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No.

8 November 1983
TM

Adventure Games Magazine E1.00

MAGIC!
* The Sorceror's
Apprentice — life
before xp
* Guardian of the Key
to Time — an
intermediate level
scenario

plus
Chain Mail
* 'Reviews & news
e

• en Shadows
sinister adventure fiction

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Editorial
No 8 November 1 9 8 3
Published by One o f the best parts of life a t t'Mill is the real interest between hobbyists and the
TSR UK Ltd IMAGINETY magazine folk. W e happily wade through mountains o f mail and receive
hundreds of telephone calls. This obviously helps to maintain good contact.
Publisher D o n Turnbull
I realise that many of you regard me as something of an anonymous figure. More and more
Editor K e i t h Thomson
frequently I am asked 'Are you an artist? Are you an RPG fanatic? Is it true that you are a
Assistant Editor P a u l Cockburn
biker? Why don't we see you at conventions...?' So! I am leaping out from behind the
Editorial Assistant K i m Daniel woodwork to reveal all.
Features Assistant M i k e Brunton
Art P h i l Kaye I am an avid Star Trek fan and had hoped to visit Sol Ill and terrorise all dem trekkies, but
sadly it was not to be. I can manage a real mean game of chess, but when I play the D&D''
This m o n t h ' s c o n t r i b u t i n g artists: game I have been known to make the Dungeon Master weep. Anyway, I'm sick of being a
bloodthirsty dwarf with no charisma, no IQ and a very short life expectancy. As you may
Peter Goodfellow Shoo Rayner well IMAGINE! I am very much into fantasy art and literature. Lovecraft, Bradbury, Clarke,
Paul Ruiz Tim Sell Rodney Matthews, Jim Burns, Hieronymus Bosch, are magic to me. Oh, and music too.
Simon Senior Ian Williamson Anything from Vivaldi to Heavy Metal.
Pete Young Dave Carson
Yes I am a biker, it's an obsession that permeates the whole fibre of my being. It started
when I was sixteen years old and I have never really got over the great love affair. I have
IMAGINETm m a g a z i n e i s p u b l i s h e d m o n t h l y b y
TSR U K L t d , T h e M i l l , R a t h m o r e R o a d , C A M -
happy memories as a starving artist, of burning the miles off the M1 and other country
BRIDGE CB1 4 A D . Te l e p h o n e : ( 0 2 2 3 ) 2 1 2 5 1 7 . lanes with a huge folio strapped to my back and my wheels touching the ground at least
Telex: 8 1 8 7 6 1 . once every minute.

IMAGINE m a g a z i n e i s a v a i l a b l e f r o m a l l g o o d Freedom is w h a t both biking and the hobby are all about. Freedom to come and go.
hobby shops and n e w s a g e n t s . It is also available Freedom t o enjoy your hobby. Freedom to stretch your imagination in a world of myth,
direct f r o m t h e p u b l i s h e r b y i n d i v i d u a l s u b - magic and monsters, where a brave person can live by their wits and strong right arm. To
scription. T h e subscription rate is f 12 f o r twelve boldly go....
issues.
Finally, I k n o w f r o m m y correspondence t h a t m a n y o f you a r e f e l l o w bikers (and
Back i s s u e s o f I M A G I N E m a g a z i n e , w h e r e s t i l l
bikeresses). Great, that is as it should be. I shall now ride back to the ol' drawing board to
available, c a n b e b o u g h t d i r e c t l y f r o m t h e
earn my crust. I look forward to seeing some of you soon. Ride safe you lot!
publisher f o r the price of f 1.50 (inc postage and
packing). P a y m e n t m u s t a c c o m p a n y all orders. If 00 Phil Kaye
one o r more issues in a n order are Out of print, a
credit n o t e w i l l b e s u b s t i t u t e d w h i c h m a y b e Contents
exchanged f o r c a s h o r m e r c h a n d i s e f r o m t h e
publisher. The Adventures of Nic Novice,
The issue of expiration for each subscription w i l l
our feature for the n e w player, by Jim Bambra and Paul Ruiz 2
be p r i n t e d o n t h e s u b s c r i b e r ' s m a i l i n g l a b e l . Stirge Corner, by Roger Musson,
Changes o f a d d r e s s m u s t b e n o t i f i e d t o t h e a guide for the inexperienced player 5
publisher a t l e a s t 3 0 d a y s b e f o r e t h e e ff e c t i v e
change to e n s u r e u n i n t e r r u p t e d delivery.
Cantrips, 0-level spells for magic users, by Gary Gygax 6
The Sorceror's Apprentice,
All m a t e r i a l p u b l i s h e d i n I M A G I N E m a g a z i n e the life and times of the apprentice wizard, by Stephen Foster 1 0
becomes t h e exclusive p r o p e r t y of t h e p u b l i s h e r
prior to publication, unless special a r r a n g e m e n t s The D e m o n ' s Sting, a poem by Garfield M a r k 1 2
are m a d e to the contrary in w r i t i n g . Green Shadows, a Dray Prescott adventure, by Alan Burt Akers 1 3
IMAGINE m a g a z i n e w e l c o m e s u n s o l i c i t e d s u b -
Illuminations, news from the world of games 1 7
missions o f w r i t t e n m a t e r i a l a n d a r t w o r k a t a l l Film Reviews, by Colin Greenland 1 9
times. H o w e v e r, no s u b m i s s i o n s will be returned Guardian of the Key to Time,
unless accompanied by a stamped, self-addressed
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an intermediate AD&DTM adventure, by John Williams 2 1
material s h o u l d be typed, double-spaced, o n one Players Association News,
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circumstances will the publisher accept respons-
ibility f o r a n y s u c h s u b m i s s i o n s . P u b l i s h e d PAN Pipings 3 1
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publisher. Copyright r- 1 9 8 3 by TSR UK Ltd.
our bi-monthly feature on postal games, by Brian Creese 3 5
Flight o f Dragons, a chance to win the video in our prize competition
IMAGINE magazine gratefully acknow- a n I l l u s i o n a r y S c r i p t special3 7
ledges t h e s u p p o r t o f f e r e d b y i t s s i s t e r
Tavern Talk, by Pete Tamlyn 3 8
publication, D R A G O N " magazine, p u b -
lished b y o u r p a r e n t c o m p a n y T S R I n c ,
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PO B o x 7 5 6 , L a k e G e n e v a , W i s c o n s i n Letters, Club News and Forthcoming Events 4 0
53147, U S A . Articles appearing in Game Reviews, adventure games under the spotlight 4 2
I M A G I N E m a g a z i n e m a y have previously The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 4 6
appeared in t h a t p u b l i c a t i o n .
Trullion A l i s t o r 2 2 6 2 , by Peter Goodfellow c o v e r
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Beginning this month, we shall be following the adventures of Nic Novice Alan: Sarak — First Level
in some detail as he participates in his first campaign. Sue is the Dungeon Magic user: S6, 118, W9, D12, C10, CH17.
Master or referee who runs the adventure using the Basic DUNGEONS & 2 hit points. A r m o u r Class 9 (no a r m o u r
DRAGONS r u l e s . Nic and the other players each take on the persona of a worn). A r m e d w i t h s t a f f a n d d a g g e r.
character, trying t o act n o t as themselves, b u t as heroic adventurers. Neutral A l i g n m e n t . S a r a k i s a d i ff e r e n t
During the course of the adventure Sue describes what they can see and type o f N e u t r a l c h a r a c t e r ; h e s e e k s
informs t h e m o f w h a t t h e y can be reasonably expected t o know. T h e adventure in order to increase his power.
players then react to her descriptions as they see fit. He cares little w h a t happens, providing
he g a i n s treasure a n d knowledge. A s a
The players have the following characters: magic-user he is particularly vulnerable
to physical attack, a n d w i l l t r y to stay at
Nic: N o r v a I r o n a r m s — First Level the back during a fight. His high Charisma
Anne: Jolinda — First Level
Fighter: S18, 18, W10, D11, C15, CH9. makes the others look to him as a natural
Cleric: S10, 113, W16, D9, C16, CH6. leader, a s i t u a t i o n w h i c h h e d o e s n o t
8 hit points. A r m o u r Class 4 (chain mail &
6 h i t points. A r m o u r Class 2 (plate mail hesitate to exploit when it suits him.
shield). A r m e d w i t h s w o r d , h a n d a x e & and shield). A r m e d w i t h a mace. L a w f u l
dagger. L a w f u l A l i g n m e n t , N i c h a s Alignment, J o l i n d a i s a m e m b e r o f t h e
decided to play Norva as a fearless fighter Sect o f t h e goddess Beltair. H e r beliefs
who will not hesitate to do battle with evil With the exception of Norva they have all
are m o r e p r a g m a t i c t h a n B r u m h o l d ' s previously adventured and earned 1 2 5 0
creatures. H e h a s chosen L a w f u l align- since h e r s e c t t e a c h e s t h a t l i f e i s a
ment a s h e w a n t s t o b e s e e n a s a experience points each. In Lemmy's case
struggle b e t w e e n L a w a n d C h a o s , a this is sufficient to make her second level
dependable type w h o w i l l w i l l i n g l y fight struggle t h a t o n l y o n e s i d e c a n w i n .
for his friends. — thereby improving h e r h i t points and
Therefore, she views any Chaotic creature thieving skills.
Jon: B r u m h o l d — First Level as an abomination created by the gods of
Chaos; an evil to be destroyed.
Fighter: S17, 17, VV9, D12, C13, CH8,
7 hit points. A r m o u r Class 2 (plate mail & At t h e s t a r t o f p l a y, S u e s u p p l i e s t h e
Terry: L e m m y — Second Level
shield), A r m e d w i t h sword, l o n g b o w & players w i t h s o m e i n f o r m a t i o n w h i c h
Thief: S10, 114, W 11 , D16, C15, CH8. acts as background to the adventure:
dagger. L a w f u l A l i g n m e n t . B r u m h o l d ' s
10 hit points (Second level). A r m o u r Class
beliefs are similar to Norva's, except that 5 (leather a r m o u r a n d - 2 bonus f o r
he thinks all the other characters should 'You are in the Dukedom of Roseyvay, the
dexterity). A r m e d w i t h 4 daggers a n d a
share his beliefs. He is highly Lawful, and Eastern-most p a r t o f t h e K i n g d o m o f
short sword. Neutral Alignment. L e m m y Altorn. It is summer when you meet in the
has d i ff i c u l t y r e c o n c i l i n g t h i s w i t h t h e
is an over-cautious thief who is unwilling Inn of the Singing Scorpion in Fangsin, a
often necessary brutality of adventuring. to take risks, Her Neutrality leans towards
In his eyes, all creatures have a r i g h t to village which lies on the major trade route
evil and she is more than willing to steal between the Duke's c H a v a r d e s and
survive, or to die honourably, even if they from t h e o t h e r m e m b e r s o f t h e p a r t y,
are chaotic and evil. the s o u t h e r n p o r : c ' • • • 7-_dstow. T h e
should the opportunity arise.
village i s s i t u a : e c - E.- - a r e a o f r i c h

THEBEGINNERS- GUIDE TOROLE PLAYING GAMES


2
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10US IF ' 0 -TEU-U5 AU-
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-THEYATTAOCEPLATE_- 7 FrVINOR l o r LIFE I RID IN A DITZJ-UNTILITIEY LEFT.


LAST NIGHT!! FREYHEADEDEASTJUSTBEFOREDAWN, GKUNTING
IN114E1K/NCCURSED 1ONGUE • ,• • •

farmlands along the banks of the Ramb- Looking at her notes, Sue sees that Trezar Listening t o t h i s t a l e , t h e t w o f i g h t e r s
ling River. To the east rise the Teardrop is a 0 - l e v e l c h a r a c t e r a n d i s t h e o n l y become impatient.
Mountains, a p l a c e w e l l k n o w n t o you, remaining resident o f Abone. The other
where m a n y evil a n d chaotic m o n s t e r s inhabitants are either dead or have beeri Brumhold — 'Bah! This man's a coward.
have their lairs. carried off by orcs. W i t h this information Let's follow them before it gets too late.'
in mind she plays Trezar as a Non Player
'While in the Inn you overhear a convers- Character (NPC) h a v i n g h i m c o n v e r s e Norva f o l l o w s t h e l e a d o f h i s m o r e
anon between a farmer and the landlord with t h e p l a y e r s a n d r e a c t t o t h e i r experienced colleague; Nic is determined
concerning orc raids on farms around the questions. that Norva w i l l s h o w B r u m h o l d t h a t h e
nearby village of Abone.' too is a brave warrior — 'Yes. Let's show
Sarak — 'Where are your people?' the arcs they can't attack humankind and
The p l a y e r s d e c i d e t h a t t h i s i s w o r t h get a w a y with it.'
looking into and leave Fangsin, following Sue (Trezar) — ' M o s t o f them are dead.
the road to Abone. Outside the Inn they The arcs killed them, and those they did Brumhold — I ' m w i t h you Norva '
form themselves into a marching order in not kill, they took with them.'
case they are attacked while on the road. Lemmy — 'Maybe w e should go back to
Brumhold — ' W h a t m a n n e r o f m a n are Fangsin as well. There must have been a
To h e l p i n r u n n i n g t h i s p a r t o f t h e you to hide while others are carried off by lot of arcs to wipe out a village.'
adventure Sue has previously prepared a orcs?'
map o f t h e countryside. O n i t s h e h a s Sarak can see n o likely profit i n t h i s —
drawn the two villages, the road between Sarak - - 'Easy Brumhold. He's probably 'We w i l l c o n t i n u e , t h i e f . . . . I ' l l n e v e r
them and various terrain features such as afraid...' become rich sitting around in the Singing
forests, rivers, hills, mountains, etc. She Scorpion Inn watching you twiddling your
has also marked the map with encounter Jolinda comes quickly to have sympathy thumbs.'
areas w h e r e s h e h a s p l a c e d t h i n g s o f for the poor wretch — ' W h a t will you do
interest to the players. now Trezar? Will you come with us to free Brumhold — 'I'm looking around towards
your people?' the east of the village to see if I can find a
As the players near Abone, they reach the trail.'
first encounter on the map. Sue describes Sue decides that Trezar has been through
what they see on their journey up to this enough, and has n o t been reassured by Sue q u i c k l y r e f e r s t o h e r m a p w h i c h
point, and concludes: Brumhold's rough manners. She tells the shows the arc's trail leading to their lair.
players that he looks frightened; they can
'You t r a v e l a l o n g t h e m a i n r o a d p a s t clearly see that he is shaking in his boots" Sue (DM) ' Y o u can see a very clear trail
outlying f a r m s . A f t e r w a l k i n g f o r a f e w where t h e o r c s h a v e t r a m p l e d t h r o u g h
hours y o u c l i m b a w o o d e d h i l l , a n d a Sue (Trezar) — I ' l l go to Fangsin. I'm the fields. It leads towards the mountains.'
dishevelled man steps from the bushes in not go.... going after orcs. I'll be killed like
front of you.' my brothers.' To be continued....

-r\toS BYJIM BAMBRAAND PAULRUIZ


3
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4 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
STIRGE
TheAdvanced rulebooks are packed
am
l mummomy
with information, but there are
somestrange omissions....
tri
Like, how big is a gold piece?

This m o n t h , a l i t t l e puzzle i n t h r e e which i s not all t h a t big a t 1 c u b i c foot, to strain h i m s e l f t o o m u c h , h e c a n g e t


parts. A p a r t y investigating a d e e p therefore holds approximately 1 4,400gp. away with about 2,000cp in his sack.
dungeon l e v e l discovers a c a v e i n More than you thought? Next time you tell
which is a copper dragon sitting on a players t h a t t h e y see a b i g chest full o f There is, of course, no reason why in your
gold pieces, consider how much treasure campaign coins of different metals should
huge pile o f treasure. They slay the
that really is! You might also like to note in be the same sizes. If you w a n t to simplify
dragon, and examine the treasure —
passing t h a t w i t h t h a t n u m b e r o f g p s things s o a s t o h a v e a l l c o i n s e q u a l i n
there i s a s m a l l w o o d e n c h e s t ,
inside, our box weighs in at 2/, of a ton — weight, f o r ease o f calculating loads o n
1'x') ' , which turns out to be chock- gold is heavy stuff! Tenser's Disc and the like, you can make
full of gold pieces. The rest of the pile the lesser coins double in size, so long as
is, alas, all copper pieces. ( W h a t do Now for the heap of copper pieces. H o w you remember that they take up twice as
you expect f r o m a copper dragon?) big is a heap? How long is a ball of string? much space t h a t w a y. B u t personally I
Nevertheless, Theregond the magic- Nevertheless, t h e h e a p h a s t o b e b i g fancy making the lower coins smaller
ian, h a v i n g n o t h i n g e l s e t o c a r r y,
decides to help himself to a sackful of
copper pieces.

Question one: how many gold pieces


are there in the box?
Apage for the
Question t w o : h o w m a n y c o p p e r not-so-experienced
pieces are in the pile?
Question t h r e e : h o w m a n y copper adventurer
pieces does Theregond cart away in
his sack?
by Roger Musson
These may sound like the sort of questions
you have to answer at church fetes to win
the j a r of sweets, but, a s D M , i t is very
important t o k n o w h o w m u c h space i s
occupied by any amount of treasure. enough for a dragon to sit on it. Suppose it so o f t e n , a l l o c a t i n g l a r g e a m o u n t s o f
is a s m a l l dragon, 1 0 ' long, n o t a r e a l copper treasure in a d u n g e o n is a w a s t e
Curiously, t h e r u l e b o o k s a r e s i l e n t o n Smaug-type dragon, i t m i g h t manage to of time — it's worth so little that players
this. Considering h o w the Advanced rule perch on a heap, 12' long, 5' wide, 5' high simply leave it. But if a copper piece is half
books are packed w i t h all sorts of inform- at the top; let us say, very roughly, 150 cu the size of a gold piece and half as dense,
ation I have never wanted, like how fast a ft. Not a really big heap that.... I make it a it b e c o m e s e a s i e r t o c a r r y o u t a n d
kobold m i n e r c a n t u n n e l t h r o u g h s o f t bit over two million cp, So let us not have therefore worth taking. A half-size copper
rock, there are strange omissions when it "2000gp i n a b i g h e a p " f r o m anyone piece would mean that a player normally
comes t o m o r e m u n d a n e matters. Like, anymore, please. restricted t o carrying 1 , 0 0 0 coins (gold)
how big is a gold piece? could carry 4,000 coppers. Still not worth
Rule of t h u m b very much, but an improvement. (Imagine
Fortunately, we are told that lOgp equals going to buy a new car and paying for it all
1lb weight (though why some weights are How many cp does Theregond get away in in 1 p and 2p pieces!)
given in gold pieces and others in pounds, his sack? There used t o be a r u l e in t h e
I k n o w not; n o r can I tell w h y 'pound' is original D & D ' ' g a m e t h a t a l a r g e s a c k Precious metal
abbreviated to a hash instead of the more could hold 300gp — you could get more
conventional ' 1 Ib'). U s i n g t h i s i n f o r m - than that in a cereal packet, never mind a A f i n a l t h i n g t o note. Yo u m a y f e e l
ation, plus knowing the density of gold, it sack. A moderate-sized sack should hold inclined t o h a v e t h e local r u l e r i n y o u r
is possible t o w o r k o u t h o w big a g o l d in excess of 2 cu ft, which as we know, is campaign debase the coinage, if you don't
piece actually is s p a r e you the actual about 30,000gp, much too heavy to carry. like t h e t h o u g h t o f s o m u c h p r e c i o u s
sums, b u t t h e r e s u l t i s t h a t a standard So the limitation on Theregond is not on metal in circulation, or for any campaign
gold piece i s slightly larger t h a n a 5 0 p how many coins fit into his sack, but how reason. Remember that a debased gp will
coin. Which seems reasonable. much weight he can bear. If I w e r e him I be noticeably lighter (recall A r c h i m e d e s
would n o t f a n c y t r a m p i n g t h e t u n n e l s in h i s bath?) s i n c e gold i s d e n s e r t h a n
Heavy s t u ff with a burden of more than 100lb, which almost anything, including lead. Unless,
would work out at 1,000gp• Except that it of course, t h e r u l e r chooses t o debase
Now w e c a n w o r k o u t t h e a n s w e r t o is copper pieces that are in question, and gold pieces by adding platinum (which is
question o n e . A u s e f u l g u i d e w h e n guess w h a t , c o p p e r d o e s n ' t w e i g h t h e rather pointless) or iridium (which is silly)
working o u t h o w m u c h s p a c e w i l l b e same as gold. or n e p t u n i u m ( w h i c h i s s i l l y a n d radio-
occupied by a treasure, is to consider this: active to boot)!
OV Roger M u s s o n
a h u n d r e d g o l d pieces, n e a t l y stacked, By great good fortune, the following rule
will make a column 1' high, and about 1 " of t h u m b is as near as dammit accurate: Stirge Corner will provide more hints for
across ( a c t u a l l y s l i g h t l y m o r e , b u t w e assuming a l l c o i n s a r e t h e s a m e size, players n e x t m o n t h . I f y o u f i n d t h i s
don't need to go into two decimal places then their weights work out as follows — feature useful remember that back issues
here, d o we?). S o a s a r o u g h r u l e o f 1pp - 1 gp 2 e p - 2sp 2 c p . Therefore, of IMAGINETm m a g a z i n e a r e a v a i l a b l e
thumb, 1 ° a g o 1 2 cubic inches. Our box, assuming that Theregond does not want from TSR for f1.50.
.21:1 • • • • ' , t• , 9 8 3 5
*
•ok

This article, the first of a two part


series on Cantrips for magic users and
illusionists, first appeared in our sister
publication, DRAGON' magazine,
issues 59, 60 and 61 (March / April /
May1982). It is reproduced by kind
permission of that journal's editor.
0-kvet- magics, for A D & D apprentice wizards. ' E. Gary Gygax A l l rights reserved

No. Person (2-8) Personal (2-8) Haunting ( 2 - 5 )


C a n t r i p s are, simply, 0-level magic-user spells, 1 Belch Bee Creak
the s p e l l s l e a r n e d a n d u s e d b y a p p r e n t i c e s 2 Blink Bluelight Footfall
3 Cough Bug Groan
during their long, rigorous and tedious training
4 Giggle Firefinger Moan
f o r the c r a f t s o f m a g i c use. M o s t cantrips are
5 Nod Gnats Rattle
simple l i t t l e spells o f no great e ff e c t , so w h e n 6 Scratch Mouse Tap
the i n d i v i d u a l b e c o m e s a j o u r n e y m a n ( 1 s t - 7 Sneeze Smokepuff Thump
level) m a g i c - u s e r, t h e k n o w l e d g e and i n f o r m - 8 Twitch Spider Whistle
ation p e r t a i n i n g t o t h e s e s m a l l m a g i c s a r e 9 Wink Tvveek
discarded in favour of the more p o w e r f u l spells 10 Yawn Unlock
then available. H o w e v e r, a magic-user may opt
to r e m e m b e r up to four cantrips in place of one
1st-level spell. T h i s assumes t h a t t h e m a g i c - Useful Cantrips
user has retained his or her book of cantrips — a
t o m e as large as a good-sized b o o k o f higher- Chill (Evocation)
Area of Effect: / ' cube CT: 1 / 2 segment
level spells.
A c a n t r i p o f t h i s n a t u r e w i l l cause liquid o r solid m a t e r i a l t o
become about 4 0 T cooler than i t was, subject to a m i n i m u m
temperature of freezing. If the subject is living matter, the effect
The n u m b e r a n d t y p e o f c a n t r i p s k n o w n a n d r e c o r d e d i s of t h e c a n t r i p w i l l b e halved and w i l l n o t l o w e r temperature
determined by random use of the tables below. The exception is more than 1 0 ' below normal for that creature. Verbal compon-
the table of Useful Cantrips — those w h i c h w e r e employed to ent is a soft whistling, somatic is a d o w n w a r d - t h r u s t thumb.
make apprenticeship less wearisome, A n apprentice will have
one of these for each point of intelligence, and is allowed a free
choice from the list of 20 offered. Clean (Abjuration)
A of E: 4 square yards C T / 2 segment
All cantrips are 0-level, have a 1 " range, generally a small area
of e f f e c t , r e q u i r e o n l y s o f t , s i m p l e v e r b a l a n d s o m a t i c This cantrip removes heavy soil, d i r t a n d like foreign objects
components, and are cast in a very short (1/10th to 1/2 segment) from floors, w a l l s , dishes, w i n d o w s etc. The subject surfaces
time. O n l y t h o s e w h i c h i n v o l v e l i v i n g c r e a t u r e s a ff o r d a n y are then spotless, but care must be taken in removal of pigments
saving throw. The common cantrips are: and the like, so usually only one type of material will be treated
in a single application. Verbal component is a low outrush of air,
somatic is a circular hand motion.
Useful
No. Cantrips Reversed (2-8) Legerdemain (2-5)
1 Chill Curdle Change Colour (Evocation)
2 Clean Dirty Distract A of E: 1 cubic yard C T : 1/2 segment
3 Colour Dusty Hide
4 Darnpen Hairy Mute This brings colour to an object. It can be used to restore faded
5 Dry Knot Palm hues or to tinge those already coloured w i t h a d i ff e r e n t hue,
6 Dust Ravel Present Thus, dull or faded fabric can be brightened, pigments restored,
7 Exterminate Sour or even hair or skin changed to another colour. The effect must
8 Flavour Spill be r e n e w e d e v e r y 3 0 days. Ve r b a l c o m p o n e n t i s h u m m i n g ,
9 Freshen Tangle somatic is a back-and-forth or wringing hand motion.
10 Gather Tarnish
11 Polish Untie
12 Salt Wilt Dampen (Evocation)
13 Shine A of E: 1 c u b i c yard C T / 2 segment
14 Spice
15 Sprout When a cantrip of this sort is cast, the subject area is permeated
16 Stitch by a fog-like dampness which leaves all material w i t h i n it damp
17 Sweeten to the touch. It is useful for many sorts of things. It is hard on
18 Tie parchment, a n d m a k e s i t a n d like substances d i ff i c u l t t o se t
19 Warm aflame. Verbal component is a l o w hooting or a h u m m e d ditty,
20 Wrap somatic is a hand gesture upwards with w r i t h i n g fingers.
6 E V . - A • , i s - _ - e m b e r 19E13
II,
Z / /// p / ; ; / ,
vi/R

Dry 'Abjuration) Gather (Alteration)


of E 1 cubic yard CT 1 /2 segment A of E: 1 square yard CT: ' /6 segment

cantrip r e m o v e s d a m p n e s s a n d e x c e s s m o i s t u r e f r o m This c a n t r i p e n a b l e s t h e c a s t e r t o g a t h e r n u m e r o u s s m a l l
—a:erials within the subject area. It is useful for cloth, herbs and objects into a neat stack or pile. For instance, if nails, nuts, coins,
: caning chores. Ve r b a l c o m p o n e n t i s s i m i l a r t o t h a t o f t h e papers, or like objects were spilled, the magic would bring them
::3mpen cantrip, a n d t h e s o m a t i c i s a t w o - h a n d e d w r i n g i n g together. It can be used selectively, for instance to separate one
type of material from another, but only the selected type would
be gathered neatly. The caster verbalizes the type of material to
be gathered while making a gathering motion.
Dust (Abjuration)
• : f E: 1 0 ' radius C T 1 / 2 segment
Polish (Alteration)
- s removes all fine d u s t and tiny grit particles from exposed A of E: 1 object C T : 1/2 segment
s _ " a c e s such as floors, shelves, walls etc. Material so removed
s :-ansported e l s e w h e r e , b u t n e w d u s t c a n accumulate, o f When t h i s cantrip is employed, t h e caster magically smooths
__ _-se. Verbal component is a continuous in-drawing of breath, and b r i n g s l u s t r e t o m a t e r i a l s s u c h a s w o o d , m e t a l , s t o n e ,
s:—atic is a back-and-forth hand motion. leather o r c e r a m i c . N a t u r a l l y, t h e d e s i r e d o b j e c t m u s t b e
relatively clean in order for the cantrip to be effective. The object
affected m u s t be o f reasonable size — a f l o o r o f up t o 1 , 0 0 0
Exterminate (Abjuration) square feet, an armoire etc. It works better on smaller objects, of
• E O n e very small creature C T : 1/10 segment course, such as boots, mirrors, crystal containers etc. The caster
hums a ditty while making a buffing motion.
-en this cantrip is used, the caster may kill a small pest such
as a fly, mouse, rat, beetle or the like. It is very useful for both
-door and outdoor applications. If the subject is very small, an Salt (Alteration)
a-ea o f u p t o ' / 2 cubic foot can be r i d o f pests. T h e somatic A of E: 1 object C T : 1/6 segment
df-sture is a pointed finger, w h i l e t h e caster verbalizes a l o w
::::::: s o u n d . This causes a sprinkling o f fine s a l t t o magically appear and
descend on some desired object — a s t e w, some troublesome
weed patch, o r a barrel f u l l o f stock fish t o be preserved. The
avour (Enchantment) object must be a reasonable size — up to perhaps 4 square yards
E 1 object C T : ' / 2 segment in area or about 30 gallons liquid volume. Care must be taken to
avoid over-salting i f the object involved is smaller, a n d i f the
- s cantrip enables the caster to give the subject a superior or object is larger, it will not receive much salt. Verbal component
different flavour. Thus, toasted marshmallows could is a labial smacking, while the hand makes a sprinkling motion.
:e —ade to taste as if they were lobster bisque, but the dweomer
not actually affect the quality or wholesomeness of the
s_c.ect. Thus, spoiled food w o u l d r e m a i n spoiled; a poisoned Shine (Alteration)
• - < w o u l d still be j u s t as deadly. The verbal component is a A of E: 1 o b j e c t C T / 2 segment
__::ered lip-smacking sound; the somatic gesture is a shaking
—:: on_ Similar to the polish cantrip above, this magic allows the caster
to remove tarnish, rust, corrosion and like substances from the
desired object. This cantrip brings about a mirror-bright shine to
-eshen (Enchantment) objects capable of such, causing their surfaces to be smooth and
E 1 object C T / 6 segment unmarred. A piece of jewelry, for instance, would be made more
attractive, a n d even its gems better (+1 o n die rolls). A single
• —sans of this cantrip the caster brings new life or freshness object up to about 1 cubic yard in volume can be treated by this
--e object desired. The magic applies to food and drink items cantrip. Verbal and somatic components are similar to polish.
: - as milk, beer, meat and raw vegetables. It also works with
- . e g e t a b l e s , flowers, herbs, etc. A l t h o u g h i t w i l l remove a
-7 : aint o f spoilage, restore drooping flowers, a n d so on, i t Spice (Evocation)
7S or only an hour. The subject m u s t be of relatively small A of E: 1 object C T : 1/2 segment
- e a small cask of liquid, a sheep, a bushel of vegetables,
erDal component is a • m m m m m ' sound, w h i l e the hand Unlike the cantrip flavour, this magic actually brings a particular
es a m y s t i c symbol w i t h t h u m b a n d forefinger f o r m i n g a spice to the object food or drink. Thus, ginger, pepper and like
: - a and the other fingers upright and apart. spices can be brought to add zest (or disguise). Herbs such as
•••••14!-1 , • • • • - i a a
7
bay leaf, garlic, parsley, etc can likewise be evoked by this. The become w a r m e r t h a n t h e i r n o r m a l b o d y temperature. C o m -
quantity is sufficient t o spice food o r drink for about a dozen ponents are an 'aaah' sound while the hands are rubbed briskly
people. The spice (or herb) appears over the object vessel as a together.
fine powder or flake, falls upon it, and adds its substance to the
dish o r d r i n k . A d i t t y i s h u m m e d w h i l e t h e h a n d m a k e s a
crumbling and sprinkling motion. Wrap (Alteration)
A of E: 1 cubic yard CT:1/2 segment
Sprout (Alteration) When a w r a p cantrip is employed, the caster creates a strong
A of E: 1 cubic yard C T : 1/2 segment and sturdy wrapping around the subject a bit of herbs, a heap
of flour, a bundle of cloth, etc. The material of the cantrip is of a
By means of this cantrip, the caster causes acceleration in the suitable type and thickness for the item(s)to be wrapped. Thus, a
growth of plants, particularly to the germination of plant seeds. f e w ounces of powder will be contained in a waxy tissue, gem
Upon casting, t h e cantrip w i l l cause seeds to shoot forth t i n y stones in a felt-like envelope, meal in cloth, and so forth. The
sprouts, buds to flower, etc. Fruits and vegetables will ripen (or wrapping can be opened normally, b u t the caster can j u s t as
actually g o p a s t r i p e n i n g t o spoilage). A s u s s u r a n t s o u n d i s easily order it to open, so the cantrip is often used to enfold the
verbalized while the caster's hand makes hoeing motions. material components of a spell. The caster verbalizes a general
class of wrapping desired while making folding motions with the
hands.
Stitch (Alteration)
A of E: Special CT ' / 2 segment

This cantrip magically s e w s seams in cloth o r leather. I t w i l l Reversed Cantrips


make n e w ones or repair old work. About 20 yards of cloth can
thus be stitched, b u t only about 2 yards of leather. The seam Curdle (Enchantment)
created i s n e i t h e r s t r o n g e r n o r w e a k e r t h a n a s e a m d o n e A of E: 1 object C T : 1/6 segment
w i t h o u t magic. U s u a l l y a b r i e f r h y m e i s recited a s t h e h a n d
makes a sewing motion. This cantrip is broader in effect than its n a m e suggests, for i t
affects many food and drink items. The magic curdles milk and
hastens spoilage or w i l t i n g . It has a p e r m a n e n t effect on t h e
Sweeten (Evocation) object. It is otherwise similar to freshen. The caster verbalizes a
A of E: 1 object C T : 1/2 segment retching sound while pointing the thumb downward.

This cantrip is t h e same as t h e spice cantrip, except that the


result is the evocation of a sweetener — sugar, honey, or even a Dirty (Evocation)
syrup. T h e c o m p o n e n t s a r e a buzzing s o u n d a n d a s t i r r i n g A of E: 4 square yards C T : 1/6 segment
motion.
The opposite of the clean cantrip, this lets casters soil, spot and
sully walls, floors, dishes, garments, etc. Verbal component is a
Tie (Alteration) spitting sound, made w h i l e shuffling and stamping the feet.
A of E: 1 object C T : 1/2 segment

By m e a n s o f t h i s cantrip t h e caster can magically cause t h e Dusty (Alteration)


object — thread, string, cord, rope or even cable t o knot itself A of E: 1 0 ' radius C T : 1 /6 segment
tightly to either its other end or an end of a similar object within
' of it. The resulting knot will be a normal one such as a square By means of this cantrip the caster causes a thin film of dust and
knot, h a l f - h i t c h , r u n n i n g b o w l i n e , o r w h a t e v e r t h e c a s t e r grime to settle upon all exposed surfaces w i t h i n t h e cantrip's
desires. T h e caster verbalizes t h e n a m e o f t h e k n o t desired area of effect. Verbal component is a l o w humming, w h i l e the
while holding up three fingers. hands make shaking motions.

Warm (Evocation) Hairy (Alteration)


A of E: / 'cube C T : 1/2 segment A of E: 1 object C T : 1/10 segment

This cantrip is the same as chill except that the magic brings a While this cantrip is not one of the standard 'useful' ones which
warming of the liquid or solid. The temperature will rise about apprentices reverse for mischievousness, it is one which is used
40 F at most. The cantrip w i l l never cause living creatures to for no good purpose. It causes hair, f u r, o r hair-like g r o w t h t o
8
!•• 1 1 3 , 3 3
thicken and lengthen. Thus, a head of hair, a peach, a beard, a securely closed o r capped. T h e caster verbalizes a n ' o h - o h '
cat or w h a t e v e r could be affected. The g r o w t h w i l l cause t h e sound while making an abrupt hand motion.
subject material t o increase f r o m 2 - 1 2 inches in length, a n d
must be cut to remove the cantrip's effect. This cantrip can be
reversed to shorten growth or effectively shave, but as the effect Tangle (Alteration)
on short material (growth u n d e r 1 i n c h i n length) is complete A of E: 1 object CT: 1/6 segment
absence of growth for 2-12 days, it is not often used. The caster
verbalizes snicking s o u n d s w h i l e making massaging motions A permutation of the tie cantrip, this magic allows the caster to
growth, or scissoring motions for removal. cause fine material such as thread, hair, small grass, and t h e
like to become twisted and entwined in a tangle. It will not work
on heavy material such as rope. Untangling subject material will
Knot (Alteration) take 3-12 rounds, unless it is roughly done — and the material is
A of E. 1 object C T : 1/2 segment broken and snapped in the process, torn loose, etc.The cantrip
will tangle mixed materials such as grass and string. A buzzing
cantrip is a permutation of tie. It causes thread, string, cord is verbalized w h i l e the finger makes a stirring motion.
rope to knot itself in such a way as to be very difficult to untie,
arid f r o m 2 - 8 rounds, less dexterity bonus for reaction o f the
individual u n t y i n g the knot to undo. It works even on material Tarnish (Alteration)
already affected b y a t i e spell. T h e caster verbalizes a 'zzzz' A of E: 1 object C T : 1 /2 segment
soi,A-Id while moving the arm forward with a strong wrist motion.
The reverse of the shine cantrip, this causes a covering of rust,
corrosion, v e r d i g r i s o r t h e l i k e t o c o v e r a n o b j e c t n o r m a l l y
Ravel (Alteration) subject to such tarnishing. The object must be of about 1 c u b i c
l• of E. Special C T : 1 / 10 segment yard or less in volume. Verbal component is a spitting sound,
while the hand makes a sprinkling motion.
cantrip is the reverse of stitch. It will work only if there is a
.cose o r broken t h r e a d i n t h e s e a m o r fabric t o be affected,
except for material magically stitched by the appropriate cantrip. Untie (Alteration)
When the latter sort of seam or material is involved, the ravel A of E: 1 object C T : 1/3 segment
cantrip will always work, except in the case where the subject is
otherwise magical, le a bag of holding, a cloak of protection, This permutation of the tie cantrip is simply the reverse of the
boots o f elvenkind etc. The n a m e of the cantrip is verbalized magic. The caster selects an object t h r e a d , string, cord, etc —
the fingers make a plucking motion. which is knotted or tied. The cantrip removes the knot or tying.
Note that the untie c a n t r i p will cause a tangle to be nullified.
The c a n t r i p w i l l n o t remove b o t h a k n o t and a n o r m a l t y i n g
Sour (Evocation) (normal knot or one caused by a tie cantrip), but it will cause the
A of E: 1 object C T 1 / 2 segment former t o disappear s o t h a t o n l y a n o r m a l t y i n g r e m a i n s .
Somatic and verbal components vary according to the desired
When t h i s cantrip is employed, t h e caster causes the subject result. In general a popping sound is made while the hands are
food or drink to take on a sour taste, n o t unlike vinegar of the pulled apart — either as if a knot were being untied or a cord
appropriate sort. While it is typically used to spoil wine, beer, or snapped.
some p a s t r y, t h e s o u r c a n t r i p c a n b e u s e d t o s o m e u s e f u l
purpose. The magic actually causes a pint of vinegar (maximum)
to appear over the subject. This can be an empty container in W i l t (Enchantment)
which such a liquid is desired. The caster purses the lips and A of E. 1 object C T : 1 / 2 segment
makes a whooshing sound w h i l e clenching the hand.
A reverse o f the freshen cantrip w h i c h affects only vegetable
material — w h e t h e r g r o w i n g o r picked. T h u s a p l a n t can b e
Spill (Alteration) made to wilt (or possibly wither if it is not too healthy) or a bunch
-•-• of E: 1 c o n t a i n e r C T : 1/6 segment of cut flowers droop and sag. Verbal component is a descending
hum, w h i l e t h e f o r e f i n g e r i s s l o w l y curled f r o m a n u p r i g h t
opposite of t h e g a t h e r cantrip, t h i s enables the caster to position.
:a-se t h e contents o f a container t o spill out. T h e object Ak Gary Gygax
is a c t u a l l y t i p p e d b y t h e c a n t r i p , s o , a s i t i s n o t
:.verf ul, c o n t a i n e r s o f m o r e t h a n a b o u t a g a l l o n size, o r More magic user and illusionist cantrips next month, w h e n we
--agical ones, will not be affected. Solids a n d / o r liquids within will also p u b l i s h Ly n d u m , a special 0-level scenario b y J i m
--e c o n t a i n e r w i l l s p i l l o u t , p r o v i d i n g t h e c o n t a i n e r i s n o t Bambra for you to try them out in.
9
Anyone who has ever run a magic user as Guild fee. The young child will then leave Guild membership, of course) and he will
a character, a n d t h i s s u r e l y m e a n s a l l his h o m e a n d f a m i l y t o l i v e w i t h t h e find a position for himself. This w i l l be a
fantasy garners, m u s t have noticed t h a t Master who chose him or to whom he has dull life compared to adventuring. He will
there i s o n e difference b e t w e e n f i g h t e r been assigned. He will live with the other probably be t h e r e s i d e n t m a g i c i a n i n a
characters a n d m a g i c u s i n g characters apprentices o f t h a t m a g i c i a n , a s m o s t village, o r one o f a n u m b e r of such i n a
which is difficult to reconcile. Fighter type tutoring m a g i c users have three or four small t o w n . H e w i l l e a r n h i s l i v i n g b y
characters tend to have rich and extensive apprentices at various stages of instruct- casting horoscopes, curing crop diseases
backgrounds; details of their lives before ion u n d e r t h e m . T h e s e w i l l t e a s e a n d and performing o t h e r trivial services for
they t o o k u p a d v e n t u r i n g a n d i d e a s o f bully the newcomer, of course, but in the the largely illiterate masses. This is h o w
w h a t t h e y a c t u a l l y d o w i t h t h e i r spare end t h e y will become the closest friends most mages spend their lives and in fact
time. This is only natural, since all these he has throughout life — or the greatest f e w are seized w i t h the insane desire to
things can be derived from the lives of the of enemies! risk life and limb in some monster-ridden
people o f o u r o w n m e d i e v a l h i s t o r y. catacomb when they can make a respect-
However t h e r e w e r e n o g e n u i n e m a g i c Life for the young apprentice is hard. He able i n c o m e a s a s i m p l e J o u r n e y m a n
users in history, and so we have no such must learn to read and write not only his instead.
wealth o f i n f o r m a t i o n t o d r a w u p o n t o own tongue, b u t t h e difficult languages
flesh o u t t h e m a g i c i a n s i n o u r games. used in the Arcane Volumes as well; h e Some mages are not satisfied with such a
Consequently, t h e r e i s a l a c k o f u n d e r - must l e a r n m a t h e m a t i c s a n d astrology life. These men and women are normally
standing o f the motives and attitudes of and b e c o m e f u l l y conversant w i t h t h e superior students who lust for adventure,
these characters w h i c h not only hinders intricacies of elementary alchemy. On top or more arcane knowledge, or both. They
good role playing, but also cuts a referee of t h i s h e w i l l b e a s s i g n e d h o u s e h o l d quickly surpass their fellow Journeymen
or p l a y e r o f f f r o m m a n y s i t u a t i o n s i n chores, s i n c e f e w m a g e s c a n a ff o r d t o in skill a n d p o w e r, a n d w h e n t h e y feel
which a k n o w l e d g e o f t h e lifestyle o f a feed b o t h a p p r e n t i c e s a n d s e r v a n t s . ready t h e y w i l l m a k e application t o t h e
magician c a n l e a d t o v e r y i n t e r e s t i n g Eventually, w h e n the apprentice is about Guild t o b e c o m e A d e p t s . T h e r e i s a n
adventures. E v e n i n f a n t a s y l i t e r a t u r e thirteen, his Master will start instructing examination, of course, and as well as the
there are precious few details on which to him i n t h e sorcerous arts. A t first t h e r e fee, i t i s c u s t o m a r y t o p r e s e n t o n e ' s
base a characterisation, since the average will be little practical experience and the examiners w i t h s m a l l gifts. (The e x a m -
novel or story deals only with the adven- apprentice w i l l s p e n d m o s t o f h i s t i m e iners i n t h i s and other tests are always
tures of a magician. I hope in this article to reading w o r m - e a t e n v o l u m e s o n t h e o r - three mages of the rank that the applicant
give you a n idea o f w h a t being a m a g i c etical magic or being drilled in elementary wishes to attain — in this case, Adepts.)
user really means. rituals b y t h e s e n i o r apprentice. S o o n The examiners w i l l a s k t h e applicant t o
however, h e w i l l be instructed in m i n o r perform a minor task, such as determining
A magician's working life begins at about spells and may even be allowed to assist the contents of a locked box, or lighting a
the age o f eight. A t t h i s age, w e l l - t o - d o his M a s t e r i n a r i t u a l . M o r e a n d m o r e candle without touching it, followed by a
and w e a l t h y p a r e n t s w i l l p r e s e n t t h e i r demanding t a s k s w i l l b e g i v e n t o h i m , short interview. I f he o r she passes t h e
younger s o n s a n d d a u g h t e r s t o t h e until, by the time he is about twenty years test, t h e n t h a t person i s entitled t o t h e
Magicians' Guild. These are the children old, h e has become his Master's valued new rank and will be allowed or assigned
who have very little coming in the way of assistant and confidant — and a t last a more r e s p o n s i b l e w o r k — p o s s i b l y a s
inheritances a n d w h o s e p a r e n t s w o u l d competent t h a u m a t u r g i s t i n h i s o w n adviser or personal mage to a local noble.
The Guild will only assign such posts to a
member w h o m t h e y feel is qualified; s o
there is a real incentive to advance t o a
The other apprentices will tease and bully more lucrative level.
the newcomer, of course, but in the end
There are, of course, several other levels
they will become the closest of friends, or the above Adept, a n d e a c h i s attained i n a
greatest of enemies similar way. The next h i g h e r position is
that of Master, a n d the test w h i c h m u s t
be passed t o a t t a i n t h i s r a n k i s m o r e
difficult. The traditional test is to remove
(without using force) a key from a locked
like t o f i n d a re sp ectable p o s i t i o n f o r right. One day he will be taken to his first chest w h i c h is set in metal i n a block of
them. Officers of the Guild examine these Guild m e e t i n g a n d u n d e r g o t h e s e c r e t stone. From this rank, a mage may aspire
applicants and choose t h e t i n y percent- initiation rite. His Master will, by tradition, to become a Doctor (for w h i c h h e m u s t
age w h o h a v e t h e p h y s i c a l s t a m i n a , pay for the first year of membership, but demonstrate several p o w e r f u l s p e l l s t o
quickness o f w i t a n d p s y c h i c t a l e n t s then the former apprentice will leave the his e x a m i n e r s ) a n d f i n a l l y W i z a r d ( f o r
necessary to become a magician. This is home o f t h e p e r s o n w h o h a s b e c o m e which the applicant must research some
not t h e o n l y w a y o f b e i n g a c c e p t e d another parent to him and seek his o w n new spell or create some magical device
however, for solitary mages often choose way in the world. The apprentice has now and then demonstrate it to his superiors).
bright children from the poorer classes to become a Journeyman in the eyes of the It is worth noting, however, that rumours
be t h e i r apprentices, e v e n t h o u g h t h e i r Guild. H e i s e n t i t l e d a n d l i c e n s e d t o mention a s i x t h a n d e v e n h i g h e r l e v e l
parents could never afford the substantial practise M a g i c ( w h i c h i s illegal w i t h o u t w i t h i n t h e Guild — The Cogniscenti, a n
10
-,,:-emely powerful a n d secretive group
Dolitical activists f o r w h o m m e m b e r -
snip is by invitation only!

It is the Magic Guild that forms the core of


a magician's social life, so a little must be
said about its aims and nature. The Guild
is (supposedly) the non-political organis-
ation to which the right to practise magic
belongs. It is usually the Guild that finds
and assigns work to its members, select-
ing for each one those tasks to which he is
-rost suited and ensuring that the more
capable m e m b e r s receive tasks i n p r o -
cortion t o t h e i r abilities. T h e G u i l d i s a
c-ofessional society where members can
scuss t h e i r w o r k a n d r e s e a r c h e s i n
detail a n d k e e p u p t o d a t e w i t h r e c e n t
o v a n c e s . It provides accommodation o f
• arious degrees o f c o m f o r t t o m e m b e r s
e• no require it, at reasonable rates, and,
—ost importantly, t h e G u i l d h a s several
doratories w i t h a s s i s t a n t s , s t o c k s o f
—aterials e t c , w h i c h c a n b e u s e d b y
—agicians engaged in research.

Within t h e G u i l d t h e r e a r e n u m e r o u s
semi-official s u b - g r o u p s called 'houses'
and a m e m b e r m a y belong t o a s m a n y
mouses as he wishes — or will have him.
Each house is simply a group of magicians
with a c o m m o n a i m o r interest] such as
The A s s o c i a t i o n o f A l c h e m i s t s ( a v e r y
popular house), T h e Brotherhood o f t h e
Great Grimoire (a group of almost senile
a-,d very conservative scholars) and The
2—een Claw (a semi-secret and dangerous
of p o l i t i c a l activists). T h e G u i l d
taKes no interest in w h o belongs to which
!louse, or in t h e doings of the house (no
matter w h a t they are) but i f inter-house
feuds g e t o u t o f h a n d t h e n t h e H i g h
Council of the Guild may be forced to step
- S u c h feuds, a n d t h e desire t o gain
z-estige o v e r a n o t h e r h o u s e , a r e f a i r l y
fre:-_,ent a n d o f t e n i n v o l v e o t h e r G u i l d
members or even non-members.

There are several elective offices i n t h e


Guild, open to anyone of the rank of Adept
or above. These posts carry a small salary
and a f e w o t h e r p e r k s . T h e h i g h e s t
positions are on the High Council and are
suitable o n l y f o r W i z a r d s . T h e H i g h
Council is responsible for the administra-
tion of the Guild and its rules and also for
maintaining order. M o s t Guild members
agree t h a t i t i s b e s t n o t t o d r a w t h e researching o f a n e w spell o r magical Bringing the above details into your own
attention of the Council, and so prefer to item, a n d i f t h e restriction level o f t h e campaign is quite easy. Since this article
perform any illegal acts far away from the book is too high, then a magic user may be is meant to be an aid to the imagination,
Guildhouse. forced to abandon h i s w o r k temporarily. not a set of tables, there is little to do in
Stealing, o r r a t h e r a t t e m p t i n g t o steal, the way of paperwork to use these ideas.
Av e r y important feature of the Guild is its restricted b o o k s i s n o t a g o o d idea. A Secondly, t h e y a r e i n d e p e n d e n t o f a n y
library. E a c h m a j o r c i t y w i l l c o n t a i n a Guild library is one of the most powerfully gaming system, s o j u s t a d j u s t t h e m t o
Guildhouse w i t h a n extensive library o f defended areas in an entire city! whichever o n e y o u u s e . I n c i d e n t a l l y,
tomes on all subjects of a magical nature. where s u m s o f m o n e y are mentioned, I
"zwever, these books can be very danger- So, a magician's professional and social have used the 'Ale Standard' and you can
_s in the wrong hands and are classified life revolves around the Guild. Here there use this to get an idea of the real costs.
a n u m b e r o f restriction classes. will b e people o f s i m i l a r interests,
- - e s e a r e quite straightforward: a book adventurers with a fine tale to tell, cheap
: ossified a s M a s t e r level m a y o n l y b e accommodation and, best of all, a cheap
-sad by a mage of the rank of Master or Guild tavern! M a n y lands have a saying 1. Training.
•e• The Guild Librarian, who is usually that a p a r t i c u l a r l y w e i r d o r d a n g e r o u s
a z a r d or Doctor, is responsible for the idea sounds as though 'it were hatched in The costs of being an apprentice are quite
:E-E- of these books and the workings of the G u i l d i n n ' ; s o o n e can i m a g i n e t h e high. For each of the eleven or so years of
e security system. Often, a book in the plots, adventures and just plain treasons training the apprentice sorceror must find
o-ary w i l l b e n e e d e d t o a s s i s t i n t h e that take place w i t h i n its walls. 100gp i n f e e s ( t h i s i s a b o u t E 2 , 0 0 0 i n
•1 - :1383 11
modern terms, or about the cost of public on the seniority of the office, and will be a character the former fellow apprentice
school education). T h e m a g e w i l l m a k e expected to devote considerable t i m e to of a player magic user is ideal, and in this
little or no profit out of this, since the low their duties. way a D M c a n a d d a l o t o f c o l o u r t o a
cost of training an apprentice in his early campaign.
years i s o f f s e t b y t h e h i g h c o s t o f
materials needed i n t h e latter stages o f Inter-house rivalry is useful as a basis for
training. A n y p l a y e r s w h o t a k e o n a n 3. Houses. an adventure. These groups are a l w a y s
apprentice m u s t b e m a d e t o d e v o t e vying for status and often organise raids
considerable t i m e a n d resources t o t h e There should be about 3 0 houses in the on e a c h o t h e r ' s m e e t i n g p l a c e s . F o r
training of their charges. average large-city Guild. O f these about example, t h e H o u s e o f N e c r o -
half w i l l be 'open' houses; t h a t is to say mantic Knowledge m a y w i s h t o recover
that any magician may become a member. the enchanted skull of a f o r m e r member
The rest will be split between 'restricted' which h a s fallen i n t o t h e h a n d s o f t h e
2. Guild Rank. houses (those for w h i c h some entrance Dwellers i n D a r k n e s s . T o c o v e r t h e i r
qualification i s necessary) a n d ' s e c r e t ' involvement, the operation may be carried
It m u s t be remembered t h a t G u i l d r a n k houses (politically o r r e l i g i o u s l y a c t i v e out b y hired mercenaries. S u c h adven-
and the 'level' of a magic user character societies). 'Open' houses have member- tures w i l l i n v o l v e a l o t o f m a g i c , b o t h
are t w o e n t i r e l y d i f f e r e n t t h i n g s . F o r ships o f 2 0 0 - 3 0 0 , b u t ' r e s t r i c t e d ' a n d spells a n d i t e m s , a n d c o u l d b e v e r y
example, a D8LIY= g a m e ' W i z a r d ' w h o 'secret' o n e s u s u a l l y h a v e o n l y 2 0 - 3 0 rewarding for players w h o take part.
took n o i n t e r e s t i n G u i l d a ff a i r s m i g h t members. ' S e c r e t ' houses do, however,
choose to remain a Journeyman in Guild have m e m b e r s w h o a r e n o t magicians, The most interesting basis for adventure
ranking. B y a n d l a r g e , h o w e v e r, G u i l d but h i g h - r a n k i n g m e r c h a n t s , s o l d i e r s , is t h e ' s e c r e t ' h o u s e a n d i t s f a n a t i c a l
rank is a rough indicator of actual 'level'. etc. A l l houses charge a small additional activities. Players will often regret the day
In the terms of the D & D game, the Guild membership f e e o f 5 - 1 0 g p p e r a n n u m , that t h e y b e c a m e i n v o l v e d w i t h t h e s e
ranks correspond to the following: but ' s e c r e t ' h o u s e s o f t e n d e m a n d f a r groups, a s t h e y a r e n o r m a l l y p o w e r f u l
greater commitment. enough to keep any player in his place. It
Journeyman: magic users levels 1-4. is not necessary for any player to make
Adept: magic users levels 4-8. open contact with one of these groups, it
Master: magic users levels 8-10. may be enough for the DM to decide that,
Doctor: magic users levels 10-12. 4. Adventure. say, t h e r i n g j u s t stolen b y t h e players
Wizard m a g i c users levels 12+. contains a s e c r e t a n d i n c r i m i n a t i n g
A m a g i c i a n ' s background can provide a message f o r t h e G r a n d M a s t e r o f t h e
lot o f s c o p e f o r n e w a d v e n t u r e s a n d Green C l a w — and already t h e w o r d i s
Guild members pay a yearly membership scenarios. A useful NPC for a DM to have out! However, u n l e s s a D M likes blood-
fee o f 2 5 g p (tax-deductable o f course!). is t h e ' r e c u r r e n t e n e m y ' w h o crops u p baths, s u c h e n c o u n t e r s a r e b e s t k e p t
Those holding Guild office w i l l receive a time a n d t i m e a g a i n , e v e n w h e n t h e rare.
salary of 1 0 - 2 0 g p per month, depending players are sure that he is dead. For such Steve F o s t e r

The Demon's Sting


/ 47,/
•,, ,
The spectre's distant shelter
II
Lies steeped in frosted gloom
And in the house of twilight
Agnostics fill the room.

They stand withdrawn and


sightless,
Equivocating death,
Imbuing Brumal messages
With every chilling breath.

Their wispy brittle voices
Spray darkness as they sing
And render any mortal
An insubstantial thing
Until in hell they hear the bell
That tolls the demon's sting.
Garfield M a r k

,
12
- : h e i r engaging w a y t h e Star Lords try for the sword fallen from the armour's She saw my glance. 'He was our champ-
-l e d m e h e a d l o n g i n t o r i p - r o a r i n g , opened gauntlet.... M y f i n g e r s t o u c h e d ion, Nas Chendo, to whom we paid much
: : o d - p u l s i n g adventure stark-naked and the hilt, knocked it a handsbreadth across gold to protect us.'
— and, a s w e l l a s adventure, the gravel. N o t i m e n o w to curse, t o do
- d i a b o l i c a l situations where I could anything but scrabble forward, sieze the 'Let u s n o t , ' s a i d t h e f u l l - f l e s h e d m a n
_ m y s e l f k i l l e d w i t h spine-shattering sword and flick it up in the way the Krozair whose v e i n e d f a c e s t i l l s h o n e s w e a t y
93 se_ Like now. Disciplines taught. green, ' s p e a k i l l o f t h e d e a d . ' H e w a s
dressed in dark practical leathers which,
- - 9 situation i n t o w h i c h I t u m b l e d w a s The Acid-Head G i m l e t bounced a g a i n s t to my eyes, did not suit him. He was more
simple and deadly. The Star Lords the blade, c a r o m e d o ff , a n d b u r i e d h i s of your s u m p t u o u s clothes man, used to
their p h a n t o m B l u e Scorpion, a l l deadly head into the rock. dealing i n t h e g o o d t h i n g s i n l i f e , a
: : a n t i c a n d g l o w i n g , t o snatch m e u p Merchant Adventurer, I guessed, and the
- - : - home and dump me down here The reptilian m o n s t e r - m a n charged. H e broken ends of his purse chains showed
squa mous m o n s t e r s w i t h f a n g s was not as deadly as his pets. His sword, a that down here his merchanting had gone
a- :: exceedingly sharp claws sought to rip huge and ponderous affair, swung up as I as badly as his adventuring.
Jp for a light snack. In a gravel-floored slipped on the loose gravel, and the blade
:a .ern, lit by pale phosphorescent fires, I, sliced down like a sickle of the Reapers of The second man stared fixedly at me with
ay Prescot of Earth and Kregen, had to Men. A roll saved me so that I could hurl his r o u n d , s l i t e y e s , y e l l o w a n d b o l d .
be a b o u t m y b u s i n e s s w i t h a s h a r p myself up and snout my borrowed weapon 'Where did you come from, jikal?'
pro 7-- ptitude. forward. The sword was a serviceable cut
and thruster, a thraxter, so I gripped it in Now, w h e n you deal w i t h sorcerors and
'Be quick! Or we're all dead!' The woman both h a n d s a n d drove s t r a i g h t o n . T h e folk of that uncanny ilk, it's best to be very
crouched against the rock and screamed blade slid i n a n d in. A f t e r a m o m e n t i n wary. I knew these people were venturing
st out T h e t w o m e n w i t h h e r j u s t which I f e l t t h e s e n s a t i o n s o f a m a n into the mysteries and terrors of a Moder
screamed. trapped i n a w h i r l w i n d , h i s convulsions in search o f loot and magics, and they'd
ceased. know damn-well I hadn't been with them
On t h e g r a v e l a f e w p a c e s o f f l a y a w h e n they started. I used a facile excuse.
ha e s s of plate armour. From its breaths An old fighting man does not wait around The effect of the horror employed to guard
sights a g r e e n i c h o r f l o w e d . T h e after a s i n g l e combat. T h e r e w o u l d b e the t o m b s a n d t h e t r e a s u r e s w i t h i n a
:.a .9-n stank with the raw odour of rotting plenty m o r e m o n s t e r s i n t h i s labyrinth, Moder is such to shred away disbelief in
- eS71. I n t h e visor a n Acid-Head G i m l e t and although I bore them no ill will, I fully the strange.
fast, the gauzy wings of the dragon- intended to do my best to keep my head on
- K i l l e r , still s h i m m e r i n g w i t h pseudo- my shoulders. Instantly, I leaped away to 'I've been wandering about down here —
-9 reflected in the blade of the sword as the side, slimed blade up, ready f o r t h e Havil alone k n o w s h o w long — I'm very
7 - - m b l e d onto the gravel. next o n e w h o c a m e h o w l i n g f r o m t h e pleased t o see you. W h e r e is the rest of
tunnel. T h i s o n e t r i e d t o b e clever a n d your party?'
- - e only to feel a heartbeat of sorrow for attempted to use a sword-fighting t e c h -
e : o o r devil w h o ' d w o r n the plate — a nique o l d w h e n m e n f o u g h t w i t h f l i n t For a h e a r t b e a t I t h o u g h t t h e sorceror
: : a : 7g hissing a n d m o v e m e n t against weapons. He went down and the rest fled. might n o t a c c e p t t h i s explanation. H i s
-.-9 : a v e r n ' s pale radiance snatched m y cat-face, w i t h the arrogant whiskers and
9-::on. I n t h e m o u t h o f t h e t u n n e l The woman said: 'Hai, J i k a i r slanted, feline eyes, regarded me fixedly.
bulked t h e monstrous shape o f a He was, I s a w, a Sorceror of the Cult of
-el-. 9 - m a n , and from his green-taloned I looked at the tumbled heap of armour. 'A Almuensis, clad in splendid vestments of
- a - a second Acid-Head Gimlet flew. small jikal, perhaps,' I said, for that word, silk, richly decorated with gold thread. He
denoting a truly tremendous, heroic deed, was o f t h e l o r d l y o n e s o f t h e s h a d o w
e s h i m m e r e d i n t h e phosphor- seemed out of place in this cavern of blue realms, w h o commanded, w h o wielded
eai:ent light. T h e g i m l e t head glistened phosphorescence and shadows and dead enormous b u t subtle powers. F r o m h i s
..• t h e acid that would melt me down to men. The poor devil o f a C h u l i k had n o t belt d a n g l e d g o l d chains. H i s beringed
-- s o l e s of my naked feet. No time to do been clever wearing full plate down here; hand touched his lips and those slit eyes
- b u t dive forward in a desperate he'd just been too slow to dodge. regarded m e , s a w m y n a k e d body, t h e
13
slimed s w o r d a n d t h i s powerful m a n heatedly o v e r w h e t h e r t h e i r c h i t t e r y 'As I lost m y purse,' said Jadrelgen w i t h
licked his lips and stumbled over what he sounds constitute a language, a n d if, i n great malignity. T h e n w h a t the sorcerer
would say. consideration of their well-proven emot- was saying struck home. 'You mean you
ional a t t a c h m e n t s , t h e y m i g h t b e c o n - cannot c a s t a n y m a g i c s , h e r e i n t h i s
We have been separated — w e are lost — sidered as human beings. dreadful place?'
and Nas Chendo..
This r u s s e t - h a i r e d m i l i - m i l u m a d e n o 'I tried to memorise some of the various
But n o w we have a n e w champion!' The sound, squatting on the white and green arts b u t the Book i t never leaves me.
woman's v o i c e r i p p l e d l i g h t l y i n t h e shoulder of the Lady Shamsi. She reached It is my life — it is more than my life —
cavern. up h e r h a n d , c o v e r e d i n a g l o v e v e r y
similar t o t h e t h i c k l y p a d d e d g l o v e a I said: 'We must push on if we are to rejoin
The man in dark leathers w h o had some falconer w e a r s , a n d s t r o k e d t h e h a i r y your party. San Ferald, as we go perhaps
respect for the dead spoke in a voice that fellow. you might try to recall a useful spell or two
would, in other circumstances, have been you have in your head.'
fruity. ' L a h a l , j i k a l . T h i s i s t h e L a d y Around her neck, and loosely fastened by
Shamsi and this is San Ferald. I am Nath a turquoise-headed stick-pin, she wore a The Lady Shasmi laughed. The tiny mill-
Jadrelgen ti Riptanporth.' red scarf. This she now unwound, replac- milu jumped.
ing the pin in her tunic, and handed to me.
l a h a l . I a m called Dray Prescot.' I gave h e r t h a n k s a n d w o u n d t h e s c a r f The rock corridor stretched unbroken to a
around m e a n d h a u l e d t h e e n d u p double door at the far end. We proceeded
That w a s e n o u g h f o r n o w. I f t h e y h a d between m y legs. The scarf was, u n f o r - cautiously, probing and looking.
heard of a Dray Prescot, whose name was tunately, n o t s c a r l e t . T h e p o o r, d e a d
San Ferald said: 'I t h i n k . _ Yes! I can recall
exactly S h e o m a n a r t h e M a d ' s favourite
casting, The Sleety Tomb!'

In a s h r i l l a n d near-breaking voice, t h e
Lady Shasmi cried: 'Then you must use it
now!'

Her voice broke i n t o a babble o f prayer,


and h e r h a n d p o i n t e d starkly d o w n t h e
corridor. I stared and, for an instant, could
see n o t h i n g . T h e n a v i c i o u s h o r d e o f
winged creatures broke f r o m t h e walls,
buzzing, and stormed towards us.

'Fliktitors!' shrieked Jadrelgen, collapsing


backwards.
not u n k n o w n u p o n K r e g e n , t h e n t h e y Chulik's armour yielded a broad belt with
would scarce t h i n k t h i s naked stranger broken l o c k e t s — t h e s c a b b a r d w a s Squamous, buzzing on glistening wings,
was one and the same. A n d so, I looked missing — a n d fastened i t a r o u n d m e . w i t h fangs and claws that would strip us
more closely at this Lady Shamsi. With t h e t h r a x t e r i n m y f i s t , I w e n t to t h e bone, t h e Fliktitors swooped. N o t
forward a n d t o o k m y place b e f o r e t h e one was larger than a Terrestrial cat. San
Her a p p e a r a n c e w a s s u r p r i s i n g o n a others as w e left that cavern reeking o f Ferald s t a r t e d t o d e c l a i m , g r a s p i n g a
number of counts, one of which w a s not death. sliver of crystal, and the horrors swarmed
so much the colour of her hair, a deep and upon us, screeching, and s e t myself with
lustrous green, as why she had chosen to One of these three people was the reason the s i n g l e s w o r d t o d o w h a t I c o u l d
dye it that colour at all. Her features were the Star Lords had t h r o w n me here. One against them. We would have been totally
regular and decided. Her face was white. of them had to be protected. Which one? I overwhelmed; b u t f r o m t h e s o r c e r o r ' s
One hears of white faces; her face might did n o t k n o w. Perhaps all three...? T h a t outstretched finger a sleeting storm of ice
have c o m e f r e s h l y f r o m t h e f l o u r b a g . made no difference. I w o u l d just have to spread in a glistering cone. Each barbed
Inevitably, h e r eyes w e r e green and t h e do my best to protect them all against the and fanged horror was encased. Each one
heavy eyeshadow a subtle variation of the eerie perils in t h e unplumbed depths o f fell t o t h e r o c k y f l o o r n u m b e d a n d
same colour. H e r m o u t h w a s red, and a the Moder. prisoned i n a m i n i a t u r e e x a m p l e o f
white tooth s h o w e d a t i p j u s t indenting Sheomanar t h e M a d ' s favourite casting
her l o w e r l i p . S o m e f o l k f i n d t h a t n o Clad o n l y i n a r e d b r e e c h c l o u t a n d — The Sleety Tomb.
blemish b u t a n a d d e d a t t r a c t i o n i n a wielding a g r e a t Krozair Longsword, I ,
pretty w o m a n ' s face. S h e w o r e a white, Dray P r e s c o t , L o r d o f S t r o m b a r a n d We s p e n t some t i m e w a i t i n g t o recover
thigh-length t u n i c w i t h a s h i m m e r y, Krozair o f Z y, h a v e f r o n t e d m a n y d i r e from t h a t ordeal b e f o r e w e dared p u s h
green undersurface, and black tall-boots perils o n K r e g e n . N o w , w i t h o n l y a open t h e double doors a n d step i n t o a
with tops of lizard skin, gold buckled. Her thraxter to match t h e red scarf, I w o u l d vast a n d ebon c h a m b e r. Robed i n black
waist a n d a r m s w e r e cinctured b y gold have to do w h a t I could. Yes, by Zim-Zair! the w a l l s , b l a c k t h e t h r o n e , b l a c k t h e
bands. candles and black the obscene statue of a
With t h e r e t u r n o f colour to his cheeks, forgotten god. The massed candles threw
She spoke softly from time to time to the Nath Jadrelgen took on some of the self- an o d d l y m e l l o w l i g h t u p o n t h a t scene
clinging c r e a t u r e p e r c h e d o n h e r l e f t importance natural t o him. He glared a t and u p o n t h e t w o ebony doors past the
shoulder, a hairy, bright-faced little mon- the Sorceror of the Cult of Alm uensis. throne. T h e eyes o f t h e statue glittered
key w i t h g r e a t intelligence i n h i s round and seemed to watch our movements.
puzzled eyes. Around his neck an emerald 'Why did you not cast a spell, San Ferald?
green, brass-studded collar, such as the Havil knows, the situation was desperate 'Why was I persuaded to venture into this
chavniks of Hyrklana wear, w a s missing enough.' awful place?' Jadrelgen's voice
three o f t h e f l o w e r - s t a m p e d , p s e u d o - quivered.
golden studs. The chain chingled with the The sorceror was still gripped by fear. He
soft, l u x u r i o u s sound o f solid gold. M i l i - lifted the broken ends of the chains at his 'You came as did we all, to gain magic and
milus, t h e K r e g a n s c a l l t h e s e f r i e n d l y, belt. 'When we fell through that misbegot- treasure and plunder the tombs,' said the
monkey-like creatures, and savants argue ten trap I lost my Book....' Lady Shamsi. She smiled graciously upon
14 MACJHE , T r •
: - e sorceror. ' Yo u did w e l l t o r e m e m b e r The others all jabbered in frenzied relief; Now, I have been called an onker, stupid,
' . o r spell, San Ferald. No doubt you w i l l the l i t t l e m i l i - m i l u r e m a i n e d s i l e n t , more times than I can recall. And I own to
,ecall more for us?' crouched upon the lady's shoulder. trying to see the best in people until I am
proved wrong. I began to see the pattern,
not think so, my lady. All that is in my Around h e r neck a f i n e gold chain h u n g and to add up w h a t I should have added
- - a d is a childish exercise — down, its ends vanishing under her tunic up l o n g s i n c e . T h i s w a s w h y t h e S t a r
between h e r b r e a s t s . B e g i n n i n g h e r Lords had despatched me here. The trap
4.: m a t t e r. ' S h e interrupted brusquely. prayers o n c e m o r e s h e p u l l e d u p t h e through w h i c h t h e s e people h a d f a l l e n
--e- gloved h a n d stroked t h e m i l i - m i l u , chain. I caught a single glimpse of a round had sundered a l l t h e i r chains — purse,
e.-3 crouched down, his chain chiming. white object and then she clasped this in Book, s w o r d — b u t w h a t o f t h e L a d y
•••e m u s t g o o n . W h i c h d o o r, d o y o u her bare hand. She no longer stroked the Shamsi's c h a i n s ? A n d w h o s t r o k e d a
think?' mili-milu. friendly little m i l i - m i l u w e a r i n g a heavy
gauntlet? And lizard-skin around the tops
: a l l one to me. Jadrelgen, face n o w 'The l e f t door, I t h i n k , ' s a i d Jadrelgen, of boots w e r e they then lined in reptile
as green as before, with the veins pulsing swallowing. scales? I had not seen the Fliktitors until
blue, said uneasily to me: d o n ' t like the after she had called in alarm. Perhapsthe
look of that statue's eyes.' 'The right, surely?' said the sorceror. most damning piece of evidence was the
relief w i t h w h i c h she had given m e t h e
' w e d o n o t touch anything a n d g o A stunning crash swung u s about and red scarf....
•:e-efully,' I told h i m , ' w e should regain destroyed a n y problems o f w h i c h door.
safety of your main party.' The e n t i r e t h r o n e smashed t o t h e f l o o r As I f o u g h t and slashed I bellowed. 'San
and from the black and cavernous opening Ferald! Use your spell! N o w and quickly,
- - a t Havil-forsaken t r a p ! I t snatched revealed, a shrieking horde of skeletons before it is too late.'
••• ay my cross-bow as well as my purse. burst upon us.
_:.:K!• He showed me the ring on the little 'But it is only a silly....'
- - zer of his right hand. A cut sapphire, it There a r e m a n y f o r m s o f K a o t i m , o r
as engraved with the representation of Undead, on Kregen, and these w e r e not 'Cast it!'
a- a r c h e r . ' T h i s r i n g g i v e s m e t h e the skeletons of Homo Sapiens. I recog-
: : - r a c y to hit nine times out of ten.' nised them from the lean viciousness and The reptilian skeletons pressed on and I
the snarling reptilian jaws, the vindictive chopped them. S a n Ferald took a b r i g h t
• -e-y useful — i f you had a b o w. ' I w a s speed o f t h e i r a t t a c k , t h e i r v e r y b i a s - red r i n g f r o m h i s pocket a n d b e g a n t o
: : c i n g at the woman. A s she spoke her phamous possession o f vigorous l i f e i n chant.
a - o s t continual prayers i n a l o w and forms t h a t s h o u l d b e dead a n d buried.
-ely audible voice, so she stroked t h e They were Schrepims, incrediblyfast and The L a d y S h a m s i l a u g h e d , a s h r i l l ,
- - m i l u w i t h the heavy glove. M o s t folk deadly, inordinately difficult to kill. A n d I triumphant scream. H e r w h i t e face n o w
:o stroke these friendly creatures, to must slay them all a second time! quite clearly showed green traces where
- t h e i r noses i n t h e sweet-smelling the whiteness of cosmetics was wearing
- - t o caress t h e m . S h e h a d h e r face My s w o r d b l u r r e d i n t o action, s l a s h i n g away. A n d I battled. By Vox! I fought!
-_--ed away, staring at the statue. and hacking, f o r t o t h r u s t w a s useless.
Swords a n d a x e s s w i r l e d a b o u t m e . I Jadrelgen, l i m p w i t h fear, stood close to
- s a i d Ferald, the Fristle sorceror, 'that fought. O h yes, Dray Prescot, rogue and the sorceror as Ferald chanted. He held
comes to life, I can do nothing!' emperor, can at least fight! the red ring aloft, and he pointed with his

.ou said you r e m e m b e r e d a n o t h e r


s-,-En! T h e Lady Shamsi sounded alarmed,
hergreen eyes slanting upon the cat-man.

'Yes m y l a d y — a t r i f l e o f foolishness
lee—ed when very young, a baby spell

- e b o n statue, t e n f o o t tall, seized a


: : _ p l e - b i t t e d axe and jumped for us. His
e•es blazed. A l l the horror of this unholy
• c o n c e n t r a t e d in those glaring eyes.

,_--aoed forward. 'Leave him to me!'

not t h i n k I w a s v a i n g l o r i o u s , o r
.•• sning t o p r o v e m y m a n h o o d b e f o r e
--ese people. I w a s in deathly terror lest
Star Lords banish m e back to Earth.
Z,) I was stupid, as always.

••••a 7'ought. A x e a g a i n s t sword, a r o u n d


a-:: around that ebon chamber w i t h t h e
a• n t I icker i ng candle flames and drapes
: a:•• a s midnight, w e battled. Far above
_a : - e t w i n S u n s o f Scorpio, Z i m a n d
:oras, s e n t d o w n t h e i r m i n g l e d
s:-earning radiance, a n d d o w n h e r e w e
'a=ed t h e horrors f r o m t h e tomb. I n t h e
-e-z I c u t t h e s t a t u e t o p i e c e s , a n d
a_.-dered h i m i n b l a c k f r a g m e n t s u p o n
---e •loor. B l u e s m o k e p u ff e d f r o m t h e
• - : e r e d pieces. The Lady Shamsi clap-
De : 7er hands together, w h i t e flesh a n d
• g l o v e , calling again, 'Jikail'
15
right hand at the skeletons of the reptile
men. I shrieked. Keep Your Imagination Under Wraps
'No, no! A t the woman! A t Shamsi!'
IMAGINEm magazine binders are now
He was well into his chant now, I s i m p l y available to keep your favourite magazine
roared a t J a d r e l g e n , p u t t i n g a l l t h a t
devilish cutting command into my yell.
safe from the ravages of time. Finished in
a choice of colours (blue — we chose it)
'Jadrelgen! Swing him around, pivot him! and tastefully adorned with our logo, the
At the lady!'
binders will hold 12 copies of our
As a f a r m e r s w i n g s a s c a r e c r o w, s o magazine and none of anybody else's.
Jadrelgen s w u n g Ferald. T h e p o i n t i n g
finger a i m e d a t S h a m s i t h e s p e l l
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climaxed in babbled confusion a n d all (post free to PA members)
the Skeleton Reptile-men vanished.

My sword slashed at thin air.


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'It w i l l l a s t o n l y a m o m e n t ! ' s c r e a m e d Please help me keep my IMAGINE magazines out of the hands of my kid
Ferald. ' I t i s w e a k , a n d s h e i s s t r o n g , brother/auntie Beattie/players.
strong!' Send me b i n d e r s , at E2.95 + postage & packing each.
I enclose payment of
The L a d y S h a m s i s t o o d w i t h h e r l e f t
t h u m b i n h e r mouth. S h e made sounds
like: 'Coo. Glug.' (PA members - pay n o postage! Please quote your membership number

'It is for soothing babies to sleep....

Before a n y o f u s c o u l d m o v e , a h a i r y Name
motion on her left shoulder drew our rapt
attention. The little mili-milu simply took Address
the turquoise-headed stick pin from h e r
tunic and drove it deeply into her eye.

Long b e f o r e s h e f e l l t o t h e f l o o r, h e r
clothes, h e r flesh, h e r scales, sloughed Send to: TSR UK Ltd, The Mill, Rothmore Road, CAMBRIDGE CBI 4AD.
away. A S k e l e t o n R e p t i l e - w o m a n , s h e
sprawled, a m e r e scattering o f yellowed

FLEMING RESINS
bones.

'She w a s s e n t b y t h e M o d e r M a s t e r t o
betray us,' Jadrelgen said afterwards, as
we f o u g h t o u r w a y b a c k . ' Yo u s h o u t
mighty loud, Dray Prescot.'

We struggled h i g h e r into the next zone,


SILICONE
and then, t h a n k f u l l y, w e could hear the
voices o f t h e m a i n p a r t y, a n d l i g h t s
bloomed a welcoming rose and gold along
MOULD
the rocky walls.

'Sink me!' I said. I stroked the mili-milu.


MATERIALS
I'd t a k e n o f f h i s c o l l a r a n d c h a i n s a n d
t h r o w n them d o w n upon the green-dyed
wig a n d p i l e o f y e l l o w e d b o n e s . H i s
thraldom t o t h e r e p t i l e s o r c e r e s s h a d
cast self-releasing silicone
ended. 'I w o u l d n ' t have had t o shout so rubber moulds and make
loud if I'd had my wits about me from the finely detailed repeat
first. By the Black Chunkrah, no!' models of almost any shape,

But, I think, and to my shame I confess, it


was the sight of my face as I f o u g h t and
commanded, t h a t o l d devilish D r a y
Prescot f a c e , t h a t s o galvanised N a t h ACCURATE REPRODUCTION
Jadrelgen into action.
IN INCREDIBLE DETAIL
Of one thing I was very sure. I'd have to be
excruciatingly careful h o w l explained my
foolishness a n d h o w t h e little m i l i - m i l u suitable for plaster of paris, low melting point alloy, polyester, acrylic or Fleming's
had joined us, when I got home and told it epoxy resins
all t o my own bewitching Delia. Send sae f o r details

* 5 Alan Burt Akers FLEMING SERVICES (RESINS) LTD. 10 BARRINGTON ROAD, SHEPRETH,
©1983 by Alan Burt Akers; (0763) 60598 ROYSTON HEATS.
by permission of the author
and the E J Carnell Literary Agency
16 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
erPiko,3.ppt-a-------xi
m
iilo
l1.i1
.11s,o
imo lomomom0popgilm
limm i mumommmnxpoulimpoloduimm.li
iw
(....(31-.))
tu-1,
• b t:11
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0

Another game.... another title Most Wanted

Scott Bizar of Fantasy Games Unlimited Deadly C o i n s . T h e f i r s t p e r s o n w h o


has v e r y k i n d l y p r o v i d e d u s w i t h a correctly predicts t h e t i t l e o f t h e t h i r d
comprehensive l i s t o f t h e i r u p c o m i n g book w i l l w i n a copy of the Daredevils
releases. adventures b o o k o f t h e i r choice.
Answers to Doug Cowie c / o IMAGINErm
About n o w we can expect to see a n e w magazine).
edition o f S w o r d s & Sorcerers, t h e Several items are scheduled for a late
Chivalry & Sorcery sourcebook. Con- Dd Adv 2 contains two complete adven- a u t u m n / e a r l y w i n t e r release. M o s t
:ents will be similar to the first edition. tures, one of w h i c h is the sequel to the Wanted i s a book o f NPC villains f o r
FGU have t h o u g h t f u l l y provided a n e w Deadly Coins caper in book 1. There is Villains & Vigilantes, t h e superhero
full colour cover so that you can identify also a new rules section for adding Ninja RPG. Also expected is the second part
this latest version instantly. Continuing to Daredevils games. of the Aftermath adventure Operation
the tradition o f highly explicit titles for Morpheus. No title had been decided
Daredevils adventures the next book of MERC: Supplement 1 i s another title upon for this at the time of writing.
Daredevils adventures i s called D a r e - that l e a v e s l i t t l e r o o m f o r d o u b t . I t
devils Adventures 2; Featuring Deadly provides additional r u l e s and skills for Other S u n s i s a n e w S F RPG. I t ' s
Coins ( t h e p r e v i o u s b o o k w a s c a l l e d the g a m e o f contemporary mercenary based on a more specific universe than
Daredevils A d v e n t u r e s : F e a t u r i n g and Special Forces operations. FGU's other SF system, Space Opera.
Complexity w i l l b e l e s s t h a n S p a c e
Opera (it could hardly be greater) b u t
FGU s a y O t h e r S u n s w i l l b e m o r e
complex and complete t h a n i t s major
Champions move stable IMAGINE m a g a z i n e i s g r a t e f u l t o rivals from other companies. A breath-
D o u g C o w i e for his assistance less world watches and waits.
Games Workshop's September News- with these items.
letter lists C h a m p i o n s along w i t h all Not content w i t h a n e w SF RPG, FGU
its s u p p l e m e n t s a s ' o u t o f p r i n t a n d are a l s o p r o d u c i n g a n e w F a n t a s y
unavailable'. Happily, the national sad- RP& T h i s w i l l b e c a l l e d L a n d s o f
ness caused by this n e w s was short- A d v e n t u r e a n d i s designed t o h a v e
lived. On September 2nd, John Wesley- Traveller Supplements 'module culture packs' — doncha just
Smith of Flying Buffalo GB telephoned love t h a t concept, e v e n i f y o u d o n ' t
to say that they have become the sole GDW h a v e s o m e n e w i t e m s f o r t h e know what it means? What it means is
UK agents for Hero Games, w h o make Traveller g a m e . S u p p l e m e n t 1 2 : that there will be a basic set of rules to
Champions, and they were expecting a Forms and C h a r t s certainly makes a which are added separate rules pack-
consignment a t a n y m o m e n t . F B G B change f r o m t h e m o r e typical 'Blood ages f o r various historical eras. T h e
will a l s o h a v e t h e n e w s u p p l e m e n t Beast of the Slave Planet' type of title. starter s e t c o m e s complete w i t h t h e
Deathstroke (E4.50). T h e prices Would-be role-playing bureaucrats will basic rules and the necessary 'culture
-emain u n a l t e r e d f o r t h e t i m e b e i n g need to pay f 2.95 for this, as they will packs' f o r Medieval England a n d t h e
FBGB plan t o commence printing for t h e pleasure o f o w n i n g S u p p l e - Age o f A r t h u r ( w h e n e v e r t h a t was),
Champions i n t h e UK, s o prices m a y ment 1 3 : Ve t e r a n s . There's a n e w and A n c i e n t Greece.
come d o w n . O t h e r H e r o p r o d u c t s adventure, number 9: N o m a d s o f the
include E s p i o n a g e ( f 10.95), a n RPG Wo r l d O c e a n a n d t h e f i r s t b o x e d Chivalry & Sorcery Sourcebook 1 is
comprising rules, a C I A g a m e a n d a Traveller m o d u l e Ta r s u s — £ 8 . 9 5 . nearing c o m p l e t i o n i n i t s r e v i s e d
3-part adventure. B o r d e r Crossing is Another c o m p e n d i u m o f Tr a v e l l e r ' s edition. This will carry, amongst other
an E s p i o n a g e a d v e n t u r e a t E 3 . 9 5 . Journal articles, Best of the Journal, things, r u l e s f o r tabletop battles a n d
Both products are compatible with the vol 3 is out at £2.95 sieges, u p d a t e d f r o m t h o s e w h i c h
Flying B u f f a l o g a m e M e r c e n a r i e s , appeared in original C&S. Space Opera
• S p i e s and Private Eyes. Furthermore, fans have not been forgotten. They can
Nith a bit of effort, you can use them in look forward to Star Sector Atlas 1 2
conjunction with Tunnels & Trolls. which describes the Korellian Empire
New Standard and Seldon's Compendium o f Star-
The same distributors are also hand- c r a f t 2 containing details of the w a r -
ling Centurion Games' Silo 1 4 (E6.95). The C h a o s i u m h a v e a n n o u n c e d a ships of the Terrans, Azuriach League,
This is a solo board game w h i c h sees superhero RPG, S u p e r w o r l d , w h i c h Galactic P e o p l e ' s R e p u b l i c a n d t h e
the player attempting to save the world they claim will 'set new standards' for Mercantile L e a g u e . F i n a l l y t h e r e i s
from a mad scientist who has chosen a this genre. It also sets n e w standards another n e w RPG called H o r s e c l a n s
missile silo t o h a v e one o f h i s f u n n y for price, being f 1 8 . 9 5 in the UK. For which i s based on a series o f novels
turns in. Alien Adventure, at f 1 2 . 9 5 , Call o f C t h u l h u , C h a o s i u m h a v e re- popular in the US. Our thanks to Scott
s a board game of space ship battles leased a b o o k o f s c e n a r i o s c a l l e d Bizar for taking the trouble to provide
' : - 2 - players. A s y l u m at E7.95. all t h i s information.

,•, 17
amesFair '84
THE CONVENTION WHERE GAMING COMES FIRST

On FRIDAY, SATURDAY & SUNDAY


6th, 7th & 8th APRIL 1984 at READING UNIVERSITY

Special guest E . G A R Y G Y G A X

Starting at 12 noon on Friday, and continuing until 6.00 pm on Sunday,


GamesFair '84 features:-

V C / / • ) ))) • S e m i n a r with Gary Gygax on Friday evening.


1
* T H E AD&DTM OPEN CHAMPIONSHIP — A n individual, knockout
competition to find the British A D & D Champion of 1984. Held over
Saturday and Sunday, this limited entry event must be booked in
advance.

• A D & D TEAM COMPETITION — A fun, single-round competition for


teams of 5 players on Friday afternoon. Team leaders: send an sae
for more information.

• A L L T H E ESTABLISHED FAVOURITES — I n c l u d i n g D R A G O N -
OUESITm game, STAR FRONTIERS-Fm game, Traveller, Apocalypse,
RuneQuest, 1829, Railway Rivals and many more.

• R E S I D E N T I A L OR NON-RESIDENTIAL PLACES — Non-residential


bookings e n t i t l e y o u t o f u l l u s e o f a l l t h e c o n v e n t i o n f a c i l i t i e s
including inexpensive hot and cold food, extended bar (adults only),
ideal gaming areas and an impressive array of arcade computer
games. Residential bookings entitle you to all these plus two nights
in a private bedroom and full breakfast on Saturday and Sunday.
) Booking in advance is essential. There will be no tickets for sale on
the door.

WE NEED YOUR HELP. Reliable, careful, experienced DMs are needed to help run the A D & D
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18
From S u p e r m a n I I I to Wo r l d War III:

Fam Review Colin Greenland takes a look at some


of the latest films a n d videos on the
sci-fi/fantasy circuit,

: -puters — love 'em, hate 'em, you speculative film about computers, w i t h a sane, a n d w i t h a p l o t t w i s t f o r e v e r y
t get away from 'em, n o t even b y message for every computer fan — and chilling sub-routine in WOPR's scenarios
::ending this month at the movies. If you that goes from Pacman all the way down for World War
: : love computers, you should stay away to the Pentagon. Though David Lightman
- -:m S u p e r m a n III (Warner, PG), w h i c h (Matthew Broderick) a c c i d e n t a l l y d o e s Now you can unplug your computer and
: :es nothing for their public image. much w h a t Gus Gorman does, using his plug in your video recorder. As Carolinus
own t e r m i n a l t o b r e a k i n t o o t h e r n e t - the wizard reminds us, 'Your motors must
villain is actually greedy industrialist works, t h e r e i s s o m e t h i n g c r e e p i l y not c r o w d o u t a l l m a g i c , ' s o PolyGram
:ss W e b s t e r ( R o b e r t Va u g h n h a v i n g credible about the way he does it. whistles u p t h e c a r t o o n T h e F l i g h t o f
- :-e fun than he has had since The M a n
'9111•1111P0' f
- a m UNCLE), working through his
.1 I , zrillrrie
_:pet p r o g r a m m e r Gus Gorman (man-
- -:--e-movie R i c h a r d P r y o r ) , b u t t h e
:e w h i c h m a k e s We b s t e r t h e latest
-:ender f o r R u l e r o f t h e W o r l d is, o f ink** k

_ -se, the ultimate computer, designed


I 3 o r m a n on the backs of envelopes and
- -pty f a g packets. G o r m a n h a s a n
--.Jitive r e l a t i o n s h i p ' w i t h c o m p u t e r s
- : c a n g e t this o n e t o d o anything
epster's platinum-plated heart desires.
• - - a t is n o t enough t o send you home,
: - s t e d , to your Commodore, 'anything'
- : _des tapping into any other computer
1111/11111111i
: - -where and over-riding its programm-
- : j u s t like that; magic.

e movie reflects a fearful superstition


: - t computers, a n d wilfully misre-
: -a-sents w h a t m i c r o c i r c u i t s c a n a n d
- - o t do, regardless of the fact that half
_• -.s audience surely knows better. N o t
•an the kids e s p e c i a l l y not the kids —
go along with that. But then who said
S.,perman m o v i e h a d t o make sense? David Lightman ( M a t t h e w Broderick), a Seattle high school student, d e m o n s t r a t e s his home computer's ability to
:I l l , directed by Dick Lester w h o made alter J e n n i f e r ' s (Ally Sheedy) school grades in Wa r g a m e s , a United A r t i s t s presentation. A l l r i g h t s reserved
:I I , i s a v e h i c l e f o r s o m e s m a r t a n d
_ -ny one-liners, pyrotechnic SEX, pre- He sets h i s o w n m a c h i n e t o r i n g every Dragons, i m a g i n a t i o n b e i n g ' t h e m o s t
_:sterous heroics, and a jolly anti-heroic number in the area where the Protovision potent o f a l l m a g i c ' . A representative
--.erlude w h e r e i n t h e M a n o f S t e e l i s Games Co have their offices, intending to from the twentieth century is summoned
--iporarily tarnished by a l u m p of syn- break i n t o t h e i r c o m p u t e r w h e n h e back to the Age of Magic to help Carolinus
- etic Kryptonite. locates i t s p h o n e l i n e a n d c o p y i t s and h i s c a b a l i s t i c c o l l e a g u e s m a k e a
unpublished game programs. The one he reservation f o r t h e m s e l v e s , i n s u l a t e d
---istopher Reeve, a l r e a d y splendid a s chooses h a p p e n s t o b e c a l l e d G l o b a l from the encroaching Age of Science. The
- :-- Clark Kent and Superman, gets a Thermonuclear War, a fact that gives him lucky m a n i s Peter Dickinson, w h o j u s t
a,ce t o s n a r l a l i t t l e a n d d o e s t h a t not a q u a l m u n t i l t h e FBI picks h i m up. happens to have w r i t t e n t h e novel f r o m
_perbly too, after putting away the best The machine he has been playing is not which the video is taken. J u s t to compli-
_E o f a bottle of Johnnie Walker (so you Protovision's but the army's. It is known cate things even more, he is shown in the
- : Jght S u p e r m a n n e v e r t o u c h e d a n y - as WOPR (War Operation Plan Response, video playing a fantasy board-game based
- 3 stronger than de-caffeinated coffee? as if you couldn't guess), and there is no on his novel....
way t o t u r n i t o ff before i t f i n i s h e s t h e
game. Then t h e g a m e b e c o m e s r e a l , a n d
at ultimately spoils the fun in Super- Dickinson, in the body of a dragon, joins
-ran Ill is not the incoherent story or even The villain h e r e i s n o t t h e computer, o r the quest for the all-powerful Red Crown.
-_-e technophobia. It is simply overloaded even the military. It is the human fascin- Directly a i m e d a t f a n t a s y garners, T h e
too many ideas, too many gadgets, too ation for machines, and the urge to think Flight o f Dragons i s unsophisticated t o
- a n y stars (Pamela Stephenson is com- like one, following logical routines w i t h - say the least, but the Japanese animation
p. etely wasted in a part which would have out first questioning data. Director John includes some nice s h i m m e r i n g effects;
Peen t o o d u m b f o r G o l d i e H a w n ) . T h e Badham a n d w r i t e r s L a w r e n c e L a s k e r and if, l i k e Dickinson's, y o u r best char-
A n g a l l comes loose a t t h e end; a n and Walter F Parkes underline the crucial acter is a dragon, then this is for you.
zumax, and a rushed one at that. fact that computers are not superhumanly
smart, they are inhumanly stupid, and it is " 6 Colin Greenland
•: n e w h o has respect for t h e i r hard- our responsibility t o h a n d l e t h e m w i t h
Aa-e o u g h t t o g o a n d s e e W a r g a m e s conscience a n d c a r e . W a r g a m e s i s a Now turn to the special Flight of Dragons
V G M / D A , PG). T h i s i s a n i n t e l l i g e n t tense, t i g h t f i l m , s h a r p l y acted, f u n n y, prize competition on page 371
• - f•_ 1 v ent,r,ez 19
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DO YOU HAVE WHAT IT TAKES TO


BE A HIGHWAY WARRIOR?
Have you ever pressed the imaginary
button on the dashboard of your car to
vaporise the idiot driver in front?
BATTLECARS is a game in which
'dangerous driving' takes on a whole
new meaning. Vent your frustrations
on other players by arming your car
with machine guns and rockets. Watch
with glee as cars explode into fireballs.
Drive on and smile as the next victim
comes into range. Set the gunnery
computer and squeeze the trigger —
then BOOM!
How long can you survive in the
deadly arena of the future? Do you
have what it takes to be a highway
warrior?
Only by playing BATTLECARS, with
Available from better games shops everywhere, or
direct from Games Workshop Ltd., 27/29 Sunbeam its unique simulation of driving skill
Road, London NIW10 6JP p r i c e E6.95 and combat, will you ever find out.
20 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
an intermediate level
AD&DTM adventure
by John Williams
development by Mike Brunton
& Paul Cockburn

:•!,RT 1: I N T R O D U C T I O N
- - s an intermediate level mini-module which is for use with Throughout the mini-module descriptions of monsters and their
/ANCED DUNGEONS & DRAGONS' rules. It is designed statistics h a v e b e e n standardised. T h e i n f o r m a t i o n g i v e n i n
_sad with a party of 4-7 characters of levels 3-6. The party brackets after the first mention of the monster's name and the
__ : n c l u d e a wide range of character types to deal with the abbreviations used, are as follows:
: p r e s e n t e d in the adventure.
A r m o u r Class (AC); M o v e m e n t Rate (MV); H i t D i c e (HD) o r
- • : u plan t o p l a y in t h i s m i n i - m o d u l e please s t o p reading Class/Level; hit points (hp); Number of Attacks (- AT); Damage
- r T h e rest o f the i n f o r m a t i o n is f o r the D u n g e o n M a s t e r caused by attacks (D); a n y other notes eg Special Attacks (SA),
: ••1 o n l y . K n o w l e d g e o f t h e d e t a i l s o f t h e a d v e n t u r e w i l l Special Defences (SD); experience points (xp); A l i g n m e n t (AL);
the game f o r all concerned. Size (S).
21
THE GUARDIAN OF THE KEY TO TIME

The Guardian of the Key to Time is divided into three sections: This was not the only major effect of the blast. The entire region a r o u h i
the mansion suffered — it is n o w sealed off from the rest of the w o r
Part 1 (this section) is an introduction to the mini-module. inside its own moment of Time. Outsiders can stumble in, and do so frorr
time to time, but once inside they are trapped in a t w i l i g h t limbo, which
Part 2 i s t h e a d v e n t u r e a n d e n c o u n t e r k e y f o r t h e w i l d e r n e s s a r e a is gradually running down into an ice age.
surrounding A u q u h o l ' s M a n s i o n w h i c h h a s been subject to the side-
effects of the disaster described in Part 1.
General N o t e s
Part 3 is the detailed encounter key for the ' d u n g e o n ' located beneath
the Mansion. The D M should make sure that all the characters w h o take part in this
adventure have had their physiological ages rolled up for t h e m by the
Two m a p s a r e p r o v i d e d . O n e s h o w s t h e w i l d e r n e s s a r e a o f t h e players. The adventure is heavily concerned w i t h Time and effects, anc
adventure a n d t h e l o c a t i o n o f t h e M a n s i o n , t h e o t h e r d e t a i l s t h e some m a n i p u l a t i o n o f c h a r a c t e r a g e s d o e s t a k e p l a c e w i t h i n t h e
'dungeon'. 'dungeon' section of the adventure.

D M ' s Background Players' Background

Six months ago Auquhol, the Wizard-Legate of Tuifyrdi, returned to his Ideally, the players should be introduced to this adventure w i t h o u t an
mansion to begin a series of experiments. He had travelled the k n o w n prior knowledge of what is about to happen to them. The exact methoc
world a n d v i s i t e d o t h e r p l a n e s o f e x i s t e n c e i n s e a r c h o f t h e k e y that t h e D M s h o u l d u s e t o d o t h i s i s l a r g e l y u p t o t h e i n d i v i d u a l ' s
constituents to a series of experiments that he had long been planning. discretion, but the following introduction is offered as an example.

Auquhol w a s growing old, and death from old age terrified him. He had The p a r t y has been hired by t h e Council o f Elders of a s m a l l t o w n tc
long a g o d e t e r m i n e d t h a t a l l m e a n s o f p r o l o n g i n g h i s existence b y transport a wedding gift to their liege-lord w h o is being married durinc
altering h i s o w n body w o u l d eventually fail, leaving h i m to die as any the harvest festival celebrations — in another town some distance to the
other man. A u q u h o l therefore arrived at a solution as bold and daring as south. T h e w e d d i n g g i f t i s a v a l u a b l e j e w e l l e d a m u l e t o f s u p e r. :
it w a s f o o l h a r d y a n d m i s g u i d e d — i f h e c o u l d n o t alter h i s passage workmanship ( w o r t h 4 5 0 0 g p ) and a m a t c h i n g s m a l l e r brooch (wor:--
through Time, he w o u l d alter Time relative to himself. 2500gp) in the shape of the liege-lord's heraldic arms.

In h i s r e s e a r c h e s A u q h o l discovered t h a t c e n t u r i e s e a r l i e r a n o t h e r For this service the adventurers are to be paid the sum of 500gp each
Wizard, L e y n u n , h a d b e e n w o r k i n g o n a s i m i l a r p r o j e c t , t h e l o c a l w h e n they r e t u r n f r o m the wedding bearing the greetings of the lorc
manipulation o f Time. L e y n u n had created a device w h i c h h e grandly The Elders also agree to supply them with a guide, w h o will s h o w then-
called the Key to Time, intending to use it as the central focus of his final the quickest and most discreet route to the wedding.
experiment. Before he could do so he died, and the Key was broken up
and its parts scattered. During t h e c o u r s e o f t h e i r j o u r n e y, w h i c h s h o u l d t a k e s e v e r a l
uneventful days, p a r t y a n d guide m a k e good progress. H o w e v e r, t h e
Auquhol r e t u r n e d t o h i s l i b r a r y t o s e e k f o r e v i d e n c e o f t h e K e y ' s w e a t h e r takes a seasonal turn for the worse, w i t h a u t u m n a l mists anc
continued existence, and after long m o n t h s among his tomes believed rainstorms. The party's guide wanders off course during a rainstorm as
that h e h a d f o u n d w h e r e several p a r t s o f t h e K e y c o u l d b e f o u n d . night is falling, and then manages to get himself killed w h e n his horse
Securing his home against intruders, Auquhol set Out into the worlds of falls down a mudslide.
men t o s e e k t h e K e y. A f t e r t e n y e a r s o f travelling, b a r g a i n i n g a n d
outright theft, A u q u h o l had obtained four parts of the Key. He returned The D M should t h e n a l l o w the party to find a r o u g h trail w h i c h leads
to h i s m a n s i o n a n d began t o prepare t h e e x p e r i m e n t w h i c h h e h a d southwards, s t r a i g h t i n t o t h e a r e a affected b y A u q u h o l ' s disastrous
planned for so long. Three months passed, spent planning and gathering experiments. Once the party is w i t h i n the area the DM should graduall
minor materials for the experiments, and then A u q u h o l began his spell introduce the elements of the landscape t h e cold, the odd light, the
casting. leafless t r e e s e t c — u n t i l t h e p a r t y realises t h a t s o m e t h i n g o d d h a s
occurred. The D M can t h e n introduce an i n c o n g r u o u s note b y telling
One A u t u m n e v e n i n g , w h e n t h e f i r s t s e r i e s o f e x p e r i m e n t s w e r e them t h a t t h e t e r r a i n t h e y a r e passing t h r o u g h looks f a m i l i a r. I f t h e
completed, t h e m a n s i o n a n d t h e s u r r o u n d i n g area w e r e shaken b y a adventurers continue to head southwards (even though they are stuck
huge, s o u n d l e s s explosion. T h e l a s t e x p e r i m e n t h a d g o n e e n t i r e l y inside the area) the D M should a l l o w somebody to find a n i t e m w h i c h
wrong, the Key parts had caused a feedback effect w h i c h had run wild. could only have come from one of the party — a dagger dropped in the
Auquhol a n d h i s m a n s i o n h a d b e e n c a u g h t i n a m a s s i v e timeblast, middle of the track, a stirrup or spur from a character. Once they realise
w h i c h killed him, and b l e w the mansion slightly off the Prime Material that they are within some kind of 'zone' the DM should use his discretion
Plane. as to w h a t element of the mystery to introduce next.

22
THE GUARDIAN OF THE KEY TO TIME
PART 2: THE M A N S I O N A N D
2 1 - 4 n e e d l e m e n (AC 6; M V 9"; HD 3+4, hp 28, 26, 25, 24, 23,
THE S U R R O U N D I N G AREA 20, 18; A T 1-6; D 1-2; S A Surprise; xp 169, 163, 160, 157,
154, 1 4 5 , 1 3 9 ; A L N ; S M ) . S t a t i s t i c s f o r s e v e n o f t h e s e
creatures are given, because seven still exist in the area, but
General N o t e s no m o r e t h a n f o u r w i l l e v e r be e n c o u n t e r e d i n o n e place.
Generally, if left alone, the needlemen will not attack anything
a result o f Auquhol's experiment, t h e region surrounding t h e except e l v e s , w h o m t h e y a t t a c k o n s i g h t . T h e y m a y b e
- a - a ns of the mansion is largely cut off from the outside world. It is still encountered anywhere in the woodlands around the mansion.
aa t o e n t e r t h e area, b u t o n c e inside, t h e local t i m e distortion
: -a .-ants a n y o n e - o r a n y t h i n g - leaving. Exiting t h e area appears 3 A m e a z e l (AC 8; M V 1 2 " ; H D 4; h p 27; A T 2 D 1 - 4 / 1 - 4 ;
: E a ole, b u t i s i n f a c t impossible. A n y o n e a t t e m p t i n g t o d o s o w i l l xp 193, AL CE, S M), which has made its lair upon the island in
- : y realise that as they walk away from the mansion in one direction the lake. Constantly searching for food, the meazel will only be
- o e g M t o approach i t f r o m t h e opposite direction. For example, a in its lair 10% of the time, The rest of the time it w i l l be using
which w a l k e d a w a y f r o m t h e m a n s i o n i n a s o u t h w e s t e r l y its n a t u r a l thieving abilities of the 4th level of experience to
: o n w o u l d f i n d t h e m s e l v e s approaching t h e m a n s i o n f r o m t h e sneak around and attack victims from behind with a strangling
--- east after a five m i l e walk. cord. Success with this attack indicates that the cord has been
wrapped a r o u n d t h e v i c t i m ' s n e c k . V i c t i m s w i l l d i e f r o m
- e n t i r e area h a s ceased t o have a r e g u l a r d a y / n i g h t cycle. A t all strangulation i n t w o m e l e e r o u n d s u n l e s s t h e y m a n a g e t o
- a s the region is in a grey twilight, w i t h o u t any apparent light source break free, or the meazel is forced to relinquish its hold.
- 7-e sky. The light source is all that remains of the sunlight that was
-a u p o n the area w h e n the accident happened. However, for those
,k--:- are trapped w i t h i n the area time appears to be passing at its normal
-a-a- - creatures still require sleep, magic-users and clerics can regain
ace a w h e n t h e correct a m o u n t of subjective t i m e has been spent i n
-a-a-. e t c .

zeneral climatic conditions w i t h i n the area are markedly different


- : - :hose outside. The area has been cut off from the major source of
sunlight, f o r t w o m o n t h s . The h e a t retained b y the g r o u n d and
:e:ation keeps the region from freezing completely, but this source of
.-r•-• a gradually dissipating and the area is growing colder. The lake and
-a- -ave frozen, and mist and fog have become permanent features of
-a ...eather. The area is too small to generate any real weather systems,
_ : - as rain or Snowstorms, but the constant cooling effect and the fogs
that, u n l e s s precautions are taken, everything becomes damp The meazel's treasure is stored i n its island lair, i n t e r m i x e d
;uickly, e g b o w s t r i n g s w i l l b e c o m e u s e l e s s i n u n d e r t h r e e w i t h the bones of past victims. It consists of 143gp, three gold
_:_ective hours. human teeth (worth 5gp each), a bloodstone (100gp), a zircon
(200gp), a dagger w i t h a n a m b e r p o m m e l (120gp), a s u i t of
casting is affected by the temporal disturbances in t h e area. A l l waterlogged c h a i n m a i l (50,gp), a q u i v e r c o n t a i n i n g t h r e e
ace a d e a l i n g w i t h p r e d i c t i o n o f t h e f u t u r e ( e g p r e d i c t w e a t h e r ) , arrows+3, a n d a f l a s k c o n t a i n i n g a p o t i o n o f e x t r a - h e a l i n g
- o n i n g o r conjuration o f creatures (eg m o n s t e r summoning), (three doses).
-a ,a : o , or contact with, o t h e r planes of existence (eg p h a s e door), or
control (eg call l i g h t n i n g ) w i l l not work or have a strictly limited The meazel may be encountered almost anywhere w i t h i n the
+ - a : : oounded by the edge of the area. A t e l e p o r t spell, for example, will area, b u t i t prefers t o r e m a i n w i t h i n h a l f a m i l e o f m a r s h y
-7- e.crk if used in an a t t e m p t to move out of the area. The D M should ground.
- a or her discretion as to the exact l i m i t s of magic use w i t h i n the
aa a 4 2 - 1 2 deer (AC 8 M V 2 1 " ; HD 1+1; hp 6 each; - AT nil; D nil;
xp nil; A L N; S S). The DM may choose to have several groups
of deer in the area, using the same statistics for each group,
Inhabitants o f the Area and have more groups stumble into the area at times. The deer
are the primary food source for most of the other inhabitants.
--a Auquhol's departure in search of the Key, parts the lands around They may be encountered at any point within the area, except
- a n s i o n w e r e p r o p e r l y managed. T h e w o o d l a n d s w e r e carefully the lake and its island.
- _ a - d e d and kept free of vermin and major predators, the river and
...ere well stocked w i t h fish, and the pasture lands were lush and 5 T h r e e harpies (AC 7; M V 6 / 1 5 " , HD 3; hp 19, 17, 12; + AT 3;
--:a-t D 1 - 3 / 1 - 3 / 1 - 6 ; SA singing & charm; xp 202, 196, 181, AL CE;
S M ) w h o prey u p o n t h e o t h e r creatures o f t h e area, e v e n
- - L,Jquhol gone this management ended. M a n y creatures migrated attacking the wolves when they are hungry enough. The 19hp
: - e area f r o m t h e s u r r o u n d i n g bleaker lands i n search o f easier individual is armed with a s h o r t s w o r d +1 (no special abilities).
• - gs T h e w o o d s b e c a m e t h e a b o d e o f predators, t h e l a k e w a s Harpies can e m i t s w e e t sounding calls. A l l t h o s e w h o h e a r
--' shed, a n d the pastures fell i n t o disuse. The lake overflowed i t s these calls will proceed towards the harpies unless they save
- - • a t u r n i n g much of the pasture land into marsh, providing cover for vs magic. A n y creature touched by a harpy should also save vs
a- - o r e unsavoury creatures. A f t e r the timeblast killed Auquhol and magic or suffer the effects of a c h a r m spell. The harpies carry
a a : off the area, m a n y of the creatures that had moved in could not little personal t r e a s u r e . T h e 1 7 h p o n e h a s a s m a l l v i a l o f
a the increasing cold. Some, h o w e v e r, did survive, generally the expensive p e r f u m e (worth 150gp) around h e r neck, and t h e
-zest a n d t o u g h e s t specimens. T h e s e creatures, a l o n g w i t h t h e third one wears a ring set with a small ruby (worth 200gp) on
_nfortunates w h o have stumbled into the area since the disaster, one of her claws. They may be encountered a n y w h e r e in the
• - c a m a t w i l i g h t w o r l d in a constant search for food and shelter. area, except in open countryside.

- m a y use any or all of the following encounters. Most are not tied 6 F i v e m u d - m e n (AC 10, M V 3 " ; H D 2; h p 16, 1 4 , 1 3 , 1 0 , 5;
geographical location and may be used at any point w i t h i n AT nil; D nil; SA mud throwing; SD need magical weapons to
- a - e a . Some, in particular the mud-men, w i l l only be encountered at hit, i m m u n e to certain spells; xp 60, 56, 54, 48, 38; A L N; S S )
- a a:ecific point. have arisen in the o v e r f l o w f r o m A u q u h o l ' s workshop. They
are f o r m e d w h e r e e n c h a n t e d w a t e r s collect and evaporate,
1 S i x dire w o l v e s (AC 6; M V 1 8 " ; H D 3+3; h p 24, 23, 20(x2), concentrating the d w e o m e r in the resulting mud,
19(x2), A T 1; D 2-8; xp 156, 152, 140(x2), 1 36(x2); AL N; S M)
w i t h f o u r w o l v e s (AC 7; M V 1 8 " , HD 2+2; hp 20, 18, 17, 14; Physically they are a n i m a t e d m u d , and spend m o s t of t h e i r
AT 1; D 2 - 5 ; x p 95, 8 9 , 8 6 , 7 7 ; A L N; S S), These are t h e time in a d o r m a n t state beneath the surface of a m u d pool (in
remnants of one of the packs caught within the area when the this state they are i m m u n e to all b u t spell attacks), and o n l y
spell w e n t w r o n g . T h e y always act as t h o u g h h u n g r y, even rouse themselves i f anyone enters their pool. I t takes t h e m
when t h e y have j u s t fed, a n d a r e a t t h e t o p o f t h e food one m e l e e r o u n d t o d o s o , a n d o n c e l i k e t h i s t h e y a r e
hierarchy. T h e y m a y be e n c o u n t e r e d a n y w h e r e w i t h i n t h e vulnerable t o a t t a c k s b y m a g i c a l w e a p o n s a s w e l l . T h e y
area. cannot sense opponents beyond their pool.

23
THE GUARDIAN OF THE KEY TO TIME

Mud-men attack by hurling mud (maximum range 6") at their


opponents, w h o are considered to be AC 10 (modified by
dexterity) when determining hits. The mud hardens on impact
KEY 2 hexes = 1 mile
and slows the movement of the victim by 1" per hit. Once the North
mud-men are within 1" of an opponent they hurl themselves Boathouse T r a c k
rather than a blob. A hit kills the mud-man but slows the Time
victim's movement by 4". A miss means the mud-man must Barrier River M a r s h
spend the next round reforming.

Once a victim's movement rate is zero or below he is unable to * Mansion A B r i d g e Woodland


move or wipe the mud away, and begins to suffocate, taking
1-8 points of damage per round until his mouth and/or nose
are cleared. The victim will die from suffocation in five rounds
unless rescued. Hardened mud can be broken away from
partially or wholly immobilized creatures, restoring 1 " o f
movement rate per five rounds.

M u d - m e n a r e o n l y affected by spells w h i c h cause physical


damage, and by dispel m a g i c and dig (as t h o u g h by a fireball)
and t r a n s m u t e mud to rock (which kills all m u d - m e n it is able
to affect n o saving throw). They are i m m u n e to poisoning.
W h e n dormant, damage caused by spells w h i c h do not have
an area o f effect (eg m a g i c missile) is divided a m o n g t h e m
(dropping fractions) because the substance of their bodies is
spread throughout the pool.

Once all their opponents have left their pool or been killed, the
mud-men will sink back into the ooze from w h i c h they came.

Further details of the m u d - m e n Will be available in M o n s t e r


Manual II, w h i c h w i l l be on sale soon.

Topography

The three important features of the landscape are located in the middle
of the area. They are described below in numbered sections. The other
notes given here are intended as guidelines for the DM.

All the natural features of the area are starting to show the effects of the
lack of warmth and light. The grasslands and pastures around the
mansion a r e yellowing a n d dying, a n d t h e trees throughout t h e
woodlands have shed their leaves. Little cover or food remains for the AUQUHOUS MANSION
creatures who live there. The marsh plants have also lost their leaves,
and most of the marsh has frozen solid, providing a reasonable surface
for travelling across (no penalties will accrue for moving in marshy
areas). The lake and river have likewise frozen solid, and are firm
enough to be walked on without any danger of falling through.
KEY
0 1 5
1. The Mansion Overflow
Only one stretch of water remains unfrozen, between the mansion and gb, North I I I FEET
the lake. This is the abode of the mud-men (see The Inhabitants of the 0 Statue
Area). This part of the marsh lies directly in the path of the overflow from
Auquhol's laboratory. Although the waters and other detritus which Mirror mik=3.1 D o o r
flowed from the laboratory were not 'magical', they did have an aura of • Column
magic about them. Over the course o f Auquhol's experiments the
dweomer built up in this region of the marsh, causing the mud-men to ME=E
form and preventing it from freezing when the disaster struck. Concealed Door Trough
Hidden in the mud are the remains of the mud-men's past victims. ISMOMMI
M U M CiVIAN
Among the bones of wolves, a harpy and a deer, are the remains of a
dwarf and an elf. The dwarf's body wears a suit of plate mail +1 (dwarf Trapdoor Stairs Down C u r t a i n
sized), and carries a shortsword with gold inlay and a silver scabbard
(worth 225gp). The elf carries a longbow +1, which has warped out of
shape and must have the attention of a master bowyer for 1 month The body is that of a Young woman, dressed in clerical garb over a suit o'
before it is usable again, and has 3 gems in his belt pouch: a carnelian chainmail. The equipment on the body has suffered because of the dam:
(150gp), a topaz (200gp) and an opal (400gp). and cold, but the armour and shield +1 are still usable, as is the mace.
the w o m a n ' s backpack are iron rations (now stale), a full w i n e s k i n (at
drinkable), rope, a set of ceremonial robes (including a medallion w o r l -
2. The Boat House 200gp), a b l a n k e t and a s c r o l l case. Inside t h e scroll c a s e a r e t h r e e
Auquhol's boat house is a simple, wooden building, some 35 feet long, scrolls. T h e f i r s t h a s t h e spells c u r e disease, n e u t r a l i z e p o i s o n a r c
20 feet wide and 12 feet high, set on the lakeshore and projecting into glyph of warding upon it. The second is a scroll of protection from
the water. The boat house has two entrances. At the end of the building undead (shadows). The third bears a cryptic little verse:
set in the lake are two large doors, which are now frozen into the ice in a
half open position. A single door stands ajar in the centre of the northern The withered finger points the trail,
wall. A rough track, now overgrown, leads to the mansion. To places where all ventures fail
And on four planes you'll pass your way,
Inside, the building does not have a floor, merely a catwalk which runs Regret the way you came this day.
around a central mooring pool for boats. Tied to mooring posts in this
pool are three, semi-rotten rowing boats. All are frozen into the ice of the This verse relates to the image of Auquhol's body that the party may firc
lake. On top of one of the mooring posts is a leather helmet. The body of in the ruins (see below), and the route down into the 'dungeon' whicr
its owner lies in the bottom of one of the rowing boats. they may take in search of an escape route out of the area.
24
THE GUARDIAN OF THE KEY TO TIME

2
1. Beneath
the Mansion

7.
The Tomb
of Carline

11. The Room Beyond


The Mirror

10. Old
Father
Time

: T h e R u i n s o f the M a n s i o n Once the party is inside the mansion it is safe from attack by any of t h e
- - - , e m a i n s of the mansion are the strangest element of the area_ The area's inhabitants (eg t h e wolves or the harpies). The creatures w i t h i n
- 3 • 3n h a s b e e n r e m o v e d f r o m t h e P r i m e M a t e r i a l P l a n e b y t h e the a r e a a r e e x t r e m e l y w a r y o f t h e u n n a t u r a l characteristics o f t h e
3st w h i c h k i l l e d A u q u h o l . I t h a s n o t b e e n m o v e d e n t i r e l y t o mansion.
-Cr Plane, but n o w rests in its o w n inaccessible pocket of space.
If the a d v e n t u r e r s search t h e ' g r o u n d f l o o r ' o f t h e m a n s i o n t h e y w i l l
...ever, a shadow of the mansion is still visible on the air where it used eventually find an image of the body of an ancient, withered magic-user,
_3 : a n d , a k i n d o f t h r e e - d i m e n s i o n a l , i n s u b s t a n t i a l m e m o r y. T h e wounded unto death by some terrible explosion.
_ J i n g itself appears to be intact, b u t this is not the case. Physically
- e remains of the mansion, merely the broken remnants of the stones This is the body of Auquhol, w h o suffered the same fate as the mansion
- :•-1 f o r m e d the base o f the walls, n o w curiously fused and melted being blown off the Prime Material Plane by the timeblast. He did not
- A b o v e these ruins floats an image of the mansion as it was before die i m m e d i a t e l y f r o m h i s w o u n d s a n d t h e s h o c k o f t h e b l a s t , b u t
- • ---eblast. This intangible piece of elegant architecture is constructed managed t o c r a w l a s h o r t w a y t o w a r d s h i s u n d e r g r o u n d l a b o r a t o r y
- -•e w h i t e s t o n e w i t h discreet, c o l o u r e d brickwork. T h e w a l l s a n d entrance i n a n a t t e m p t t o reach help. H i s r i g h t h a n d i s o u t s t r e t c h e d
- ' e a t u r e s of t h i s i m a g e c a n be passed t h r o u g h b y any object o r towards the image of a trapdoor set in the floor, below which is a flight of
although anyone w h o does so w i l l feel a deep chill at the time. spiral stairs leading d o w n into the 'dungeon' beneath the mansion.
:ne outlines of the building the furnishings are also insubstantial
r.-3-3- a l t h o u g h richly appointed. This ends the first part of the adventure
THE GUARDIAN OF THE KEY TO TIME

motifs of an hourglass and a sundial are endlessly repeated amid sce—


PART 3: BENEATH THE M A N S I O N of alien life, w h e r e i n strangely-dressed humanoids are seen travel! --
in mysterious containers, One section of these tiles lifts up to reveE-.
The ' d u n g e o n p a r t of the adventure is divided into t w o sections — the well. A n y character w h o w a l k s u p o n t h i s section of the floor w i l l -.-
'real' cellar beneath the mansion, w h i c h A u q u h o l used as a laboratory, through, t a k i n g 1 - 6 points o f damage f r o m t h e fall a n d 1 - 4 points •
and a r e g i o n o f space a n d t i m e w h i c h h a v e b e c o m e impressed w i t h damage from falling through the now-frozen well w a t e r.
Auquhol's memories. T h i s is a side-effect of t h e individual K e y parts
acting upon the mind of Auquhol, The memories which have been saved
are those of the circumstances under which Auquhol obtained each one 3. S t o r a g e Cellar
of the Key parts. This w a s obviously a food store. Hanging f r o m t h e ceilings are h a m s
joints of venison and beef, gamebirds, sacks of grain and vegetables
Experience point awards and the acquisition of treasure are handled in a bundles of herbs and spices, and a pumpkin. In the corner of the roe—
non-standard manner in this part of the adventure. All treasure, magical stands a small cask of salt. A l l of this food is n o w rather m i l d e w e d a r :
items a n d e x p e r i e n c e p o i n t s t h a t c h a r a c t e r s g a i n i n PA R T 2 T h e covered in frost, but there is a 2 5 % chance of any item being fit t o ea:
Mansion a n d t h e S u r r o u n d i n g A r e a a n d i n t h e f i r s t s e c t i o n o f t h e
'dungeon' m a y b e k e p t a t t h e e n d o f t h e a d v e n t u r e , O n c e t h e Along t h e w e s t e r n w a l l i s a w i n e r a c k c o n t a i n i n g 4 8 bottles o f w i r e
adventurers h a v e e n t e r e d A u q u h o l ' s m e m o r i e s t h e y w i l l c o n t i n u e t o There is a 3 in 8 chance that any bottle w il l be undrinkable due to t •-e
gain t r e a s u r e a n d magical i t e m s , b u t t h e s e w i l l disappear w h e n t h e change in temperature. A n y w i n e t h a t is still drinkable w i l l be w o r : -
party emerges. T h e y a r e n o t t h e a c t u a l t r e a s u r e a n d m a g i c a l items, 30-180gp per bottle.
merely the m e m o r y of them. W i t h i n A u q u h o l ' s m e m o r i e s the magical
items a n d p r a c t i c a l i t e m s o f t r e a s u r e w i l l f u n c t i o n a s n o r m a l , A n y
experience points earned f r o m the m e m o r y encounters will, however, 4. L a b o r a t o r y
be permanent gains, as the characters learn from what they encounter. Auquhol used this room as a laboratory when he experimented with ' e
extension. Since then, extra workbenches have been moved in from ire-
Any c h a r a c t e r s w h o d i e ( f r o m a n y cause) w h i l e t h e p a r t y i s w i t h i n Room of the M i r r o r (area 5), so the room is n o w s o m e w h a t cluttered
Auquhol's m e m o r i e s may not be permanently dead. There is a chance
that they will return to life once the party is no longer within the memory The major feature of the room, partially hidden by a stack of benches, is a
region. The chance of any individual returning to life is the equivalent to 4-armed statue of a m a l e humanoid. In each h a n d the statue holds a
the S y s t e m S h o c k s u r v i v a l p e r c e n t a g e ( P l a y e r s H a n d b o o k , p i 2, bowl; in one is oil, in another ice, in a third dust, and the last is emph, -
Constitution Table). anything is placed in the bowls, or if any of the arms are interfered w c -
independently, all f o u r arms w i l l animate, tipping t h e contents of t-e.
The D M m a y w i s h t o extend t h i s adventure by allowing characters to bowls Onto the floor. A cloud of dust will arise instantly, affecting anyor-e
search for the real world locations that A u q u h o l ' s memories show. It is immediately in front of the statue. These characters must then save
left to the D M ' s discretion w h e t h e r o r n o t t o place these e n c o u n t e r s breath or be blinded for 2 - 1 2 turns.
w i t h i n his campaign, and to assign a value to the Key parts which would
be obtained by characters visiting these locations. Only i f a l l f o u r a r m s a r e p u l l e d t o g e t h e r w i l l a s m a l l , t h i e f -prat-
compartment in the base of the plinth open, jettisoning an amber liqu
from a s m a l l tube, w h i c h suppresses the irritant quality of the dust
the c o m p a r t m e n t a r e s e v e r a l s m a l l p a r c h m e n t s , w r a p p e d i n h i c e
documents obtained by Auquhol at the beginning of his researches. O r e
shows a r e p r e s e n t a t i o n o f a K e y, w h i c h w i l l e n a b l e t h e p a r t y
recognise the objects when found (encounters 7, 8, 9, and 101, Anothe-
parchment has a list, showing the locations of the Keys thus:

1st Key The To m b o f Carline


2nd K e y The Va u l t s Beneath t h e C a p i t o l M u s e u m
3rd K e y The Village o f Children
•• 4th K e y Old F a t h e r Ti m e

Lt•
!!!I If the DM intends to have the party seek these items again in 'real' time
Wiin/ / a / f t / y / / z /
and space, as suggested at the beginning of Part 3, h e or she may
The D u n g e o n Key the characters to roll percentile dice to see if they have ever heard
. F 0 / /I these placesa pcles.The Capitol M u s e u m should be w e l l - k n o w n (2000 chance
1. T h e S t a i r w e l l 191 W r a r i per character), but Carline's Tomb and the Village of Children are more
Beneath the image of the trapdoor, a 5' wide spiral staircase disappears obscure places (5% chance per character). The location o f Old Father
into the darkness. T h e steps and w a l l s are covered w i t h patches of a Time is u n k n o w n to anyone in the party.
slimy, b l a c k goo. T h e b l a c k s l i m e i s h a r m l e s s a n d a n y h e a t k i l l s i t
immediately, but it is extremely slippery, The steps are also covered with All the tables and benches in the laboratory are covered in alchemica
a light frost, so that any character has a chance of 140 — Dexterityro of equipment M o s t of the bottles and flasks have dried out, but one or tv-c-
falling d o w n the stairs, taking 1 - 4 points of damage as they do so. still c o n t a i n s o m e foul-looking brews, O n o n e of t h e tables are t h r e e
flasks c o n t a i n i n g viscous-looking l i q u i d s T w o o f t h e f l a s k s c o n t a i r
At t h e b o t t o m o f t h e s t a i r s t h e r e i s a s m a l l , b a r e a r e a A locked, potions o f l o n g e v i t y, the other is a p o t i o n o f extra healing
concealed door exists in t h e south wall, Ice has formed in the lock, so
that, unless heat is applied, thieves suffer a 1000 penalty when trying to Nearby lie t w o books and a pile of notes. The notes relate to A u q u h o l ' s
pick it, researches into longevity and are worth 1 0 0 0 gp to a sage specialisira
in h u m a n biology, The first book is a travelling spell book containing the
spells a n i m a t e dead and m a g i c jar, t h e o t h e r is entitled ' T h e Lich —
2. H a l l w a y myth or reality?' and is w o r t h 2 5 0 0 g p to a sage or magic user.
As soon as a m e m b e r of the party opens the door at the bottom of the
stairs and steps i n t o the room, a m a g i c m o u t h spell i s activated, and The r o o m contains several o t h e r items of value. In one corner, h i d d e -
says the following in Common behind a pile of glassware, is an orrery — a m e c h a n i c a l device w h i r -
demonstrates the movement of the Sun, M o o n and other planets abou:
'Master, w e have visitors. They are ungracious to come here the E a r t h — w o r t h 7 5 0 g p . O n o n e o f t h e t a b l e s s t a n d s a p a i r o :
w i t h o u t an invitation. Yo u said you needed fresh bodies, so I hourglasses made of gold inlaid w i t h gems (worth 2 0 0 g p each).
suppose they can stay.'
In t h e s o u t h w e s t c o r n e r o f t h e r o o m s t a n d s a large, s t o n e drainage
Auquhol set this spell w h e n he still spent much of his time in his cellar trough, w h i c h i s t h e source o f t h e dweorner-laden w a t e r w h i c h h a s
workrooms, to be triggered w h e n anyone but he entered the chamber. given rise to the mud-men, The bottom of the trough is filled w i t h mud
and t h e r e i s a 15c!'b c h a n c e o f a m u d - m a n a p p e a r i n g i f t h e m u d i s
The r o o m c o n t a i n s l i t t l e o f i n t e r e s t A l t h o u g h obscured b y frost, t h e disturbed (see PART 2, T h e I n h a b i t a n t s o f t h e A r e a f o r details of the
walls, ceiling and floor are covered by a design of inlaid tiles in which the mud-men).
26
THE GUARDIAN OF THE KEY TO TIME

5 T h e R o o m o f the M i r r o r may be removed. The only part of the room w hi ch has any reality at all is
- - a was one of A u q u h o l ' s laboratories until he cleared it to make space the door leading to the burial chamber (B), w h i c h is again sealed.
- - the r o o m s dominant feature — a large 'mirror' w h i c h stretches
r : n g the eastern wall. The only other features of the room are a large Breaking t h i s seal w i l l n o t alone d i s t u r b Carline, t h e m u m m y (AC 3;
- est a g a i n s t t h e s o u t h e r n w a l l a n d a p a i r o f c o l u m n s , a p p a r e n t l y MV 6"; HD 6+3; A T 1; D 1-12; SA fear; 1406xp; A L LE; S M) who was
- : a i n g the mirror up, but actually t w o caryatid c o l u m n s (AC 5; MV 6"; buried i n t h i s t o m b . T h e m u m m y, d r e s s e d i n r a g g e d c l o t h e s , a n d
22 hit points (attack as 5 HD monster); A T 1; D 2-8, SD 25%chance wearing a t h i n gold circlet (apparently w o r t h 50gp) about i t s b r o w, i s
any weapon breaking w h e n used to hit the column, -5')/a per magical securely bedded in a coffin against the southern wall. The m u m m y will
- _s•, +4 to all saving throws; 280xp; A L N, S M) which are programmed only be r o u s e d i f a n y o n e t o u c h e s t h e i n l a i d w o o d e n b o x (apparently
_attack anyone w h o attempts to strike the mirror. worth 125gp) w hi ch rests on top of the coffin. Inside this box is a small
grey rod, covered in runes (which are indecipherable even w i t h a read
- - - chest is locked, w i t h a poison needle in the lock I n s i d e are a golden magic spell). This is a part of the Key to Time.
- i n l a i d with platinum wire (worth 500gp), a silver moondial inlaid
--- gold w i r e (worth 300gp), a h e l m o f u n d e r w a t e r action, a d a g g e r There is nothing else of interest in the room, w h i c h o t h e r w i s e appears
-• a b o w l of w a t e r y death, and a box with a fire t r a p on it T h e fire trap slightly grey and insubstantial. Anyone passing through the mirror from
do 1-4+7 points of damage if set off I n s i d e the box are three scrolls this side will not be transported back to the Room of the M i r r o r (5) in the
- - to-st has the spells blink and gust of wind, the second the spell dig, mansion cellar, but into the small section of Dungeon (8)detailed below.
- t h e third the clerical spells silence 1 5 ' radius, speak w i t h dead and Passing t h r o u g h the mirror from here will age any character 2 - 4 years.
- s e r i o u s wounds.

- --a mirror is more than a looking glass. It does show a reflection of any 8. The Va u l t s B e n e a t h t h e C a p i t o l M u s e u m
aracter who looks into it, but this reflection is always, to begin with, of Again, as the adventurers step out from the mirror they will find t h a t it
--:- c h a r a c t e r a s a c h i l d . G r a d u a l l y t h e r e f l e c t i o n c h a n g e s u n t i l i t still 'exists' in the w a l l behind them.
to die o f old age. T h r o u g h o u t t h e process t h e reflection w i l l
be recognisable as that of the character. A t times (1 i n 4 chance Towards the west, the corridor grows grey, misty and insubstantial after
:urn) the m i r r o r w i l l s h o w a reflection o f an old m a n (Auquhol) only 1 0 feet or so. To the east, the steps d o w n to both doors are filled
zardly g a r b — t h e s a m e m a n w h o s e i m a g e p o i n t s t o w a r d s t h e with webs, as though caused by the second level magic user spell.
- at:door in the mansion above. If anyone examines the reflection t h e y
notice that the man is carefully holding four grey bars about 6" long. The main room (A) has plain stonework floors, steps, walls and ceiling. It
_-:nermore, anyone with an Intelligence of 16 or greater may be able to has but two features of note. The first is a statue of a C e n t a u r (AC 2; M V
73i his lips and make out the words 'Key to Time'. 18"; HD 4; hp 20; A T 3 (missile)or 1 (melee); D 1-6 (arrow); or 1-4 (bow
as club); xp 165; AL NG; S L), with a bow and quiver full of arrows, placed
- . o n e w h o touches the m i r r o r w i l l discover that, apparently, it does in the centre of the l o w e r part of the room.
- e x i s t T h e mirror is actually the gateway to A u q u h o r s memories, and
_a- oe walked t h r o u g h w i t h o u t visible harm, but anyone doing so will The second is a r o w of masks, male and female, in four different metals:
• a a w r e n c h i n g sensation, and age 1 - 4 years. silver, electrum, gold and platinum, hanging on the west wall. If any of
these a r e m o v e d o r removed b y t h e party, t h e C e n t a u r w i l l a n i m a t e ,
firing a r r o w s at a rate of three per round and yelling (in Centaur) 'Leave
them alone — they are not for y o u r He has an endless supply of arrows,
Auquhol's Memories and in close combat w i l l s w i n g his b o w like a club. Near death )Shp or
less) he will surrender, weeping tears if the masks are then taken.
5 T h e Elements
- -- -;:a the adventurers have passed t h r o u g h the m i r r o r they will not be The masks w i l l radiate a magical aura if d e t e c t m a g i c is cast but their
: -a to see i t f r o m t h i s side. A r o u n d t h e m stretches a zone of white, nature cannot be identified. This can only be done through the wearing
—d-like vapour, w h i c h obscures all vision beyond 30'. of each one. W h e n this is done, the mask's property is discharged and it
then disintegrates. T h e w e a r e r ' s f e a t u r e s w i l l h a v e s u b t l y altered t o
—atter w h i c h direction t h e characters take, five m i n u t e s w i l l pass match the features on the mask, and in addition each confers a 'gift', as
follows
- ,e they cross this zone. Towards the end of that time the atmosphere
grow d a m p , a n d t h e a d v e n t u r e r s w i l l f i n d t h e m s e l v e s w a l k i n g
- J g h a torrential d o w n p o u r. This will also take about five minutes to Silver Male: + 1 t o Prime Requisite
, t h r o u g h , r e g a r d l e s s o f w h i c h d i r e c t i o n t h e p a r t y takes. T h e Silver Female: + 1 t o Charisma
- w i l l t h e n gradually abate, a n d t h e characters w i l l f i n d Electrum M a l e : - 1 t o P r i m e Requisite
--'selves standing o n a muddy plain (which w i l l dry out as they Electrum Female: • d 8 f o r extra h i t p o i n t s
- : e e d ) w h i c h stretches as far as the eye can see. A f t e r a f u r t h e r five Gold M a l e : g a i n one full level
Jtes walk the plain will take on a cracked, sunbaked appearance and Gold Female: r e v e r s e alignment
- - atr will g r o w hot. As the party proceeds the air will g r o w even hotter (normal x p penalty)
- g o u t s of flame w i l l appear from the cracks in the plain, w h i c h w i l l Platinum M a l e : r e c e i v e a cursed w e a p o n
••• be seen to be made of black basalt. This region w i l l also take five (determined r a n d o m l y )
- - J t e s to cross at a walking pace (two minutes at a r u n n i n g pace), and Platinum Female: r e v e r s e sex
- - M a r a c t e r s should make a saving t h r o w vs death magic or take 1-6
- : s of damage due to the super-heated air entering their lungs. The s m a l l e r room (B) is the abode of a w i g h t (AC 5; M V 1 2 " ; HD 4+3;
hp 20; A T 1; D 1-4, SA energy drain, SD need silver or magic weapons
--ter t h e characters h a v e crossed t h i s basalt plain, t h e y w i l l f i n d to hit, 645xp; A L LE, S M) w h o will attack anyone entering the room. In
--a-nselves entering a zone of featureless grey. A f t e r walking f o r five one corner is a pile of offal and old clothing, and it is here that the \Night
- - J t e s i n t h i s zone t h e y w i l l c o m e u p o n a n o t h e r m i r r o r, apparently keeps its treasure (taken f r o m past victims).
:-=-ntical to the one they passed through in the mansion cellar. Passing
- - t h i s mirror will not take the party back to the cellar, but to area 7 Apart f r o m t h e clothing (worthless) and 27tgp, t h i s consists of a s h o r t
below) and age them all 1 - 3 years sword and a grey rod covered in indecipherable runes. This is another
part of the Key to Time.

- T h e To m b o f Carline Mervyn the s h o r t s w o r d +3 (AL LN, powers: d e t e c t evil 1 " radius, heal
- : n e adventurers emerge from the mirror this time, they will find that it 1:day, c a u s e i n s a n i t y ; L a n g u a g e s spoken. a n y a t D M • s discretion;
II behind them. In front of them is a small clearing at the bottom of a Int 1 8 ; E g o 19+) used t o h a v e a special purpose (hence t h e i n s a n i t y
-' face. Let into the face of the cliff is a doorway. The feature of the area power), b u t h a s f o r g o t t e n w h a t i t w a s — ' W h a t do you expect w h e n
a: the characters will most easily notice is that it tends to fade to grey superior w o r k m a n s h i p is left to go rusty in a w i g h t ' s lair. A w i g h t mind
_--mgness as they wander further from the door, until all distinguish- you, not even'a w o r t h y undead like a Itch, but a wight. No w o n d e r I get a
- ' e a t u r e s disappear terrible pain in the pommel and a spot of rust on my scabbard, but I never
have found anyone w o r t h y of carrying me, hardly surprising really....'
- - d o o r w a y is large and imposing, w i t h a complex seal across the lock.
- • t h e seal i s broken, a t h i e f w i l l h a v e n o trouble picking the lock, Mervyn's powers are likewise depressed and depressing. H e m u s t be
is not trapped. B e h in d the door, a corridor of r o u g h - h e w n stone talked round to the idea of combat ('Is there really any point?') 75% of the
- i n t o the cliff. A t its end, it widens into a chamber(A)filled w i t h time, otherwise he acts as a short sword +1 w i t h o u t special powers. His
•-rasure, but this treasure is insubstantial and slightly grey. None of it insanity causing ability is limited to inducing suicidal mania ( D M G p84)
27
THE GUARDIAN OF THE KEY TO TIME

Passing t h r o u g h t h e m i r r o r f r o m t h i s side w i l l age any character 1 - 4 11. The Room Beyond the Mirror
years and take h i m o r h e r t o the n e x t e n c o u n t e r area (9. The Village) As they emerge from the mirror this time, the party finds itself in a room
detailed below. w h e r e each w a l l i s m a d e o f mirrors, w i t h e n d l e s s reflections o f t h e
contents of the room. If they return through the mirror again n o w, they
will r e t u r n t o t h e R o o m o f t h e M i r r o r (5), a n d w i l l e ff e c t i v e l y h a v e
9. The Village of Children returned to that area just as it was w h e n they left it.
There is no map for this encounter, because it should not be required.
In mirrored niches along the walls, there are several stone statues, all
As t h e adventurers step t h r o u g h t h e m i r r o r this time they are greeted human w i t h t h e exception o f o n e elf, a n d o f varying classes. I n t h e
w i t h a depressing sight. S l e e t is falling s l o w l y, and threatening to put centre of the room, the marble floor is engraved w i t h a strange cypher.
out the fires of the smouldering wooden huts that surround them. They giving off a sparkling aura. A n y person entering the area of the cypher
are standing in the centre of a small village which looks as though it was will be turned into stone, as the statues. By contrast, should a statue,
raided and plundered about twelve hours ago. Most of the buildings are including one formed from a m e m b e r of the party, be placed in the area
burnt t o t h e g r o u n d , a n d t h e a s h e s a r e n o w s t e a m i n g r a t h e r t h a n of the cypher, t h e y w i l l be returned to flesh. T h e h u m a n statues w h o
burning. A l l t h e buildings, except one, h a v e a t i n g e of grey u n r e a l i t y have been in their niches for many decades, will instantly turn to dust,
about them, w h i c h becomes more marked further away from the centre but party members and the elf would be restored to life.
of the village until the forest w h i c h surrounds the village fades entirely
to grey. The only building w h i c h has an a i r of reality is the largest one in The elf (AC 7; M V 1 2 " ; F i g h t e r / T h i e f 2 / 2 h p 7; A T 1; D by weapon,
the village, a c i r c u l a r hut about 25 feet across. It has not been b u r n t at xp 84; A L CN; S M I will introduce h i m s e l f as Sorensenn, w h o came to
all. Lying in the doorway is the body of a h u m a n male child dressed in this place before Auquhol took it over. He wears leather +1 and carries a
rags d a g g e r +2. He will be very disorientated, particularly if the party is able
to prove t h a t several decades h a v e passed s i n c e h i s i m p r i s o n m e n t
commenced. His own sense of the passing of time has betrayed him. In
his confusion, m u c h of w h a t he observed over the long years will not
return t o h i m i n c o h e r e n t f a s h i o n , b u t h e h a s t w o v i t a l p i e c e s o f
information for the adventurers. First, he can tell them h o w to align the
Keys so that they will activate, although he has no idea of their function
(Auquhol rehearsed the experiment in this room). Second, he knows the
location of Old Father Time, and can lead the party there.

In the corner, t h e r e is a silver block, of vast dimension, inscribed w i t h


unreadable, magical r u n e s w h i c h are clearly in the same language as
00-
the markings on the Keys. On each side of the cube there is a single hole.
and the Keys must be inserted simultaneously and turned once counter-
[1.21 083 ut-4) • t-1 ) 1 / ' clockwise. If a single key, or anything less than all four, is turned, then a
Inside the building it is dark and smells of blood and smoke. Lying in the noiseless s h o c k w a v e w i l l e m a n a t e f r o m t h e block, a n d c h a r a c t e r s
centre of the room is the body of a young female child, and kneeling over should save against death magic or take 1 - 1 0 points of shock damage.
the b o d y i s a n o t h e r, r e m a r k a b l y s i m i l a r, c h i l d . T h e s e c o n d c h i l d i s , This was the mistake that Auquhol made. In a sense, the party is lucky —
however, a d o p p e l g a n g e r (AC 3; M V 9 " ; HD 4; hp 23; A T 1; D 1-12; the f a c t t h a t t h e block h a s a l r e a d y unleashed t h e f u l l p o t e n c y o f i t s
SA Surprise on a 1-4, SD i m m u n e to sleep and charm, saving throws as power has reduced its effect n o w T h e shock wave will be repeated each
10th level fighter; 422xp, A L N; S M) which has)u s t apparently slain the time that the party attempts to turn any less than four keys in the cube.
first child.
As soon as t h i s is done, e v e r y a d v e n t u r e r w i l l s u ff e r f r o m a n i n s t a n t
If the doppelganger is overcome, the body in the doorway will rise as a blackout. Their actions have not caused the true function of the Cube to
second, identical doppelganger, and if this in t u r n is defeated, then the occur, s i n c e A u q u h o l ' s e x p e r i m e n t h a s s o r a d i c a l l y m i s s h a p e n t h e
prone child in the centre of the room w i l l rise as a third. nature of reality i n t h i s area, b u t i t has u n d o n e t h e h a r m h e caused
When they awake, w h i c h will be at a time scant minutes after they firs:
In a pouch around the 'dead' child's neck is a grey rod covered in runes entered the mansion, the party will find itself strewn about the ruins o'
— a n o t h e r part of the Key to Time, I f a c o m m a n d spell i s cast a t this the mansion. The illusion of the building as a w h o l e will have vanished
child, a n d t h e w o r d ' r i s e ' i s s p o k e n b e f o r e t h e c h i l d h a s b e c o m e a and the w h o l e o f the u n d e r g r o u n d level w i l l be blasted and t u r n e d to
doppelganger, then, n o m a t t e r w h a t else i s h a p p e n i n g a r o u n d it, t h e rubble. Areas 5 and 12 will have been utterly destroyed. Sorrensenn will
child will rise and give the Key to the nearest character. not be w i t h the party.

There is nothing else of interest in the hut.

Passing back t h r o u g h t h e m i r r o r f r o m h e r e w i l l take the party to Old And Finally....


Father Time (10) detailed below, and age them all 1 - 3 years.
The D M may n o w choose w h a t was real and w h a t merely a dream from
the adventure that has taken place, If he or she does not intend to take
10. Old Father Time this storyline any further, it may be best if the party is allowed to keep all
This t i m e t h e c h a r a c t e r s e m e r g e i n t o t h e a n t e - c h a m b e r o f a l a r g e the treasure it has discovered throughout the adventure and gain all the
throne-room. A h e a d o f t h e m t w o g r e a t , r e d w o o d d o o r s h a v e b e e n experience from combat. However, if the OM wishes to allow the party to
t h r o w n back, s h o w i n g t h e r o o m ahead. T h i s vast c h a m b e r s e e m s t o search again f o r t h e Keys t o time, t h e p a r t y s h o u l d e m e r g e f r o m t h e
have been carved Out of glazed chalk, so w h i t e does i t seem. A s the mansion w i t h o u t a n y o f t h e artifacts f r o m t h e i m a g i n a r y encounters
characters p a s s t h r o u g h t h e d o o r, t h e y m a y f e e l t h e y s e e d a n c i n g (7-12), i n c l u d i n g t h e e ff e c t s o f t h e masks, a n d t h e e n c o u n t e r s 7 - 1 0
apparitions, f a i n t a n d s h o r t - l i v e d ; w o m e n a n d m e n d a n c i n g a n d should be placed w i t h i n the campaign, perhaps altered in some details.
beckoning t h e m forward.... The m a i n gain for the party will then be knowledge, of the location and
dangers inherent in searching for the Keys to Time, and they can then
The r o o m i s d o m i n a t e d a t i t s f u r t h e r e n d b y a m a s s i v e t h r o n e , o f attempt t o discover j u s t w h a t w o u l d h a p p e n i f t h e e x p e r i m e n t w e r e
lustreless, black stone. On it is seated a g i a n t s k e l e t o n (AC 6; M V 1 2 - ; carried o u t p r o p e r l y _ R e g a r d l e s s , t h e p a r t y s h o u l d k e e p a l l t h e
HD 5; hp 30; - AT 1; O by weapon; xp 240; A L N; S L), 10 feet tall, bearing experience points gained from combat throughout the adventure, since
a huge silver scythe that inflicts 2 - 1 2 points of damage. The skeleton the dangers were very real.
will a t t a c k a n y o n e w h o e n t e r s t h e r o o m . A n u n d e c i p h e r a b l e r u n e
painted on its forehead prevents it from being t u r n e d by a cleric. Of course, even if they find the Keys to Time again, there is a little matter
of digging a hole fifty feet into the ground to find t h e Cube....
Behind the throne, a c u r t a i n conceals a second room of more modest
dimensions, in w h i c h there is a single coffer, the lid of wh ich has been
fashioned out of a s h i e l d +3. The coffer is not locked and contains the Credits
fourth Key.
Original Concept John W i l l i a m s
W h e n the adventurers pass back through the mirror from here, they are Development by Mike Brunton & Paul Cockburn
taken to the Room of Mirrors (11, below). Passing through the mirror this Cartography Paul Ruiz
time ages the characters one year. Art Tim Sell
28
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FARAWAY IN A CURSED GLADE,


ADRAGON IS WAITING TO MEET YOU...
I f you enjoy fantasy role-playing
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As one of fourteen different characters,
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TALISMAN is the ingenious creation


of Robert Harris and is beautifully
In case of difficulty, Talisman is available post free at £7.95 from
Games Workshop Ltd, 27-29 Sunbeam Road, London NW10 6JP, illustrated by Gary Chalk. See it in
(telephone 01-965 3713). Please make cheques/POs payable to
Games Workshop Ltd. your local games or hobby shop now.

30 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
SPECIAL
PA O F F E R S DMIPLAYERS
Please n o t e t h a t t h e f o l l o w i n g off er s
are available o n l y to members of the
D&D• P l a y e r s Association. Details of
the PA are on p33 of this magazine.
ASSOCIATION
NEWS
BARGAIN BASEMENT
The B a r g a i n B a s e m e n t l a i r o f t h e i n f a m o u s K a r e n ) is
the place w h e r e w e c o n s i g n all t h e stock w h i c h , for some
reason o r o t h e r, c a n n o l o n g e r b e s o l d a s ' p e r f e c t ' . T h e
degree of i m p e r f e c t i o n varies f r o m a m i s s i n g s h r i n k - w r a p
o the lack of a page in a m o d u l e , for example. The i t e m s all
'rave t w o t h i n g s in c o m m o n , h o w e v e r, t h e y are all on sale
at a m a z i n g l y reduced p r i c e s and n o n e of t h e m is rubbish.
PA m e m b e r s c a n o b t a i n a n u p - t o - d a t e list of a v a i l a b l e
Bargain B a s e m e n t i t e m s b y s e n d i n g a n S A E t o B a r g a i n THE NEWSLETTER
Basement a t t h e address g i v e n b e l o w D o n ' t f o r g e t t o
Same y o u r PA m e m b e r s h i p n u m b e r OF THE BRITISH
RPGAtm Module 1 R A H A S I A DUNGEONS & DRAGONS®
A 1 6 p a g e D & D m o d u l e d e s i g n e d for 5 - 8 c h a r a c t e r s (.f
e e l s 1 - 2 P r i c e f 2,00. p o s t free
PLAYERS ASSOCIATION
Rahasia the e l v e r m a i d faces a fate w o r s e t h a n death at
toe hands of an evil h u m a n , Raha), w h o has taken over the
Te m p l e o f t h e S a c r e d B l a c k R o c k , c u r s e d i t s e l v e n
servants, a n d l u r e d R a h a s i a ' s f a t h e r a n d h e r b e t r o t h e d
nto h i s c l u t c h e s Y o u a r e R a h a s i a • s l a s t h o p e C a n y o u
PA N PIPINGS
brave t h e Te m p l e ' s p e r i l s a n d m e t e o u t l u s t i c e t o Rahlb?

'R SERIES' MODULES


The •R series A D K E r ! ) a d v e n t u r e m o d u l e s are produced To die for a beautiful w o m a n is, as they we are now going all the way, and will be
by t h e R P G A • v o r g a n i s a t i o n in t h e U S A and are available
m the UK only to PA m e m b e r s E a c h m o d u l e w a s designed
say, a n h o n o u r a b l e t h i n g . W h a t a b o u t producing modules right up to the stage
for u s e i n a G E N C O N • t o u r n a m e n t a n d i s s u i t a b l e f o r dying at the hands of a beautiful woman? where they can be dropped into the hands
normal c a m p a i g n play as w e l l a s including extra details Your humble ex-editor (now appearing in of the printers — this will continue to be
and p r e - r o l l e d c h a r a c t e r s for t o u r n a m e n t s t y l e u s e
the guise of guest speaker) may be just done in the USA for all sorts of practical
Ri - TO THE AID OF FALX about to find out, as he casts all sense of reasons. This means that w e can give a
A 1 6 - p a g e module designed for 6 characters of levels self-preservation t o t h e w i n d s a n d British colour (think about it) not only to
5-9 P r i c e f 1 5 0 , post f r e e
Falk the silver dragon, m u c h to his chagrin. n e e d s some
announces.... M o n s t e r M a n u a l I I ( ' J u s t the text but also the art and layout. This
Oman a i d T h e d a r k p o w e r s t h a t c o n t r o l a n e a r b y set of when you thought it was safe to go back new development is d u e entirely t o t h e
t u n n e l s h a v e s t o l e n five p o t i o n s of s i l v e r d r a g o n c o n t r o l !
into the dungeons'). existence of IMAGINErm magazine, whose
C a - t h e a d v e n t u r e r s f i n d t h e p o t t o n s before n i g h t f a l l '
staff are not only producing the magazine
R2 - T H E I N V E S T I G AT I O N O F H Y D E L L The lady to whom I refer is Jane Hughes, these days, b u t a r e a l s o p r o v i d i n g t h e
A 32-page module designed for 5 characters of Stir sales manager for this here organisation, technical wizardry and skills w h i c h t u r n
.evel P r i c e f 2 0 0 , post free.
Slinks a r e o b e d i e n t , s e m i - h u m a n s l a v e s a n d a r e and o w n e r o f a r e p u t a t i o n f o r lynching 30,000 w o r d s ( o r t h e r e a b o u t s ) i n t o a
apparently content w i t h their lot T h e y are protected by those w h o promise you products before module — no m e a n feat w h e n t h e y are
ow, o w n e d by t h e w e a l t h y and approved of by the c h u r c h
authorities. C a n y o u s n e a k i n t o t h e o l d r u i n s t o f i n d Out
the combined rigours of the North Atlantic 30,000 of my words.
w h o or w h a t s l i n k s really are and w h e r e they c o m e from? and H M Customs are w i l l i n g to let them
R3 - EGG OF THE PHOENIX
enter this sceptred isle.
The arrival of Sir Galahad
A 3 2 - p a g e m o d u l e d e s i g n e d for 5 - 8 c h a r a c t e r s of level
5-9 P r i c e / 2 . 0 0 , post f r e e There i s a t least a f i g h t i n g c h a n c e t h a t
In the lonely t o w n of N o r t h e n d i n g , the council has called this w o r t h y t o m e w i l l b e a v a i l a b l e a t So, with the magazine coming along like a
paladin A t h e l s t a n to t h e i r aid T h e fabulous artifact k n o w n
as t h e Egg o f t h e P h o e n i x h a s been s t o l e n by evil b e i n g s
Games Day '83, i n w h i c h case t h e long juggernaut every m o n t h , f i t t i n g t h e
queue i n t h e r a i n ( w h y does i t a l w a y s modules in is like playing Frogger without
' M I L L D AY S '
rain?) will be worth it. the p r e t t y g r a p h i c s . I n c i d e n t a l l y, T S R
The n e x t M i l l D d y IS 011 S a t u r d a y, 3 r d D e c e m b e r m i d
will be D M e d by C h a r l e s M u r t o n , a n d t h e first M i l l D a y of
have r e c e n t l y e n s n a r e d P h i l G a l l a g h e r
1984 w i l l be o n 8 t h J a n u a r y ( D M M a t t C o n n e l l ) Anyway, Jane, I've said i t n o w I d i d n ' t (remember the job ad?), whose task it is to
Mill Days are open to PA m e m b e r s only T h e r e is no fee
actually promise anything, did I? J a n e . _ make sure that things happen in the right
oat places m u s t be booked in advance F o r details, w r i t e to
Players A s s o c i a t i o n M i l l D a y s a t t h e a d d r e s s b e l o w. why are you looking at me like that? order, at the right time (he also beats me
enclosing a n S A E at Frogger, but that's another story). Phil
PA P I N S has brought considerable talents into the
These a r e h a l f -inch d i a m e t e r b r u s h e d s t e e l b a d g e s Gone, but not forgotten department (some would say 'about time,
carrying o u r D r a g o n ' s - H e a d l o g o . T h e y w i l l d o u b l e a s a too'), not the least of which is a new sense
lapel badge or t i e - p i n a n d w i l l d i s c r e e t l y i d e n t i f y you as a
p:aver and PA m e m b e r P r i c e / 0 9 5 each, post f r e e
Changing t h e s u b j e c t , m a y I s a y h o w of c h i v a l r y. W h o o ff e r s t h e t y p i s t s h i s
touched I was by the floods of letters sent jacket on a r a w day? I ' m s u r e h e w o u l d
PA T- S H I R T S
in begging me to take up the editorship of have made a much better impression if he
.f.inite c o t t o n T • s h i r t s w i t h f u l l c o l o u r d e s i g n of a d r a g o n
PAN once again. In fact, as far as I can tell, hadn't complained then about being cold
r o w e r i n g o v e r t h e D & D s y m b o l A v a i l a b l e i n S. M a n d L
please s t a t e size w h e n o r d e r i n g ) / 3 5 0 each, p o s t free noone h a s e v e n n o t i c e d ! A n y w a y, I ' m himself....
sure you m u s t all be dying to know what
PAN BACK ISSUES
I've b e e n u p t o s i n c e t h e c o u p w h i c h I digress. O n c e w e get plugged i n t o t h e
a l w a y s h a p p e n s N o sooner does a m a g a z i n e c o m e to an
end t h a n i t s b a c k i s s u e s b e c o m e c o l l e c t o r s i t e m s P A toppled me from the PA. I can tell you in printing schedules, each year should see
-members c a n o b t a i n back i s s u e s of PA N s 1 - 1 2 f o r / 0 5 0 one word.... modules.... Lots of modules! five or six UK modules in the shops. First
each or / 5 0 0 for a set of 1 2 , p o s t f r e e off will come UK2 The Sentinel and U K 3
TSR UK Ltd is becoming a veritable hive of
Offers are open to PA m e m b e r s only O r d e r s to
industry o n t h e creative front. M y poor The Gauntlet, which go together as a set.
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 ,
biro can't take the strain. The word is that UK2 will be printed (not
Rathmore Road, C A M B R I D G E CB1 4 A D on s a l e , e h J a n e ? ) b e f o r e C h r i s t m a s .
Following on, then, f r o m t h e success of When i t f i n a l l y c o m e s o u t , I ' d b e v e r y
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
UK1 , U 2 a n d ( s o o n ) U 3 , w h i c h w e r e grateful if you'd tell me w h a t you think.
number w h e n ordering.
written in the UK but typeset, illustrated
All offers subject to availability. 10145 Graeme M o r r i s
and o t h e r w i s e glamourised i n America,
31
DISPEL CONFUSION
guessing where such points are on a either the composite longbow or the
Dispel C o n f u s i o n i s a q u e s t i o n a n d
answer c o l u m n i n t e n d e d to h e l p h o b b y humanoid creature. It is not reason- heavy crossbow. The choice depends
able t o a s s u m e t h a t a n a s s a s s i n upon w h e t h e r f i r e r a t e o r r a n g e i s
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
would have a similarly detailed know- judged t o b e t h e m o r e i m p o r t a n t
had with game rules. factor.
ledge of monster anatomy.
At present, w e can i n g e n e r a l only help
Q. W h a t i s t h e b e s t w e a p o n i n t h e For f l e x i b i l i t y o f u s e , t h e d a g g e r
with games produced by TSR; w h i l e o u r cannot be beaten. It can be t h r o w n ,
answers may not be completely 'official', AD&DTM game? (Advanced)
used in melee and makes an excellent
we have contact with the designers them-
A. T h i s is a matter of opinion, influenced backup w e a p o n i n m a n y c i r c u m -
selves. In future, w e hope to get answers
by t h e i n t e n d e d u s e r a n d c i r c u m - stances. M a n y characters o f most
from those w h o design other games.
stances of use of the weapon. character classes — seem to carry at
least one dagger tucked i n t o a boot
For i n t e r e s t i n g answers, w e f i r s t n e e d
In t e r m s o f d a m a g e i n f l i c t e d u p o n sheath or similar.
good questions - so send your queries to.
Players Association (Dispel Confusion), opponents t h e n t h e r e i s really o n l y
one choice of weapon for the discern- Polearms m a y s e e m a n a t t r a c t i v e
TSR U K Ltd, The M i l l , R a t h m o r e Road,
CAMBRIDGE CBI 4AD. ing t h e t w o - h a n d e d sword. T h i s weapon a t f i r s t glance, particularly
implement o f destruction inflicts the ranseur a n d spetum w h i c h can
large amounts of damage with great disarm an opponent, but they are not
DUNGEONS & DRAGONS efficiency, b u t it has disadvantages. quite as useful as t h e y appear. The
and A D VA N C E D D U N G E O N S It requires a large a m o u n t of empty problems o f carrying a 1 0 foot pole
& DRAGONSP games space t o s w i n g p r o p e r l y a n d w i t h down an eight foot high corridor are
gusto; by its very nature, i t requires as nothing to the problems of carrying
0 C a n assassins assassinate monsters two hands — thus no shield can be a 1 0 f o o t pole with a b l a d e / h o o k / a x e
used, causing a consequent drop in arrangement o n o n e e n d d o w n a n
or a r e t h e y r e s t r i c t e d t o h u m a n s
alone? (Advanced) armour class; and many DMs do not eight foot high corridor.
have magical two-handed swords in
their campaigns. For many uses, the And finally, for the monk at least, the
A. A s s a s s i n s are generally restricted to
bastard s w o r d r e p r e s e n t s a g o o d open hand is the best choice. I t is a
assassinating h u m a n s , a n d d e m i -
humans s u c h a s elves o r dwarves. compromise between the two-hand- weapon which cannot be discovered
ed sword and the longsword, in a search, and monks, particularly
We suggest that assassins should be
at high levels, cause truly horrendous
allowed to attempt to kill humanoids
in t h i s m a n n e r, b u t w i t h a reduced Longswords represent a good choice damage w i t h their bare hands.
chance o f s u c c e s s . A s s a s s i n a t i n g for those with an interest in magical
monsters should not be allowed. weaponry, a s t h e y a r e t h e m o s t Q. I s i t p o s s i b l e f o r a m a g i c u s e r o r
common type of magical sword. The cleric t o c a s t t w o spells, u s e t w o
longsword a l s o d o e s a reasonable wands or a combination of the two in
Our reasoning behind this is simple.
amount of damage to opponents and one melee r o u n d t h e casting t i m e / .
Assassination is the art of killing by
can b e s w u n g i n a c o n f i n e d s p a c e activation t i m e o f both totalled less
attacking a s i n g l e v i t a l p o i n t o f a
creature. A s s a s s i n s w o u l d h a v e without too much difficulty. than 10 segments? (Advanced)
detailed k n o w l e d g e o f these p o i n t s
on a h u m a n o r d e m i - h u m a n , a n d For range and speed of delivery then
could m a k e a r e a s o n a b l e s t a b a t one o f t h e b o w w e a p o n s i s b e s t ,

TURNBULL
TALKING
Over t h e years t h e r e h a s been a l o t o f
debate about magic users in the AD8,1Dmi
game — are they too strong? Too weak?
Just right? Since t h i s i s a ' m a g i c - u s e r '
focused i s s u e , l e t m e a d d m y p e n n y -
worth. A s i t h a p p e n s , t h e m a g i c - u s e r
class is m y o w n favourite, since I t h i n k D w a r f some years ago (would anyone be outright, but because the chance of that
interested i n s e e i n g a r e f i n e d a n d e x - blow l a n d i n g i s s o m u c h g r e a t e r. A n
that, of the major character classes at any
rate, i t is the most difficult to play well. tended v e r s i o n resurrected?), l a b o u r e d approximation to the reality of first-level
this quite heavily and showed the truth of adventuring, I know, but the basic point is
it in calculations. After all, the difference still valid.
It has always been my own view that the
MU i s s l i g h t l y t o o w e a k a t l o w levels, between 4 and 10 hit points is not much if
the e n e m y i s h a n d i n g o u t 11 d a m a g e , Furthermore, t h e c h a n c e o f a n M U
round about right at higher. The addition
whereas t h e difference between A C 1 0 improving h i s or her a r m o u r class signi-
of c a n t r i p s w i l l m a k e l o w e r - l e v e l p l a y
and A C 2 i s a m a s s i v e 4 0 % change i n ficantly i s less t h a n t h a t enjoyed by the
more interesting but I don't think they will
counter t h e i n h e r e n t w e a k n e s s o f t h e terms o f t h e p r o b a b i l i t y o f t h e b l o w other characters, I believe. I cannot see a
class w h i c h is to do w i t h h i t points and landing. satisfactory w a y o f p r o v i n g t h i s c o n -
clusively, but if we assume that the rarity
(most important) armour class.
In a f i r s t l e v e l p a r t y, t h e M U m u s t b e of magical items discovered is proportion-
protected, not because a blow from pretty al t o their xp value, a s h i e l d +2 (500) is
Armour c l a s s , y o u k n o w , i s v i t a l . M y
well any monster would probably kill him twice a s o f t e n f o u n d a s b r a c e r s o f
Monstermark system, published in White
32
PA
MEMBERSHIP
The PA i s a c l u b for all players o f role
playing games, particularly t h e D8t1-2
No. A magic user or cleric may only A A f i g h t e r / t h i e f i s restricted t o t h e and A D & D T M g a m e s . S i n c e i t w a s
cast one spell — or activate one wand armour of the thief class when acting founded i n 1 9 8 1 , t h e PA h a s become
— per round, with a single exception: as a m e m b e r o f t h a t class. Thus, a the country's largest D&D club, and now
magic u s e r s m a y cast t w o cantrips f i g h t e r / t h i e f m a y only w e a r leather has t h i s 4-page section i n IMAGINETNI
(see pp 6-9 of this issue of IMAGINErm armour when attempting to use thief magazine. The benefits o f membership
abilities. include:
magazine) in a single round, because
of their short casting times.
• F r e e quarterly broadsheet featuring
3 H o w can a character w o r s h i p m o r e DRAGONQUESTIm hobby articles a n d n e w s , c o m p e t i t -
than one deity without angering one, game ions and n e w product information.
or more, of them? (Advanced)
a W h a t strike chance modifiers (if any) * F r e e badge, sticker and personalised
A T h e question o f w h e t h e r characters are u s e d w h e n a f i g u r e a t t e m p t s a 'credit-card style' membership card.
can worship more than one deity in a melee attack against a hostile figure
campaign i s l a r g e l y u p t o t h e D M . engaged in close combat with a third • Special o ff e r s available o n l y t o PA
However, a l l t h e g o d s w o r s h i p p e d figure? members, including the 'R' series of
should b e o f s i m i l a r a l i g n m e n t and modules a n d Bargain B a s e m e n t —
compatible w i t h e a c h o t h e r — a A. T h e rules make no specific suggest- your c h a n c e t o b u y d a m a g e d - b u t -
character s h o u l d n o t be a l l o w e d t o ion as to w h a t modifiers apply in this usable s t o c k a t g r e a t l y r e d u c e d
case. prices. F u l l e r details o f t h e special
worship a n a t u r e god a n d worship a
god o f death a n d destruction a t t h e offers are given on page 31.
same time. We suggest that the following modi-
fiers should apply: +20 for attacking a * F r e e postage a n d p a c k i n g o n m a i l
There should also be drawbacks for kneeling o r p r o n e t a r g e t (close orders from TSR UK Ltd for UK and
the character w h o spreads his faith combat is supposed to be grappling BFPO members.
about. Resurrections would be more and rolling around with an opponent)
difficult t o obtain i f a character had and - 1 0 f o r a t t a c k i n g a n e v a d i n g * D i s c o u n t s on tickets f o r GamesFair
not b e e n a f a i t h f u l believer, w h i c h opponent ( t h e t a r g e t i s n ' t a c t u a l l y hobby conventions.
worshipping m o r e t h a n o n e d e i t y evading, b u t i s p r o b a b l y m o v i n g
seems to imply. about more than normal), for a total * L i s t i n g s of PA members in your area
adjustment of +10. We also suggest (send SAE).
Q. I s it possible for a f i g h t e r / t h i e f to use that i f the intended target is missed
thief abilities such as hear noise, pick then a s i m i l a r a t t a c k s h o u l d b e
pockets a n d c l i m b w a l l s w i t h o u t conducted a g a i n s t t h e o t h e r c l o s e Membership of the PA costs LI 2.50 per
removing h i s a r m o u r, o r does he o r combat participant i t can't be very year f o r n e w U K o r B F P O m e m b e r s
she h a v e t o r e m o v e a l l a r m o u r easy t o distinguish targets w h o are (E2.00 for renewals) and E5.00 (or US
(except leather) before using a n y of wrestling against each other. $10) f o r o v e r s e a s m e m b e r s . A l l y o u
these abilities? (Advanced) 4 k Mike B r u n t o n , G r a e m e M o r r i s have to do is fill in this coupon and send
& P h i l ' G a l a h a d ' Gallagher it to:

PA Memberships, TSR UK Ltd, The Mill,


411141 Rathmore R d , C a m b r i d g e C B 1 4 A D ,
England
defence A C 8 (1000) a n d s i x t i m e s a s Certainly t h e s t r i k e potential i s greatly
Dften as a ring o f p r o t e c t i o n +2 (3000): It enhanced, b u t I ' m n o t convinced t h i s is together w i t h a cheque or postal order
s difficult t o conceive o f a 6 t h level really compensation. I would rather have made payable to TSR UK Ltd.
- r]hter, say, w h o has not gained at least a living MU character with no spells than
agical a r m o u r and shield, w h i l e a 6 t h a dead o n e w i t h a dozen disintegrate 0 P l e a s e enrol me as a n e w member of
magic u s e r w i t h A C 1 0 i s n o t spells l u r k i n g i n w h a t e v e r w a s l e f t o f the Players Association. I enclose a
..ncommon (I have an 8th level illusionist h i s / h e r memory. This argument is even cheque/PO f o r E2.50 (overseas
- Drecisely this condition). less valid for a h i g h level illusionist w h o £ 5 0 0 or US $10).
gains l e s s a r t i l l e r y t h a n t h e M U . T h e
- p o i n t s are, o f course, i m p o r t a n t ; a t compensation i s there, I believe, b u t i t 0 P l e a s e renew my membership of the
- gn levels the MU is still very vulnerable. isn't i n a r t i l l e r y ; r a t h e r, i t i s i n t h e PA. I enclose a c h e q u e / P O for E2.00
My 1 0 t h l e v e l M U A r a c h n e h a s 4 6 h p increased repertoire o f defensive spells (overseas £5.00 or US $10).
:hank goodness for a constitution of 161) the M U has available. Invisibility, minor
and w i l l probably survive a n eight-dice globe, teleport and the various walls are My PA number is
fireball, b u t there isn't a lot of margin for often regarded as second choices since
carnage i n c u r r e d previously. A n o r m a l they aren't as exciting to cast as the lethal
10th level fighter wouldn't have the same spells; but if Arachne has her choice, that Name ( M r / M r s / M i s s / M s )
worries. Let's not forget that a high-level is where she looks first in her spell book.
Address
party should bump into high-level enemy
spell-casters; l u r k i n g i n t h e middle o f a The matter of travelling spell books is so
group of high-hit-point thugs, as one does recent that I h a v e n ' t really come t o any
as a 1 s t level M U , is of no avail against firm conclusion about them. Arachne has
fireball, ice storm or flame strike. only just raised the necessary cash to pay
for h e r s and she is s o m e w h a t stuck for
It i s a r g u e d t h a t t h e h i g h l e v e l M U the price of the next meal. I am inclined to I d o / d o not w i s h my name and address
!receives compensation for low hit points think they will over-compensate the MU to be available to other members.
and w h a t n o t i n t h e impressive magical who can lug them all around — w h a t (-* delete as appropriate) 1 8
artillery w h i c h c a n b e b r o u g h t t o bear. think you?I f i r i t 5 D o n Tu r n b u l l
33
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34
A bi-monthly feature about the postafgaming hobby

Back i n IMAGINETm m a g a z i n e 6 , I Mercator fans often play only this variant, played on a standard map but where each
described the game of Diplomacy, h o w it considering S t a n d a r d D i p l o m a c y a s player has a 'special power'. These vary,
is p l a y e d b y p o s t a n d t h e p r o b l e m s merely parochial! B u t w h y stick to earth but i n c l u d e t h e G r e y W i z a r d w h o c a n
involved in trying it face-to-face. You will for your map? If you are going to change have f o r e k n o w l e d g e o f a n y c o u n t r y ' s
recall t h a t the game called for consider- things, what is wrong with other worlds? orders, t h e Evil Eye w h o can o r d e r o n e
able amounts of cunning, intellect, stam- There have been countless variants pro- other p e r s o n ' s u n i t a n d t h e I l l u s i o n i s t
ina and deceit. Strange as it m a y seem, duced on SF themes, on abstract-looking w h o can s w a p over t w o provinces f o r a
these c h a l l e n g e s a r e n o t e n o u g h f o r maps o r t h e i n v e n t o r ' s o w n f a n t a s y turn. W i t h Va i n R a t s ( a n a n a g r a m o f
many players, and they go on to produce world, but an enduring favourite is setting Variants, as I'm sure all RPGers will have
more d i f f i c u l t v e r s i o n s o f t h e g a m e , games i n To l k i e n ' s M i d d l e Earth. M o s t already noted), we are in the area of silly
versions we call Diplomacy Variants. popular of these is probably D o w n f a l l o f variants, and, with all due modesty, I feel
that I should mention t h a t I a m t h e only
person ever to have successfully G M d a
complete g a m e o f R a t h e r S i l l y D i p l o -
macy. This is a game w h e r e the regular
seven countries are augmented by several
extra players, including t h e Doctor w h o
uses his Tardis to get around in and t h e
Mastermind w h o gains u n i t s b y setting
general knowledge questions. There are
also special u n i t s s u c h a s M o n s t o r e s ,
things which fall out of the sky and attack
Supply Centres and the Borg, a horrible
thing w h i c h e a t s u n i t s ! O h , a n d t h e n
there are female armies and homosexual
fleets, and Birds.... Complex? Oh yes, but
very, very silly.

It is a tribute t o the type o f person w h o


plays g a m e s b y p o s t t h a t t h e y a r e n o t
content simply to play the games on offer.
Every variant of Diplomacy is an imagin-
ative lead, an attempt to evolve a better or
different t y p e o f g a m e . N o - o n e k n o w s
how m a n y variants t h e r e a r e (certainly
thousands), t h e m a j o r i t y o f w h i c h h a v e
never been played (and never will be). Yet
There a r e t w o b a s i c w a y s i n w h i c h the Lord of the Rings and the Return of hidden a w a y i n t h e s e i d e a s a r e s o m e
Diplomacy variants are produced - - either the King, played on a map of Middle Earth excellent games, even i f they may need
Dy keeping t h e r u l e s b u t c h a n g i n g t h e by players representing Elves, Dwarves, some sorting out. In an attempt to collate
map, o r keeping t h e m a p a n d changing the Men of Gondor, Sauron, Gandalf and, information on variants, a central ' Va r i -
the rules. A l s o , despite m y initial c o m - of course, Mordor. ants B a n k ' h a s b e e n s e t u p t o w h i c h
ment above, n o t a l l v a r i a n t s a r e m o r e people can w r i t e and find o u t about t h e
domplex (just most) and many are deliber- variants on offer, o r indeed, receive t h e
ately light-hearted. The Rule Changers: rules of a specific variant.

Alternatively, since there is a rather good The playing of variants is a huge hobby in
Mega Map Variants: map already i n existence, w h y n o t j u s t its o w n r i g h t ; a t p r e s e n t o v e r t w e n t y
change the rules a bit? As an illustration, 'zines are running thirty different variants
The most obvious change we can make to one of the simplest variants must be the which represents only a small fraction of
the game of Diplomacy is to increase the F R o m e variant where, t o counteract those available. So if someone asks you if
number of players. The initial problem is Italy's alleged weakness, Italy starts with you a r e interested i n a l i t t l e Diplomacy,
then to find space for those extra players. two fleets a n d an a r m y rather than t w o don't f o r g e t t o a s k i f t h e y m e a n t h e
- " i s is usually done by extending the map armies and a fleet. A n o t h e r fairly simple regular k i n d o r s o m e t h i n g w i t h a l i t t l e
to i n c l u d e m o r e o f t h e w o r l d . I n t h e variant, very popular a f e w years ago, is extra spice in it!
* 3 Brian Creese
°pular 9-player variant, C l i n e - 9 Stab. In this variant you only know where
D i p l o m a c y, t w o e x t r a c o u n t r i e s a r e opposition u n i t s a r e w h e n t h e y a r e Brian Creese i s t h e e d i t o r o f N M R , a
ncluded, the Barbary States and Persia, involved in conflict of some type. Quite a D i p l o m a c y / Railway Rivals 'zine. Those
while t h e m a p goes f u r t h e r i n t o A f r i c a simple concept, but a very different game. interested in getting involved with postal
and A s i a . T h e logical e x t e n s i o n o f t h i s gaming should note that several play-by-
style of variant is M e r c a t o r where up to a One o f t h e t r u l y great variants m u s t be m a i l 'zines are r e v i e w e d in o u r fanzine
dozen players contest a map of the world. Vain Rats, a game of Standard Diplomacy department on page 38.
35
IESINONAGIE
EdtINTRIGUE.
w)714/ORIE4bbwcig&
POSTAL GAME
Crasimofrs World is a fantasy game of exploration and adventure. As a player you assume the
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.

Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
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
that you will discover later in the game.

'KJC Games has been running C r a s i m o l f s Wo r l d for over a year now,


and the effort the gamesmaster puts into each turn never ceases to amaze
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

_1 1 Ask your local games retailer for TO

DWAINIZ No37
SECRET g a m e o r contact:

I f you wish to enrol in Crasimof s world send a c h e q u e / P. O . payable to K.J.C.


Games. For this you will receive a rulebook, set up material, and the first four rounds.
TSR UK Limited,
Future rounds are ,EI.25 each. Copies o f the White Dwarf review are available free of The Mill, Rathmore Road,
charge from K.J.C. Games.
Cambridge C B I 4A1)
Telephone 0223 212517
Send to.' K..1 C. Games, 5 Vicarage Avenue, Cleveleys, LANCASHIRE FY5 2BD.
TOP SECRET" Is a registered trade mark owned be TSR Hobbies inc

CONSTRUCTING ------ - - L
- _- -_- _ • - - I I

SCIENTIFICTION & FANTASY

,,o-fe--------z-_
-
by John Asmead, Darrell Schweitzer & George Scithers -'7-

, 7), .
If you have ever wanted to write for this or any other
magazine, this booklet, published in the USA by TSR - , .
Inc, will be invaluable. 1
draft , , _
Containing hints on everything from the first t o , _ •,:.,r__-_-._-_,_--,n__,_k ,, ,.,,-,,o-''
the final article, this 32 page booklet is being offered for / _ ,,,)>,„ P'-' , i -
the first time in this country only through TSR UK Ltd. - '--,---
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So if you ever wondered how it was done, or if you just , _ - ;• -, -_•' :, ,x, A, --•.• ; -------.?--
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want to know what Scientifiction is, write off to us now! - ',,T1-•---,---7,-'•_-, -...-- ;7'44' ; ' • • •••,, ' -
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This offer is made at the modest price of 75p plus a ,...4.___-„-,•_ ›Lr---:--., ,,,-;.,,,,.,.., ----_,.1!•• :4-4.,-,,.
stamped, self-addressed, A5 envelope direct from us at _1.
T'Mill.
ll

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
It has been a considerable time since we 'I'm surprised Klystra kept going', said Pill, 'I feel m u t t e r e d Piff, and well he should,
last visited the citizens o f T'mill, that 'it was less an adventure than a trek. We did for he admitted t o having consumed 10
'amed city of puzzlers. Well, you'll be glad nothing but walk from the Jolly Miller in tankards of ale, four portions of pie and a
to hear that things have improved quite a Burle to the top of a nearby hill and back wedge of cheese.
lot. Not only have they found lasting fame again. Six hours of walking, not counting
through these pages, but they are now one o r two diversions, and all for little '17 gold pieces, cut-purse,' beamed Gruff,
rich enough to be able to offer a prize to adventure or treasure.' and none of those coins you tried to pay me
those able to discover the answers to with last time.'
their two devious brain teasers. Gruff the landlord was drawn t o their
conversation, curious, as ever. Piff began to delve into a deep pocket.
The people behind the film, The Flight of
the Dragons, which you will find review- 'Just where is this hill; is it a big one?' Klystra was not of dainty appetite herself.
ed on page 19, have donated 5 cassettes She had eaten three pieces of pie, a wedge of
'Big enough,' said Isabel, testily, 'but we kept cheese and downed seven tankards of the
(worth about E40 each) of this two-hour
animated film, based on the book by Peter up a steady pace, three miles an hour up hill, heady ale. Gruff took her payment of 14 gold
Dickinson, and featuring the voices o f and four miles an hour on the flat.' pieces with a ready leer....
Victor Buono, James Gregory, James Earl
Jones, Harry Morgan and John Ritter. 'And we came down the hill twice as fast as 'And what of me, master landlord,' inter-
we went up!' laughed Piff. 'Good going, I'll rupted chaste Isabel, 'I had but one tankard
The first five correct entries out of the hat wager.' of ale, a piece of your delicious pie and a
will receive t h e cassettes, w h i l e 2 5 wedge of cheese....'
runners-up will each get a 'Flight of the 'Very good,' agreed Isabel, 'and speaking of
Dragons' badge! wagers, it strikes me that we've already told Throngard admitted, rubbing his bulky
Gruff enough for him to be able to tell just midriff, that he had managed three pieces of
Entries should be sent to: how far the top of the hill is from the Jolly pie, and two wedges o f cheese, washed
Miller. What do you say, landlord? 50gp says down with five tankards of the ale. Gruff
Illusionary Script, IMAGINE magazine, you can't tell us, aye, and 50 more says you grinned widely.
The Mill, Rathmore Road, CAMBRIDGE can't tell us what time we arrived at the
CB1 4AD hilltop, within half an hour. You will recall 'It seems that it would be but a sporting
that we left at 6am.' gesture to allow you to win back a small part
and should arrive no later than December of what you have lost. Tell me, since you
1st. Results will be announced in 1 1 of 'You're on!' cried Gruff, unable to believe know how much the bill was for our light-
IMAGINE magazine (February 1984) and that such a wager could be offered him. fingered friend and the lovely lady mage, can
The winners will be notified by post. The Within a moment, he had won his bet and you then tell me what I would charge the
relieved the unhappy trio of their loot. cleric and our fat warrior here?'
decision of the publisher will be final.

So, journey with our guide, the enigmatic It was a worthy challenge. Gruff said that if
Gordius, to T'mill, and see how many of What was his answer? they could tell him this, he would charge
the answers you can find. them nothing for their repast, and within the
Gruff was 100gp richer, and in excellent hour, Isabel had done just that.
mood. Even so, he was not prepared to
Throngard, Isabel and Piff the thief quaffed waive the bill that Piff, Isabel, Throngard and
:heir ale, boasting about last night's Klystra (who had arrived late, as always) had So, h o w m u c h w a s the t o t a l bill for t h e
adventure. run up. party?
37
lines f a n z i n e s f a n z i n e s . . . . fanzines f a n z i n e s f a n

:TAVERN Fanzines
TA L K ' From t h e letters I've received, i t ' s clear
that a number of zine editors are amazed
at t h e paucity o f r e v i e w s o f RPG-based
Pete fanzines, p a r t i c u l a r l y c o m p a r e d t o t h e
coverage of the postal gaming zines. Alas,
- 0 -
it d o e s s e e m t h a t t h e r e i s a g e n u i n e
Hello t h e r e . T h i s m o n t h , t h r o u g h t h e First of all, w a r m e s t congratulations are shortage o f good RPG zines, a t least i n
miracles o f m o d e r n t e c h n o l o g y, due t o Pete Birks w h o s e G r e a t e s t H i t s terms of those I receive. If there are other
IMAGINETm magazine's outside broadcast has w o n t h e Poll f o r an amazing f o u r t h zines out there, remember, just send your
unit brings you Tavern Talk on location in time i n f i v e years. T h i s i s a l l t h e m o r e publication t h r o u g h , a n d i t w i l l g e t a
the wilds of Scotland. There's dedication remarkable s i n c e G H h a s b e e n g o i n g highly subjective mention in this space.
for you; w h o else would still produce his through a bad patch lately due to Pete's
column whilst on honeymoon? Of course, duplicator breaking down. You w o n ' t find It's even more of a pity that the editors of
this does mean that I am currently rather any m e n t i o n of FRP in GH, but then you the t w o m o s t s u c c e s s f u l R P G z i n e s
out of touch with developments in the big, won't find m e n t i o n of many other games appear t o b e involved i n s o m e k i n d o f
wide w o r l d (it took enough e ff o r t just to either! GH is one o f those rare fanzines feud. Dragonlords 18 continues the fight
find out w h a t was happening in the Test which has broken a w a y from i t s origins in its editorial; for those w h o still haven't
Match) but I'm sure I can find something and n o w survives on t h e strength o f its seen it, this is probably the best zine of its
to w r i t e a b o u t . A n d s o , w i t h w a r m e s t editor's p e r s o n a l i t y a n d w r i t i n g s k i l l . I kind, w i t h a review of Dragonmeet — the
thanks to John and Kitty Macintyre for the gave i t m y top vote — I c a n ' t say better picture o f y o u r s t r u l y b e i n g v i r t u a l l y
loan o f t h e t y p e w r i t e r, o n w i t h t h e than that. unrecognisable — an Advanced scenario,
column. letters, reviews, and, as a recent addition,
Second in t h e Poll w a s Richard Walker- postal gaming. W h i l e this issue did give
One t h i n g t h a t I w a s determined t o d o dine's M a d P o l i c y. S o m e p e o p l e w i l l the low-down on Mike Lewis's sell-out to
whilst h e r e w a s t o i n t e r v i e w o n e o f doubtless t h i n k i t u n f a i r o f R i c h a r d t o WD, i t d i d n o t i n c l u d e I a n M a r s h ' s
Scotland's m o r e w e l l k n o w n personal- enter a contest t h a t h e runs, b u t M P i s attempted s e l l - o u t t o TSR. W a t c h t h i s
ities, a character who has not inconsider- well w o r t h i t s high placing. It has come space!
able links with FRP. It took some getting, I second so many times that Richard must
assure y o u , b u t a f t e r m a n y t r i a l s a n d now despair o f ever w i n n i n g . I M A G I N E
tribulations I finally managed to talk to the magazine's columnists also did well with
Loch Ness Monster. A c o l y t e third and Brian Creese's N M R !
fourth. Last year's winner, Ode, dropped
'Tell me, Nessie, as one of the best known to seventh, which was not really surpris-
monsters i n B r i t a i n today, w h a t is y o u r ing asJohn Marsden's enthusiasm seems
opinion o f t h e n e w c r a z e f o r m o n s t e r to have been rather l o w of late.
hunting a s typified b y t h e DUNGEON &
DRAGONS g a m e ? ' As I've explained before, f e w FRP 'zines
were eligible for the Poll as they do n o t
'Well t o e b e h o n e s t w i y e , J i m m y, A h run g a m e s . Y o u w i l l f i n d s o m e R P G
think it is a doonright disgrace.' material i n A c o l y t e , i n D e n v e r G l o n t
(which was 5th), and possibly Lokasenna
This s o u n d e d t o m e r a t h e r l i k e a f a k e (9th), but the only purist FRP lzine w h i c h
accent put on for the benefit o f tourists, was eligible was Dragonlords. This was
but it does at least show that one person 14th — a b i t o f a c o m e d o w n f o r t h e
reads The Sword of Alabron so I've tried current G a m e s D a y A w a r d w i n n e r, b u t
to transcribe it accurately. looking c a r e f u l l y a t t h e s t a t i s t i c s t h a t
Richard provides with the results I would
'I can u n d e r s t a n d that, Nessie. Several guess that this was due largely to a lack of
votes f r o m subscribers, a s opposed t o The o t h e r side o f t h e f e u d w a s a b r i e f
dragons I k n o w have complained a b o u t
other editors. Most DL subscribers would mention in S E WA R S 1 4 of an earlier DL
an increase i n petty pilfering f r o m t h e i r
hoards and a group of kobolds ills Currently have been unable to vote as they receive review o f S W . _ SEVVARS appeals t o a
trying to sue Gary Gygax under the race only one eligible lzine. Interestingly, t h e different type o f fan, w i t h a spell p o i n t
relations act. T h e n again, t h e t r o l l s are position t a k e n b y D L i s s i m i l a r t o t h a t system, magic items, scenario, news and
quite h a p p y t o h a v e t h e i r nastyness o f attained by Acolyte a few years ago when reviews, but you'd think these 'zines were
character reasserted after some adverse FRP was still f r o w n e d upon by the hobby in d e a d l y competition. T h e s n i p i n g b e -
at large. Once there are a f e w more FRP tween them is a little ridiculous.
publicity from soft toy manufacturers. Do
you suffer from any persecution?' 'zines eligible and other editors have had
time t o a d j u s t t o t h e presence o f s u c h The n e w e r R P G z i n e s s h o w p r o m i s e .
'Ah n o o , A h ' m a p r o t e c t e d species y e material, then DL should be up at the top. Miser's H o a r d 3 & 4 contained articles
knoo. Tha Tourist Board couldna bear toe on a l i g n m e n t , s c e n a r i o s f o r t h e D & D '
loose m e . ' Ti s t h e f a m i l i a r i t y A h c a n n a Finally, a word of congratulation to Simon and Traveller games, a solo adventure, a
stand. In tha old days Ah could surface in Billenness whose 2 0 Y 0 attained a well- Runequest rules variation on Cult Entry....
front o'some wee bairn an' skeer him Out deserved 1 0 t h place a n d received m o r e In short, plenty of inspirational material.
o' h i s skin. N o w a d a y s all t h e y do is ask votes of 10 out of 10 than any other 'zine. Each issue is better than the last.
how many hit points Ah've got.' This i s a f i t t i n g t r i b u t e t o t h e excellent
publicity w o r k t h a t S i m o n h a s d o n e f o r Tales From Ta n e l o r n 2 & 3 continue the
Well, so much for the effect of FRP on the the h o b b y since h e took over t h e 'zine. tradition of scruffy layout, typos and other
vvorldls m o n s t e r population. B u t thanks Anyone wanting any information on any goofs that is becoming almost legendary.
to t h e w o n d e r f u l l y r e l i a b l e R i c h a r d 'zine mentioned above should get a copy It has a style all of its own. Postal gaming,
Walkerdine I have acquired a copy of the of 2 0 Y 0 f r o m Simon: 3 5 p ; 2 0 Winifred reviews, a n d M o o r c o c k i a n a d o m i n a t e ;
'Zine Poll results so perhaps we'd better Road, Coulsdon, Surrey, CR3 3JA. though it can be trite, I've got to confess, I
get back to the news. Pete Tarnlyn like it.

38
Lines._ fanzines.... fanzines fanzines.... fanzines.... fanzines.... fanzines fanzines.... fanzines.... fanzines fanzines.... fanzines f a n z i n e s fanzines.... fanzines fanzines.... fanzines.... tan

Te m p e s t u o u s O r i f i c e 3 h a d articles o n It took me a while to realise I'd got N M R ! (55p); R a p s c a l l i o n , S t e v e Norledge, 7 5


Call o f Cthulhu, religion i n t h e AD&DTM 42. Diplomacy and R a i l w a y Rivals exist Hawkhurst Way, W. Wickham, KENT BR4
game, a n d w e a t h e r. T h i s is pretty good behind the camouflage cover and the pub 9PE (35p).
reading, and, again, each issue is better guide. T h e s a m e g a m e s a r e a l s o t o be
than the one before found i n P e r s p i r i n g D r e a m s 3 6 & 3 7 . Greatest Hits, Pete Birks, 3 9 Handforth
There w a s also a good article on Europe Road, LONDON SVV9 OLL ( f 2 . 5 0 f o r 5);
as i t actually w a s f r o m 1 8 8 0 onwards. Acolyte, Pete Tamlyn, 2 Poplar Road, The
Take T h a t Yo u Fiend 11 h a s En Garde Coppice, Ay l e s b u r y, BUCKS H P 2 2 5BN;
and Title Bout. I think Kevin and John may Zine To B e B e l i e v e d , N i c k Kinzett, 11
have been unhappy about their Zine Poll Daleway Road, Green Lane, COVENTRY
place (26th).... CV3 6JF; P u t t y R i ff o , Rob Chapman, 7
Baymount, Paignton, D E V O N T 0 3 2 L D
The c o v e r a g e o f c o m p u t e r s i m u l a t i o n (35p); Panzerkreuse, Mike Sharpe, 'Sandy
gaming i n Wa r M a c h i n e 2 1 i s , as ever, Brae', S t o n e l e i g h R o a d , B l a c k d o w n ,
comprehensive. Wa r g a m e N e w s 9 does Leamington Spa, WARVVICKS CV32 6QR
the s a m e f o r b o a r d w a r g a m i n g . B o t h (50p), W a l a m a l a y s i a G a z e t t e , D a v e
Brand new is Rapscallion 1, in which Call zines o f f e r a c o m p r e h e n s i v e r e v i e w T h o r b y, 2 0 0 L a v e n d e r H i l l , E n f i e l d ,
of Cthulhu, photography, a Judge Dredd service w i t h i n their subject areas. MIDDLESEX EN2 8NJ.
postal game, and very good artwork make
up the mix. Ansible 3 4 provides the inside n e w s on Mad P o l i c y, R i c h a r d Wa l k e r d i n e , 1 4 4
what's going on in the SF world, while the Stoughton Road, Guildford, SURREY GU2
I hope all three of these zines are able to British Fantasy N e w s l e t t e r Vol 1 0 , no 6 6PG; N M R ! , Brian Creese, 2 5 6 Canbury
keep g o i n g ; I ' v e j u s t h e a r d t h a t t h e did the same for its readership. Both are Park R o a d , K i n g s t o n u p o n T h a m e s ,
excellent S w o r d p l a y h a s f o l d e d a f t e r recommended for their insight. SURREY K T 2 6 L G ( 4 5 p ) ; P e r s p i r i n g
only two issues. They will too, if they don't Dreams, J o h n Dodds, M o b e r l y To w e r s ,
get support, so give them a try, and then Reviews by Paul Cockburn Burlington S t r e e t , M A N C H E S T E R 1 5 ;
let me k n o w what you thought. Take T h a t Yo u Fiend, Kevin Wa r n e , 4 8
Boscombe Avenue, Hornchurch, ESSEX
Onto the postal gaming zines, and there Dragonlords, Mike Lewis, Rushcommon RM11 1 J G (30p).
are plenty of them again. Zine Poll victor House, Dorchester Crescent, A b i n g d o n ,
Pete B i r k s k e e p s t h e P o s t O f f i c e i n OXON 0 X 1 4 2AJ (55p); S E WA R S , Chris Wa r g a m e N e w s and War Machine, Mike
business in Greatest Hits 11 0 . This is the Baylis, 1 2 T h e F r y t h , B a s i l d o n , E s s e x Costello, 17 Langbank Avenue, Rise Park,
debating forum for the hobby. Nearly, but (60p); Miser's Hoard, John McKeown, 22 Nottingham N G 5 5 B U ( 6 5 p & E 1 . 1 5 ) ;
not q u i t e , a s l a r g e , i s t h e m a i l b a g i n Hall Lane, Upminster, ESSEX R M 1 4 1 'AF Ansible, Dave Langford, 94 London Road,
Acolyte 5 0 . T h i s i s s u e P e t e Ta m l y n (50p); T a l e s F r o m Ta n e l o r n , M a t t Reading, BERKSHIRE RG1 5 A U ( f 2 for 7);
brought the zine out in three pieces (the Williams, 15a Redland Park, Bristol BS6 British F a n t a s y N e w s l e t t e r, S t e p h e n
letters being one section), since his two- 6TH (50p); Te m p e s t u o u s Orifice, Patrick Jones, British Fantasy Society, 1 3 0 Park
part a p p r o a c h w a s b e i n g c o p i e d e l s e - Fama, 1 5 Yo r k Close, M o r d e n , SURREY View, Wembley, MIDDX HA9 6JU (50p).
where.

Diplomacy a n d E m p i r e s o f t h e M i d d l e
Ages a r e t h e m a i n s t a y s o f Z i n e To B e
Believed 1 6 , w i t h a n i n t e r e s t i n g R P G
article t h r o w n i n P u t t y R i f f o 3 7 r u n s
Diplomacy and something called Ratadan,
though t h e r e w e r e n o o p e n i n g s a t t h e
Next Issue
time of this issue. Some interesting ideas
on rock music too. It's Christmas — so be warned,
IMAGINETm magazine will be
Apologies to Mike Sharpe I meant to look even stranger than usual
at Panzerkreuse 12 last time, but mislaid
it. This is a zine many people rave about, THRILL — to the second part of
for games of Diplomacy, United and Golf. the Cantrips, with Illusionist spells
There was also an eloquent piece on the
cost of producing a zine — a loss of £15 an and tips on the use of 0-level magicks
issue i n P k ' s c a s e ! P o t e n t i a l e d i t o r s
beware. GAPE — at Lyndum, an adventure that
transcends experience points....
Dave T h o r b y i s p r e t t y s o r e w i t h m e
apparently, for the way I've described his by not giving any.
zine i n t h e p a s t . S t i l l , Wa l a m a l a y s i a Christznas

Gazette 3 4 a c t u a l l y h a d s o m e reading • c a w ' , p•ziz


• I , *
GROAN — at The Purple Parrot,
matter. It should be noted that many who • m r t ..1•.••1
11.• PurplePOOTO4 the story that proves there's no room
know better than me say this is one of the
finest ( a n d c h e a p e s t ! ) p l a c e s t o p l a y for fiction in a gaming magazine
Diplomacy. Likewise, Mad Policy 88 (this
:ssue w a s p r o d u c e d b y a s u b s t i t u t e ; Plus Illusionary Script, PA N , Tavern Talk, Stirge Corner, Pubic, t h e
rumour has it that Walkerdine has cracked Sword of Alabron and, perhaps, a surprise or two....
up after producing t h e Zine Poll), w h e r e
D i p l o m a c y, F o r m u l a 1 a n d F i n c h l e y
Central abound. So reserve your IMAGINE magazine # 9 now!
39
Letters
1MAGINETm magazine invites its readers Advanced system lacks something, since Dave Langford, Reading: A word o f
to write on any subject that might be of it is necessary to add a whole new class to thanks t o the sinister, enigmatic TSR
interest t o o t h e r adventure garners. achieve something that other systems minion who yesterday rushed me a copy
Correspondence should be addressed to can do with a few skills. of IMAGINE -76 containing outbreaks of
IMAGINE magazine (letters), T h e Mill, Ian Watson. Good heavens, it'll be Isaac
Rathmore Road, CAMBRIDGE CB1 4AD. Ian Marsh, Deal, Kent: The Thief-Acro- Asimov next.
Letters appearing in this column may be bat developed some nice ideas. What a
edited for length. pity they weren't part of the original set- Not just yet, Dave.... Actually, this reminds
up, they would have made the thief class me that we didn't perhaps make enough
Just to get things under way, we'll start much more like Mouser. of a song-and-dance about Ian's previous
with the latest word on the character published work. I've just completed The
classes debate.... G. Staplehurst, Dover: Must we have Jonah Kit; a very good read it was too,
all these new character classes? What particularly the bit about the secret base
John A . English, Bristol: The Thief- silly names you have to invent for the on Sakhalin. Considering the book was
Acrobat has to be one of the most limp- written in 1975, i t was quite chilling to
wristed creations yet to see the light of read it now....
day. There just isn't enough scope i n
jumping and tumbling to warrant a shift John Harrington, Hornchurch, Essex:
in class. Who needs to walk tightropes; Pete Tamlyn's bit about Flying Buffalo
it's f a r safer t o s h i n along hanging suing him for derogatory comments is
underneath. Why pole vault or high jump completely wide of the mark.
when o n e c a n climb? I ' m n o t even FB's big advantage is the image they
tempted to play this class. portray as a friendly, close-knit organis-
The s a m e i s t r u e o f t h e Cavalier, ation who are a bit too wacky to be real
recently published in DRAGONTM maga- businessmen. They don't seem to come
zine, and due to be published in IMAGINE on too heavy about making money.
11. If you remove weapon specialization level titles as well. Much more useful Like i t or not, TSR have become big
from t h e class, all that remains i s an would be general skills (such as running, business and a certain amount of contact
egotistic fighter. I, for one, am in favour of jumping, climbing, swimming etc) which with the grassroots has been sacrificed.
the simplest system of combat possible, all characters could take time off to train With D&D, there are so many supple-
so this gets the thumbs down from me. for. Much more sensible. ments — both official and unofficial —
The American end of the 'zine is much plus you have Basic, Expert, Advanced
Getting stuck into the classes before they the worst. Let's have a real UK-zine. and heaven knows what, it's hard to keep
even come out, eh? John belongs to the track. A lot of games companies seem to
school that says character classes are Ian Watson's science-fiction short story, be revising their rules or bringing out
OK, as an entity, but need (of course)to be The Dome of Whispers seems to have special editions. Take Champions. There
good ones. A s w e a l l know, there are proved a winning feature with readers of have been two revisions or repackages,
those who think differently. 6. and I'll be blowed if I'll pay out another £8
to update the game.
Mike Lewis, Abingdon, Oxon: The Thief- G. Staplehurst (again): Your fiction
Acrobat proves once again t h a t t h e remains of high quality. Letters edited by Paul Cockburn

coming events..., forthcoming events f o r t h c o m i n g events..., forthcoming events..., forthcoming events..., forthcoming events c l u b s clubs....clubs....clubs....clubs....clubs....clubs —clubs

Forthcoming Events
Last call for all those who were planning a Birmingham. Seeing as we will all be at taking bookings for Seacon '84, the 35th
quiet weekend over November 5 / 6 t h . Games Day, we could do with someone to British Easter Science Fiction Convention
Games Day '83 will be bringing its own tell us what happens. Any volunteers? which will take place at the Hotel Metro-
brand o f mayhem t o the Royal Horti- pole, Brighton over the long weekend,
cultural Halls, London SW1, opening its And after they've swept away the debris 20/23rd April 1984. Bookings before
doors at 10.30am on the Saturday, and from that SF-convention, the staff at the November 30th cost just £7. Write t o
carrying over to the Sabbath. Nice to see Angus will be hosting Midcon ' 8 3 the Pauline a t 3 2 1 Sarehole Road, H a l l
that both the Fanzine Stall and Eggo- weekend after, 11/12th November. Many Green, BIRMINGHAM B 2 8 OAL. T h e
Central will be in attendance, amidst the of our readers will be interested in the guest list is very impressive, but I bet
stalls and the gaming tables. Will Mike results of the National Diplomacy Champ- 1500 people queuing for the bar causes a
Brunton win the figure painting compet- ionships, so we hope to bring news in the few headaches....
ition, will Treasure Trap find some hapless issue after next.
volunteers to practise on, will IMAGINET"
magazine w i n the best FRP magazine There's probably still time to book your- Clubs
award? For f l .25, you can be there to find self in to go to Cymrucon III in Cardiff,
out. over the weekend of 26th/27th. Details A new club has sprung up in London. The
from The Bower, High Street, Llanwit Foundation aims to promote Fantasy &
Novacon will probably have been booked Major, S. Glamorgan. SF RPGs, run book and comics clubs and
out by now, but those fortunate enough to to dabble in computer gaming too. Contact
attend will spend Guy Fawkes night in the While at Mythcon (of which more next David Hodson, 104 Debden, Gloucester
environs o f t h e Royal A n g u s Hotel, issue), we met Pauline Morgan, who was Road, LONDON N17 6LN for details.
40 - _ -
MINIMS
Tunnels &Trolls
Another 25mm Fantasy range, just released by
Minifigs — in packs of two or three, as shown:-

ORCS (2 in pack) HOBGOBLINS (2 in pack) Fantasy & Fun


ORC 1 Attacking HBG 1 Attacking
ORC 2 Advancing HBG 2 Advancing
ORC 3 Archer HBG 3 Archer

Tunnels &Trolls
ORC 4 Crossbowmen
HALFLINGS (3 in pack)
GNOLLS (2 in pack) HOB 1 Attacking
GNL 1 Attacking HOB 2 Advancing
GNL 2 Advancing HOB 3 Archer
GNL 3 Archer
HIGH ELVES (3 in pack)
WOOD ELVES (3 in pack)
ELF 4 Attacking
Sorcerers & Solos
ELF 1 Attacking ELF 5 Advancing
ELF 2 Advancing ELF 6 Archer
ELF 3 Archer

Tunnels & Trolls


GNOMES (3 in pack) GOBLINS (3 in pack)
GNM 1 Attacking GOB 1 Attacking
GNM 2 Advancing GOB 2 Advancing
GNM 3 Archer GOB 3 Archer
DWARVES (3 in pack) KOBOLDS (3 in pack)
DWF 1 Attacking
DWF 2 Advancing
KOL 1 Attacking
KOL 2 Advancing Goblins & Groups
DWF 3 Archer KOL 3 Archer

All packs — 60p plus 10% postage (UK only). Min 25p from
SOUTHSEAS MODELS, 35 Highland Road, Southsea, Portsmouth, HANTS
Send 20p stamp for full Minifigs Fantasy lists Tunnels & Trolls
Wizards & Warriors
EAT YOUR HEART OUT GEORGE LUCAS!

ASSASSINSOFTWARE
(in c o l l a b o r a t i o n w i t h Buccaneer)
Presents
Tunnels & Trolls
Solos & Satisfaction

In versions f o r t h e 1 6 K o r 4 8 K Spectrums
featuring conflict, gambling and The tinge, Plus
game map and rules for Board Game option &value for
THE FIRST MULTI-PLAYER
ADVENTURE GAME

1-10 (48K) o r 1-4 (16K) players wade through the


moneyrole•playing
gamut of Beasts, Men and Monsters' Amass your
forces and wealth Seek the aid of powers temporal
and spiritual (but beware the Undead) Attack and
weaken the other players if you get the chance
When you are strong enough the time comes to
overthrow the King or be crushed by his Army,
The first part of a trilogy
For further information and for our
latest FREE catalogue, send s.a.e. to:

E 6 . 5 0 P&P Ind
Cheque POs payable to Town Nathan
FLYIN G B U F FA L O
10 ASH ROAD, LEEDS 6
Walsall, W. Midlands.
Tel Leeds 744235
•••• qi• m i r [ P . O . Box 100, Bath Street,
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 41
TRAVELLER
--aveller was one of the first role-playing rudimentary nature o f the w o r l d and its Traveller rules clearly and
–es and is still one one of the best. It type of starport — from the lowly Class E, logically w i t h m a n y e x a m -
mes a v i b r a n t i n t e r s t e l l a r e m p i r e little m o r e t h a n a r o c k m a r k e d o u t f o r ples t o s h o w h o w t h e r u l e s
- - :ompassing l a r g e n u m b e r s o f s t a r s landings, to the huge and luxurious Class work. To f u r t h e r fire t h e i m a g i n -
: p l a n e t s . A d v e n t u r e s take place any- A capable of building starships. A world's ation t h e y a r e copiously illustrated
-ere t h e r e f e r e e desires — o n board description c o n t a i n s i t s s i z e , t y p e o f with starships, weapons, vehicles a n o
atmosphere, a m o u n t o f w a t e r present, alien a n i m a l s . I n c l u d e d i s a r e f e r e e ' s
:--e–ships, i n asteroid belts, on harsh ice
- desert worlds, o n sophisticated h i g h population size, government type, degree guide w h i c h provides excellent ideas for
worlds or on the bottoms of oceans. of l a w enforcement and level o f techno- setting up and running campaigns.
Traveller's great strength is its flexi- logy. To bring the individual worlds to life,
: : y allowing players a n d referees t o additional details need t o be created b y Differences between t h e t w o are slight.
:e ate any type of adventure they desire. the referee. H o w m u c h depends on t h e The space c o m b a t r u l e s i n t h e S e t a r e
type of campaign. If players spend most of simpler and a lot easier to grasp than the
ke m o s t o t h e r r o l e - p l a y i n g g a m e s their t i m e i n space trading, t h e n e x t r a ones i n t h e B o o k . T h e S e t l a c k s t h e
-ere players s t a r t t h e g a m e a s f r e s h details a r e r a r e l y required. I f t h e y a r e sections o n d r u g s a n d experience f r o m
::ed adolescents, Tr a v e l l e r characters planet-bound the initially only one planet the o r i g i n a l r u l e s . T h e o m i s s i o n o f t h e
- --er the g a m e already experienced. A t needs a n y elaboration, o t h e r s c a n b e drugs could pose a few problems as these
- e age of eighteen they enter one of the worked out when the players are ready to feature i n a c o u p l e o f available a d v e n -
—Derial s e r v i c e s w h e r e t h e y r e c e i v e move on tures. T h e Book c o n t a i n s m o r e i n f o r m -
Ening in the skills common in a future ation for the referee and an essay on the
It i s q u i t e p o s s i b l e t o s t a r t Originally w r i t t e n f o r experienced r o l e history of the Imperium.
E:venturing a t f o r t y - s i x o r e v e n o l d e r. players Tr a v e l l e r i n p l a c e s w a s o f t e n
.:enerally, c h a r a c t e r s w h o s t a y i n t h e difficult to grasp. With the appearance of They both contain more or less the same
ie–vices f o r a l o n g t i m e w i l l g a i n m o r e the Traveller Book and Starter this is no mistakes. Body pistols are s h o w n doing
i t Ils t h a n t h o s e w h o l e a v e e a r l y, b u t longer t h e c a s e . T h e s e b o t h c a r e f u l l y two different types of damage — 2d and
-aye increased c h a n c e s o f being k i l l e d guide t h e b e g i n n e r t h r o u g h t h e r u l e s 3d. G o i n g b y t h e o r i g i n a l r u l e s 2 d i s
:E-fore t h e r e a l a d v e n t u r i n g b e g i n s . taking n o t h i n g f o r granted. T h e S t a r t e r correct. M o s t o f t h e m i s t a k e s c a n b e
=--aracters w h o s u r v i v e a l o n g service Set comes in an eye-catching box contain- spotted as they are fairly obvious but they
:v e e r also age, weakening their physical ing t w o booklets (one t h e rules and t h e should n o t b e t h e r e a t a l l . A g l a r i n g
•-- b u t e s . G e n e r a t i n g c h a r a c t e r s i s other all the necessary charts and tables) omission f r o m t h e Book is t h e effect o f
–ost a game in itself as players balance and t w o ready-to-play adventure s c e n - pulse lasers in space combat. These hit at
the risks o f being killed and ageing arios. The Book is hardbacked, of similar -1 b u t g a i n t w o d a m a g e r o l l s o n t h e
e:ainst the number of skills gained. size to the AD&D books and also contains target.
two adventures. Both p r e s e n t t h e basic
The r u l e s c o v e r t h e w h o l e u n i v e r s e
ng completed t h e i r service careers
:-aracters muster out, receiving benefits and i n places a r e n a t u r a l l y sketchy.
in a s m o n e y, w e a p o n s , They c o n t a i n n o a l i e n r a c e s , n o
i-a- ships and improvements futuristic weapons other than lasers
: abilities. They then equip end n o n e o f t h e h u g e b a t t l e s h i p s
e-nselves and begin adven- reminiscent of Star Wars. This omis-
_- ng. sion is not as great as it may appear,
for there is a vast amount of supple-
– b a t tends to be lethal, a men' ary m a t e r i a l a v a i l a b l e w h i c h
from a r i f l e o r l a s e r fills these gaps and gives a consist-
a-Dine w i l l u s u a l l y r e s u l t i n ent background to the universe.
- -consciousness and possibly
– e n death. Traveller is n o t a A l a rge n u m b e r of future releases
– e w h i c h caters for sense- are planned w h i c h w i l l a d d m o r e
is v i o l e n c e . I t e n c o u r a g e s de th. I f y o u h a v e n e v e r p l a y e d
Tra yeller and wish to start, n o w is
s-playing a n d p l a y e r s a r e
bed b y a l a r g e n u m b e r o f a c ood t i m e . N e v e r before h a s i t
be en as easy to get started. Both
s geared t o social inter-
ru es s e t s c o n t a i n ready-to-play
:- on. Many enjoyable Traveller
-ris:ons can be played w i t h o u t ac ventures and ideas for others.
If you can afford the extra Book is
one drawing a weapon!
\ A ell w o r t h having f o r its harder
\ earing c o v e r a n d t h e e x t r a
2• - s y s t e m s a n d p l a n e t s a r e
-erated b y d i c e r o l l s w h i c h naterial i t contains. B o t h a r e ,
–etimes give rise t o very i l - owever, e x c e l l e n t a n d h i g h l y
: : a l results. These need t o be ecommended. Yo u r journey to
-died c a r e f u l l y a n d m a y need he stars starts here. Old hands
- enging slightly to create believ- need not apply.
It B a m b r a
e worlds. To o literal a n i n t e r -
e:ation c a n c r e a t e r i d i c u l o u s Traveller i s a G D W g a m e ,
–oinations such as overcrowded distributed by Games Wo r k -
-um worlds w h e r e the inhabit- shop, 2 7 / 2 9 S u n b e a m
• • ' 0
- d o not have the technology to Road, L o n d o n N W 1 0
'tP
the o x y g e n v i t a l f o r l i f e 6dP. T h e S t a r t e r cl•
Edition c o s t s Z 0 •."
"cs
t 7.95, a n d Ac'
z — F , I ••••'-
: n e t s once generated consist of a the Traveller csP
s(s
Book £10.95 e • s
_- - g of numbers which indicate the o • . ' - - c"•- '
A
_
Special Review

Creating ADVENTURE programs on the BBC MICRO by Ian Watt


Interface Publications/Addison Wesley, 1983. 1 2 8 p p , E6.95.

A number of articles have appeared in US All the programs seem to be offered as do not really add anything. The structural
and British magazines explaining pro- tested a n d suitable f o r t h e 1 6 K BBC aspects of the programs are adequate for
Micro, though n o mention i s made o f Adventures of this level of complexity but
gramming techniques for writing Adven-
tures, and there are one or two US books incompatabilities b e t w e e n d i ff e r e n t could get you into trouble if you tried to
such as the Captain-80 book containing ROMs. The listings are straight printer adapt them for more ambitious programs.
BASIC Adventure listings, b u t this i s dumps, and contain no obvious errors, Everything is a mass of GOTOs and the
but a cheap matrix printer w i t h n o programs use the approach o f falling-
probably the first book from a UK author
descenders has been used, making them through a long list of IF/THEN tests at the
containing listings of Adventures together
very tedious to read. Copious information start of every cycle, rather than using
with a comprehensive explanation of how sub-routines and direct branching. Time
they work. is provided i n a separate chapter o n
rewriting the programs for other com- delays would multiply as the logic of such
puters, with emphasis on the ZX81. a program became more complex, and the
Complete listings programmer is restricted to a very narrow
Several Interface titles a r e currently Although the author goes to the extent of range of responses by the (fairly small)
providing sections of ZX8-1 listing to show vocabulary of the game; all the permutat-
being reprinted with different covers, but
the contents o f this book seem t o be how the rewriting is to be done, I would ions of user input that have not been
not expect the longer second and third catered for are collected i n a general-
entirely new. Although it contains com-
plete listings for three games, the pub- programs in the book to fit a 16K ZX81; purpose dustbin routine which prints 'I
many memory compaction techniques don't understand' and gives up.
lishers do not seem to be offering a tape of
the programs for those who do not want would have to be employed which are not
to type them in, a common practice with explained in the book, and the alternative Clear documentation
other books. There are signs of haste in method of structuring data suggested by
the author is not a very suitable one, The strongest point of the book is the
the preparation of the book; typos abound,
and the copyright notice, strictly inter- causing programs to run far too slowly on program documentation, which is clear
the Sinclair machine. Most other com- and copious. There is also a good indexed
preted, w o u l d require y o u t o obtain
puters could handle the programs more list of the meaning in program terms of all
written permission before typing in the
easily, b u t a n unusual technique i s the objects and commands, a less useful
listings for your own use, although you
are obviously intended to do so. employed i n all three programs of re- chapter with vague predictions about the
petitive DATA-reads: t h e program i s march of technology, and a sketch for an
constantly scanning through the same Adventure for the reader t o complete.
Despite the description of the book as a This illustrates the weakest point of the
general guide t o Adventure-writing, i t chunks of data to find the right room-
description or object-description to print. book, the author's tendency to think of
covers only one type of Adventure, similar
to the format used in the Scott Adams This works well enough on the BBC, with illogical solutions to the puzzles he poses.
series. Like these, the games in the book its nippy BASIC and flexible RESTORE- Things just happen; sought-after objects
pointers, but would cause trouble on a materialise out of thin air for insufficient
are text-only, with two-word input, and
machine lacking these features. reasons; the player finds himself killed off
the screen display shows a description of
current location, followed b y a l i s t o f by the programmer's misunderstanding
of the laws of Physics. This is just the sort
objects seen and directions of movement, Simple Adventures of thing to avoid if you do not want to be
and a user prompt at the bottom. One
innovation is that the objects carried by The book tends to fall between two stools. strangled by the players of your Adven-
If you want to play the games, you would tures. B u t i f y o u h a v e n o previous
the player are constantly displayed; on
the other hand the descriptions are un- need to find someone else to type in the experience of Adventure-writing, this is a
usually terse. Unlike the Scott Adams listings for you, as the messages are all in good place t o start; the programs are
series, though, the games are entirely in clear rather than encrypted text. But they straightforward enough to allow you to
BASIC. So you get no graphics, animation, are all fairly simple Adventures and might get to the stage of composing your own
take less time to solve than to type in. It is first Adventure quite quickly. Once you
sentence-parsing, autonomous NPCs, become more ambitious, though, it will be
variable player-characteristics or multiple as well that they are simple as there are
no HELP-messages at all. If, on the other necessary to unlearn some of the lessons
players. There aren't even any mazes, but derived from the book.
there are events which may or may not hand, you want to study the techniques * Mike Costello
kill the player on a random basis; this is used, the book certainly allows you to do
this — but you do not need all three Next month Mike's Imagination Machine
frowned on by Adventure players of the
'classical' school. There is a minimal use listings; all the techniques employed can column will look at the recent levelling off
of sound. be observed in the first and the others of the micro computer boom.

44 227mgaafile, H o w e ' 1303


HIGH Standard Games
and Publications Ltd
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Telephone: 092/77 68328

STANDARDS
Dungeon Accessory Pack I. E2.95.
Boxed with full colour illustration. Contains 12 sheets of illustrated card of flooring, store, bare
ground, wood, steps, corridors, pits, grills, 1 sheet of graph paper for mapping.
Dungeon Accessory Pack II. E2.95
Boxed with full colour illustration. This pack is designed to expand your adventure, includes,
boats, rafts, trees, doors, windows, table, chairs, beds, treasure, skulls, swords and many more
items in this pack.
Jumbo Hex Pad E.2.95
Size 17" x 25- of large consecutively numbered hexes suitable for campaign mapping and
expanding on commercially produced board games, contains 10 sheets.
Felt Hex E12.95
Playing surface for role playing and the wargamer. One inch hexes printed on high quality felt.
6' x 4' colours green, blue, sand, black.
Plain Felt E5.25 per metre, 72 inch wide, colours green, blue, sand and black.
Hex Paper Pad E1.95
For all mapping needs also useful for role playing adventures. Size A4 Pad containing 50 sheets.
Macro Hex Pad E1.95
A hex paper with a large hex overprinted, enabling an area from a campaign map lobe blown
up and drawn in detail.
Jumbo Hex Clear Plastic E1.80
This is a sheet of clear plastic for use as an overlay.
Size 17" x 25" can be used over and over again. Hexes are numbered consecutively.
Jumbo 1" Square E2.95
10 sheets 17- x 25", 1" grids printed on parchment paper with air brush terrain.
Campaigns in Focus E9.95 per set
40 pictures, full explanation on rear Vol I The Crimean War, Vol II The 2nd Afghan War 1879

Role Playing Character Pads E1.95 Thunde-rin-guns (New!) E9.95


50 A4 sheets of paper suitable for Dungeon Role playing game set in the wild west. Full
Adventure. Saves hours of writing. colour illustrated characters.
Cry Havoc E9.95 Speed and Steel (New!) E10.95
Medieval skirmish game of knights, Set in Europe in late 1930's early 1940's.
peasants, bowmen. Card Warriors E2.00 per sheet
Starship Captain E12.95 Full colour figures to aid role players and • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Science fiction game, 9 play boards, realistic wargamers.
action, DA1 Saxon Army, DA2 Norman Army,
F l Dungeon Adventure, F2 Savages and
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Fantasy adventure game in two parts.
US2 Confederated Infantry, US3 Union
Siege (New!) E9.95 Cavalry, US4 Confederate Cavalry,
Companion game for Cry Havoc with US5 Civil War Artillery.
compatible scenarios.

! enclosed cheque/P.0
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Please send me catch u p w i t h
Name/address B A R R I N G TO N B A Y L E Y

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cost. For free brochure please send s.a.e. ACCESS taken, Trade enquiries welcome both U.K.
and abroad. M. J O H N H A R R I S O N

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JOHN S L A D E K

+ d i s c o v e r new w r i t e r s , new a r t i s t s +

you w o n ' t f i n d I n t e r z o n e
in y o u r l o c a l newsagent -
but you w i l l f i n d i t
appearing through y o u r l e t t e r b o x
four times a y e a r i f you send E5 t o
INTERZONE ( I )
124 O s b o r n e R d B r i g h t o n BN1 6L11

s i n g l e i s s u e s a n d b a c k numbers -
E1.60 i n c . p & p .

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YEAH! 'IOCKDEVICS
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47
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ElSCOOZMEMATE,..WHERES IN T H E Y C E UNTILTHEYREACHACROSSROADS,EITHER
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FGU BOARDGAMES (BG) & RULES (R) TSR UK Ltd.


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One mistake and you're just
one more piece of debris

Knight Hawks fromISR


Space is big, cold and hostile. There is nobody The game features:
to run to for help. You arc on your own Only * New space skills.
the very best can survive in TSR's Knight * Detailed aspects of interstellar travel,
Hawks science fiction game. Are you up to the financing and constructing a star ship, etc.
challenge? The pilot of the sleek fighter, the * Plenty of new rules material including
gunner in a space dreadnought, the navigator traditional science fiction elements.
on the jump to Prenglar. All these challenges Ask your games retailer for details or contact
and more are available with this expansion kit TSR UK Limited,
for the STAR FRONTIERS- game. The Mill, Rathrhore Rond,
(And Knight Hawks is also a great game in its Cambridge CBI 4 A D
Telephone 0223 212517
own right).
STAR FRONTIERS is a trade mark owned by diSR. Hobbies Inc.