Professional Documents
Culture Documents
5 A u g u s t 1983
NI AG
Adventure Games Magazine E1.00
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No. 5 August 1983
Editorial
Published by An advantage of being the person who typesets much of this magazine is that one
TSR UK Ltd has the opportunity to sneak in something just before it is sent off to the printer
so I've taken over the editorial column!
Publisher D o n Turnbull
Editor K e i t h Thomson
First I m u s t offer an apology on behalf of the men. The lack of text on the Steve
Assistant Editor P a u l Cockburn Jackson Games advertisement for Flying Buffalo on page 3 0 of 3 was entirely
Editorial Assistant K i m Daniel the fault of this magazine. Yo u w i l l find i t in full on page 2 9 o f this issue. O u r
Features Assistant M i k e Brunton
apologies to Flying Buffalo; w e hope they forgive us.
Art Supervisor P h i l i p Kaye
One reader took exception to the 'platitudinous' idea in the Editorial of 3 taking
This month's contributing artists: our comment out of context, I might add t h a t we should try not to offend anyone.
The context was sex, so this month let's talk about sex. The female sex,
Tony O'Donnell P a u l Ruiz
Ian Williamson A n n e Hamill
Ed Dovey S h o o Rayner A w o m a n c o m i n g f r e s h t o t h i s h o b b y feels s o m e w h a t excluded. W o m e n a r e
Tania Long provided for in I S R ' s games rules (the USA being more sex-egalitarian than the
Sol III photos by Paul Cockburn UK), but the language belies the truth look at 'Dungeon/Games Master', and all
the him- and his-mg that goes on in the articles we receive. Merely a convention of
IMAGINErm magazine is published monthly by speech, you m a y say b u t i f t h a t ' s t r u e t h e n w h y are articles about nurses,
TSR U K Ltd, T h e M i l l , Rathmore Road,
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convention, visit any club or hobby shop, and most of those present will be male.
IMAGINE magazine is available from all good
hobby shops a n d newsagents. I t i s also
available d i r e c t f r o m t h e p u b l i s h e r b y But w h y should this be? Perhaps i t stems from t h e roots in wargames. Wa r is
individual subscription. The subscription rate traditionally a man's game, so it follows that the simulation of war is, too. There's a
is f 12 for twelve issues. theory in sociological circles that war only becomes acceptable while the women
remain a t h o m e t o be 'defended'.... H o w e v e r, i f wargamers are m o s t l y pacific
Back issues o f IMAGINE magazine, where
still available, can be bought directly from the people, as Don Turnbull asserted last month, such considerations should not be
publisher for the price of f1.50 (inc postage prohibitive to women. A n d if, as common mythology has it, women are artful and
and packing). Payment must accompany all cunning dissemblers, then surely we should be good tacticians and role-players?
orders. If one or more issues in an order are
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which m a y b e exchanged f o r c a s h o r Eureka! I get it women m u s t be excluded from gaming because otherwise we
merchandise from the publisher. might beat men at that game too. It's obvious!
Kim Daniel
The issue of expiration for each subscription
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The Beginners' Guide to Role-Playing Games,
All material published in IMAGINE magazine our feature for the n e w player, w i t h Nic Novice 2
becomes t h e exclusive property o f t h e
publisher prior to publication, unless special
Stirge Corner, by Roger Musson,
arrangements are made to the contrary in a guide for the inexperienced player 5
writing, In a Class of Their Own, by Chris Black,
IMAGINE magazine welcomes unsolicited a re-assessment of the druid character class 7
submissions of written material and artwork
at all times. However, no submissions will be
N e w Druid Spells, by Gary Gygax 1 1
returned unless accompanied by a stamped, Illuminations, news from the world of games 1 5
self-addressed envelope o f sufficient size
Under no circumstances will the publisher
Tavern Talk, by Pete Tamlyn 1 6
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Conventionally Speaking, a report from the Sol III convention 2 0
IMAGINE is a trade mark owned by TSR Inc. The Taking of Siandabhair,
All rights on the publication of this magazine an AD&DTM mini-module by Graeme Davis 2 1
are reserved, and nothing may be reproduced
in w h o l e o r i n p a r t without t h e written Players' Association News, edited by Graeme Morris:
consent of the publisher. Copyright 1983 by
TSR UK Ltd. PAN Pipings 3 1
Turnbull Talking 3 2
I M A G I N E magazine gratefully acknow- Dispel Confusion 3 2
ledges the s u p p o r t offered by its sister
publication, D R A G O N m a g a z i n e , Rubio of Moggedon 3 4
published by our parent c o m p a n y TSR Book Reviews, by Dave Pringle 3 7
Inc, P O B o x 7 5 6 , L a k e G e n e v a ,
Lore, Lay & Legend, Celtic mythology examined by Carole Morris 3 9
Wisconsin 5 3 1 4 7 , U S A . A r t i c l e s
appearing in I M A G I N E magazine m a y Letters, Fanzines, Clubs & Forthcoming Events 4 2
have p r e v i o u s l y a p p e a r e d i n t h a t The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 4 6
publication. Thiirania, by Tony O'Donnell c o v e r
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Sue 'It is dark in there but after a while Graham r o l l s a n d s u c c e s s f u l l y a v o i d s Graham 'I cast m a g i c missiles at it.'
you make out a large white shape lying on flying into the stalactite.
top of a m o u n d o f treasure. The dragon Graham rolls his damage but fails to kill
looks fast asleep.' Graham ' I f l y l o w e r C a n I s e e t h e the dragon. It launches itself into the air
dragon yet?' towards him.
Graham ' W e need a plan. We have got
to d r a w t h e d r a g o n a w a y f r o m t h e Sue ' Ye s . Yo u r e y e s a r e b e c o m i n g Sue 'The dragon is closing i n on you,
treasure before I can f i r e b a l l i t or else it accustomed t o t h e semi-darkness, T h e r a p i d l y, p r e p a r i n g t o u s e i t s b r e a t h
will all be melted. A n y ideas?' dragon is still sleeping on its hoard.' weapon.'
The players spend a f e w m o m e n t s dis- Graham ' I fly up to the ceiling and cast Graham t r y and fly out of the cave.'
cussing the best way to tackle the dragon. my shield spell.'
Pat ' I ' m g o i n g t o f i r e a r r o w s a t t h e
Pat 'We'll move carefully up to the cave Sue ' Y o u h e a r y o u r c o m p a n i o n s dragon.'
mouth. Once there w e w i l l try to attract shouting. The dragon w a k e s and moves
the dragon by making a lot of noise.' towards them.' Jane - ' S o will I.'
Graham 'As they move up I'll cast my Graham ' W h e n i t has moved at least Pat w i n s t h e initiative r o l l a n d s h e a n d
fly spell and fly towards the cave. Before I thirty f e e t f r o m i t s h o a r d I ' l l c a s t m y Jane fire their arrows. They both h i t and
go in I'll turn myself invisible.' fireball at it.' they roll for the damage inflicted o n t h e
dragon.
Sue ' A s y o u f l y i n t o t h e c a v e t h e Graham rolls six dice for damage and Sue
darkness restricts your vision u n t i l your makes a saving t h r o w for t h e dragon to Sue ' Yo u r a r r o w s t h u d i n t o t h e
eyes c a n a d j u s t , S u d d e n l y y o u s e e a n see if it can avoid the full blast of the spell. dragon's neck, i t w r i t h e s i n a g o n y as i t
object loom up in front of you.' The dragon fails. crashes down to the floor,'
Graham TII try to avoid it Sue ' T h e d r a g o n h o w l s a n d l o o k s Graham 'Phew. That was close!'
around the cave. Casting the fireball has
Sue 'Okay. Roll a die.' cancelled your invisibility and it sees you.' Pat 'Let's check out its hoard.'
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IN A CLASS OF THEIR OWN
Chris Black investigates the historical background to the druid character class
Druids s e e m t o b e t h e l e a s t p o p u l a r
character class they are seldom chosen
as player-characters and rarely appear as
NPCs i n published m o d u l e s and per-
haps the general opinion is that they are a
poorly a r m o u r e d t y p e o f cleric, u s e l e s s
against u n d e a d a n d p o o r l y adapted t o
dungeons. S o it is about time somebody
wrote of the finer side of druids and w h y
at least o n e person t h i n k s t h e y are t h e
best class of
The druid character class, as described in The Great Druid: We all k n o w that druids m u s t hold True
the P l a y e r s H a n d b o o k a n d DEITIES & The evidence for a formal leader is just a Neutral a l i g n m e n t a n d t h a t t h i s i s d e -
DEMIGODSTm Cyclopaedia, is reasonably few words from Caesar: scribed in the Players' H a n d b o o k and the
well based on t h e ancient original, as a DEITIES & DEMIGODSTm Cyclopedia, but
point-by-point comparison shows: 'All the druids are under one head, druids should t h i n k o f practical m a t t e r s
whom t h e y h o l d i n t h e h i g h e s t rather t h a n t h e o l o g y. T h e i r n e u t r a l i t y
Function: respect. O n his death, i f any one o f should emphasise that druids don't worry
The d r u i d s , b a r d s a n d v a t e s f o r m e d a the rest is o f outstanding merit, h e about good and evil, law and chaos, when
high-ranking c l a s s o f non-combatants, succeeds t o t h e v a c a n t place. I f protecting their crops and woodlands. A t
exempt from taxes and military duty. The several h a v e e q u a l c l a i m s , t h e other times druids should behave accord-
bards were singers and poets, responsible Druids usually decide t h e election ing to their personality; if a druid spends
for speaking or singing at ceremonies and by voting, t h o u g h sometimes t h e y the afternoon casting cure disease spells
entertainments. The vates were probably actually fight it out.' on sick villagers, he doesn't have to spend
seers, responsible f o r t h e interpretation the evening b u r g l i n g t h e village s m i t h y
of sacrifices. Druids seemed to have had a Druids as Spell Casters: just t o balance o u t g o o d a n d evil. T h e
wide range of duties, acting as judges in The druids of Britain and Gaul apparently Celtic deities a r e v e r y t o l e r a n t o f t h e i r
everything f r o m m u r d e r s t o b o u n d a r y seldom c a s t s p e l l s ( m a y b e t h e y d o n ' t priests, provided t h a t t h e p r o t e c t i o n o f
disputes, a s a d v i s e r s o n a l l m a t t e r s work i n r e a l life), b u t t h e w r i t e r P l i n y nature remains their first concern.
supernatural, l e g a l o r practical (eg t h e recorded t h a t t h e y worked charms w i t h
maintenance of calendars), as the super- mistletoe a n d i n t h e i r l a s t s t a n d o n Exactly h o w rigorously trees s h o u l d b e
visors o f sacrifices a n d o t h e r r e l i g i o u s Anglesey i n 7 8 A D , t h e y r i t u a l l y cursed protected i s s o m e t h i n g t h a t s h o u l d b e
ceremonies, a n d f i n a l l y, a s teachers t o the Roman army. discussed w i t h your DM. A typical druid
the younger druids. would not allow Oak or Ash to be used for
The archaeology o f anything b u t s a c r e d p u r p o s e s w h i l s t
A ff i n i t y w i t h nature: druidic shrines and pits: other selected trees m i g h t be felled f o r
The Celts held several species, including The g e n e r a l p a t t e r n w a s o f e n c l o s e d everyday i t e m s . F i r e w o o d w o u l d b e
the oak, as sacred, and indeed the w o r d sanctuaries and small wooden temples, collected f r o m d e a d b r a n c h e s a n d a
'druid' probably derives f r o m t h e Greek often d e e p w i t h i n t h e forest. A typical replanting policy would be strictly follow-
for ' k n o w l e d g e o f t h e o a k . ' T h e o n l y design o f a s i t e m i g h t b e c i r c u l a r o r ed. Nevertheless, the casual squandering
detailed a c c o u n t o f a d r u i d i c c e r e m o n y rectangular, about 4 5 0 feet across, a n d of a n y tree s h o u l d b e fiercely opposed,
actually does tell of a druid in a white robe surrounded b y d i t c h e s . I t c o u l d b e a even if it means taking on the rest of your
climbing an oak tree and using a golden permanent dwelling place, w i t h perhaps party single-handed. F o r example, Rad-
sickle t o c u t o f f a b r a n c h o f mistletoe, a dozen timber houses at the centre and a winter's party w e r e once stranded o n a
which w a s caught on a w h i t e cloak. The shrine a t one side, o r i t m i g h t j u s t be a desert i s l a n d w i t h o n l y o n e p a l m t r e e
really interesting p o i n t i s t h a t a golden sacred enclosure, w i t h a s h r i n e , r i t u a l growing there, He was trying to work out
sickle w o u l d h a v e b e e n t o o s o f t t o c u t pits (up to 1 2 0 feet deep, and containing a complicated method of escape, involving
through a m i s t l e t o e s t e m . . . . u n l e s s i t vast a m o u n t s o f j e w e l r y, c a u l d r o n s o r casting w a t e r b r e a t h i n g o n t w o
were magic.... other i t e m s g i v e n a s sacred offerings), characters a n d t u r n i n g h i m s e l f i n t o a
large stones, cremation areas and burial seal, when a fighter in the party produced
Third and seventh level druid powers: sites and sacred springs or pools. an axe a n d called o u t 'Let's c h o p d o w n
These fit reasonably well with the original. the tree and make a raft.' ' O h n o you're
The ancient druids probably could identify Bronze, stone o r w o o d e n statues m i g h t not,' replied Radwinter and he jabbed the
plants, a n i m a l s and p u r e w a t e r, a n d be be f o u n d a s w e l l A s f o r sacrifices, a t fighter w i t h a scimitar. U n f o r t u n a t e l y, a
skilled i n t r a v e r s i n g o v e r g r o w n f o r e s t Holzhausen in Bavaria, a 2 5 feet deep pit magic-user c a s t h o l d p e r s o n o n R a d -
areas. There are indeed some Irish tales contained a wooden stake, set upright in winter and the tree w a s chopped down.
of s h a p e - c h a n g i n g , i n c l u d i n g o n e i n the bottom, w i t h the possible residues of Even so, my druid got his revenge t h e
8 IMAGINE magazule, A u g u s t 1 9 8 3
very n e x t t i m e t h e f i g h t e r a s k e d f o r a spell t o u s e a s preparation f o r a n allows detection o f even invisible creat-
healing he received cause l i g h t w o u n d s adventure: a w i l d horse or w a r dog is a ures a n d d o e s n o t n e e d l i g h t a t all. A
instead.... useful ally. A second level d r u i d should gecko is a useful reptile because i t can
consider training a black bear t h e y are climb walls and walk upside down along
As already stated, first level druids are not agile pack animals and decent fighters. ceilings. For more violent endeavours, try
particularly impressive characters. Even the c r o c o d i l e ! A s f o r t h e b i r d s , t r y
so, a f i r s t l e v e l d r u i d w i t h a s c i m i t a r My favourite spell o f all is h a l l u c i n a t o r y convincing your DM that you can turn into
compares s u r p r i s i n g l y w e l l w i t h a f i r s t forest. A l t h o u g h obviously designed for a chicken and lay eggs for breakfast....
level fighter w i t h a longsword. Whilst the use in rural surroundings, it is extremely
fighter d o e s b e t t e r a g a i n s t o p p o n e n t s entertaining w h e n c a s t u n d e r g r o u n d ! There are plenty of other possibilities for
with AC 5 or better, the druid is actually When a p a i r o f w a n d e r i n g o r c s a m b l e creative play and I offer some suggestions
slightly superior against AC 8 and AC 10. through a dungeon corridor into a patch for each player or DM to consider:
Of c o u r s e , t h e d r u i d h a s a m e d i o c r e of w o o d l a n d t h e y a r e b o u n d t o b e
armour class a n d s h o u l d o n l y step i n t o suspicious (especially if it w a s not there Building a d w e l l i n g a n d c r e a t i n g a
melee w h e n t h e fighters n e e d help and 20 minutes before). But the hallucinatory sacred g r o v e w i t h t h e h e l p o f m a g i c .
the druid cannot use missiles. forest looks, feels and smells like a real Something to consider for the high-level
forest and so it is not fair to blame them if druid. Summon a treant to herd trees into
Druids can only choose t w o weapons at they w a l k i n t o a n ambush... T h e s p e l l a suitable arrangement. Use plant g r o w t h
first level, and cannot choose again until lasts permanently, so in time a druid can to c r e a t e a b a r r i e r. I f s t o n e h a s t o b e
sixth level so t h i s i n i t i a l selection i s cover an entire dungeon (or city, o r six- transported a l o n g distance, t r a n s m u t e
vitally important. T h e shillelagh spell i s lane highway). rock i n t o m u d , c a r r y i t t o t h e s i t e ,
useless unless a club is picked as one of transmute the mud back to rock and then
the w e a p o n s , b u t t h e spell i s n o t v e r y At long last the day will come w h e n your stone shape the rock into a dwelling.
useful a n y w a y a n d s o I w o u l d c h o o s e druid reaches seventh level. W i t h bated
either s l i n g o r d a r t a s a l o n g - d i s t a n c e breath you turn to the DM and say 'I w a n t Arranging sacrifices. Druids should make
weapon, together with hammer, scimitar to do a shape change... I w a n t to change regular human sacrifices, w i t h criminals
or spear for melee combat. The scimitar into a great crested grebe!' A t this point preferred as victims. An attack on thieves
does m o s t d a m a g e , b u t a f i r s t l e v e l the D M has to bear several questions in or A s s a s s i n s ' G u i l d s t o c o l l e c t a f e w
character c a n o n l y h i t A C 2 w i t h a mind, s u c h a s ' D o e s t h e d r u i d c h a n g e victims would certainly be a challenge.
hammer or spear. form instantaneously?', ' C a n t h e d r u i d
still speak human languages?' and ' h o w Vates as a type of druid. These could be a
The frustrating thing about druidic spells, many hit points does the druid have when useful s u b - c l a s s o f d r u i d f o r a D M t o
especially at first level, is that you always transformed i n t o another creature?' devise, as a deployable NPC.
seem to make the wrong choice. Choose These m a t t e r s a r e r e a l l y f o r D M s t o
invisibility t o a n i m a l s a n d s p e a k t o decide for themselves; my DM makes the Druids a s g u e r i l l a f i g h t e r s . A w h o l e
animals, a n d you w i l l f i n d t h e dungeon shape c h a n g e t a k e o n e m e l e e r o u n d ; campaign c o u l d b e b a s e d a r o u n d t h e
will not contain a single normal creature; allows t h e d r u i d t o u n d e r s t a n d h u m a n efforts o f a f e w d r u i d s t o d r i v e s o m e
speech but to speak only the appropriate invaders out of a forest.
take a n y t h i n g e l s e a n d y o u w i l l n o t b e
able to move for guard dogs and rats. For creature language; a n d gives m y d r u i d
this reason alone, I u r g e you t o choose the m a x i m u m n u m b e r of h i t points that As a f i n a l s u g g e s t i o n , t r y v i s i t i n g t h e
faerie f i r e a n d d e t e c t magic, w h i c h w i l l such a creature could have (I do not do an supermarket at Carnac in Brittany where
find a u s e i n t h e m o s t p e c u l i a r o f aerial reconnaissance a s a blackbird i f there a r e s t o n e a l i g n m e n t s m i s t a k e n l y
dungeons. F a e r i e f i r e i s p r o b a b l y t h e there are hawks around). associated w i t h druids. There is nothing
most u s e f u l f i r s t l e v e l spell, i t i s quick, better than carrying your gear in a carrier
verbal, h a n d y against anything about to Radwinter usually changes into the same bag marked 'Supermarche des Druides'!
go invisible, and improves tremendously f e w species. A bat is useful for dungeon
as one rises in level. A n i m a l friendship is scouting, a s t h e e c h o l o c a t i o n s y s t e m 44t Chris Black
IMAGINE magazine, A u g u s t 1 9 8 3
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10 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
This a r t i c l e w a s f i r s t p u b l i s h e d i n
DRAGOAlrm magazine, i s s u e 71, M a r c h
1983, a n d is r e p r o d u c e d b y k i n d per-
mission o f that journal's editor.
Ls, E. G a r y Gygak. A l l r i g h t s reserved.
g\Lew, cfficial spas' for the dmid character diss, by Gary Gy9ax
Detect Poison (Divination) Lightning cannot be called by the use of this spell. Tracking is
impossible within the area of effect immediately after precipita-
Level: / Components: V. S, M tion has fallen.
Range: 0 Casting Time: 1 r o u n d Note that if the temperature is above 90F, the duration of the
Duration: 1 r o u n d / l e v e l Saving Throw: None spell w i l l be extended to t w i c e normal except in arid regions.
Area of Effect: Special Also, w h e r e t h e t e m p e r a t u r e i s b e t w e e n 3 3 a n d 3 1 F
inclusive, the precipitation will fall in the form of sleet. A t 30F
By m e a n s o f this spell t h e druid is able to determine i f some and below, the precipitation will fall as rather thick snow, and
object, creature, or area contains poison or has been poisoned. most dampness/wetness effects will be negated until after the
In general, the area which can be perused by the dweomer of the snow m e l t s . I f m a g i c a l h e a t o f l a r g e a r e a i s a p p l i e d t o
spell is about 1 c u b i c yard of space. Therefore the druid cannot precipitation (le a w a l l of fire, fireball, flame strike, etc), a cloud
determine if an entire pond is poisoned, but could tell if a portion of warm fog of double the area of the precipitation effect will be
or something w i t h i n the portion s c a n n e d during the round formed. If magical cold is applied to the spell or the water which
contained p o i s o n . T h e r e i s a l s o a 5')/0 c h a n c e p e r l e v e l o f remains t h e r e a f t e r, n o r m a l i c e w i l l b e f o r m e d . V e r y h o t
experience that the type of poison used or contained in the area creatures such as salamanders will suffer 1 point of damage for
scanned w i l l a l s o b e discovered b y t h e spell, i e i n s i n u a t i v e every segment they are w i t h i n t h e area o f effect o f t h e spell.
(contact poison), ingestive, or respirative (gas). Such creatures are entitled to save vs magic.
While m o r e t h a n o n e area c a n b e scanned w i t h a d e t e c t The material components of the spell are a pinch of silver dust
poison during the duration of the spell, i t is almost fruitless to and the druid's sprig of mistletoe.
attempt to determine poison type for all of those same areas; any
single failure on the '5% chance per level' roll to detect poison
type makes the spell useless for this purpose for the rest of the Flame Blade (Evocation)
duration of this particular casting.
In a d d i t i o n t o mistletoe, t h e d r u i d n e e d s a y e w l e a f a s a Level: 2 C o m p o n e n t s : V. S. M
material c o m p o n e n t f o r t h i s spell. T h e l a t t e r i t e m w i l l t u r n Range: 0 C a s t i n g Time: 3 segments
brown if poison is present, so that several will be needed to fully Duration: 1 r o u n d / l e v e l S a v i n g Throw: None
utilise the entire spell duration. Area of Effect: 3' long, sword-like blade
When casting this spell, the druid causes a blazing ray of red-hot
Precipitation (Alteration) fire t o s p r i n g f r o m t h e h a n d . T h i s blade-like r a y i s a c t u a l l y
wielded a s i f i t w e r e a s c i m i t a r, a n d i f t h e d r u i d s c o r e s a
Level: / Components: V. S, M successful ' t o h i t ' die roll w h i l e employing a f l a m e blade, t h e
Range: 1 / l e v e l Casting Time: 3 segments creature struck w i l l t a k e 5 - 8 h i t points o f damage w i t h a
Duration: 1 s e g m e n t / l e v e l Saving Throw None (& special) damage bonus of +2 if the creature is of the undead class or is
Area o f effect: 3 " d. c y l i n d e r vulnerable to fire, o r a - 2 penalty to damage i f the creature is
up to 1 2 " high protected f r o m fire. N o damage can b e caused t o a creature
which is a fire-dweller or uses fire as an attack form. The flame
When this spell is cast, all water vapour in the atmosphere in the blade w i l l i g n i t e n o r m a l l y c o m b u s t i b l e m a t e r i a l s s u c h a s
area of effect is precipitated in the form of a light rain (note that parchment, s t r a w, d r y sticks, c l o t h etc. H o w e v e r, i t i s n o t a
low-level casters will certainly be within the area of effect of the magical weapon i n t h e normal sense o f the term except w i t h
spell). The rain will continue only for as many segments of time respect t o u n d e a d class monsters, s o creatures t h a t c a n b e
as the spell caster has levels of experience. Since only about struck only by magical w e a p o n s are n o t harmed by this spell
1 / 1 0 0 t h of an inch of precipitation falls during the course of a unless they are of the undead class.
segment, the spell will have only the following general effects: In addition to mistletoe, the druid must have a leaf of sumac in
Thin, l i g h t material w i l l become damp in o n e segment and order to cast this spell.
thoroughly wet thereafter.
Twigs and heavy material such as canvas w i l l be damp in 2
segments and w e t thereafter, Goodberry (Alteration/Evocation) Reversible
Flat, r e l a t i v e l y n o n - p o r o u s surfaces, s u c h a s s t o n e floors,
rock, p a i n t e d w o o d etc, w i l l b e d a m p i n 1 s e g m e n t a n d Level: 2 C o m p o n e n t s : V. S. M
filmed w i t h water thereafter. Range: Touch C a s t i n g Time: 1 r o u n d
Semi-porous surfaces and materials will become dampen the Duration: 1 d a y +1 d a y / S a v i n g Throw: None
surface in 2 segments, and thereafter the damp area w i l l level of the caster
progress downward a n d / o r inward accordingly, while after Area of effect: 2-8 fresh berries
5 segments the surface will also be wet.
Porous surfaces and materials will simply absorb the rain to When a druid casts a goodberry spell upon a handful of freshly
their e n t i r e capacity probably w e l l beyond t h a t o f t h e picked berries, f r o m 2 to 8 o f them w i l l become magical. The
spell's duration. druid casting the spell (as well as any other druid of 3rd or higher
Small flames, such as those of candles, will be extinguished level) w i l l be able t o discern immediately w h i c h berries w e r e
by 1 s e g m e n t of precipitation. Small fires will slow and become affected. A detect magic will discover this also B e r r i e s with the
smoky for 1 round after precipitation has ceased. Large fires will dweomer will either enable a hungry creature of approximately
not be materially affected by the spell. man-size to eat one and be as well-nourished as if a full normal
11
IMAGINE magazIne, August 1983
meal w e r e eaten, or else the berry will cure 1 p o i n t of physical be extinguished b y a cloudburst, w i t h t h e f o l l o w i n g general
damage d u e t o w o u n d s o r o t h e r similar causes, subject t o a rules applying: P e r m a n e n t magical f i r e s w i l l r e - l i g h t i n 1 - 2
maximum of 8 points of such curing in any 24-hour period. The rounds. Small, rekindlable magic fires such as that of a flame
reverse of the spell, badberry, causes rotten berries to appear tongue sword will be affected only during the cloudburst. Spells
wholesome but each actually delivers 1 point of poison damage, such as produce fire and burning hands will be negated.
no saving t h r o w, if ingested. Large-area spells such as fireball, flame strike, w a l l of fire, etc
The material component of the spell is mistletoe passed over will, in the course of being extinguished, vaporise the rain, and a
the f r e s h l y p i c k e d b e r r i e s t o b e e n s p e l l e d ( b l u e b e r r i e s , cloud o f s t e a m o f q u a d r u p l e a r e a o f e ff e c t v o l u m e w i l l b e
blackberries, raspberries, currants, gooseberries, etc). created. This steam will inflict 1-3 points of damage on normal
creatures w i t h i n its area, double damage on cold-dwelling o r
cold-using creatures. It will persist for 2-5 rounds, half that if a
Reflecting P o o l (Evocation-Divination) breeze is blowing, or only 1 r o u n d if a strong w i n d is blowing.
Lightning cannot be called by the use of a cloudburst. Vision is
Level: 2 Components: V, S , M reduced to 1 0 ' w i t h i n t h e area o f effect. A l l tracks w i t h i n t h e
Range: t " Casting Time: 2 hours area o f effect are obliterated in 1 round.
Duration: 1 r o u n d / l e v e l Saving Throw: None In a r i d regions, t h e c l o u d b u r s t w i l l a c t o n l y a s a d o u b l e -
Area of Effect: Special strength p r e c i p i t a t i o n s p e l l . I n h o t a n d h u m i d a r e a s , t h e
duration of the spell will be extended to 2 rounds. In areas with a
This spell enables t h e druid t o cause a pool o f normal w a t e r temperature between 33 and 31 F inclusive, sleet rather than
found in a natural setting to act as a scrying device. The pool can rain w i l l f a l l , w i t h i c e a n d s l u s h b e i n g f o r m e d w h e n i t
be of no greater diameter than a 2 / l e v e l of the druid concerned. accumulates. In temperatures of 30F and lower, the cloudburst
The effect is to create a scrying device similar to a crystal ball. becomes snowburst, with one inch of snow falling per segment.
(See t h e D u n g e o n M a s t e r s G u i d e , M i s c e l l a n e o u s M a g i c Whether the vapour precipitates as rain, sleet or snow, very hot
Treasure section, u n d e r crystal ball.) The scrying can extend creatures not saving vs magic w i t h i n the area of the spell w i l l
only to those planes of existence which are co-existent with or suffer 10 points of damage, plus 1 point of additional damage for
border u p o n t h e P r i m e M a t e r i a l Plane, v i z t h e I n n e r Planes every segment they remain w i t h i n the area of the cloudburst.
(including the Para-Elemental Planes, Plane of Shadow, et al). The material components of the spell are powdered silver and
Penalties for attempting to scry beyond the druid's o w n plane, powdered iodine crystals, plus the druid's mistletoe.
as shown for the crystal ball, are applicable.
The druid must use both mistletoe and the oil extracted from
such nuts as hickory and walnut, refined, and dropped in three
measures upon the surface of the pool (a measure need be no
more than a single ounce of oil).
S l o w Poison (Necromantic)
Level: 2 C o m p o n e n t s : V. S, M
Range: Touch C a s t i n g Time: 1 segment
Duration: 1 h o u r / level S a v i n g throw: None
Area of effect: Creature touched
This spell is identical to the second level cleric spell, slow poison
(q.v.), except that if the druid is able to determine that the poison Spike G r o w t h (Alteration/ Enchantment)
was o n e m a d e f r o m s o m e living p l a n t , h e o r s h e h a s a 5 %
chance of knowing a herbal antidote w h i c h w i l l neutralize the Level: 3 C o m p o n e n t s : V, S. M
toxin. (If t h e actual t y p e o f poison i s n o t given b y t h e D M , a Range: 6 " C a s t i n g Time: 5 segments
successful casting of detect poison (type) indicates an organic Duration: 3 - 1 2 turns + S a v i n g Throw N o n e
poison which can be countered.) A dice roll equal to or less than 1 t u r n / level
the d r u i d ' s c h a n c e t o f i n d a n a n t i d o t e indicates successful Area of Effect: / " s q u a r e / level
neutralisation.
Rather than a h o l y / u n h o l y symbol, the druid uses mistletoe Wherever any sort of plant growth of moderate size or intensity
as a material component, and crushed garlic is rubbed on the is found, this spell is of service. It enables the caster to cause
subject's feet. Antidotes must be obtained from green vegetation ground-covering vegetation a n d / o r roots to become very hard
outdoors or from a herbalist or similar source of supply. and sharply pointed. In effect, ground cover, while appearing to
be nothing different, serves as if it w e r e caltrops (official n e w
weapon type approx w e i g h t 2-4gp, damage vs size S - M , 1;
C l o u d b u r s t (Alteration) damage vs size L, 1-2; length, n / a , space required, n / a ; speed
factor, n / a ; AC adjustment, AC 2 - 6 , AC 10 .+2; available as
Level: 3 Components: V, S. M additional weapons to M-Us, Illusionists, Thieves, M o n k s and
Range: 1 " / l e v e l Casting Time 5 segments classes able to use any weapon. All other details in DRAGONTm
Duration: 1 r o u n d Saving Throw None (81 special) magazine, 6 4 ) . Roots will do the same in areas of bare ground
Area o f Effect: 3 " d. c y l i n d e r or earthen pits. W i t h o u t such a spell a s t r u e seeing, s i m i l a r
up to 6 " high magical aids, some o t h e r m e a n s of detection (such as detect
traps), an area affected by spike growth is absolutely undetect-
By m e a n s o f t h i s s p e l l t h e c a s t e r c a u s e s t h e a t m o s p h e r e able until a victim enters i t and takes damage. Even t h e n t h e
instantly to precipitate all its w a t e r vapour into huge drops of creature w i l l n o t be able t o determine t h e extent o f t h e area
rain, t h e r e s u l t i n g c o n d e n s a t i o n n o t o n l y c a u s i n g a t r u e affected b y t h e s p i k e g r o w t h u n l e s s b y m e a n s o f m a g i c a l
downpour of rain but also sucking more vapour into the area to detection. Each 1 " of movement by a potential victim incurs 2
be likewise precipitated as rain. The cloudburst will effectively 'attacks' (cf spike stones). Spells w h i c h w i l l control o r h a r m
drench everything w i t h i n its area of effect in 1 segment, for its vegetation, as well as dispel magic, w i l l negate the area of the
rain will fall at the rate of 1 / 1 0 t h of an inch per segment, or one dweomer. O t h e r w i s e , t h e s p e l l w i l l r e m a i n p o t e n t u n t i l i t s
inch of rain in 1 round. (Cf precipitation spell.) natural duration expires.
All normal fires w i t h i n the area of effect will be extinguished The components for this spell are the druid's mistletoe and
by a c l o u d b u r s t small o n e s instantly, m e d i u m o n e s in 3 - 5 seven s m a l l t w i g s , e a c h sharpened t o a point, o r else seven
segments, large ones in 8 - 1 0 segments. Magical fires w i l l also sharp thorns.
12 IMAGINE magazine, A u g u s t 1 9 8 3
Starshine (Evocation-Illusion) The spike s t o n e s spell c a u s e s r o c k t o shape i t s e l f into long,
sharp points which blend into the background. It is effective on
Level: 3 Components: V, S. M both natural rock and worked stone. The stone spikes serve to
Range: 1 "/Ievel Casting Time: 5 segments impede progress or actually inflict damage. If an area is carefully
Duration: 1 t u r n / l e v e l S a v i n g Throw: None observed, i t is 25% likely per observer that the sharp points of
Area of Effect: 1 square inch per level rock will be noticed. Otherwise, those entering the area of effect
of the spell will effectively suffer attack by dagger from the druid
A S t a r s h i n e spell enables t h e d r u i d t o i l l u m i n a t e a n area of the level of the spell caster, immediately upon setting foot in
softly, as if it were exposed to a clear night sky filled w i t h stars. the area and for each step therein thereafter. The initial step will
Regardless of the height of the open area in w h i c h the spell is be sufficient t o a l l o w the individual to become aware of some
cast, t h e area immediately beneath i t w i l l be lit by starshine. problem only if the attack succeeds; otherwise movement will
Vision will be clear at up to 30', indistinct to 60', and beyond that continue u n t i l damage occurs. C h a r g i n g / r u n n i n g victims w i l l
only gleams will be discernible. The starshine allows shadows. suffer 2 attacks per 1 " of movement rate over the area of effect
It enhances ultravision t o its full potential b u t does not allow after initial damage before being able to halt. Others will suffer
infravision. The spell makes the area o f effect appear to be a but 1 additional attack-like check.
night sky, but disbelief merely allows the disbeliever to note that Those falling i n t o p i t s w h e r e stone spikes are present w i l l
the 'stars' are actually the evoked lights of a starshine spell. suffer 6 s u c h a t t a c k - l i k e checks, e a c h m a d e a t + 2 ' t o h i t '
The material components are several stalks from an amaryllis probability and +2 of damage inflicted per 10' of distance fallen,
tespecially Hypoxis) and several holly berries. spike damage being in addition to falling damage. The material
component of the spell is 4 tiny stalactites.
Liveoak (Enchantment)
Level:5 Components: V, S. M
Range: Touch Casting Time: 1 t u r n
Duration: 1 d a y / l e v e l Saving Throw: None
Area of Effect: 1 oak tree
This spell enables the druid to select a healthy oak tree and
cause it to serve as a protector. The spell can be cast on a single
tree at a time, and while a liveoak spell cast by a particular druid
is in effect, the same druid cannot cast a second such spell.
The tree upon w h i c h t h i s is cast m u s t be w i t h i n 1 0 ' of the
druid's living place, w i t h i n a place sacred to the druid, or within
10" of something which the druid wishes to protect. The liveoak
spell is cast upon a healthy tree of small, medium or large size
according t o desire and availability. A 'triggering' phrase of a
maximum o f 1 w o r d per level o f the druid casting t h e spell is
then placed upon the dvveomered oak; for instance 'Attack any
who c o m e n e a r w i t h o u t saying " s a c r e d m i s t l e t o e " first' i s a
10-word trigger phrase which could be used by a druid of 10th
level o r higher. T h e liveoak triggers t h e oak i n t o becoming a
treant o f appropriate size a n d attack capability, matching t h e
specifications o f t h e M o n s t e r M a n u a l , b u t w i t h o n l y 3 "
movement rate. The druid needs mistletoe to cast this spell.
M o o n b e a m (Evocation-Alteration)
14 IMAGINE magazine, A u g u s t 1 9 8 3
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,NOT
II
Runequest Rumbles
The - e gear
The amazing for Car
popularity Wars
of the bizarre Tom S h a w o f Av a l o n H i l l G a m e s h a s P o w e r and Perils. To m S h a w felt that
Car W a r s g a m e s h o w s n o s i g n o f confirmed t h a t negotiations are taking P&P, a m u c h less complex game, w i l l
slackening. K e e p i n g u p t h e m o m e n - place concerning A H buying the Rune- appeal to different markets from RQ.
tum, S t e v e J a c k s o n G a m e s h a v e quest role-playing game from Chaosium
announced t w o n e w expansion sets. Inc. 'Nothing has been signed yet', was Recently arrived i n t h e U K i s Pavis, a
Set 2 , E a s t M i d v i l l e , h a s t w o s t r e e t his comment at the time this magazine meaty campaign package for Runequest.
maps that link with the Sunday Drivers went t o p r e s s , b u t i f a s a t i s f a c t o r y This is described as t h e f i r s t c i t y base
map, m a k i n g f o r a t r u l y huge playing conclusion c a n b e r e a c h e d , A H w i l l exclusively designed for the game, and
area. Set 3, Armadillo Autoduel Arena market Runequest from next year. Steve contains maps, guides, adventures and
has t w o 2 1 " x 3 2 " maps w h i c h make Perrin of Chaosium Inc a co-designer history. Packed in an attractive box, this
up a g i a n t d u e l l i n g a r e n a . F i n a l l y, of Runequest said that an agreement comprehensive ( i f r a t h e r e x p e n s i v e )
there i s t h e C a r W a r s R e f e r e e ' s was very close and that the Chaosium play aid should prove very popular with
Screen p r o v i d i n g a l l t h e c h a r t s a n d will c o n t i n u e t o p r o d u c e R O s u p p o r t RO enthusiasts. Don't be misled by the
tables n e e d e d t o c o n t r o l a t y p i c a l material for sale through Avalon Hill. box, b y t h e w a y. T w o o f t h e s h o r t
session o f h i g h w a y h o r r o r s a n d scenarios w h i c h are mentioned on t h e
heroics. It remains to be seen h o w such a deal back of the box had to be left out at the
might a f f e c t d i s t r i b u t i o n i n t h e U K , last minute, apparently because one of
More news from SJG. They have split which is currently handled by London- the long scenarios became longer than
their m o n t h l y S p a c e G a m e r based Games Workshop. was originally expected. The Chaosium,
magazine i n t o t w o b i - m o n t h l y p u b - who publish P a v i s state t h a t t h e total
lications. O n e r e t a i n s t h e o r i g i n a l Meanwhile, A v a l o n H i l l a r e p r e s s i n g amount o f s c e n a r i o m a t e r i a l i s n o t
name and is devoted exclusively to all ahead with their own role-playing game, decreased, however. Price: 1 4 . 9 5 ,
aspects of SF. The other deals entirely
with fantasy topics and is called, quite
reasonably, The Fantasy Gamer. The
first new-look Space Gamer came out
in t h e U S i n J u n e a n d t h e f a n t a s y IMAGINETm magazine would like to thank
offspring came out in July. Doug Cowie for his assistance Conspiracy Theory
with these items.
Operation Peregrine T h e
Ctuanchiovt C o n s p i r a c y i s a n e w
Space O p e r a a d v e n t u r e f r o m F a . ) .
Transatlantic Tales The players' assignment is to destroy a
criminal syndicate. Along the way they
Having so nearly predicted the contents Wargaming fans should be pleased with must rescue the Chief Connoisseur of
of the last shipment it did include the the news that the first news of expected the Horkalie Cult, w h o i s leader o f a
STARFRONTIERSIm r e f e r e e ' s s c r e e n , 5p1TM games has reached us. To w a r d s rerKarkable r e l i g i o n w h i c h b e l i e v e s
UK1, EX1, and TS004, but also brought the e n d o f t h e s u m m e r, W e l l i n g t o n ' s the u n i v e r s e i s c o n t a i n e d i n t h e
EX2 Beyond the M a g i c Mirror and X4 Victory a n d A i r W a r ' 8 0 should b e stomach o f an e n o r m o u s deity. T h e y
Master o f t h e D e s e r t N o m a d s over reprinted and the brand n e w B a t t l e o f worship by shooting ship-loads of food
earlier than expected o u r confidence Britain a n d A G l e a m o f B a y o n e t s into s p a c e . P r o s p e c t i v e p l a y e r s b e
has been improved for this month's look games w i l l appear. M o r e n e w g a m e s warned the villains stop at nothing.
into the crystal ball. The above are in the are expected in the spring of 1984. It's even said that they are prepared to
shops, and w e look forward to 15 To m b disrupt the annual Sky Cruiser Race on
of M a r t e k , X 5 Te m p l e o f D e a t h a n d Lastly, Games Workshop have received Grutzorn1 Is nothing sacred?
GB3 Death on the Docks. some interesting material from the USA
this summer. Possibly the most import-
As the s u m m e r progresses, w e should ant development is the S t a r t e r Edition
see M2 Maze of the Riddling Minotaur of Tr a v e l l e r, a c o m p l e t e b e g i n n e r s '
and t h e S TA R F R O N T I E R S / K N I G H T- introduction f o r E7.95. T h e y a r e a l s o Warhammer
HAWKSTm game. Thereafter, we hope to stocking t h e I.C.E. r a n g e o f f a n t a s y
see t h e O r d e a l o f M a g i c c o m p u t e r scenarios b a s e d o n J . R . R . To l k e i n ' s Citadel Miniatures have released their
game in both Apple and Atari versions, Middle Earth books, playable w i t h a n y Wa r h a m m e r rules. Described as t h e
and then even f u r t h e r forward into the FRP s y s t e m . T h e r a n g e b e g i n s w i t h 'mass c o m b a t f a n t a s y r o l e - p l a y i n g
mists o f t i m e t h e r e v i s e d G A M M A M i d d l e Earth, a guide book and poster game' i t consists o f three books i n a
WORLDTM game, 0 1 G e m & t h e S t a ff , map, A n g m a r, Land of the Witch King, nice looking box: Ta b l e - t o p Battles,
L2 A s s a s s i n ' s K n o t , G W4 M i n d Umbar, H a v e n o f t h e C o r s a i r s a n d Magic and Characters. They provide
Masters and, of course Monster Manual Ardor a r e a l m o f Southern M i d d l e rules for fantasy action ranging f r o m
II a n d t h e revised W O R L D O F GREY- Earth. Prices a r e E 6 . 9 5 f o r t h e g u i d e role-playing i n d i v i d u a l c h a r a c t e r s t o
HAWKTM gazetteer. book and f 7 . 9 5 each for the rest. large battles. E5.95.
But f i r s t t h e b a r e b o n e s . B e y o n d t h e
Crystal C a v e i s a n a d v e n t u r e f o r 5 - 1 0
characters o f l e v e l s 3 t o 6 a n d i t i s
virtually a pre-requisite that one of them
should be a cleric or a druid. It is set in an
area s h o w n o n t h e W O R L D O F GREY-
HAWKTM m a p . T h e c o m p o n e n t s a r e a n W-(19 K \
illustrated, 32-page booklet protected by its a i m . C h a r a c t e r s w h o d e s t r o y a n d to random attack considering t h e heavy
a t h i n card wrap. M a p s and plans are plunder w i l l f i n d t r e a s u r e certainly, b u t emphasis on peace and goodwill. A party
printed on t h e inside of the cover and in precious few experience points and some which is conscientiously playing a calm,
the booklet. A s i s n o w c u s t o m a r y w i t h very f o r m i d a b l e opposition. T h o s e w h o gentle, diplomatic role can find itself the
AD&D modules, t h e layout i s clear, t h e adopt a s y m p a t h e t i c a n d c o u r t e o u s subject of physical assault on an arbitrary
descriptions lucid a n d accurate and t h e approach can conceivably go through the roll o f a dice, g i v i n g a 5 0 % c h a n c e o f
maps good. whole adventure w i t h o u t d r a w i n g a attack. T h i s i s a m i n o r point, h o w e v e r,
weapon. The main setting o f the adven- easily altered by a D M w h o wishes to do
Thoughtful p l a y e r s o f A D & D h a v e l o n g ture, P o r p h e r i o ' s G a r d e n , i s h i g h l y so. Overall, UK1 i s a refreshing change
sought to divert the emphasis of the game original a n d w e l l t h o u g h t out. T h e n e w which gives the talkative sort of character
away from gratuitous violence and greed monsters w h i c h a r e provided h a v e a place in the limelight too often filled by
t h e so-called 'hack and slay' adventure. promise for extended use particularly the brutish f i g h t e r o r t h e p o w e r f u l M U .
Many modules claim in their introduction the Green Man, an Old English eccentric There i s a l s o a m p l e o p p o r t u n i t y f o r a
that 'diplomacy a n d intelligent play w i l l if ever there was one. weary D M t o i n d u l g e i n s o m e sprightly
be r e w a r d e d m o r e t h a n i n d i s c r i m i n a t e fun. A good package. Try it for a relaxing
aggression'. This is such a module and it Anything wrong with it? I thought some of change.
is more successful than most in achieving the garden's inhabitants were too prone 1045 Doug Cowie
CITY OF SORCERORS
This i s a f a n t a s y b o a r d g a m e f o r 2 - 4 Magic research c a n b e hazardous, a n d Unfortunately, though fast-moving, quite
players, e a c h a n a p p r e n t i c e s o r c e r o r players may draw 'malediction and afflict- fun, and easily finishable i n u n d e r three
learning his trade before being tested. It is ion' cards which vary in their detrimental hours, C i t y o f S o r c e r o r s s u f f e r s f r o m
a well-produced offering in an attractive effects. All afflictions can be cured, but it poorly w r i t t e n rules. T h e y a r e t o o b r i e f
box, a n d i n c l u d e s : 7 8 K n o w l e d g e , 7 7 is up to the player to decide w h e t h e r it is and consequently flawed. Tr u e , a r e a d
Fate, 25 College of the Arch-Mage and 11 in his best interests to spend time on the through all the cards will furbish answers
Artifact cards; 4 d i ff e r e n t A r e n a maps, cure o r s u ff e r t h e problem, f o r t h e r e i s to m a n y rules queries, b u t reading slip-
each 8 x 11 i n c h e s ; a 1 6 x 2 2 i n c h City something of the race element in part 1. shod rules and then going through 1 9 0 -
Map (essentially a g l o r i f i e d p l a y i n g - a i d After 1 8 t u r n s R e s e a r c h c e a s e s a n d odd cards is not the way to learn a games
sheet); 25 large hex-shaped terrain chits players are p u t to the test in t h e arena, system. I r o n i c a l l y, o n c e m a s t e r e d t h e
(used for altering terrain in the Arena); 66 whether they are ready or not. game i s a s s i m p l e t o play a s t h e r u l e s
counters representing havens, monsters, intended. Pity.
artifacts and spells (spoilt by being rather In part 2, an arena is randomly selected " 6 Robert Hulston
too thin); dice; players' notes sheets; an from the four. Each depicts a wilderness
information sheet and rules book (whew!). with d i f f e r e n t t e r r a i n . P l a y e r s s e c r e t l y
note the location hex of their 'haven' a
The game is divided into two parts. In the stronghold w i t h i n the arena and then,
first, the players are fledgelings studying by various magical m e a n s , m u s t detect
'elements o f m a g i c ' artifacts, s p e l l s and eliminate opponents' havens to win.
(monster conjuring, monster control and To t h i s e n d artifacts a n d spells m a y be City o f Sorcerors, a boxed boardgame
several others), potions, psychic potential, utilised, m o n s t e r s conjured and control- with cards, counters, rules a n d other
mystery levels and ancient tomes. Each led, t e r r a i n a l t e r e d a n d p s y c h i c p o i n t s aids, is manufactured in this country by
turn t h e players m o v e o n t h e City Map, expended. Players are not represented by Standard Games and Publications, Arlon
enrolling i n o n e o f t h e e i g h t colleges, counters themselves, and may not leave House, Station Road, K i n g s Langley,
such a s t h o s e o f t h e A l c h e m i s t o r t h e their h a v e n s ; t h e y a r e S a r u m a n - l i k e Hertfordshire WD4 8LE It costs E9.95.
School of Magic, w h i c h specialise in one sorcerors, working magic and manipulat-
or more of these elements. After enrolling, ing monsters from their towers. As there Standard are previously known for the
cards are generally drawn from one of the are o n l y 2 0 hexes i n t h e arena, havens games Cry Havoc, ,a medieval combat
decks a n d players m a y a t t e m p t t o keep are quickly discovered, s o action m o v e s simulation game, and Starship Captain,
the cards o f t h e i r choice. M u c h l u c k i s fast and furiously; this second part should a game of war in space. These have been
involved, b u t c e r t a i n r u l e s d e v i c e s d o rarely last more than 6 turns. Compared re-released in an attractive boxed form,
enable p l a y e r s t o m a k e d e c i s i o n s a n d to part 1 l u c k is less influential a n d t h e with m i n o r alterations t o t h e original
choices s o t h a t , t o a n extent, t h e y c a n w i n n e r will usually be the player who had games. These versions cost 9.95 and
dabble in the elements they prefer. the most success with magical research. 12.95 respectively.
18 IMAGINE magazine, A u g u s t 1 9 8 3
STARFRONTIERSTm GAME-SCREEN
The STARFRONTIERSTm g a m e - s c r e e n Corporation. L o s t y e a r s a g o , i t h a s Both scenarios are playable separately as
enables r e f e r e e s t o h i d e t h e i r n o t e s , recently been found drifting in space with boardgames. They use the deck plan from
maps and dice rolls from the prying eyes all t h e c r e w and passengers dead, killed the b o x e d s e t w i t h t h e a d d i t i o n o f a n
of over-enthusiastic players behind three by an u n k n o w n disease. It has n o w been upper d e c k provided w i t h t h e m o d u l e .
101/2" x 81/2" panels, printed on card. It decontaminated a n d t h e p l a y e r s h a v e New rules deal w i t h control of the ship's
provides a h a n d y source o f ready refer- been hired to travel w i t h the ship to the systems w h i c h c a n c h a n g e h a n d s f r e -
ence t a b l e s , w i t h c o m b a t t a b l e s , s k i l l nearest s t a r p o r t . E i g h t p r e - g e n e r a t e d quently d u r i n g t h e c o u r s e o f t h e f i r s t
success scores, r e a c t i o n m o d i f i e r s a n d characters are provided possessing high adventure. A s a n a d d e d b o n u s a n e w
vehicle tables on t h e referee's side and skill levels, making the module unsuitable alien race is introduced. The t w o adven-
equipment costs, skill acquisition costs, for p l a y e r s w i t h l o w l e v e l characters. tures, even if not used in campaign play,
terrain c h a r t s , r o b o t s a n d c o m p u t e r s Accompanying the players are five robots make e n j o y a b l e a n d e x c i t i n g p l a y i n g
covered on the players' side. It is well laid which play diffferent roles i n each sessions i n t h e i r o w n r i g h t a n d c a n b e
out and speeds up play by removing t h e scenario. played on evenings when there are only a
need to be continuously referring t o the few players available. The screen is w h a t
rule book. The f i r s t scenario deals w i t h a group of STARFRONTIERS r e f e r e e s h a v e b e e n
aliens, armed to the teeth, boarding the waiting for. N o w you can relax, confident
Included with the screen is an eight page Omicron. I t i s a f a s t m o v i n g s h o o t - o u t that your 'secret' maps are safely hidden
mini-module, Assault of Starship O m i - with l a s e r r i f l e s c r a c k l i n g a l l o v e r t h e from p r y i n g e y e s . I f y o u t a k e y o u r
cron, c o n t a i n i n g t w o a d v e n t u r e s . T h e ship. I t r a i s e s a n i m p o r t a n t q u e s t i o n , refereeing seriously you cannot afford to
adventures are set on board the Omicron, however how does the alien ship sneak be without it. Need I say more?
a starship owned b y t h e Pan Galactic up on the Omicron undetected? 0 0 Jim Bambra
QUANTUM JUMP
This i s a n a b s t r a c t m o v e m e n t g a m e the dice rolls, though players have a lot of piece on the Quantum J u m p square at a
aimed at the family market for 2-4 players control over how, at least when they have time w h e n exactly half the o t h e r pieces
aged 7 and upwards. Understandably, the more than one piece in play. are in play.
rules a r e e x t r e m e l y s i m p l e a n d e a s i l y
learned everything appears on a single A piece w h i c h lands directly on a J u m p - In m a n y ways the game is derived f r o m
sheet. It comes boxed, with a mounted 24 square' m o v e s u p t o t h e n e x t r i n g . ludo, but it is probably better than that old
x 18 inch playing board, 2 dice, 26 plastic Movement between rings is also governed classic due to the greater control players
'tiddlywink' pieces i n 4 colours and t h e by 'zapping' and 'blatting'. A piece which can exercise. over t h e i r pieces a n d t h e
inevitable box space-filler.... passes any other piece 'zaps' it down onto extra thought required for some moves. It
the r i n g b e l o w. A p i e c e w h i c h l a n d s is fine if you like abstract games, but will
The g a m e board depicts five c o n c e n t r i c directly on another piece 'blats' the target not really interest exclusively 'adventure'
rings, loosely representing energy levels piece down a ring and boosts the blatter game rs.
within a n a t o m . E a c h i s t r a c k e d i n t o up a ring. These rules provide most of the
'squares' t o r e g u l a t e t h e m o v e m e n t o f fun; ' b l a t t i n g ' , ' b l a t t e d ' a n d ' z a p p e d ' l & Robert Hulston
pieces. A t the start of play all pieces are pieces c a n ' b l a t ' i n t h e i r o w n r i g h t ,
placed ' o u t o f p l a y ' a t t h e centre, a n d causing intricate chain-reactions. This is Quantum J u m p , a b o a r d g a m e w i t h
players alternately roll t h e dice t o bring w h y they call it 'a game of exasperation'. rules, c o u n t e r s a n d dice i s p r o d u c e d in
pieces into play 6 to start, and a free roll this c o u n t r y by Orca Games, 5 Dorking
for e v e r y 6 . I n - p l a y p i e c e s m o v e a n t i - Equally frustrating a r e t h e victory con- Road, Tunbridge Wells, Kent TN122LN. It
clockwise around the rings according t o ditions, whereby the winner must have a costs 15.95.
DIXON'S SAMURAI
Dixon M i n i a t u r e s h a s b e e n i n t h e feel. One nice feature of the range is the attack, the other firing a shortbow. There
business o f producing 2 5 m m w a r g a m e casting o f polearms a n d battle-banners are a l s o s o m e S a m u r a i i n ' u n d r e s s '
figures for several years, with a good deal separately giving the modeller a good rather than in full battle armour. All these
of success. The best k n o w n of these are deal o f f r e e d o m i n c h o o s i n g w h a t t h e figures a r e a g a i n c l e a n l y c a s t , w e l l
the large number of Samurai that Trevor finished product looks like. animated and attractively chunky.
Dixon specialises in sculpting. Recently,
Trevor has been engaged upon resculpt- Mounted f i g u r e s h a v e a l s o b e e n r e - Although these figures m a y not seem to
ing h i s S a m u r a i r a n g e a n d adding n e w designed. T h e n e w h o r s e s a r e n o w be directly relevant to RPG players, they
models. 'Eastern' looking, r a t h e r t h a n European are worth looking at for anyone interested
and c o m e i n several c o n v i n c i n g poses. in B U S H I D O o r s o m e t h i n g s i m i l a r, o r
The n e w f i g u r e s , a n d t h e re-designed The h o r s e s a l s o h a v e t h e t r a d i t i o n a l someone l o o k i n g f o r a f i g h t e r w i t h a
ones, are done to the new Dixon standard, Samurai tassels in profusion. The riders difference. I look forward to the day when
rather thick-set but cleanly cast and well have b e e n r e d o n e , a n d t h e v i c t o r i o u s Trevor Dixon designs some n o n - m i l i t a r y
detailed l f , at times, the anatomy seems a Samurai, complete w i t h the heads of his and/or fantasy subjects based o n h i s
little strange, t h e figures look extremely conquests, is a particularly savage piece. knowledge of the Samurai.
good w h e n placed together.
Added to the range are several subjects of 01.5 Mike Brunton
The m a i n p a r t o f t h e r a n g e i s s t i l l t h e relevance to role-playing garners, includ-
Samurai a n d A s h i g a r u ( l o w e r r a n k ing three ninja (Japanese Assassins), one Dixon M i n i a t u r e s a r e a v a i l a b l e f r o m
Samurai). T h e r e a r e s e v e r a l d i f f e r e n t of w h o m i s j u s t a b o u t t o l a u n c h a Dixon Miniatures, U n i t 28, S p r i n g Grove
poses a v a i l a b l e f o r b o t h s o r t s t h e throwing star at some poor unfortunate. Mills, Linthwaite, Huddersfield, W. Yorks.
Samurai w i t h h i s s w o r d h e l d ' a t t h e The o t h e r t w o n i n j a a r e n o t q u i t e a s Prices r a n g e f r o m 2 8 p f o r a 2 5 m m
ready' is particularly fine andJapanese in dramatic o n e i s c h a r g i n g i n t o t h e unmounted figure.
VA G I N E magazine, A u g u s t 1 9 8 3 19
C 0 1 2 0 e 1 2 11 . 0 1 2 a There's only
one word
to describe
a magazine e
that publishes
science fiction
of this calibre.
SCIENCEFl
1 2 l i t Stones
I I
Sol III w a s t h e 1 5 t h o ff i c i a l S t a r Tr e k
convention, h e l d o v e r t h e w e e k e n d o f
tradition o f S t a r Trek, t h e security m a n
got it first (Bob Shaw 'I've been thrown
out o f better shuttlecraft than this') and
Scotty survived by a landslide, presumably
because i f being o l d a n d past i t w a s a
HoweLdt
27th-30th M a y a t t h e G r a n d H o t e l , consideration, Star Fleet would lose 90%
Birmingham. S i m i l a r i t i e s w i t h convent-
ions i n t h e gaming w o r l d w e r e evident.
of its senior officers.
13-14 Cheap Street
Just like a GamesFair, the socialising and
the meeting of old friends is as important
Something e l s e s t r u c k u s a s amazing,
later the same day. There was an auction, Bath Te l : 6 0 4 4 4
as t h e o r g a n i s e d e v e n t s . J u s t l i k e a mostly of back issues of fanzines. I f this
Games Day, some of the participants feel ever catches on in the gaming world, and
the urge to dress up in suitable costume. you've got a D r a g o n l o r d s - 1, hang on to FOR EVERYTHING
And j u s t l i k e a Dragonmeet, t h e s t a l l s it! T h e prices w e r e q u i t e amazing, a n d
selling the peripheral paraphernalia do a
roaring trade.
there are just as many fanzines to do with
Star Trek a s t h e r e a r e i n t h i s hobby o f Fantasy
But there are subtle differences in style.
ours, it seems. Incredible.
& Sci-fi
One c o n c e p t b a r e l y s c r a t c h e d i n t h e Beyond this, there w a s n ' t a lot to choose
gaming w o r l d is that o f the 'guest star'. between the two kinds of event. Substit-
Sol III h a d J a m e s (Scotty) D o o h a n a n d ute w o m e n i n short Star Fleet u n i f o r m s D&D, A D & D ,
Walter (Chekov) K o e n i g f r o m t h e T V for women in short Elven gear, and super- RUNEQUEST,
series, a n d A n n e M c C a f f r e y a n d B o b cool Starship commanders for axe-wield-
Shaw for additional artistic integrity. To ing adventurers, and you w o u l d n ' t notice
TRAVELLER, T & T,
be fair, i t i s d i ff i c u l t t o t h i n k o f obvious the difference. Well, maybe. The gaming JUDGE D R E D D ETC.
candidates f o r garners t h o u g h G a r y hobby is still very young, and its adherents
Gygax did t h e job well a t GamesFair. In reflect its youth. That will change though,
CITADEL, BOOKS &
fact, Gary was more easily approachable and w e ' l l have t h e stars o f ' D & D the MAGAZINES ETC.
there than the guests at Sol III, who were movie' mixing w i t h their idolising fans.
wheeled on to perform, then disappeared. AL Paul Cockburn
Still, the queue for autographs stretching Kim D a n i e l
20 IMAGINE magazine, A u g u s t 1 9 8 3
-
'feteme gezae.J
-
A
//''
010 .4)1
1i i
,t-
-
er
t- - p
- ,
4,
PART 1: I N T R O D U C T I O N
This mini-module has been designed for a group of 4-3 characters of 4th
to 6 t h levels o f experience. I t requires i n f o r m a t i o n o n l y f o u n d i n t h e
AD&DTM game rules, and cannot be played w i t h o u t them.
The inspiration for this scenario comes from the legends of the Celtic
people. H o w e v e r, i t i s n o t i n t e n d e d t o b e a r e c o n s t r u c t i o n o f a n y
particular story from that mythos, nor is it intended to be a n adventure
set in a n y historical context. The scenario has been designed to a l l o w
the D M to introduce a Celtic feel into play. Therefore it is possible for
players t o u s e c h a r a c t e r s w h o h a v e n o t e x i s t e d i n t h i s k i n d o f
background before, b u t w h o have taken u p residence i n t h e lands o f
Conall mac Eogan.
If y o u p l a n t o p l a y i n t h i s adventure, p l e a s e s t o p r e a d i n g h e r e . T h e
information in the rest of this mini-module is for your Dungeon Master
(DM) only
' G I N E magazine, A u g u s t 1 9 8 3
21
THE TAKING OF SIANDABHAIR
Four maps are provided. O n e s h o w s the lay of the land over w h i c h the
adventure takes place; others relate to the lairs of the Old Women.
Where monsters or NPCs are described in the text statistics for them are
presented in brackets in the following order:
BACKGROUND NOTES
'Then she returned to the waters of the bay, laughing as the waves
The D M s h o u l d read t h e f o l l o w i n g passage to the players before t h e covered her.'
adventure:
At this point Cormac mac Colinan steps back, and the King rises, his
You are gathered in the Throne Hall of the castle of Conall mac eyes clouded with rage. He looks about him, at his assembled
Eogan, a powerful and respected monarch. As subjects of the King, warriors, and through his tears of grief he cries:
you have answered his summons with considerable despatch; now
you find yourselves standing before the King, his advisers and officers. 'Where are the heroes among you? Where are the warriors? Who will
At the King's side, Cormac mac Culinan, his trusted bard, steps slay me the foul witch and fetch me back my daughter? He who brings
forward, taps his staff upon the floor to silence the throng in the Hall, me that ugly head shall have its weight in gold, and shall be my
and speaks in loud, ringing tones. champion, and shall have first place after me throughout my domains.
How say you?'
'Strong is the fortress of Conall mac togan,
And strong the arm that rules it. A great tumult fills the hall. To each group the King gives specific
Proud are the warriors of Conail mac togan, instructions; saying to some that they are to ride to the north to seek
And proud the King who leads them. his daughter among the hillmen, to others that they are to search
Many and glorious are the heroes of his Halls, among his enemies to the west. To you he speaks thus:
And glorious are the boasts that fly before them into battle.
'Swear this oath to me, to undertake this quest. Each man of you is a
'Three daughters were born to Canal) mac togan, hero, and each man of you has done deeds the telling of which would
And many were the princes and heroes who came to him need another of Cormac mac Culinan's stories. To you! give the most
Seeking the hand of one in marriage. dangerous task. Go into the bay, rescue Siandabhair, cut off the old
The youngest of the three was Siandabhair, woman's head and bring it back to me.'
And she was her father's pride.
Her beauty would need another tale to tell of it, You do swear thus, as honour decrees you must. At this point 011amh
And of the heroes who sought to win her. Cnochuainne, the King's druid, comes forward, and gives each of you
a broth to drink, and tells you that for this day and the day after you
'Siandabhair of the three daughters of Canal) mac togan will be able to breathe both air and water, like frogs, but that the virtue
Went to make sacrifice on the Isle of the Seabirds, of the broth will most certainly be gone from you on the third day.
Conall with all his warriors watched her return from the island.
As it entered the bay to take harbour by the fortress of the king,
The boat stopped in clear water as though it had run aground. DUNGEON MASTER'S BACKGROUND
The twelve warriors of her escort redoubled their oar-strokes,
Until the rowlocks smoked and the oars broke in their hands. Conall mac Eogan's daughter has been kidnapped by a trio of Hags
But still the boat would not moue. t w o Sea Hags and a M o u n t a i n Hag. Siandabhair and her retinue w e r e
'Then there appeared a great number of blue men from the first captured by the Old Wo m a n of the Bay, a Sea Hag. The first part of
water all about the boat. the adventure is a s h o r t expedition b y the party to a t t e m p t t o rescue
Siandabhair from h e r watery prison (Part 2 of this module).
'They were scaly like fishes,
And they capsized the boat, The second part of the adventure (Part 3 of this module) occurs when the
And the princess and the warriors with it, party find that Siandabhair has gone t r a n s f e r r e d to the lair of the Old
And dragged them under the water. Wo m a n of the Lough, a m e m b e r of the rare f r e s h w a t e r Sea Hag race.
Once the party raid her lair they again find t h a t Siandabhair has been
'As all there stood and watched in horror and helplessness, snatched from their grasp and sent to the Old Wo m a n of the M o u n t a i n s
There appeared from the water of the bay an old woman, a M o u n t a i n Hag (see Part 5 for details of this monster).
So ugly that no man could bear to look on her,
But all kept their eyes averted. The Old Woman of the Mountains is the final encounter (see part 4), and
She hailed Conall, and spoke to him tauntingly: w i t h i n her lair Siandabhair is being kept prisoner.
Part 2: The Old Woman of the Bay The mermen (AC 7; M V 1 " / / 1 8 " ; HD 1+1; hp see below for each group;
AT 1; D by weapon type; A L N; S M) w h o serve the Old Wo m a n of the
Having consumed the potion, the party should be encouraged to set out Bay are divided into five w a t c h e s or patrols as follows:
to the bay, escorted to the water's edge by the King and his followers.
Looking across the bay's mouth from the harbour within the fortress, the Watch A: hp 6, 6, 5, 5; xp 32, 32, 30, 30.
party can see across to the Isle of Seabirds, a distance of about a m i l e Watch B: hp 9, 8, 7, 5; xp 38, 36, 34, 30.
and a half. Watch C: hp 9, 8, 5, 4; xp 38, 36, 30, 28.
Watch D: h p 8, 7, 6, 3; xp 36, 34, 32, 26.
The m o u t h o f the bay is about a m i l e wide. H a l f w a y across the bay's Watch E: h p 7, 6, 5, 3; xp 34, 32, 30, 26.
mouth is the top of a rocky reef, standing about 20 feet below low-tide
level, pitted with a number of cave mouths and tunnels. The currents are The m e r m e n are a r m e d as follows: t h r e e m e m b e r s of each group are
gentle, and unarmoured men have s w u m the width of the bay on many armed w i t h t r i d e n t s ( D 2 - 7 / 3 - 1 2 ) , t h e f o u r t h h a s a n a q u a t i c l i g h t
occasions. crossbow (range 3 / 6 / 9 , D 1 - 6 / 1 - 6 ) and a small net. All have daggers (D
1-4/1-3).
Conall m a c Eogan c a l l s t o o n e o f h i s f o l l o w e r s a n d a r o w i n g boat i s
dragged across the sand to the w a t e r for the party's use Watch A patrols the l a n d w a r d side o f the reef, Wa t c h B t h e seaward
side. Watch C will be in encounter area 3, unless alerted by the kelpie or
one of the external patrols. Watches D and E will be asleep in encounter
The Isle o f Seabirds area 6 u n l e s s the party has been attacked. If the party enters encounter
area 3 a n d a t t a c k s W a t c h C t h e r e , Wa t c h e s D a n d E w i l l m o v e t o
This is little more than a grassy hummock rising barely 25 feet above the encounter area 5 and be met there.
nigh-tide level. The isle is inhabited only by gulls and other seabirds.
The m e r m e n have orders to take at least one prisoner from any group of
The o n l y feature o f interest o n t h e isle i s t h e sacrificial s i t e used b y intruders. T h i s u n f o r t u n a t e w i l l b e r e t u r n e d t o Conall, a f t e r t h e O l d
Conall m a c Eogan's people f o r generations. T h i s is a single standing Wo m a n and the m e r m e n have amused themselves by torturing h i m or
stone, set in a ring of a dozen poles topped by h u m a n skulls. her, bearing a highly u n c o m p l i m e n t a r y message for the king. Part of the
text of the message will be the same as the Old Woman's last words (see
Although Conall and his people have a reverential regard for skulls, they encounter area 7).
are n o t evil, n o r are t h e y head-hunters. T h e y regard t h e head as the
source of knowledge and wisdom.
The Caves in the Reef
The D M s h o u l d m a k e c l e a r t o t h e p l a y e r s t h a t t h e r e i s n o t h i n g o f The f o l l o w i n g a r e a d e s c r i p t i o n s r e l a t e t o m a p 2 ( t h e L a i r o f t h e O l d
relevance to their quest on the Isle of Seabirds, and encourage them to Woman of the Bay). The cave complex is entirely flooded, and characters
pursue other lines of enquiry. are subject to the normal penalties involved in u n d e r w a t e r action (see
D M G pp 55-57).
The R e e f There is only one obvious entrance into the reef, this is through area 1 a t
sea b e d level ( 5 0 feet b e l o w the surface). A second, h i d d e n entrance
The r e e f is the home of the Old Wo m a n of the Bay. Up to n o w this sea leads into area 4 on the l o w e r level of the reef at the same depth.
hag has never directly troubled Conall mac Eogan or his people. Having
:aken S i a n d a b h a i r p r i s o n e r, s h e h a s m a d e p r e p a r a t i o n s t o d e f e n d Area 1, The Cave Mouth
-erself from Cona I l's expected vengeance. A f e w yards in front of the cave m o u t h on the sea bed is the remains of
Siandabhair's ceremonial boat. There is no sign of the girl or her warrior
The R e e f ' s D e f e n d e r s escort.
There are two methods of approaching the reef available to the party -
by boat or by walking across the bottom of the bay, taking advantage of Around the cave mouth at sea bed level are six closely-packed strands of
011amh Cnochuainne's broth o f w a t e r breathing. The reactions o f the strangle weed (AC 6; M V nil; HD 3; hp 23, 23, 20, 11, 10, 9; A T I; D see
defenders depend entirely upon the route the party chooses. below; A L N; S S; x p 104(x2), 9 5 , 6 8 , 6 5 , 62), deliberately placed t o
ensure that all w h o enter the reef must do so through the middle of the
If the party decides to use the r o w i n g boat that Conal I provides to visit entrance in plain sight.
:he reef, or passes close to the reef while sailing to the Isle of Seabirds, it
will be spotted. On top of the reef the Old Woman has stationed a kelpie The plant grows 6 fronds in a 12 square foot patch, 3 fronds on each side
see b e l o w for the statistics), w h o is w a t c h i n g for the approach of any of the cave mouth. Each frond is 7 feet long. A n y creature w i t h i n reach
surface vessels. will be attacked, a h i t indicating t h a t a f r o n d has e n t w i n e d its victim.
Each frond has a strength of 13 points. A victim compares its strength
The reef itself is patrolled constantly by two watches of evil mermen (see with the strength of the fronds - a difference in the victim's favour gives
pe'ow f o r statistics), o n e patrol t o t h e s e a w a r d s i d e a n d o n e t o t h e its chance of escaping, le 1 e q u a l s 10% etc. A difference in the weed's
andward. T h e s e p a t r o l s w i l l s p o t a n y o n e a p p r o a c h i n g a c r o s s t h e favour indicates that the victim takes that n u m b e r of points of crushing
Pottom of the bay 75% of the time. damage. W h e n attacking normally a creature that is entwined strikes at
-2 on 'to hit' rolls.
-,.en a boat is sighted, the kelpie (AC 3; M V 9 " / / 1 2 " ; HD 5; hp 30; - AT
- S A c h a r m ; A L NE; S M ; 3 1 5 x p ) w i l l a l e r t t h e w a t c h e s b e f o r e In t h e s a n d a n d d e t r i t u s b e n e a t h t h e s t r a n g l e w e e d a r e 20cp, 77sp,
-eturning to the surface to c h a r m away as many of the occupants of the 132gp, 15pp and a ring of w a t e r w a l k i n g . The DM should note that any
ooat as she can. M a l e adventurers should save vs. spells (at -2) or they character w h o puts the ring on will be propelled immediately upwards,
will w i l l i n g l y leap into the water to reach her side. Female adventurers and w i l l end up standing on the surface of the water.
will not be affected by the spell. When the kelpie realises that her spell is
not causing the deaths of those w h o leap into the water, she w i l l flee Area 2, Entrance Tunnel
rather than get involved in direct combat. The m e r m e n of the nearest The w a l l s o f the passage leading f r o m t h e cave m o u t h (area 1) to the
patrol w i l l attack t h e occupants o f the boat and anyone in t h e w a t e r. chamber w i t h i n ( a r e a 3 ) a r e r i d d l e d w i t h h o l e s a b o u t 6 i n c h e s i n
After 5 r o u n d s a f u r t h e r group of m e r m e n w i l l arrive f r o m encounter diameter, i n w h i c h l u r k s a c o l o n y o f 1 5 We e d Eels. These have been
area 3, having been alerted by the kelpie, and after a further 3 rounds the trained to attack anyone entering the passage other than a m e r m a n .
,emaining t w o watches from w i t h i n the reef will arrive from encounter
area 6. The m e r m e n will seek to force a pitched battle outside the reef, The bite of a We e d Eel (AC 8; M V 1 5 " ; H D 1 - 1 ; h p 70(1), 6(x3), 5(x2),
seeking to overcome the party by sheer force of numbers. 4(x3), 2(x2), 1(x4); A T 1; D 1; S A poison; A L N; S S ; xp 52(x3), 51(x5),
50(x4), 49(x6), 48(x2), 47(x4), 46(x6)) is lethal. If bitten, the victim must
' o n e o f the m e r m a n patrols spots t h e party approaching across t h e save vs poison or die in 2 - 8 rounds.
zottom of the bay, they will not conduct a full scale assault, but send one
of their n u m b e r to fetch the group f r o m encounter area 3 and harrass Area 3, Lower Cavern
the party f r o m a distance. W h e n t h e reinforcements arrive (after five The top half of this high c h a m b e r (35 feet high) leads to area 5 on the
rounds) all will attack; after a further three rounds the other two upper level. Normally, a patrol of m e r m e n (Watch C) is stationed here,
watches from w i t h i n the reef will arrive from encounter area 6 and join although they may have left the reef to attack the intruders. If the kelpie
the fray. A f t e r a f u r t h e r ten r o u n d s the m e r m a n patrol f r o m the other or one of the external patrols raised the alarm, Watch C will have alerted
side of the reef will arrive and attack the party. the r e s t o f t h e r e e f before l e a v i n g t o g i v e battle. I f t h e patrol i s first
IMAGINE magazine, August 1983 23
THE TAKING OF SIANDABHAIR
There i s l i t t l e o f i n t e r e s t t o t h e p a r t y i n h e r e , t h e c o n t e n t s b e i n g
valueless sea-wrack scattered across the floor s h i p s ' timbers, rotted
rope-work etc.
,1/4 fo
e
rtss
from t h e i r living q u a r t e r s (area 6) to m e e t t h e intruders, a n d t h e Old
Wo m a n ( f r o m a r e a 7 , t h e O l d W o m a n ' s r o o m ) w i l l a p p e a r a f t e r 1 0
The Isle
rounds w i t h h e r sea lions (from area 9, the sea lions' den). O t h e r w i s e
of Seabirds
loop
this chamber will be unoccupied.
*OPP 1,111
the reef, Against one wall is a stack of weapons; 35 tridents, 20 javelins,
2 light crossbows, and 10 quivers of 20 crossbow bolts in each. Next to
oar A t
the weapons is a ship's chest, slightly rusted but in good condition. It is
not locked, and contains the mermen's hoard. Apart from 357sp, 208ep,
300gp, and 57pp the chest also contains a silver brooch w i t h an inlaid
.91 * l e r '
design o f a d r a g o n ' s h e a d i n b l u e e n a m e l ( w o r t h 250gp), a b r o n z e
quadrant w i t h g o l d filigree w o r k (worth 125gp), a gold statuette o f a
dolphin w i t h one flipper missing, (worth 80gp) and a jewel-encrusted
tilt1
belt buckle (worth 200gp).
It is possible that the Old Woman will escape the reef through one of the Area 9, The Sea Lions' Den
t w o e x i t s . H o w e v e r, i n a c h e s t i n t h e r o o m t h e r e l i e s a t a u n t i n g This chamber is the upper h a l f of area 4 (The Small Chamber) on the
document, bound by strands of Siandabhair's hair, This teasing waxed lower level. It is used as a pen for the Old Woman's four sea lions. On the
parchment contains the same information as she w o u l d have spoken. cavern floor a r e t h e r e m a i n s o f t w o o f Siandabhair's escort. There is
Also in the chest is the Old Wo m a n ' s treasure of a tiara (worth 800gp), nothing of value in here.
an u n d e r w a t e r l u t e (100gp), 5 9 g o l d s a i l o r s ' e a r r i n g s - 4 a n c h o r -
shaped, t h e rest rings - (worth 5gp each), a brooch in the shape of a The sea l i o n s (AC 5 / 3 ; M V 1 8 " ; H D 6 ; h p 3 1 , 2 6 , 2 4 , 2 2 ; A T 3; D
stag's h e a d w i t h s m a l l r u b i e s f o r eyes ( w o r t h 2 5 0 g p , t h e r u b i e s a r e 1 - 6 / 1 - 6 / 2 - 1 2 ; A L N; S L; xp 336, 306, 294, 282) may be encountered
w o r t h 1 Ogp each) and a non-magical broadsword w i t h gold h i l t - w o r k with the Old Wo m a n in The Upper Cavern (area 5) if Watch C were able
and inlay on the blade (worth 150gp). to alert the rest of the reef.
The r o o m a l s o c o n t a i n s t h e m o s t l y e a t e n r e m a i n s o f t w o o f This concludes Part II: The Old Woman of the Bay, and the first section c'
Siandabhair's warriors. the adventure.
-Jpper
level
c n
stone circle a
sz?
KEY
- 7 0 5 0 1 t
North
3 1 Scale
2 -t73-- d o o r 5:11 s t a i r s
--a party has returned to the fortress, Conall mac Eogan will thank the
s - -mbers for their efforts, and will beg them to continue their quest. He The Island
pay n o r e w a r d i f the party presents h i m w i t h the head of the Old
N o m a n f r o m the reef, b u t w i l l promise them the w e i g h t of that head, The Island in the Lough has several peculiar qualities. It sinks below the
-d the head of the Old Woman of the Lough in gold for the safe return of waters of the lough from time to time, and there is a 5% chance at any
- s daughter. time t h a t the island w i l l be completely submerged. The island takes a
long w h i l e to sink, and the change will be imperceptible to the party.
-all mac Eogan will offer to look after any treasure that the party has
-ed so far, and w i l l n o t keep any of it for himself. He can offer little If the island is not submerged, the party will be able to see that is is not
stance to the party, beyond the provision of horses w i t h w h i c h t o more than 50 or 60 yards across. The only visible features are a circle of
--acn the Lough and a waggon to carry boats to bear them to the island. standing s t o n e s ( s o m e f o u r f e e t h i g h ) 2 5 f e e t i n d i a m e t e r, a n d a
YAGINE magazine, August 1983 25
THE TAKING OF SMNDABHAIR
barrow, about 30 feet long, 25 feet wide and 6 feet high. - effectively trapping the party. This action will take 6 rounds. If the Old
Woman is surprised here, she will use her death stare before fleeing
If the island is submerged, or the party choose to approach underwater towards the nearest of the three exits.
for another reason, they will see that there is a cave mouth on the
southern side of the island, which never rises above the surface. There If she takes 12hp of damage or more, she will seek to surrender, offering
is also a secret entrance on the northern side, again permanently the party the following to buy her life:
underwater.
'It's a fine and gallant band of heroes you are indeed, to be picking on
Lawful and/or Good characters setting foot on the island must save vs. an old woman like myself, but your princess is gone to my sister of the
magic (Lawful Good characters save at -2) or be rejected by the island, ie mountains, and it's grown men, not boys, that Conall must send to
be unable to proceed any further. If such characters are dragged, carried fetch her back from there.'
or otherwise forced onto the island, there will be a loud chilling scream
and o n e m a n e s ( A C 7 ; M V 3 " ; H D 1 ; h p 5 e a c h ; If the party search through the litter in the chamber they will find a large
# AT 3; D 1-2/1-2/1-4; SD +1 or better weapons to hit; AL CE; S S; xp 23 polished silver mirror with gold filigree work (worth 100gp), a pair of
each) will appear for each character rejected by the island. The manes jewelled earrings (worth 300gp), a gem encrusted bronze shield (worth
will attack t h e character(s) immediately. When killed, t h e manes 225gp), a small lump of mithril (worth 90gp), a pearl (worth 100gp), and
assume gaseous form, giving off a nauseous odour, and will flee into the a necklace made of jasper and carnelian stones (worth 125gp).
stone circle, disappearing.
The Old Woman carries a potion of clairoyance. If she has attempted
The entry of any object made of iron into the stone circle will cause the her surrounding manoeuvre, she will have used the potion to monitor
door-stone of the barrow to fall open. It can otherwise by forced by the party's progress.
characters with a combined strength of 30 or more; only two characters
may attempt to force the door at one time. Area 2.
Most of this side-chamber is taken up by a large, empty bronze cage
In the chamber of the barrow, a wooden ladder leads down into the There is just a 1 foot gap around it. On the floor is a scrap of rich white
darkness. The ladder is old and fairly rickety, and a throw should be fabric, which the party will recognise as being from the Siandabhair's
made as thin wood vs. normal blow whenever a weight in excess of 150 ceremonial garb.
pounds is placed on it. The ladder goes down 15 feet into a rock-cut
passage leading to area 1, The Old Woman's Living Quarters. Area 3.
This chamber contains a 8 foot deep pool. Beneath the surface, a 3 foot
diameter tunnel leads Out into the lake. If hard pressed the Old Woman
Beneath the Island will use the tunnel as an emergency exit.
The nixies are armed with long daggers (D 1-4) and darts (D 1-3). They
delight in enslaving humans. If 10 or more are encountered together
they will generate a powerful charm spell, which requires the victim to
save vs. magic at -2. In this situation, they are unlikely to use the spell
unless very few of the adventurers are left alive.
Area 5, Chamber
This chamber connects the lair of the nixies with the Old Woman's
room, and is used mainly for holding those whom the nixies have
charmed. There is a 15% chance that 1-3 captive peasants (level 0 mer
AC10, 4hp each)will be held in here. If so, the prisoner(s) will know tha:
the princess has been taken t o the lair of the Old Woman o f the
Mountains.
Iriuy'4"41n1P401M 40P4OP4n\
/ , , o % e
This concludes Part 3: The Old Woman of the Lough, and the second
section of the adventure.
26 IMAGINE magazine, August 1983
THE TAKING OF SMNDABHAIR
Part 5: Appendix
New monster (unofficial)
MOUNTAIN HAG
FREQUENCY: Very Rare
No. APPEARING: 1-3
AC: 7
MV: 15"
HD: 5+5
% IN LAIR: 65%
TREASURE TYPE: R, S. T
# AT: 1
DAMAGE/ATTACK: by weapon type
SA: see below
SD: see below
MAGIC RESISTANCE: 5%
INTELLIGENCE: Average-High
ALIGNMENT: Chaotic Evil
SIZE:
PSIONIC ABILITY: nil
Attack/Defence modes: nil
LEVEL/xp VALUE: VI/650+6/hp
The Mountain Hag i s a relative of the Sea Hag, inhabiting A Mountain Hag can f l y, 1 / d a y, paralyse (as a w a n d o f
mountains and dismal rocky wastes. The lair of the Mountain paralysation) by touch, 3 times/day, and cause darkness, 3
Hag is typically a cave in a mountainside. Like all other Hags, times/day. She can use magic-user scrolls as a 10th level thief,
they hate beauty and goodness, and when they come out of their and can also speak with animals at will. There is a 30% chance
caves it is always to commit some act of evil. that a Mountain Hag will have a familiar, of a type determined as
for the first level magic-user spell find familiar.
The appearance of a Mountain Hag is so hideous as to require
any character of less than 5th level to save vs magic or lose 1-10 A Mountain Hag may call down a terrible curse on one victim,
strength points for 1-8 turns; Clerics and Paladins are allowed a who must save vs magic or lose 1-4 constitution points, and
bonus to this saving throw equal to their level. must make all subsequent saving throws vs poison or disease at
-2 while the curse is in effect. Any wound sustained during this
The Mountain Hag fights using a filthy, jagged and rusty dagger period will heal at half the normal rate, and has a 25% chance of
(D 1-4), which has a 75% chance of carrying a disease (treat as becoming infected. The curse lasts for one lunar month or until
chronic, severe, affecting blood and gastro-intestinal organs the victim dies or receives a remove curse spell. A Mountain
see Dungeon Masters Guide p14). However, a Mountain Hag may only have one curse in effect at any given time.
Hag will rely whenever possible on followers and on her magical
abilities, fighting hand-to-hand only as a last resort to clear a Finally, Mountain Hags are immune to poison and disease, and
path for her escape. make all saving throws against mind-influencing spells at +2.
28 IMAGINE magazine, August 1983
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The Village- extra map for Cry Havoc E 2 . 8 5 COMPUTER GAMES FROM AVALON HILL
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Grimtooth's Traps Game aid E3.75 Dungeon Floor Plan role playing aid E2.50 B2; 63 e a c h 3.95
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NEWS
BARGAIN BASEMENT
The Bargain Basement (lair of the infamous Karen) is
the place where we consign all the stock which, for some
reason or other, can no longer be sold as 'perfect'. The
degree of imperfection varies from a missing shrink-wrap
to the lack of a page in a module, for example. The items all
have two things in common, however, they are all on sale
at amazingly reduced prices and none of them is rubbish
PA members can obtain an up-to-date list of available
Bargain Basement items by sending an SAE to Bargain
Basement at the address given below Don't forget to
THE NEWSLETTER
quote your PA membership number. OF THE BRITISH
RPGATM Module 1 RAHASIA
DUNGEONS & DRAGONS
A 16-page D&D module designed for 5.8 characters of
levels 1-2. Price f 2.00, post free. PLAYERS ASSOCIATION
Rahasia the elven maid faces a fate worse than death at
the hands of an evil human, Rahib, who has taken over the
Temple o f t h e Sacred Black Rock, cursed i t s elven
servants, and lured Rahasta's father and her betrothed PA N PIPINGS
into his clutches. You are Rahasia's last hope. Can you
brave the Temple's perils and mete out justice to Rahtb?
I have just written a letter to accompany a logically c o n s i s t e n t s e t o f r e a s o n s f o r
'R SERIES' MODULES
package. Inside the package was a mod- things h a p p e n i n g o r c r e a t u r e s b e i n g
The 'R series' AD&DTM adventure modules are produced ule, and the letter was to tell t h e author
by the RPGAT!' organisation in the USA and are available there. It helps you w h e n you are writing
in the UK only to PA members. Each module was designed that TSR c a n ' t publish it. I d i d n ' t e n j o y because N P C s , m o n s t e r s , t r e a s u r e s ,
for use in a GEN CON' tournament and is suitable for
writing the letter, and the author will not buildings, etc arise almost spontaneously
normal campaign play as well as including extra details
and pre-rolled characters for tournament-style use enjoy reading it, so why was it written and from it what's more, they 'feel right'.
why do we write other letters like it?
R i - TO T H E A I D O F FA L X
The other advantage of a clear plot is that
A 16-page module designed for 6 characters of levels
5.9. Price El .50, post free. The answer, I think, has little to do w i t h it helps you take your idea from being an
Falx the silver dragon, much to his chagrin, needs some the modules w e receive being 'good' o r adventure to run yourself, to a module for
human aid. The dark powers that control a nearby set of
tunnels have stolen five potions of silver dragon control!
'bad' as such. M a n y DMs design and run other people to run. It's not only the plot
Can the adventurers find the potions before nightfall? an adventure w h i c h t h e i r players e n j o y which n e e d s t o b e c l e a r, o f c o u r s e ;
R2 - T H E I N V E S T I G AT I O N O F H Y D E L L
very much. The problems start when one everything has to be readable, complete
of these players comes out w i t h the line and w e l l l a i d o u t . F o r m a t ( l a y o u t a n d
A 32-page module designed for 5 characters of 5th
level, Price f 2 00, post free, 'Why don't you send it in to._?' conventions if you like) can make or break
Slinks a r e obedient, semi-human slaves a n d a r e a module. A badly formatted module has
apparently content with their lot. They are protected by
law, owned by the wealthy and approved of by the church The step from 'adventure' to 'module' is a to be practically re-written from scratch (I
authorities Can you sneak into the old rums to find out very big one, so I am taking this opportun- know, I ' v e d o n e i t ! ) b u t c o n s c i e n t i o u s
who or what slinks really are and where they come from?
ity t o help (I hope) prospective authors. presentation can make up for a lot.
R 3 - E G G O F THE P H O E N I X These w o r d s t o t h e w i s e a r e m a i n l y
A 32-page module designed for 5-8 characters of level concerned w i t h f u l l - s i z e D & D ' a n d On the layout side, the section most often
5-9. Price f 2 00, post free, AD&DTM modules, but most of the points
In the lonely town of Northending, the council has called skimped is the introduction. M o s t people
paladin Athelstan to their aid, The fabulous artifact known are j u s t a s applicable t o o t h e r systems can f o l l o w t h e t e c h n i c a l d e t a i l s a n d
as the Egg of the Phoenix has been stolen by evil beings. and smaller offerings (eg for magazines). descriptions in a module if they are led to
'MILL DAYS' them gently. A m o n g s t o t h e r things, t h e
Mill Days are Saturday gaming sessions which take Let's begin by looking at what a module is. introduction s h o u l d describe t h e back-
place here at the Mill in Cambridge. This year we are It is all the information (barring the rules) ground, scope and plot of the module, the
planning to hold about half a dozen covering a variety of
games. The next will be on Saturday, 10th September,
needed by any DM and group of players to level a n d t y p e s o f a d v e n t u r e r i t i s f o r,
Mill Days are open to PA members only. There is no fee experience a n d e n j o y a r o l e - p l a y i n g abbreviations a n d c o n v e n t i o n s used, a
but places must be booked in advance. For details, write to adventure. T h e w o r d s ' a l l ' , ' a n y ' a n d
'Players Association Mill Days' at the address below,
means o f i n t r o d u c i n g p l a y e r s t o t h e
enclosing an SAE. 'enjoy' form the basis of what follows. adventure and some idea of where to find
PA PINS information (a 'Contents', if you like).
Before y o u e v e n s t a r t , m a k e s u r e y o u
These are half-inch diameter brushed steel badges
carrying our Dragon's-Head logo. They will double as a know what you are letting yourself in for. Each g a m e h a s i t s o w n c o n v e n t i o n s
lapel badge or tie-pin and will discreetly identify you as a A 3 2 - p a g e m o d u l e requires about 1 0 0 - which c o m e a n d go. S o m e a r e w e l l -
player and PA member. Price f a % each, post free.
120 pages o f double-spaced typescript. established, h o w e v e r, l i k e t h e b o x e d
PA 1-SHIRTS Even a magazine 8-pager r u n s to about sections and abbreviations for stats in the
White cotton T-shirts with full-colour design of a dragon 7000 words. I t is also an idea t o look at Basic and Advanced games,
towering over the D&D symbol. Available in S, M and L some o f t h e latest releases. T h e s e w i l l
(please state size when ordering) f 3 50 each, post free.
give you some idea of what is needed. When i t c o m e s t o s u b m i t t i n g w o r k ,
PAN BACK ISSUES modules s h o u l d p r e f e r a b l y b e t y p e d
It always happens. No sooner does a magazine come to Next, devise a plot, n u r t u r e i t carefully (double-sp 'ced), but this is not essential.
an end than its back issues become collectors items, PA
members can obtain back issues of PANs 1-12 for f 0.50 until it reaches maturity and then stick to Maps should be clear, w i t h a key and a
each or f 5.00 for a set of 12, post free. it. The plot is your best friend. Not a great scale. T h e y a r e a l w a y s r e d r a w n f o r
Offers are open to PA m e m b e r s only O r d e r s to long rambling t h i n g like some r e - r u n o f publication, so don't go mad on them.
PA S p e c i a l O f f e r s , T S R U K L t d , T h e M i l l , War & Peace, o f course, n o r a s t r a i t -
Rathmore Road, C A M B R I D G E CB1 4 A D . jacket w h i c h forces players t o f o l l o w a So m u c h f o r t h e mechanics. W i t h luck,
pre-determined line rigidly (though some these guidelines should help t o make a
Remember t o i n c l u d e y o u r P A m e m b e r s h i p
number w h e n o r d e r i n g . A l l o f f e r s s u b j e c t t o
sense o f w h a t t h e y should do, a n d t h e module work, but what they can't do is to
availability. means to e n c o u r a g e / t e m p t them to do it make it good. That's up to you!
are d e s i r a b l e ) . A p l o t i s b a s i c a l l y a Ifiit5 Graeme Morris
PAN, A u g u s t 1 9 8 3 31
DISPEL CONFUSION
Dispel C o n f u s i o n i s a q u e s t i o n a n d The two are so different because they A. N o . Paladins are affected by unholy
answer c o l u m n i n t e n d e d to h e l p hobby are interpretations by different people water only because of their extreme
garners o v e r c o m e p r o b l e m s t h e y h a v e at different times. piety, which grants them a number of
had with game rules. benefits. This is one of the drawbacks.
Q If a dragon is captured at a very young Rangers, a l t h o u g h good, a r e n o t so
A t present, w e can only help with games age can it be tamed as a mount, and if extreme in their powers or beliefs.
produced by TSR; while our answers may so will its alignment be the same as
not be fully 'official', w e have contact with the characters who trained it, or will Q. C a n a c h a r a c t e r w h o b e c o m e s
the designers themselves. I n future, w e it s t a y t h e s a m e a s detailed i n t h e schizophrenic due to a psionic attack,
hope t o c o v e r g a m e s o t h e r t h a n T S R rules? (Basic/Advanced) or other effect, continue in his or her
products, b y getting answers from those class if one of the n e w personalities
who make and design them. A Yes it is possible to capture and train has a n a l i g n m e n t w h i c h i s i n c o n -
a dragon. T h i s i s a l o n g a n d r i s k y sistent w i t h t h e character's original
But we always need questions - so send business. To begin w i t h dragons are class? (Advanced)
your q u e r i e s t o : P l a y e r s Association hard to subdue, and even harder t o
(Dispel Confusion), T S R U K Ltd, T h e keep subdued. There are rules in the A. I n g e n e r a l t h e o r i g i n a l c l a s s i s
Mill, R a t h m o r e R o a d , C A M B R I D G E D&D Basic rulebook and AD&DTM retained for all the new personalities
CBI 4AD. Monster Manual t o cover this. which have a suitable alignment, and
Secondly, dragons take a long time to the o r i g i n a l p e r s o n a l i t y i s n o t a f -
mature, and a very young dragon can fected. Personalities w h i c h have an
DUNGEONS & DRAGONS
take t w e n t y years o r more t o reach unsuitable a l i g n m e n t w i l l b e l i e v e
and A D VA N C E D D U N G E O N S adulthood. We doubt that any player themselves m e m b e r s o f a d i ffe r e n t
& D R A G O N S games character w o u l d h a v e t h e t i m e t o class. They will not actually have the
devote to a task like this powers o f t h e class concerned, b u t
Q. W h i c h o f t h e B a r b a r i a n classes i s will d e l u d e t h e m s e l v e s t h a t t h e y
'official' t h e o n e i n IMAGINErm Even i f a d r a g o n w a s successfully possess these powers.
magazine or the one that appeared in captured and trained it would retain
W h i t e D w a r f 4 . Why are the two so the alignment of its birth. In the case of a Paladin w i t h schizo-
different? (Advanced) phrenia, an evil act performed by one
0. Are t h e r e a n y t a b l e s f o r r a n d o m of t h e n e w personalities w o u l d n o t
A. T h e question of 'official/unofficial i s encounters f o r m o n s t e r s f r o m t h e lead t o loss o f class by t h e original
a contentious one. A s far as w e are FIEND FOLIOTM To m e , a n d i f t h e r e personality, because it has not been
concerned rules changes and addit- are where are they? (Advanced) 'knowingly performed'.
ions a r e o n l y o ff i c i a l i f t h e y a r e
written by Gary Gygax or approved by A, Y e s , the FIEND FOLIO Tome includes Q I f a Ring o f Wa r m t h and a Ring o f
him. After all, he did invent the game comprehensive tables w h i c h c o v e r Fire R e s i s t a n c e a r e w o r n a t t h e
in t h e f i r s t place. T h i s is n o t to say both its monsters and those from the same time, will the effects be cancell-
that things that other people create Monster Manual. ed, reduced or normal? (Advanced)
are wrong, they are only unofficial.
Q. A r e Rangers affected by unholy water A. T h e e f f e c t s o f t h e t w o r i n g s a r e
Therefore, the Gary Gygax Barbarian in t h e s a m e w a y a s P a l a d i n s ? entirely n o r m a l . W h i l e t h e y b o t h
is the official one. (Advanced) function during extreme temperature
TURNBULL TALKING
'miniature w a r g a m e ' , e x c e l l e n t h o b b y wide in touch w i t h each other. B e of no
though i t i s . H e r e t h e s c o p e m u s t b e doubt t h e present hobby owes a great
limited, and in an arbitrary and no doubt deal t o t h e f i r s t postal garners, f o r t h e y
irritating way I will concentrate on board/ were the ones w h o started the snowball
table games which are more than family down the long slope. (If you are interested
pastimes, w h i c h have attracted 'fans' or in k n o w i n g more about the postal hobby,
'enthusiasts' w h o d i s p l a y m o r e - t h a n - Brian Creese's article in the last issue is
average e n t h u s i a s m a n d c o m m i t m e n t , an excellent place to start.)
and which are post World War II in origin.
Then there were the board wargames
In the beginning there was Diplomacy. An first from Avalon Hill then from a sizeable
I have often been asked h o w and w h e n American game (most of the good games number o f o t h e r publishers. These, too,
this gaming hobby started in the UK. This are American) and one which still attracts attracted a postal f o l l o w i n g a s w e l l a s
casts m e p r e t t y f i r m l y i n t h e r o l e o f a lot of interest. What appeared to be the face-to-face players; like Diplomacy, they
wrinkled, a g e d d o d d e r e r w h i c h s i t s failing o f t h e g a m e w a s t h e n e e d f o r generated magazines, clubs and conven-
unhappily on my 27 years._ give or take a seven players and perhaps ten h o u r s o f tions. Vi r t u a l l y w i t h o u t exception these,
bit._ b u t I c a n ' t r e a l l y o b j e c t t o t h e playing time, but from the hobby point of too, w e r e American.
supposition, h a v i n g b e e n a r o u n d a t t h e view this turned out to be a great strength
beginning o f t h e h o b b y ' s s p e c t a c u l a r since i t promoted t h e foundation o f t h e At about the same time, the UK became
surge. S o h e r e ' s m y v i e w p o i n t a n d -my postal g a m i n g h o b b y ( a c t u a l l y, i t ' s a aware o f n o n - w a r g a m e s (also m a i n l y
perspective. better game by post, too). Not only did this from America) such as those designed by
advent o f postal g a m i n g a l l o w a g o o d the inimitable Sid Sackson ( A c q u i r e is a
First, though, the scene-setter. I have no game to be played by a wider group than classic) a n d b y companies such a s 3 M ,
intention of tracing the hobby back to the face-to-face would have permitted, but it Gamut o f Games, A v a l o n H i l l ( t r y t h e i r
origins of chess (a game, after all, though carried out the much more important task Business Game), Urban Systems (ecology
even / w a s n ' t around then) or even to the of p u t t i n g g a m e s e n t h u s i a s t s n a t i o n - games s u c h a s S m o g ) , H a r w e l l a n d
32 PAN, A u g u s t 1 9 8 3
PA
conditions, t h e y w o r k a t o p p o s i t e some d e l a y u n t i l a n e w s h i p m e n t
MEMBERSHIP
ends of the scale, and so their effects arrives i n t h e U K a n d b e c o m e s
do not overlap. Don't forget that it is available in the shops.
only possible t o w e a r t w o r i n g s a t
once a n d s t i l l h a v e t h e m operate. STARFRONTIERSTm The PA is a club for all players of role
Toes and pierced ears will not do. Rules Questions playing games particularly the D & D " '
and AD&DTM g a m e s . S i n c e i t w a s
Q. W h y i s n ' t there a l i s t of magic-user Q. I n ' H o w t o c r e a t e a c h a r a c t e r founded in 1 9 8 1 , the PA has become
spell prices in the DMG? (Advanced) Summary' on p4, r u l e 5 states t h a t the c o u n t r y ' s largest D & D club, a n d
'No m o r e t h a n 1 0 p o i n t s m a y b e now h a s t h i s 4 - p a g e section i n
A. B e c a u s e magic-user spells are never shifted in this way'. Does this mean a IMAGINETm magazine. The benefits of
bought i n t h a t sense. T h e detailed maximum o f 1 0 points in each pair, membership include:
recipe f o r c a s t i n g a s p e l l m a y b e or 1 0 points overall?
bartered for, u s u a l l y w i t h details o f * Free badge, sticker a n d person-
other s p e l l s ( s e e D M G p 3 9 ) . T h e A. L o o k i n g at the suggested characters alised 'credit-card s t y l e ' m e m b e r -
amounts of cash involved are small, in SE-0, f o r example, i t seems t h a t ship card.
with m a g i c i t e m s a n d ( m u c h m o r e the limit is 10 points overall, but that
importantly for a magic-user) magical this can be used to alter m o r e t h a n S p e c i a l offers available only to PA
knowledge being the chief currency. one pair. members, including the 'R' series of
modules and Bargain Basement
When m a g i c - u s e r c h a r a c t e r s p r o - DRAGONQUESrm your c h a n c e t o buy damaged-but-
gress in level they must engage in a Rules Questions usable s t o c k a t g r e a t l y r e d u c e d
period o f t r a i n i n g u n d e r a h i g h e r prices. Fuller details of the special
level magic-user, which is paid for in Q. I n t h e second edition rulebook, t h e offers are given on page 31.
cash. Subsumed into the cost of this Weapons Chart (20.2 note C) states
training is the acquisition of another that any hit w i t h a Sap by someone * F r e e postage a n d packing o n m a i l
spell. with Assassin skill automatically orders from TSB UK Ltd for UK and
knocks o u t a n opponent. H o w e v e r, BFPO members.
Clerical spells have given prices, but rules 1 6 . 5 a n d 5 1 . 7 s a y t h a t t h e
the price is for the effect of the spell, Assassin skill only gives a character * D i s c o u n t s on tickets for GamesFair
rather than the spell itself. an increased chance of knocking out hobby conventions.
an opponent. Which is correct?
Why isn't everything that is available * Listings o f PA members i n your
in A m e r i c a for the D&D game avail- A. I t seems quite unreasonable to apply area (send SAE).
able in the UK? (Basic/Advanced) the rule i n t h e Weapons Chart. W e
suggest that this rule is superceded
A. Most products are eventually made by 1 6 . 5 a n d 5 1 . 7 , o t h e r w i s e a n y
available i n t h e UK. H o w e v e r, T S B character with 625 Experience Points Membership of the PA costs E2.50 per
prints a l l i t s p r o d u c t s ( e x c e p t f o r to spare would spend them on R a n k year f o r n e w U K o r BFPO m e m b e r s
IMAGINE magazine) in America, and Sap a n d Assassin, a n d t h e n s i m p l y ( f 2.00 for renewals) and E5.00 (or US
then goods are imported into Britain cosh opponents into submission. $10) f o r overseas m e m b e r s . A l l y o u
in batches, which means that there is 0145 Graeme M o r r i s & M i k e B r u n t o n have t o d o i s f i l l i n t h i s coupon a n d
send it to
PA M e m b e r s h i p s , T S R U K L t d , T h e
Mill, R a t h m o r e R d , C a m b r i d g e CB1
4AD, England
S:nauer Associates (try E x t i n c t i o n if you concentration and g r o w t h has belonged together with a cheque or postal order
can get hold of it). Books on games began to the role-playing part of the hobby. made payable to TSR UK Ltd
to appear Sid Sackson's A G a m u t o f
Games, f o r e x a m p l e , w h i c h h a s e v e n There I s a i d t h e h i s t o r y h a d t o b e El P l e a s e enrol me as a n e w member
more for the games hobbyist than the title potted, b u t there's enough m e a t here to of the Players Association. I enclose
would suggest. be spread further in this column in future a c h e q u e / P O f o r 2 . 5 0 (overseas
if readers want to know more detail. 5.00 or US $10).
This was ten years ago. Some would say
this was the halcyon age of the hobby it Only one sad fact strikes me in all this LI P l e a s e r e n e w m y m e m b e r s h i p o f
was q u i t e s m a l l a n d m a y b e r e g a r d e d the l o w i n c i d e n c e o f g o o d U K g a m e s . the PA. I enclose a c h e q u e / P O for
itself as select, there w e r e some darned There are a few, of course: David Watts' f 2.00 (overseas 5 . 0 0 or US $10).
talented d e s i g n e r s p r o d u c i n g n e w a n d Railway Rivals; Seastrike; Kingmaker; a My PA n u m b e r is
intriguing g a m e s o n a h u g e s p r e a d o f good g a m e t r y i n g t o g e t o u t o f Escape
topics w i t h o u t ever causing a feeling o f from Colditz; B l a c k B o x a n d t h e
deja v u ' , games collections w e r e in t h e peerless 1 8 2 9 f r o m F r a n c i s Tr e s h a m . Name ( M r / M r s / M i s s / M s )
making (and a t t h a t t i m e w e r e possible But in general UK garners have had to rely
without b a n k r u p t c y ) a n d a n e w a n d on t h e i r t r a n s a t l a n t i c b r e t h r e n f o r t h e Address
exciting spirit was abroad. major i n i t i a t i v e s . T h e r e a r e v a r i o u s
opinions, m o s t o f them pretty critical, of
Then i n 1 9 7 4 c a m e D U N G E O N S & why this should be so.
DRAGONS t h e first ever fantasy role-
playing g a m e a n d t h i s s h i f t e d t h e But brushing aside that one sad tear, I've I do/do not* wish m y name and
lobby into an even h i g h e r gear. Though never enjoyed myself so much as in the address t o b e a v a i l a b l e t o o t h e r
other types o f game in t h e 'hobby' area time since this terrific hobby set foot on members.
have been published in copious quantities UK soil. (* delete as appropriate) 1 5
since then, it's a safe bet that the major I P D o n Tu r n b u l l
intl\t, A u g u s t 1 9 8 3 33
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34
PAN, A u g u s t 1 9 8 3
TheImagination
Machine
by Mike Costello
Which Micro?
Some readers of I M A G I N Eml magazine facturer be ready when you are? Some of latest micro to be launched on the market.
will h a v e already taken t h e p l u n g e and the expansion u n i t s that manufacturers Here a r e p o i n t s t o b e a r i n m i n d w h e n
chosen a h o m e m i c r o , b u t t h e y a r e of certain computers promised have been considering buying a very n e w machine:
bound to be o u t n u m b e r e d by those w h o delayed so long that the basic machines
are s t i l l u n d e c i d e d . W h i c h i s t h e b e s t are a l r e a d y b e c o m i n g o b s o l e t e . T h e n Accept t h a t t h e r e w i l l b e n o s o f t w a r e
buy a m o n g t h e v a r i o u s c o m p e t i n g there is the problem of the manufacturer worth l o a d i n g f o r t h e f i r s t y e a r. T h a t
machines on the market? who s u b - c o n t r a c t s t h e p r o d u c t i o n o f seems a l o n g t i m e , b u t m o s t s o f t w a r e
peripherals to an independent company, houses w i l l n o t b o t h e r w i t h a m a c h i n e
The most important question is a r e you which t h e n goes o u t o f business. until there are plenty of users. After all, it
going to write your o w n program, or just Remember t h a t i t i s a l w a y s m o r e may never catch on. And the first wave of
use c o m m e r c i a l g a m e s s o f t w a r e ? U n - expensive t o assemble a sophisticated software will be rewrites of games already
fortunately, most people find this out only configuration f r o m a number of separate available for other computers; rewriting a
after they have had a computer for a f e w units than to buy a complete single-box game is cheaper than designing one from
months. M a n y b u y a m a c h i n e w i t h t h e system in the first place. scratch. O f course, i f i t t u r n s o u t t h a t
intention of learning to program and, for there i s s o m e t h i n g w r o n g w i t h t h e
one r e a s o n o r a n o t h e r, e n d u p playing A further word of caution on this point: be computer, the software houses may steer
other people's games. On the other hand, suspicious of 'bargain m a c h i n e s ' w i t h a clear of it altogether.
many o f t h e m o r e successful p r o g r a m - small amount of RAM. RAM chips are so
mers s t a r t e d o u t p l a y i n g c o m m e r c i a l cheap nowadays as to be effectively free If you want to program, you will be looking
games, b e c a m e d i s s a t i s f i e d w i t h t h e to the manufacturer and he can as easily for a powerful BASIC (at least 12K), plenty
quality of the software on the market, and give y o u 4 8 K a s 4 K . I f h e d o e s n o t , i t of m e m o r y, g o o d d o c u m e n t a t i o n a n d a
decided t h e y could do as w e l l o r better. means either that he wants to tie you to compatible printer. I f you i n t e n d t o play
You m i g h t react by hedging your bets, or the machine and then sell you expensive ready-to-run games, some machines are
decide o n a m i n i m u m - r i s k approach memory enhancements, or that he wants more suitable t h a n others for particular
which really means going out and buying you t o buy software on expensive R O M types o f g a m e . I f y o u p r e f e r g r a p h i c
a Z X 8 1 , t h e cheapest c o m p u t e r o n t h e cartridges r a t h e r t h a n c h e a p c a s s e t t e adventures, t h e r e are probably m o r e o f
market. You can always sell it and move tapes. Look f o r a m a c h i n e t h a t accepts them f o r t h e A p p l e t h a n a n y o t h e r
on to something better in due course. software in standard formats rather than machine. H o w e v e r, a p a r t f r o m t h e f a c t
in a format unique to one manufacturer. that the Apple Ile is hopelessly overpriced,
There a r e f i v e m a i n c o n s i d e r a t i o n s t o most o f t h e s o f t w a r e i s A m e r i c a n a n d
bear in mind: A m o u n t of user m e m o r y. This means, in tends to cost about three times as much
practice, the amount of memory available as s o f t w a r e f r o m British sources. M a n y
Availability of software, If there are 500 to hold a BASIC program a f t e r allowing Apple programs are being re-written for
games available f o r a p a r t i c u l a r micro, for t h e R A M t a k e n u p w i t h t h e v i d e o the A t a r i , b u t t h i s m a c h i n e presents a
there is a good chance that you can find display, s y s t e m variables, etc. Yo u w i l l very u n f r i e n d l y environment for anyone
about five t h a t f i t y o u r particular tastes need a t l e a s t 1 6 K f o r a l l a p p l i c a t i o n s trying to write their own software for it, as
and are of sufficient quality. A number of other than running simple arcade games. the BASIC is not up to handling the very
the best-selling m a c h i n e s pose n o d i f - The a m o u n t o f u s e r m e m o r y o n a sophisticated graphic capabilities of this
ficulty i n this respect, b u t beware of the machine, defined i n this way, may be as computer. At the lower end of the market,
more specialised computers w h i c h have little as a t h i r d o f the a m o u n t quoted in a calculator-style keyboard may be accept-
not attracted t h e attentions o f t h e soft- advertisements; read the small print. able b u t not if you intend to type in long
ware houses. Read magazine advertising listings from magazines.
to get an idea of the a m o u n t of software Falling prices. Will the machine you buy
that will run on each machine. Check the become significantly cheaper, j u s t after I h o p e I h a v e n o t discouraged readers
prices being asked; i t may not be a good you h a v e paid f o r it? Yes, a n d t h e r e i s w i t h this discussion of the pitfalls in the
idea to buy a micro that can run on any of nothing you can do about it. As soon as a path o f t h e f i r s t - t i m e c o m p u t e r b u y e r.
several h u n d r e d c a r t r i d g e g a m e s , a n d manufacturer has recovered the develop- Most micros are excellent value in terms
then r e a l i s e t h a t t h e y c o s t 2 5 e a c h . ment costs of a new micro, he will cut the of the computing power they offer. There
Joining a s o f t w a r e l i b r a r y, o r p a r t i c i - price to stay competitive with all the other is no single best buy, b u t you should be
pating i n a buy-back arrangement, i s a manufacturers; competition is becoming able t o d e c i d e w h i c h m a c h i n e i s b e s t
solution to this problem, but of course you fiercer all the time. Home computers are suited to your interests a s soon as you
will never actually build up a collection of now about four times cheaper than they work o u t e x a c t l y w h a t y o u e x p e c t a
games that you w a n t to return to. were three years ago (it's true) and there computer to do for you.
is no end in sight.
Availability o f peripherals. T h i s r e a l l y * 5 Mike Costello
means extra memory, a printer, addition- One o f t h e c o m m o n e s t types o f letter I
al languages or possibly such an interest- receive a s editor o f W a r M a c h i n e asks Mike Costello w i l l be back in issue 7 with
ing novelty as a speech synthesis board. some variation o n t h e q u e s t i o n ' I p l a y predictions about likely developments in
You need one or more of these but cannot g a m e , w h i c h computer should I buy? the h o m e c o m p u t e r m a r k e t , a n d t h e
afford them yet; you can always buy them However, w h i c h e v e r m a c h i n e I r e c o m - opportunities t h e s e w i l l b r i n g f o r m o r e
when you are ready. B u t will t h e m a n u - mend, t h e e n q u i r e r w i l l o f t e n b u y t h e imaginative types o f computer game.
IMAGINE magazine, A u g u s t 1 9 8 3 35
TAMWORTH
GAMES
CENTRE
For:-
FANTASY - SCI-FI - WAR GAMES
TSR HOBBIES. RULES- SUPPLEMENTS -BOOKS
GAMES WORKSHOP. MAGAZINES - DICE - FIGURES
PAINTS - F E LT- etc.
You'll find all the winners, and much, much more-at your T.S.R. - TRAVELLER - G.D.W.
nearest Beattiesostore. Adventure into our magical halls! D&D - RUNEQUEST - T & T
GALAXY
MAIDSTONE
DUNGEONS & DRAGONS
MINATURE FIGURES
w'"71,4TORI[Lbm(se
'lS
MODULES
TRAVELLER
POSTAL GAME
RUNEQUEST
Crasimofrs World is a fantasy game of exploration and adventure, As a player you assume the
Large range of Fantasy & Wargames role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
assist your chieftain.
Also
Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
COMPUTER H A R D WA R E you travel you will learn more about the land and its secrets, encountering other parties, races and
creatures. There are tokens detailing magic items, spells, creatures, gods, money and many more things
Atari, Vic, Dragon, Texas that you will discover later in the game.
COMPUTER SOFTWARE 'KJC Games has been running Crasimoff's Wo r l d for over a year now,
c, B B C , S p e c t r u m , 2 X 8 1 , A t a r i , and the effort the gamesmaster puts into each turn never ceases to amaze
Texas, Dragon me. Most players find themselves offered a different scenario each turn, or
find that a new twist has happened to an existing adventure.'
as reviewed in
Plus A t a r i and Mattel,
VCS units and Imagic,
Parker & Activision
N 37
Cartridges
I f you wish to enrol in Crasimof s world send a L'5 cheque/P.O. payable to K.J.C.
Games. For this you will receive a rulebook, set up material, and the i r s t four rounds.
GALAXY Future rounds are 1.25 each. Copies of the White Dwarf review are available free of
charge from K.J.C. Games.
60 High Street,
Maidstone, KENT. (0622) 682575 Send to.. K.J C. Games, 5 Vicarage Avenue, Cleveleys, LANCASHIRE FY5 2BD.
36 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
Book Review Dave Pringle, editor of Foundation: The
Review o f S c i e n c e Fiction, looks a t
recent releases in the world of adventure
fiction and some interesting non-fiction.
IMAGINE magazine, A u g u s t 1 9 8 3 37
ESDEVIUM GAMESLOW COST MAIL-ORDER SPECIALISTS -
SHOP 9.30-1.30. 2.30-5.15 on Mon, Tues, Thurs, Fri
OPEN 9 . 1 5 - 5 . 1 5 on Saturday
Closed all day Wednesday
Come & see the BIGGEST & BEST Wide selection of boards, pieces & sets for CHESS, GO, SHOGI, MAH JONG,
BACKGAMMON, TRI-CHESS, RUBIK'S CUBES, OCTAGONS, PYRAMIDS, SNAKES
Selection of Games, Rules & Accessories
in the South CITADEL, RAL PARTHA, Q.T. & T.S.R. Fantasy and Science Fiction miniatures at
manufacturer's prices p&p 10% (30p min.-El .30 max.). Overseas p&p 30% (80p min.)
M Miniature Rules You may phone orders and pay by ACCESS - NO POSTAGE ON MANY GAMES FOR REGULAR CUSTOMERS
38 Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
LORC1LAg AnO LcgenO Carote MOrriS evtlores the mythology underlyity] adventure gaming
,LLA
6;111111)-0%,__ALL,,,,--hlilitt 1/44.41,1,
The literature of ancient Ireland contains reach Ethlinn, Balor's daughter, while the
a c y c l e o f m y t h s a b o u t t h e 'People o f twelve matrons were sleeping under the
Dana' who appear to have been gods and druidess' enchantment. Some time later
HAmt legendary i n v a d e r s o f I r e l a n d . D a n a Ethlinn was delivered of three sons, and
herself was a goddess, sometimes known when h e found out, B a l o r i n a n g e r a n d
as B r i g i t (p27 D D G ) i n I r i s h m y t h , a n d fear commanded that they be drowned in
The Celts a r e a d i ff i c u l t ' p e o p l e t o p i n possibly the same as Brigantia i n North a w h i r l p o o l o f f t h e coast, O n e child fell
down. This is perhaps because 'Celtic' is Britain. T h e ' D a n a a n s ' c a m e f r o m f o u r into the sea while being carried out to the
an adjective w h i c h m o r e appropriately great cities Falias, Gorias, Finias and whirlpool, b u t t h e o t h e r t w o w e r e d u l y
describes a l a n g u a g e t h a n a d i s t i n c t Murias, and from each city they brought killed. The druidess rescued the first son
identifiable people i n Central a n d North with them a magical treasure: and carried it to Kian, w h o s e brother the
West E u r o p e i n t h e t h o u s a n d y e a r s smith taught the child every craft and skill
before the birth of Christ. From Falias came the S t o n e o f D e s t i n y that existed. T h i s c h i l d w a s [ u g h
over which the High Kings of Ireland were destined t o b e t h e g r e a t e s t o f t h e
We know of at least two distinct branches crowned a n d w h i c h r o a r e d l o u d l y a t a Danaans, the god of the sun, of all human
of Celtic-speaking l i n g u i s t i c g r o u p s i n rightful monarch's coronation. This stone knowledge and of every art and craft, and
North West Europe t h e Brythonic Celts is reputedly that which has come down to w h o would one day release the Danaans
whose language has come down to us as modern times as the Stone of Scone, now from t h e o v e r l o r d s h i p o f t h e e v i l
Welsh, C o r n i s h a n d B r e t o n , a n d t h e in Westminster Abbey. From Gorias came Fomorians.
Goedelic Celts whose language survives the S w o r d o f Lugh, a b o u t w h i c h m o r e
as Irish a n d Scottish Gaelic. T h e r e a r e later, From Finias came a magical spear; 4it
many references i n Classical t e x t s a n d and f r o m M u r i a s came the C a u l d r o n o f
also m a n y p l a c e n a m e s t o d a y w h i c h the Dagda which could feed an infinity of
show us t h a t t h e r e w e r e Celts i n m a n y men and never be emptied. In t h e D D G , L u g h i s t i t l e d t h e ' g o d o f
parts of Europe, a n d j u s t as widespread generalities'. Perhaps this is a reference
and d i v e r s e a s t h e p e o p l e w e r e t h e i r Lugh (pronounced Loo), t h e son o f Kian, to t h e general n a t u r e o f h i s attributes,
legends, myths and religious beliefs. had m a n y attributes; he was the sun god and since as a deity he can use any one of
of the Celtic pantheon and his name can the attributes o f any being h e h a s ever
Today w e k n o w a b o u t v a r i o u s n a t i o n s ' be traced in places such as Lyons, whose met ( p 2 8 DDG), h e e q u a t e s w e l l w i t h
myths a n d l e g e n d s b e c a u s e o f t h e Roman name was Lugdunum or Fortress [ u g h of Irish mythology.
literature, oral traditions, religious build- of [ u g h . The legend o f his birth echoes
ings and sites, sculpture, inscriptions etc that of Perseus in Greek mythology: One legend about [ugh tells how he came
which they created. Our knowledge of the to the Palace of Nuada of the Silver Hand
Celtic panoply of myths and gods is made Balor, the one-eyed king of the Fomorians at Ta r a t o o ff e r h i s services. W h e n t h e
up of information gleaned from all these (a h u g e , mis-shapen, v i o l e n t a n d c r u e l doorkeeper a s k e d w h a t h e c o u l d d o ,
sources, b u t especially f r o m I r i s h a n d people representing t h e p o w e r o f evil), 'carpentry' w a s t h e r e p l y. T h e a n s w e r
Welsh literature. was told in a prophecy that he would die was that Nuada already had a carpenter.
at h i s grandson's hands, Since h i s only In vain Lugh offered the crafts o f smith,
In this article, and in a later one, I hope to child w a s a d a u g h t e r, E t h l i n n , h e i m - poet, h a r p i s t , s c i e n c e a n d l e a r n i n g ,
relate the myths and set the background prisoned her in a tower on a rocky head- physician, e t c a n d a l w a y s received t h e
for five of the deities and heroes included land w i t h t w e l v e matrons, a n d decreed reply t h a t Nuada h a d o n e already. N o t
in t h e C e l t i c M y t h o s o f t h e DEITIES & she should never learn that men existed. deterred, Lugh asked if the king had any
DEMIGODSTm Cyclopaedia (DDG). These one man w h o could do every craft, and if
five a r e [ u g h , C u c h u l a i n , N u a d a , On t h e mainland, h o w e v e r, l i v e d t h r e e so h e w o u l d l e a v e a n d n e v e r r e t u r n .
Mananan a n d A r a w n . A s w i l l b e c o m e brothers Kian, S a w a n and Gobin t h e These amazing skills could n o t n o w b e
clear, t h e accepted m y t h s a n d AD&DTM Smith (cf Goebhnie p28 DDG). Klan had a matched and [ u g h was warmly welcomed
characters differ greatly, but I will seek to magical cow which Balor had managed to at Tara as 'Ildanach' the all-Craftsman.
compare the two and perhaps give players steal b y d e c e p t i o n . I n r e v e n g e , K l a n Another n a m e by w h i c h h e is k n o w n i n
a little m o r e knowledge about their disguised himself as a w o m a n and w i t h legend is Lugh Lamfada, o r [ u g h o f the
deities or favourite heroes. the h e l p o f a d r u i d e s s h e m a n a g e d t o Long A r m ('long-handed' in DDG),
IMAGINE maga/me, August 1983 39
would have been assured to the Danaans leap h e landed o n t h e centre a n d t h e n
but for King Balor, whose gaze could kill leapt over the other end to reach Skatha's
anything. [ u g h w a i t e d f o r t h e m o m e n t castle. She marvelled at his courage and
when B a l o r ' s e y e l i d d r o o p e d t h r o u g h skill and accepted him as her pupil.
tiredness and then hurled into his eye a
massive stone w h i c h sank into his head For a y e a r a n d a d a y Cuchulain stayed
and s l e w h i m . T h u s , a s t h e p r o p h e c y with Skatha and learned everything she
foretold, Balor w a s killed by the hand of could teach h i m , especially h o w t o u s e
his grandson. the dreadful s p e a r ' G a e B o l g ' ' B e l l y
Spear' w h i c h had to be t h r o w n w i t h t h e
Nd. T JUS r
s-Tr .))
U N C O
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EVERYTHING 2 M I N U T E S WA L K F R O M H I G H WYCOMBE R A I L W A Y S TAT I O N
3 M I N U T E S W A L K F R O M C A R PA R K
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Please mention IMAGINETm magazine when you reply to advertisements 41
ers.,..letters....letters_letters_letters..,.letters_letters...,letters....letters....letters....letters....lettersletters..-lettersletters--
more i m p o r t a n t t h a n constitution! T h e n
finally t h e m o s t l u d i c r o u s ability o f all,
running f o r t w o d a y s a t t w i c e n o r m a l
speed and then so-called rest! w h e n the
character r u n s a t n o r m a l speed f o r one
day 'to get his breath back'.
IMAGINETm magazine invites its readers created by the man w h o said (in D r a g o n Derrick C Norton, Nottingham: I M A G -
to w r i t e on any subject that m i g h t be o f magazine, 2 9 ) : 'Races, j u s t a s w i t h INE magazine had a responsibility to FRP
interest to others. Correspondence should classes, m u s t be in relative balance with devotees, especially novices, t o s e t t h e
be a d d r e s s e d t o I M A G I N E m a g a z i n e each other, as well as w i t h the game as a standard t h a t o t h e r m a g a z i n e s s h o u l d
(letters), T h e M i l l , R a t h m o r e R o a d , whole'. G a r y Gygax's Barbarian f a i l s t o strive t o meet. I t h i n k i t is a mistake t o
Cambridge CB1 4AD. A s is n o r m a l for a comply w i t h t h i s s t a t e m e n t , a s i t i s ignore unofficial material; t h e quality of
professional magazine, l e t t e r s i n t h i s probably t h e m o s t p o w e r f u l c h a r a c t e r the work is what matters, not the source.
column may have been edited for length. class (at least at l o w levels) I h a v e ever But w h a t are w e offered? Only the 'big,
seen. The strengths.... are not balanced bad, Barbarian', a title that Don Turnbull
The dominant theme of the letters we had by any major weaknesses other than l o w should bear in mind when he next waxes
about 2 o f IMAGINETm m a g a z i n e wisdom and an aversion to magic. lyrical on his view that the introduction of
concerned t h e p u b l i c a t i o n o f t h e n e w evil character classes should be avoided.
Barbarian class. Duncan J Harris, Bristol: I must say that The Barbarian may not have to be evil but
the Barbarian character class is a travesty he proves as disruptive in normal play as
Nick P a y n e , N o t t i n g h a m : I f e e l c o m - of a n e w class: a t first level a Barbarian any CE Assassin.
pelled t o w r i t e i n p r o t e s t a b o u t t h e can jump 16-25 feet across a pit! H e / s h e To b e s u r e t h e B a r b a r i a n h a s t h e
Barbarian character class. I was extreme- can s e n d s m o k e s i g n a l s , e t c . T h e potential o f a g o o d NPC, o r a s a l o n e
ly surprised that this new class should be Barbarian's abilities are heavily weighted adventurer, b u t h o w m a n y c a m p a i g n s
not o n l y e n d o r s e d b y T S R , b u t a l s o for high scores, and strength, so it says, is possess only one player?
Fanzines
Tw e n t y Years On, fount of all knowledge 256 Canbury Park Road, Kingston-upon- latter. E n g l a n d h a v e a l r e a d y b e a t e n
on postal games, h a s reached i s s u e 5 . Thames, S u r r e y K T 2 6 L G , a d m i t s France 3 - 0 . B e w a r n e d Cricket Players,
35p for 1 i s s u e o r E l f o r 3, from S i m o n responsibility. 40p each. Bar Hill Barbarians arrive soon.
Billenness, 2 0 Winifred Road, Coulsdon,
SURREY CR3 3JA. Indispensible. Mike B e n y o n , 3 0 S m i r r e l s Road, H a l l Dragonlords 1 6 k e e p s t h e F R P f l a g
Green, B i r m i n g h a m offers D o n ' t S h o o t flying. Sci-Fi campaigns, news, a Games-
Mind you, it didn't include I n t e r i m 2, the Me, I ' m Only The Diplomacy Player 1 2 Fair r e v i e w, p o s t a l g a m e s a n d a g o o d
'zine for players o f Starlord. Well, n o t a for 4 5 p . I t c a r r i e s t h e G l a d y s A w a r d s cartoon f o r 5 5 p f r o m (whose t u r n is it?)
'zine in the normal sense, but an addition- 1983 (DSM w a s 3rd Best Games Maga- Ian Marsh, 'Avalon' Grams Road, Walmer,
al source o f f u n f o r galactic empyr (sic) zine a n d 4 t h B e s t Looking), r e v i e w s , Deal, Kent.
builders. F r o m M i k e Singleton, 1 R a k e letters, p o s t a l g a m e s g u i d e , m u s i c ,
Hey Close, Moreton, Wirral, Merseyside. Cosmopolitan-style quiz, Diplomacy and Hopscotch, w i n n e r o f t h e B e s t G a m e s
others. Magazine Gladys, has reached issue 31.
We w a r n e d y o u i t w a s c o m i n g . Ta l e s This is a good one. A l a n Parr, 6 Longfield
From Tanelorn 1 Tufty to its friends Mad Policy has reached issue 83, which Gardens, Tring, Herts, will run a game on
has a r r i v e d f r o m M a t t W i l l i a m s , 1 3 5 contains Diplomacy, F o r m u l a 1 , l e t t e r s anything even t h e Zine Poll. United,
Kenilworth Road, Coventry C V 4 7AL. I t and a reprint of a 1 9 7 5 A l b i o n article by Circus M a x i m u s , W i n , Place a n d S h o w,
contains a n a r t i c l e o n A l i g n m e n t , Don Tu r n b u l l . W e a w a i t t h e Z i n e P o l l and lots o f others, p l u s plenty of digs at
Moorcockiana, r e v i e w s , E n G a r d e a n d results! 1 5 p p l u s postage f r o m Richard Tom Kirby and other famed individuals.
Gloriana. Goofs aside, it's a nice start. Walkerdine, 1 4 4 Stoughton Road, Guild-
ford, Surrey GU2 6PG. War Machine 1 8 and Wargame News 5
NMR 3 8 w a s a special Easter issue are b o t h a v a i l a b l e f r o m M i k e Costello,
(doesn't t i m e fly). T h e international p u b Soccer'zine A s t r a d y n e 5 9 and the World 'Emjay', 17 Langbank Avenue, Rise Park,
guide w a s different; a l s o reviews, p r e - Cup spin-off Espana 8 2 came f r o m I a n Nottingham N G 5 5 B U . W N ( 6 5 p ) h a s
election politics, lots of letters and Diplo- Lee, 4 9 Fleet Avenue, Upminster, Essex. news o f latest w a r g a m e s releases a n d
macy. B r i a n C r e e s e ( w h o w r o t e t h e Lots o f g a m e s reports a n d c h a t i n t h e in-depth reviews; W M tackles computer
'Introduction t o Postal G a m i n g ' i n 7' 3), former a n d t e a m s a n n o u n c e d i n t h e simulation gaming for 1.15.
42 IMAGINE magazine, August 1983
letters....letters....letters....letters....letters....letters....letters- -lettersletters....letters....lettersIetters....letters....letters....letters....letters....clubs SE hobbymeets....clubs & hobbymeets....clubs & hobbymeets.
Clubs &
I think Gary can defend his own creation that w h e r e t h e r u l e s a r e 'commercially Hobbymeets
more successfully than anyone here ever available' t h e p l a y e r s w i l l g e n t l e m a n l y
could - h e d i d s o v e r y c o g e n t l y a t decline t o r e a d t h e r u l e s . I n a r e c e n t If y o u w i s h t o a d v e r t i s e a c l u b o r
GamesFair '83 - so w e ' l l wait for him to argument in a postal En Garde! game one hobbymeet t h r o u g h t h e s e pages, j u s t
answer, or indeed, for any other reader to player stated t h a t i f rules are published write to IMAGINE magazine w i t h details.
respond t o t h e b a r b a r i a n class, r a t h e r for the public eye, t h e r e can be nothing
than make specific defence ourselves. morally w r o n g w i t h h i m r e a d i n g t h e m Starting w i t h the most northerly, we had
But Derrick h a s r a i s e d an i n t e r e s t i n g and using them to his own advantage. a l e t t e r f r o m Wallace Nicoll o f t h e
point, i n d i r e c t l y, a b o u t ' o f f i c i a l ' a n d Against the spirit of RPG? Possibly? G l a s g o w (postal games) hobbymeet, tell-
'unofficial' rules, a n d other correspond- ing us that some of the details we printed
ants have widened the debate. Definitely. R P G p l a y e r s c a n s o u n d like in 2 were out of date. Apparently it takes
TV-football watchers - 'Don't tell me ' h e place from 8.15pm on the fourth Thursday
Pete Ta m l y n , Ay l e s b u r y : O n e m a j o r score! I w a n t t o e n j o y the g a m e ! ' M o s t each m o n t h a t T h e O v e r f l o w, o n t h e
disagreement between TSB and the sort recognise that w h a t seems an advantage corner o f O l d D u m b a r t o n R o a d a n d
of RPG player w h o reads t h e A c o l y t e is in Pete's t e r m s i s u t t e r l y detrimental to Yorkh ill Street, i e a t t h e back o f Kelvin
over r u l e s . M a n y r e a d e r s a r e o f t h e the game. Why?Perhaps it has something Hall. Details from Wallace at 12 Renders
opinion that rules are not important. It is to do w i t h the 'spirit' of role-playing? Ave, Clarkston, G l a s g o w G 7 6 7 X 2 . H e
the G M a n d t h e p l a y e r s w h o m a k e o r M a n y correspondants over the last year recommends t h e b e e r a n d s a y s ' W e
break a game, and the duty of rules is for stressed t h a t t h e y h o p e d IMAGINETm discuss F R P, p o s t a l g a m e s , l i f e , t h e
them t o b e a s unobtrusive a s possible. magazine w o u l d not be a vehicle for the universe and everything. We don't deni-
However, the perceived TSR policy is that endless propagation o f ' n e w ' a n d 'alter- grate o u r s e l v e s b y a c t u a l l y P L AY I N G
rules are very i m p o r t a n t because RPGs native' rules for RPG systems. We agreed, games....'.
are games and players can only be good if and our editorial policy initially laid some
they k n o w the rules well enough to play emphasis on our wish to avoid this style. Garners i n N e w c a s t l e m i g h t l i k e t o
their c h a r a c t e r s t o t h e l i m i t s o f t h e i r N o w that material such as the Barbarian contact R i c h a r d Gooch, 4 5 K e v e r n e
abilities. In short, the TSR view is that an class has appeared, some people say we Square, Kenton Bar, Newcastle NE5 3YF,
RPG is a competitive game with set rules have w e l c h e d on o u r commitment. Per- for d e t a i l s o f h o b b y m e e t s w h i c h t a k e
in w h i c h i t i s p o s s i b l e t o d o ' b e t t e r ' haps we need to d r a w our lines afresh. place a t t h e P i g a n d W h i s t l e , C l o t h
through a better c o m m a n d of the rules. The ' s p i r i t ' o f role-playing i s n o t e n - M a r k e t / G r o a t Market, 1st market, and at
Our view is that an RPG is a form of enter- shrined in any rules - hence the school of the Mountbatten Bars next to Newcastle
tainment in w h i c h copious rules detract thought that says rules are an evil to be Central S t a t i o n o n t h e Friday f o r t n i g h t
from the atmosphere the G M is trying to suffered on the w a y to true role-playing. after the Pig and Whistle meet.
engender. A good player is one who plays But when players create a campaign that
a recognisable and consistent character. draws on 'house rules' and rejects certain Coventry dwellers should contact Nick
official conventions, they are still reacting Kinzett (11 D a l e w a y Road, G r e e n Lane,
Pete Birks, London SW9: 'A Box For The to t h e existence o f the rules i n t h e f i r s t Coventry CV3 6JF) if they w a n t to attend
Margrave' worked quite well. Since I am place. We publish the n e w rules because the meet at The Rocket on Warwick Road,
neither a p l a y e r n o r a D M I h a d n o we w a n t t o g i v e p l a y e r s a c h a n c e t o just outside Coventry station. Apparently
hesitation i n reading t h e lot, b u t I t h i n k choose w h e t h e r to accept or reject them. this takes place on the last Monday of the
you showed a touching naivety believing more follows month, b u t a s t h e dates h a v e changed
recently we suggest you check up first.
zlnes....tanzines...fanzines....lanzines....fanzines...tanzines....fanzines....lanzines..lanzines..fanzines.... fanzines._ fanzines._ fanzlnes....
You m i g h t f i n d B r i a n D o l t o n ( o f Tavern
Talk fame) at The Avenue pub on Shaftes-
bury A v e n u e , L o n d o n ( n e a r L e i c e s t e r
Square tube station) on any Friday which
for three pages on all things religious and coincides with a Lokasenna deadline if
magical. Hmmm.... A n o t h e r 4 0 p special the pub is still standing! Contact Brian to
in t w o halves f r o m 6 B r o u g h t o n Close, find out] Hades, 94 Waddington Ave, Old
Bierton, Aylesbury, Bucks. HP22 5DJ. Coulsdon, Coulsdon, Surrey CR3 10.N.
Even the contributors notes in IMAGINET" considerations and higher costs. We are See n e x t i s s u e ! Yes, t h e l o n g - a w a i t e d
magazine attract attention.... now o ff e r i n g f r e e postage a n d p a c k i n g n e w Rubic, c o m p l e t e w i t h h o r r e n d o u s
with o u r m a i l o r d e r service. I w o u l d b e puns a n d dodgy runes, takes the saga o f
Roger Musson, Edinburgh: I really must very interested to know how your review- the Prince of Moggedon even further into
set the record straight, once and for all. er came across the old list. the bizarre. Yo u have been warned.
The Nilbog w a s invented by the inestim-
able Nick Best, n o t by me. M y only part Matt's letter refers to our 'Illuminations' Robert P Scott, Belfast: As a member of
was to mention the creature in a letter to column, f o r w h i c h w e happily, u s u a l l y, the Players Association, might I say how
Don, w h o asked m e f o r details w h i c h I thank Doug Cowie for his help. Sounds to much I h a v e enjoyed the transition from
duly sent him. It was never my intention us like Torchlight should send Games o f PAN to Imagine.
that the Nilbog should be published under Liverpool a n e w price list.
my name, but since the error was made it The s u m m e r catalogue lists the 2 " by Are w e related or something?
has been hard to correct. 2 " floor w a l l combination at 60p, a n d the
I only hope Nick isn't too mad at me for 8 " by 8 " chamber, w h i c h has two doors, James Hanford, Pinner, Middx: I think
'stealing' his creation. the magazine is well laid out and present-
ed, but I would like some more information
....not to mention an irate phone call from concerning 'veteran' players! This would
Pete Ta m l y n , t e l l i n g u s h e h a s n e v e r ideally b e i n f o r m a t i o n a b o u t t h e g a m e
D M ' d a t GamesFair. A n d i n c a s e y o u and n e w challenging ideas.
thought t h a t o n l y t h e contributors r e a d
the magazine, there's this: Chris F e l t o n , Sheffield: T h e first t w o
issues s h o w promise, b u t a t p r e s e n t i t
Peter Darvill-Evans, Games Workshop: seems to be aimed at the 14-year-old new
Doug C o w i e ' s r e v i e w o f o u r D u n g e o n gamer. I t h i n k y o u w i l l h a v e t o s t a r t
Mapping S h e e t s a n d W i l d e r n e s s H e x producing w o r k a i m e d a t t h e s e r i o u s
Sheets merits a reply. garners those w h o already k n o w the
Both a r e criticised o n t h e g r o u n d s o f game b u t l o o k t o t h e m a g a z i n e s t o
expense, w h i c h D o u g a t t r i b u t e s t o o u r produce n e w ideas and guidelines. Some
'fancy packaging'. I d o n ' t k n o w w h e r e of this more serious w o r k should appear
Doug buys his stationary, b u t I've found by 4 a t t h e latest, a s m o s t o f t h o s e
that s u p p l i e r s o f a r t i s t s ' m a t e r i a l s s e l l people I k n o w w h o g a m e regularly a r e
Cambridge Student Pads of 50 sheets of not o n e , c o s t s E 3 . 7 5 . Va r i o u s o t h e r prepared t o give IMAGINE u n t i l t h e n t o
graph paper at 1 . 3 5 , w h i l e 50 sheets of combinations fall between the two. M a t t settle down or they will stop reading it.
Chartwell graph paper cost over E3.00; at kindly sent some samples which we have
f 1.99 a pad, our products seem reason- sent o f f for review. I f you w a n t f u r t h e r We think we beat that deadline in time, or
ably priced. details, the address is 2 3 Clifftown Road, at least made a start. However, one of the
And besides, w h a t a b o u t f 2.50 f o r a Southend-on-Sea, ESSEX SS1 1 AB. really disappointing things about the mail
book o f 1 6 TSR Basic D,StDT C h a r a c t e r We continue t o receive reproofs f r o m we get from players w h o consider them-
Sheets ? PA m e m b e r s , d i s g r u n t l e d a t seeing t h e selves t o be 'experienced' is t h e lack o f
best f e a t u r e s o f PA N r e p r i n t e d f o r t h e real ideas of what it is they want to see. I
Matt Love, Torchlight Fantasy Products, new, w i d e r audience - for example: hope that anyone who feels this way will
S o u t h e n d : I w a s pleasantly surprised to write a n d provoke the k i n d of discussion
find a r e v i e w of To r c h l i g h t dungeons in Ti m Ellis: Rubic and mighty were the already b r e w i n g over the 'ru l e s vs role-
your no. 3 issue. However, the prices you powers of the Exiled Prince of Moggedon, pla ying' debate. I n t h e meantime, t h e r e
quote b e l o n g t o o u r s p r i n g catalogue, for h e did spread h i s Chronicles f r o m a are p l a n s a f o o t f o r s o m e h i g h - l e v e l
which w a s w i t h d r a w n a n d replaced b y half p a g e t o a f u l l page, c h a n g e d t h e material in the next f e w issues.
the summer catalogue. In the revised list, pictures and cut the script, and-then did
two n e w i t e m s w e r e added a n d details he r e p e a t h i s e a r l i e r a d v e n t u r e s f r o m J A s t o n , Willenhall: Frankly I am amazed!
given of the 'specials' range. Prices were PAN i n Imagine H O W ABOUT S O M E After i s s u e s 1 a n d 2 I expected a n
adjusted t o a l l o w f o r r e t a i l e r V A T NEW STUFF?! improvement, but in issue 3 Don Turnbull
next issue ' next issue next issue....next issue .next issue n e x t issue n e x t issue....next issue n e x t issue....next issue....next issue n e x t issue
Next
issue * T h e Thief-Acrobat
a n e w split class for high-level characters with high dexterity.
* J a c k Of All Trades
an adventure f o r the light-fingered, w i t h stats for t h e D&DO,
AD&DTM and DRAGONQUESrm games, by Roger Hall.
* D o m e of Whispers
adventure fiction by Ian Watson.
* p l u s News, Reviews, PAN, Tavern Talk, Letters, the
beginner's pages and the Sword of Alabron. All this
for E l !
1
A n d look out for a special DRAGONQUEST issue 7
44 IMAGINE magazine, August 1983
letters letters. .letters letters., letters .torthcorynng events....forthcoming events....forthcoming events....
HIT THE TREASURE TRAIL
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46
IMAGINE magazine, A u g u s t 1 9 8 3
p l o w THEA(.. WHEN ZURON
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WERE H ND RS ARMIES. IWATCHFn HIS MASTERS' GOLD! cit Moo cif\vE) U T WHAT OF I T 0 1 N / E t ? !
'kETURNING WITH A STRAIGHT FACE (and corefuily a v o n g cny AN ORDINARYIITTLE BLADE, NOTHING LESSTHAN
mention of cielat)( --,BLASTFie.E6f4_(..$),I,GREETED My MASTER.: I
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HEARD THE EXPLOSION SIR AN.../IALL I CAN REMEMBER IS ,kones BUT TO ME
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mis take)I TS TH \ HIM INTO BELIEVING WED
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BY THE BRIGHT
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OF THE HALL ik.ND
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SCRATCHED HIS
NAME ON IT, IF IT
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( o r something?) GAINED THE NECESSARY
INFORMATION ON THE AND ALL ALONG I
SOT OF -F-00.11S141.,%f BELIEVED
THAT YOU'DJUST MADE
*MISTA E t ' '
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HE WAS HELPLESS...I MEAN, ONCE ONE
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AN' ALLI WANT
IS ADIVON(' HEAD
TAE HANG ON M'WALL!
I'LL BE BACK TAE
SEEYO0DRNEN
48 IMAGINE magazine, August 1983
111
WHOLESALERS
DISTRIBUTORS OF
ADRS
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U.S. a n d U.K. C O M I C S
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P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 ISSN 0 2 6 4 - 1 3 9 9
It's no secret. We started working in We've added the best designers,
the dungeon seven years ago, and artists, and now, A M A Z I N G "
there's no stopping us now! Nothing magazine with George Scithers as
could keep us from the world of its editor. And with our full-scale
science fiction. ..not even the con- campaign, advertising support is
tinued world popularity of our inner- like never before.
space DUNGEONS & DRAGONS Give us a call or send for your free
game system. catalog today.
KIMM1TrilC
' OMEE11[10T TT173211
TSR Hobbies, Inc., TSR Hobbies, (UK) Ltd.
1308 756, C135 The Mill, Rathmore Rd.
Lake Geneva, WI 53147 Cambridge, ENGLAND
(414) 248-3625 CB1 4AD
DUNGEONS & DRAGONS't, and REVOLT ON ANTA RES a r e registered trademarks owned by I'SR Hobbies, Inc. designates other trademarks owned by TSR
Hobbies, Inc. ,C1982 TSR Hobbies, Inc. All Rights Reserved.