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1

No. 9 December 1983

ChristmasI
euss 0 4610
Cantrips, part 2
400
• A l t •
Lyndum
an adventure for 0-level magic-users
* The Purple Parrot
a cautionary tale....
* Imagination Machine
* FREE BOARDGAME
Scarlotti: an exciting new game
to help pass the post-pud pms.
One mistake and youte just
one more piece of debris

liaiNkS from
Space is big, cold and hostile. There is nobody The game features:
to run to for help. You are 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, Rathmore Road.
(And Knight Hawks is also a great game in its Cambridge CBI 4AD
Telephone 0223 2I2E-.1-
own right).
STAR FRONTIERS is a trade mark owned by TSR Hobbies Inc.
Editorial
No 9 December 1 9 8 3

Published b y In the Editorial for 7 1 told you that I was looking forward to this Christmas issue. All
TSR U K Ltd in all, I still feel the same. The more I look at this one, the better it gets. A n d to show
how m u c h w e a p p r e c i a t e y o u , w e h a v e i n c l u d e d a n e w , s i m p l e , b u t e x c i t i n g
Publisher D o n Tu r n b u l l
boardgame S c a r l o t t i — as a Christmas present. To s h o w also that our sense of
Editor K e i t h Thomson
humour can get t h e better of us and w i t h a total disregard o f the likely effects of
Assistant Editor P a u l Cockburn
reading it, we have actually printed the story of The Purple Parrot. If you are verging
Editorial Assistant K i m Daniel
on the edge of insanity, you had better not read it — it may tip you over the edge!
Features Assistant M i k e Brunton
Art P h i l Kaye
Equally.... different, w e have the adventure Ly n d u m , a mentally stimulating m i n i
module that was specially designed to set you off using the Cantrips. And, of course,
This m o n t h ' s c o n t r i b u t i n g artists:
in keeping with our cheery Christmas feel, it is set in mid-summer. Not content with
Rodney M a t t h e w s Shoo Rayner all that, w e have included the second part of the Cantrips, the illusionist spells and
Paul Ruiz Tim Sell tips on their use, and a new feature on the PAN pages, Dialog by Lew Pulsipher. Plus
Ian Williamson all t h e regular features you have come to know and love.
Triple C photo by Wendy Graham
More good n e w s is that w e are n o t moving, b u t staying at the Mill. Sighs of relief
I M A G I N E " magazine i s published monthly by were heard from those of us living this side of town, and some gnashing of teeth from
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 - those w h o live nearer M o u n t Pleasant House. M i l l Days rule — OK?
BRIDGE CB1 4 A D Te l e p h o n e ( 0 2 2 3 ) 2 1 2 5 1 7
Telex 8 1 8 7 6 1
All o f u s o n t h e editorial t e a m w o u l d l i k e t o w i s h y o u a h a p p y a n d f u n - f i l l e d
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 Christmastide. M a y t h e w a t e r s o f plenty w a s h u p o n y o u r shore; m a y peace and
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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
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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 our feature for the n e w player, by Jim Bambra and Paul Ruiz 2
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.
Stirge Corner, by Roger Musson,
a guide for the inexperienced player 5
The i s s u e of expiration for each subscription w i l l Cantrips, the second part of our feature, w i t h more 0-level spells
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
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 for magic users and others for illusionists, by Gary Gygax 6
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 The Purple Parrot,
change to ensure u n i n t e r r u p t e d delivery
a zany tale to cheer up your Christmas, by Brian Asbury 1 3
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 Illuminations, n e w s from the world of games 1 7
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 Scarlotti, an absorbing n e w boardgame to pass the post-pud pms 1 8
prior to publication, u n l e s s special a r r a n g e m e n t s
are made to the contrary in w r i t i n g Lyndum, a 0-Level adventure
for magic users and illusionists, by Jim Bambra 2 1
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 - Players Association News,
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
times H o w e v e r, no s u b m i s s i o n s will be r e t u r n e d a magazine within a magazine, edited by Mike Brunton
unless accompanied by a stamped, self-addressed PAN Pipings 3 1
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material s h o u l d be typed, double-spaced, on o n e
Dispel C o n f u s i o n 3 2
side o n l y o f n u m b e r e d A 4 p a g e s U n d e r n o Turnbull Talking 3 2
circumstances will the publisher accept respons- Dialog, by Lew Pulsipher 3 3
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
material w i l l be paid for
Rubic o f M o g g e d o n 3 4
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IMAGINE i s a t r a d e m a r k o w n e d by TSR Inc. A l l
Imagination Machine,
rights o n t h e p u b l i c a t i o n o f t h i s m a g a z i n e a r e
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whole or in part w i t h o u t the w r i t t e n consent of the Tavern Talk, by Pete Tamlyn 3 8
publisher C o p y r i g h t 1 9 8 3 by TSR UK Ltd Fanzine Reviews 3 8
IMAGINE magazine gratefully acknow- Letters, Club N e w s and F o r t h c o m i n g Events 4 0
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 Game Reviews, adventure games under the spotlight 4 2
publication, D R A G O N m a g a z i n e , p u b - C o m p l i m e n t a r y Tickets, reports on Mythcon, Triple C,
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 ,
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
Personal Computer World & Venture Into Science Fiction 4 4
53147, USA. Articles appearing in Special Film Review, by Colin Greenland 4 5
I M A G I N E m a g a z i n e m a y have p r e v i o u s l y 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 .
Ice Castle, by Rodney Matthews c o v e r
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Participants in fantasy role-playing games Nic tells Sue that he (Norva) is looking at he can see. 'If one of you fighters w o u l d
play the parts of fearless fighters, devout the edge of the woods. 'Can I see anything like to check the woods, I'll have a sleep
clerics, s p e l l c a s t i n g m a g i c u s e r s a n d unusual?' spell ready for anything you can't handle.'
cunning t h i e v e s i n m a n y e x c i t i n g a n d
unique adventures. T h e f o l l o w i n g is a n Sue — 'No, The woods are too dark.' Nic is anxious, ready for action. Jolinda
account of a game of Basic DUNGEONS & offers to go w i t h h i m — she w i l l n o t be
DRAGONS" i n w h i c h the players are hot Jolinda ' L e m m y , w h y don't you move frightened b y t h e d a r k ! A n d B r u m h o l d
on the t r a i l of a band of marauding orcs. to the edge of the woods for a quick look?' notches an arrow to his bow.
Sue, t h e referee or Dungeon Master, has
previously p r e p a r e d t h e a d v e n t u r e a n d Terry knows that her thief has the ability Sue acknowledges these preparations as
runs it with reference to the rules. to move silently, and currently has more they are told t o h e r by t h e players, a n d
hit points than anybody else, but Lemmy then tells them w h a t occurs. ' Yo u reach
The players and their characters are; is cautious. 'What, go on m y own and get the edge of the woods. Leading t h r o u g h
jumped? No thanks, let Norva or Brumhold the trees is a n a r r o w trail.'
go; its their job to look for trouble.'
Nic - N o r v a t r o n a r m s (1st level fighter) Norva w a v e s t h e o t h e r s o n T h e g r o u p
Jon B r u m h o l d (1st level fighter) confers, then Alan tells Sue that they will
Lemmy c a n n o t b e persuaded. W i t h a n
Anne - J o l i n d a (1st level cleric)
Armour C l a s s o f 5 , Te r r y k n o w s h e r adopt their normal marching order.
Terry - L e m m y (2nd level thief)
character is not as good in a fight as the
Alan - Sarak (1st level magic user) Sue — 'OK. Yo u w i n d your w a y through
fighters. Though the other players attempt
to p e r s u a d e h e r , L e m m y w i l l n o t b e the woods for an hour, until you come to a
Sue (DM) — 'After following the trail for moved. 'Listen, Norva,• she insists, 'I'm a river. A s you d r a w near, three c r o w s fly
an h o u r you come to the edge of a dark thief, not a fighter — it's not my job to get into t h e a i r, c a w i n g . ' S h e c h e c k s h e r
wood g r o w i n g o n t h e f o o t h i l l s o f t h e into fights. You're a fighter. Yo u go.' notes for the encounter. 'From where you
Teardrop Mountains. A column of smoke are, y o u c a n s e e t h r e e s k u l l s s t u c k o n
rises in the distance.' Brumhold — 'Leave h e r be, s h e ' s o n l y poles on the far side of the river, and two
happy s t a b b i n g p e o p l e i n t h e b a c k o r heads hung by their hair from a tree.'
Anne a s k s S u e t o t e l l h e r h o w h e r stealing from honest folk. All thieves are
character perceives t h e smoke — 'Does the same._ they hang around at the back Jolinda's lawful nature is greatly offended
the smoke look like it's from a forest fire or when t h e r e ' s f i g h t i n g t o b e d o n e , b u t by this disgusting spectacle. T h e others
a campfire?' they're first on the spot where money is make their preparations] Brumhold covers
concerned.' the far side with his bow; Lemmy dodges
Sue - - ' Yo u ' d s a y i t w a s a c a m p f i r e . into undergrowth, drawing t w o daggers;
There's n o t enough smoke for i t to be a Lemmy ' W a t c h y o u r mouth, m u s c l e - and Norva, checking that the river is not
forest fire.' head. I do my bit when I have to.' deep, crosses to the other side.

Sarak — ' W e m u s t b e g e t t i n g close t o Sarak r e f u s e s t o b e d r a w n i n t o t h e Sue t e l l s N i c t h a t h i s c h a r a c t e r h a s


their camp.' argument, which is wasting time as far as crossed s a f e l y. ' Yo u c a n n o w s e e t h e

THE BEGINNERS- GUIDE TO ROLE PLAYING GAMES


2 I N I N G I N E : m a g a z i n e , D e c e m b e r 1983
o0ALM NOR1-iA1
IRONARMS!j

ThEFIRE
'1W ( A C S
CANNOTBE
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evtis%cc:
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1AND LOON" TI-105E
I VILE MATUf\Es
WEMUST 3E ATTMEDDE HAVEEATEN TWO
OFIKEA TEMITOKL(••• (pF VILLAbER5I

glowing remains of a campfire and some that, t w e n t y m i n u t e s l a t e r, t h e p a r t y fight, since his character lives to do battle
gnawed b o n e s , s c a t t e r e d a r o u n d . T h e hears a c r y o f a g o n y c o m i n g f r o m u p with w o r t h y opponents. A n n e sees
undergrowth is very trampled, as if many ahead. Jolinda as a w o m a n whose dedication to
creatures stopped here.' eradicating e v i l i s t e m p e r e d b y a l i t t l e
Brumhold — 'It's the orcs killing another more common sense. Lemmy, of course,
Norva looks a r o u n d t h e fire, prodding i t villager. Come onl' would m u c h p r e f e r e a s y m o n e y t o t h e
with a s t i c k , a n d t h e n s e a r c h e s t h e potential hazards of fighting a large group
clearing. Sue, from her description of the The f i g h t e r m a k e s as i f to rush t o w a r d s of dangerous creatures, and Te r r y plays
encounter, k n o w s t h a t t h e r e a r e s o m e the screams, s w o r d d r a w n , a n d N o r v a the thief as a character of great caution.
clothes i n t h e bushes, w h i c h h e r notes steps behind him. However, the others in The m a g i c u s e r, a s s e e n b y A l a n , i s
say w i l l be discovered on a t h r o w of 1-3 the party urge more care. ambitious a n d c r a f t y ; v e r y u n l i k e l y t o
on a six-sided dice (c16). She rolls secretly, Jolinda — 'No, wait! There may me a lot of want t o r i s k h i s l i f e i n a f r a n t i c melee.
and, the result being a 1, tells Nic that his them. W e s h o u l d h a n d l e t h i s carefully Sarak will not rush into anything.
character has discovered the clothes. The until w e know what is happening.'
others cross the river. A grim realisation Nic N o v i c e i s b e g i n n i n g t o u n d e r s t a n d
hits the cleric. Brumhold ' S o much for your concern! what role-playing i s about. F o r t h e
Pah! I f w e m o v e f a s t w e m i g h t s a v e moment, Norva lronarms remains some-
Jolinda — 'Yuk! The arcs must have eaten somebody's life.' what o f a ' c o p y ' o f h i s f e l l o w - f i g h t e r,
two of the people from the village!' She is Brumhold, but then, he has a lot to learn.
completely outraged. Sarak j o i n s i n t h i s a r g u m e n t , s i n c e h e
realises t h a t h i s o w n l i f e c o u l d b e i n Jolinda — 'Let's move a little closer, and
Brumhold is more phlegmatic. 'The skulls danger. A single blow could easily kill the see w h a t is happening ahead.'
mark the edge of their territory. They hope magic user, w h o has only 2 hit points.
people will be scared off.' Brumhold — 'It'll be on your head if those
Norva — 'But you could sleep them!' orcs have killed anybody else....'
Norva — 'Well, t h e y ' l l have to do better
than that. Let's go on!' Sarak — ' N o t i f I ' v e b e e n c h o p p e d to S a r a k — ' W e c a n ' t p r e v e n t t h a t i f w e
pieces, I can't....' allow ourselves to be killed, Brumhold.'
Jolinda — ' Wa i t a m i n u t e . L e m m y, help
me get those.... heads down, so w e can Lemmy announces her reluctance to get Lemmy — 'That's right, Wiz S o , I'll j u s t
give these unfortunates a decent burial.' into a f i g h t , o n c e m o r e f a l l i n g f o u l o f bring up the rear, OK?'
Brumhold's c o n t e m p t . ' Ty p i c a l ! T h a t ' s
Lemmy i s incredulous, b u t Jolincla w i l l Just what I expected of you.' Norva — ' D o n ' t y o u worry, T h i e f , I ' l l
not b e swayed. S u e notes that the party protect you i f the orcs attack us. They'll
takes time to perform a simple ceremony. The players a r e b e g i n n i n g t o establish regret t h e d a y t h e y ever m e t N o r v a

1 The party moves on. Sue checks her map


for t h e n e x t encounter, a n d a n n o u n c e s
their characters as real people, each with
aspirations o f t h e i r o w n . F o r J o n ,
Brumhold is reckless w h e n it comes to a
Ironarms!'

N e x t m o n t h - To t h e rescue

BYJIM BAMBRAAND PAULRUIZ


I MAGI NE nul9azine, Mt:ember 1983 3
Warriors, Thieves, Para-ins CLASSIFIED ADS
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POST CODE 1 9 Merry Christmas to all our readers!

• • • • • • • • • • • • • • • • • • • • • •• • • • • • • • •

YOU ARE IN A
the magazine o f i m a g i n a t i v e f i c t i o n
COLD, DARK
catch u p w i t h ROOM...
B A R R I N G TO N B A Y L E Y

RICHARD COWPER You hear a steady, regular shuffling sound and


an occasional g r u n t w h i c h tells y o u t h a t
M. J O H N H A R R I S ON
something else is here with you. But you cannot
MICHAEL MOORCOCK see what it is!
JOHN S L A D E K The hair on your neck rises in anticipation. You break
out in a cold sweat. Terror strikes deep into your very
discover new w r i t e r s , new a r t i s t s +
soul. You must act quickly — but what will you do?

you w o n ' t f i n d I n t e r z o n e Will you a ) Feel around the walls for a


in y o u r l o c a l newsagent -
light switch? (Turn to page
16)
but you w i l l f i n d i t
b) Draw y o u r weapon a n d
appearing through y o u r l e t t e r b o x strike blindly a t t h e u n -
four t i m e s a y e a r i f y o u send E5 t o named horror? (Turn t o
INTERZONE ( I ) page 30)
124 O s b o r n e R d B r i g h t o n BN1 6 L U c) Run for your life? (Turn to
page 40)
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 . Turn to the page indicated in one of the above options
to find the results of your decision.

4 P l e a s e mention I M A G I N E magazine when replying to advertisements


STIRGE f l

A restricted number of monsters is


more credible than a terrific variety.... 7T1
then, an unfamiliar monster is
something really new and different.

In the bad old days before the coming quickly wear off, and each n e w monster able t o t r i c k them. T h e m o r e ' s t o r y l i n e '
of I M A G I N E m m a g a z i n e ( p u f f ) a n becomes just another n e w monster. 'It's you c a n g e t o u t o f y o u r m o n s t e r s t h e
article appeared in the Player's Assoc- pink and has two heads and a mouth in its better. Is internecine strife amongst the
iation Newsletter giving a brief history stomach.' Oh yes? So w h a t else is new? arcs rampant? I s t h e r e a f e u d b e t w e e n
of the D&D'' g a m e . In the course of Hack. Slay. kobolds and goblins that the players could
this a r t i c l e , t h e a u t h o r r e c o u n t e d exploit?
with a sense o f w o n d e r h o w i n t h e Thirdly, i t m u s t be said, t h a t a relatively
restricted n u m b e r o f m o n s t e r s i n a Finally, on the subject of monsters, bear
original, p r e - G r e y h a w k r u l e b o o k s dungeon is more credible than a terrific in m i n d t h a t player-characters have n o t
there were less than fifty monsters in variety. This i s an a r g u m e n t t o be used read the Monster Manual and do not have
total (excluding humans) for a D M to with care, since the average dungeon is access to the knowledge contained there-
populate all his dungeon levels with. not a v e r y credible place a t t h e best o f in. Thus they should not really be able to
How did anyone manage? times. N o n e t h e l e s s , I p r e f e r t o s l a n t act on knowledge that stems from the fact
things towards credibility if I can. that the player in question has read t h e
The a n s w e r is, as any o f us old stagers
will tell y o u (pauses t o comb grey hairs
out of beard), that w e managed all right,
thank you. Today, of course, w e are very A page for the
much accustomed t o t h e v a s t r a n g e o f
monsters p r o v i d e d n o t o n l y b y t h e
M o n s t e r M a n u a l a n d F I E N D FOLIOTM
not-so-experienced
Tome, but also the many, many monsters adventurer
that have been published in a variety of
magazines, a m a t e u r n e w s l e t t e r s , a n d
compendia o f o n e s o r t a n d a n o t h e r. I
recall one stage of the hobby when it was
by Roger Musson
common f o r D M s t o c o m p e t e i n t h e
number o f monsters i n t h e i r wandering
monster tables, one would say, 'I use ten .10

level t a b l e s o f t w e l v e m o n s t e r s e a c h ' , What I am coming round to is this: that as Monster Manual. Initially, therefore, it is
another w o u l d reply, ' t h a t ' s nothing — I DM you should not feel obliged to use all a good idea t o discourage players f r o m
have fifteen level tables o f t w e n t y mon- the monsters in the Monster Manual and reading either the Monster Manual or the
sters e a c h ' a n d s o o n N o w a d a y s t h e r e FIEND FOLIO Tome just because they are Dungeon M a s t e r ' s Guide. Let them find
seems l i t t l e p o i n t i n s u c h competition; there. Yo u s h o u l d feel perfectly free t o out t h e h a r d w a y h o w t o deal w i t h a n
there is virtually no limit to the number of pick and choose, and make up your own ochre jelly or a gargoyle. However, sooner
monsters you can deploy given a suffic- wandering m o n s t e r t a b l e s u s i n g j u s t or later one or more players will w a n t to
iently c o m p r e h e n s i v e s c a n n i n g o f t h e those m o n s t e r s t h a t y o u w a n t , leaving become DMs in their own right, and then
available literature. out those that you do not like, and putting they w i l l necessarily k n o w a l l s o r t s o f
in some of your own. There is much to be things w h i c h as players they should n o t
Excitement wears o ff said (as I hope I have shown) for making really know.
up a f a i r l y restricted list o f f i f t y t o sixty
Personally, t h o u g h , I t h i n k t h e r e w a s monsters, a t least t o s t a r t w i t h . T h i s is One w a y round this is simply to alter all
something t o b e s a i d f o r t h e o r i g i n a l particularly t r u e i f y o u r players a r e the s t a t i s t i c s f o r y o u r m o n s t e r s . Y o u
restricted selection. F o r o n e t h i n g , a s novices — let t h e m c u t t h e i r teeth on a could m a k e t h e skeleton a fearsome, 6
players, w e g o t t o k n o w t h e s t a n d a r d handful o f m o n s t e r s t h e y c a n c o m e t o HD, AC 2 beast, and degrade the beholder
monsters pretty well. We found out w h a t recognise before you start t h r o w i n g t h e to a humble 1 HD, AC 7 creature with but
they like, h o w to deal w i t h them, h o w not wild and wonderful at them. a feeble 1-4 claw attack. This is absolutely
to deal w i t h t h e m , a n d s o on. Kobolds, fair and above board as long as you are
orcs, z o m b i e s , t h e y w e r e p a r t o f t h e Cut the maniacal attacks consistent — t h e r e i s n o r e a s o n w h y
familiar underground world. In a dungeon players s h o u l d be able t o expect t h a t a
with a huge variety of monsters, there is a Another important point t o be reckoned wight in one D M ' s universe is the same
distinct p o s s i b i l i t y t h a t p l a y e r s w i l l with h e r e i s this: i t is n o t so m u c h t h e as a w i g h t in some other D M ' s universe.
virtually n e v e r m e e t t h e s a m e m o n s t e r monster that counts as h o w you play it. But t o chop a n d change — say, t o play
twice, a n d n e v e r g a i n f a m i l i a r i t y w i t h As o n e friend of m i n e (a r e a l veteran o f skeletons t h e s t a n d a r d w a y a n d t h e n
anything. the D&D game) sagely remarked, you can suddenly introduce one with a level drain
have a lot of fun with an orc — if you play ability t o 'keep players o n t h e i r toes' i s
Secondly, i n t h e old days, w h e n w e did it well. The key is to play monsters w i t h definitely mean.
come across an u n f a m i l i a r monster (per- the r i g h t degree o f intelligence. D o n o t
haps a special creation of the DM) then it make e v e r y t h i n g a t t a c k m a n i a c a l l y o n Whatever you do, if a player ever objects,
was something really n e w and different. sight — c l e v e r m o n s t e r s w i l l b e h a v e 'but i t s a y s i n t h e M o n s t e r M a n u a l
The p a r t y w o u l d a t o n c e p e r k u p i t s cleverly, a n d p e r h a p s t r y t o t r a p o r that....', the reply is, ' w h a t does Thorgrim
attention. What is it? But if one continually deceive t h e players r a t h e r t h a n a t t a c k (or w h a t e v e r t h e i r c h a r a c t e r n a m e i s )
meets new monsters, and never the same them. H a l f - w i t t e d monsters w i l l behave know of that?'
one twice, t h e n the excitement can very half-wittedly, and perhaps players will be IOU Roger M u s s o n
IMAGINE manazinc. December 0 8 3 5
/
This article, t h e s e c o n d of a t w o part series on C a n t o n s for magic users
d11CI illusionists, f i r s t a p p e a r e d i n o u r s i s t e r p u b l i c a t i o n , D R A G O N '
magazine, issues 59, 6 0 & 61 ( M a r c h / A p r i l / M a y 1 9 8 2 ) . It is reproduced

by Gary Gygax by k i n d permission o f that journal's editor.


Notes on the use o f cantrips appear at the e n d of this article.
E G a r y Gygax A l l rights reserved

magics, for apprentice wizardc in the AD&D game


dweomer over the desired object so that it becomes invisible to
C a n t r i p s are, simply, 0-level magic-user spells, all those in front of the caster, The magic does not affect sound,
the spells used b y apprentices during t h e long so t h a t i f a c r o w i n g r o o s t e r w e r e m a d e t o disappear, i t s c r y
and tedious training for the crafts of magic use. would still be heard. The dweomer will not work if viewers are
Most cantrips are spells o f n o great effect, so beside or behind the caster, The cantrip lasts for 1 t u r n on an
when t h e 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 object of 2 cubic yards or less in size. The duration is reduced by
1 r o u n d for every additional 2 cubic yards of volume made to
(1st-level) m a g i c user, the k n o w l e d g e pertain-
disappear, until at 20 cubic yards of volume, duration is 1 round,
ing t o t h e s e s m a l l m a g i c s a r e d i s c a r d e d i n
At o v e r 2 0 c u b i c yards o f volume, d u r a t i o n i s r e d u c e d b y a
favour o f m o r e p o w e r f u l spells. H o w e v e r, a
number of segments equal to 1 per 2 additional cubic yards; le,
magic u s e r m a y o p t t o r e m e m b e r u p t o f o u r the hide cantrip will have a duration of 9 segments if cast on an
cantrips i n p l a c e o f o n e 1 s t - l e v e l s p e l l . T h i s object of 22 cubic yards volume, 8 segments for 24 cubic yards,
assumes t h a t the m a g i c user retains his or her and so on down to 1 s e g m e n t for 38 cubic yards. A n y t h i n g over
book o f cantrips — a t o m e as large as a g o o d - 38 c u b i c yards i n v o l u m e w i l l a t b e s t m o m e n t a r i l y s e e m t o
sized b o o k o f higher-level spells. disappear a n d t h e n reappear again. Ve r b a l c o m p o n e n t i s a n
activating w o r d such as 'abracadabra' w h i l e the h a n d passes
across the front of the object. The caster can dispel the cantrip
simply by speaking the activating word.

Legerdemain Cantrips
M u t e (A lt era ti o n)
Change (Alteration) Area of Effect: I object C T : 1/10 segment
Area of Effect: I object CT: 7 1 0 segment
The m u t e cantrip alters the shape of small objects of a mineral
By means of a change cantrip, the caster alters one small object nature. I t applies t o glass, metal, stone, etc. A p l a n e c a n b e
to another. The change must be w i t h i n the same kingdom, and altered to a rod, a torus to a sphere, etc. Similarly, glass could be
only animal and vegetable objects are affected. Thus, a piece of changed t o crystal, l e a d t o s i l v e r, c o p p e r t o gold, e t c . T h e
parchment can be changed to a brightly coloured cloth square; duration o f the m u t e is 1 r o u n d . I f an individual t o u c h e s t h e
the c l o t h t h e n c h a n g e d t o a rose. E a c h c h a n g e r e q u i r e s a object affected, the dweomer of the cantrip m i g h t be affected.
change cantrip. T h e c a n t r i p w i l l n o t c a u s e m o r e t h a n 5 0 % The individual touching it makes a saving t h r o w vs magic, and if
increase or decrease in size/volume, and the effect will last for a it s u c c e e d s t h e c a n t r i p i s d i s p e l l e d . Ve r b a l a n d s o m a t i c
base time of 1 turn. If the change is radical, then the time will be components are similar to a change cantrip.
reduced accordingly; le, a dead to live object is a radical change
and will last only 1 round. On the other hand, a slight alteration
such as colour change or the like w i l l last for 1 o r more days. Palm (Illusion)
Saving t h r o w d o e s n o t a p p l y a s l o n g a s s m a l l , a n i m a l - Area of Effect: 1 s m a l l object C T / 1 0 segment
intelligence, non-magical creatures of normal sort are concern-
ed. Typically, a magic word is verbalized while the hand makes a With this cantrip the caster can secrete a small object in his or
pass over the object to be affected. her hand w i t h o u t seeming t o do so. The dvveomer creates an
illusory duplicate of the object, so that the other can be taken
while under a form of hide cantrip (which works regardless of
Distract (Enchantment) viewer position). The duplicate lasts just 1 segment, so it must
Area of Effect: Special C T : 1 / 3 segment be screened f r o m v i e w, o r onlookers w i l l s e e i t w i n k o u t o f
existence. A special word is spoken w h i l e a finger points at the
Using this cantrip, the caster causes all watching to look at an object to be palmed. The caster may pick up the now-invisible
area t o the right or left, and w i t h i n 1 0 feet of the caster. Thus, actual object while seemingly only touching the duplicate.
the caster can cause viewers to watch one hand and a place a
f e w feet distant where the caster's finger is pointing, while the
other hand does something unnoticed. Saving throws apply only Present (Alteration)
to individuals above 0 level, or with at least 141 h i t dice and an Area of Effect: 1 s m a l l object C T : 1/6 segment
intelligence a b o v e a l o w rating. T h e d i s t r a c t c a n t r i p h a s a
duration o f o n l y 1 s e g m e n t . T h e caster speaks a n attention- A p r e s e n t cantrip brings small objects to hand f r o m w i t h i n a
getting word and gestures to the left or right. 2-foot radius. They will appear magically in the caster's hand as
he or she puts the hand upward or outward with a flourish and
speaks t h e k e y w o r d , I f a n o b j e c t a s l a r g e a s a t a n k a r d i s
Hide (Illusion)
presented, the cantrip will be exhausted, but as many as a dozen
Area of Effect: I object C T : 1/in segment coins could be brought to hand before the dweomer failed. The
caster must k n o w the exact nature and location of the desired
This cantrip a l l o w s t h e caster t o magically h i d e a n object o f objects. If they are on the person of another individual, a saving
virtually any size for a short period of time. The cantrip casts a throw vs magic applies, unless the objects are in plain sight.
6
N I A G I N V n u m a z i n e , U c c e m b c r 1'183
Person-Affecting Cantrips Sneeze (Evocation)
Area of Effect 1 creature CT: 1/2 segment
Belch (Evocation)
Area of Effect: 1 p e r s o n CT: 1/10 segment A c a n t r i p o f t h i s kind causes irritation i n t h e subject's nasal
passages. U n l e s s t h e s u b j e c t m a k e s a successful t h r o w v s
When this cantrip is cast the subject will involuntarily belch. A magic, a sneeze will occur. The caster verbalizes the name of an
saving t h r o w is applicable only to see h o w loud or muffled t h e irritant substance w h i l e touching his or her nose.
sound is, failure indicating a very loud belch, success meaning
that the sound is more muffled. Verbal component is an almost
inaudible belch while the caster's hand presses the diaphragm. Tw i t c h (Evocation)
Area of Effect 1 creature C T : 1/3 segment

Blink (Evocation) By means of this cantrip, the caster causes a muscle contraction
Area of Effect: 1 person C T : / '• la segment somewhere on the subject — the head, arm etc. The twitch will
be noticeable, but w i l l not cause the subject loss of control or
This cantrip causes t h e subject to blink its eyes. The blinking concentration. The cantrip is negated b y a successful saving
reaction lasts for just half a second. A successful saving t h r o w throw. Verbal component is the name of the area to be affected
indicates o n l y a s i n g l e e y e w i n k , o r n o e ff e c t f o r one-eyed while the caster gazes at the area making a t w i t c h i n g m o t i o n
creatures. A word is spoken softly while the fingers snap. with the hand.

Cough (Evocation) Wink (Enchantment)


Area of Effect: 1 person C T : 1/3 segment Area of Effect: 1 person C T : 1/10 segment

This c a n t r i p m a k e s t h e s u b j e c t c o u g h This cantrip causes the subject individual


spasmodically. I f a saving t h r o w is made,
the cough is only a brief hacking which will
Illusionist cantrips to w i n k one eye. A saving t h r o w indicates
that t h e w i n k i n g i s rapid a n d n o t greatly
not d i s t u r b o t h e r activities. F a i l u r e i n d i -
cates a l o u d series o f coughs lasting 1 - 3
begin on noticeable, while failure to save indicates a
greatly exaggerated, p r o l o n g e d w i n k i n g .
seconds. T h e s o m a t i c c o m p o n e n t i s a
gagging gesture while a gasp is verbalized.
page 10 The caster speaks a magical phrase w h i l e
making imperceptible winks w i t h the eye.

Giggle (Charm) Ya w n (Evocation)


Area of Effect: 1 person C T : 1/3 segment Area of Effect: 1 creature C T : 1/6 segment

The effect of this cantrip depends on t h e saving t h r o w. I f the A y a w n cantrip makes t h e subject feel d r o w s y, causing i t t o
subject fails to save, the result w i l l be a chuckle lasting 2 or 3 yawn. I f a s a v i n g t h r o w v s m a g i c succeeds, t h e s u b j e c t i s
seconds. If it succeeds, only a brief giggle w i l l be caused. The unaffected, w h i l e failure not only forces the yawn, b u t makes
verbal component is a single phrase (known in magical circles the subject more susceptible to a sleep spell. For the balance of
as a 'punch line') w h i l e one finger moves to and fro rapidly. the round in w h i c h the y a w n cantrip was cast, and during the
whole o f t h e n e x t round, t h e subject w i l l f a l l i n t o comatose
slumber if a sleep spell is cast upon it A n additional creature
Nod (Evocation) will be vulnerable to sleep if more than 1 creature of 4 or fewer
Area of Effect: 1 p e r s o n C T : 1/10 segment hit dice are subjected to the spell, and where creatures of 4+1 t o
4+4 hit dice are involved, there is a chance that 2 will actually be
This cantrip causes the subject to give a nod of the head due to affected by sleep. Even a creature of up to 5+2 h i t dice can be
muscle contraction, as if nodding in agreement or as a greeting. affected by sleep if previously victimized by a y a w n cantrip, but
A successful saving t h r o w negates the effect. The caster gives a there i s a 5 0 % chance t h a t i t w i l l n o t b e affected, a s i f t h e
slight nod of the head while pointing a little finger at the subject. creature had 4+1 to 4+4 hit dice. The caster hums a lullaby while
making a rocking motion w i t h cupped hands.

Scratch (Evocation)
A-ea of Effect: 1 creature C T : 1/6 segment Personal Cantrips
-1- s c r a t c h cantrip causes an annoying itch on some portion of Bee (Summoning)
body. Unless a saving throw is made, the subject will scratch Area of Effect: 1 bee C T : 1/2 segment
a-. 7MS itch. This only takes a second, and will cause the itch to
Verbal component is the n a m e of some body pest (flea, When this cantrip is employed, the caster summons a honey bee
etc) w h i l e the area of the itch is pointed to. from some place — where is of no importance, for the creature
IMAGINE mailazine, December 1963 7
appears in seconds, w h e r e v e r the caster gazes, up to 1" away. or as similar a species as possible. W h e n it arrives, the caster
The bee is annoyed, and is 9 0 % likely to sting any creature i t will have no control over the mouse, and the animal will behave
finds itself upon (causing the subject to react violently if it would as w o u l d a n y i n t h e g i v e n s i t u a t i o n . T h e c a s t e r s p e a k s a
normally be so affected). The verbal component is a low buzzing summoning word (typically the name of a food item desirable by
sound w h i l e the caster's forefinger makes flight-like passes. mice) w h i l e h o l d i n g h i s o r h e r h a n d s i n s u c h a w a y a s t o
resemble mouse ears.

Bluelight (Conjuration)
Area of Effect: 1/4' CT: I / 2 segment S m o k e p u ff (Evocation)
Area of Effect: / ' diameter cloud C T : 1/2 segment
This cantrip conjures a small sphere of glowing blue radiance.
The light has an eerie effect w h e n seen from a distance, but it When this cantrip is employed, a p u ff of smoke appears in the
desired location, u p t o 1 " d i s t a n t f r o m t h e caster, a n d w i l l

1
only illuminates an area of 5' radius. Furthermore, it does not
cast reflections b e y o n d t h i s radius, n o r affect infravision o r ascend a s w o u l d a n y c l o u d o f s m o k e , o r b e d i s s i p a t e d ,
ultravision. W h e n t h e caster says a r h y m e u s i n g t h e w o r d s depending on t h e prevailing conditions. The caster can cause
'blue' and 'light' in any combination, the bluelight appears in his the s m o k e t o b e e i t h e r w h i t e , g r e y, black, b r o w n , y e l l o w o r
open palm and glows until he ceases to concentrate. green. T h e caster n a m e s t h e colour o f smoke desired w h i l e
moving a hand from an extended horizontal position to a vertical
one, m e a n w h i l e breathing forth a p u ff of air.
Bug (Summoning)
Area of Effect: 1 b u g C T / 2 segment
Spider (Summoning)
The b u g cantrip enables t h e caster to s u m m o n some form of Area of Effect. 1 s m a l l spider C T : 1/2 segment
crawling insect. It w i l l likewise be irritated and w i l l attack the
creature i t m i g h t f i n d i t s e l f u p o n , w i t h appropriate results. This cantrip summons a small, ordinary spider from elsewhere
Verbal c o m p o n e n t is the n a m e of the insect desired w h i l e the to the location desired by the caster, up to 1" distant from his or
caster's forefinger m a k e s a sliding and pointing motion at the her p e r s o n . T h e a r a c h n i d s o s u m m o n e d w i l l u s u a l l y b e a
desired area of the bug's appearance (up to 1 " distant). common garden spider or the like, no larger than an inch or two
in diameter, a n d i t w i l l b e basically harmless. T h e r e i s a 5 %
chance that the creature will turn out to be one w i t h powerful
Firefinger (Alteration) poison (black w i d o w, b r o w n recluse, etc). S i n c e t h e s p i d e r
Area of Effect: 1/2' C T 1 / 2 segment summoned w i l l be annoyed, t h e creature upon w h i c h i t finds
itself, if such is the case, will be subject to an immediate biting
The f i r e f i n g e r cantrip enables the caster to cause a jet of flame attack. This w i l l have only a m o m e n t a r y effect, distracting the
up to half a foot in length to shoot forth from a finger. The flame victim for 1 segment, for a normal spider. If the spider is of the
is very hot, and ignites combustible materials such as parch- very poisonous sort, the victim must also make a saving throw vs
ment, t w i g s a n d t h e l i k e w i t h o u t d i ff i c u l t y, p r o v i d i n g t h e poison a t +4. S u c c e s s i n d i c a t e s o n l y 1 p o i n t o f d a m a g e i s
materials a r e rela tive ly d r y. T h e f l a m e p e r s i s t s f o r u p t o 1 inflicted. Failure indicates 2 points of damage inflicted, and the
segment. The caster speaks a word of power over elemental fire victim w i l l feel sick and be unable to act normally for 1 - 4 days
Cronson', or the much revered e x t e n d s the forefinger, unless a neutralize p o i s o n spell is cast to remove the toxin (a
and makes a d o w n or sideways motion w i t h the thumb. s l o w p o i s o n w i l l d e f e r t h e sickness f o r 1 day). To c a s t t h e
cantrip, the word 'arachnid' should be spoken w h i l e spreading
and wiggling the fingers.
Gnats (Summoning)
Area of Effect: 1 cubic foot C T : 1/2 segment
Tweak (Conjuration)
When this cantrip is used, a cloud of gnats is summoned. It will Area of Effect. 1 creature C T : 1/2 segment
immediately fly around the head of the nearest living creature,
and u n l e s s he, s h e o r i t makes a successful saving t h r o w vs With t h i s cantrip, t h e c a s t e r causes a n u n s e e n t h u m b a n d
poison, t h e c l o u d o f g n a t s w i l l distract t h e creature f o r 1 - 4 forefinger to harmlessly, but annoyingly, tweak some portion of
segments before flying elsewhere. The verbal component is a a subject w i t h i n 1 " radius of the caster. Portions subject to the
high-pitched buzzing sound w h i l e the caster points a finger at t w e a k cantrip are: cheek, nose, ear, beard, moustache or tail.
the area in w h i c h the gnat cloud is to appear. The cantrip's effects do n o t disturb spell casting, a l t h o u g h i t
might cause a distraction, making someone turn t o w a r d s the
source o f t h e a n n o y a n c e . A f a i l u r e t o s a v e v s m a g i c ( f o r
Mouse (Summoning) creatures with an intelligence under 7), or failure to roll a score
Area of Effect: 1 m o u s e C T 1 / 2 segment greater than intelligence on 3d6 (for those with intelligence of 7
or greater), indicates a 1 -segment distraction. The caster speaks
The mouse cantrip enables the caster to bring forth a mouse to a a m a g i c p h r a s e (such a s 'kitchy-kitchy-coo') w h i l e m a k i n g a
position up to 1" away. The animal will be a typical field mouse pinching and pulling motion with t h u m b and forefinger.
8 I M A G I N E magazine, December 1983
Unlock (Conjuration) Moan (Illusion)
•••-,a of Effect: 1 lock CT: 1/2 segment Area of Effect: Special CT: 1/10 segment

s cantrip enables the caster to conjure an invisible, key-like This c a n t r i p i s t h e s a m e as a g r o a n cantrip, except t h a t t h e
7orce appropriate t o t h e locking m e c h a n i s m t o be opened (or sound involved is either a pitiful or an eerie moan. The verbal
:Hosed). The unlock cantrip will affect only simple locks — those component f o r e a c h o f t h e desired s o u n d s i s e i t h e r a l o w -
•••-hich have closing pressure prongs or bolt and pins. Locks with pitched moan for the haunting effect or a high-pitched one for
7._—Iblers or levers, as well as secret-combination locks, are not the pitiful effect.
s_oject to this cantrip, but simple locks w i t h complex wards to
:-event skeleton-key triggering w i l l be subject to t h e cantrip.
.1. —Ie the caster speaks a word or phrase associated with locks Rattle (Illusion)
J-:-tock-doublelock, yah-el, etc) h e o r she makes a t w i s t i n g Area of Effect: Special C T : 1/10 segment
on w i t h fingers held as if to grasp a key.
By means of this cantrip, the caster causes the audible illusion
of a r a t t l i n g s o u n d associated w i t h chains. I t s direction a n d
distance are the same as for a groan cantrip. The sound will last
I P A S * 1 eaC4 t w ; 1 1 / 4 r 4 rol M . 4
for up to 2 seconds. A l l creatures w i t h i n 1 " o f the sound are
-AtitV0-44-efr-a—
W W ; r . 1 ( 1 Pf4S774 entitled to a saving t h r o w versus magic to determine w h e t h e r

Wir*1411'WAtieWttaiefa
agspait.#1-2E-oare/o.As-V11
they h e a r t h e illusionary sound. T h e spell caster n a m e s t h e
rattling device of which he or she desires to create the illusion,
while shaking one hand vigorously.

Haunting-Sound Cantrips Tap (Evocation)


Area of Effect: 1 sq. foot C T : 1/6 segment
Creak (Evocation)
L•-ea of Effect: Special CT: 1/0 segment By means of this cantrip, the caster is able to evoke an invisible
force which w i l l tap or rap against some solid object — a door,
s cantrip evokes a noise similar t o t h a t o f a d o o r w i t h lid, floor, table, wall, pane, o r whatever. The sound w i l l occur
--oded hinges slowly opening, or else a sound as if something once, t w i c e , o r t h r i c e a c c o r d i n g t o t h e n u m b e r o f f i n g e r s
...s-e w a l k i n g over squeaking floor-boards. T h e f o r m e r sound extended b y t h e caster. I t i s a n actual sound, a n d creatures
as:s for 1-3 segment; t h e latter noise w i l l last half a segment within 1 " o f t h e n o i s e w i l l certainly h e a r i t i f t h e i r sensory
a - c seem to traverse up to 10 feet distance. The caster makes a organs permit. Verbal component is a hollow sound created by
7••• creaking sound in the throat while using a hand to make an the tongue against t h e palate, o r a key phrase spoken softly,
:::ening motion or fingers to make a walking motion. while the finger makes a tapping motion.

Footfall (Illusion) Thump (Illusion)


L.-ea of Effect: Special C T : 1/6 segment Area of Effect: Special C T 1/10 segment

cantrip creates the aural illusion of footsteps. The sound is An a u d i b l e illusion, t h e t h u m p c a n t r i p c a u s e s a l l c r e a t u r e s


' a h u m a n or humanoid w e r e walking. The footfalls can be w i t h i n a 1" radius of the area of effect to hear a loud but muffled
a::: or fairly noisy. They can approach, move away, follow, o r thumping sound, as if something large just fell from a height of a
seem to parallel a person or party. They must begin within 1 " of foot or two. A successful saving throw versus magic nullifies the
: - e caster, but they may thereafter move away from him or her cantrip's effect. The caster can cause the sound to seem to come
_p to a 2 " distance, or may approach closer than 1". The caster from any location w i t h i n a 1 " radius of his or her person. The
—ust softly vocalise sounds similar to footsteps while pointing caster s w a l l o w s loudly w h i l e pointing toward the area w h e r e
a: the area they are to occur initially and subsequently. the cantrip is to come from and thinking of the thumping sound.

Groan (Illusion) Whistle (Evocation)


L.-ea of Effect: Special C T : 1/6 segment Area of Effect: Special C T : 1/0 segment

1- g r o a n cantrip creates the audible illusion of a wracking cry When this cantrip is cast, t h e dweomer causes a f a i n t or loud
- —,ng from a location up to 1" away from the caster, even from whistling sound. A f a i n t w h i s t l i n g can be heard w i t h i n 1 0 ' , a
-s i e a chest or behind a door. Those creatures within hearing loud o n e w i t h i n 3 0 ' . T h e s o u n d c a n b e s h a r p a n d n o r m a l -
a:ance a r e a l l o w e d a saving t h r o w versus magic, a n d i f i t seeming or echoing, hollow, and eerie. The caster must whistle
s_.=ceeds, t h e individual w i l l h e a r n o s u c h noise. T h e caster softly in a manner generally similar to the desired sound w h i l e
—a•ces a soft groaning sound in his or her throat while pointing he or she looks at the area from which the sound is to come and
:c :he area from w h i c h the sound is to appear to come. holds two fingers near his or her mouth.
IMAGINE mtulazinc• Decernbct 1!-)83 9
CANTRIPS FOR T H E A S P I R I N G I L L U S I O N I S T

coloured lights, the cantrip will remain active, and the globe or
T h e cantrips for this sub-class are basically the globes w i l l f l o a t n e a r o r r e s t u p o n t h e caster, a s h e o r s h e
same as those f o r magic users o f the standard desires, w i t h i n t h e 1 " range. Globes can be moved back and
sort. T h e m a i n differences are t h a t illusionists forth, up and down, to and fro as desired. The illumination from
any of them w i l l n o t cast reflections beyond 1 " , and t h e light
generally have fewer of them, and they have an shed cannot be detected beyond 3". Infravision and ultravision
entire additional t y p e o f c a n t r i p n o t k n o w n t o are not affected if light is coloured pale blue or pink, b u t other
magic users. hues w i l l d i s t u r b t h e s e v i s u a l capabilities. T h e c a s t e r m u s t
speak the colour and n u m b e r of globes desired, t h e n speak a
Illusionists learn m a n y of the same cantrips as magic word (mazda, etc), while directing the globes with one or
do a p p r e n t i c e magic users, as indicated on the more fingers.
table b e l o w. They have, in a d d i t i o n , certain o f
their o w n p e t t y magics w h i c h t h e y m i g h t have
learned. T h e s e s p e c i a l c a n t r i p s a r e l i k e w i s e Dim (A It era tion)
enumerated b e l o w. O t h e r w i s e , a l l p r o p e r t i e s Area of Effect. Special C T : 1/2 segment
pertaining t o m a g i c - u s e r c a n t r i p s a p p l y t o
By means of a d i m cantrip, the illusionist causes a light source
those employed by illusionists.
to become weaker or the very air to become less permeated by
light rays. If light sources are to be affected, about 6 torches, a
medium-sized fire, (such a s i n a fireplace o r a campfire), 7 2
candles, or even a light or continual light spell can be affected.
Useful Cantrips: As magic users, - 3
Reversed: 2-5 The dim cantrip will cause any of the above light sources to shed
Legerdemain: 3-6 (c141+2) at s h e d o n l y h a l f t h e i r n o r m a l radiance f o r o n e f u l l r o u n d .
Person: 2-5 Torches will b u r n only as brightly as candles, candles will but
Personal: 2-5 glow dimly, a fire will become torch-like in illumination, and all
Haunting: 5-8 light spells dim to half their normal brightness. Affected light
must be within 1" of the caster. He or she must speak a magical
phrase (such as Bee R o w Nout or Rhee-01) Stat) and make a
Special Illusionist Cantrips downward motion with one hand to effectuate the cantrip.

No. M i n o r Illusion (5-8)


1 C o l o u r e d Light Haze (Alteration)
2 D i m Area of Effect / " cube C T : 1/2 segment
3 Haze
4 M a s k When a haze cantrip is cast, the atmosphere in the desired area
5 Mirage of effect becomes cloudy, as if layered by smoke or filled w i t h
6 Noise floating dust. A n y creature attempting to discharge missiles or
7 Rainbow cast spells at a target screened by such a haze will be affected.
8 Tw o - D ' I u s i o n The target is 5% harder to hit, so missile discharge is at-1 To Hit
and saving t h r o w s are at +1 ( o r one is given w h e n o t h e r w i s e
none is allowed, although it is only a 5')/o chance to save in the
Explanations and Descriptions latter case). H i d i n g i n s h a d o w s i s 5 % m o r e effective w h e n
screened by a haze cantrip. The hazy effect lasts b u t a single
Coloured Lights (Alteration) round. I t m u s t be cast over a n area w i t h i n 1 " o f t h e caster.
Area of Effect: Special / 2 segment Atmospheric conditions will destroy the haze if applicable — a
good breeze, r a i n etc. A g u s t o f w i n d spell w i l l i m m e d i a t e l y
When this cantrip is employed, the caster creates one or more disperse the haze. The caster h u m s a melody while the hands
globes of pastel light (cf magic users' bluelight cantrip). A single make passes before the body to effect this cantrip.
globe of illumination 1 foot in diameter can be brought forth, or a
pair o f 6 - i n c h - d i a m e t e r globes, t h r e e 4 - i n c h globes, o r f o u r
3-inch globes. The caster can cause these globes of light to be of Mask (illusion)
any pastel colour. Each will illuminate a radius around it equal to Area of Effect: 1 person C T : 1/6 segment
five d i a m e t e r s ; i e , a 1 - f o o t g l o b e s h e d s a 5 - f o o t r a d i u s o f
radiance, while a 3-inch sphere of light illuminates only a radius A mask cantrip enables the caster to alter his or her face, or the
of 1 5 i n c h e s . A s l o n g a s t h e c a s t e r concentrates u p o n t h e visage of whatever subject individual (human, demi-human, or
10 I M A Q I N L n u l l : w i n e . D e c e m b e r 16)83
rMtff
wel2126
-
T

"--•( G . P. ' s

1-iumapoid) he or she chooses, by means of illusion. Ears, hair, Verbal component is a name of power (garland, pegee-lee, etc)
head shape, facial features, and all such aspects of appearance while the fingers of both hands form a pyramid shape.
are effected. The mask will only be detectable if a viewer peers
closely or can d e t e c t illusion and does so. The effect lasts for
3-6 rounds. The caster touches his o r h e r face, t h i n k s of the Two- D'Iusion (Illusion)
desired features, a n d t h e n speaks a w o r d descriptive o f t h e Area of Effect: 4 sq inches CT: 1 / 6 segment
wsage desired.
This cantrip is virtually the same as a phantasmal forces spell in
most respects. The caster creates a two-dimensional illusion of
.1 rage (Illusion) whatever he or she desires. If any viewer observes i t from an
-•-••• of Effect: 2 sq feet C T : 1/2 segment angle o f m o r e t h a n a b o u t 4 5 degrees f r o m i t s horizontal o r
vertical v i e w i n g axis, t h e n a t u r e o f t h e i l l u s i o n w i l l b e c o m e
cantrip l e t s t h e c a s t e r c a u s e a n a r e a t o a p p e a r t o b e immediately apparent. It is dispelled by touch or magic (dispel
et:fling o t h e r t h a n i t i s . T h e m i r a g e c a n t r i p b r i n g s a n illusion or dispel magic). The illusion is invisible from the side or
Dnary scene to cover the area. The area must be relatively the rear. It lasts as long as the caster concentrates upon it. To
ta7 ,7•7(:1 featureless, and the mirage must be an actual place, in effect the cantrip, the caster must speak a phrase descriptive of
ecstence at the time, w h i c h the caster has actually beheld. the illusion w h i l e making a circular motion w i t h a closed hand.

A saving t h r o w vs magic is applicable. The cantrip lasts for as


long as the caster concentrates, although each round there is a
5k, c u m u l a t i v e c h a n c e t h a t i t w i l l w a v e r and reveal i t s t r u e The Casting of Cantrips
na:_re. Touching a mirage w i l l instantly dispel the cantrip, as
dispel illusion or dispel magic, The caster must speak a Cantrips a r e basically cast t h e s a m e w a y a s
or t w o descriptive of the mirage and then make a single spells. N o t e t h a t d e s p i t e t h e i r s i m p l e c o m -
pass t o c a u s e t h e m a g i c t o b e g i n . I t i s m a i n t a i n e d b y ponents a n d s h o r t c a s t i n g t i m e s , o n l y t w o
ccroentration alone thereafter.
cantrips c a n b e c a s t d u r i n g a n y r o u n d b y a
single m a g i c user o r apprentice. F u r t h e r m o r e ,
Noise (Illusion) the segment of the round in which the cantrip is
A-ea of Effect: / " C T : 1/6 segment cast is dependent on the usual factors: surprise,
initiative, and so on. A f t e r the f i r s t o f the t w o
The caster of a noise cantrip causes illusory sound of whatever cantrips is cast, the magic user must roll a four-
nature he or she desires, although it is indistinct and confusing. sided d i e t o d e t e r m i n e h o w m a n y s e g m e n t s
Thus, he or she can cause a murmuring sound as if many voices later he o r she w i l l be able t o cast the second
-aware speaking b e h i n d a t h i c k door o r a t a g r e a t distance, a cantrip ( i f so desired). I t is n o t possible f o r a
-..ishing sound s i m i l a r to w i n g s and w i n d combined, shuffling magic user t o c a s t b o t h a spell a n d a c a n t r i p
and scraping as if many people were moving things or walking
during the same round, no matter how short the
slowly but at some distant place, etc. A l l creatures w i t h i n the
casting times.
area of effect will be subject to the cantrip, but each is entitled to
a saving throw. Success negates the noise w i t h respect to the
Individual. Range is 1 " f o r t h e cantrip's radius of sound. The Other cantrips
caster points a finger at the desired area and then softly makes
sounds imitative of the noises desired. It i s p o s s i b l e t h a t a n a p p r e n t i c e w i l l h a v e
developed other cantrips over the course of his
or h e r a p p r e n t i c e s h i p . T h e D u n g e o n M a s t e r
R a i n b o w (Alteration) must review carefully any proposed c a n t r i p t o
A-ea of Effect: Special C T : 1/3 segment determine w h e t h e r i t is o f suitable nature and
power w h e n c o m p a r e d t o existing c a n t r i p s
1E1* means of this cantrip, the caster brings into being a plane of herein. I n n o e v e n t i s i t p o s s i b l e f o r a n y
pastel colours which exactly duplicates a rainbow. He or she can apprentice to have developed m o r e than three
cause this 30-foot-long, 1-foot-wide band of colour to arch into
new cantrips.
a bowed shape, r e m a i n a ribbon, t w i s t and t u r n , etc. I n a n y
event, one end of the r a i n b o w must be w i t h i n 1 " of the caster
. . ' e n t h e cantrip is cast. The colours w i l l g l o w softly and be Reading and recording cantrips
•F.- ble even in total (normal) darkness. If no motion is desired,
Since cantrips are magical, t h e y m u s t be read
:aster m a y leave t h e vicinity o f t h e rainbow. I f motion i s
-ed, the caster must control it by hand gesture and remain as w o u l d a spell. L i k e w i s e , t o record o n e in a
e. 7-i i 1 " of it. The r a i n b o w will last for 1 round and then fade spell book or on a scroll, the same procedure is
All creatures failing t o save vs m a g i c w i l l gaze a t t h e followed as in recording a spell.
r a i n b o w for 1-4 segments, 2-5 if the caster keeps it in motion.
11,1-1AC.INE nui4a-nAs, 1 ) o n b c r 1983 11
EAT YOUR HEART OUT GEORGE LUCAS! SOUTHSEA
ASSASSINSOFTWARE
(in collaboration with Buccaneer)
Presents
MODELS

in versions f o r t h e 1 6 K o r 4 8 K Spectrums
featuring conflict, gambling and The Unge. Pius
game map and rules for Board Game option

THE FIRST MULTI-PLAYER


ADVENTURE GAME

1-10 ( 4 8 K ) o r 1 - 4 ( 1 6 K ) p l a y e r s w a d e t h r o u g h t h e
gamut o f Beasts. M e n a n d M o n s t e r s A m a s s y o u r STOCKISTS OF:-
forces and wealth S e e k the aid of powers tempora
and spiritual ( b u t b e w a r e t h e U n d e a d ) A t t a c k a n d
weaken t h e o t h e r p l a y e r s i f y o u g e t t h e c h a n c e
When y o u a r e s t r o n g e n o u g h t h e t i m e c o m e s t o ALL L E A D I N G M A K E S O F W A R G A M E S ,
overthrow the King or be crushed by his A r m y, FANTASY G A M E S F I G U R E S . FA N TA S Y &
The first p a r t of a trilogy
MILITARY.

BY CITADEL AND M I N I F I G S .
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12 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
* r e
4 4 1 poNfr 4 110111.0.
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Brian Asbury
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There are unpleasant shocks and t h e r e
are unpleasant shocks; f e w t h i n g s can
be less w e l c o m e t h a n learning o f y o u r
w i f e ' s k i d n a p p i n g b y reading o f i t in a
walls; a s m a l l v o l c a n o e r u p t e d i n t h e
garden rockery outside —then Mandaar's
tantrum subsided a little. He picked up the

1711ISI' leE
newspaper again.
newspaper. N e e d l e s s t o s a y, r e a d i n g
such an i t e m in his M o r n i n g C h r o n i c l e His eyes fell upon the Stop Press. It read,
a n d T h a u m a t u r g i s t ' s A d v e r t i s e r did no- 'Well! What did I do to deserve that, then?'
thing f o r M a n d a a r the M a u v e ' s already

FANK0
volatile temper. 'What d i d y o u do?' b e l l o w e d M a n d a a r.
'You h a v e t h e gall...? Listen, r a g , h o w
In a rage, he scanned the headline once dare y o u i n f o r m m e o f m y b e l o v e d
more; ' M i g h t y Wizard Abducts Spouse of Miranda's a b d u c t i o n b e f o r e I ' v e b e e n
Over-rated Local Magician', it said. Then contacted by her kidnappers? Just who do
he screwed up the paper, hurled it to the you think you are?'
floor and raised his arms. Black pungent
smoke filled t h e room; lightning painted 'I am not responsible for the contents of
violently w h i t e c o r r u s c a t i o n s u p o n t h e my pages 'replied the back page, smugly.
ZillAt;INE ma4aune• Decemba 1983
13
'If you have any complaints, you must get 'Well?' M a n d a a r shouted. ' D o n ' t just sit you d o n ' t c h u c k t h a t b l o o d y u s e l e s s
in touch w i t h m y publishers.' there, you useless lump! Get the second squawker a n d g e t y o u r s e l f s o m e t h i n g
best carpet ready while I fetch the mystic decent. A raven, or maybe an owl?'
'Oh, I'll do that, don't you w o r r y. ' snorted Orb.'
the magician. I'll s u e . _ I ' l l . _ I'll,...' 'Kuk.... k u k . . . . k u k k u k k u k k u k k u k k u k k u k
'Croak?' said Albert kukkukkukkukkuk....'
The newspaper flipped open to the leader
on page two. 'Look, Mandaar,' it read, 'it's Mandaar raised h i s eyes t o t h e ceiling. 'See w h a t I mean? All i t does is go " k u k
not o u r fault. D r o g a n t h e D a r k is i n t e r - ' O n e . _ two.... t h r e e . _ ye gods, lad, do I kuk k u k " all the time w o u l d n ' t care if it
fering w i t h o u r p r o d u c t i o n s p e l l s t h i s have t o d o everything myself?' H e i d l y could talk.'
morning. I'm sorry, but I can't do anything waved his hand and there was a blinding
to stop him. (Signed) B o t h a w the Black- flash. Mandaar t u r n e d t o face h i s apprentice,
white-and-red-all-over (Editor).' U n d e r - his complexion a s m a u v e a s h i s robes.
neath w a s printed, ' L i s t e n t o t h e m a n , •Urrrgh.... oof! A f t . _ d o you h a v e t o d o 'You wanna be a frog, minion?'
pipsqueak. I f y o u w a n t t o s e e y o u r that?' complained Albert, checking h i m -
precious w i f e a g a i n , s u r r e n d e r t o m e self over t o m a k e s u r e t h a t h e w a s a l l 'Actually,' m u m b l e d A l b e r t , ' I ' m r e a l l y
immediately. Haul your carcass (and the there. 'It's very disconcerting....! rather fond of parrots....'
mystic O r b o f O b e r o n w h i c h , a s y o u
know, I've a l w a y s coveted) d o w n t o t h e ....four, five, e i g h t . . „ ' 'I'm s o glad. N o w, p a y attention. W e ' r e
Lohtar Ziggurat at noon or the hint gets it. nearing our destination.'
Yours, c o r d i a l l y, y o u r e t e r n a l n e m e s i s , 'All right, I'm going!'
Drogan.' 'Really?' Albert gazed over the side of the
carpet a t t h e scenery r u s h i n g p a s t a t a
Mandaar h u r l e d t h e p a p e r t o t h e f l o o r dizzying rate. A h e a d , a n o m i n o u s black
again. ' O o f ! ' s c r e a m e d t h e h e a d l i n e . 'Kuk. k u k . k u k . k u k . . , . ' pile of granite was beginning to loom up
Mandaar ignored i t a n d yelled, ' A l b e r t ! Out of the blackened, twisted vegetation
Albert! Rrrr, w h e r e is that idle, good-for- 'Did w e have t o bring t h a t scraggy bird of the Lohtar Forest. 'Is that it?'
nothing._ ?' along?' grumbled Albert. He was hanging
for dear life on to the edges of a mauve- 'Yes. Can't sense the black horror of the
'Here, Boss.... h e r e . ' A gangling, a c n e - and-white c a r p e t w h i c h w a s streaking place? Can you not feel the omnipresent
ridden youth burst into the room, panting. somewhat unsteadily through the leaden evil w h i c h surrounds the ziggurat?'
'What's up, then? Did you k n o w there's a morning skies. Mandaar sat at the oppos-
volcano in the — ?' ite e n d , a l e a t h e r cap o n h i s h e a d a n d 'Er
goggles over his eyes. Perched upon his
'Quiet, minion!' snapped Mandaar. 'What shoulder was a remarkably unhandsome 'One.... t w o . _ look, stupid! It's the Lohtar
care I about volcanoes w h e n my beloved parrot, a l s o o f a m a u v e hue. Indeed, t o Ziggurat. I t ' s d a n g e r o u s . I t i s o f e v i l
wife Miranda has been stolen from under describe it as merely 'unhandsome' was repute. Even t h e sign outside says 'Zig-
my nose?' to insult unhandsome things everywhere. gurats can r u i n y o u r health'. I t ' s nasty,
got it? So be on t h e lookout for signs of
trouble. Drogan has doubtless planned a
few surprises to greet our arrival.'

'Yes, boss.' A l b e r t leaned over the side,


once more. 'Er.... boss?'
'Listen, pipsqueak, i f y o u w a n t t o see y o u r 'What is it, now? Can't you keep quiet? It
precious w i f e again, surrender immediately. takes concentration to keep one of these
Haul your carcass down to the Ziggurat at noon things stable.'

or the bint gets it. Yours, cordially, your eternal 'Yes, but....'
nemesis, Drogan' 'What?'

'You k n o w t h o s e ' s i g n s o f t r o u b l e ' y o u


mentioned?'

'Well?'

Albert sniggered. ' "Beloved"? That isn't Its p l u m a g e w a s a n u n h e a l t h y, u n r u l y 'Er.... they don't include that huge ball of
what you called her yesterday, w h e n she mess. It looked as though some spiteful fire hurtling up towards us, do they?'
sat on your familiar!' child had pulled out all of its feathers and
stuck them back on at random. It was not 'WHAAAT?' The carpet lurched as M a n -
'Shut up, frog!' growled Mandaar. nice. daar reacted, almost pitching Albert over
the side. A s i t s w e r v e d t o t h e right, a n
'Croak?' said Albert. 'Kuk.... k u k . . . . k u k . . . . k u k k u k k u k k u k k u k impossibly brilliant white radiance seem-
kukkukkuk....' ed to engulf them. A l b e r t screamed, b u t
'Now listen, apprentice, and listen good. the s o u n d w a s o v e r w h e l m e d b y a deep
I'm only going to say this once'. The frog A l o w g r o w l escaped f r o m M a n d a a r ' s booming noise so intense that it made his
sat u p t o a t t e n t i o n w h i l s t h i s m a s t e r throat. ' N o w s e e w h a t y o u ' v e d o n e . teeth vibrate. Then he felt himself falling.
described w h a t h e h a d r e a d i n t h e There, there, Gervaise. Did the nasty little Mercifully, he fainted at this juncture.
newspaper. 'Right, t h e n ! ' M a n d a a r con- wart insult daddy's little familiar, then?'
cluded. ' O u r c o u r s e o f a c t i o n i s q u i t e He lovingly stroked its mangy head.
clear. We must set out to rescue Miranda
immediately. This time, Drogan the Dark 'Familiar?' snorted Albert. 'He's a w a s t e 'More tea, dear?'
shall not escape my w r a t h ! ' of time, i f you ask me. O t h e r magicians
have cat familiars. Or ferrets. Gronnle the 'Oh yes, please, M u m m y. And may I have
'Croak!' said Albert. Green has an alligator! I don't know why another of those jammy teacakes, please?'
14 I M A G I N E m a 9 a z i n e , D e c x m I K T 1983
'What?' exclaimed Albert. 'Shut u p ! S h u t u p ! I , Drogan t h e Dark, Drogan squealed in fury and frustration.
Mightiest Wizard of All, command it!' 'There's still time!' He made a crazy dash
'I s a i d h e b e l o n g s t o y o u , apprentice. across the cave, to where the Orb lay on
you'd b e t t e r d o s o m e t h i n g a b o u t h i m . 'Kukkukkukkukkukkukkukkukkukkukkuk the floor. Unfortunately, he was not quite
He's annoying the M i g h t y Wizard.' kukkukkukkk....' quick enough. A sickly green pseudopod
flicked out from the hellbroth and looped
'What?' r e p e a t e d A l b e r t , exasperated. 'AAAARRRGGGHHHH!' I n a b l i n d rage, around h i s w a i s t . B e f o r e h e c o u l d d o
'It's not mine! I hate the thing! I'd wring its Drogan stomped away from the cauldron anything to save himself, it had retracted,
mangy neck if I had half a chance!' and hurled the first thing that came to his pulling h i m i n t o t h e i n k y depths o f t h e
hand at the source of his annoyance. The broth.
'Kuk__ k u k _ _ k u k _ _ k u k _ _ k u k _ k u k hard, m e t a l ball bounced o ff t h e parrot,
kukkukkukkukkukkuk ' producing a l o u d ' S Q U U K K K ! ' o f pain, Albert stared i n horrified f a s c i n a t i o n a t
before c l a t t e r i n g a g a i n s t t h e f a r w a l l . the scene for long m i n u t e s as the broth
'Yes,' growled Albert, ' k u k kuk kuk. K u k 'Hah! That will teach you!' cooled and quietened. T h e n h e realised
kuk bloody k u k ! Yo u ' r e g o i n g t o g e t i t , that his bonds were gone and that he was
parrot. You can kuk all you want, now. In a There was a momentary pause. drifting gently to the floor. M a n d a a r and
minute, you're going to be demon fodder. Miranda s t o o d n e a r b y, d u s t i n g t h e m -
How'd you like that, bird?' 'Kuk.... kuk....' Drogan clapped his hands selves off. 'Well, that's that.' commented
to his ears. 'That does it!' he howled. 'I'm the magician. Observing Albert's surprise
'Kukkukkukkukkukkukkukkukkukkukkuk going to wring your scrawny neck, bird!' at finding h i m s e l f free, h e added, ' We l l ,
kukkukkukkuk....' you didn't really think he had me held, did
At that moment, Miranda's nose wrinkled you? Old Drogan never could get anything
'Quiet!' screamed Drogan. 'You!' he yelled in disgust. S h e t u r n e d t o face h e r h u s - right.
at Albert. 'You're making it worse. Shut it band. ' M a n d a a r, dearest, have you n o t -
up, I command you!' iced h o w t h a t a w f u l s m e l l i s g r o w i n g 'You see, apprentice, .1 was just biding my
steadily worse?' time, w a i t i n g f o r a n o p p o r t u n i t y ; a n d ,
'I w i s h I could bloody s h u t it up!' A l b e r t w h e n y o u started Gervaise o ff , I k n e w
yelled back. 'I've been trying for years! If 'Hush!' w a r n e d M a n d a a r. H o w e v e r, that h e could b e aggravated i n t o doing
you're so wonderful, you shut it up!' Drogan h a d n o t i c e d i t also. ' T h e h e l l - something stupid. Wa s I not correct?'
broth!' h e cried, b r e a k i n g o f f f r o m h i s
'Kukkukkukkukkukkukkukkukkukkukkuk verbal assault upon Gervaise. He stared Albert w h i s t l e d . ' S o t h e o l d s q u a w k e r
kukkukkukkukkukkukkukkuk....' at t h e c a u l d r o n i n h o r r o r. A shapeless was good for something, after all.'
black m a s s w a s rising f r o m it. ' N o ! ' h e
'GAAHH!' Drogan howled. 'Shut up! Shut shrieked. ' N o t yet! T h e Orb! W h a t have 'Right.' a g r e e d M a n d a a r. ' 1 s u p p o s e ,
up! I cannot hear myself think!' 1.... oh, no!' really, t h a t i t w a s a c a s e o f t o o m a n y
" k u k " s spoiling the broth!'
'Kukkukkukkukkukkukkukkukkukkukkuk 'Oh yes!' smirked Mandaar. 'What do you
kukkukukkk...1' think it was that you t h r e w at my parrot?' 4k Brian A s b u r y

AVA I L A B L E S O O N ! •
ULU V U
BEAST E N T Z P R E S E N T Z C 1 , 3 5

TIT a) Reaching s l o w l y b e h i n d
you, you find the switch on
LIDAU %C the wall. Light floods the
room There in front of you

les sits a large, hairy creature,


engrossed i n a b o o k .
Drawing closer you observe
that the book is called Blue
Frog Tavern, o n e o f the
many s o l o adventures
available with Tunnels &
Trolls role-playing system.
Role-Playing As y o u h a c k o f f t h e
0 0 IA d9v e n
1 t u0re Game
' s
- creature's head, you realise
._ that only this Tunnels &
_- N Trolls solo adventure saved
414111r:Z7'-,,..
you from certain death. You
i leave the room, determined
to find out more. GOTO
SELECTED S C E N A R I O S s a m t , 11

FOR '', TA F MO
OR E R
P L AY3E O
RS
AGES L2 A N D UP
R
-
R O L E - P L AY I N G G A M E S Ask ) our local games retailer i or
G,ANGBUSTERS g a m e or contact:
Av a i l a b l e f r o m g a m e s s h o p s
or direct (post free) from: -
TSR U K L i m i t e d ,
The PAM Ratio/lore Road,
FLYING B U F F A L O
BEAST ENTERPRISES L T D . Cambridge CR1 4A1) P 0 B o x 100 B a t h Street.
Walsall W M K I l a n d s
- - ---- Telephone 0223 212517
Divinity Road, O x f o r d . (,ANR,,BUTER• 1, d tdd,l, 11,1rk , , n , 1 1 ,
MR Hohh,
( Tr a d e e n q u i r i e s welcome).

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
0
111111111111
:8111111

Model Mania Non-Nuclear Future?


::-enadier M o d e l s will b e known t o There's a tendency for games set in the and produced a role-playing game with
- : a t readers as the US company that, near future o f this planet of ours to be 'an optimistic v i e w o f t h e future, w i t h
_---.11recently, manufactured the Offic- based on the premise that some sort of more t e c h n o l o g y a n d h u m a n u n d e r -
e AD&DTM game figures. U K garners global c a t a s t r o p h e o c c u r r e d t o w a r d s standing of ourselves and the planet we
z. s h o r t l y have the first opportunity the e n d o f t h e 2 0 t h c e n t u r y. T h e live on'. A s o m e w h a t laid-back attitude
-: see the rest of Grenadier's work as G A M M A WORLDTM game, A f t e r m a t h , to syntax perhaps, but admirable senti-
7- ey h a v e a p p o i n t e d a B r i t i s h d i s - and M o r r o w P r o j e c t , a l l s h a r e t h i s ments for all that T h e game is in booklet
-- putor and initial stocks should be in gloomy basis for their game background. form, costs £2 (the advantage of being a
--e c o u n t r y a b o u t n o w. O n e o f t h e It may very well be the most likely future home-grown p r o d u c t ) a n d i s c a l l e d
:s: eagerly awaited ranges is that for for mankind but it's a more dire prospect Earth 2 0 2 0 . Readers w i t h t h i c k spec-
Cali o f C t h u l h u game. US critics than watching Coronation Street. tacles a n d t h e w o r d S W O T stencilled
.e been virtually unanimous in their Obviously S t e p h e n K y f f i n f e e l s t h e onto t h e i r s a t c h e l s w i l l i m m e d i a t e l y
se for these figures. A t the time of same w a y, b e c a u s e h e h a s designed guess what year the game is set in.
-ing there are two sets in the series.
Adventurers c o n s i s t s o f 1 2 h u m a n
- r a n g i n g from a Dandy with IMAGINE magazine is grateful
-_.-.Dmatic t o a Professor w i t h Tome. to D o u g C o w i e for his assistance Buffing U p Psi Potential
reatures h a s 1 0 f i g u r e s i n c l u d i n g with these items. Space O p e r a b u f f s a r e b e i n g w e l l
spine-chillers as a Nightgaunt, a looked after by FGU. A n o t h e r scenario
E.ekhee and a Hound of Tindalos. pack i s n o w available a n d i t s o u n d s
Also getting rave reviews in the USA Siege City very original. C a s i n o G a l a c t i c a i s a
a-e-. t h e D a r k C r y s t a l figures. A g a i n Standard G a m e s a n d Publications futuristic gambling resort. Players can
--e-e are currently 2 sets in the range. have several n e w games out, a couple make a f o r t u n e and lose i t t e n t i m e s
2renadier are n o w making A u t o d u e l of w h i c h m a y i n t e r e s t r e a d e r s o f over. They also meet some flamboyant
Yiniatures for use with Car Wars. 10 IMAGINErm m a g a z i n e . T h u n d e - r i n NPCs c r o u p i e r s , sharps and the M r
se:s a r e available t o p e r m i t a t h r e e - Guns i s described a s a role-playing Bigs. Four o r five m i n i - s c e n a r i o s are
: —ensional representation of the kind game s e t i n t h e W i l d W e s t . T h e provided to give the opportunity of fully
lomicidal m o t o r w a y m a d n e s s s o question, apparently, is: Can the sheriff exploring Casino Galactica's potential
:e.oved of Car Wars fans. The models maintain l a w and order in Gulch City for relaxation and adventure.
a-ein 1 / 1 8 0 scale. In 1 / 2 8 5 scale is a or will the gunmen take over? Play the Psi Wo r l d is a n e w FGU rpg about a
series o f m i n i a t u r e s f o r t h e p o p u l a r game to find out. S i e g e is a develop- society split between psychic h u m a n
O g r e / G E V boardgames. T h e figures ment of Standard Games' well known mutations a n d ( f o r w a n t o f a b e t t e r
: - Grenadier previously marketed medieval skirmish game, Cry Havoc. It word) n o r m a l s . T h e g a m e c a n b e
tor the A D & D game are still available is playable separately or can be used played in two ways. In one version the
but now renamed D r a g o n Lords. All as a n extension t o t h e earlier game. prevailing feeling in society is that the
these r a n g e s w i l l b e available f r o m Siege enables players to get to employ mutants a r e e v i l a b e r r a t i o n s t o b e
most g a m e s s h o p s o r d i r e c t f r o m siege e n g i n e s , b a t t e r i n g r a m s a n d rooted out at all costs. In the other, the
G-e-adier's n e w U K distributors, engineers. They may also have boiling mutants are considered highlydevelop-
— Gscs of Liverpool. oil poured on them, in which eventual- ed and gifted beings, striving to make a
ity I ' m s u r e t h e y w i l l C r y something better w o r l d in t h e face o f the brutal
other than 'Havoc'. Siege and Thunde- deprivations o f t h e non-psychics.
rin Guns are both boxed at £9.95. Sounds a bit different, eh?

Issue 2 of Autoduel Quarterly is now


awailable. This C a r Wa r s journal has
osirrored t h e p h e n o m e n a l success o f Transatlantic Tales
its parent g a m e w i t h i s s u e 1 s e l l i n g The l a t e s t w o r d f r o m o u r A m e r i c a n advance warning of three major projects
o u t i n no time. In fact it was re-printed brethren i s t h a t t h e f o l l o w i n g goodies that should come to fruition in the n e w
er,d has n o w sold o u t again. Issue 2 should be available by the time you read year. The D & D C o m p a n i o n Set will add
1R-azi dainnincreased
g in thep rSlipstream
int r u n b u t also these words. new high-level emphasis to that game,
s•.: d o u t in short order. Articles in issue Most important, M o n s t e r Manual I I though w o r d i s t h a t t h e r e a r e n o
include a n A d v a n c e d C o l l i s i o n was, we hope, launched at Games Day. modules r e a d y f o r i t a s y e t . T h e n , i t
System (how charming), Nightstrike, a Packed full o f nasties, f r o m A b i s h a i t o seems, there will be a new superheroes
Cbli role-playing scenario and CW 3rd Zygom, it retails at £8.95. Add to that the game, with additional products to follow,
edition r u l e s changes. G a m e s Wo r k - excellent 01 - G e m and the Staff, M 2 linked t o t h e M a r v e l c o m i c s e m p i r e .
shop, of course, at last have their own -Maze o f the Riddling Minotaur, L2 - Lastly, TSR will publish an 'epic' tale in
Battle cars available. L o n g h e r a l d e d Assassin•s Knot, and X 5 - Te m p l e o f 12 modules, to be called Dragonlance.
andmuch delayed, it will be interesting Death and you have a varied package of This will take two years to publish.
xo see if it can tuck in behind Car Wars new items for the D8LDT a n d AD&DTM None o f these projects w i l l c o m e t o
and d e r i v e s o m e b e n e f i t f r o m t h e games. fruition much before April or M a y — so
shics!ream. But it gets better! We have been given watch this space for more details.

a-..ne.• December 1983 17


by Terry Greer
an easy to play boardgame
I1 for up to four players
RULES
Equipment: Movement: Players w h o c a n n o t m o v e b e c a u s e a l ,
One Scarlotti board (loose inserted in this A move consists of one of the following: their m o v e m e n t cards a r e t o o h i g h , o r
magazine) because all their ships are blocked, miss a
Five sets of four counters; four stars and a) Playing a m o v e m e n t card (face up) turn. Instead o f moving, s u c h a p l a y e r
sixteen ship counters. and m o v i n g a s h i p c o u n t e r t h a t should c o u n t t h e u n u s a b l e c a r d s , a n d
number o f s p a c e s ( o n e t o e i g h t ) return these to the used pile of movement
You w i l l also require t w o identical packs exactly. A s h i p i s n o t a l l o w e d t o cards. These are shuffled, and the player.
of playing cards. These are not provided. change direction, m o v e diagonally, at r a n d o m , s e l e c t s a n u m b e r o f cards
or enter the black squares or squares equal t o t h a t replaced i n t h e u s e d pile.
occupied by other players' ships. Nor Cards may not be swapped in this fashion
Object: can a p l a y e r e x i t a s h i p f r o m t h e unless the player is unable to move.
For one player to collect a star and return board, or return to the arrowed home
it to home base. base s q u a r e u n l e s s t h a t s h i p h a s When p l a y e r s h a v e p l a y e d a l l s i x t e e n
captured a star and is returning it to movement cards f r o m t h e i r hands, t h e y
base. may t a k e 1 6 m o v e m e n t c a r d s , a s i n
Preparation: Preparation, 2 above.
1) T h e packs of playing cards are divided b) Collecting a n unattended star. T h i s
into two groups, the first pile contain- must be the one diagonally opposite The game i s over w h e n t h e f i r s t s t a r is
ing t h e n u m b e r s o n e t o e i g h t ( t h e the player's home base (figure 1). To returned t o t h e h o m e base. T h e player
movement cards) and the second pile do this a player simply moves a ship who a c h i e v e s t h i s , b y m o v i n g a s h i p
containing the numbers nine and ten, counter exactly onto the star, using counter e x a c t l y o n t o t h e h o m e b a s e
and the court cards (the combat cards). the appropriate movement card. square, is the winner.

2) Each player is then given sixteen move- c) A t t e m p t i n g t o a t t a c k a n opponent.


ment cards, t w o of each n u m b e r (one This c a n b e d o n e w h e n a p l a y e r ' s Special Tactics:
to eight). ship c o u n t e r i s o n e o r t w o squares It i s p e r m i s s a b l e t o b l o c k a p l a y e r b y
from a n o p p o n e n t ( n o t diagonally), positioning a s h i p counter at one o f the
3) T h e c o m b a t c a r d s a r e s h u ff l e d a n d with a n u n o b s t r u c t e d v i e w . T h e four corners. This action can have one or
placed face down next to the board attacker m u s t t e l l t h e d e f e n d i n g more of the following effects:
player of the intention to attack, and
4) Each player selects four ship counters, if the attacking s h i p is in a position a) I t can prevent access t o t h e s t a r at
and places these on the grid beside the where i t can attack m o r e t h a n o n e that corner.
home base (figure 1). defending ship, t h e attacking player b) I t can prevent entry to the board from
states w h i c h ship is being attacked. the h o m e b a s e f o r t h e p l a y e r w h o
The attacker can only attack once in uses that corner.
'A' each turn, irrespective of h o w many c) I t can prevent the return of a captured
-ART ,i, 1 2 3 + B s-r-A defending ships are in range. star to the home base o f the player
To d i s c o v e r t h e r e s u l t s o f t h e who uses that corner.
D
itits Tattack, t h e a t t a c k i n g p l a y e r t u r n s
over the topmost combat card. A 9, Players c a n n o t a t t a c k f r o m t h e h o m e
1 10 or Jack (Knave) indicates a miss, base, or from the start square of the star
Z in which both counters remain in the in e a c h c o r n e r . T h e r e f o r e , b l o c k i n g
'c s a m e p o s i t i o n . A Q u e e n o r K i n g manoeuvres, a s d e s c r i b e d a b o v e , c a n
• 3 indicates a hit, and the stricken ship only be ended by blocking players moving
4- 4- must t h e n b e r e m o v e d f r o m t h e the ship counter of their own accord, or by
3 board. It cannot be replaced. a successful a t t a c k f r o m a n o t h e r ship.
There is no requirement to attack Should t h e situation arise w h e r e b y one
2 another player's ships, and the game player h a s m a n a g e d t o s e a l o f f a l l t h e
will be made more interesting by the remaining s h i p s o f h i s opponents, a n d
•B' making a n d b r e a k i n g o f p a c t s , has captured a star, then it may be safely
-- TAR a l l i a n c e s and truces between various assumed that that player is the winner....
‘STAR
players.
TA R C 1- 3 2. 1 Its 'Ds Six-sided dice may be substituted for the
,-.... 4 CT6 C
'D' I d ) Collecting a n occupied star. T h i s i s combat cards i n t h e basic game, and in
achieved b y successfully a t t a c k i n g the following variations, in w h i c h case it
another player's s h i p w h i l e i t i s i n is recommended that 1, 2 or 3 indicate a
5) T h e combat cards are cut to decide the possession o f a star. The procedure miss, and 4 and 5 indicate the destruction
order o f play, w i t h t h e highest going for combat is followed as above, but of the defending ship as before, while a 6
first. S h o u l d t w o or m o r e players c ut in this case, if the attack is successful, indicates a hit, but not the destruction of
cards of the same rank, the tied players w h e n the defender's ship is removed the d e f e n d i n g s h i p . I n t h i s c a s e i t i s
should c u t again t o decide w h o goes from play, t h e s t a r is transferred t o returned t o i t s h o m e base a n d m a y re-
first. Play progresses clockwise. the attacker's ship. enter play.
18
I M A G I N E nta9adne, December 1983
SCAR LOTT! VA R I A N T S
Tw o - P l a y e r S C A R LOTTI. Play with (and only the last) is turned over and 4) S t a r b u r s t S C A R L O T T I . P l a y e d a s
E : o u n t e r s per player instead of 4. checked. I f t h e m o v i n g p l a y e r i s the original, w i t h the difference that
found to have been guilty of decep- counters may be stacked (up to four
One S t a r S C A R L O T T I . I n s t e a d o f tion, t h e n t h e ship(s) f o r w h i c h t h e deep, o r f i v e i n c l u d i n g a c a p t u r e d
,_- stars, use only one. This should card was played must be returned at star) on a particular square. I n t h i s
, set up in the centre of the board, once to home base. If the ship(s)w e r e state they can move at the same time
: _ally accessible t o all. O t h e r w i s e carrying a s t a r, t h i s i s l e f t o n t h e with the same movement card, in the
s game is identical to the original. square vacated by the moving player. same direction. It is possible to split
However, s h o u l d t h e moving player the stack before movement, in which
Cheat S C A R L O T T I . The movement be p r o v e d i n n o c e n t , o n e o f t h e case part of the stack would move the
:a-ds a r e p l a c e d f a c e d o w n w h e n accuser's ships (chosen by the mov- distance indicated on the movement
sed, a n d p l a y e r s h a v e t o d e c l a r e ing player), is returned to base, w i t h card, while the rest would remain on
:h card they are using. They are, the proviso that i f it w a s carrying a the square previously occupied.
•:ourse, allowed t o 'lie' about star, t h i s g e t s l e f t b e h i n d . I t i s
• : h c a r d h a s b e e n played. I f a possible t o m a k e t h i s version e v e n 5) O r try any combination of the above.
.ar is suspected of laying down a more interesting. Every third t i m e a The f o l l o w i n g illustrations a n d d i a -
-'erent c a r d t o t h a t declared, player gets caught cheating, or falsely grams a r e f r o m a g a m e o f T w o -
:-_ner player may challenge to see accusing, t h e s h i p d i s a p p e a r s P l a y e r, O n e S t a r , S t a r b u r s t
: o f the declaration. The last card altogether.... SCARLOTTI!

• •
• •


F• Fig 3 Fig 4

oB I•_1 5TAR A A4- 5TAR 8 + 5TAR _ F I R E (Pr) - 7 (2-)


-3-,:ample, t w o players a r e i n t h e Player A i n i t i a t e s a S t a r b u r s t move - a
_- s h o w n (figure 2), each w i t h one special move for this variant which can be
of f o u r c o u n t e r s a n d a s i n g l e made anywhere on the board, providing
--ar. that there are f o u r ships in a stack (the
presence o f a s t a r does n o t a ff e c t t h i s
A moves first. The star is unattend- move) a n d t h e s q u a r e s a r e c l e a r i n a l l
-_ l a y e r B might leap onto it at any directions to the l i m i t o f the m o v e m e n t
so A plays a ' t h r e e ' and moves card played. The maximum possible move
-.-ricx onto the star. Seeing this, Player is a 'three', but in this instance (figure 5),
• :acks, but draws a 'nine', indicating a the p r e s e n c e o f t h e B stack ' n o r t h ' o f
'If it h a d been a hit, o n l y one s h i p Player A's ships limits it to 'two'. The four
',ave b e e n r e m o v e d , a l t h o u g h ships 'scatter' i n a l l four directions, t h e
robably another variant whereby distance d e t e r m i n e d by t h e m o v e m e n t
a stack would have been destroy- card,
, a y e r A m a k e s a n attack i n turn, 0.5 Terry Greer
up a King, a n d removes B ' s s h i p Thanks t o G a r y M i l l e r, G e o f f Nick/in,
--e board (figure 3), A n d y Raynor, Te r r y Hornsey and all the
others at London Zoo w h o h e l p e d w i t h
- - a t t e m p t to block A, Player B moves the d e v e l o p m e n t o f this g a m e w h e n i t Fig 5
-_ 5 stack, playing a 'four' m o v e m e n t was j u s t a b o a r d a n d a s e t o f ' L e g o '
: F i g u r e 4). bricks....
ma4a-thle, December 1983
19
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20
Please m e n t i o n IMAGINE m a g a i m e vvhen replying to advertisements
LYNDUY,
by Jim Bantiva
a 0-kvel adventure for magic users and illusionists

- - m o d u l e is for use with the ADVANCED DUNGEONS & Prestidigitators. T h e s e c h a r a c t e r s s h o u l d b e g e n e r a t e d a s


- S g a m e rules. It is specifically designed to serve as though t h e y a r e s t a n d a r d , f i r s t l e v e l types, b u t t h e y d o n o t
on t o Cantrips, t h e n e w m a g i c u s e r a n d illusionist receive their first level spells or starting money. Characters can
_II details of the Cantrips have been published in this be of any non-evil alignment desired.
-:7-eceding issue of IMAGINETm magazine, and details of
can be found on page 10. Throughout t h e m i n i - m o d u l e descriptions o f Non-Player
Characters (NPCs) and their statistics have been standardised.
.enture differs from a n o r m a l AD&DTM adventure in a The information given in brackets after the NPC's name, and the
- w a y s . It is for magic users and illusionists w h o are abbreviations used, are as follows:
to b e s t i l l s e r v i n g t h e i r apprenticeships, a n d a s a
- _ence the characters are very weak. They have no real Armour C l a s s (AC); M o v e m e n t R a t e (MV); C l a s s / L e v e l ; h i t
magic available, and do not have any normal back up points (hp); Number of Attacks (- AT); Damage caused by attacks
-ape o f a w e l l - r o u n d e d p a r t y i n c l u d i n g Clerics a n d (D); any other relevant notes, eg Special Attacks (SA), Special
:o help them. Furthermore, t h e r e are n o experience Defences (SD).
: : e earned, as the characters are not yet of high enough
-aye earned them. STOP! I f y o u p l a n t o p l a y i n t h i s m i n i - m o d u l e please s t o p
reading here. The 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
.,?nture i s s u i t a b l e f o r 3 - 6 m a g i c u s e r o r i l l u s i o n i s t Master ( D M ) only. K n o w l e d g e of the details of the adventure
- b e f o r e t h e y have risen t o t h e heights of power as will spoil t h e game f o r all concerned.
hkiJNErn...%/anne• December 1 4 3 21
LY N D U M

Part 1: introduction.
Once t h e riddle-solving section o f the adventure i s over, t h e party
again presented with a problem which will require the casting of certa.-
The m o d u l e is divided into three sections:
Cantrips to complete a task quickly and effectively.

Part 1 (this section) is an introduction to the module for the DM and the
players. Players' I n t r o d u c t i o n
Part 2 describes the village of Lyndurn and its inhabitants, and details The D M should read out the following at the start of play:
most of the adventure.

Part 3 gives details of the beggars' house and an afterword giving hints It s e e m s a n e t e r n i t y s i n c e y o u r p l a c e s a s s t u d e n t s a t
for the D M and other notes.
Markrand's S c h o o l f o r P r o s p e c t i v e P r e s t i d i g i t a t o r s w e r e
purchased. Yo u r first years of training here involved toil and
Two maps are provided. The first of these is a map showing the general drudgery a n d precious little magic! There was nothing but
layout of the Lyndum, t h e second is a m u c h smaller map detailing the endless floors to be swept, dishes to wash and clothes to iron.
beggars' cottage.
Regularly you worked hard during the day, only to stay up half
Once the apprentice magic users have been generated, the number and the night struggling to master the minor magics taught to you
types of cantrips k n o w n should be decided. The DM may wish to do this by one of the junior teachers. As time passed you slowly learnt
personally t o e n s u r e t h a t t h e f o l l o w i n g Cantrips n e c e s s a r y t o t h e a few Useful Cantrips w hi ch made the drudgery easier — but
adventure — are k n o w n (and in the apprentices' Books of Cantrips): no l e s s b o r i n g . F i n a l l y, y o u g a i n e d m a s t e r y o v e r a l a r g e r
Bee number o f Cantrips a n d can n o w cast these w i t h practised
Scratch Tweek ease.
Belch Sour Unlock
Giggle Spider Wink
Nod It appears that the next stage of your training is about to begin.
Sprout Yawn
A small piece of parchment was left in your cell, s u m m o n i n g
you to attend Markrand at noon. The parchment also bore a list
l y n d u m ' i s a m o d u l e w i t h l i t t l e physical action. M o s t o f the m o d u l e of Ca ntrips, w h i c h 'you w o u l d be well advised to learn before
involves problem solving, and finding u s e f u l and original wa ys to cast you see me'. The note also told you to learn any other Cantrips
Cantrips. The main plot revolves around the solving of a series of riddles, you thought suitable, and to bring your Books of Cantrips with
and a — relatively simple — anagram. In order to move from the location you. T h e p a r c h m e n t ended w i t h M a r k r a n d ' s symbol, t w e l v e
of one riddle to the next the party will need to cast certain Cantrips to aid stars surrounding a crescent moon.
those Non-Player Characters (NPCs) w h o k n o w the riddles.
Putting on your best robes you climb the stairs to Markrand's
workroom, a place about which you have heard only rumours.
Before you can even knock on the door it is opened. A small
green creature w i t h too m a n y teeth set in a broadly grinning
face ushers you into the room.

Sitting on a cushioned black marble chair is Markrand, looking


imposing and every inch the powerful wizard you know him to
be. His steely grey eyes examine you carefully before, w i t h a
small g e s t u r e , h e i n v i t e s y o u s i t o n a g r o u p o f l e s s - t h a n -
sumptuous cushions on the floor. Yo u sit down.

The green, toothy being brings a glass of wine for Markrand —


you a r e n o t o ff e r e d a n y — a n d t h e n t h e g r e a t m a n l e a n s
forward and begins to speak:

'Welcome, m y pupils. Yo u r reports s h o w that you have done


well i n the simple studies you have undertaken. It is almost
time f o r y o u t o b e g i n s t u d y i n g m o r e p o w e r f u l m a g i c s .
However, b e f o r e w e i n v e s t m o r e t i m e i n y o u r t r a i n i n g y o u
must p r o v e y o u r s e l v e s w o r t h y o f t h e w e i g h t y t i t l e o f
Prestidigitators. To this end I have devised a small test for you.

'Close t o t h e s c h o o l l i e s t h e v i l l a g e o f Ly n d u m . T h e r e , a
number o f problems a w a i t you S o l v i n g these problems w i l l
require great wit — and should tax your knowledge of Cantrips
to the full. Use these spells wisely.

'You have four days to complete the task. If you are successful
your training will continue. Should you fail then the best you
can hope for is a return to learning the noble self-discipline of
manual labour.

'You h a v e o n l y your b r a i n s and Cantrips t o h e l p you. G o o d


luck.'

Markand m a k e s a s u b t l e g e s t u r e w i t h h i s r i g h t h a n d a n d
mumbles s o n , w o r d s i n a t o n g u e u n k n o w n t o y o u . T h e
workroom wavers and dissolves about you.

The list of Cantrips mentioned in the Players I n t r o d u c t i o n is that given


earlier as the Cantrips necessary to the adventure.

The D M should also note that each character can only m e m o r i s e four
Cantrips per day. Once these have been used by the characters there is
no method of learning more Cantrips until next day. The characters dc
have t h e i r Books o f Cantrips (each c a n h o l d t h e d e t a i l s o f u p t o 3 6
Cantrips) with them, but are barred from returning to the School for the
duration of the test.
22
I M A G I N E magazine, December 1983
LY N D U M

rt 2: The Village of Lyndum


- 3 s p r a w l i n g village situated in the middle of a fertile plain. It
- - • - • t r a d e r o u t e b e t w e e n the Guild To w n s of Axeode and
- - . P u r r ) is a q u i e t t o w n for most of the year, the m o n o t o n y of
is'.ence broken only by a n u m b e r of irregular markets, w h e n
'rom the surrounding lands come into the village to trade w i t h
onal merchant.

.•• i s governed by an oligarchy of five Elders, w h o sit in regular


- n the village hall, to decide general policy, adjudicate disputes
7 * ' - v i l l a g e r s and dispense general justice. The Elders are also in
the village militia, a small force i n w h i c h every able bodied
i -squired to serve. The full militia is only ever called out in times
- ; e r , b u t d u r i n g m a r k e t s a n d festivals several m e m b e r s o f t h e
. s : x o n m a r k e t days, e i g h t o n f e s t i v a l days) a r e s w o r n i n a s
as to maintain l a w and order.

cast, and outside the village boundary, lies the Temple of Pstok
• : e c t o r, a L a w f u l Neutral deity. Clerics of Pstok are dedicated to
_s d d i n g o f L a w f u l b e h a v i o u r, a l m o s t regardless o f justice. A l l
- p a y regular tithes to the Temple, o n pain o f s w i f t retribution
__ p a y m e n t be missed. The Temple authorities send two clerics to
- is:er a warning in the form of a beating. Anyone who fails to heed
s-ning' automatically loses the 'protection' of Pstok, and will find
home wrecked by a group of zealots. Surprisingly, the villagers
• 7 n i s ' p r o t e c t i o n ' a s a n a t u r a l p a r t o f t h e i r lives. Ti t h e s a r e
- - -rd as at least 1 0 % of a n n u a l i n c o m e (frequently more), b u t i n
• --e Temple clerics keep the village free of disease.

s a l l y o u t s i d e r s w h o f a l l f o u l o f t h e Te m p l e . T h e y a r e o f t e n
-cc by clerics seeking 'donations' for the Temple. See the Planned
_ _nters below for further details of a typical pair of donation seeking

s year, during the t i m e of Richfest, Ly n d u m is the focal point for


- • ,-.;ons. People flock from outlying farms and hamlets to Lyndum to Refusal to pay, or a donation w i t h a value of 10 copper pieces (cp) or
-rerry a n d e n j o y t h e m s e l v e s d u r i n g t h e s i x d a y s a r o u n d less, w i l l be taken as an insult. The clerics will demand a donation
. - m e r Eve that constitute Richfest. During festival time the fields w h i l e slapping the palms of their hands with the truncheons. If they
• t h e village bear a colourful p r o f u s i o n o f tents and makeshift are not paid in gold, e l e c t r u m or silver they will attack causing 1 - 4
s•-•e. ----s H e r e the bulk of the visitors to Ly n d u m set up camp and live points o f s u b d u a l d a m a g e u n t i l t h e v i c t i m i s u n c o n s c i o u s . T h e
- : n e time of Richlest. luckless a n d insensible 'benefactor' i s t h e n searched f o r a l a r g e r
donation a n d l e f t t o r e c o v e r o n h i s o r h e r o w n . U n c o n s c i o u s
- s y e r Characters (NPCs) e n c o u n t e r e d i n Ly n d u m a r e generally characters regain 1 hp per round.
non-adventuring folk. Most are of Lawful alignment by choice,
,vful Neutral behaviour through prudence. These characters are A n y village dweller witnessing the Clerics beating a reluctant 'son of
all L e v e l 0 m e n a n d w o m e n , a s d e f i n e d i n t h e section a b o u t the Te m p l e ' w i l l i g n o r e t h e s c e n e a n d a c t a s t h o u g h n o t h i n g i s
s Inhabitants' o n p 8 8 o f the Dungeon Masters Guide. For happening.
--.ence this table is reproduced below:
This e n c o u n t e r s h o u l d o c c u r a f t e r t h e apprentices h a v e b e e n i n
Seneral Classification Hit Points C o m b a t Ability Lyndum for about an hour. It will take place somewhere outside, not
in a building. A f t e r the Clerics have asked the party for a donation,
sedentary females 1-3 -3 they will be spotted at various times around the village market place
sedentary males 1-4 -2 and going through a similar procedure with other 'keen benefactors'.
active females 1-4 -1
active males 2-5 0 level 2. E l i k the beggar (AC 10; M V 6"; Sedentary, -2 combat ability; hp 2;
abouring females 2-5 0 level AT 1; D 1-2, A l i g n m e n t N) w i l l hobble u p to the apprentices and
abouring males 2-7 0 level thrust a greasy wooden begging bowl at them. Elik has a w i t h e r e d
right leg, and uses a c r u t c h for support. He also uses this to attack
- d u a l l y , t h e citizens o f Ly n d u m avoid combat w h e r e v e r possible, people s h o u l d t h i s e v e r p r o v e n e c e s s a r y — d o i n g 1 - 2 p o i n t s o f
; _ r r i n g t o call o n t h e m i l i t i a r a t h e r than risk i n j u r y or death. M o s t , subdual damage with it. He is dirty and unkempt, his black hair hangs
- . . . e v e r, do carry a knife —equivalent of a dagger h i d d e n under their in a greasy mess f r o m his head and he w i l l smile s h o w i n g h i s t w o
: : : ' e s or in a boot sheath, and are prepared to use it if necessary. teeth (both still his own!) in a broad grin. If any of the apprentices give
him money he will ask for more from the others until he is threatened
• ' e s t i v a l time w h e n the apprentices arrive in Lyndum. Traders have or driven away.
s.e: s t a l l s in the market place, and everyone is in good h u m o u r.
Elik should be encountered after the Clerics of Pstok. A f t e r he has
only people n o t spreading j o y and happiness at Richfest are t h e approached t h e party once, Elik w i l l be found begging a r o u n d t h e
'-anon gatherers of Pstok the P r o t e c t o r _ edge of the market and the Common until 4pm when he will return to
his home (the house on Western hill).

armed Encounters 3 C l a n c y the Thief (AC 6; M V 12"; Thief 1; A T I; D 1-4, A l i g n m e n t N; S


8,114, W 3, D 16, C 10, Ch 15, Pick Pockets 30%, Move Silently 15c/o,
--:- D M should ensure that the following encounters occur at various Hide I n S h a d o w s 1 0 % , C l i m b Wa l l s 85%) w i l l a t t e m p t t o pick a n
- -e-vals during the first day of the apprentices' stay in Lyndurn. apprentice's pocket and melt back into the crowd. If discovered he
will attempt toflee. If cornered he will t h r o w two of his three daggers
- w o Clerics of Pstok the Protector (AC 8; M V 12"; Cleric 1; hp 5 each; and engage in melee w i t h the third.
- AT 1, D 1 - 4 , A l i g n m e n t LN). These clerics w e a r padded a r m o u r
, n d e r their brown robes, and openly carry short truncheons (which Clancy will begin watching the apprentices when they first enter the
do 1 - 4 points of subdual damage) at the ready. They will approach market, a n d w i l l m a k e h i s m o v e a t w h a t h e judges a n o p p o r t u n e
one member of the party and request a donation to the Temple. If a moment. H e w i l l w a i t u n t i l t h e apprentices a r e engaged i n s o m e
coin, either gold, e l e c t r u m or silver, is handed over, the clerics will other activity, eg dealing w i t h Elik or one of the stallholders. Exactly
favour the character w i t h a gesture of grace and move away. w h e n he will try and pick a pocket is left to the D M ' s discretion.
23
IMAGINE magadne, December 1583
I LY N D U M
Key to Ly n d u m down all C h u r n e r ' s advances, b u t this h a s n o t deterred h i m . S t a y l c -
would be very pleased if the apprentices could do something to Churne-
Interior maps for the buildings of Lyndum are not provided. M a n y of the and w i l l h i n t that he can help them in return.
building descriptions do, h o w e v e r, contain information about interiors.
If the players require more information than is provided, the DM should He knows of Markrand and the main task that the party has been set, a r c
either elaborate u p o n a provided description o r create a suitable one is, in fact, part of it S t a y l o n w i l l not divulge any i n f o r m a t i o n u n t i l the
where none is provided. adventurers have completed his small task, and answered this riddle

I know a word of letters three


1. The Hut Add two and fewer there will be.

The D M should read the following to the players: The a n s w e r is 'Few'. Once the apprentices have given him this answe-
Staylon will hand them an envelope containing playing card sized piece
of parchment and a wood shaving. One side of the card bears a motif o a
You f i n d y o u s e l v e s s i t t i n g i n w o o d e n h u t . A l t h o u g h t r a n s - crescent moon surrounded by twelve stars (Markrand's symbol), and the
ported here by M a r k r a n d ' s magic, he did not see f it to send his other side is blank. The contents of the envelope serve f o u r purposes
cushions w i t h you The wood shaving is a clue as to w h o the apprentices should see nex:
—the carpenter, Denholm Likton. The card serves three purposes: it
The h u t i s obviously a storeroom f o r a carpenter o r cabinet identify the party to Denholm, it hints that there is an extra w o r d befc-e
maker. S a w d u s t c o v e r s t h e f l o o r, a n d l e n g t h s o f w o o d , the anagram that has to be solved as part of the test, and if the card s
buckets, and ropes are stacked against the walls. A saw lies on placed in the iron egg of the blacksmith (see 10 below) a m a g i c m o u t h
the floor. In one corner stands an old barrel half covered by a spell will be activated,
dirty tarpaulin.
After giving t h e m the card and wishing them luck, Staylon w i l l tell t'a:
Human voices can be h e a r d outside t h e hut. L i g h t filters i n apprentices that their rooms w i l l be waiting for them. The rooms haN.ss
through a crack in the roof and around the door surround. been paid for by Markrand, but everything else m u s t be bought by the
apprentices at standard Players H a n d b o o k rates.

The hut is used as a store by the carpenter Denholm Likton (see 5 below),
The materials are kept here to repair the well's winch mechanism (see 2 4. The Market Place
below). If the barrel or tarpaulin are moved a normal rat will quickly dart
down a hole in the floor a n d make good its escape. Throughout the day this is the busiest part of Lyndurn. Twelve colourfL
stalls a r e s e t u p here, w i t h a l l t h e stallholders l o u d l y p u s h i n g t h e -
The barrel contains a 30' length of rope, a leather pouch which needs its wares. There are also one or two hawkers, generally adding to the leve
stitching repaired, two staves, four daggers, two purses containing 40sp of commercial noise. In one corner of the market sits a r a t h e r shabb..
and 28gp respectively and a scrap of parchment bearing the following figure, w h o will approach the apprentices as soon as he spots them
verse:
The beggar, Salk (AC 10; M V 12"; Active, Level 0; hp 5, , AT nil, D r
I'm called by the name of man, A l i g n m e n t N), will attempt to beg money from the apprentices. Althoug -
Yet am as little as a mouse. he lives w i t h Elik, S a l k i s less successful a s a beggar a n d w i l l stcz
When winter comes I have to be, begging f r o m t h e party after one attempt, w h e t h e r or not he gets an:,
With my red target near the house. money. He will never be encountered begging anywhere other than the
market, and will return home at 4pm to count the day's takings with Elik
This riddle h a s the a n s w e r 'Robin Red-breast' a n d refers t o t h e 'Red
Robin' Inn of Lyndum, indicating that the apprentices should make for
there for further information about their task. The Stalls and their Holders
Unless noted o t h e r w i s e a l l t h e stallholders h a v e t h e s a m e statistics
The door has a lock w h i c h opens easily from the inside, but requires a (AC 10; M V 12", Active, Level 0; hp as below, - AT 1; D 1-4; A l i g n m e r :
key to open from the outside. Once the apprentices leave, the only way LG/LN/NG).
they can g e t b a c k i n w i t h o u t t h e k e y ( w h i c h i s i n t h e possession o f
Denbo' m Likton) is to break the door down. The stalls are also basically similar, each consisting o f a f o u r foot b.
eight foot table protected from the elements by an awning. The awning
covers the table and a space behind w h e r e the vendors sit.
2. The Well
4a. M i l k and Butter
This paved area i s t h e c e n t r e o f the village, a n d a t the c e n t r e o f t h e Churner L o u d r u m (hp 3) sells m i l k ( 1 c p / p i n t ) and b u t t e r ( 3 c p / p o u n c
paving stands the village well. When the apprentices arrive the area will from this stall. The milk and butter are stored in open wooden barrels c-
be quite busy, w i t h t h r e e w o m e n (AC 10; M V 1 2 " ; Active, -1 c o m b a t the table. A s o u r Cantrip cast on the milk will m a k e it unsellable, a r c
ability; hp 2 each; A T nil; D nil) and t w o men (AC 10; M V 12"; Active, lead this large loudmouth into arguments with irate customers. Since
0-level; h p 3 each; A T 1; D 1 - 4 ) taking t u r n s at the w e l l t o fill t h e i r is unlikely that Churner will admit that he is wrong, it is quite likely the:
buckets. A f t e r about 15 m i n u t e s or so the area around the well will be this will lead to the arrival of the constables.
deserted. Most people will be at t h e i r businesses, at the market (Area 4)
or on the Common (area 6). 4b. Honey
Seta S t u r n w o r t h ( M V 9 " ; S e d e n t a r y, - 3 c o m b a t a b i l i t y ; h p 1 ) i s a
If t h e apprentices w a i t t h e y w i l l b e able t o leave t h e h u t unnoticed. pleasant old w o m a n w h o keeps bees. A s t o n e w a r e jar of honey costs
However, if they come out in full v i e w of the people at the well they will 5cp (plus a deposit of 3cp on the jar) and a piece of honeycomb costs l s p
draw enquiring glances and be questioned about what they were doing She knows all the other stallholders well, and will happily gossip abou:
in D e n h o l m Likton's hut. If their answers are not convincing — and the them at considerable length between customers.
truth w i l l n o t be convincing t o these simple village folk — one o f the
villagers will go to fetch the militia constables. See The Militia Hall (15, 4c. Vegetables
below) for further details if this should happen. Dunger the Vague (hp 5) appears to be slow witted and dull. He wears a
rather grubby white smock, and grins constantly. Dunger is cheery anc
good natured, but becomes confused when talking about anything othe-
3. The 'Red Robin' Inn than g a r d e n i n g o r shovels. H e sells all c o m m o n l y available s u m m e -
vegetables at 1 -3cp per pound (or w h a t looks like a pound).
The 'Red Robin' is one of the largest, and best constructed, buildings in
Lyndum. The landlord, Staylon Broadbelly (AC 10; M V 9"; Magic User 1; 4d. Cheese
hp 3; A T 1; D 1-6; A l i g n m e n t NG; Spell: Sleep), will call the apprentices Ewart Fairblown ( M V 6 " w h e n d r u n k h p 3) sells three types o f loca
into the bar and offer them a drink on the house. He will engage the party cheese: Ly n d u m W h i t e (1 sp/pound), B l u e d o n ( 1 5 c p / p o u n d ) and Rec
in idle conversation for a w h i l e before asking a favour. Elser (1 l c p / p o u n d ) . Between the hours of 11 a m and 1 pm he will eithe-
be at the 'Red Robin' or the beer tent on the Common. While he is awa.,
He is w o r r i e d about C h u r n e r L o u d r u m (see 4a below), w h o has been his son Garold (hp 2) will tend the stall. In the afternoon E w a r t will be
pestering h i s daughter, A l l e l , f o r the past t w o weeks. A l l e l has turned visibly inebriated and w i l l speak w i t h a slur.
24
I M A G I N E magazine, December 1383
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LY N D U M

First Floor

Ground Floor

Ele‘ation
0 30
FEET

The Beggarre
Cottage MAP 2
4e. Fish 4j, F r u i t
- - -ock Selsdon (hp 3) has a large selection of fresh water fish available Halyard Snubnose (hp 2; A l i g n m e n t CN) is very sensitive about his nose,
- 3 c p f o r carp u p to 1 gp f o r trout. H i s stall i s extremely smelly, a n d and a n y c o m m e n t s a b o u t i t w i l l s e n d h i m i n t o a r a g e . H e w i l l y e l l
.--.racts a l a r g e n u m b e r of flies, w h i c h Throck continually swats w i t h obscenities, but will stop short of physical violence unless attacked first.
enthusiasm. Most s u m m e r season fruits are available at 2-6cp per pound.

4f. Linen and Cloaks 4k. Leather Goods


- e r m a Lynter (Active, -1 c o m b a t ability; hp 2) sells linen at 1 sp per yard Wrinkly Wa k e m a n (hp 2) sells all kinds of l e a t h e r w a r e f r o m bottles to
: h y c o l o u r y o u w a n t a s l o n g a s i t s w h i t e ' ) a n d m a d e - u p cloaks a t boots. Prices are: boots — as the Players H a n d b o o k , belts — 2sp-1 gp
: - - 1 g p depending o n c o l o u r a n d q u a l i t y. T h e y v a r y f r o m p l a i n a n d (depending on decoration and quality), bottles — 1 gp, backpacks a s
,gh to brightly dyed good quality material. Players H a n d b o o k , m a p cases 1 5 s p , w r i s t b a n d s 1 sp, w h i p s 25cp-
25gp (depending on the n u m b e r of thongs and the workmanship).
4g. Hats
:ma W i m p l e (Sedentary, -3 combat ability; hp 2) sells all m a n n n e r of 41. Sweets
-!,:s and caps, varying in price from 1 sp t o l g p . Her i g p hats are adorned Brenda t h e Bulky (Sedentary, -3 combat ability; hp 3) is of tremendous
:h feathers and finished w i t h a silver buckle. size. S h e m a k e s excellent s w e e t s and eats far too m a n y for h e r o w n
good. S h e i s v e r y f r i e n d l y a n d w i l l e n g a g e i n m e a n i n g l e s s s o c i a l
4-. Bread pleasantries w i t h most of her customers. Her smile is off-putting as all
-! . ' s o n Fagge ( h p 2 ) sells loaves a t l c p f o r w h o l e m e a l a n d 2 c p f o r her teeth are rotten. She charges 1-5cp for a bag of sweets.
nary. He can be a t r e m e n d o u s bore w h e n engaged in conversation,
---ce h e w i l l i n e v i t a b l y s t a r t t a l k i n g a b o u t t h e b e n e f i c i a l e f f e c t s o f Every so often, t h r e e or f o u r of the stallholders will gather together to
..aithy• bread. share their experiences, or to barter goods. These gatherings cannot be
interrupted, and the apprentices may find themselves waiting to talk to a
z. Ribbons, Robes and Shirts particular individual.
- der the Contemptible (hp 4) has a long pointed nose with a large wart
-
he e n d o f it. H i s eyes are close s e t and w a t e r y, a n d h i s image is
-_-:her enhanced by h i s skinny body and personality and h i s squeaky 5. The Carpenter
•:: ce. Most of the villagers would rejoice quite openly if some 'accident'
...ere to befall him. Inside the carpentry shop, the party will see a painfully thin man sawing
a piece of wood in t w o . This is D e n h o l m Likton (AC 10; M V 6; Active,
E---.der's prices vary depending on the customer. Peasants can purchase Level 0; hp 1; A T nil; D nil), the village carpenter.
-E•Tls f r o m h i s stall f a i r l y cheaply (1cp f o r ribbons, 3 c p f o r shirts and
: - Dcp for robes), To a n y o n e else t h e s e prices are i n silver o r gold. I f W h e n he was young D e n h o l m suffered from fever and, although cured
,one questions t h i s pricing policy Snider w i l l w a i l on about his ten by t h e Clerics of Pstok, i t left its m a r k upon him. H e is t h i n and b o w -
: • d r e n and aged mother. He is actually a solitary bachelor. legged, and s o m e w h a t hesitant in his movements.

- w i l l not, however, let anyone walk away from his stall without buying If Denholm is shown the card with Markrand's symbol on it he will stop
If he has to he w i l l drop his prices, complaining all the time work and offer the apprentices a seat. Denholm will look thoughtful and
-,dt 'starving infants'. On no account will he reduce his prices below more t h a n s l i g h t l y embarrassed. W h i l e c o n t i n u a l l y f i d d l i n g w i t h h i s
- e level charged to peasants. fingers h e w i l l tell the party the following tale:
:NLAGINE magazine, December 1983 25
I LY N D U M
A riddle, a riddle
As you can see I am not a w e l l man. A s a child I w a s very ill, As I suppose
and the Protector cured me of the disease, but the damage had A hundred eyes
already been done. A l l my life I have been the object of many And never a nose.
cruel jokes, most of w h ich I have learned to ignore. But, there
is one who goes out of his way to torment me. He is Bruno the The a n s w e r to this riddle is 'sieve' or 'riddle'.
Ox, a strongman. If you w o u l d embarrass the s w i n e for me I
will aid you. Once a n s w e r e d c o r r e c t l y D e n h o l m w i l l h a n d t h e p a r t y a n o t h e -
envelope. Inside is a n o t h e r card bearing M a r k r a n d ' s emblem. O n t h e
reverse of t h e card i s the w o r d 'HERO' i n red Ink. D e n h o l m w i l l t h e n
Bruno the Ox is currently putting on shows of strength and daring on the point o u t a n o l d m a n n e a r a b e d o f r o s e s a n d r e t u r n t o w o r k , s t i l l
Common. He is easily recognised by his bald head and bulging thews. chuckling.
The c a r p e n t e r w i l l a s k t h e a p p r e n t i c e s t o a c c o m p a n y h i m t o t h e
Common. W h e n approached t h e old m a n w i l l i n t r o d u c e h i m s e l f a s B e n b o t h e
gardener (AC 10; M V 6"; Active, Level 0; hp 2; A T 1; D 1-4). H e w i l l
s h o w them a withered rose bush and explain that he has been unable to
6. The Common make it flower, and that he had had great hopes of w i n n i n g the Lyndum
'Best Garden' competition, w h i c h is due to be judged by the Elders in
This large grass area is a popular place during holiday and festival times. three days time. If a sprout Cantrip is cast upon the bush it will burst into
In the centre of the Common stands a blue and yellow tent surrounded bloom and Benbo will be very pleased....
by halflings, g n o m e s and m e n a l l d r i n k i n g f r o m tankards. A group of
children are w a t c h i n g a c l o w n perform by the oak tree. He will then ask the party to answer another riddle:

To the north, the small, clear stream is crossed by a small footbridge, and Thomas a Tattamus took two tees,
on the other side small tents are dotted around a field. To tie two tups to two tall trees,
To frighteil the terrible Thomas a Tattamus!
The tent is a beer tent run by Mangey Potswiller (AC 10; M V 9"; Active, Tell me how many 'Fs are in that.
Level 0; h p 3; A T 1; D 1 -4). H i s customers are f o u r halflings (AC 7;
MV 9"; Level 0; hp 3 each; A T 1; D 1-4), three gnomes (AC 5; M V 6"; The answer is ' t w o '
Fighter 1; hp 5 each; A T 1; D 1 -4)and 7 men (AC 10; Labouring, level 0;
hp 6 each; A T 1, D1-4). A l l are armed w i t h daggers. They are happily W h e n given t h e correct a n s w e r Benbo w i l l give t h e party a n o t h e r c '
drinking, enjoying the sunshine and watching the entertainment. They Markrand's cards with the word 'HEW' written in red ink on the reverse
will b e v e r y f r i e n d l y s h o u l d t h e a p p r e n t i c e s j o i n t h e m f o r a d r i n k .
Depending on w h e n the party arrives either Tyso the Fire-eater (AC 10; Benbo expression will suddenly take on a thoughtful look, and he will te•
MV 12", Labouring, Level 0; hp 6; A T nil; D nil) or Bruno the Ox (AC 10, the apprentices, w i t h frequent signs of sincere sympathy, that the flex:
MV 12"; Labouring, Level 0; hp 7; - AT nil; D nil; Strength 1 8 / 0 0 ) w i l l be person w h o was to have helped them is about to be tried by the village
getting ready to perform next. Elders f o r causing a b r a w l i n w h i c h t h e local c o n s t a b u l a r y c a m e
rather the worst. Benbo is of the opinion t h a t he w o u l d be u n l i k e l y tc
If the party is w i t h D e n h o l m t h e n B r u n o w i l l b e l i m b e r i n g u p f o r h i s help if found guilty and put in the stocks. The old man will then point tc
strongman a c t . B r u n o i s o v e r - p r o u d o f h i s s t r e n g t h a n d c o n s i d e r s the Village Hall (Area 7), and tell the party to hurry up.
everybody else to be his inferior. He will make a special point of singling
out Denholm for attention by calling Out 'Hello Stickman. Come to see
w h a t a real m a n looks like have you?' He w i l l then laugh uproariously 7. The Village Hall
while Denholm reddens and m u t t e r s under his breath.
This is the largest building i n Ly n d u m , w e l l constructed i n s t o n e a r c
Bruno's act is a typical s t r o n g m a n ' s s h o w. H e w i l l bend bars and l i f t polished wood. N e w paint and w h i t e w a s h gleams in the sunlight. The
people and great weights, interspersed with muscle flexing and posing. hall i s s l o w l y f i l l i n g w i t h people c o m i n g t o w a t c h t h e trial. T h e D M
A n u m b e r of Cantrips will w o r k well on h i m w h i l e he is lifting weights. should feel free to elaborate upon the following description of the trial
-
Scratch w i l l c a u s e h i m t o drop a n y w e i g h t s h e i s holding doing 1 - 6 having witnesses called to give evidence, the Elders or the Prosecute
points of damage to himself. Bee and S p i d e r will have similar results. (the m a n in black) question the prisoner, or m e m b e r s of the audience
interfere. If the Prosecutor's case is made to look farcical by either the
Once Bruno has been dealt with, D e n h o l m w i l l laugh until he cries. He Prosecutor h i m s e l f — or h i s witnesses — being t h e victim o f G i g g l e
will need reminding of his offer of aid before he will say the following: Belch or Ya w n Cantrips the Elders will dismiss the case.

-Atorowr

26 I M A G I N E magtIntic December I3S3


LY N D U M I
A shoemaker makes shoes without leather,
Inside t h e hall are a large n u m b e r of people, half-filling t h e With all four elements put together,
benches w h i c h face a raised w o o d e n platform at one end of Fire, Water, Earth, Air,
the hall. Sitting in comfortable looking chairs on the platform And every customer takes two pair.
are five elderly men w i t h bored expressions.
The a n s w e r i s 'blacksmith', w h i c h s h o u l d lead t h e p a r t y t o t h e n e x t
At the left end of the platform stands a man in chains, a large encounter.
bruise under one eye.

As y o u c o m e i n a w e a s e l - l i k e m a n i n b l a c k r o b e s s t a r t s 10. The Blacksmith


walking backwards and forwards in front of the platform, and
begins to speak: In the smithy a large, bearded man is beating an iron bar with a hammer.
He is Kern Gallowgiass (AC 10; M V 12"; Labouring, Level 0; hp 7; A T 1;
'The accused did w i l f u l l y attack and knock unconscious t w o
D - 4 1 , the local blacksmith. As the apprentices enter he will greet them
constables c a l l e d t o a b r a w l s t a r t e d b y t h e a c c u s e d . with the following riddle:
Furthermore, t h e accused did break t w o chairs in t h e act of
rendering the said constables unconscious, and was heard to As I was going to Travise
say " C o m e o n ! I ' l l t a k e t h e l o t o f y o u ! " . H e w a s f i n a l l y I met a man with seven wives,
overcome and bound by the other six constables, four of whom Each wife had seven sacks,
are s t i l l r e c o v e r i n g . A n d a t c o n s i d e r a b l e e x p e n s e t o t h e Each sack had seven cats,
municipal funds I m i g h t add....' Each cat had seven kits:
Kits, cats, sacks and wives,
Flow many were going to Travise?
being released the man, Roderick (AC 4, M V 9"; Fighter 2; h p 13;
AT 1; D 1 - 8 ) w i l l gather his chainmail armour and sword, then leave the Upon being answered correctly — 'one' — Kern will take d o w n an iron
If followed a n d stopped h e w i l l h a n d over a n o t h e r card w i t h t h e egg from a shelf, give it to the apprentices and return to his work.
•••:-,rd 'UNTIL'. He will then climb onto his horse, say the following riddle,
head out of Lyndum, going west: The egg is 6 " long and has a seam r u n n i n g all the way around it. Close
inspection w i l l reveal a keyhole a t one end. The egg w i l l open e a s i l y
Two brothers we are, when an U n l o c k Cantrip is cast upon it.
Great burdens we bear
On which we are bitterly pressed. Inside is yet another card bearing Markrand's symbol. On the same side
The truth is to say, is the word 'CLEAN'. The other side bears the legend:
We are full all the day,
And empty when we go t o rest.
—N S L — T h e cards collected up to
this point are an anagram of 'THE HOUSE ON WESTERN HILL', and this
- - e answer to this riddle is 'shoes', and indicates that the apprentices last card is a broad hint that there is an anagram to be solved. The word
visit the Shoemaker next.
'CLEAN' on t h e other side o f the card is the party's instructions as to
w h a t to do once they get to the house.
8. The Shoemaker
If the blank card is put inside the egg then a m a g i c m o u t h spell w i l l be
activated. The mouth will repeat the word 'clean' 25 times.
-side this shop, a figure w i t h a h a m m e r in his hand sits hunched over a
As t h e a p p r e n t i c e s e n t e r t h e cobbler, A l t o n C l e a r d e w (AC 1 0 ; If the party have not solved the anagram after a quarter of an h o u r the
•.• / 12"; Active, Level 0; hp 3; A T nil; D nil), will turn and look at them, DM should help them by having more letters appear on the Blacksmith's
-e.ealing a badly bruised face and a broken nose. card.

A :on is a n e w c o m e r to Lyndurn. He recently refused to pay his tithes to


. - e Temple of Pstok the Protector, claiming that Pstok was not his God. 11. The Potter
- - e Clerics responded in their accustomed fashion, and beat him w i t h
—air truncheons. He has since paid up, but wishes to be revenged on the The outside of this shop is festooned with clay pots and urns. Inside, the
erics f o r t h e i r b u l l y i n g w a y s . I f t h e C l e r i c s c o u l d b e p u b l i c l y potter, A r c h i e Cladbon (AC 10; M V 1 2 " ; Active, Level 0; h p 3; - AT 1;
- _miliated....
D 1-4) is turning a pot on a wheel. He makes various types of pot to order.

- - e p a r t y w i l l probably f i n d t h a t Personal C a n t r i p s a r e ideal f o r t h i s Archie is a friendly soul, and will offer the apprentices wine.
:_-pose. Once the Clerics have been successfully tormented, Alton will
: ' ' e r the following riddle:
12. General Store
Do as I say,
Don't do as I do.
The Ly n d u m general store is r u n by Gerald Thirkins (AC 10; M V 1 2 " ,
Say boots without shoes
Sedentary, -2 combat ability; hp 2;4- AT 1; D 1-4) and his wife, Nancy (AC
10; M V 1 2 " ; A c t i v e , - 1 c o m b a t ability; h p 4 ; A T 1 ; D 1-41. M o s t
A'..er A l t o n receives the correct a n s w e r — 'boots' — he w i l l give the non-martial i t e m s from the Players H a n d b o o k e q u i p m e n t lists can be
:s-ty another one of M a r k r a n d ' s cards. This one has the word 'THE' in purchased here.
ink on the back. He will then direct them to the W i d o w ' s House (9).
Cleaning equipment, such as brushes, costs 2-8cp.
9. The W i d o w ' s House
13. We a p o n s m i t h
: ....side t h i s h o u s e is a g r o u p o f t w e n t y o r so people, w a i t i n g f o r an
E_ztion t o b e g i n . M a r t h a M o w b e a n ( A C 1 0 ; M V 6 " ; S e d e n t a r y, - 3 Abc J o f s o n (AC 8; M V 1 2 " ; Labouring, Level 0; h p 6; A T 1; D 1 - 4 )
ability; hp 1; - AT nil; D nil) has recently been widowed, and is specialises in the manufacture of pole arms, swords and daggers. All are
auctioning off her house and its contents before going to live with available at Players H a n d b o o k prices.
sister in Charlet.

will call the party aside and explain that she wishes her necklace to 14. The Campsite
a good price. The necklace is worth 1 Ogp, and bidding will start at
and will rise 2-8gp more. Judicious use of C o u g h , N o d , S c r a t c h , This area north of the village is covered in brightly coloured tents, some
-,%eek and W i n k Cantrips will raise the bidding in 1 gp increments. 49 in all. There are also a couple of crude shelters scattered around the
campsite, but for the most part all is clean and orderly.
- :e the bidding is over M a r t h a w i l l give the party another card. This
bears the w o r d 'LESSON' on the reverse. She w i l l then speak the The population level of this area depends upon the time of day. During
-: : w i n g riddle:
daylight hours, the camp w i l l be deserted except for a f e w dogs (AC 7;
LIAAGINE magazine, December 1983
27
ILYNDUM
MV 1 5 " ; HD 1+1; hp 7,5,4,3; A T 1 D 1-4) and the pack leader, a w a r Elik (AC 10; M V 6 " ; Sedentary, - 2 combat ability; hp 2; ' AT 1; D 1 - 2
dog (AC 6; M V 1 2"; HD 2+2; hp 10; " AT 1; D 2-8). The dogs w i l l growl Alignment N) and Salk (AC 10; M V 1 2 " ; Active, Level 0; hp 5, A T nil:
and bark if the apprentices enter any tent. If this warning is ignored the D nil; A l i g n m e n t N) will be found here at all times except between the
dogs will attack. hours of 10 am and 4 pm when they will be practising the art of begging
in and around Lyndum. (Their statistics are repeated here for the sake of
If the party chooses to visit this area the D M w i l l have to improvise. convenience).

The beggars w i l l a t t e m p t to scare the apprentices off, a n d i f t h i s fai!s:


15. M i l i t i a Hall they will attack. Elik will use his crutch, striking for 1-2 points of subdua
damage, and Salk will use a dagger.
In f r o n t o f t h i s s t o n e b u i l d i n g s t a n d a m a n a n d w o m a n d r e s s e d i n
studded leather armour, armed with staves and shortswords. These two The beggars possess nothing of value. A l l the proceeds of their art a-e
are militia constables (AC 7; M V 1 2"; Labouring, Level 0; hp 5 each; A T quickly turned into food and drink.
1; D by weapon type), w h o are distinctly bored w i t h their duties. They
will not prevent anyone entering the building, and if spoken to will be
polite and friendly. Inside the building Sargeant Kratz (AC 7; M V 1 2 " ; B. The Kitchen
Fighter 2; h p 12; - AT 1; D by w e a p o n type) sits at a desk cleaning a
longsword. T h i s o l d c a m p a i g n e r i s responsible f o r keeping o r d e r i n This room is as filthy as the first. Cobwebs hang from the ceiling, and a
Lyndum d u r i n g R i c h f e s t . K e e p i n g a n e y e o n d r u n k s i s a b i t o f a cooking range is barely visible against one wall for all the rubbish pile°
comedown for him, although the brawl with Roderick did liven things up. against and over it A s the apprentices enter the room a large rat will da--_
At present four of his constables are recovering. across the floor and leave through a hole in the wall.

If the apprentices have been reported leaving t h e carpenter's h u t (1,


above) t w o militia constables t h e ones on duty at the door w i l l be C. The Stairs and B e d r o o m s
sent to bring t h e m here. Kratz will interrogate them w h i l e he w a i t s for
the carpenter to arrive. M e a n w h i l e , the carpenter will have checked his The staircase is covered in dust, and creaks alarmingly w h e n t r o d d e -
hut and w i l l d e c l a r e t h a t n o t h i n g i s missing. The apprentices w i l l be on, a l t h o u g h i t i s e n t i r e l y s a f e . U p s t a i r s t h e t w o b e d r o o m s , e a c -
warned not to get into any further trouble and released. containing a bed, chest and wardrobe, are covered in a thick layer of dus:
and cobwebs.
Should any m e m b e r s of the party manage to get themselves arrested
again, Kratz will take a very dim v i e w of the matter. He will lock them up Neither of the bedrooms contains anything of value.
and send them for trial by the Elders next morning. What happens next is
up to the DM. Getting rid of the beggars should not be a problem. They could be d r i v e '
out b y Personal Cantrips, o r scared a w a y b y H a u n t i n g o r Illusiofts-.
Cantrips. Cleaning the house after they are gone should not take long. as
16. Residences Useful Cantrips are ideal for this. The party should be reminded
the w i n d o w s by the D M as their filthy state is very obvious.
These buildings are people's homes. If asked about them the DM should
give the party a simple description.
Afterword
LY N D L I M h a s been designed t o give players a m e n t a l l y c h a l l e n g . c z
adventure a n d t h e o p p o r t u n i t y t o h a v e s o m e f u n w i t h C a n t r i p s
Statistics have been included for all major NPCs, but in most cases the -
personalities have only been briefly touched upon. It is up to the D M : :
inject real character into the NPCs to bring the module to life. Bring
role-playing skills to the fore and ham it up!

The adventure initially depends upon -a great deal of riddle solving. Allow
the apprentices as m a n y guesses as they want, even t h o u g h t h i s
make some of the riddles very easy to get. If the party wants the answe7
the person setting the riddle will give it, but will then ask another riddle
The D M can use his or her o w n favourites, or those given below:

Thirty white horses Khazadum is a very long word


Upon a red hill, Spell it.
Now they tramp, Answer
Now they champ,
Now they stand still. Red, blue, black and green.
Which came first?
Answer 'teeth' Answer 'red'.

Staylon Broadbelly knows exactly w h a t is going on. If the party cannc:


work out the references to the shoemaker or the blacksmith by the end
of the second day he will supply the answers. He will take an interest in
the apprentices' progress, questioning t h e m w h e n t h e y r e t u r n t o the
inn. A l l o t h e r characters have been c h a r m e d by M a r k r a n d a n d k n o w
only w h a t they tell the party.
Part 3: The House on Western Hill
Four days h a v e b e e n a l l o w e d t o f u l f i l t h e t a s k i n o r d e r t o a l l o w t h e
About a quarter of a mile away from Lyndum on the road leading west is apprentices to create t h e i r o w n adventures. T h e y could choose t o be
a small house w h i c h gives every impression of being about to fall down. annoying t o local traders, t o h o l d a c h i l d r e n ' s party on t h e C o m m o n
Although un-cared for, the building is structurally sound, just unkempt featuring m a g i c s h o w s or anything else that occurs to them. T h e D M
and filthy. This is the house that the apprentices have to clean, hopefully should e n c o u r a g e players t o explore possible u s e s o f Cantrips, a n d
using their Cantrips to get the job done quickly, efficiently and properly. create further situations for them to do so.

A. The Living R o o m Credits


The outside door is easily opened. This is a grubby room, w i t h piles of Text, original spelling: Jim Bambra
rags i n t h e c o r n e r. A d u s t y m i r r o r h a n g s o n o n e w a l l . T w o f a d e d Change Text Cantrip: Mike Brunton
armchairs are standing next to a small table covered with greasy bones. D r a w Cantrip: Ian W i l l i a m s o n
The bones are of a dead sheep w h i c h Elik and Salk found in a ditch. M a p Cantrip: Paul Ruiz

28 I M A G I N E magazine, M a m b a Elf•3
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Free p o s t a g e a n d p a c k i n g o n m a i l The season o f g o o d w i l l t o a l l persons, Barry M a n i l o w a l b u m a r e n o t i d e a l
orders f r o m TSR U K L t d f o r U K a n d general jollification and turkey approach- presents to give or receive — b u t what is it
BFPO members. es once again. Hang up the mistletoe, the like for a character in the game world?
holly a n d t h e stockings. L a y i n e n o u g h
• Discounts o n tickets f o r GamesFair food and drink to sustain a Roman Legion. For a s t a r t i t is probably t o o cold t o g o
hobby conventions. Prepare to brave the BBC repeating The adventuring, the roads will be frozen, the
Sound of Music, The Wizard of Oz, Sin gin' dragons (well, the pretty red ones), trolls
* L i s t i n g s o f PA m e m b e r s in y o u r area in the Rain and a Jack L e m m o n / Wo o d y and other innocent creatures will be hiber-
(send SAE). A l l e n / U n c l e To m C o b l e y ' n ' a l l r e t r o - nating and the dungeons s h u t for repair
spective of films. during the off-season. Characters will be
reduced t o sitting round t h e tavern fire,
Membership of the PA costs E2.50 per After being told that there are only 49, 48, telling t a l l s t o r i e s o f t h e m o d u l e s t h e y
year f o r n e w U K o r B F P O m e m b e r s 47 shopping days t o go, C h r i s t m a s has have braved and the fearsome D M s they
(E2.00 for renewals) and E5.00 (or US arrived. S t u ff e d t o bursting w i t h t u r k e y have outwitted.
$10) for overseas members. J u s t fill i n (and e n o u g h f o r 2 7 m o r e m e a l s on t h e
this coupon and send it to: hapless b i r d ' s carcass), gathers u p a n d And then comes the Feast of Sun Return...
down t h e Realm w i l l b e faced w i t h a n
PA Memberships, TSR UK Ltd, The Mill,
interesting s i t u a t i o n . M e l l o w e d b y t h e Characters realise w i t h desperation that
Rathmore R d , C a m b r i d g e C B 1 4 A D ,
milk o f h u m a n kindness, t u r k e y s a n d - there are o n l y 3 7 , 3 6 , 3 5 m o r e r a i d i n g
England
wiches and a realisation t h a t t h e y only days to go. Tons of mistletoe are collected
together w i t h a cheque or postal order have t o h u m o u r t h e loony in t h e family from the local druids, holly and orc-heads
made payable to TSR UK Ltd. once a year, relatives, girl (or boy) friends, are hung in profusion to brighten up the
visitors e t a l w i l l e m e r g e f r o m t h e i r old castle. T h e l o c a l b a r d s a n d j e s t e r s
El P l e a s e enrol m e as a n e w m e m b e r digestive trance a n d u t t e r t h e i m m o r t a l start repeating t h e same old jokes. A n d
of the Players Association. I enclose words: 'Ere. W h a t ' s t h i s d a f t g a m e you finally, enough food and drink is laid in to
a c h e q u e / P O f o r E 2 . 5 0 (overseas play, Dragons and Dungeons?' sustain t h e Legions o f H e l l ( w h o m a y,
E5.00 or US $10). after all, be calling round).
'Gadzooks,' thinks the noble gamer, 'They
Please r e n e w m y m e m b e r s h i p o f are interested.' Fighting back a rebellion After stuffing themselves to the point of
the PA . I enclose a c h e q u e / P O f o r of the turkey meatloaf, he or she begins to bursting w i t h r o a s t w y v e r n , b o i l e d
E2.00 (overseas f 5.00 or US $10). speak. Carefully the nuances of character wyvern, w y v e r n s a n d w i c h e s , w y v e r n
class, dice, dungeon settings, and exper- meatloat and wyvern curry, the relatives,
My PA n u m b e r is ience points are explained. The delights visitors, girl (or boy) friends and assorted
of spell casting, combat and monsters are hangers-on l e a n a c r o s s a n d a s k t h e
Name ( M r / M r s / M i s s / M s * ) gone into, the rules carefully defined. immortal q u e s t i o n : ' E r e . W h a t ' s t h i s
adventuring lark you go in for then?'
Then comes t h e game. Predictably, a n d
despite the kindest of DM-ing, they all die Pausing o n l y t o collect t h e t e n p a i r s o f
Address in t h e f i r s t r o o m , s l a i n b y i n c o m p r e - chainmail socks, t h e t w o (identical)
hension a n d indigestion (brought o n b y knitted m a c e c o v e r s a n d t h e S m a u g
turkey curry and sherry trifle). album, t h e gallant character r u s h e s o ff
into t h e w i n t e r evening — t o hibernate
'And THAT'S h o w you spend your time! with t h e p e o p l e w h o u n d e r s t a n d : t h e
Huhl S t i l l , y o u r U n c l e Cecil w a s a b i t dragons, t h e t r o l l s a n d t h e i n n o c e n t
I d o / d o not w i s h my name and address strange as well.' creatures of the dungeon.
to be available to ° t h e ' —embers
delete as approcr- E- 1 9 Saddened, t h e g a m e r s i n k s b a c k i n t o Merry Christmas/Feast of Sun Return!
PBDD (Post Boxing Day Depression). Mike Brunton
RAN D , -•••7 • • • • , •
31
1
DISPEL CONFUSION
Dispel C o n f u s i o n i s a q u e s t i o n a n d Flying, of course, does affect combat Permanent death c o u l d b e seen a s
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 in o t h e r ways — the 'flesh t o stone' one o f t h e c o s t s o f h a v i n g s u c h a
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 power of a cockatrice is particularly good life.
had with game rules. deadly when used in aerial fights (its
victims t e n d t o f a l l r a p i d l y t o t h e If nothing else, t h e inability of elves
A t present, w e can i n g e n e r a l only help ground and shatter) or if the cocka- to return from the dead does provide
with games produced by TSR; w h i l e o u r trice is approaching a ground oppon- a degree o f game balance w h e n
answers may not be completely 'official', ent at 1 8 " per melee round. considered in the light of their other
we have contact with the designers them- abilities.
selves. In future, w e hope to get answers Q. I f s o m e o n e o r s o m e t h i n g e n t e r e d
from those w h o design other games. Daern's I n s t a n t Fortress, a n d t h e a Please clarify the ruling that a spetum
command to shrink was given, would can d i s a r m a n o p p o n e n t o n t h e
For i n t e r e s t i n g answers, w e f i r s t n e e d those inside take 10-100 hit points of equivalent of a 'to hit AC 8' roll. Does
good questions - so send your queries to: damage, die, or cause the command this mean that a lowly orc can disarm
Players Association (Dispel Confusion), to m a l f u n c t i o n a n d t h u s b e s a f e ? a 2 0 t h level paladin w i t h a Holy
TSR UK Ltd, The Mill, Rathmore Road, (Adv) Avenger if he rolls an 11 ? Does the
CAMBRIDGE CBI 4AD. weapon still do damage if it is used to
A. T h e description of this magic item in disarm an opponent? (Adv)
the D M G (p142) makes no mention
DUNGEONS & DRAGONS®
of w h a t happens in t h i s case. H o w - A W e suggest t h a t t h e o r c w i t h a
and A D VA N C E D D U N G E O N S ever, nearby people must be careful spetum could disarm an opponent if
& D R A G O N S ® games when the thing expands or they take he managed to make the appropriate
10-100 damage, so it seems perfectly 'to h i t ' roll.
Q. C a n elven thieves use bows? (Adv) reasonable f o r t h e e q u i v a l e n t t o
happen if someone is caught w i t h i n However, i t seems f a i r t o a l l o w t h e
A. N o . D e s p i t e t h e f a c t t h a t elves a r e the Fortress when it shrinks. paladin i n t h e e x a m p l e a b o n u s
traditionally m a s t e r b o w m e n , a n because o f h i s m a g i c a l w e a p o n r y.
elven th ief is limited by the restrict- Q W h y can elves not be raised from the The s c o r e r e q u i r e d s h o u l d b e a d -
ions of class, in addition to those of dead or resurrected by a cleric? (Adv) justed upwards for each magical plus
race. of the weapon in question. If the orc
A W e suggest that it may be linked to does manage to get a lucky hit then
Q. I f a m o n s t e r i n f l i g h t i s a t t a c k i n g their e n o r m o u s l y l o n g lifespans the p a l a d i n w i l l b e d i s a r m e d . T h e
characters on the ground, is there a (1500-2000 years) a s compared t o paladin should still be able to beat the
modification t o i t s a r m o u r class a s other intelligent species (at most 500 orc to a pulp with his bare hands.
stated i n t h e M o n s t e r M a n u a l s o r years). A creature w i t h such a long
FIEND FOLIOTM Tome? (Adv) lifespan m a y n o t cling t o life i n t h e We also suggest that the orc w o u l d
same way as other beings; or perhaps not do any damage to an opponent if
A. N o . Unless specifically stated other- elves d o n o t h a v e t h e r i g h t m e n t a l he used t h e s p e t u m t o disarm t h a t
wise, a flying monster's armour class attitudes to allow them to return from opponent h e is not making a direct,
does not vary because it is flying into the d e a d — t h e y a r e , a f t e r a l l , physical attack, and thus should not
the attack. supposed to be merry, carefree folk. significantly h u r t his opponent.

TURNBULL TALKING A' 11110,t


"eralfr—?
,

prL--10v41
Rather, t h e m a t t e r o f character classes I : Personally, I have my doubts about their
strikes m y attention. Several n e w ones impact o n t h e g a m e I p l a y. M a i n l y, I
have a p p e a r e d l a t e l y a s s e m i - o ff i c i a l b suppose, t h i s i s because I h a v e n ' t f u l l y
additions t o t h e A D & D ' m g a m e — t h e It experienced t h e p l a y o f all t h e existing
Cavalier, the Barbarian, the Thief-Acrobat character classes y e t . I h a v e p l a y e d a
and s o f o r t h — t o w h a t I c o u l d politely druid o n c e , p e r h a p s t w i c e . M y s o l e
describe as a mixed reception. The Barbar- assassin got spotted by a paladin early in
ian, in particular, has taken some stick in his career, and alas poor M o r i a r t y is n o
these pages as well as at the GamesFair longer with us. Of the two characters who
seminar l a s t M a r c h w h e r e G a r y Gygax started t h e i r careers u n d e r m y dubious
added his own inimitable dimension. tutelage w i t h t h e p o t e n t i a l t o a c h i e v e
bard s t a t u s , o n e ( M a r i o , t h e s w a r t h y
Now there is no doubt, adopting f o r the Italian w o n t to sing about cornettos — or
nonce a TSR stance, that n e w character cornetti, perhaps)died while still a fighter.
So i t ' s C h r i s t m a s again — m y 2 8 t h i f I classes are generally wanted by garners, The other — Neddie of Wales — had some
remember correctly. I used to entertain a though t h e r e a r e t h o s e w h o a r e q u i t e intelligence drained w h i l e still a f i g h t e r
rather cynical view of the festive season, violently opposed to them. That's obvious and is n o w 8 t h level s o can n e v e r be a
but the arrival of a baby daughter changed from t h e n u m b e r o f s u b m i s s i o n s T S R bard e v e n w i t h s o m e I Q r e s t o r a t i o n
ii a l l that, and I m u s t say I prefer it. But not receives both here and in Lake Geneva, (though t h i s d o e s n ' t p r e v e n t h i m f r o m
to the extent of a eulogy here. Nor w i l l I and that's why Gary invents them — they moodily t o o t i n g a m u s i c a l i n s t r u m e n t
succumb to the temptation of speculating are, on the whole, what the public wants. from t i m e t o t i m e a n d w r i t i n g a w f u l
about w h a t the well-dressed spellbinder Those garners who dislike new character poetry).
would l i k e t o s e e i n h i s C h r i s t m a s classes (or n e w spells, for instance) w i l l
stocking a n d h o w t h e a l e r t M a g s m a n find no solace in knowing they are in the The chances are I w i l l never play a thief-
plans furtively to relieve him of it. minority, but it's the case all the same. acrobat o r a cavalier, a n d m y barbarian
32 PAN, December 1983
DIALOG ,4VA\hi\

Mink%
Is i t possible f o r a d w a r v e n p l a y e r
character to have a constitution of 19 A view from the other side,
if a g i n g b o n u s e s a n d / o r m a g i c a l
adjustments are taken into account?
by Lew Putsipher
(Adv) ArAveyx;,,,,iam,,,A;,,„ 11 I V
AfgnikargilaloweGOV
L• Ye s . It is entirely possible for a dwarf
to have a constituion of 19. Details of ,
the adjustments to be applied t o hit
points etc can be found on p6-7 of the
DEITIES & DEMIGODSrm Cyclopedia. I'd just skimmmed through IMAGINE magazine unless your referee bends the rules to change
In passing i t i s w o r t h k n o w i n g t h a t issues 0 (0?) to 4 when my Alter Ego emerged from combat results detrimental to role-playing. If the
some o f t h e s e h i g h e r abilities m a y the dungeon, where he'd been "working". party can't survive unless every character plays a
only be applied to divine beings. 'Hey Puts, nice-looking 'zines. Any good?' sensible, organised part in a fight, you can't play a
'Yes, quite professional in an informal sort of foolhardy hero or a coward or a howling chaot.
way, aimed at beginners.' And in general, a game which encourages combat
If a c h a r a c t e r i s looking o u t f r o m a
Alter looked through number 4. 'Yeah, it's discourages I T because most improvisational
room can a wandering monster sur- already a strong competitor with White Dwarf in theatre involves non-violent interaction with other
prise him? (Basic/Adv) one way — it has almost as many adverts.' Alter characters, non-player or otherwise.'
isn't known for charity to gaming publications. I nodded. 'So a game such as the AD&DTM
Merely because someone is watching 'Why've you got 'em?' game, which encourages combat because it's so
for t h e a p p r o a c h o f a w a n d e r i n g 'Paul Cockburn asked me t o "pen a trial hard to kill or incapacitate experienced players,
monster t h e r e i s n o certainty o f i t column", and sent me these to let me get a feel for discourages I-T?'
being spotted. In addition to the fact the 'zine. Now that I have, I'm going to write a 'Yeah, although there are ways for referees to
that there are a n u m b e r of creatures rough draft w i t h your help.' minimize that. I n any game, the more often
'Of course. But what's this "pen" a column?' combat results in failure, whether by character-
who a r e c a m o u f l a g e d o r invisible,
Alter asked as I sat down at "The Demon" (my death o r b y inability t o attain goals through
wandering m o n s t e r s m a y e m e r g e trusty electronic typewriter). 'Does PC really fighting, then the more I T will be encouraged.'
from secret doors behind o r next to write longhand? How primitive.' Alter pulled RuneQuest Out of a four-drawer file.
the w a t c h e r o r b e a l r e a d y p r e s e n t 'It's probably just an expression, Alter... 'Some people say this game is good for I T
and w a i t i n g f o r a n o p p o r t u n i t y t o he seems to have a secretary type his letters, because critical hits c a n incapacitate 'most
strike — a w a n d e r i n g m o n s t e r does Wouldn't it be nice to have a real secretary... the anyone in one blow — that is, luck will get you in a
not always have to ' w a n d e r u p to a help around here is none too good,'! stared at the RQ melee more often than in a D & D ' game
party v a r i e t y is the spice of DMing! ceiling as I said this. melee, assuming you're using experienced
'If you weren't such a slave-driver, Puls, I might characters.'
be more co-operative. Who wants to be indoors 'But don't melees take longer in RQ? Isn't that
Finally, the w a t c h e r ' s attention may when it's 88 and cloudless outside?' another discouragement to combat?'
wander. S t a r i n g a t o n e p i e c e o f 'It's 103, not 88. A n d you get every other 'I don't play RQ much, Puls, especially not on
corridor i s probably n o t a n a c t i v i t y Sunday off. When I get that word-processing days like this' — he looked longingly out the
conducive t o l o n g p e r i o d s o f c o n - computer...' window — 'but it could work that way, couldn't it?
centration. 'Sure, I've heard that before,' Whereas D&D game melees are pretty quick and
'No matter, let's get on to the article. What can I easy to run unless you use dozens of monsters...
A i Mike B r u n t o n , G r a e m e M o r r i s say in a measly thousand words? They may not Aside from that, the RQ rules and the people who
& P h i l Gallagher print it for months, so I can't say anything about write about R Q encourage I-T, whereas the
new gaming products like H a m and Middle various D8zD game versions don't. That makes a
Earth. I could introduce you to the readers, but I difference.'
suspect they'd rather do something else.'
I thought a while about S F role-playing.
Alter ignored that as he looked through tt-t 3. 'In 'Traveller is known in some quarters as a good
the lettercolumn they ask what RPGs make for I T game, which would follow because it's easy to
good role-playing, and how. But that's more than get killed in a Traveller fight.'
one question, really.' Alter was sniggering at Rubic, whether amused
I leaned back in my chair and read the letters. or disgusted I couldn't say. 'But most of the
_Intockk ( a W e l s h N a t i o n a l i s t , o f think they're equating role-playing with persona. Traveller scenarios I've seen aim everything
creation and improvisational theatre — the kind toward a climactic battle.'
rse) may never again see light of day.
of role-playing in which the garner is an actor 'It seems to depend almost as much on the
I have to accept that, as a DM, I w i l l
e across such n e w classes and know playing a character part in an unscripted novel, referee a s o n t h e game. B u t each game's
more or less. I look at it differently. Usually I use mechanics determine t h e 'average dose' o f
to deal w i t h them.
my character as a vehicle for vicarious partic- improvisational theatre. And the D&D game rules
ipation, making him or her act as I would like to encourage it less than most others.'! "penned" a
- - e r e i n lies my dilemma. Is it selfishness think I would act in a similar situation,' few notes on an ever-present 3 by 5 card. 'On the
:- m y part which leads m e n o t t o 'You mean the character's an extension of other hand, Alter, i t ' s easier t o participate
•• s come n e w c l a s s e s (since i t s i m p l y yourself?' Alter sneered. 'I've seen too many kids vicariously when you have some confidence that
a=2,s m o r e w o r k f o r me)? O r do I r eally who couldn't differentiate themselves from their your character, who you've worked with for
.-_-s,,eve they don't add to the game? What characters, as though an insult or injury to the months or years, isn't likely to be snuffed out
character was an insult or injury to the player.' when he gets into a fight. In that sense, the games
ould I h a v e said i f I w e r e standing a t
'No, the player is not the character. I expect I'd in which combat is less, um._ fatal for experienced
2-s-y's shoulder w h e n h e w a s first con- be scared spitless in a dungeon, but I'd like to characters encourage vicarious participation.'
::ering introducing the Ranger, say? think I'd be brave-but-careful, so my characters 'So i n effect' said Alter, 'different games
act that way. It's idealisation, not personality- encourage different kinds o f role-playing, b u t
- s one t h i n g for m e t o prefer the game transfer. I think many adult players start this way, none can be said to be better in general for RP.'
--e way (play it, but quite another if I were then get into improvisational theatre to some 'I'm glad we agree, for once,'
-: pontificate o n t h e w a y others play it. extent as they go along. Let's assume they mean 'OK, but what about the column you want to
L---d that means — new character classes. role-playing as improvisational theatre — call it write?'
I'll do my homework. IT. What encourages that?' 'You might have an angle with this RP thing. But
it's suppertime. Let's do it tomorrow.'
Alter, who ordinarily (if anything about Alter
to f i t i n s o m e e x t r a g a m i n g d u r i n g can be ordinary) is a devotee of I-T, though he 111,,i L e w Putsipher
:_" h o l i d a y, a n d h a v e a h a p p y a n d doesn't put much into creating unique characters,
:s-?.ceful Christmas. knows more about this than I do. 'Mainly, boss, I'd (With t h a n k s t o R i c h a r d E G e i s o f S c i e n c e
D o n Tu r n b u l l say that combat doesn't leave much room for IT Fiction R e v i e w
D C a l l t b a 1983 33
LONG- D I D T h E y S I T i N c o N C L AV E , M A N Y
THE S T R ATA G E M S 114EY M i S FA v o u R E 12,
DOUBTLESS, BkoTHEKTAMES, YOU
UNTIL_ w i L L • S E P, O E O S F 3 E - I - T E R . I N
ANOTHER CAPACITY!

FOOD?WHYDON'TWE
GROWIT?

o r r i .
A , 1 1 4 -- -
111,1111'

A L B E R I C B R O K E THE ENSUING-
SILENCE - •

GENTLEMEN! THERE IS NO OTHER


WA'? - - W a MUST CALL uroN THE
PHANTASMAGORISTS I

HISTORICAL FoaNcrE -111E NEXT

THE WORLD LIES IN RUINS!! SOT IN


M o G G E p o N A D E D I C AT E D B A N D SEEkS
TO RESTORE THE G L O R I E S o F THAT CITY.
THE MANTLE o P THE C H I E F E x E c t r r N E
' FA L L S UPON THE SHOULDERS OF A L S E R I C ,
a W H O S E W I S D O M I s MATcHa9 ()NIL,/ e y HIS
C O U R A G E ! ! HE SuMmeNS UNTO RiAASELP
A COUNCIL o F T H E W I S E , TO CoNSAPER HoKI
REST THE CITIf M AY RE P R O v i S t 0 N E D —

I LPACT
A T E RW.A T
S HSA E
T ASLAEMDE. N I G H T T H E

—1401.A, THE CLTY M AY S E F E D . A N D PLEASE


ACCEPT THIS ToHEN oF owl T R U S T ikt•it,
E t T E E M , G-PAND MASTER! W E K N o w
',too N o - r F A I L !

FAR 1-tA\IE. X TRAVELLED1.1.


MANY WONDERS MANE t SEENI!
HAVE QUESTioNED THE SPIRkTS OF
EARTH, AIR AND W A T E R ! ! I H A \tE s e o K E N
W I T H -THE O A P S OF T R E A I R AND% E
B E A S T S o F T H e FIEL-01.1. FANO— •,
MANE T H E
ANSW ER. P.!

34 PAN', D e c e m b e r N S :
Book Review Dave Pringle, e d i t o r o f F o u n d a t i o n :
The R e v i e w o f Science Fiction, looks
at r e c e n t r e l e a s e s i n t h e w o r l d o f
adventure- a n d science-fiction, a n d
some interesting non-fiction.

The C i t a d e l o f t h e A u t a r c h ( A r r o w, pastoral fantasies o f Noble S e l f S u ff i c - fiction, poetry, reviews and appendices—


E1.95) is the fourth and concluding part of iency here. Then one turns the last page and it is an uncompromising one insofar
Gene Wolfe's Book of the N e w Sun. The and finds t h i s ' T h i s is a w o r k o f fiction. as it has been edited to be representative
whole adds u p t o a l o n g novel o f great The actual effects of a large-scale nuclear of NW the avant-garde literary periodical
power a n d b e a u t y, t h e u l t i m a t e f a r - war a r e s o m u c h w o r s e t h a n I h a v e rather t h a n N W t h e S E m a g . A l d i s s ,
f u t u r e / ' d y i n g e a r t h ' tale, a n d a w o r k o f dramatised t h a t n o b e a r a b l e w o r k o f Ballard a n d m a n y other f a m i l i a r n a m e s
science f i c t i o n w h i c h i n c i d e n t a l l y r e - fiction c a n be w r i t t e n about them.' Well are in here, b u t you w i l l also f i n d s o m e
deems a n d t r a n s f i g u r e s m a n y o f t h e said, M r Rhinehart. forgotten stuff by people you have never
clichés of S w o r d and Sorcery. N o doubt heard o f . T h e h i g h l i g h t s i n c l u d e B a r r y
some o f you h a v e already followed t h e Bayley's b r i l l i a n t p a s t i c h e o f W i l l i a m
earlier adventurers of the torturer Sever- WINNER OF THE BRITISH SCIENCE FICTION AWARD, Burroughs, ' T h e F o u r - C o l o u r P r o b l e m '
THE WORLD FANTASY AWARD and
Ian in his quest for the New Sun. If not, I THE NEBULA AWARD (surely the best thing Bayley ever wrote?)
heartily recommend that you do so n o w and Pamela Zoline's oddly m o v i n g ' T h e
— i t i s a r e a d i n g experience n o t t o b e Heat Death o f t h e Universe', a Pop A r t
missed. painting come to life.

Having said that, l e t m e n o w register a


slight sense of disappointment. A whiff of Tql,?:1.ITADETA The Incredible Shrinking Man by Richard
Matheson (Corgi, E1•75) w a s f i r s t p u b -
allegory drifts across t h e battlefields o n
which m u c h of the action takes place in
L.R O T lished i n 1 9 5 6 w i t h o u t t h e w o r d ' i n -
credible' i n t h e title. A y e a r l a t e r c a m e
this fourth volume. For the first time, w e Jack Arnold's classic film of the book, and
meet the 'Ascians', the northern enemies that shrinking m a n h a s been incredible
of Severian's C o m m o n w e a l t h , a people ever since. A s i t happens, M a t h e s o n ' s
who remained obscure for three quarters chief strength as a writer is the credibility
of the epic. The Ascians' is an egalitarian which he brings to his elaboration on an
society ruled by the 'Group of Seventeen'. absurd p r e m i s e . F o r g e t t h a t c l o u d o f
All t h e A s c i a n s speak i n h o r t a t o r y rote radioactivity which starts the hero on his
phrases; they appear to have no freedom shrinking c o u r s e ; i t i s n o t h i n g b u t a
of thought; they have mad starved faces. pretext. E n j o y t h e believable d o m e s t i c
Suddenly one remembers that as a young details w h i c h f o l l o w a s t h e protagonist
man i n t h e e a r l y 1 9 5 0 s G e n e W o l f e finds he is no longer a man to his wife and
fought i n K o r e a ( ' h e w a s a w a r d e d t h e ends up as a scurrying insect beneath her
Combat Infantry Badge,' according to the feet. It is like Kafka transposed to an Ideal
biographical note at the end of the book). Home setting.
The a w f u l s u s p i c i o n d a w n s : a r e t h e
Ascians commies? Is all this an allegory of Volume Four of The Tw i l i g h t Zone C o m p a n i o n by M a r c
BOOK OF THE NEW SON
the Korean War? • Scott Zicree (Corgi, E 3 . 9 5 ) i s e x c e l l e n t
value for anyone w h o holds the 25-year-
Why do novels of nuclear doom fascinate old TV series in high esteem. It is a w e l l
us? Luke Rhinehart's Long Voyage Back With some 70 books behind him (many of illustrated 447-page book. The solid text
(Granada, f 1.95) is t h e latest i n a l o n g the e a r l i e r o n e s a p p a r e n t l y w r i t t e n i n contains i n t e r v i e w s w i t h m a n y o f t h e
line o f s u c h w o r k s : P a t F r a n k ' s A l a s three days flat) Michael Moorcock is now writers and directors w h o worked on the
Babylon (1959) is a good earlier example. a real Old Pro. Nowadays he produces big series, including Richard Matheson.
Nuclear holocaust is the late-20th cent- ambitious novels a n d a f i r s t d r a f t takes
ury equivalent of Hellfire and Damnation: him at least three months; but once in a Ray B r a d b u r y ' s D i n o s a u r Ta l e s (Corgi,
it i s t h e w o r s t t h i n g w e c a n i m a g i n e while h e s t i l l t o s s e s o f f a q u i c k i e , a f 2.95) i s a s l i m v o l u m e w i t h p r e t t y
happening t o u s . Y e t w e r e l i s h i t a s seemingly e ff o r t l e s s l i t t l e f a n t a s y t h a t pictures b y W i l l i a m S t o u t , M o e b i u s ,
'entertainment'. P e r h a p s l i f e i s s o s a f e will h e l p h i m p a y a f e w bills. T h e W a r Steranko a n d others. T h e t e x t does n o t
and boring now in the Western World that Hound a n d t h e W o r l d ' s P a i n ( N E L , amount t o m u c h : f o u r s t o r i e s (three o f
armchair experience o f t h e u l t i m a t e £2.50) is one such. It is the story of Graf them r e p r i n t e d f r o m e a r l i e r B r a d b u r y
disaster g i v e s u s a p a r t i c u l a r f r i s s o n . Ulrich von Bek, a 1 7 t h - C e n t u r y German collection) a n d a c o u p l e o f poems. T h e
Human beings are nothing if not perverse. mercenary, w h o meets Satan, is vouch- new tale has a snappy title — 'Besides a
That is a w o r r y i n g thought: i f w e are so safed a glimpse of Hell, and is sent on a Dinosaur, VVhatta Ya VVanna B e W h e n
ready t o i m a g i n e i t t o d a y, p e r h a p s w e quest for the Holy Grail. I am pleased to You G r o w U p ? ' — a n d i s a t y p i c a l l y
shall be prepared to do it tomorrow—Just report t h a t i t m a k e s a d e l i g h t f u l r e a d . sentimental p i e c e a b o u t a d r e a m y b o y
like space travel. Although minor, it is much superior to the and h i s i n d u l g e n t G r a n d p a i n 1 9 2 0 s
earlier q u i c k i e s i n , s a y , t h e ' D o r i a n Greentown, I l l i n o i s . T h i s b o o k m i g h t
What I l i k e a b o u t R h i n e h a r t ' s n o v e l , Hawkmoon' series. Moorcock has honed make an appropriate Christmas present
:hough, is that it does not live up to one's his skills over t h e years, a n d t h e y n o w for someone young and simple.
expectations o f y e t a n o t h e r ' c o s y cata- show a fine gleaming edge. * 5 Dave Pringle
strophe'. Certainly the sympathetic char-
acters survive (by sailing on a trimaran to And h e r e i s s o m e t h i n g completely d i ff - Dave Pringle w i l l be b a c k i n February,
Tierra d e l Fuego) b u t by t h e e n d o f t h e erent: N e w Worlds: A n A n t h o l o g y edited 1984. O n p a g e 4 5 o f t h i s issue, C o l i n
long n a r r a t i v e t h e y a r e r e d u c e d t o a by Michael Moorcock (Fontana/Flamingo, Greenland looks at some of the latest film
marginal existence indeed. There are no f 3.95). It is a big volume 5 1 2 pages of releases in a special festive review.
IMAGINE magadze, December 1983 35
TheImagination Machine
Micro

MPUTERS
Recently there has been something Computer owners w i l l reject this picture What difference will this make in practice?
of a c o m m o t i o n i n t h e m i c r o - as a distortion, b u t that is not really the At the m o m e n t you can buy software in
computer industry; hardware and point. As long as this image persists in the the local branch of VVH Smith or Boots; in
software sales have stopped rising popular i m a g i n a t i o n , c o m p u t e r s w i l l future you may have to make a longer trip
never achieve the universal penetration to a specialist games shop. But when you
and it is even being whispered that into home environments that has so often get there you s h o u l d a t least f i n d a f u l l
they are on the decline. been predicted f o r t h e m . A n d t h e r e i s range o f d i f f e r e n t t y p e s o f s o f t w a r e ,
little d o u b t t h a t i t i s t h e f a u l t o f t h e rather than a To p Ten consisting of nine
manufacturers t h e m s e l v e s . E a c h h a s arcade g a m e s a n d o n e c h e s s program.
Since h o m e computers w e r e f i r s t i n t r o - avoided standardization a n d h a s b u i l t The q u a l i t y o f s o f t w a r e i s a l s o likely t o
duced i n t o t h e UK, a b o u t six years ago, unique features into his particular mach- rise. A c u r i o u s s i t u a t i o n h a s e x i s t e d
they have sold at a faster and faster rate ine, to act as selling points in competition during the last eighteen months in which
from m o n t h t o m o n t h a n d people h a v e with o t h e r b r a n d s . T h i s h a s l e d t o a the l e v e l o f experience o f t h e a v e r a g e
tended to take this for granted. It was all situation i n w h i c h a c q u i s i t i o n o f a n y home computer user has actually declined
too easy to assume that these machines home micro m u s t be followed by quite a from month to month. This is because of
would continue to spread until they had long period of acclimatisation before one the large number of new buyers, entering
found t h e i r w a y into every household in understands h o w t h e system w o r k s — at t h e ' b o t t o m e n d ' w i t h n o p r e v i o u s
the c o u n t r y, a n d i n d e e d m a n u f a c t u r e r s and this applies even i f the purchaser is knowledge of games software. They have
have l a i d m a n y o f t h e i r p l a n s f o r t h e already f a m i l i a r w i t h c o m p u t e r s f r o m tended t o b e easily impressed e v e n b y
future on this assumption. other manufacturers. inadequate s o f t w a r e because t h e y h a d
nothing t o compare i t w i t h L a t e r on, o f
But n o w i t s e e m s t h a t m i c r o c o m p u t e r course, they become more discriminating
sales w i l l l e v e l o f f w i t h a b o u t o n e Sophisticated Hardware and start to reject junk.
computer i n every t e n h o m e s , o r about
1.75 m i l l i o n m a c h i n e s i n r e g u l a r u s e . High-level l a n g u a g e d e v e l o p m e n t h a s
Surveys carried out by a number organis- also failed to keep pace with the increas- Universal Acceptance
ations over the past year have shown an ing sophistication of the hardware. M a n y
attitude o f m i l d h o s t i l i t y a m o n g t h o s e users f i n d t h e m s e l v e s f a c e d w i t h t h e During 1982, however, the sheer number
who do not already own one. need to execute sequences of PEEKs and of r e c e n t b u y e r s w h o h a d o w n e d a
POKEs i n o r d e r t o p r o d u c e a n i m a t e d - computer for three months or less made it
There are several reasons for this attitude. graphic colour displays or complex sound possible to sell anything at all so long as it
One is the 'unfriendliness' of the mach- effects. They are little better off than the was on tape. A s sales o f micros to n e w
ines themselves, which demand keyboard mainframe programmers of the 50s w h o buyers drop off, average levels of exper-
skills if they are to be used properly, and had to tap in coding as strings of i s and Os ience w i l l increase sharply and it will no
possess idiosyncrasies peculiar t o each because Assembly language had not yet longer be so easy to palm off second-rate
brand f o r w h i c h a l l o w a n c e s have t o be been invented. material ( a l t h o u g h n o d o u b t t h e r e w i l l
made. A n o t h e r reason for distrust is the always be bad computer games as there
sort of person w h o is seen as the typical This i s n o t t o say t h a t o w n e r s w i l l stop are bad games of any type).
computer o w n e r . T h i s i s d e f i n e d a s using t h e i r machines; o n t h e contrary,
someone w h o spends more time setting there will continue to be a steady level of At some time in the future there is likely
up the e q u i p m e n t than making use of it; demand for games software to run on the to b e a n e w generation o f h o m e c o m -
w h o is unwilling or unable to explain how existing r a n g e o f m a c h i n e s and o n a n y puters w h i c h w i l l achieve t h e universal
it achieves the effects it does; and w h o is new machines that manage to establish acceptance t h a t has eluded t h e c u r r e n t
more i n t e r e s t e d i n e x p l o r i n g t h e i n t r i - themselves in a static market. But 'com- range o f machines. B u t that's a subject
cacies of the system than in 'training' it to puter g a m i n g ' i s nevertheless l i k e l y t o for another column.
carry o u t t a s k s perceived b y o t h e r s a s become a minority hobby, another branch
valuable. I n short, a 'fiddler', o r tinkerer of specialist gaming like SF boardgames
with an arcane device. or play-by-mail. 01.5 Mike Costello

Starting with issue 11, the I M A G I N AT I O N M A C H I N E will be appearing


monthly, with a page of reviews, and all the latest news from
the world of micro gaming.
36 I M A G I N E ma9azine, December 1983
TheImagination Machine
Micro

Cz*RIPUTERS
GO TO JAIL Availability: 48K Spectrum, f r o m Automata UK Ltd, E6.00 Game Review
Go t o J a i l i s a computerised version o f scrolls. T h e S p e c t r u m r e m i n d s players most competent player. With this version,
M o n o p o l y, the classic board game of real whose t u r n i t is, a n d indexes t h e board they would be well-advised to pick on the
estate dealing, greed and bankruptcy. It is edge t o t h e c u r r e n t p o s i t i o n o f e a c h computer, w h i c h is very sharp indeed. i t
billed as suitable for 2-5 players, but, like player's symbol. The top left of the screen needs no sympathy and shows no mercy,
the board game, really needs 3 or more to shows t w o dice, t h e t o p r i g h t s h o w s a though it refrains from snide comments.
give the full flavour. However, since one bank b u i l d i n g c o n t a i n i n g t h e p l a y e r ' s That brings m e to a real advantage o f
of these can be t h e Spectrum itself, you cash balance and the mortgage value of Go t o J a i l o v e r t h e b o a r d g a m e — a
only need to pressgang one human being. property owned. The n e x t section d o w n reduction in family disputes when young-
For t h e f e w w h o h a v e n o t played t h e displays the property rested on, complete sters a r e involved. N o t o n l y c a n t h e y
original, it is essentially a game in w h i c h with street name, o w n e r s h i p , price and combine a g a i n s t a n o u t s i d e r, b u t n o
the players' symbols travel by dice t h r o w mortgage value. To its right are the next longer c a n t h e o w n e r s o f e x p e n s i v e
around t h e e d g e o f a b o a r d , b u y i n g two properties. property b e d i s t r a c t e d a s t h e h o r d e s
property, paying r e n t s w h e n landing o n Players k e y t h e i r i n i t i a l s , t h e d i c e approach by rapid dice passing o r being
other p e o p l e ' s p r o p e r t y, m a k i n g deals, revolve and stop. The board edge scrolls sent to see w h a t the cat is doing i n t h e
building, s o m e t i m e s t a k i n g a ' C h a n c e ' to the end position of the move, displays kitchen. T h e c o m p u t e r b a n k e r ' s ' h a t '
card or being thrown in jail, and eventually any rent needing to be paid; if the property looks after their interests.
going bust. Like all games that bring out is unsold, asks whether the player wishes Graphics are very good, w e l l up to the
the worst in people, it is fun! For others, I to b u y, a n d s o o n T h e c o m p u t e r deals rest of the offering, but they also provide
need only say that Go to Jail is faithful to with all transfers of funds automatically, the o n l y b u g d e t e c t e d : a n o c c a s i o n a l
the o r i g i n a l r u l e s o f p l a y i n practically displays a f u l l property list o n demand, garbling o f p r o p e r t y n a m e s t o p r o v i d e
every respect. I f o u n d o n l y o n e s m a l l and takes care of all the bank's functions. such examples as 'Whityfair', or Te n c h -
difference f r o m t h o s e I r e m e m b e r ; y o u It i s t o l e r a n t o f c o m m a n d e r r o r s f r o m staunti'. This does not interfere w i t h the
can build more than one house on a site inadequate reading of the simple printed game, and can be an endearing simulation
while its mates have none. rules to an almost saintly extent. of t h e h i g h a l c o h o l c o n s u m p t i o n t h a t
The p r e s e n t a t i o n d i ff e r s , a n d n e e d s A d i f f e r e n t character e m e r g e s w h e n comes w i t h life at the top.
getting used to. Instead of a fixed board the c o m p u t e r i s a l l o w e d t o play. I n m y We have n o w given o u r old favourite
with s y m b o l s t r a v e l l i n g a r o u n d i t , t h e childhood, t h e r e w a s a n u n f o r t u n a t e set away to a good home, with no regrets.
symbol s t a y s p u t w h i l e t h e board edge tendency for siblings t o gang u p on t h e f k Phil Barker

Spectacular G A M E S for your ZX Spectrum Book Review


Tantalizing G A M E S for your T 1 9 9 / 4 , 4
Terrific G A M E S f o r your Tandy Color
Volcanic G A M E S f o r your VIC 2 0 by Hal Renko and Sam Edwards from Addison Wesley, 1983, f 3 . 9 5

•'A/hen you think about it, the tendency of during program execution — even i f he If you are interested in learning h o w to
many m i c r o o w n e r s to spend t h e i r t i m e has no idea h o w the programs work. write games programs, t h e s e books are
typing in program listings from books and These books seem tailor-made for such not for you. If you just want to play games
magazines m u s t b e o n e o f t h e m o r e people. Each has the same 30 programs, (which i s f a i r e n o u g h ) , y o u c a n f i n d
amazing p h e n o m e n a o f o u r t i m e . T h i s written f o r e a c h m i c r o , a n d n o t o n e equivalents of most of these programs in
-:qh-tech g a d g e t h a s m o r e c o m p u t i n g makes any use of the special features on any stack o f old c o m p u t i n g magazines.
power than w a s dreamt of 30 years ago, each machine; t h e y are generally of the Having t h e m a l l i n o n e b o o k i s m o r e
and people choose to transcribe data into most elementary kind. There is no explan- convenient, b u t , I ' m a f r a i d , t h e r e a r e
t like monks copying illuminated m a n u - ation of h o w any of them work, although already s e v e r a l a n t h o l o g i e s o f s u c h
scripts in a medieval monastery i n s t e a d full details on h o w to play are included. simple games in the bookshops, all in the
of just loading it in from magnetic media. The mixture of computers in the series u n d e r - f 3 range. These books represent
The most convincing explanation that has seems o d d , a n d p r o b a b l y r e f l e c t s t h e the sort of thing that publishers could get
been offered for this behaviour is that it leading b r a n d s i n Holland, w h e r e t h e y away w i t h 1 8 m o n t h s ago.... t i m e s have
gives the user a feeling of control over the were written. However, the Color comp- moved on.
machine. H e ( o r s h e ) t y p e d i t a l l i n , uter programs should all r u n 'as-are' on
Therefore he, not the machine, is in charge the Dragon; all are in pidgin Basic. ;4k Mike Costello
INIAQINE ina9ane, December 1983 37
zines.. fanzines. fanzines._ fanzines f a n z i n e s f a n z i n e s

Fanzines
And, with no further ado, let's get on with
two p u b l i c a t i o n s t h a t a r e n ' t , b y m o s t
definitions, fanzines, b u t w h i c h fall i n t o
the province o f t h i s f e a t u r e d u e t o t h e
aeons-old l a w that says there i s n ' t any-
where else for them to go.

The oddly named t e a m k n o w n a s Beast


Entz (read Enterprises) a r e producing a
bi-monthly p u b l i c a t i o n w i t h a ' u n i q u e
combination o f h i g h q u a l i t y m o d u l e
There are times, dear reader, w h e n you couple of pence, w e could raise enough material w i t h a n inexpensive magazine
would be forgiven for thinking that some money to send the lad on a Charles Atlas format.' To be k n o w n as To r t u r e d Souls,
people have never had an original idea in bodybuilding course. T h e n m a y b e h e ' l l the 'zine w i l l c o n t a i n 4 scenarios i n i t s
their lives. For such is the extent to which feel brave enough to tell us w h o he is. first issue. We wait to see the results. The
Waste D r a i n h a s b e e n s t a r t i n g n e w D&D g a m e w i l l a l s o b e f e a t u r e d i n
columns of a remarkably similar nature to Still on the subject of professional maga- London's latest and largest student news-
those featured in these hallowed pages, zines, there looks to be another interest- paper, G o For It (honest).
that t h e n e x t s t e p m u s t s u r e l y b e f o r ing confrontation coming up in the f ield of
Games Workshop to buy up half the print postal gaming. In the Red corner we have Two n e w RPG ' z i n e s h a v e reached t h e
run o f IMAGINEirm OBECIA m a g a z i n e a n d Flagship run by Nicky Palmer, ex-editor of cluttered d e s k s o f t h e e d i t o r i a l o ff i c e .
put their own cover on it. The Gamer, failed Labour Party candidate Crystal B a l l w a s a s n e a k p r e v i e w o f a
for Chelsea (surely the daftest place in the small c i r c u l a t i o n 'zine, w i t h a f e w 1
Still, w e m u s n ' t c o m p l a i n . F o r a s t a r t country not to be w e a r i n g a blue scarf!) pages stapled together. This fanzine will
they've given a job to m y old mate Dave and f o r m e r l u m i n a r y o f t h e l a t e a n d have a deliberate policy of featuring t h e
Langford, a gifted writer if ever there was unlamented National Games Club (which writings of under-14s, so its tastes are, as
one (that's t w o pints you o w e m e n o w, you w o n ' t have heard of — ask someone a result, 'young'. Contents include char-
Dave). A n d , o f course, i t is great t o see old like Uncle Don or Tom Kirby). Across acter classes, new monsters, sage advice,
GW actually acknowledge t h a t fanzines the ring in the Blue corner we have P B M reviews e t c . R o l e p l a y e r 1 c a t e r s f o r
exist. I ' m c e r t a i n l y l o o k i n g f o r w a r d t o from M i k e Costello, sometime computer similar tastes, w i t h a w i d e r selection o f
Mike L e w i s " z i n e column, not to mention columnist f o r a l m o s t e v e r y m a g a z i n e games systems, b u t , o n t h e f a c e o f i t ,
comparing n o t e s w i t h M i k e a s t o o u r there i s a n d s u p r e m e r u l e r o f t h e v a s t needs more work to become a worthwhile
relative working conditions! Then again, Emjay E m p i r e w h i c h a l r e a d y r u n s t w o read. The reviews were thin, and some of
there i s t h e a r g u m e n t t h a t G W, h a r d - successful, games-oriented publications. the o t h e r a r t i c l e s d i d n ' t a c t u a l l y s a y
headed capitalists, l i k e a n y successful anything. For their sake, I hope the editors
company, never do anything unless there It s h o u l d b e a g o o d f i g h t . N i c k y w o u l d can make a better job of later issues.
is money in it. A n d what does that mean? seem to be the favourite, having commerc-
Yes, a l l t h o s e b r i g h t n e w f e a t u r e s a r e ial backing from Flying Buffalo (who are D e m o n s D r a w l 2 shows a more polished
seen by them as likely to sell more Drains. reportedly promising t o b u y u p h a l f t h e style. Though the contents are similar —
I suppose i t i s impolite t o ask w h y t h e y print r u n a n d o ff l o a d i t o n t o t h e u n - scenarios, monsters, a n d a f e w general
didn't include such excellent ideas before suspecting Yanks) and also moral support articles on major games systems — the
they had any competition, b u t at least i t from postal games fanzine editors, many presentation i s b e t t e r, a n d t h e a r t i c l e s
shows that IMAGINE magazine is getting of w h o m a r e old f r i e n d s o f h i s and a r e have m o r e t o s a y. T h e r e a r e p l a n s f o r
it right. likely to be falling over themselves trying play-by-mail g a m e s i n these pages too.
to forget all the nasty things that they've Probably the best FRP 'zine to arrive this
But what is he leading up to? you ask. Are said recently about people w h o write for month was the Journal of the Senseless
not Games Workshop jokes two-a-penny professional magazines. However, M i k e Carnage S o c i e t y 3. D & D , Traveller and
these days? Of course they are, but really, has started t w o magazines from scratch Chivalry & Sorcery games provide articles,
they have gone too far this time. Okay, so already, s o w h a t h e lacks i n m u s c l e h e monsters, s c e n a r i o s e t c , w e l l - w r i t t e n ,
it is very flattering that they should have a should make u p f o r i n experience. B o t h well-presented and backed up w i t h good
gossip c o l u m n too, b u t did t h e y have t o magazines a r e l i k e l y t o c o n c e n t r a t e artwork by 'Stord'. Wo r t h a read.
pick such a lily-livered w i m p to w r i t e it? heavily on commercial, computer moder-
'Super M o l e ' indeed! We l l it's a reason- ated g a m e s , b u t a m a t e u r s a r e b e i n g This h a s b e e n a b a d season f o r postal
able sort of pseudonym I suppose, even if courted too. A n d t h e fact that there are games 'zines. F o l l o w i n g t h e d e m i s e o f
it does c o n j u r e u p images o f either gay two of them means that they'll both have Chimaera, we have seen Ripping Yarns,
civil s e r v a n t s leaving c o p i e s o f Official to try very hard to please, which has got to Drooling God and possibly Last Stand all
Secrets i n l i t t e r b i n s f o r t h e K G B , o r be good for the readers. go; others, including Supernova, Phyrric
bearded t r o t s k y i t e s p u t t i n g t h e i r B S c s Vi c t o r y, a n d P s y c h o w h i c h h a s graced
(failed, p e n d i n g a p p e a l ) i n P o l i t i c a l Finally this month it is back to the dear old this column a f e w times, are in trouble. I
Science to use on car assembly lines. But Fanzine Association, or Fanzine Services hope this isn't a trend....
w h y the anonymity? Has he got acne? Did as i t i s n o w c a l l e d . A t l a s t t h e r e i s
he o n c e h a v e a b i t p a r t i n C o r o n a t i o n something concrete for me to plug. John Richard M o r r i s s e n t B o o j u m 2 — t h e
Street? We r e his parents so horrified a t McKeown i s r u n n i n g a p u b l i c i t y a n d 'zine that picked up where Chimaera left
his appearance t h a t t h e y w o u l d n ' t give warehousing s e r v i c e a i m e d a t g e t t i n g off — along w i t h a ticking o ff for getting
him a n a m e ? O r i s I v a n w r i t i n g i t a l l fanzines i n t o shops; N i g e Castle i s his address wrong. That'll teach us not to
himself to save having to pay anyone? No, organising collective adverts in profess- believe a n y t h i n g w e r e a d i n a fanzine!
you're r i g h t , I g u e s s h e ' s j u s t chicken. ional 'zines; and Steve Norledge does the PBM, R a i l w a y Rivals, C i r c v s M a x i m v s ,
After a l l , i s t h e r e n o t t h e d a n g e r t h a t newsletter t o k e e p everyone i n t o u c h . and, new, Car Wars and Pro Golf. Despite
some o u t r a g e d v i c t i m o f h i s w a r b l i n g s Steve, a t 7 5 H a w k h u r s t W a y , W e s t my l u k e w a r m r e v i e w o f i s s u e 1 , D a v e
might c o n f r o n t h i m i n t h e s t r e e t s a n d Wickham, Kent BR4 9BE, is probably the Messenger sent O i n k 2, for w h i c h I w a s
pour a c h o c o l a t e m i l k s h a k e d o w n h i s best person to contact. profoundly grateful, since i t w a s a great
trousers? I tell you what, if you all chip in a l & Pete Ta m l y n improvement. T h i s i s l a r g e l y d u e t o
38 I M A G I N E ma9adnv, December 1983
tines.... tines t i n e s t i n e s . _ tines l i n e s t i n e s.... lines t i n e s . _ tines._ tines t i n e s .... lines t i n e s . — tines._ tines t i n e s .... tines t i n e 5 .... lines l i n e . t i n e s —. lines t i n e s . . . .

several cheeky reprints, however, includ- pruning, and t h e game content remains Boojum, Richard Morris, Highland
ing A s t e r i x artwork. Diplomacy? — yes, strong. C u t & T h r u s t 1 8 h a s a s t r o n g Ville, Lightcliffe, Halifax, VV Yo r k s H X 3
but the game is all the diplomacy in here. track record for En Garde, and this was an 8AG ( 2 0 p p l u s p o s t ) ; O i n k , D a v e
interesting issue. What more can we say Messenger, 3 T h e Leasovv, A l d r i d g e ,
find it difficult to know what to say about about A c o l y t e 5 1 a n d G r e a t e s t H i t s Walsall, VV M i d s VVS9 OFF (40p); W a r
War M a c h i n e 2 2 and Wa r g a m e N e w s 111 ? These t w o 'zines should be at the Machine, Wargame News, Mike Costello,
10, since M i k e Costello produces maga- top of everyone's lists. 17 Langbank Ave, Rise Park, Nottingham
zines o f c o n s i s t e n t q u a l i t y. B o t h h a v e NG5 5BU (El .15/65p); H o p s c o t c h , Alan
profited f r o m a r e c e n t change t o a n e w This month we also received Cerebo 18, Parr, 6 Longfield Gdns, Tring, Herts HP23
word processor/printer. VVN is a special the X-men fanzine, chock full of reading 4DN (28p); N M R ! , B r i a n Creese, 2 5 6
Vietnam issue, w i t h comprehensive r e - matter; F a n t a s y A d v e r t i s e r 8 1 , t h e Canbury Park Rd, Kingston upon Thames,
views, w h i l e \ N M c o n t a i n s a r e a d e r s ' vehicle for comics fans; Ansible 35, Dave Surrey KT2 6LG.
ratings c h a r t o n m i c r o games, h e l p f u l Langford's sci-fi review 'zine, and Escape Take That You Fiend, Kevin Warne, 48
programming h i n t s (including a Railway 2, t h e a d u l t story-strip 'zine, c o m p l e t e Boscombe Ave, Hornchurch, Essex RM11
Rivals game aid programme), and the last with a 3 D strip and those crazy red and 1JG (35p); Walamalaysia Gazette, Dave
PBM f e a t u r e . M i k e ' s n e w publication, green glasses. D i d n ' t I s e e s o m e o t h e r Thorby, 200 Lavender Hill, Enfield, Middx
PBM w i l l take up where this leaves off 'adult' m a g a z i n e g i v i n g t h o s e a w a y EN2 8 N J ( 7 p p l u s post); P s y c h o p a t h ,
lately ? Oh yes, and right on press date, Mike Dean, Knockhill Cottage, N e w p o r t
Everyone here read H o p s c o t c h 3 4 & 3 5 something called the Pete Ta m l y n Fan- on Ta y, F i f e , S c o t l a n d ( 3 5 p ) ; C u t &
:o find out h o w Tom Kirby's team is doing club N e w s l e t t e r 1 arrived. Trivial, insult- Thrust, Derek Wilson, 321 H e d l e y Rd E,
n United — relegation threatens. Circvs ing, demeaning. I think it's great, VVoodley, Reading, Berks RG5 4SE (35p);
Maximvs, C h e q u e r e d Flag, 2 2 1 b B a k e r Reviews by Paul Cockburn Greatest Hits, Pete Birks, 3 9 Handforth
Street a n d m a n y o t h e r s c o n s t i t u t e t h e Ad, London SVV9 OLL (50p), A c o l y t e , Pete
best collection of postal games available. To r t u r e d Souls, Beast Entz Ltd, Divinity Ta m l y n , 2 P o p l a r A d , T h e C o p p i c e ,
N M R ! 4 3 had the full story of the RY fold, Rd, Oxford 0 X 4 1LR (1'1,95); G o F o r It, Aylesbury, Bucks HP22 5BN.
-evievvs of books, records and pubs, and London Tr a v e l P u b l , 7 S c h o l a r s Court, Cerebo, G F Willmetts, 7 4 Glouceter
Diplomacy, Take That You Fiend 1 2 has Colney Heath, Herts; Crystal Ball, Duncan Rd, Bridgwater, Somerset TA6 6EA (75p),
En Garde, Ti t l e B o u t a n d D r e a d n o u g h t Harris, 1 G r e e n f i e l d P a r k , Portishead, Fantasy Advertiser, Martin Lock, 3 Mar-
amongst the games. The cheapest place Bristol B S 2 0 8 N G ; R o l e p l a y e r, S i m o n low Ct, Britannia Sq, Worcester VVR1 3DP
to p l a y D i p l o m a c y m u s t b e t h r o u g h Price, 2 4 C o t t e s f o r d C l o s e , H a d l e i g h , (40p); Ansible, Dave Langford, 94 London
Walamalaysia Gazette 35. This is getting Ipswich IP7 5 J A (35p); D e m o n ' s D r a w l , Ad, Reading Berks RG1 5 A U ( f 2 f o r 7);
better for reading matter too. Jeremy Nuttall, 49 Longdovvn Ad, Congle- Escape, Escape Publ, 1 5 6 M u n s t e r Rd,
ton, Cheshire (50p), J o u r n a l o f the SCS, London SVV6 (95p); Pete Tamlyn Fanclub
' P s y c h o 9 was a 'last issue', it didn't look Simon Hartley, 5 Burgh Heath Ad, Epsom, N e w s l e t t e r, P a u l M a s o n , 2 4 M o o r S t ,
it. Mike Dean has done some sensible Surrey (50p). Earlsdon, Coventry CV5 6BQ (15p).

fl"st issue. n e x t issue n e x t issue n e x t issue n e x t issue n e x t issue n e x t issue..., next issue..., next issue n e x t issue.... corning issues..., continq issues._ coming issue._ corning

The year is 1984.. I M A G I N E magazine 11 : the


Cavalier sub-class for the
ADVANCED DUNGEONS &
And IMAGINE magazine DRAGONS' game, Social Priority
is completely ignoring tables, NPCs, Horse Combat, the
George Orwell! Imagination Machine

* E n t e r our prize competition


Win E40-worth of D&D® game I M A G I N E magazine 12: a free
boardgame, Lost Event Horizon —
goods o f your choice — the fiction from Dave Langford, Terrain
Philosopher's Stone Part 3. and Weather in the AD&DTM game,
a programmed adventure and a brief
* Play Thunder Crag, a module encounter mini-scenario

created by Runic Press


International, purveyors o f the
I M A G I N E magazine 13: H P
Rubic of Moggedon. Lovecraft — an appreciation, Call o f
all your favourite features: PA N , t h e Sword o f Cthulhu, an introduction to the
game of gothic horror, a D&D mini-
Alabron, Chain Mail, Stirge Corner and Nic Novice scenario and the last of the
Philosopher's Stone prize
plus fiction, letters, fanzines, reviews, news, a report on Games Day
competitions
83, and a feature article on a very powerful piece of illusionist magic,
It looks like it could
the Phantasmal Force__
be a good year, after
:NIAGINL null-Ia.:inc. December 0383 39
letters..., letters l e t t e r s . _ letters l e t t e r s l e t t e r s l e t t e r s l e t t e r s l e t t e r s . _ letters l e t t e r s . _ letters l e t t e r s . . . . c l u b s and esents d u b s and events c l u b s and e,ents••

Letters Clubs & Events


IMAGINETm magazine invites readers t o w i t h i n s o c i e t y, a n d t h e n i n a t o t a l l y One club to advertise this month: A D & D
write on a n y subject that m i g h t interest unfavourable way ('violent, criminal') re- game p l a y e r s a r e s o u g h t i n F i n c h l e y,
other adventure garners. W r i t e t o u s a t inforces prejudices w h e n w e should be North London, t o start a c a m p a i g n f r o m
IMAGINE m a g a z i n e (letters), T h e M i l l , trying to knock them down. 1st level, w i t h a v i e w to playing a couple
Rathmore Road, CAMBRIDGE CBI 4AD. It's n o t t h a t I disagree a b o u t 'rioters' of t i m e s a m o n t h . 'Experienced, n o n -
Letters apearing in this column may have being criminal (although w h a t one might sexist p l a y e r s p r e f e r r e d . ' I f interested,
been edited for length. define a s c r i m i n a l , a n o t h e r m i g h t c a l l contact Geof Hogan, 0 1 - 3 4 6 8707.
First off, i t w o u l d appear that w e o w e survival); but you presented ethnic minor-
this gentleman an apology.- ity groups only in an unfavourable light. First on the events list next year seems to
There were no 'Ethnic Doctors/Nurses' be S t a b c o n VI, w h i c h w i l l take place at
Steve Jackson, A u s t i n , Texas: I h a v e Woolton H a l l , F a l l o w f i e l d , M a n c h e s t e r
been reading your magazine with enjoy- Steve Norledge, W Wickham, Kent: A over J a n u a r y 1 3 - 1 5 t h . C o n t a c t D a v e
ment..., a n d progressive d i s m a y a t t h e highlight of - 7 was European Illuminatii. Waring, N o 2 C o t t a g e , C a s t l e F a r m ,
misinformation and outright brickbats in A w i t t y addition to the game. I think a TSR Tingrith, Milton Keynes M K 1 7 9EG.
the Illuminations section. card should have been included! And then there's our own GamesFair,
- 5 contained a report about upcoming from 6th to 8th April inclusive at Reading
Car Wa r s items, b u t i t w a s d r a w n f r o m So d o I. P e r h a p s i n s t e a d o f the ' E t h n i c University. For details see opposite > » »
the A p r i l ' 8 3 S p a c e G a m e r , a n d t h e Rioters' card...? We w e r e a little w a r y of Seacon 8 4 takes place at the Brighton
report of the new sequence (July-August) putting this card in, a n d the main reason Metropole, 20-23rd April. This convention
apparently escaped y o u r notice. T h a t ' s we did so was to allow our authors as free features guest of honour Roger Zelazny,
what we get for changing plans. a h a n d as possible. O u r sole defence is but not Phil Farmer as previously advert-
Describing Car Wars Expansion" 2 in that w e m e a n t t h e stress t o b e o n t h e ised. Tickets c o s t £ 8 u n t i l 3 1 J a n u a r y,
- 6, t h e label o f t h e product apparently 'rioters', certainly not the 'ethnic'. I think f 1 0 until 19 April and E12 at the door, so
escaped h i s notice. I t c o n t a i n s exactly many of us would hope that the adventure get t h e m in advance from: 321 S a r e h o l e
what the label says; three sets of counters gaming hobby w i l l teach u s t o be m o r e Rd, Hall Green, Birmingham.
and a t u r n i n g key f o r the reviewer to aware a n d tolerant, b u t I hope w e never Looking even f u r t h e r ahead, Ty n e c o n
cry 'Caveat E m p t o r ' o n t h e basis o f h i s lose track of the fun._ just like we'll never II: The Mexicon will be in Newcastle from
misconceptions adds insult to injury. see t h e e n d o f t h e R u l e s v s R e a l i s m 25th to 28th May, with a specific focus on
debate. written science fiction. If that sounds like
Oh well. Doug, w h o supplies much of the what y o u a r e looking f o r, w r i t e t o S u e
information for I l l u m i n a t i o n s just w o u l d Jonathan Smith, Chinnor, Oxon: I must Williams, 1 9 J e s m o n d D e n e Road,
not have h a d Space G a m e r (August) to protest at Turnbull's Tantrums. Suggest- Jesmond, Newcastle upon Tyne.
h a n d when 5 came out, but the 'missing ing t h a t all RPG designers outside TSR
maps' will just have to go down on our list are 'greedy and lazy' is libellous. Beware
of goofs. B y t h e t i m e y o u r e a d t h e s e at Games Day!
words, C a r Wa r s E x p a n s i o n - 2, 3 & 4, One t h i n g I f i n d ' u n b e l i e v a b l e ' a b o u t
the Car Wars Reference Screen and the Advanced and other similar games is the
M a p Sheets should be i n the shops. abstractedness of the experience system.
People get to be better fighters by fighting
Steve Gilham, Stevenage, Herts: Having and b e t t e r t h i e v e s b y s t e a l i n g . I l i k e
given y o u r early issues a scathing w r i t e RuneQuest, w h e r e the skills are treated
up in A & E , I bought 7 , mainly as a vote independently. Improvement in Advanced
for the DRAGONQUESTTm game. Robert comes from treasure and monster-bash-
Kern is correct in saying that it was built ing.... realistic?
to encourage a consistent and structured c) As you turn and flee, you
approach to play. Paul M a s o n (again): H o w w e l l c a n a run straight into the wall.
system c o v e r a l l t h e s u b t l e t i e s o f r e a l SMACK! Stunned, but still
Paul M a s o n , Coventry: T h e DRAGON- combat? What matters is h o w believable standing, you feel around
QUEST game theme was a passable idea, it seems to the players I have to admit the w a l l desperately f o r
though D O i s a m i n o r i t y game. W h i l e I that this 'justifies the D&D game's combat. some means of escape. But
applaud the individual components of the Players p r e s u m a b l y f i n d i t b e l i e v a b l e you find only a light switch.
DO game, I find it a little irritating that TM enough.
magazine has dealt exclusively with TSR Determined to at least face
products s o f a r . Y o u o u g h t t o g i v e Tony S a w y e r, Tunbridge Wells, Kent:
RuneQuest some space.
your nameless foe, y o u
Surely w h a t rules are used is up t o the
group at the start of the campaign? I make
turn, finger hovering over
TM magazine..., very droll.... The DO issue do with little of the Advanced rules once the switch, Turn to page 16
went d o w n v e r y w e l l i n m o s t quarters, characters are rolled up, but in the end it (option a).
and t h o s e w h o e n j o y e d Robert K e r n ' s is t h e r u l e s a v a i l a b i l i t y o f A d v a n c e d
work w i l l be glad to hear that he is doing which keeps lots of us together playing.
more for us. In the meantime, look out for
- 13 and 14. No, no RO - we still haven't Tim Ellis, S u t t o n Coldfield, W M i d s :
heard f r o m a n y b o d y w i l l i n g t o w r i t e There appears to be a p o i n t of view, that
anything for us about it. Does that tell us just because the A D & D game contains 3
something about its popularity? books o f m o n s t e r s , a n d o t h e r s f r o m
magazines and fanzines, t h a t they m u s t
Mark Peckett, Ta m w o r t h , S t a f f s : I ' v e all exist in every fantasy world. Not t r u e —
got to say !found the 'Ethnic Rioters' card the g a m e i s s e t i n a multiverse. A D M
included i n t h e E u r o p e a n I l l u m i n a t i i should c h o o s e h i s c r e a t u r e s t o s u i t
article in --- 7 pretty offensive. Presenting himself, a n d b e p r e p a r e d t o a d d n e w
ethnic minorities as something separate monsters if he wants to
40 I M A G I N E marms-ine, December 1983
amesFair '84 HIGH Standard Games
and Publications Ltd
Arlon House, Station Road,
Kings Langley, Herts. WD4
Telephone: 092/77 68328

STANDARDS
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
Dungeon Accessory Pack I. E2.95.
Sunday, GamesFair ' 8 4 features:-
Boxed with full colour illustration. Contains 12 sheets of illustrated cardof flooring, store, bar,
* S e m i n a r with Gary Gygax on Friday evening. ground, wood, steps, corridors, pits, grills, 1 sheet of graph paper for mapping.
Dungeon Accessory Pack II. E2.95
• T H E A D & D i m OPEN CHAMPIONSHIP A n individual, 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
knockout competition to find the British AD&D Champion of items in this pack.
1984. Held over Saturday and Sunday, t h i s limited entry Jumbo Hex Pad E.235
event must be booked in advance. Size 17" x 25" of large consecutively numbered Sexes suitable for campaign mapping and
expanding on commercially produced board games, contains 10 sheets.
• A D & D T E A M COMPETITION A fun, single-round Felt Hex 02.95
competition f o r t e a m s o f 5 players o n Friday afternoon. Playing surface for role playing and the wargamer. One inch Sexes printed on high quality telt.
x 4' colours green, blue, sand, black.
Team leaders: send an sae for more information. Plain Felt E5.25 per metre, 72 inch wide, colours green, blue, sand and black.

• A L L T H E E S TA B L I S H E D FAV O U R I T E S — I n c l u d i n g Hex Paper Pad E1.95


For all mapping needs also useful for role playing adventures. Size A4 Pad containing 50 sheets
the DRAGONOUESTT" a n d S TA R FRONTIERSrm games, Macro Hex Pad E1.95
Traveller, Apocalypse, RuneQuest, 1 8 2 9 , R a i l w a y Rivals A hex paper with a large hex overprinted, enabling an area from a campaign map to be blown
and many more up and drawn in detail.
Jumbo Hex Clear Plastic £1.80
• R E S I D E N T I A L O R NON-RESIDENTIAL PLACES — N o n - 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.
residential b o o k i n g s 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
Jumbo 1" Square E2.95
convention f a c i l i t i e s i n c l u d i n g inexpensive h o t a n d cold 10 sheets 17" x 25", 1" grids printed on parchment paper with air brush terrain.
food, extended bar (adults only), ideal gaming areas and an
Campaigns in Focus E9.95 per set
impressive a r r a y o f arcade c o m p u t e r games. Residential 40 pictures, full explanation on rear Vol I The Crimean War, Vol 11 The 2nd Afghan War 1879
bookings entitle you to all these plus two nights in a private
Role Playing Character Pads £1.95 Thunde-rin-guns (New!) E9.95
bedroom a n d f u l l b r e a k f a s t o n S a t u r d a y a n d S u n d a y. 50 A4 sheets of paper suitable for Dungeon Role playing game set in the wild west Full
Booking in advance is essential. Adventure. Saves hours of writing, colour illustrated characters,
Cry Havoc E9.95 Speed and Steel (New!) E10.95
WE NEED YOUR HELP. Reliable, careful, experienced DMs are Medieval skirmish game of knights, Set in Europe in late 1930's early 1940's
peasants, bowmen,
needed to help run the A D & D competitions. Please mark your Card Warriors E2.00 per sheet
Starship Captain E12.95 Full colour figures to aid role players and
application form accordingly if you w o u l d like to help us. Science fiction game. 9 play boards, realistic wargathers
action. D A t Saxon Army, DA2 Norman Army,
„ccessful bookings will be confirmed by post Full details and confirmation of events will be Ft Dungeon Adventure, F2 Savages and
.en in the GamesFair programme. which will be mailed to attendees in March City of Sorcerers E9.95
Fantasy adventure game in two parts. Swordsmen, US1 Union Infantry,
those who book in advance can be admitted
US2 Confederated Infantry, US3 Union
Flvtunds (minus a f 2.00 administration charge) will only be possible on cancellations made Siege (New!) E9.95 Cavalry, US4 Confederate Cavalry,
before 31st January 1984 Companion game for Cry Havoc with US5 Civil War Artillery.
r- -sons under 14 years of age cannot be admitted compatible scenarios.
-.1ngs accompanied by an incomplete list of names or the incorrect money will be returned
,•esserf I enclosed cheque'P 0

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My name:
My address'

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
• A • • • I ' l l k A t - - • • - v • I r l i A f-NI—N r ! N
O P E R A T I O N : 1-11 I r ' f
Operation: Fastpass is the original idea of not fudging their return to and p o s s i b l y speed. A t t h e v e r y l e a s :
latest o f o n l y f o u r m o d u l e s the W e s t b u t i n s t e a d g o i n g i n t o i t i n these a r e n e c e s s a r y f o r t h e m a j o 7
produced for the TOP SECRErm considerable detail. characters.
game (five if you include the mini-
scenario with the Admin shield). The The G M s h o u l d a l s o n o t e t h a t t h i s i s Finally, there are a couple of criticisms of
ADVANCED DUNGEONS & DRAGONS' definitely a s c e n a r i o w h i c h r e q u i r e s the s c e n a r i o a s a w h o l e . I f t h e a g e n t s
game seems to have that many released extensive r e a d i n g , m a i n l y d u e t o t h e succeed i n s n a t c h i n g L a r e n k h o v, t h e
every few months — though I'm told it is timetable o f e v e n t s a n d c o n s i d e r a b l e object o f t h e scenario, t h e n a possible
more popular! character interaction. Also, w h e n (if) the precaution a c t u a l l y taken b y o n e o f m y
agents escape, the GM needs to know in playtesters c a n r u i n t h e proposed o u t -
The scenario is more of an investigation detail the relevant information. come of the w h o l e module. A n y w a y, the
than Rapidstrike, which is really an SAS- final conflict i s largely impractical t o my
type raid. Perhaps it should be likened to On t h e o t h e r h a n d , t h e r e a r e a f e w mind. S u c h a l a r g e c o m b a t i s t i m e -
Sprechenhaltestelle, t h o u g h i t is m u c h defects. First, t h e map of South Eastern consuming a n d e x t r e m e l y h a r d t o r u n ,
better. T h e w h o l e i d e a i s a n o v e l o n e , Europe is spoiled by being wrongly keyed; especially w h e n t h e s t a t i s t i c s o f t h e
being set at a Games Convention, some- the c o l o u r c o d e s f o r r o a d a n d c o u n t r y goons a r e n o t standardised. Yo u m i g h t
thing t o w h i c h t h e players should easily borders are t h e w r o n g w a y w a y round. stun t h e p l a y e r s m o m e n t a r i l y b u t i s i t
relate. Gary Gygax is apparently missing, Consequently, Italy appears to be divided worth all the effort? I leave it for G M s to
though. into several different countries! Secondly, decide. O v e r a l l , t h o u g h , a n i n t e r e s t i n g
the location of a few places is unclear, eg scenario for players and G M s alike.
The detail of the hotel and the surround- the Bistro, Bakery, etc. Presumably they
ing a r e a i s e x t e n s i v e a n d i n t e r e s t i n g . are all on the site marked SHOPS near the N i c k Davison
Indeed, b o t h t i m e s I playtested i t , t h e hotel. A g a in, a l t h o u g h s t a t i s t i c s a r e
participants l e f t m u c h u n e x p l o r e d a n d included for all the non-player characters, Operation: Fastpass, a m o d u l e f o r t h e
unasked. The G M should encourage the the work of the referee could be simplified TOP SECRET game, i s p r o d u c e d i n t h e
players to take advantage of the detail as by t h e i n c l u s i o n o f w r e s t l i n g v a l u e s , USA b y TSR Inc, a n d is distributed in this
it i s a p i t y t o w a s t e i t I a l s o l i k e d t h e areas o f k n o w l e d g e , w e a p o n a c c u r a c y country by TSR UK. Price £2.95

SCENARIO REVIEWS
Daredevil, Merc and Chivalry & Sorcery

There is a problem w i t h getting reviews least o n e b l i n d alley f o r t h e


written f o r t h e m o r e esoteric games.... adventurers to follow, but I find
there aren't that many players. These are with a l l t h e s e g a m e s that, i n a n
the kind of games that exist solely for the effort t o c a t c h t h e c l i c h é t h a t yes-
IGI-11312
aficionado, for the lover of the uncommon. epitomises t h e era, t h e p l o t s f a l l i n t o
I suppose t h a t m a y be a l i t t l e h a r s h o n expected grooves, and that most sophis-
1117,1147
'SUPPLEMENT I
Chivalry & S o r c e r y, b u t f o r t h e o t h e r ticated players in the '80s will easily see
games, the definition w i l l serve. through the deceptions of a more innocent SWORDS& Sc
Pats1 I
age LawN
Pkttle
FGU, the New York based game company,
are responsible for all three. D a r e d e v i l s Merc is clearly designed for the gun nut,
is a 'real w o r l d ' , c u l t u r a l l y specific role- the sort of role-player w h o likes to know
playing game, or, more simply, a Tales of just h o w much of a mess his assault rifle
the G o l d e n M o n k e y e q u i v a l e n t o f t h e will make of a 'soft' target. M e r c Supple-
GANGBUSTERSTm g a m e . T h e a p p e a l m e n t 1 a d d s more specialities (frogman,
comes f r o m i t s c l o s e r e l a t i o n t o t h e airborne, archer(?)), m o r e s k i l l t e s t s ,
excitement of Raiders of the Lost Ark; the vehicles and the all important information
period i s t h e s a m e , t h e p l o t l i n e s a r e about t h e w e i g h t o f a m m u n i t i o n clips. ellibtflri•
EISW E qtkittiALIST
similar and the locations are exotic. The b o o k i s d e d i c a t e d t o ' M a d ' M i k e
Hoare, (Mercenary Extraordinaire) - - and
Daredevil A d v e n t u r e s , vol 2, nos 1 & 2, I'm sure he'll be delighted. With this book, useful information is pre-
are t h e l a t e s t i n a s e r i e s o f scenarios sented i n s u c h a w a y t h a t t h e G M c a r
designed f o r t h i s game. The booklets i n S w o r d s & Sorcerors is an addition to the quickly i n t r o d u c e e l e m e n t s o f t h e s e
fact appear often enough for them t o be increasingly popular Chivalry & Sorcery societies i n t o t h e c a m p a i g n . C & S
almost c o n s i d e r e d magazines, b u t t h e game, b r i n g i n g t o l i f e t h e c u l t u r e , l i f e - rightly praised as a game that encourages
content of each of these issues is aimed styles, religion and codes of honour of the role-playing, as opposed to 'adventuring
at providing a ' m o d u l e ' , r e a d y f o r play. Vikings, M o n g o l s , P i c t s , G a e l s a n d (as Daredevils) o r r a n d o m c o m b a t (as
They a r e a l s o i n t e n d e d t o b e c h e a p , Britons, so that these may be added to the Merc), a n d t h i s m a n u a l w i l l p r o v i d e
though the price advantage is lost by the main We s t e r n European background o f considerable e x t r a e n j o y m e n t t o i t s
time they are imported and, naturally, the the original game. This has just been re- adherents
production is not as lavish as some. released, a n d FGU a r e confident t h a t i t &LP Paul Cockburn
will achieve greater popularity. Its appeal
No 1 c o n t a i n s t h r e e scenarios, n o 2 lies q u i t e narrowly between the o u t and D a r e d e v i l A d v e n t u r e s , v o l 2 nos 1 &
two s c e n a r i o s a n d a n a r t i c l e o n out 'fantasy' games, w i t h t h e i r pseudo- ( [ 3 . 5 053
0. each ), M e r c Supplement 1 ( f 3.95
adding N i n j a s t o t h e game. T h e medieval f e e l , a n d t h e ' h i s t o r y ' R P G s and S w o r d s & S o r c e r e r s ( f 3 . 5 0 ) a r e
plotlines are not very startling, which r e q u i r e m u c h m o r e c a r e i n t h e published in the USA b y Fantasy Games
but t h e k e y e l e m e n t s a r e presentation of the campaign background, Unlimited, a n d a r e d i s t r i b u t e d i n t h i s
simply found by the GM, but are more usually set in a period closer country by Games of Liverpool, 89 Victoria
and• there
• si usually at to modern times. Street, Liverpool L i 6DG.
••••:•:••••:::::::::::::•••••••••••••••• -:::::••••••••••••••••••••••:::::::•• •••!•!•!-!•:••••!-•-•!::•:•:•••••••••••••:.:
••••
.•:::::•• •• ••
42
I M A G I N E Maga.thle, D e c e m b e r 1983
Nom

E-iless Plans are a system of floor plans


- -se in role-playing games. They are by
means the only system on the market
: one may wonder if yet another series
'oor plans i s really wanted. A s i t
-,:qens, Endless Plans a r e sufficiently
--erent from their rivals to merit serious
-sideration from prospective purchas-
All o t h e r floor p l a n s t h a t I k n o w o f
a square grid overprinted w h i c h i s
-E-a to facilitate movement and combat.
do not have this, as the producer feels
a grid both detracts from t h e visual
.:eal a n d also gives players too m u c h
mation a b o u t distances — i n f o r m -
: n they should not really have access
This i s a reasonable point. H o w e v e r
do have feint dots printed on them at
- o f 2 scale meters. The intention
-: assist the referee but I suspect there
be f e w p l a y e r s w h o d o n o t m a k e
--eptitious use of the friendly little dots. or partially overlapping plays a large part prefer the rather stark EP approach. One
in t h e u s e o f t h i s system. O f necessity big plus EPs have other other sets is the
- aecond d i ff e r e n c e b e t w e e n E P s a n d therefore, the card is thin. This facilitates inclusion of a useful instruction pamphlet.
a p r o d u c t s is the use in EPs of the so overlapping b u t gives an unsatisfactory, It is a pleasant change t o f i n d a m a n u -
ad ' m o d u l a r s y s t e m ' . I n e f f e c t t h i s lightweight feel. On the other hand, this facturer w h o does not arrogantly take i t
•-: ans that the 2 0 A 4 sheets of card (of use o f standardised modules does away for granted that all users will automatic-
- : n an EP set is largely comprised) are with the need to keep the scores of fiddly ally know how to use h i s / h e r product.
:- divided i n t o about five different bits a n d p i e c e s w h i c h o t h e r s y s t e m s
- o n s or, as the manufacturer prefers require t o enable you t o construct y o u r The f o u r E n d l e s s P l a n s s e t s c u r r e n t l y
:all t h e m , m o d u l e s . F o r example, a plans accurately. Endless Plans' modules available are sets 1 & 2, giving D u n g e o n ••••

may consist of scale 2 metre wide are numbered so that the necessary piece modular pieces a n d t h e t w o n e w ones.
:-E-ages. Each of the five modules would can be selected quickly (if you keep them These are somewhat confusingly number-
-esent 2 m e t r e w i d e p a s s a g e s o f well organised). M o s t users will find this ed 6 & 7 and provide Cave modules. Set 6
-erent l e n g t h s . U s e r s d o n o t c u t u p system appreciably quicker to use in the is s u b t i t l e d T o r t u o u s w h i l s t 7 i s
- sheets as they think best, as is the heart of the action. Cavernous.
_f& D o u g C o w i e
_a! p r a c t i c e w i t h f l o o r p l a n s . T h e y
- h a v e t o cut t h e i r sheets into t h e I did not find the black and grey monotony Endless Plans (price E3.99) are available
- o o n e n t modules. All shapes and sizes of Endless Plans colour scheme as attract- from most Games shops or direct from:
-:oms, passages tunnels etc are made ive a s , s a y, t h e m o r e v a r i e d h u e s o f Alan Hickling, Endless Games, 2 The Old
E-,,•..ble b y c o m b i n i n g m o d u l e s . T h e Games Workshop's Dungeon Floor Plans Bakery, Long Itchington, CV23 8 P W (p&p
ng of modules on top of one another but that's just a personal foible. Many will 65p).

DUNGEON FLOOR PLAINS 3


' e s Workshop's Dungeon Floor Plans For these people some sort of floor plans permanent representation o f t h e p l a e.
:hie latest in their series of accessories are v i r t u a l l y a n e c e s s i t y. T h i s s e t i s The t w o sheets of boats are going t o be
gned t o p r o v i d e a t t r a c t i v e t w o - intended to give players the ability to set very popular. They need no more prep ar-
ensional playing surfaces f o r RPGs. out villages, parts of towns, quays, forts ation than cutting out, and will look rm. ch
; set is intended, as were the previous and the like. Consequently it is not going better than the empty match boxes or t its
to be used w i t h 2 5 m m scale model to b e m u c h u s e t o t h o s e w h o n e v e r of p a p e r I h a v e o f t e n s e e n s e r v i n g as
-es. It consists of 12 pieces of A 4 card, emerge from their beloved dungeons. vessels i n t h e past. I t i s a p i t y t h a t 1 he
:h graphically represent roof tiles (4 sheets are identical; a l i t t l e more van ety :•'•••••
ets); r o o f j u n c t i o n s ( 2 sheets); a n d So, h a v i n g decided t h a t y o u d o i n d e e d would have been preferable. ••••
•e/dirt features (as they are intriguing- want t o represent outdor features, h o w •
?died) including w i n d o w s , a r r o w slits well d o e s t h i s s e t perform? I t h i n k t h e A f a i l i n g w h i c h t h i s set has in c o m m o n
stone b a t t l e m e n t s ( 2 sheets). T h e answer m u s t b e : v e r y w e l l , w i t h a n with t h e o t h e r t w o i n t h e series i s t h e
,age is completed by a box which has important proviso. D o n o t expect t o b e relative sparseness of advice on how best
pictures illustrating the components able to lay out accurate roof tops as the to use the thing. Games Workshop could ••••
se, a n d carries brief instructions on players run over them or pass them by in learn s o m e t h i n g h e r e f r o m t h e r i v a l
:aring the set for play. the street. W h i l e it is possible to employ products o f Endless G a m e s . H o w e v e r,
this c o n v e n i e n t m e t h o d w i t h d u n g e o n this i s a good accessory w h i c h , i f used
draughtsmanship a n d p r i n t i n g a r e passages and rooms, t h e proper u s e o f with m o r e preparation a n d f o r e t h o u g h t
and t h e p r i c e i s reasonable. O n l y the r o o f t i l e s , p a r t i c u l a r l y t h e v a r i o u s than t h e standard f l o o r p l a n s , w i l l e n -
question remains to be answered. Is junctions, is much too complicated for ad hance the visual appeal of many outdoor -
product of any practical use? If you hoc u s e . I f t h e y a r e t o b e u s e d a s adventures.
045 D o u g C o w i e
one of t h e pencil a n d paper brigade intended, they will need to be assembled
these floor plans (or any others, for in advance e i t h e r a s s i n g l e houses, i n D u n g e o n Floor Plans 3 (1'2.95) , z ) \
• m a t t e r ) a r e a w a s t e o f m o n e y. streets or even as a whole village. Putting are produced by Games 0 , 6 "
..ever m y unscientific survey of role- them together as play progresses is too W o r k s h o p , 2 7 / 29 c .co A
ers suggests t h a t m o s t people w h o time-consuming. F o r a n y o n e u s i n g a Sunbeam Road, • Z '4Z)
cs
regularly sooner o r l a t e r decide t o village as a base for a campaign it would London N W 1 0 o ••' N •
-ode! fiaures to represent characters. be w e l l w o r t h B l u Ta k - i n g t o g e t h e r a 6JP. ,
'<\ \

43
ma9azine, December 1983
Complimentary Tickets
Personal Computer
World Show
I f u l l y expected t h i s y e a r ' s P C \A/ S h o w 129
September— 2 October) to be overrun by mice,
Not the furry rodent types that eat cheese, but
the n e w, h i - t e c h m e t h o d o f ' i n t e r f a c i n g w i t h
your personal computer'. The mice were there,
but not in the numbers I expected. Keyboards,
it appears, will survive another year

A mouse, by the way, is a small device w h i c h


sits on the tabletop, connected to the computer
by a l o n g cable — t h e 'tail'. U n d e r n e a t h i s a
large free-rolling ball connected to measuring
devices, a n d o n t o p a r e o n e , t w o o r t h r e e
buttons. Move the mouse across the table and
the software measures h o w far it has moved,
and s h i f t s t h e c u r s o r a c r o s s t h e s c r e e n t o
match. H i t t h e button(s) a n d s o m e t h i n g — i t
depends on the s o f t w a r e — happens. O n t h e
ACT s t a n d , d i s p l a y i n g t h e A p r i c o t , w h a t
happened w a s t h a t t h e p r o g r a m t e r m i n a t e d
itself a n d t h e d e m o n s t r a t o r r u s h e d o f f i n a
panic to find o u t h o w to re-boot the machine.
Top marks t o organisers Chrissie Chrzan and featured g u e s t s T h o m C h r i s t o p h e r ( s h o w n Mice are powerful things.
Chris C h i v e r s f o r m a k i n g T r i p l e C c o n i n above), M a t I r v i n e , a n d t h e l e g e n d a r y B j o
Birmingham over A u g u s t Bank Holiday one of Trimble making her first visit to Britain. ACT c l a i m t h a t t h e A p r i c o t r e p r e s e n t s t h e
the m o s t r e l a x e d T r e k c o n s e v e r. T h e c o n .40.i We n d y G r a h a m 'fourth generation' of personal computers. It is
aimed a t b u s i n e s s u s e r s , b u t I e x p e c t t h a t

Myt hcon
many of its features w i l l be copied for ' h o m e '
machines before too long. It is a portable 16-bit
Despite its fantasy theme, the M y t h c o n week- and f a n t a s y r e p r e s e n t t h e c o r n e r s t o n e s o f computer with 256K memory as standard, MS-
end was not totally removed from reality; w h a t adventure gaming, W h a t it comes d o w n to, I DOS and C P / M - 8 6 operating systems and 3.5
emerged from many of the talks was the import- suppose, is our basic egocentricity — w e prefer inch S o n y microlloppies. I t a l s o h a s a s m a l l
ance of the 'real w o r l d ' in relation to w h a t w e whatever relates to o u r o w n experiences and LCD on the keyboard w hi ch tells the Liser what
perceive as credible unreality. needs. O r it m i g h t be the constant search for the definable keys are doing. A n d a mouse.
patterns or ' l a w s ' w h i c h characterizes h u m a n
A fascinating a n d amusing talk b y D r Jack life, due to the need to be able to predict and try A g r e a t d e a l o f t h e PCVV s h o w i s a i m e d a t
Cohen of Birmingham University examined the to control events in order to survive. business m e n , a t t r a c t i n g t h e m w i t h p r e t t y
probable biological precedents to the attitudes technology and prettier girls.
which construct our definitions o f the horrific Other guests at the convention included Ken
and comic, with particular reference to science Bulmer, a k a A l a n B u r t A k e r s ; M a t I r v i n e , However, h o m e m i c r o s f a r e d w e l l . F i g h t i n g
fiction. B r i e f l y, i t s e e m s i t c a n a l l b e t i e d t o Visual Effects Designer for the BBC; and Bryan past t h e s e e m i n g l y e n d l e s s d i s p l a y s o f p r o -
evolution and the survival of the species.... Talbot, c r e a t o r o f t h e v i s i o n a r y L u t h e r A r k - grams t h a t a l l o w e d y o u t o s h o o t / k i l l / c r u s h
wright c a r t o o n s t r i p a n d a l s o , i n c i d e n t a l l y, and o r m a i m t h e i n v a d i n g a l i e n h o r d e s
Joy Chant, author of a series of books based in winner o f the Mythcon D & D tournament. I t eventually l e d t o E l a n C o m p u t e r s , a n d t h e i r
an i n v e n t e d w o r l d , Va n d a r e i , t a l k e d a b o u t w a s n ' t a l l serious.... A p a r t f r o m talks, t h e r e new machine —The Enterprise, This is a Z80A
fantasy f i c t i o n i n t h e c o n t e x t o f g r e a t w o r l d were f i l m s , quizzes a n d competitions — t h i s based m a c h i n e w i t h 6 4 or 1 2 8 K as standard.
literature; but the intriguing part was the sub- magazine hopes to print the w i n n i n g entries to This m e m o r y capacity i s expandable u p t o a
sequent discussion of Joy's o w n work, w h i c h the s h o r t story competition i n a f u t u r e issue. staggering 3 9 6 8 K . T h e m a c h i n e a l s o h a s a n
stressed t h e i m p o r t a n c e o f m a k i n g a f a n t a s y There w a s a l s o a v e r y acceptable degree o f integral joystick, w o r d processor a n d s t e r e o
world complete and internally logical. socialising. N e v e r i m a g i n e t h a t a convention output — s c r e a m s o f d y i n g a l i e n s i n D o l b y
needs to be big to be successful: with only 11 0 stereo are obviously the coming thing.
This s h o u l d r i n g b e l l s w i t h a n y o n e w h o h a s attending, t h e a t m o s p h e r e a t M y t h c o n w a s
been f o l l o w i n g t h e rules vs realism debate in congenial, relaxed and highly enjoyable Commodore had a s m a l l grey portable box on
the FRP •zines, and not surprisingly, f o r myth ;11,::, Kim D a n i e l their stand, w h i c h proved to be a b r a n d n e w
SX64. Essentially t h e s a m e m a c h i n e a s a
Commodore 6 4 , t h i s portable version c o n -
Venture Into S cience Fiction tained a l l t h e b i t s o f a s y s t e m - - c o m p u t e r,
You may have heard of this promotion by now, selling authors while there were others with a colour monitor, and disk drive in one briefcase-
but, f o r t h o s e t h a t h a v e n ' t , i t i s a c a m p a i g n greater need, was made all the more poignant sized package.
designed b y t h e B o o k M a r k e t i n g C o u n c i l t o when D a v e L a n g f o r d , s u r e l y d u e f o r w i d e r
promote science fiction as a literary genre to a recognition, w a s nearby, Sinclair R e s e a r c h w e r e s h o w i n g t h e Z X
wider public. It has received some unenthusias- Interface 2, w h i c h plugs into the Spectrum or
tic r e v i e w s , f i r s t l y f o r i t s c o n c e n t r a t i o n o f If t h e r e l a t i o n s h i p b e t w e e n s c i e n c e - f i c t i o n / the M i c r o d r i v e interface. T h i s n e w i n t e r f a c e
American authors, and also for the inclusion of fantasy a n d g a m i n g h a s seemed a l i t t l e o n e allows you to use plug-in ROM cartridges and
works which, surely, need no promotion, such way u n t i l n o w, w i t h a succession o f a u t h o r s two joysticks — any joysticks as long as they
as W a r o f t h e W o r l d s o r 1 9 8 4 . L i k e m a n y allowing their creations to be reduced to tables have the standard 9-way D plug, This is just as
'lists', t h i s one s u ff e r s m o r e f r o m t h e n a m e s and rules, this does not imply that the writers well, because t h e S i n c l a i r joysticks w e r e n o t
that w e r e n ' t included, than those that were. are n o m o r e a w a r e o f t h e g a m i n g f r a t e r n i t y the best I've ever used
than t h e y a r e o f a n y o t h e r lucrative s p i n - o ff
On O c t o b e r 1 7 t h , I attended t h e p r o m o t i o n ' s market. Did you k n o w Michael Moorcock was At t h e end of the day I h a d 1 0 plastic carrier
launch, at the Publishers Association offices in an occasional gamer? M o r e i m p o r t a n t l y, d i d bags ( a l l d i f f e r e n t ) , a s s o r t e d b a d g e s a n d
Bedford Square, London T h e wine flowed, the you k n o w that he bought IMAGINE magazine? stickers, enough sales literature to build a copy
conversation was witty; this is the sort of affair Did y o u k n o w t h a t G e n e W o l f e w a s a G a r y of the Hindenburg, and spots before m y eyes.
that m e m b e r s of the public do not get to see, Gygax lookalike? Wo u l d you like to see these Playing w i t h high(priced) t e c h n o l o g y i s v e r y
yet i t i s v e r y i n f o r m a t i v e . L i s t e n i n g t o a famous authors in your favourite gaming maga- enjoyable, but w h y are the aliens always puce
member o f t h e B M C defend t h e list f r o m t h e zine? Well, maybe you and yellow?
accusation that it w a s unfair to promote best- 34,5 Paul C o c k b u r n 41k5 M i k e B r u n t o n
44
I N I A G I N E m a l l a z i m , D e c e m b e r 1983
ecP F i l m Review
In a special festive film review, Colin
Greenland takes a look at a few of the
films a n d videos that are likely to be
available for your entertainment this
Christmas.
Christmas always sees a re-release from
Walt Disney Productions, and this year it
is The J u n g l e B o o k (U), t h e last film t h e
old boy worked on h i m s e l f and I reckon
the l a s t g o o d a n i m a t e d f e a t u r e i n h i s
traditional mode •— n o t least because of
some rather jolly jazz which, legend has
it, Wa l t himself resisted, and was added
after his death.

With T h e J u n g l e B o o k i s M i c k e y ' s
Christmas C a r o l (U) --- t h e f i r s t n e w
Mickey M o u s e cartoon f o r t h i r t y years, PG). W h e n t h e vampish Lenya a n d t h e that g e t s m o r e deliciously l u d i c r o u s b y
believe it or not. Bah, humbug, I hear you dastardly Count O t t o von B r u n o kidnap the second. Superb )over-(acting in spiff -
cry, but it is surprising h o w entertaining the e m i n e n t Professor Fenton, Scotland ing costumes on scrummy sets, not a few
this is, p e r h a p s because i t is actually a Yard h a s o n l y o n e m a n t o s e n d f o r — guffaws, a n d c o m i c c a m e o s f r o m B i l l y
Scrooge McDuck movie (of course), w i t h Captain Hugh •Bullshot' Crummondl Eng- Connolly, M e l S m i t h , J o h n W e l l s a n d
the effete r o d e n t v e r y m u c h i n a m i n o r land is in peril, and so is the Professor's 'Legs' L a r r y S m i t h . L a g o n d a s h u r t l e
role a s B o b Cratchitt. T h e a n i m a t i o n i s lovely daughter Rosemary, w h o has half through l e a f y English l a n e s w h i l e s u s -
much crisper than The Jungle Book, with of her father's top secret formula hidden picious looking foreigners move into the
thoughtful little effects that make all the in h e r locket. Bullshot, w h o last s a w off manor and Bullshot, knee-deep in deadly
difference: Scrooge makes squelchy foot- von B r u n o at fifty t h o u s a n d feet, k n o w s scone mix, battles with a giant octopus in
prints in the snow, for instance, whereas his old enemy will stop at nothing to get it a cellar slowly filling w i t h w a t e r. T h a n k
Mowgli and his chums are all too obvious- Pausing o n l y t o w i n s i n g l e - h a n d e d a t goodness he k n o w s h o w to speak Killer
ly stuck on the scenery and never seem to Henley (the rest of his eight having gone Whale....
i k Colin G r e e n l a n d
touch the ground. down w i t h f l u ) , B u l l s h o t s q u a r e s h i s
remarkable j a w a n d g e t s o n t h e case. C01111 w i l l be back as n o r m a l in issue 1 0
Humbug of a different quality, Finest Olde Then i t is pell-mell, h a m m e r and tongs, with a glance at some of the FRP-related
English Humbug, in Bullshot (HandMade, hell for leather all the way through a plot film a n d video releases o f the n e w year.

FARAWAY IN ACURSED GLADE,


ADRAGON IS WAITING TO MEET YOU...
I f you enjoy fantasy role-playing
games but only have time for a quick
adventure, then TALISMAN is the
game for you. I t is a unique game
which bridges the gap between board
games and role-playing brought to
you by Games Workshop.

As one of fourteen different characters,


you must go on a dangerous quest to
find the magic talisman. But monsters,
v
traps and sinister places await your
player-character. Only with skill and
bravery will you survive.

TALISMAN is the ingenious creation


of Robert Harris and is beautifully
In case of difficulty, Talisman is available post free at E7.95 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.
45
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
HEAVYFOOTSTEPSMOVETOWARDS THEYDECIDETO THATDOESI I tvEly
THEDOORONTHERIGHT,THE -CRINGE'INA L TIMEI'MTRYINGTO
NEARBYNICHE Remy;THOSE
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ANHONESTTHIEF?
46 IMAGINE ma9azine, December 0 8 3
/
WHAT EVER HAPPENS DENT...

NoAr0 flAsTQ A, A r
1,PROMS •••?LF_E, DoNJ'fPOLL %MilwitittLwAtd ?,tDY
MYHEADOFE'..

48 D c t c r l t b o - FIS3
An epic 'MR- production in glorious monochrome
featuring words on, paper from trees!

Based on the original module monsters but including


a galaxy of new stars
," ID B O G G A 1
as 'the creature with lots of legs' as 'the incredible shifting man'

KAMPHULT T h e SR:UNE
, a s 'the sinewy, mugger' a s HERSELF
And introducing the

BOOKWORM
The producers at TSR wish
to thank the Outer Planes of
Good, and the Lower Outer
Planes o f Gehenna f o r
making the crowd scenes
such fun.

TSR UK Limited,
The Mill, Rathmore Road,
Cambridge CB1 4AD
Telephone 0223 212517