground. One by one they filed into the tunnel. But soon the ill moment passed. Turn back! you foulness. or no arms at all (that one carried a tray nimbly enough on his head) . there was the stony Hajjin. bearing food and wine. one by one.. "We'vecome too far for faint-heartedness. from nowhere came. the torrent of silent orders to turn back died into dim resignation.. who are easily enough tamed .but I must tell you a word or two of history. tool of the outside forces. but none cared to touch him . and the high ones of the Astral League strove against it. the others. their companions silent and suspicious. Turn back now and you may live. . They looked one to another. so I must live at the valley's edge lest I shatter you law's balance with my own magic must deal with the Wind Demon. Slowly. higher than a man. "Stone!" said Pursio. "He lixes but cannot move .I know your names. They made the Lawstones and set them to drive chaos back. Fools. Think not that your task is done. in intimate cells of stone? "Onward. images were not turned about with left becoming right. the walls shook. But nothing struck him but wave after wave of intense malevolence. a potent focus of chaos.and laughed. and Pursio followed. and . the light died. and I fear that worse must come before the Demon can be overthrown. in their tunnel journey. in the still grey light of that rocky pass he was the only thing that moved. But under my guidance.. but it seems to me that were theStonelspower of law directed on the Demon .and if then a chaotic attack were also made on the Demon ." said Hero shakily. .. Others nodded. it was lit with the same sourceless light. "Malig.. More swords were drawn. Hajjin came here to contest matters with the valley's guardian. and then." We have the Swan Bones!" said Pursio. who had again taken courage from a flask. See you the plot? It mattered not what gold you offered. and a finger of evil was laid on their hearts..." He pointed to the mirror supported by the hand. if indeed this were Verokin's stronghold. 'We have no tools of chaos. though the last power in him I cannot crush while Malig still contends against me. although (as Pursio was quick to remark) the courtesy of his welcome left something to be desired! Once.but beyond was an arched tunnel-mouth filled with light. For my power too is rooted in chaos. Its fingers were curled to hold a large.o f the Four Winds by Rowland Flynn Chapter Five THE HALL OF WIZARDRY The quest to break the sorcerer Hajjin's curse seems near its end as Hero leads his party to the mountain home of the mysterious Verokin. Hero was painfully aware that the power which drove those mighty gates together could at any moment crush them in this confined space. but for the salvation of our city Farrondil. "Ever she attacks. "You spoke the . but burning words took shape in all their minds. as always. who from time to time gave a small. odd shiver. once living? all trapped. there is peace and stability . of racks and wheels.stone. None shall pass here. And driven beyondall mercy and humanity." He moved a little out of the path to avoid the stricken sorcerer. thinking. Hajjin's thoughtsdied into incoherence. "I am Verokin. its King eviscerated in the cobbled square.. "Greetings in the League's name. "Thus it would seem. there sprang up on the instant a heavy stone chair for each man. 'We have a traitor.' Tr he cold gaze fell on them all. and some of the horses shied. ." yero shrugged. Another pace: the hatred from the statue-still sorcerer beat at them all with new intensity. children of deformity. first Hero and Pursio. "Folly.. You see I have forestalled you everywhere.while on all sides. Refresh yourselves a s I speak!" At a gesture from Verokin. a tunnel winding into the mountain's heart. of the walls of Farrondil broken. echoes ran up and down the narrow pass. which though it grew from stone seemed alive." And Anvar rose with a hoarse cry. Go by. then?" Verokin gave a troubled smile. The place was utterly bare. but the figure made no move. Let it remain long enough and the wild magic will cross the hills -your children will not be men ." "A heavy one. my children. and I bound him in stone. The next move is Hajjin's. There was no movement . eyes s t i l l bright. and Hero's great sword shattered with a ringing sound upon the sorcerer's neck. The note was strangely high and clear for the gong which made it. He was a tall.. at the valley's core.

. The pace had to be slowed from time to time.but no floods rose. and the scene went black.where a mere footfall. "what talk iS this? The slaying is an evil thing. the shadow sank slowly upon the city a s the riders galloped desperately through green meadows. I fancy?" said Hero haltmgrily He?" Verokin waved a hand. I t was in one of these brief rests that chaos again attacked: a great winged thing which flapped slowly from the dark chasm to their left.. Hajjin lured this fool with false thoughts. I bind. on the instant. a beak stabbed at Gorwin's heart a s Casper strove to master his suddenly rearing horse. down in vertigo. tricking you with lies about that good Gondemarian. the poor dwarf is gone. friends! Ride to save your King from whatever the chaos-witch binds him to do. haunted look such a s Anvar had worn. and another two . With a wrench Anvar pulled the great. for which Hajjin had given hisevil life. plucking at an empty quiver. a change came over him: a rigid." Others concurred. Magical transport you shall have.b granted him that final spell1 "Anvar's death also. Meanwhile. Everywhere in our journey we are dogged!" "A pox on your lore. falling upon the hapless King. And then two more arrows.though it hurt him . a claw raked across Hero's sword arm.a bell began to toll. "Have you not heard tell of necromancy?" said Verokin bitterly.the holy vision -" 'Was Hajjin. 'Will some doughty bowman take a shot at these monsters?" The alert twins Gorwin and Casper already had gaudy arrows in flight. The company was grouped in blazing sunlight. "Chaos is strong . with hoarse calls. Farrondil was there. the dazed Hero saw that he was smiling. past a hovering hawk whose screech hurt their ears. the cloud was gone. then he snapped: "Prophesy!" The mirror flickered . freeing Malig to send some geas hurtling like a bird of prey across the valley. The curse was complete. Hero spurred the stallion more cruelly yet through the minutes that followed. The hall went completely rouse every place against us. And far across the plain. Nobody ever puzzled out the words he uttered a s he flung himself across the wings that beat at Hero . a flood. still clutching that bestial opponent. a small darkcloud which drifted against the wind. a portent was visible far ahead.and rolled on the ground with the foul wings flapping about him.." Before all heads had finished their turning to him. Across the river the Plain of Darkness brooded. meanwhile. "Now we're armed and ready for another such attack. spell-cursed and with a horse fresher than any of theirs. Mindful of Pursio's joking premonition.. where guards forbade the crossing to the Plain of Darkness . knocked flying by a stab of one great beak. a long. they saw the eastern gate burst open and a single figure ride forth. In rushing winds they rode on Verokin's spell to the east. "The voice in my head . I t seemed an unlucky hour for the company. The sun flashed distantly on a jewelled crown: King Lodwick was riding to his doom. and Hero made ready to defend himself. none of the others. "Ride. "Malig's geas flies to Farrondil. To be continued. Malig laughed insanely. "I kill not. The party was a sorry sight when all was done. ''The cursed magic that takes power from dying souls that broke my power for one instant. The mirror's scene was changed again. Damzik. . beneath the horses' hooves was only air. "Even a s I spoke. where the tributary from Lake Lume joined on. aye. He rose.nor cared to say . and likewise Pursio. not knowing what Malig's foul spell was bringing to their King. no wizard. to show us how our heavy weapons fare against a few fathoms of water.make ready! for with Hajjin's death. and healed of wounds . over the Stonefingers' icy tips to where the Black Gorge slashed through the mountain-walls like a terrible sword-wound in fair flesh. yet chilled by winds. stinking . Hero guessed i t to be Malig's flying spell. a s he had since their strange flight had begun. "I wasdeceived. until at last Gorwin's shaft took the monster in the eye. but poor Damzik was already wounded and a burden to us. But later they reached the bottom of the foothills. a rift in the ground. I t was with many a sidelong glance into the deeps that they continued on the painful path to Farrondil." said Pursio. numbing in i t s unclean weight." said Anvar with a livid face. a great foul body. his blade had buried itself in the heart of the Gondemarian. . the Wind Demon is uncontrolled and may be turned to good purpose . and a blast of evil chilled them all. with a clear ride to Farrondil. Damzik's death this act cost him his life . for they were soaring high over the mountain. nor did anything to drag them in. his rocky sword joined indissolubly to his hand. Anvar had stood like a statue once more. was silent with lips compressed in pain. through a fall which went on and on Ground surged up towards them. it seemed they must be smashed on the Gorge's lip. and the cloud neared the city itself. grey stone quivered and became Anvar once more. through wisps of drifting cloud that damped their hair. across the river stood the mighty stone slab of Black's Bridge.and realizing too late that he'd broken it in two on the petrified Hajjin. shown from high up and far away. Malig's geas. Hero was bruised and scratched." Hero laughed ." The chairs and servitors were gone. They gasped. the gorge dwindling stage by stage to a gully. "Arrows! More arrows!" cried Gorwin. Time wore on. a high riverbank ." said Hero. body off Hero -a feat perhaps possible to hls hillman's strength alone . I must send you swiftly on your way." said Pursio with difficulty. to spare the horses.clouded and cleared showed King Lodwick of Farrondil in his private library." said Pursio.and then there was only the peaceful River Yazz flowing on i t s steady course to Farrondil. though Anvar stayed silent. Anvar is a greater loss. Men.caught the beast's neck and stabbed again and again with a dagger which would not pierce the wrinkled hide. "Thus and so. still pale. uneasy sleep." the wizard mused. 'We must make it less time that that. in the mirror. from fabled Hellmouth Cave. he saw his possessed King ride down the guards at Black's Bridge and pass across to fall senseless upon the Plain of Darkness. I t seemed that the prophesied time was near. and over the city. could rouse the worst powers to be found about the valley Hero forgot the care of his horse. it was said. Then down. "Now see!" said Verokin. A wing folded over Pursio and bore him to the ground. but it seemed that on the stone lips there hovered a smile.Farrondil's new bane will be something worse. but the snapping beak drove him back. and the broken blade fell from his hand." said Madoc. took no more thought for stragglers like wounded Gorwin: the stallion's mouth foamed a s it was spurred to the limit. Your horses are fed and watered. Two others followed. now the city of And then there was no hall.which of its wounds had been mortal. They rode into the northernmost fields of the King's territory.and it was scarcely weakened. ." Verokin rose on his whirlwind. A weak scream came from the dwarf. With the jagged stump he hacked at the thing's neck. "An hour's ride down the foothills should bring us to the plain. toothed beak More arrows struck. it may be that some vague thought of atonement was in his mind. Its ghastly note filled the valley a s fearful legend became a presentday horror: worse indeed than any Wind Demon! The Company was too late. ahead was Farrondil. Pursio stabbed with a s little success at the other monster's underbelly. "The gorge!" It seemed that Anvar did not hear. a s he toppled over the brink. while Pursio's repeated stabs from beneath i t were continued. so that at the end none could say . through a haze of exhaustion. the foul black blood ran everywhere. and where think you it went?" He indicated the seeing-glass. Anvar was a figure of grey-white stone. wide batwings creaking like old leather. Pursio muttered a good deal under his breath. mayhap. in this swift combat. but soon they stood a s if ready to ride into the stone before them. . The second swooped a s the first fell. had yet subdued their startled horses. ." The light flickered. hands spread - 1 . now properly and fully armed from spare supplies and the gear of dead comrades "Luck still runs against us. and we are ruined. Verokin's hand moved. Hajjin was bound and t .or Malig is . all hope left Hero a s a leathery wing lashed again and again across his body.words yourself." He shook his head. they kept a wary eye on the river . . Malig's plan. and pointed out that the gorge would swallow any floods which cared to come against the party.and the thing was a long time dying. Gorwin. had caused the violation of the forbidden plain and roused the Undead from their long. Hero continued to set a hellish pace. hillman. mage: the dog-folk have the taint of chaos and we are betrayed! I saw i t in a vision. I t was strange to mount in this blank. whose topmost towers were now visible. With bursting heart. windowless cavern.. "Felt you not the power? Aye. "The cursed witch presses me still. now he leapt forward. the leathery wings of the third gorge-thing were beating close. The shape was plain to see. and may loose. though the Stone's power keeps such airy spells to the valley's edge. miraculously they found themselves on barren ground. now." "Why." said Verokin. . two shafts struck the foremost of these vile bird-lizard monsters. where Hajjin's figure stood with eyes now stony and lifeless. "These things are spoken of in lore. they chafed against the slowness of the journey. hard by the brink. Anvar has another deed to do." said Hero. but while the city still stood like a bright toy in the distance. As they gaped. all were shaken by the suddenness of the assault." said the wizard sadly a s light returned. I can hurl you over this mountain to the very mouth of the Gorge. Verokin passed a weary hand across his brow. swiftly drawing his sword . "Necromancy. "Anvar!" cried Madoc. now became plain. fail not again already you may have cost us everything of value".at this. the chaos-power which dwarf-folk have in their souls is gone also. To the left flowed the placid Yazz. Down the edge of the Black Gorge they rode. we'll suffer something new. with distant clarity. "We ride at once. Then Morgen and Rhysattacked the second bird-lizard in unison. You. still closely grouped. but even he .

If the owner mistakingly assumes the earring to be a ring and places i t on his finger.The sword i s equivalent (see note below) to a +2 Magic Sword (Intelligence 0. and 1 passed beyond to journey 'mongst the planes Sought death. This rope i s highly magical and will. objects.. . Ego 0) which also does 2D6 damage.e. the sword i s destroyed. however. Dexterity and Constitution become 180°. etc). The blood on both i s s t i l l a s fresh as the day it Was spilled. If a thief of a different alignment uses it. Earring of Control by Robert Stanley This is a plain-looking. the rush of energy is deemed too great to handle and the character loses conciousness before having time to deliver another blow. gold earring (value 25 g. t . and if destroyed it cannot be repaired. The sword is equivalent to a +3 Magic Sword (see below). It does no damage to the creature it hits. you have your sting Bitter experience has your lesson taught This quarrel's mortal wound shall see me breathe my last breath This night. forgotten. . these weapons originate on another plane of the multiverse where the weapons are not magical nor exhibit the same effects. The box is lined with red velvet and contains a single bloodstained crossbow quarrel wrapped in a blood-stained rag. character classes. given away. " . found life and swords that shall ever bear my name The Black. It changes the spell to heal 1D8+2 hit points if layed on the forehead of the 'patient'. I t can then be used again. If he/she receives more than 11. Strangler's Noose by Bob Scurfield This magical item i s only usable by thieves or assassins and consists of a piece of rope that i s permanently fixed in the shape of a noose. shall see the end of old Meryn Caradeth I dwell on pain. The noose attacks as a 3HD monster and if it hits it has fastened itself around the victims neck. if the character has remembered to bring the box. and +6 when proper alignment uses it. whatever type of crossbow it i s fired with. . The White Sword Upon unsheathing the sword the character's Strength. One sword is white and i t s sheath is decorated in white enamel and golden runes. Neither do these weapons 'feel' magical and detect magic has a negative result. his/her Hit Points are all again lost bar one.1 which resembles a ring rather than an earring. The sword also adds +2 to the thief's dexterity. TREASURE CHEST is open for contributions relating to D&D additional rules. but i t s ego rises to 18. Evil Clerics touching the rag must save against poison. The rag can be used by Clerics in the act of healing. nothing at all will happen. If a non-thief picks up or touches it. While magical in effect. the sword retains all of i t s previous abilities. is contained in a small fragment of poetry engraved on a plinth bearing two sheathed swords and a small wooden box: . it acts a hitting from behind. or the sword is defeated by a greater blade. Their behaviour is a consequence of the differing physical behaviour of the two planes. . The Quarrel and the Rag The quarrel i s equivalent to a +2 Magic Arrow (see below) it does 2D8 damage. the sheath black and silver with similar runes but arranged in different patterns. the sword immediately attacks at i t s opponent's fighting level. fly and attack anyone designated by the controller. Unless the victim i s wearing plate armour he will suffocate in 2-5 melee turns. but with the advantage of returning to the user's hand. All damage done by the sword is 'given' to the owner again bar one hit point. Silver Boomerang of Za'an by Paul North The silver boomerang can be thrown with the accuracy and range of a dagger.. gauntlets of ogre strength. . If. Upon striking i t s target or otherwise the quarrel vanishes and reappears in the box. The Black Sword Upon being unsheathed the character loses all his/her hit points bar one. i. in pain. upon command.~ B a@$&a a " The Swords of Meryn Caradeth by Roger Coult ~ ~ The little that i s known of Meryn Caradeth. The victim has a 2% chance per strength point of slipping the noose over his neck. pure white. he discovers i t s true use. the sword does more than 12 hit points damage. the three attributes mentioned immediately drop to 03. be ever at my side For fear of death I ever play death's game Sought law. for pain is . . The other is black. death black. and has no ego. will increase this chance proportionately. for example. a wish (limited included) i s used. Thus the character rapidly gains hit points. the Disenchanter (White Dwarf 6). the meaning of which i s unknown. If a thief of the s a +2 sword. If the character subsequently loses the sword (it can be stolen. If the character parts company from the sword in any way. magic systems. . it will generate a charm monster spell by command. Unconciousness lasting 2D4 melee turns. found pain and swords for heroes glory wrought The White. but acts as a holdperson spell with saving throws made at an additional -2. impounded. etc.p. New Magic Items The Sword of Thievery by Lois Boschelli s follows: This sword i s aligned a Neutral 1-40% Chaos 41 -100% I t i s designed exclusively for thieves. usable once per day. tricks and traps etc. It does 2D8 damage. Thus they cannot be 'drained' of their magic by. The noose counts as AC2 and has 2DlOHD. I t will continue to attack until either the defender is killed. Only close scrutiny will allow i t s owner to notice the hairline crack and hinge. The rope will perform one 'mission' per day.

it will act a by a 20th level magic user. there have been major upheavals in the world of D&D not the least of which has been the appearance of the Advanced D&D Players' Handbook. so the DM should roll in secret to see if the monster turns to stone. The Barbarian Some Minor Modifications by Brian Asbury Since the barbarian character class first appeared in White Dwarf 4 . Hiding In Shadows (New Ability) I t has been pointed out to me that " . Remember though. highly ornate silver boxes (value 100s. It must be held at one of the metal ends to have i t s power. when it i s used for the second time and a die-roll of 13 fails to mar the leather apparel of his opponent. But when they are shot at a certain class of monster (humans.p.Arrows of Petrification by Adrian Barker These arrows appear as a normal quiver of + I arrows. the minimum requisites for the barbarian to have the ability are dexterity 1I+ coupled with intelligence 9+." So be it. the greatest barbarian of them all used his ability to hide in shadows to great effect on many occasions. the higher level types no longer do automatic triple or quadruple damage. When the user touches someone or something with it. and these have made some of my original rules for barbarians a little out-of-date. he does not get another attempt in the next round. . Thus half-orc barbarians exist. normal damage Attack Attack Attack Attack bonus +4. After this first round he will attack normally. Hit Dice (Change) With the Players' Handbook changing the hit dice of most classes. but 80% of any orcs within a '/4 mile radius will be immediatelv attracted to it. normal damage 5-8 01-25 26-75 76-00 01-25 26-50 51-75 76-00 Attack bonus +3. quadruple damage bonus +3. and does not give any clue to what form the danger takes. A barbarian is entitled to only one round of first-attack ferocity per battle. Half-orcs may progress a also. and only if the barbarian has the initiative. After all. However. This article i s intended to bring the barbarian class into line with the Handbook. giant animals. To do this would be to set off any harmful effects which the writings might endow upon the reader. However. They do not gain bonuses on this ability for high dexterity as thieves. Sensing Danger (Clarification) The ability to sense danger i s merely an instinct. . double damage 76-00 Attack bonus +I. this bonus only applies to the first melee round. clerics. dragons and swimmers) i t is turned to stone with -4 on its saving throw. they may elect to be split barbarianlthieves or barbarian1 assassins. This is because there have been cases of parties using non-literate barbarians to copy down the title pages of magical Books so that they could divine their nature without risk of harm. Barbarians should be able to hide in shadows if they are to emulate the feats of you-know-who.Next issue we would like to feature Spells in Treasure Chest had before. double damage bonus +I. acts a s a +2 weapon during the first melee. and also to introduce changes suggested by others who have been using the class for the last year or so. barbarians will now roll eight-sided dice to determine of any level for magic-users. i f the barbarian's first-attack ferocity attempt misses. not only is the blade now a -3 cursed weapon. Before the first-attack strike i s made. Dwarven Dust by Nigel Locke This dust is orange coloured and found in small. that does not exclude the possibility of barbarian hybrids. Illiteracy (Classification) Illiterate barbarians cannot copy down magical writings which they cannot understand. roll percentage dice and consult the following table to see what the effects will be: Barbarian % Die-Roll Effects Level 1-4 01-75 Attack bonus +2. why should clerics receive better hit dice than barbarians? Therefore. class. The Blade of Betrayal by Duncan Campbell 3 % This richly decorated sword i s the bane of i t s wielder. It is not directional. but would have no idea of where the source of danger lay or what it was. the rule about barbarians of strength 10+ always hitting at +1 is cancelled. Barbarians As A Race (Change) Barbarians can be considered to be a sub-race of humans who have developed a special hardiness due to their upbringing in an especially harsh environment. much to the finder's surprise. mythological beasts. The rod should be carried by the wooden handle so it doesn't electrocute everything that it touches. Similarly.). However. When found. But on a roll of 5 or 6 on a D6 part of the electricity is carried down the handle so the following happens: half damage i s done and the user takes 2D6 damage himself. normal damage Rod of Electricity by Adrian Barker This rod is made of steel and is 2' long by 1" diameter with a small wooden grip in the middle. A barbarian who fails to sense danger in a given situation cannot try again. Magical writings can be copied down only by those who fully understand them. the thing touched takes 8D6 electrical damage. other humanoids. double damage Attack bonus +I. having attributes of both the orcish race and the barbarian s high a s 8th level a s barbarians. . it seems appropriate to do the same for barbarians. it is evidently a magical sword and. hit value. The Handbook has introduced major changes in most character classes. e. Please send yourcontributions to the Editor to arrive by 1st May 1979. First-Attack Ferocity (Change) All barbarians who succeed in striking with first-attack ferocity automatically do at least double damage if they roll 75 or less on percentage dice. the damage done by a Book readable only by magic-users. whilst retaining the same numbers of hit dice a s they . and it is quite likely that barbarian women have many times been carried off by raiding orcs. Orcs will breed with anything. However. triple damage bonus +2. Thus a barbarian cannot walk up to a door and automatically say "Aha! Twelve feet beyond this door i s an evil magic-user!" He would simply feel that something was wrong. I f he switches opponents in battle he does not gain any first-attack bonus on his new opponent. indeed.g. Thus a barbarian'capable of first-attack ferocity always gains at least +I on attack dice even if the die-roll is too high for double damage or greater. There are 12 arrows in the quiver (or more if the DM wishes to include more monster classes) two of each type. druids or illusionists. There is no way of telling between the different arrows. triple damage Attack bonus +2. dividing experience equally between their two classes. If all the dust in the box is sprinkled 9 and up s dispel magic cast on the floor around the holder.

Exceptional Strength The ability adjustments for fighters are now less in their favour than they were in Greyhawk. . Intelligence A much clearer description of the meaning of 'chance to know each listed spell'. But i t will be many years before I can claim to know it thoroughly . games and mags. so presumably a player should. though note that non-fighter class characters cannot now get more than +2 per hit die (in the past the apparent limit was +3). Dexterity Armour Class adjustment because of high (or low) dexterity has always been present for mOnstersl but references bonuses for characters have been vague. damage adjustments are the same but penalties apply to characters with strength 5 a s well as those with 3 or 4. Wisdom Now affects saving rolls against non-physical spells such as Charm.specifically spelled out in the PH. and since then I must have read through it dozens of times. Many DMs play resurrection as reducing constitution by 1 point if successful. poster\. American and Briti\ll \CI-fi I)ook\. The 'bend barsflift gates' column is new. In this series I will pick bits out of the PH and compare them with what we had before. etc.very reasonable.even to know where to look up that elusive rule reference..s chance of spell failure and high wisdom gives him a spell bonus. A very section On page - - If you want all the latest imports ( D C . etc. hit probability bonuses are reduced (and penalties for low strength are increased). etc. .this is the place to get them - Constitution Hit Dice bonuses have been much improved . I the largest sci-fi and comics shop outside London for list send SAE I . badge\. despite the excellent layout and editing. Marvel. so successive resurrections are less and less likely to succeed. po\ter\. D&D. . hopefully as a useful 'thumbnail' guide to those who haven't been able to study this massive opus yet. but he (and his mates in other non-fighter classes) is treated as 18(01) and never otherwise. Illusion. does get the hit probability bonus if he has 18 strength. This is not . for example. Note it i s now clear that a cleric. A Paladin now needs an intelligence of at 1 I least 9 (previously no restriction) and a Ranger needs 13 rather than 12. weight allowances have been considerably altered and doors are harder to open.magic-users in particular will welcome this. French magazine\ and book\. 'Old' Paladins and Rangers will presumably revert to normal fighter-status unless some DMs decide to continue them under the old conditions and with the old powers. Additionally wisdom affects the cleric. A significant improvement here for clerical characters.I An intermittent feature intended to high-light the innovations in the new TSR Players' Handbook.- - thousands of back issues. masses of underground comix. and Warren). was one of those lucky enough to get the new Players' Handbook almost as soon as it emerged from the transAtlantic plane.

if they find themselves striking from behind 'failures' each round. must decide before an adventure what spells Elves will probably not mix with Dwarves now .that disadvantages) when engaged against certain types of enemy . since they must pray extensively for the experience levels a s fighters than before.6%) DMs will have to make up rules if the two though given the chance of an extended rest period a cleric races happen to be present in the same party. are rather cheaper. once prepared.Thesaving roll bonus for Dwarves (formerly 4 levels) Now there will be no preparation time. and very welcome i t is too. In effect they are dextrous components they require.I can't be sure it is right!) keep a separate tally of the number of times his character has been out Druid next time! The race for first position for White Dwarf covers was virtually a two horse race in the latter stages with Issue 1 0 just pipping issue 9 at the post .8%) 5. resistant to sleep and charm spells and are slightly more Material components are. unlike Dwarves. there is the blow which connects in melee? Again. A useful rule of thumb is that it takes a s many this is now slightly more favourable to the Dwarves (since they 6-second segments to cast a spell a s the spell level. (US customers. unlikely to be found effective in melee with swords (and with bows). though they. Issue 1 0 (Eddie Jones) 2. Issue 7 (John Blanche) 4. Dwarves can advance higher up the Note that clerics. 1 more valuable than gold. restriction). but there will be a number of these bonus. Illusionist (3. triple not two.generally speaking regulated. Paladin (5. see page 16. Bare skin is now AClO not miss but neither did it do enough significant damage to rather than AC9. a great deal of use).could take hours to phrase properly! . if the requisite total is not rolled. answer. not pick them at the time they are required. Issue 4 (John Blanche) 10. London W6. away Demons and Devils (when we get the table. Equipment costs are greatly increased (probably realistically) Charisma no new character can now hope to wear plate mail at 400GP a Considerable changes in 'Loyalty base' and 'maximum number of henchmen' plus a formalised 'reaction adiustment' (which. Here are the results: D & D Character Classes 1. suit (see page 35) and will probably have to survive in Ring or until the publication of the Dungeonmaster's Guide. now I come to DM to get to know even all the low-level spells and what look for it again. Most weapons. die roll is used. It seems there are three kinds of attack during melee. Issue 11 (John Blanche 5. Long lists of Spells include old and new.see the they are 'preparing'. in case it is required. confirmation. Summary: N o real surprises.7%) 2. had better make on your Dwarves' characteristics). Bard (5. Issue 2 (Christopher Baker) 8. Finally. the blow landed and the victim's potential for living was than 10 a s before . and it still isn't a decimal system which is a great pity. Check your non-human characters and adjust 40 and elsewhere.9%) (3. even Chain is probably too costly. limited wish . Ranger (9. table on page 18 . A few more votes for the Man-Beast would have seen i t in 10th position . if a 1st level fighter still needs a 17 to hit AC2. Issue 9 (Christopher Perigo) 3. I suspect this The One-Minute Melee Round is detailed and justified on power will be highly restricted).8%) 10.5%) 9. (Please note this is my interpretation of what the designer The Monetary System (page 35) has changed. please send $ 1 1 0 0 (alrmall) or 5 7. Druid White Dwarf Coven 1. Dwarves also for instance. Issue 3 (Alan Hunter) White Dwarf Binders Make sure you keep the coffee stalns off your Wh~te Dwarf collection by protecting them In your own Whlte Dwarf binder. Thief (9. See page included. however. that a magician can't cast a However since we don't have new clerical 'turning-away' tables sleep spell when his intended victim is in the process of mauling that doesn't help.3%) (17. allow it to be cast instantaneously).and power word spells). Platinum is still 5 times says . 'to hit' die roll (misleadingly named) distinguishes between the The Combat Tables will have to be revised to take account of last two types. but gold i s now twenty times the value of silver. third. and the original intention of the designer is now much Under Thieves note that striking with surprise from behind clearer. the blow did the new Armour Classes (page 36). 1 Dalllng Road. a pity in a way.well done Eddie * * Holds 1 2 issues 'Red Leather' finish White Dwarf embossed in silver on spine Send f 1 9 5 + 35p p&p to "Whlte Dwarf". there is the attack which fails and which doesn't or even greater damage.and with so many new spells. Under Clerics page 20. page 105.1%) 6. but my guess is that the answer is only the Thief will there is the blow which connects and actually does damage.another check you out for the exceptions (find familiar in the first-level MU spells. i f the requisite total is he will presumably now only need a 9 to hit bare skin. Cleric (10. etc. DMs will have to take careful note of a Gnomes appear to have replaced Hobbits . the DM toconsult the PH at such times can slow down the game. Monk 8. Second. Elves are highly could presumably change his menu. a glancing blow. DMs will no longer need to debate how long according to page 15! Dwarves are now apparently not the only i t takes to prepare a spell prior to i t being cast (most DMs I race to be allowed to use the +3 Magic War Hammer (though the know have rulings about the length of time required to prepare 'treasure' section in the DM'S Guide may reiterate the previous a spell but. will-not be Scale. not ten times. Note the elves' underground so must be prepared beforehand and placed ready multi-class potential. though look must have a minimum constitution of 12 . reduced by the number of damage points delivered. note that Shadows and Ghosts are Note particularly the section on Spell Casting on page 100 now rated a s Undead .1%) 3. and silver is worth ten times copper rather than five times. I can't find either!).there was some confusion before. and (b) White Dwarf covers. Issue 1 (Chris Beaumont) 6. and some of the more powerful spells useful get additional hit probabilities (or their opponents get hit against enemies such a s conjure elemental. Magic User (23. a spell . but the casting time is has been altered according to constitution . SURVEY RESULTS Last issue we asked readers for their opinions regarding (a) D&D character classes. can become Illusionists. The benefit a s a product of his special training. and females are casting time is introduced. Issue 6 (Chris Beaumont) 9. (page 27) gives a hit probability bonus of +4. for instance. plus double. A Ranger now only needs 14 constitution this used to be 15. Fighter (11. Issue 8 (Derek Hayes) 7.quite a difference. Do these bonuses apply only to the stand any chance of doing damage (a miss. reduce the victim's potential for living. granting of spells. in the main. something which only the DM'S Guide will and which stands a chance of doing damage but doesn't. since the necessity for dwarves. rather rolled. it won't be easy for the and only one in the Monster Manual (which. Note also that clerics will be able t o turn him.00 (surface) . for convenient access.there isn't a player's instructions when he wants one of his characters to cast single mention of the latter race in the entire PH that I can find. Also the concept of Racial Ability Scores impose new restrictions..2%) 4.) thief? Or can other character classes get the hit probability .

5 BRAUNSTONE GATE (opp. The positions are: Trade Order Supervisor Mail Order Assistant Knowledge of SF/F games preferable b u t not essential. D & D Tunbridge Wells All SF/F garners welcome at Dark Tower. 22nd April 1979. Middlesex. c/o Games Workshop. . players and clubs. 18p M A 7 Warlord o f the Seven Hells (foot) 25p M A 8 Warlord o f the Seven Hells (mounted) 50p MA12 Eunuch 25p MA13 D j i n n and bottle 25p MA14 Eastern Magician 25p . 1-3.m.. Please phone B. Please send f1. Will swop or buy. Contact below. D&D Wirral Three newcomers t o D&D seek players or existing campaigns in the WirralIChester area. Old Coulsdon.14 and 16. 1 Dalling Road.m. LEICESTER'S GAMES & FANTASY SHOP DUNGEONS & DRAGONS RAL PARTHA CITADEL RULES. ACCESSORIES. or is interested in joining1 running a postal NG game. D&D London Players needed t o join D&D campaign at the Enfield Wargames Group which meets every Monday 7. I would also like t o join a postal campaign and require a set of rules. Hounslow. D & D APA I intend t o produce a D&D oriented APA-zine similar t o A&E i f enough support is forthcoming. Norwich. London N10. Please phone Thomas Skipp at 91 47643 evenings. McLaughlin. 2 t o borrow or buy. . Play testers Needed Experience gamers needed t o test advanced prototypes o f fantasy and science fiction boardgames. Telephone: Leicester 549182 ro WARGAME PUBLICATIONS (SCOTLAND) LTD.. Send 40p for a sample figure and information t o Richard Scoffin. 7 and 8. Details from S. contacts and events can be advertised once at n o charge u p t o a maximum of 40 words. Figure Painting Miniatures painted t o an incredible standard. London W8 on Sunday. fantasy and war games. Barassie. please write to Chris Odell. D & D Cheltenham Anybody interested in forming a D&D group in the Cheltenham area please contact Simon Washbourne. D & D Society Basically a central address list of DMs.00 p. Troon. Doors open at 10.00 am. . Underworld Oracle Nos. 2 . . Phone David Palmer at 073 279 582 for details. Sponsors required. Players invited.G. Illinois 60473. 16655 Kimbark Ave.. 4 and 6. 56 Tudor Parade. Any quantities or dioramas.30 p.W.. The Dragon Nos. . 12.HELP! Clubs. attacking 18p M A 2 Mystic. . onwards. i f anybody is running a postal WBRM game and needs another player.. George's Buildings. 41 Tedder Place. 9 4 Waddington Ave. Please send applications t o The Manager. USA stating condition and price required. . Longhoughton. Arle. Kelvin Court. . Carterton Community Centre for D&D. Vincent Place. casting spell . Norwich Players needed for postal D & D campaign. D & D Alnwick Players needed for D&D in the Alnwick area. Reicier i 3 OF THE 'ONTINENT ' ' ' Dei'i gn c D.00-10. . D & D Carterton All welcome at Carterton Wargames Club.00 p.. Job Opportunity Games Workshop require t w o enthusiastic people aged 16-30 f o r their flarehouse i n N. . London W6. Kirby & W e s t Dairy) LEICESTER. Wanted Any Strategic Reviews and The Dragon NOS. Continuous 3 day Advanced D&D Game over April 6. Games Workshop. London. Further insertions at the rate of 5p per word. 1 Dalling Road. 18p each MAGICAL MISCALLANY AND ARBESQUE E L D E R RACES E l Officer E2 E3 E4 E5 Standard Bearer Trumpeter Infantryman w i t h spear Archer OF SET L1 L2 L3 L4 Officer Standard Bearer Drummer Infantryman w i t h poleaxe Crossbowman Cavalryman o n lizard Beast (60p c o m p l e t e L L5 LC1 CLASSlFlEDS Salute 79 South London Warlords present their tenth open day a t Kensington Town Hall. Alnwick. Ayrshire. . & 2 A+' M A 1 Ghoul. Cheltenham (Tel: 0242 31998 evenings). 5 st. Glasgow G1 2DH Q TRADE ENQUIRIES WELCOME 26 Please mention WHITE DWARF when replying t o advertisements . Also. Contact D. 22 Neville Road. levitating 25p MA3 Lycanthrope (wolfman) 18p M A 4 Anti-Hero l8p MA5 Witch o n 25p bromstick M A 6 Warlock. . . Bainbridge (Tel: 0993 841710). Details from Albert Cook (Tel: 0252 51 2855 evenings). or at weekends..1-7 and 11. KAYSON. We meet every 2nd Sunday in the month from 2. Muswell Hill. Northumberland. or an SSAE for a local list. London W6. . SSAE for details t o Paul Compton. . to raise money for Multiple Sclerosis Research.. any A&E's. Norfolk. Coulsdon. GAMES. . ETC. Please write t o "Prototypes". 4 and 6. .m. . Wanted Wyrm's Footnotes No. Hants New blood needed for D&D dungeon and wilderness adventures. South Holland.any Dungeoneers. D & D Farnborough.. Sprowston. FIGURES. 56a Coniston Road. t o Clive Wardley. Wanted Strategic Review Nos.. CATALOGUE OF COMPLETE RANGES STOCKED 25p Post Free Mail Order: up toL10 addlo% (minimum 15p) or over POST FREE Q ! J St. Phone Max Bantleman at 01 -807 5202. 74 Welch Road. .OO per year for our contact mag. Hornton Street. . Please write t o Louis Boschelli. .. Any interested contributors should write t o Brian Dolton. 4 4 Victoria Road. Stafford at 051-327 6629 after 6. . Tunbridge Wells. Surrey. D & D Sprowston.


.Winged Warrior (feather wings) with spear . . .watch our ads. . . . . . . . . .00. . . . .Armoured Centaur with lance . . . . .Wizard casting spell. . . . . . . . p&p.n Archw H a w Intan-n m t h Smar Hear* lntmt-n m t h Svrod Spearman BerserkLaghthdoman standard B-M 2re n a v y lntmfmrun m t h ~ u r Clak aM H u m near* ~nfantry. . . .m m F U wwwwttmt ~ V I * . . SS102s . . . HerowlthAxc mp Beowulfwth S-dad Shadd 200 Adventurns wrth ShorlSword 20p Angalof Death 500 ~ s m~ u r n m y ~ d v a n c . . . . . . . .Cleric (or Acolyte) with club and shield . . . . . . . CAVALRY 30p AWCKUT GREEKS GI 02 G3 G4 G5 G6 G7 cammunnmm CretanAmher Sllngr noplste 1 r n c n h a t Llghl C1"bnU" H d # mD a l c H d m LlghlJadrnmm WI WUI~ G9 Tru-er GI0 Mtacer GI1 S w r t m Hop(ll GI2 ThcbanMlC GI3 Thraclm Peltart Wm R h + m GC1 Tharvlun Cavalry GC2 HeavlCavllrr GC3 Commnsm C a r a I r y m t h W d GC4 Srvlhm H a w Archer GI4 Greek S # a d a r d ( t o f # l G 4l 8 11 121 G14a Theban Standard Gl4b Alhan~sn StaMard Greek Phlloroptar l8P H - Postage: Add 10% minimum 20p. . . These Sword and Sorcery items are the finest yet by John. . . .Winged Demon with sword of fire . over f5post free Retail orders up to £5 add 10% 28 Please mention WHITE DWARF when replying t o advertisements . . . . . . . . SS112 . . . . . CLEVELAND . . . SS99s -Wolfman . . . . ~Slrnge. SS103s . .g"el : $ EZ%''hn FM 2 ~ 1 5 1% ~ e s n~ob18n r m t h sword 100 IMORE LESSER GOELINSTO COME11 e d MAILORDER ONLY GOBLIN W O L F R I D E R S ~ r c h lun1. . . . . MINIATURES FOOT 1%. . . .. SS107 . . . . . . . . . . 14p SSllO .Mountain Dwarf with axe. . . .. . . . .. .. . . . . . . . . . CAVALRY 30p CAVALRY 30D NCl Norman H a w CavaIryannmp underarm NC2 Norman h a w Cavalry atmckmpw o"er8rm NC3 Noble Extra Heaw Cavalry NC4 Norman Llght Cavalry FOOTIW EACH N1 Hesvy Inbnt-n ~ 8 th h a M ~ sword N2 Leght Cmubowman N3 Heavy Sparman N4 NobleSpearrnan 2 4 ~ N5 Standard Bearer 13th CENTURY MEOIEVALS Axeman Crossbowman Spearman M4 LonsbowMn M5 F w f Kncght a Serglnt ~ 8 t S hwr F m t Knlghta Sergant wlth Hand Axe M6 M7 F w t Knlghl m t h Sword M8 Peasantrnm Pltchfa* ~9 pearantmm scythe M I 0 Parantmth FI~II M I 1 BdImn MI2 F w l Sddla o n Gambsron K13 S h a l b a m a n MI4 KntghtTemplar CAVALRV MCl Mounted Vcnun of M6 MC2 Mounted Verso" of M6 MC3 Movnfed Verrlon of M7 M C I ~ounted versqm of M14 INFANTRY 1W CAVALRY 30D M1 NORMANS v3 V4 v5 V6 w YB w VIO V11 VCI TWO ~ n d e d A x . . . . . ... . . . . . . . . .Winged Warrior (feather wings) with sword . .. . . ready soon . with spell scroll. . . . . . SS106 . . SS113 . . htounlea Vlklng (Maunted verso" of M I 3% M2 M3 NEW W \?I w VIKING FANTASY RANGE 1 OEACH P n a t of Thar Vlklw -clan Wonwoman V23 PrlalO f Odl" V24 P r m l of Frey Y25 Nor= ogre 3% Yn OF DEATH Mawfa~tured under lhcence m the U K bv GAMES WORKSHOP 1 Oalllng Road Hammnmmrh London W 6 PERSONALITIES AND THINGS T ~ A T GO BUMP I N THE NIGHT SS1 Evll Wizard Cartlw S d l XV ES1 Ewl W~zardCalt~ngSwll ES2 Super Hero woth Are on Svwr neavy norre 5 0 ~ ES3 8alrw Advancmgwlth Sword m d Whtp IOP ES4 Clertc Ctmked nnlh Staff mp ESS wlngsd Gremlm X)D ES6 Patrsarch Casllng Spell MD ES8 Zatng Maden 200 ES9 Barbanan Herow Lang 6 Short Sword 2 % ESIO ~ a r g e H I I Trdl4ttWklng rnlhClub 3% ~ s l lva~orw a r n a o f t h G o d r 3% ESI2 Vallacapla~nwS h d d and Standard 3 % Bal Bartba A 1s a 3~ m a t h ~ l ma k n d ~ a g g o mp C w n l Dmcula Z O L Sup. .. . . . n g 209 ES21 Elf Prlncerr m~ ~ ~ EI 2I ~~~d 2 200 ES23 ShqeldMa#&n Attackmsng wjth sword MD ~ 5 2 4 oreg gum ~arechated suw e r ~ e ~ o m ~ ES28 GrernllnWar Parfyf3f~gr I 750 ES31 Dwarf Lord ~ D D 1532 Centaur Archar 3 % 200 ES33 Sawr (Pan1w~mspear h ES3d Land Dragon~ 4 t Mourned ~ O P Captam ES35 Land Dragon~ 8 t Mwnteded h Lancer I O P ~ ~ ES14 ES15 ES16 ES18 ES19 ESS watch ES31 MonkmthStaff ~ 5 4 1 wind spar ES42 Paladen lOormwntedl ES43 Armouredln#ghron Guard *nth Sword ES45 Earth Demon Hvrllng Rock ES47 ~ ~ centaurmth ~ sword ~ E S B Demon of Eull Lawwdth Morning Slar ES49 TreeMan m~ 2 2 0 ~ mp T O P (OD ~ mP GOBLINS [$ py~~. . SS9l s . . .. .. Post Free orders over £5. . . . . . HIGH PAVEMENT. . SSlOls . . . . .14 COMMERCE SQUARE. . . SSl 00 . . . . . . . . . . . . . . .Winged Warrior (feather wings) with bow. . . .u m r k a d l WT1 Offlcer Wr2 Trumpem WT3 Lancer WT4 Archer WTS Trwper WT6 Standardmeam 25D Wolves I7 drffmnt-I WchX. . sword and shield in mail shirt . . . the Mountain Dwarves are the stocky bearded types of legend. .. .Adventurer with longbow. . . NOTINGHAM. . .~w~c. . . ASGARD 25mn RGUREWARGAMING RANGES VIKINGS v1 V2 FOOT 1%. . . sword and buckler 14p We are now a t THORNABY-ON-TEES. . . . . . . . . .Adventurer with two handed axe and throwing axes in mail shirt and helmet . ..Adventurer with two handed sword and throwing knives in mail shirt and helmet . . .. . . . . .. . . . Superb! New catalogue in preparation. 14p SS111 . . . . . ..Mountain Dwarf with sword . SS115 . . . . . . . . . . . . . . . . .

controlling industry or agriculture. Dependent upon your character type (you've 6 to choose from!). then. and for locating the ruins of the Pellic Home System. we'll run the instructions you've sent us. 11Woodside Way. . challenge! k PELLIC QUESTa is a fast-moving. and invading Systems with Troops in your own quest to succeed the Pellics as Master of the galaxy. B O X 504 PRAIRIE VIEW. collecting Artifacts. the Pellic Home System. Well include a copy of the Rulebook FREE with your first game request. For more information. you11 gain victory points by capturing Star Systems (or by vaporizing them!). ILLINOIS 60069 For details of how to play PELLIC QUESTOin the UK. We invite you to play an integral part in determining the destiny of this galaxy. play by mail game. possessing a technology undreamt of. ruling populations. at the height of their power . you'll find P LLIC QUEST0 to be a real extra-galactic conquest. maneuvering various types of Starfleets. Walsall. The race b f beings who were masters of a start out knowing about only one! and 10-14 other players t o galaxy. Our fees are $6 initial setup per game).50 per turn. for their own purposes. without a trace. . We will return a printout to you which will tell you what happened to your aspiring empire that turn.O. the game of galactic conquest! CONFLICT INTERACTION ASSOCIATES P. send an SAE to: Chris Harvey. At the verge of outwit (bludgeon?). send $2. as does the jewel of their Empire. COMPUTER moderated. trying to rediscover. and beings on the outlying Systems of the dormant Empire have begun reaching into space. Their machines remain though. and $1.5 for a copy of the Rule Book. About every 15 days. along with those of the other players in your game. gone! All of them. Aldridge. West Midlands. send $15 ($6 setup and $9 for the first 6 turns). With 229 Star Systems to explore (you b We look forward to having you join us in PELLIC QUESTa . Please mention WHITE DWARF when replying to advertisements 29 . the secrets of the "Ancients". through our computer.PELLIC QUEST" Subjugation o f a Galaxy! THE PELLICSO. or if you want us to start you in a game right away. Millenia pass.

ltl 15 Hawkmirn" ' 16 Two Hnacied Troll Gt'lrit" 17 Oriental G~ant" 18 Wlnged Serpetit 55p 19 Bosn~an Archer 20 Aqttiland Ptkernari 21 Aqrliland Infantryman 22 Aquiland Standard Bearer 23 Dark Legion 24M Aquiland Knight wrth Spear' 25M Aqt~iland Black Guard wtth S p mear' 26M Aqt~lland Standard Bearer' Nlrn~dian Archer 27 28 Nrrnid~an Infantryman 29 Nlrnldian Royal Guard N~rn~d~ Standard an Bearer 30 . 43457 1 RANGE SS 1 H. s w o r d a n d buckler l4Adventurer with sword SS115 a n d shteld w e a r i n g f u l l mall armour and helmet Cleric ( o r A c o l y t e ) wlth c l u b a n d shleld I I REAPER I N C P&P £2 FOOT 14p CAVALRY 30p SPECIALS One Star 30p Two Stars 30p Three Stars 40p or as prlced 30 Please m e n t i o n W H I T E D W A R F w h e n r e p l y i n g to advertisements . GARRISON 25mm.rt~ditrcl tt~ Bt!irrt!r 11 Stlow Al)t!' ' 12 Dt!nioli 13 W~ticjt!dD~!tii1)11' " 14 Vitt~tia Spt!.31M N t m ~ d ~ a Kn~ght n with Spear' Guard with Spear' 32M Nirnid~an 33M Nrmidtan Standard Bearer' Corrnthian lnfantryman 34 35M Hyrkan Horse Archer* 36 Ptct lnfantryman 37M Hyrkanlan Horse Archer' 38 Sherntte Archer Styglan Infantry w ~ t h Ptke 39 40 Stygtan Archer 41 Stygtan Standard Bearer A? T a r t ) " Immnrtnl 44 45 46M 47M 48M 49 50 51 52 53 Tdrtrrl Archrr T.III!' ' 7 No! t l t t i i .:I~II~ 3 S l i ~ tGtr. ~ t i Ar~:l~c!r 8 N o r l l i t ~ ~w ~r i t li ~ S{)tbitr 9 Nor111111..lnh. '' Ct.trl)~~t~ oti ~t Fool ri 2 WI~II. Telephone: Nottm.~rutiStandard Bearer Tdrun Heavy Cavalry' Tdrun Horse Archer' T.~ ~ ti t lM. s w o r d a n d shield ~n m a i l sh~rt two S S l 11 A d v e n t u r e r w ~ t h handed axe a n d t h r o w i n g axes ~nm a l l s h i r t a n d helmet S S 1 1 2 A d v e n t u r e r wlth t w o handed sword a n d t h r o w i n g knlves I n m a i l shirt a n d helmet S S 1 1 3 W t z a r d castlng spell. w i t h spell scroll.ritaur" H y k w Cavalry wlth Gtarve' V. NOTTINGHAM.~nh<t Standard Bearer Ortier of the Pdle Hand Wtzdrd of the Dark R ~ n q Dru~d Pr~eqt of thc Mdtr~ Follonrr of Set Bnrnarlan Ht'ro' Queen w ~ t tT i ~ q r r'' Mot~nted Ktriq' EnctidntrP55 Roy'll Attenddtit w ~ t h Fan Royal Attrriddnt wlth Vase Nudc Frrnale Teniple Dancer Gr~ffon.t(:1' i 5 lroll 6 FIOSI GI.lrrl i~ 4 N o t ~ I i t ~ iw .irun Standard Bearer' V.lrtn.tntin Moutitrd Swordsman' Queen mounted on T~qer' Tree S p ~ r ~ t Etit "' O ~ Cti~ef L wtth Standard Ar~notrred Orc w ~ t h Gla~ve Armoured Orc wlth Mace Armourcd Froqt G~ant" Female Centaur w ~ t h Bow'' 77 Man Orc Armoured. Bedrlnq Axe 78 Man Orc Arrnoured Bearlnq Gla~ve 79 Wood Elf wlth Bow 80 Hlqh Elf with Spear 81 Dwarf wlth Axe 82 Dw‘trt Ch~ef wlth Spear 83 Four Armed G~ant" 84 Horned L~zard 9 Long" ' 85 Two headed Serpent" 89 Zang~ran Archer 90 Zanqlran Heavy Infantry SSMS88 Gobltn Mounted on L ~ r a r d 50p SS91S Armotired Centaur 30p SSMS92 W r a ~ t h Rldtng W~nge@ Reptrle f 1 25 SS93 Gobllr Frr~ng Bow 14p SS94 Rock Grant f 1 05 SS95S Wtnged Warrtor w ~ t h spear lBat wtngsl 30p SS96S Wrnged Wdrr~or wltn axe (Bat wtnqsl30p Warrior wtth f~rlnq bow SS97S W~nged (Bat wlngsl30p Gob~n wlth Spear 14p SS98 SS99S Wolfman 30p SSlOlS Wlnged Warrror w ~ t h spear (feathered wtngsl 30p SSlOZS Wtnged Warrtor w ~ t h sword (feathered wlnys130p SSlO3S Wtnged Warr~or wlth bow (feathered wlngs130p 8 .M~~!II. 54 55 55 57 'AM 59 60M 61 62 63 64 65 66 67M 68M 69M 70 71 72 73 74 76 NEW A D D I T I O N S SS104s G t a n t W o l f SS105 M o u n t a ~ n D w a r f wtth hammer S S 1 0 6 M o u n t a t n D w a r f with s w o r d S S 1 0 7 M o u n t a l n D w a r f wlth a x e SS108 M o u n t a ~ n D w a r f Chief SS109 M o u n t a i n Dwarf S t a n d a r d Bearer S S l l O A d v e n t u r e r with l o n g b o w .1 I N@T TINGHAM MODEL SQLDIER SH@D 7 WOLLATON STREET.tt1 w ~ t lAXII:. i 10 Norttin~~ St.~ Infantry wlth P~ke Vdnha Archer Vdnha Guard wltti Spedr V.

Overseas: Please add 33% pap.00-5. . Saturdays. travel. . Set in an era where starships are common. S. you and your comrades plan out your journey. . for full games lists In Traveller. and perhaps a personal weapon. illustrated. magic and battle in Greg Stafford's world of Dragon Pass . . starships.Ravenscourt Park tube Tel: 01-741 3445 Open: Mondays-Fridays. money and costs.A. .10. space combat. fortune and honour.30-6. and you are off to the stars.S. Please add 10% pap. a current cash balance. . .30 M A I L ORDER CHARGES: UK. . map and set of polyhedra dice in a colourful box CHIVALRY & SORCERY (FGUI King Arthur's Knigh WHITE BEAR Et RED MOON Chaosiu "One of the best non-roleplaying fantasy g available" . Role-playing rulebook for the world of White I3 Moon. 120 pages. you are a person adventuring into the great unknown. Quickly. trade. Traveller is a role-playing game of science fiction adventure in the far future. experience. .00. . . complete with prior experience and several skills. . environments. . but the communication time-lag makes for many frontiers and unexplored areas. MICRO GAMES Please mention WHITE DWARF when replying to advertisements 31 . worlds.E. the game becomes a campaign setting for all conceivable adventures. . . A few simple die-rolls generate your personal character. alien D B D MISCELLANY G A M M A WORLD (TSRI Can you survive in a world gone mad? A wo civilization as we know it has been destroyed in mic holocaust? Gamma World is a new scien role-playing game and includes a game booklet. 10. Men. winning fame. . Three 48 page rules-packed booklets cover characters and personal combat.Games 8 Puzzles.

G A M M A WORLD places yo1 on a post-atomic earth. . sciencc fantasy role playing in the grand tradition of DUNGEONS & DRAGONSB . L4.DBBIES. G A M M A WORLD is a complete game for three or more adult players The colorful game box contains rules 3 playing map of the d_evatated continent. .0. BOOK. AND DEPARTMENT STORES EVERYWHERE. .S. APP. REG.A. BOX 7 5 6 .. FOF P. Can you survive in a world of radiation deserts? Berserk robots and weirc mutants? As a human or human mutant or even intelligent animal you have a strange inheritance anc terrifying adventures ahead .. GAME. % kR-*y TSR IS PROUD TO PRESENT THE ULTIMATE GAME OF SCIENCE FANTASY ROLE PLAYING AT . WE'VE BEEN EXPECTING YOU Illusion generation? Another unknown mutation? It is your "welcome" to G A M M A WORLD. . * T. LAKE GENEVAI WISCONSIN 33147. T YOUR COPY OF G A M M A WORLD TODAY! - . and a set of fivc polyhedra dice.M.