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For players of Basic and Advanced

DUNGEONS 8c
Fantasy
D R A G O N S Adventure
Games

"
All y o u need i s a
Marshal's baton....

A n Introduction to Tabletop Miniatures by Steveviiitter

....and the armies are


yours to command!
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. . .IMAGINE
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. . . 47 No 29, August 1985 .....

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Editorial

Say what you like about about IMAGINE."' magazine, but we do try to be sociable.
This month, you can participate in a greater way than ever before. Turn to page 5 for
the announcement of a module-writing competition to find the scenario for
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introduce you to a number of fanzines, and offer you. the opportunity to play a game of
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be you.... Not only that, but you can meet Bob Shaw, author Of Orbits l e and Ship of
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IMAGINE magazine, August


1
f• mm
IA*
O F,
4'94.1e
Pr4t, 4
Dealing out the experience points in the AD&D® game s o m e ideas for the level-headed

FOR MONSTERS, —

TREASURE
and... other things

by Chris Barlow — Wg,

tk_
• •.,'„ir-:•• , - " 5 • —
. • • • - •
•o. • . • -

The scene: A warm cave, an ancient red Alternatively the DM might decide to award spells — magic missile in the case of Olaf,
dragon dreaming o f its treasure. J u s t xp to e v e r y b o d y p r e p a r e d t o take risks. bless and s p i r i t u a l h a m m e r in the case of
outside, a party o f adventurers quietly Frederick would have helped had he been Pliny, and Frederick might gain xp for hiding
plans the next move; Job, Barabous and able. Call this Method 2. Asgaroth gets no in the shadows.
Asgaroth, a trio of fighters, would attack it xp, everybody else 350 xp.
with their swords, helped by Frederick - a Variation B adapts Method 4 to reward char-
thief, and Sheba - an out-of-spells magic Or the D M might award xp only to those acters not only for actions in keeping with
user. They would be helped by Pliny who who positively c o n t r i b u t e d to bring about their profession, but for other 'useful' actions
would bless t h e party before casting the dragon's death. Neither Asgaroth nor as well, i n particular slaying monsters. I t
spiritual h a m m e r, a n d t h e m a g i c Frederick get any experience points, whilst encourages the likes of Sheba to take an active
missiles of Olaf. the rest receive 420xp. Call this Method 3. part rather than feeling she has done her share
So much for the plan. Frederick faded and now it's the others' turn.
his Saving Throw and spent his time Now the first variation. Variation A holds In such cases non-fighters are usually con-
successfully hiding in the shadows, whilst that dying is not too conducive to furthering a sidered equivalent t o some fraction o f a
Asgaroth had a sudden rush of blood to character's career. Additionally, since the fighter — a half, say, or a fraction that relates
the head and decided that this particular dead adventurer missed some or all of the the hit die of the various character classes;
dragon was a bit too big. The dragon just fight, less experience would have been gained thus a cleric would be treated as 75% of a
survived the initial onslaught and man- anyway. Thus, those who die are awarded no fighter in Basic, 80% in Advanced. Exper-
aged an attack after being so rudely xp. Applying this to the above would result in ience is awarded appropriately.
awakened; exit Job. the survivors gaining 350 under Method 1A,
Still, a rich hoard, lots of treasure for 525 under 2A and 420 under 3A. For other characters, the DM may decide to
the survivors and they will all be several I f this variation is not used, it can be seen as award: 100xp/level of spell for each spell cast
hundred experience points better off o r a penalty on the survivors, acting as an (clerical or magic-user); 50xp or 100xp (less
will they? incentive for everybody to work together and the thieves' percentage chance) for thievish
keep as many of the party alive as possible. functions (backstab may be treated as a
This may, however, be too small to outweigh thievish skill whether Variation B is in force
Who Benefits?
the benefits of fewer party members — larger or not) and 10xp/level o f undead turned
In the above example the party's actions are shares of the treasure for example. (skeletons 10xp, zombies 20xp etc). These
relatively straightforward — they have slain a amounts vary, influenced by the way in which
monster for which the DM will award them a All these methods, used with or without the fighters are awarded xp and whether the DM
number o f experience points. The precise variation, have the advantage of being simple awards xp for gp (discussed below).
number will have been derived from the to operate; the DM determines the amount of With this approach, however, the amount
rulebooks; usually it will be so many xp for experience and divides by the appropriate of experience available would be virtually
the monster plus so many for each hit point. number. They may, however, be considered unlimited. Applied rigorously, it would give a
Later they may also gain experience for the too crude to deal with some circumstances or magic user 900xp for crushing a distant
treasure they have acquired; for now, how- to reflect the effort characters put into an skeleton under a meteor storm. Consequent-
ever, concentrate on the slaughter o f the adventure. To account for this, a DM may try ly a limit needs to be imposed, relating xp
dragon. For the purposes of illustration let us to reward characters for what they do. awarded to actions performed — usually the
assume that the D M decides t o award One method that might be chosen, call it xp awarded for the monster recently slain.
2100xp. To whom is a share awarded? Method 4, rewards characters for doing Thus, for killing a red dragon, 2100xp
The D M could divide the x p equally things t h a t a r e i n k e e p i n g w i t h t h e i r would be divided amongst the party —
between a l l w h o w e r e t h e r e — including profession. A common proviso is that all regardless o f how many spells o r other
Frederick hiding in the shadows and Asgaroth these activities must be 'actively' pursued activities (such as moving silently) were per-
the cowardly fighter, the idea being that during an adventure or similar. A pickpocket formed. T h e experience f o r non-fighter
everybody present learned something from will not become a master thief by repeatedly activities is awarded: 200xp to Pliny for the
the experience. Thus Frederick, who had opening the lock on the bedroom door. spiritual hammer, 100xp to Olaf, and let us
never seen a real dragon before, now knows A strong argument in favour o f such a say that Frederick's efforts are rewarded with
what one looks like, while Asgaroth should be system is that a character's xp total reflects 50xp for successfully hiding in the shadows.
less fearful in future — although the realis- the skill shown i n his o r her profession. This leaves 1750xp for those who took part in
ation that he too might have been killed had Under Methods 1-3 it would be possible for a 'fighting' the dragon. Method 3 is in effect for
he joined in the attack is also an experience. magic user who likes fighting to gain in levels 'fighters' as is Variation B, Sheba being
Let us call this Method 1, under which without ever casting a spell during a n considered a half-fighter. Thus Job and
each participant receives 300xp. Asgaroth adventure. Barbarous are each awarded 700xp and Sheba
and Frederick might receive less gp at the end Under this system the fighters would gain 350xp. Asgaroth again gets no xi).
of the adventure (if any) and so ultimately less xp for slaying the dragon. Pliny and Olaf Obviously there are numerous possible
xp; this, however, is discussed later on. would gain experience points for casting combinations, but by using a little fine tuning
2 I M A G I N E magazine, August 1985
a group can find the balance they feel to be than a 1st level magic user who casts the same This is, i f you like, a more subtle cut-off
spell against a 1st level monster, while an than the 'one level and no more' rule. I t still
right a n d s h o u l d e x i s t between close-in
fighting and stand-off spell-casting. arch-mage should have no trouble casting a begs t h e question o f whether o r n o t a
magic m i s s i l e even i f the threat is over- character w h o acquires v a s t amounts o f
Although slightly m o r e complicated t h a n whelming. Y o u w o u l d have t o strive t o treasure can, as a result, become much more
Methods 1-3, Method 4 provides the basis of account for a fighter's new moves, a thiePs experienced but it does mean that the work of
a more flexible system for the D M to work new tricks and so o n t o d o justice t o the a D M who has carefully matched the treasure
with. A paladin overcomes numerous traps method. Such an approach is not easy. and t h e earned experience t h a t m i g h t b e
(no monsters) to rescue a church's ancient An alternative approach, then, is to try and gained on an adventure to the likely number
relate the treasure obtained to the dangers of characters/levels is not lost.
relic f r o m some evil power. T h e church is
poor and can give the paladin nothing b u t that were faced in overcoming it. This again The rule also encourages party unity, but if
their thanks. Does this mean the paladin gets stems from the philosophy of 'real experience' inter-party strife breaks out, the D M may use
Oxp ( O K , so some o f you dislike paladins)? and detracts f r o m t h e 'money i s used t o the t o t a l n u m b e r o f levels o f a g i v e n
Under M e t h o d 4 this type o f act can be further a character's career while not adven- alignment or grouping when assigning xi).
turing' position. This second fraction is additional to the
considered as a professional duty and reward-
first fractional modifier discussed above. A
ed accordingly, the D M assessing the degree
of difficulty involved. M e n and Magic and subsequent rule books party that defeats monsters whose level is 5
It is also easier to deal with characters who have sought to relate the level of the treasure times the treasure they gain, and lose h a l f
are not members o f a party, but a bunch o f obtained to the level of the dungeon in which their number doing so, are awarded 2'4xp for
individuals, say, out to get whatever they can it was found. Thus, if monsters twice as tough each gp (1 x 5/2 = 2'4).
with minimum risk to themselves — a typical as t h o s e n o r m a l l y assigned t o g u a r d a
trait of some alignments. This leads on to the particular treasure were overcome, 2xp might Dividing the Spoils
effect that a character's alignment/personal- be awarded for each gp. I f they were only half
as powerful, half an xp. A further element that needs to be considered
ity can have upon the awarding of experience.
I f a member o f a party stops attacking a I f the red dragon was sitting upon a pile of is how the treasure is divided up.
monster and turns on a fellow party member treasure w o r t h more t h a n t h e p a r t y ever A party may split the non-magical treasure
for some reason, should the D M penalise or dreamed of, millions o f gp, the D M may — gold, jewellery, gems — equally between
reward the adventurer f o r acting ' i n char- decide to award a fraction of an xi). I f not, the all who survived. O r it may be divided into
acter'? S h o u l d Asgaroth b e awarded a n y party will all be high-level adventurers by the shares — as m a n y shares as the surviving
time of their next adventure. W i l l they be as characters have levels, w i t h each character
experience f o r deciding that discretion was
the better part of valour? experienced as a group w h o have taken a getting one share per level, a method which
Before discussing t h i s p o i n t , however, goodly n u m b e r o f adventures t o reach a helps prevent low-level characters running
consider the xps a D M awards for treasure. comparable level? I n some ways, yes — they into the millions of gp problem.
will, a f t e r a l l , h a v e completed a l l t h e i r Magical items that are to be sold are usually
training outside the dungeon — and yet in considered part of the non-magical treasure.
For Treasure others not. T h i s is w h y the awarding o f a I f they are to be used, they may be divided
Having slain the red dragon, the surviving fraction of an xp downgrades the idea that the into packages of similar worth, with individ-
members of the party pack up the gold coins, treasure i s used t o f u r t h e r a character's uals rolling a d20 to decide the order in which
jewellery and wondrous items and head for career. characters choose. A modifier (about one and
home, leaving the dungeon far behind. a half per level of character) may be added to
I f the D M awards xp for the treasure taken Ideally, o f course, the adventure should be the d i e r o l l , thus ensuring t h a t t h e more
out o f the dungeon, commonly 1 xp for each sufficiently well designed t o ensure that a powerful characters (who will have done the
gp, then the amount o f treasure a character party does n o t gain m o r e g o l d t h a n t h e most work) are reasonably rewarded and that
acquires w i l l affect the final x p total o f a adventure merits. low level characters tagging along f o r the
character. Careful thought should therefore Yet even the best-planned dungeons can experience are less likely t o gain magical
be given to this process. take unexpected twists. F o r example, a items one might consider too powerful for
member o f a group nearing the end o f an their level.
Experience awarded for treasure is generally adventure stops to take a stone out of a boot;
assumed t o represent t h e increase i n a as f a r as t h e y k n o w there i s n o danger. Other ways of dividing the spoils can be more
character's a b i l i t y t h a t occurs w h e n n o t Rounding t h e c o r n e r t o c a t c h u p , t h i s chaotic and bloodthirsty. Claims to a parti-
adventuring, learning n e w feints w i t h the adventurer discovers the rest o f the party, cular item may also influence how the spoils
sword, new sleights of hand and so on. slain. They activated a trap at the entrance, or are divided. Being the first to test an item, for
Yet a dungeon is f a r f r o m relaxed and the lone skeleton standing over them had a example, is likely to provide a claim. Enforced
repeating something learned in the comfort of run of 20s. Our lone survivor avoids the trap within a group, i t helps prevent stronger
home can be considerably different when the or slays the skeleton and collects the entire characters 'bullying' their weaker comrades.
dragon is about t o t u r n you into charcoal. treasure t h a t t h e party had gained. Once
Pressure is the key and one school of thought again we have the millions o f xp situation.
holds that xp can only be acquired down a This time however — because the dungeon
dungeon. Thus, one approach is to award no was well designed — the amount of treasure
xp for the treasure brought out of a dungeon. relates to the problems overcome. Does the
The implications of this are often ignored. D M therefore award 1 xp for each gp?
I f a character is to get no xp for the gp because Again the feeling of 'real experience' comes
only in a dungeon does true pressure exist, into p l a y a n d t h e D M modifies t h e x p
then a D M should reconsider how 'earned awarded. A relatively common approach is to
experience' is awarded. A character should limit t h e experience t h a t characters a r e
gain x p f o r coping w i t h a n e w pressure awarded, to ensure that they advance no more
situation — possibly in addition to one of the than 1 level per adventure (or at a slower rate,
methods described above, t h e degree o f if that i t what is desired). A n y gold gained
pressure being related to the degree of danger above t h a t i s considered surplus f o r t h e
that the character faces. purposes of gaining experience.
For completeness c a l l t h i s M e t h o d 5 ,
under w h i c h a D M awards x p f o r t h e An alternative is to apply another fraction,
pressures that a character faces. It is not, equal to the sum of the levels of the survivors
however an easy method to apply directly. divided by the sum of the levels of those who
For example, a 1st level magic user could began the adventure. The D M has the choice
expect to gain more experience for the casting of using the levels that characters have at the
of a magic missile against a 4th level monster beginning of the adventure or at the end.
I M A G I N E magazine, Angust 19135
3
Lastly, the DM may award xp for acquir- A major problem with awarding exper- As a general rule, of course, the D M is
ing, rather than selling a magic item. I f so, ience points for actions that are in keeping always right, but the example illustrates one
this also needs to be taken into account in with a character's personality is that there is dilemma a player might face. A DM awarding
trying to design a balanced dungeon. only one person who really knows whether a too little experience does no damage to a
character really deserves such an award t h e player's characters. The player may feel
player who runs that character. Hence at the frustrated, but in such cases it is better to grin
For monsters, treasure and...? end of the day only the player can say whether and bear it and enjoy the game. In cases of too
A cleric of good alignment goes to the aid of a the character should be rewarded, and if not much experience the player may feel justified
wounded and helpless little old man and as a the player should be prepared to ignore some in reducing the total. Use discretion, however,
result the little old man lives. A D M may or all of the experience awarded. when having the final say.
reward the character's actions with xp. Why? I t is easier if the D M simply rewards acts of
In such situations the D M may not be particular note, or a whole series o f smaller
rewarding the character's compassion and acts — probably connected with an element
goodly nature — otherwise one might argue of personal risk. 1-200xp may be appropriate,
that a DM should reward an evil character for a sum large enough to be of note, but small
slaying a bound and gagged, totally helpless enough not to upset the general way in which
orc. What DMs are usually rewarding is a xp is awarded. Such acts must be performed
character's 'willingness' to face danger. That in the course of an adventure as before — a
little old man (as many o f us know) often pious cleric, w h o travels t h e l a n d giving
turns out to be a formidable foe. It is the same comfort to the sick when not adventuring, is
line of thought which leads to Variation B of simply using the treasure he has obtained on a
Method 4. previous adventure (for which experience has
A DM who does not reward such activity is probably b e e n given) i n p u r s u i t o f h i s
encouraging a policy of 'if it moves kill it'. A profession.
reward need only be made occasionally to
discourage this approach. Thus, a DM might
award experience to encourage players to act
The Final Say?
in a way which is 'good' for the game. I f y o u p l a y i n a particular group, y o u r
Should the DM do such a thing? Is it right characters will have been brought up under a
that Asgaroth the cowardly fighter should particular philosophy. So will everybody else.
receive no experience? When y o u m o v e t o a d i ff e r e n t g r o u p ,
Many DMs believe that the role-playing however, or take your characters with you to a
aspect should be emphasised. Penalising convention, y o u m a y f i n d t h a t t h e D M
adventurers for acting 'in character', either awards xp differently.
directly or indirectly, is not conducive to this
desire.
Once more, if xp are awarded for playing in
character, the idea that experience represents In Conclusion
an adventurer's ability in a particular pro-
fession is downgraded. Guidelines, suggest- In some groups the amount of experience
ing how much a DM should reward penalise awarded for the killing o f monsters, the
characters in accordance with whether they casting of spells, and other activities (at the
play in character or not, should be no more discretion of the DM) is small compared to
than vague, since so much depends on the the amount of experience awarded for the
individual. acquisition of treasure — something which
may unfairly favour the sly thief who pockets
a spare diamond or the thug who slaughters
the party at the end of the adventure. This
may be balanced by rewarding the good guys
for saving the innocent and not the bad guys
when they torture a prisoner.
What has to be achieved is a system which
feels fair and has a consistency about it. A
single DM in a group of players obviously has
the best chance of achieving this, balancing
all the factors as seems fit. The more DMs a
group has (with characters going down each
Consider a fighter who has averaged about other's dungeons) the harder it becomes.
three adventures per level and now, at 8th Flexibility is a cornerstone in the DM's
level, has a highly detailed personality and a armoury. Yet this very flexibility makes it
few magic items from having been down so difficult to achieve a consistent system; the
many dungeons. Then the fighter participates ADlicD, game is played in so many ways.
in an adventure run by a different DM in a Nationally, t h e commonality present i n
different group. The fighter joins a party that groups allows people to play wherever they
averages about 12th level but still appears to happen to find a spare dungeon, but if you do
be a formidable character — something that travel, be prepared for local 'quirks' that
turns out to be the case. A t the end of the might be present. How a group goes about
adventure, the D M awards the survivors awarding earned experience is high on the list
about 100,000xp each in total. The player of contenders. I f you are unsure — discuss
running the fighter is unlikely to be very the situation first; it often helps and at the
happy. So much xp for doing what — in very least provides several hours of stimulat-
comparison to previous adventures — was ing conversation!
very little. At this rate the fighter's character 1110 Chris Barlow
is going to get very little opportunity to New readers may be interested in What
develop further. After some thought the to do with a Dragon's Treasure, #17;
player decides to reduce the xp to 10,000 Turnbull Talking, #18, and the Letters
instead and goes home much happier. column, # 20.
4 I M A G I N E magazinef August 1985
Special Announcement

Some people are waiting for you....

TM

• • • • •

magazine
&

module competition
with great prizes to be won, including:
First Prize: Two residential tickets to
GamesFair '86
Three Consolation Prizes: The choice of
an AD&D® BATTLESYSTEMrm game,
or a M D ® M A S T E R S set
or a £15 voucher
for the goods of your choice.

For the last three years, the AD&DTM Hang o n though, d o n ' t start writing are on your own. The scenario must
Team Competition a t GamesFair yet. This isn't going to be as easy as it then be sent to us, to arrive no later
has been one of the highlights of the sounds, and that's why we're offering than December 1st 1985.
weekend, as well as being something all these great prizes.
which everyone else could share i n That's where the fun begins. Before
afterwards. D i d y o u r p l a y e r s b e a t So before you get writing, this is what GamesFair i n A p r i l ' 8 6 , t h e w i n n e r
their breasts and rattle their spears you need t o do. W r i t e t o I M A G I N E will b e invited t o brief t h e D M s , g o
For The Honour of the Tribe (1983 — magazine ( G F ' 8 6 Competition), through t h e edits, and h e l p prepare
IMAGINE magazine, #2)? Were they The Mill, Rathmore Road, Cambridge the version that eventually appears in
flushed w i t h s u c c e s s a f t e r g o i n g CB1 4AD, enclosing a stamped, self- IMAGINE magazine. T h e r e s u l t s o f
Round The Bend (1984 — #15)? And addressed e n v e l o p e o f a t l e a s t the competition will be announced to
have t h e y just chased after glory in 7"x10". W e w i l l t h e n s e n d y o u a the rest of the world in the GamesFair
The Great Paladin Hunt (1985 — leaflet w i t h i n f o r m a t i o n a b o u t t h e edition of the magazine in 1986.
#26)? Well next year the scenario that various things you w i l l have to con-
drives 'em all crazy could be yours. sider before y o u w r i t e t h e module; Simple, eh? Well, it isn't as straight-
the scoring system, play length, etc. forward as i t sounds, s o d o n ' t start
Yep, G r a e m e , J i m a n d M i k e h a v e The closing date for sending out the until y o u ' v e s e e n t h e c o m p e t i t i o n
finally reached the end of their tether leaflet is September 15th 1985. leaflet. Remember, you cannot enter
and are taking a year off from writing the competition without sending
the Te a m C o m p e t i t i o n m o d u l e . S o The next job is to write the scenario, off for the leaflet first. So, if you've
what w e n e e d i s f o r s o m e o t h e r something c h a l l e n g i n g , w i t t y a n d got what it takes to write the next in
volunteers to come forward, and you fast-moving. Though we will answer this proud sequence of nutty modules
look like the right people to us. technical questions, at this point you send for the form today!

I M A G I N E magazine, August 1985


5
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8 Please mention I M A G I N E magazine when replying t o advertisements


M O N U M E N T SQUARE
PELN
by Brian Garrod
the City League
Cock o'
t' Walk
,,,p4,:+7=granourz.
Amtromr==awm..miduet:.
isr.-•:Trzar"'"•"""
'•q14dri•,4,w
seassteom
atitereerigronntrn9•
as

19 2 0 3 0
ft
0
zbbet '• "
Street THE BOUNDARIES
a"!!! • , • • fe••• 1•1:41,••sum1••pgrego •••• ••• • • 14%••• •• • a.... •• • •• • m•"1111' . • • • • ••• ••t11111•••;•••••; ••••••• ••••••V•1••11•• •-•••

The Square The Statue


Monument Square is a paved court situated within and adjacent to the The statue honours peace, law and order, and sits on a graffiti-ridden
old city walls. It was built in honour of the construction of the walls and sandstone plinth. The figure, cast in a bronze alloy, is of a robed woman
the bringing of law and order to the City League. Now it stands a mocking bearing a sheathed sword and a large law tome. Her right hand is raised,
testimony of the area's downfall, the stonework scored and vandalised, palm forward, in what was originally a sign of peace; two of her fingers
the flagstones cracked and mossy, the sanctuary in ruins. have since been broken off, and her hand now seems to be conveying
some sign or message.

36. The Water Pump and Pools


The Sanctuary
Clean, drinkable water is in short supply in this area of the league, the
streams' water is dirty and the nearest fresh water a good distance The Sanctuary's use has been all but forgotten. The locals consider it to
away. Residents must pay for their water. The water-seller is either be just another monument or perhaps a shelter for travellers or waifs.
Mandren (27a) or Solchar (36a)who sits on the stool provided awaiting The roof was once thatched — and still is, after a fashion. Periodically
custom. Since the water pressure below has long since diminisheo, (though not in the lifetime of the inhabitants), it is rethatched secretly by
pumping water can be a long and arduous task. For only a few extra night. Those who look closely will see the word 'Abazar' in magical script
coppers the water-seller will provide this service, however. on the central stone pillar. If a person of good alignment, able to read the
scrawl, pronounces this word loudly, the Sanctuary is surrounded
36a Solchar Na-baroth; m, Fri; N;
No weapon; AC 8, hp 2
completely with a protection from evil 10' radius. The spell can be
triggered but once a day, lasting for 12 hours, and if the pillar is removed
the Sanctuary will no longer function.
S 1 7 0 Looks too old and weak to pump water, but in fact well
I 1 9 m u s c l e d and agile; wears ragged robes and a battered
W 1 4 f e l t hat; face covered in warts and boils Flanche's Stall
D 1 5 f l Water-seller
C 1 4 0 Alert, constantly ready to please, avaricious and cunning Flanche sells fowl at extremely cheap prices. Unfortunately much of the
Ch 6 b u t harmless 'chicken', 'turkey' and 'goose' is in fact rabbit meat, which has been
0 Friendly with Mandren when she is sane; knows each moulded into fowl-shaped cuts! Still, Flanche does say it's the fact that
customer by name it's cheap that's important!
I M A G I N E magazine, August 1985 9
36b Flanche Longbourne; m, F 4; N/CN;
Broadsword and dagger; AC 5; hp 19/21
37b Jon Fairlorn; F, 13, C/CE;
Longsword and daggers; AC 3/4; hp 9 / 1 6
H/1/20
S 1 3 0 Wears chainmail under h i s w h i t e smock; bald, n o S 1 4 El Plain looking (plain ugly!), large red nose, hardly a patch
I 1 4 eyebrows, sharp black eyes I 1 4 of clear skin under freckles, moses and warts! Not a child
W 1 0 0 Foul fowl seller, ex-adventurer W 1 2 gifted with beauty. Wears a baggy red frock and a cheap
D 1 0 0 Self-conscious about his complete lack of hair after a D 1 4 leather choker bracer of defence AC 4.
C 1 2 nasty experience with a high-level evil cleric i n his C 1 1 0 Thief and occasional houri
Ch 1 4 adventuring days; bad tempered, mean and spiteful but Ch 6 0 Flaunting and always being ridiculed for it; conniving,
silver-tongued and quick-witted. scheming and hateful; does not know her true race - her
0 Only Eblon (37a) will be his friend mother burdened Eblon with her as a child and departed
- but the breeding certainly shows!
0 Daughter of Eblon (37a) and an unknown orc-woman;
Sorrow and Morritta's Stall knows everyone who mostly either chastise or ignore her
(or laugh a n d bitch behind h e r back); sometimes
Morritta sells sweetmeats and confectionery from the stall whilst disappears with her father or Flanche (36b) and returns
Sorrow, her husband, keeps on the move with his advertising yell and with a full purse!
tray of hot pies.

36c Sorrow Moontist; m, Fr 3, L/LG, 38. The Folly Tavern


Shortsword, AC 9/10, hp 5 / 6
When Jarrow Downson, a rich merchant, decided to build himself a
S 1 0 L I Dressed in white shirt and breeches, carries a tray slung townhouse three centuries ago, he also decided, in his famed eccentric
I 1 0 a r o u n d his neck and yells the nature o f his business way, to include a four-storey tower! However, as the tower rose his
W 1 4 i n t e r m i t t e n t l y ; thin for a gnome, but rosy cheeked business and wealth declined and he died a pauper. His descendants
D 1 1 E l Confectioner and pie vendor were left only the house, so this they converted into a tavern and local
C 8 0 Always weary and in a hurry; appears nervous and edgy building of interest. His descendants still run the tavern today. Tanner
Ch 1 2 a b o u t anyone new in the locale; sometimes seems a bit and his sister, Jerris, have lived here since they were born and expect
over-cheerful; inquisitive their respective children to continue the family business. The tavern is
0 Knows something about absolutely everyone local; in the tower itself, with its all-round view and central, spiral staircase. It
husband of Morritta (36d) would make an excellent lookout post — for those who might need
one
36d Morritta Moontist; F; Fr 2; L/LG;
No weapon; AC 9/10; hp 4 / 5 38a Tanner Downson; m, F4 L/LG;
Broadsword, AC 9, hp 22/29
S 1 2 0 Dressed in white pinafore and grey frock; curly brown
14 h a i r and bright, cheerful green eyes; very short and thin S 1821 U Middle-aged but tall and broad shouldered; well muscled
W 9 0 Sweet seller I 1 3 a n d well proportioned; wickedly handsome - black hair
D 1 0 0 Ignores comments about her diminutive height; generally W 9 a n d sharp blue eyes; dresses in leaf green shirt and blue
C 1 1 c h e e r f u l and chatty - often too chatty t o allow her D 1 5 trousers
Ch 1 3 h u s b a n d to say anything! C 1 6 0 Stockman/chucker-outer and would-be adventurer
El Wife of Sorrow (36c) and knows everyone he knows Ch 1 3 0 Usually jovial and jaunty; humorous b u t sometimes
moody - especially when he is arguing with the two
ladies in his life, Charmail (38b)his wife and Jerris (38c)
Sanbow's Stall his sister, over his continual wish to go adventuring, like
he did when he was young, rather than stay and run the
Sanbow is a kindly old lady who cultivates pot plants in her window and tavern
sells them on the square. She will always recommend her favourite to 0 Makes it his business to know every customer by name;
interested customers, a fern-like pale green plant she calls 'Elephants few friends
Thumps' s h e doesn't know why, which is a mercy since little does she
know that the plant is in fact a mild narcotic. 38h Charmail Downson; F, Fr2, L/LG,
No weapon, AC 9/10, hp 5/12
36e Sanbow Goodhern; F, Fr 1 L/LG,
No weapon, AC 10, hp 3 / 5 S 8 0 Slender, blonde and voluptuous; dresses in a sky-blue
I 1 4 g o w n and broad leather belt
S 1 1 E l White-haired, plump, slow mover due to arthritis; wears W 1 0 0 Barlady
7 a crocheted shawl over a green wool dress D 1 1 U Flirtatious, enjoys being chatted up and pandered to, but
W 9 0 Pot plant seller C 1 6 f a i t h f u l t o h e r husband; shares Tanner's sense o f
• 7 0 Old-fashioned and set in her ways; would be horrified to Ch 1 6 h u m o u r , but not his view that adventuring, not barkeep-
C 1 5 l e a r n the true nature of her favourite plant mg, is the road to riches
Ch 1 2 0 Prefers not to associate here 0 Knows most regulars - especially the men; very fond of
Tanner (38a) and Jerris (38c).

37. Eblon's Junk Shop 38c Jerrie Downson; F, Fr3; L/LG;


No weapon, AC 9/10, hp 8/11
Business is especially brisk for the time of year and the shop sprawls out
onto trestles in front of the shop. Eblon, the proprietor, buys and sells S 1 3 0 Middle-aged, plump, masses of curly black hair; dressed
most items t h e price depending on the likely demand, and 'providing I 1 0 i n mauve and blue marquee-like dress!
that it isn't stolen' (of course)! Any item bought from Eblon is 10% likely W 1 7 0 Barlady and manageress
to be special in some way — ornate, shoddy, faked or even magical — D 1 4 U Henpecks her brother even more than this wife - but all
however items are also 25% likely to be stolen considering Eblon's and C 1 0 t h r e e still get on like a house on fire; worldly-wise and
his daughters' trade — thievery! Ch 1 4 u n d e r s t a n d i n g ; heart of gold
El Knows everyone local who come t o h e r w i t h their
37a Eblon Fairlorn; m; T6; C/CN;
Shortsword, dagger and darts; AC 8/9; hp 22/32
problems - a local agony aunt

S 7 U Weasely and wiry. Lank, copper coloured hair and long


38d Moridbar Downson; NA;Fl C/CN;
Scimitar and shortsword; AC 7/8; hp 6 / 9
I 1 6 f i n g e r e d , n a i l sharpened, greedy hands; dressed in grey
W 11 r o b e s S 1 0 U Teenage son of Tanner and Charmail, unkempt, slim and
D 1 5 0 Junk trader and thief I 1 2 slovenly
C 1 6 0 Innocent mannered, appears absent minded, speaks W 1 4 0 Supposed to help with the tavern but rarely obliges!
Ch 9 h a r s h l y a n d f o n d o f sarcasm a n d black humour; D 1 6 U A prodigal son in so many ways; a loner and a taker rather
genuinely caring of his daughter, A l l (37b) C 1 3 t h a n an earner or a sharer; prepared to entertain any
Father of Joll (37b); friendly with Rance (36b); member Ch 1 4 p r o p o s i t i o n that sounds profitable
of local thieves' guild. No friends
10 I M A G I N E magazine, August 1985
Regulars at the Inn 40. Lilith's Home
38e Arribund Cracey; m, 1/2/Frl, N/CN,
Daggers, A C 8 / 9 , hp 4
This h o u s e s h o w s s i g n s t h a t i t w a s o n c e p a r t i a l l y b u r n e d a n d t h e n
shoddily repaired; about five years ago now, w h e n Lilith w a s eighteen,
her house was mysteriously set alight. Local legend has it that vigilantes
S 1 2 0 Dresses in brown breeches, white shirt and an embroid- believed the entire family to be witches and consequently converted the
I 1 5 ered waistcoat; sandy hair and snub nosed house into a pyre. Lilith escaped with terrible burns and total blindness.
W 6 0 Information gatherer and seller cum storyteller
D 1 5
C 1 1
0 Sharp eared, greedy, invents stories and information
snippets to please punters and take their money!
40a L i l i t h ; F; Fr2; N / L N ;
No weapon; A C 9 / 1 0 , hp 6
Ch 1 3 Knows about everyone local; only friend is Tarand (381)
S 9 U Scars from the right side of her face to the small of her
I 1 1 b a c k , long black hair obscuring the worst (treat as Ch 6 on
38f T a r a n d ; M ; E 3 / T 3 - M U 2 , N,
Longsword and darts, A C 7 / 8 ; hp 1 2 / 8
W 1 5 f i r s t sight); staring pale eyes; wears a grey gown
D 1 2 U Because of her blindness, her other senses are acute and
C 1 4 s h e thus hires herself out as a guide occasionally
S 1 3 U Shaven head, green eyes; wears grey robes Ch 1 5 0 Moody a n d brooding, i n t e n t o n revenge, eccentric,
I 1 2 0 Freelance spy and lookout calculating and deliberate
W 1 3 0 Preoccupied, vacant, but once his attention has been 0 Ostracised; knows everyone locally by sound and smell
D 1 6 g a i n e d sharp tongued, spiteful a n d vindictive; self-
C 9 c e n t r e d and greedy
Oh 9 0 Knows various guild members who provide work 41. The Laundry
Spellbook:
D&D 1:(1, 3, 6, 7, 9) A D & D 1:(3, 16, 20, 22, 27) This building comprises of the various laundry pools, several w a s h i n g
2(1, 5, 6, 9, 10) 2 1 2 , 9, 10, 15, 19) lines ( w h i c h some say are holding the place up!) and the h o m e of the
launderers, Mailicea and Chove, and their adopted (halfling)son, Rama].
Chove was a successful adventurer until he fell in love w i t h M a i licea.
38g L e g a n n i ; M ; Fr3; N;
Longsword and club; A C 7 / 8 ; hp 1 0

S 1 3 0 Dusty robes, balding, weary traveller type


41a C h o v e ; M , MU3/13, L / N G ;
Dagger; A C 6 / 7 ; hp 7
1 1 0 0 Clothing trader
W 1 5 U Mild mannered; here on business from outside the City S 1 1 0 Wears white smock and green breeches; skullcap and
D 1 1 L e a g u e , interested in clothing bargains but not selling; I 1 5 r i n g of protection +1, long moustache and sideboards
C 1 1 n o w a doppelganger, ugly tempered, clever and cunning W 11 E I Launderer
Oh 1 3 U No contacts - it's eaten them all! D 1 6 0 Although he badly wants to, does not adventure - "I'm a
DMs' Note: Leganni is a doppelganger, posing as the trader C 9 m a r r i e d man now"; determined, resolute and caring
Oh 1 4 U Husband to Mailicea (41 b), friendly with many magicians
38h V a r d u m T ' M a n i o n ; M; Dw3/F3, L/LN;
Battleaxe and light crossbow; A C 5; hp 1 5 / 1 9 Spellbook
from the MU school

Dw D&D 111, 3, 4, 7, 8, 9, 10) A D & D 113, 4, 12, 20, 22, 23, 27)
S 1 7 U Fat, stumpy and heavily bearded; wears his chainmail 2(1, 4, 9) 2 ( 2 , 6, 15)
I 1 0 o p e n l y and with pride; sits in the corner quaffing beer;
W 1 0 a p p e a r s permanently drunk.
D 1 1 E I Ex-gladiator, seeking employment as a bodyguard
41b M a i l i c e a ; F, Fr2; L / L G ;
No weapon; A C 9 / 1 0 ; hp 4 / 6
C 1 3 U Gruff but friendly if treated with due respect. H/1/2E
Oh 1 4 U Although he has little money, he is very generous with it S 8 0 Slender - almost boney, thin face with sad grey eyes;
(unusual for a dwarf) and holds few grudges except to I 1 3 w e a r s a pastel shaded gown and a headband
Tarand (381) who's n o t only a 'damned elf' b u t a W 1 4 U Launderess
'sorcerous warlock' too; everyone knows him, but he D 1 4 0 Shy and very timid, speaks softly if at all; once she is
does not admit to knowing any of them! C 9 c o n f i d e n t however; chatty, humorous and sparkle-eyed
Oh 1 7 U Knows only her family

39. Jacrond's House 41c R e n a l ; m; En; L/LG;


Shortsword and dagger; A C 8 / 9 ; hp 2 / 4
The house has a balcony and a secret cubby-hole beneath the stairs; this 1/2H
hides A b o l , a n a s s a s s i n w h o m J a c r o n d i s h i d i n g . J a c r o n d i s a S 1 3 0 Wears brown trousers a n d blue shirt; usually seen
mercenary, working for and believing in any cause which pays him well. I 1 4 p u l l i n g the huge wicker delivery basket on a trolley that
He u s e d t o b e a t r a v e l l i n g a c r o b a t a n d i s f a m o u s l o c a l l y f o r h i s W 1 2 a p p e a r s far too heavy for him
spectacular rooftop escapes from brushes w i t h the law. D 1 5 0 Delivery ha/fling
C 1 0 0 Chatty, cheeky, helpful, inquisitive and cheerful; prone to
39a J a c r o n d B o r t e n ; M; T7/Ac7; N/CN;
Staff and daggers (inc dagger +1, +2 vs humanoids);
Oh 1 1 e n j o y rather too much wine than is good for him when his
traits are usually extenuated
AC -1 / - 2 , hp 21 / 3 4 0 Knows his adopted parents and everyone local, especially
S 1 6 0 Greying beard, hooked nose, dark eyes; wears leather the laundry customers helpful enough to give his basket
I 1 3 jerkin and black trousers; ring of protection +2 a push when he's going uphill; dislikes Arribund (38e)
W 8 Mercenary thief-acrobat who is the bad apple in the barrel of halflings
D 1 8 Cunning and quick-witted; agile and graceful; seems
C 1 3 jumpy, especially i f armed and armoured adventurers
Ch 1 0 knock on his door! Famed for rooftop escapes 42. Scribes' Workshop
0 Occasionally hired by local Thieves' and Assassins'
Guilds; knows a few local mobsters, eg Arribund (38e) Tambor and h i s large f a m i l y live here. Ta m b o r, t h e scribe, h a s a f a i r
and Tarand (381); hiding Abol (39b) from the Law mastery of most of the h u m a n , d e m i - h u m a n and h u m a n o i d languages
and can translate, dictate and compile or prepare legal documents. His

39b A b o l N o f t i n ; M, T4/A4, C/LE,


Hammer and dagger, A C 7 / 8 ; hp 1 5 / 1 6
wife, A r i a n a , concerns herself w i t h the m a n u f a c t u r e of paper and the
preparation of quills and inks.
H/1/20
S 1 3
13
0 Still dressed in his last disguise of a blacksmith; leather
apron, thick blackened wool trousers, boots and dirty
42a Tambor Inis; m; Fr5; L/LG,
Swordstick; A C 9 / 1 0 , hp 1 2 / 1 8
W 1 4 yellow shirt; brown snaggled hair and protruding cleft
D 1 4 chin; ring of protection +3 S 1 2 0 Elderly, bearded and becoming shortsighted and deaf;
C 1 3 0 Freelance assassin I 1 7 w e a r s a blue shirt and breeches
Oh 6 Thoroughly nasty and bullying; presently especially on W 1 4 UScribe
his guard, devious and manipulative D 1 4 0 Testy in his dotage but kind at heart; eager to see his
LI Only local contact i s Jacrond; member o f a distant C 1 2 e l d e s t son, continue as a scribe in the family business.
Assassins' Guild Oh 1 4 U Knows buyers and family; Sanbow (36e) is an old flame
I M A G I N E magazine, August 1985
11
45. Mindon the Merchant's House
42b A r i a n a I n i s ; F; Fr3; L/LG;
No weapon; AC 9/10; hp 9/8
Mindon is a buyer and seller of metals in all forms and of all descriptions.
S 1 0 L I Spindly frame, white hair tied in bun; primly dressed in He does not have anything t o do with the actual trading, just the
I 1 3 m a u v e frock and yellow scarf bargaining and the eventual deal.
W 1 0 L I Scribe's assistant
D 1 1
C 1 2
L I Suspicious a n d nosey, sometimes a gossip-monger;
u s u a l l y helpful and kindly, good natured; calls everyone
45a Mindon Bord; m; Fr7, L/LN,
Battleaxe and dagger; AC 4; hp 2 0 / 3 0
Ch 1 0 'deary' Dw
LI Friendly with Jerris (38c); wife of Tambor (42a) S 1 2 L I Dresses in fine chainmail +1, wears browns and greens
I 1 4 i n c l u d i n g a feathered brown cap, long white beard and
42c D o l g a n I n i s ; M; F2; N/CG;
Broadsword and shortsword; AC 6/5; hp 10/16
W 1 4 s t e e l y grey eyes
ID 1 1 L I Merchant
C 1 7 E IA bureaucrat at heart, haughty, business like, pro fess-
S 1 4 0 Lean and handsome, wears chainmail and his swords Ch 1 3 i o n a l l y greedy, covetous, a h a r d bargainer a n d a n
8 o p e n l y and proudly; straw coloured hair and strong chin; upright, moral, stalwart citizen of The League
W 1 2 e x t r e m e l y tall El Husband to Sorahz (4513); dislikes Eblon (37a) intensely
D 7 0 Swordsman and absolutely detests Eblon's daughter, A l l (3712);
C 1 5 0 A young man full of ideals: would rather champion the claims to have a son practising as a merchant in every
Ch 1 6 c a u s e of good than take over the family scribing business major city in Pelinore
- in any case he's too clumsy to write neatly and never
got the hang of languages; strong willed and stubborn;
tends to bottle up feelings until they burst free in a
cataclysm of emotion
45b S o r a h z h B o r d ; F; Fr4; L/LG;
No weapon; AC 9/10 hp 10/11
LI Friendly with Tanner (38a) whom he admires; first son of Dw
Tambor (42a)and Ariana (4212); also has contacts among S 1 4 L I Dresses in a mauve frock with a jewelled belt; hair in
the fighters at the Arena and the Punctillan; several I 1 4 p i g t a i l s and beard neatly plaited
drinking friends in numerous Inns W 1 0 L I Book-keeper
D 9 0 Haughty and proud; standoffish and never interferes;
42d Egrin Inis; m; Fr2; L/LG;
Dagger; AC 9/10; hp 4 / 8
C 1 3
Ch 1 1
s h a r p tongued especially towards persons who make fun
o f her splendid beard; seems sour and unhappy; diehard
romantic.
S 1 1 L I Plain and uninspiring to look at; grey smock conceals a El Wife to Mindon (45a) and mother of many in her time;
1 16 f a s t growing and premature paunch for 22 years of age, secretly admires Vardum (38h) often wishing that her
W 1 4 g r e e n trousers and blue woolly hat Mindon was a great warrior instead of a successful
D 1 3 0 Assistant scribe business dwarf
C 9 0 An excellent scribe despite h i s father's wishes f o r
Ch 9 D o l g a n to be the best; friendly but deadpan; wrapped up
totally in his work; second son of Tambor and Ariana
Plotlines
LI Too busy for friends
1. Player characters are most likely to end up living in the environs of
Monument Square only if they fall on hard times. With the exception
4 2 e - h B a l g o r, Sandom and Chorrin are adolescent sons only of the New City, the Square is one of the cheapest places to live in
ranging in age from 10 to 15; Lora is Tambor and Ariana's only daughter, the City. Otherwise, their most likely contact is Eblon Fairlorn (37a),
presently she has a crush on Moridbar (38d). whose junk shop is a suitable outlet through which to sell the cheaper
treasures found while adventuring. Any item worth 50gp or more can be
sold to Eblon for half the listed price if a succesful charisma check is
43. Empty House made; otherwise he will only offer a quarter of the value. He is an expert
bargainer, and very difficult to cheat.
This house is presently between owners but is not uninhabited Nicton,
a vagrant no-hoper, shares the back room with a multitude of rats, 2. Tanner Downson (38a) is very likely to be friendly to adventurers who
cockroaches and woodworms. come to the Folly. Hewitt want to hear of their adventures; particular the
treasure they found. He might even sound them out about taking him
43a N i c t o n ; M; T2; C/CN;
Club and dagger; AC 9/10; hp 9/11
along. This might have some advantages for the right sort of party;
Tanner will offer rooms in the tower, as secure a hiding place as can be
hoped for. But should anything ever happen to him, the adventurers
S 1 0 0 Unkempt, d i r t y a n d unsavoury; l o n g snaggled h a i r might wish they had never heard of him. Charmail (38b) loves her
14 m a t t e d into a ponytail; dresses in rags husband very much, and she is resourceful and wealthy enough to make
W 1 3 0 Dosser and thief-at-last-resort life miserable for the party, bribing Law officers to arrest them, cajoling
ID 1 4 L I Lazy and willing to break every moral code to turn an easy local toughs to rob them a n d if all else fails, hiring Abol Noftin (3913)to
C 1 7 c o p p e r ; scheming, disgusting and, probably, a bit crazy exact revenge.
Ch 8 0 Knows only Moridbar (38d)who sometimes supplies him
with food and other things in exchange for thieving tips 3. None of the regulars of the Folly are anything to admire e x c e p t ,
and tall stories seemingly, Leganni (38g). So, when a brawl breaks out in the barroom,
it's going to be quite a feast w i t h a little sting in the tail. The lights are
relit, a n d t h e damage assessed — a n d suddenly Leganni h a s
44. Kaill's Trinket Shop disappeared! The doppleganger will have killed and disposed of the body
of one of those present, and have taken his or her form. Just how this is
Kalil, a weird old man, claims to be everything from a seer t o a going to work out when the District Militia arrive is anyone's guess!
spellbinder to a creator of magical trinkets; most locals think that he's a
fraud — and they're right, he is! 4. Lilith's injuries are terrible — but a cleric of a high enough level can
do much to restore her to full health. If the adventurers are in any way

44a K a i l i To r s i n ; M; MU2; N/CN;


Dagger; AC 9/10; hp 5 / 6
responsible. Lilith will tell them the fact she has kept to herself for five
years s h e knows the face of one of the vigilantes who killed her family
and burned her home. If the adventurers help her pursue the villain, who
S 9 0 Wizened, bushy eyebrows, w i l d white hair, balding, will they find? And what will they do when they find that the vigilantes
I 1 3 c r o o k e d nose; walking stick he claims to be a wand, black will do anything to keep their actions a secret?
W 9 r o b e , embroidered with stars, acts crazy
D 8 L I Magician and more often than not creator of fraud magic; 5. A book is found; and suddenly everyone's attention is focused on this
C 1 5 a failed magician - too clumsy by half! backwater. Property developers, City magnates, the Katar.... people with
Ch 9 L I Brilliant actor, mystical a i r about him, greedy b u t power a l l want to buy the Square. For the book shows how a building
spendthrift; pretends to be insane or perhaps in dotage can be constructed over the Statue in such a way that the protection
LI Ex-member of MU school; prefers to keep to himself from evil extends to the whole building. What a prize! And with just a
Spellbook: few scrubby houses and shops to get rid of, what is there to stop a
AD&D 0:(Cantrips only) ruthless purchaser from doing exactly what he likes?
12 I M A G I N E magadne, August 1985
Midland CMGSCOMM
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0 0

The Game of the Film of the Book


Ice-Tech
Quantities o f Victory Games' adventure A few other snippets from TM; Heroes #5
module, A View To A Kill, have arrived in has been in the shops for a week or so. This Another tightly-packed volume from I r o n
the cavernous warehouses of TM Games, and house mag for Avalon Hill and Victory has Crown Enterprises (ICE) plopped — no, sorry,
are even now being relayed throughout the plenty of stuff for devotees — gambling in crashed — through my letter box recently. 96
nation. We are talking here, of course, about Runequest and James Bond 007; languages pages o f detailed rules caused a significant
disturbance of the Cowie doormat. The 1985
the latest James Bond 007 role-playing game for those o f you who are licensed to kill;
version of Tech Law (I think there was an
module, the appearance of which is neatly details o f the capital city o f Donara (a
earlier edition) had arrived. Well-produced,
sandwiched between the film's UK premiere Powers & Perils) setting; and, as they say,
much more. overflowing with rules, charts, background,
and its general release to a cinema near you. systems, explanations of hi-tech jargon — in
T M are offering cinema managers t h e T M Games are now the proud owners of short, a must for all SE hardware freaks. I t
opportunity to take part in a promotion; they Endless Games, which has the first of its covers "all types of combat in a Science Fiction
will provide copies of the James Bond 007 new products coming out under the control of environment from personal.... weapons t o
basic game as prizes f o r any exhibiting TM. These are a full range of hex pads, with a starship laser and disruptor banks." Also
cinema willing t o r u n a competition i n wide variety of different size hexes available included are rules for designing spacecraft and
conjunction with the screening of the film. — all the usual types, including a 'planner' other vehicles, robots, androids and living
type (a large hex overprinted onto a 5mm hex organisms. There's plenty more, some o f it
What the average member of the picture- esoteric, such as the mathematical formula that
going public will make of the game is an grid). Some pads of squares are also available. were used to calculate the turn/velocity ratios
intriguing question, but perhaps there is a OK, so it's not terribly original or exciting, in the Starship Tu r n Table. Tech Law is
chance here for garners to nip in and lift the but it's a start. Also planned are fantasy designed to be an SE module which enables
prizes. It's a bit difficult t o pass on any scenarios based on the Endless Plans series ICE's fantasy games ( M i d d l e E a r t h and
advance information which may assist poten- of floor plans, and a clear, acetate sheet Rolemaster) to be converted to SE games. I f
tial competitors, since each cinema manager designed to be overlaid onto these plans, the notion of galaxy-spanning hobbits is too
will devise his or her own competition, but providing an easy-to-read ground scale. It is much for you, ICE are also to publish Future
doubtless whatever they come up with will be hoped that these embellishments will boost Law which will be a companion to Tech, the
the less-than-sensational sales of the Endless two volumes combining to form a complete
well within the capabilities of your average
Plans series. system.
gamer — so it ought to be a snip.

Monopoly on Vallejo Transatlantic Tales

A concluding look at some of th Aayfair Games' current range reveals The warehouse people at TS R UK must love months like these. Boxed sets
Shadows of Evil, a fantasy suppi ,nent 'suitable' for the ADSED'm game. are arriving in this sunny realm in profusion, and the summer promises to
Shadows gives some background on Celtic culture and Druids, plus a be one in which a visit to your local games shop will be well worthwhile.
couple of related 'major' adventures. Liberally supplied with maps and The arrival o f the A D & D I " BATTLESYSTEM'm fantasy combat
plans, and featuring, as is customary with Mayfair, a Boris Vallejo cover. supplement, the Unearthed Arcana book and the CONAISI r o l e -
Fantastic Treasures is 95 pages of 'enchanted treasures and items from playing game have been predicted in this column enough times that none of
the myths of all ages'; scores of weapons, treasure and artifacts are arranged them come as no surprise, but a few sceptics were surprised to see the
alphabetically, described in game terms and provided with background DSEDk MASTERS Set over here so early (the Assistant Editor of this
notes. The first entry is Aaron's Rod (biblical), but seeing as the final one is worthy journal even lost a bet on the question). This is no drill — it will be
Lychis (illuminating stones), I take i t that Mayfair are considering a on sale this summer. Those of you who were ringing the TSR offices twice a
sequel.... day asking when the Companion Set was due to arrive are forgiven for
Four fantasy adventures complete the selection of Mayfair role-playing treating such firm assurances with dismissive noises.
items I have to hand. These are Question o f Gravity (3-8 characters, Those others of you who remember the Companion Set as something
2nd-5th level); Evil Ruins — 'an ancient terror among timeless ruins' (4-8 that made everything that went before it in the D&DO game seem a bit
characters, levels 2-5); Throne o f Evil — 12th century England (4-6 small, might wonder what on earth 25th-36th level characters can get up to.
characters, levels 4-6); and Final Challenge, a solo module which invites Fear not — things are not as bad as they might be. If you can cope with the
you to defeat the cunning of the wizard, the powers of the lycanthrope, the 1000 20th-level MUs who run Glantri, you can cope with anything in here.
evil of the undead — all of this while clad only in a pair of underpants, New modules? Well, there's another American competition module, C5
assuming the cover has any relevance. Llewelyn's Bane. These aren't everyone's cup of tea, but this is better
We've mentioned before h o w Mayfair specialise i n 'based o n ' than most, by all accounts. The Dragonlance saga rolls on, with DL6
boardgames. Hammers Slammers is a tactical, SE armoured combat Dragons of Ice and DL 7 Dragons of Light. Several titles in this series
game with the look of Ogre about it, although the components are vastly are topping the sales charts in the USA over 1984-5, and they have done
superior. According to the box, it's easy to learn. The Company War is exceptionally well over here. CM4 Earthshaker marks a new departure —
from C Cherryh's Down Below Station; interstellar combat at strategic and a walking dungeon. According to the scale diagram, Earthshaker — a
tactical levels. I admit to being unfamiliar with both these books — for that god-constructed robot — is to an elephant what a dog is to a flea._ now you
matter neither of the authors has come to my attention before. But they get the chance to explore inside the machine. Also out, X9 Savage Coast
must be talented individuals producing work of great moment, or Mayfair and B9 Castle Caldwell and Beyond.
would not have gone to the bother of producing the games, would they?
Finally, i f you're tired of all this SF/F gaming, you can always try I must correct a tiny, but significant misprint that crept into last month's
Mayfair's Fic-tio-nar-y, a 'trivia boardgame'. 2000 definitions from the column. During typesetting, or some other moment of printing archanery,
American Heritage Dictionary. What do you reckon? No? No, well I can't the word Umberbulk became Umberhulk. The latter is not only incorrect,
say I blame you. but positively verboten. Fingers will roll.

14 I M A G I N E ma9azine, August 1985


(WE'RESERIO•„,US
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A i m • magazine interviews....

Bob Shaw
'The universe is wonderful, but only as long as
there's someone there to wonder at it.'

Probably one o f the finest exponents o f the sitting down and reading somebody else's picture of the scene and put the people into
well-crafted science fiction novel and short SF. You do have to read a little, however, to the setting. Next I sit down and stare at it for a
story today is Bob Shaw. Books such as Ship of see what the opposition is up to! while until I can actually see things happen-
Strangers and Orbitsville can hold their own ing. Then I write.
with the best writings within the genre. In this I Who would you put in your list of writers
exclusive interview, on the eve of the paper- today who w i l l live on? You may include I How long does it take you to write a novel?
back publication o f h i s n o v e l Orbitsville yourself. Can you match Mike Moorcock's 'a novel in
Departure, IMAGINE magazine takes a close three days'?
look at the writer and his craft. The interview B (Chuckles) M o s t w r i t e r s w o u l d include
took place at Andromeda Bookshop, Birming- themselves if they were honest. You've got to B Mike is a phenomenon. My best ever was
ham, in April. have a sort of egotism, especially if you've six weeks a n d t h a t w a s m y f i r s t b o o k
thrown up your job, which I did, to take a Nightwalk. I wrote it in my spare time whilst
I M A G I N E m a g a z i n e : When did you first chance and earn a living. I make a point of holding a job down. Now I'm a full-time writer
become involved with science fiction? And never boasting about my work, but I must it takes longer. The stories are becoming
what provided the catalyst? have some regard for it. Brian Aldiss is one I more complicated and there are more subtle-
think will live on. But it's difficult to select ties i n m y books today — subtleties o f
B o b S h a w : A s a youngster reading the someone who is going to be 'immortal' and personal relationships a n d environments.
boys' comics. When I was a kid, the boys' someone who won't be. On average i t n o w takes me four or five
papers weren't actually comics as we know months. I go a t great speed through the
them today. They were all print with f e w I Where does the inspiration for your work action sequences, though.
illustrations — The Wizard, The Rover and come from?
The Hotspur. There was always a science I Your characters are always very strong (real
fiction serial running in one of them. That B I've always suffered from an over-active people). Is it difficult creating them and how
was my introduction to the genre. I was about imagination. As a kid I couldn't sleep at night do you set about it?
seven or eight. There weren't many books; it and I'd lie in bed going on journeys in my
was very difficult to get hold of science fiction mind. I'd get off to sleep at three or four in the B Quite often they're taken from real people I
novels. In the late 30s and early 40s there morning. This shocked my father, who was a know, b u t I never take t h a t person a n d
were very few in existence. H G Wells and countryman from the deep south of Ireland. transplant him/her into the book wholesale. I
Edgar Rice Burroughs were about the only He didn't even approve of me reading. A n don't think I'd be right to do that. (Laughs) I
ones. unhealthy pastime — v e r y b a d f o r t h e might get into trouble as well. B u t every
eyesight w i t h a bicycle lamp under t h e writer has to borrow from people he knows. I
I What was your first active involvement? bedclothes. Today I f i n d a n awful l o t o f made a conscious decision when I started
writing can be born Out o f very little. It's writing to always ensure that my characters
B I realised very early that I wanted to write, surprising what can trigger off an idea. would be as strong as those you'd get in a
but I didn't know if I could do it. When I read a mainstream novel. This makes the stories
short story that had an ending which I didn't I How do you set about the mechanical side of more difficult to write. In a typical pulp SF
like, I'd rewrite the ending. Then I'd re-read it writing?Do you have a beginning, middle and novel the hero has no family relationships
with my ending. It developed from there. In ending? whatsoever. He can be whisked off to the
fact, looking back I sacrificed my education to other side of the galaxy with no trouble to him
science fiction. W h e n I w a s thirteen I B I always have all three. When I'm writing a or the writer. In real life a person can have
discovered Astounding Science Fiction, novel I always do a detailed synopsis — troubles with his wife and family just by
which is now called Analog. From then on I mainly f o r commercial reasons s o t h a t getting a job fifty miles away. People realise, I
read nothing but SF until! was twenty. When publishers will give me a contract to write the think, t h a t I ' m trying t o produce quality
I was supposed to be working for university I book. I f any reader of IMAGINE magazine science fiction, and not just hacking the stuff
was d o i n g n o t h i n g o f t h e s o r t . I w a s wants t o take u p writing a s a hobby o r Ut.

producing a carbon copy SF magazine which profession I can only tell him that it's a bit like
had a readership of three! being a burglar. The first thing a good burglar I Have you ever written under a pseudonym?
does is to make sure that he knows his exit.
I Who are your favourite SF writers? When you start staining a floor you must plan B No. (Laughs) It's hard enough getting one
it so you finish at the door. Writing a book or name established f o r m e w i t h o u t trying
B I haven't really got any. I find that I'll read a story is like that. I wouldn't have the courage others.
book by an author and think t h i s is really to start o f f without knowing t h e ending
good, I ' l l r e a d others t h a t h e ' s written. exactly and then working towards it. I Would it be true to say that hardware and
Usually I find they don't resemble the one I technology come second to how 'the future'
liked. In the western field, for example, you I Your language always contains a glittering affects your characters when you write a
discover a writer and all his books are pretty array of imagery. You obviously enjoy using new work?
much the same and you can have a feast. It's language. Does it come naturally?
to the credit of science fiction writers that B (Pause) Yes, I'd say that. I've always been
their output varies such a lot. B I have to work at it. The stuff which, for a interested in science and technology; I've got
reader, reads easily, h a s f o r t h e w r i t e r an engineering background. The universe is
I Do you read much SF? usually been hard to write. It is for me. When I wonderful, b u t o n l y a s l o n g a s there's
write a story I close my eyes and try to see someone there t o wonder a t it. Without
B I don't, in common with a lot of SF writers. what's happening. I then write down what I people in it the stories don't mean anything.
When you've been writing all day and you can see. Sometimes when I get to a compli- To me people are very very important in a
come down in the evening you don't feel like cated situation in a book I actually draw a story.
16 I M A G I N E n t a g a z i n e , A u g u s t 1985
Shot Tower Studios
MARBLED PILLARS
2 SIDLD - W A L L
Drill and put here
Outside, stone with
before assembling
the sturdy wood beam buttressing.
Inside, timbered

STURDY WOOD BEAM


(Hides top o f hinge)

us C A S T- I R O N COOKER
Hinged to reveal a setzet
portal

OF ROLE PLAYING GAMES


YOU'VE BEEN WAITING FOR
INSIDE THE DEN
Secret door closed
"ASSASSINS TA B L E
Ignore the loot — l o s t locate the hidden weapon
THIEVES KITCHEN No 92
We have a really GREAT range o f diorama sets and accessories
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* C H A M P I O N S II E6.95 out classified advertisements. Since 1st May all advertising carries 15%
* ENEMIES I & II E4.50 each VAT and so we have had to modify things a little. These now cost 12p
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Prices include VAT.
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Walsall, W. Midlands,

18 Please mention IMAGINE magazine when replying to advertisements


14r/lsor

'Wake up' Mike Targett shouted, his voice 'Receiving atypical data.'
thick w i t h excitement. 'The computer 'Repeat the details,' Targett said, with a
thinks there's a village ahead of us!' triumphant glance at his partner.
Dave Surgenor roused himself from a 'Five hundred kilometres ahead of you
light doze, sat up straight in the left-hand is a deep, narrow valley,' the computer
seat o f Module Five a n d looked o u t responded. 'It runs in a generally north-
through the forward screen. The survey south direction. Preliminary analysis of
vehicle was skimming along at maximum gases in the area indicates the presence
speed, one metre above the surface of of vegetation. Refined metals are also
Korrill IV, and the view was the same as it present which, together with traces of
had been for days. Beneath a sky which combustion products, indicates a small
was crowded with van-coloured moons, a colony of intelligent beings possessing
flat snow-covered plain stretched from rudimentary technology.'
horizon to horizon, featureless and utterly 'Hear these words,' Surgenor s a i d
devoid of life. quickly, using t h e code phrase which
'Either you or the computer has a wire gave him access to Aesop, the central
loose,' Surgenor said. 'And probably it's computer aboard t h e m o t h e r s h i p ,
you.' Sara land. 'What do we do next?'
'I'm telling you, Dave. Listen to this.' While waiting for a reply he winked at
Target touched a button and the com- his younger companion, consciously act-
puter, which had been muted to allow ing o u t the part o f the veteran space
Surgenor to sleep, began to speak more traveller who had lost the capacity to be
loudly. surprised at anything, but his heart had
'Receiving atypical data,' i t droned. begun a steady, powerful pounding...
19
IMAQ1NE magazine, August 1985
Korrill I V had presented special diffi- ly and formed a circle around the two
culties for the crew of the Sara fand, a fallen men.
Mark Six survey vessel o f the Carto- 'Are you a l l right, Mike?' Surgenor
graphical Service. 'They were lucky,' Targett said. 'If the breathed, discovering that, although he
Standard operating procedure was that people down there are the survivors from was unable t o move, h e still had the
the mother ship would land at a planet's a crashed ship, as Aesop thinks, they power of speech.
south pole and allow six survey modules were dead lucky to find this place before 'I'm just great,' Targett said bitterly.
to disembark. The mother ship, entirely they froze solid.' 'Welcome w i t h open arms, y o u said.
under the control of its computer, then Surgenor shook his head. 'It didn't have That's the last time I'll take your advice
took off, did a half-circuit and landed at to b e p u r e chance. They could have about any...'
the north pole. Its survey modules did the detected the valley from space and maybe 'Be silent, you devil creatures!' One of
same journey o n t h e surface, equally used their last remnants of control t o the n e a r - n a k e d c a p t o r s , a h e a v i l y
spaced around the planet, all the while bring t h e i r s h i p d o w n i n t h i s area.' muscled man with black hair, raised his
transmitting data to the ship for inclusion Signalling for Targett to follow him, he spear threateningly and moved closer to
in the planetary resources map being walked along the cliff until he came to a Targett.
constructed on the computer deck. place where the fall of the ground was 'Don't harm him, Chack,' said another
of the group in a commanding voice. He
was t a l l a n d coppery haired a n d h i s
Surgenor noticed that Targett had unsheathed his expression — in contrast to the hostility
ultralaser sidearm. 'What's the artillery for? You shown by his companions — was one of
intense curiosity.
feeling nervous?' 'Have you gone mad, Harld? This is
exactly what King Garadan told us might
happen some day.' Chack pointed accus-
In normal circumstances t h e s h i p less abrupt a n d carefully began h i s ing ly a t S u r g e n o r a n d Ta r g e t t . ' H e
would complete i t s half-circuit o f the descent. They had been working their prophesied that devils i n human form
planet in about an hour, in contrast to the way down the hillside for only a f e w might invade our valley and destroy us
survey crews w h o had t o spend days minutes when the icy conditions gave and all our families.'
toiling across the surface. Standard pro- way to a region of bare rock, and then to 'Two isn't much of an invasion force
cedure had not been feasible in the case grass and large clumps of shrubs. Soon — and h o w can they destroy us while
of Korrill IV, however, because the planet the two men found it necessary to lower they are paralysed by the juice o f the
was surrounded by a shell of forty-three their parkas and remove their thermal carpal plant?' The puzzlement in Harld's
major moons a n d approximately f o u r jackets. brown eyes deepened as he looked down
hundred minor natural satellites. 'At this rate we'll make it to the valley at the two captives. 'These seem more
The Sara fand had spent a long time floor in twenty minutes or so,' Surgenor like ordinary men than
waiting for suitable 'windows' — gaps in said, glancing back at Targett and noticing Chack sneered. 'The devils arepretend-
the ever-changing screen of satellites — that the younger man had unsheathed his ingto be human to catch us off guard, just
to enable it to land at the south pole and ultralaser sidearm. 'What's the artillery as the King warned. I say we should kill
get away again. And now with the survey for? You feeling nervous?' the monsters now.' There was a rumble
half-completed, it was parked in a safe 'I'm not taking any chances,' Targett of approval from others in the group.
orbit, awaiting its chance to put down at said. 'I still think about that time on Horta 'Listen to me,' Surgenor said urgently,
the north pole for its rendezvous with the VII when I found those killer robot tor- fixing his gaze on the man called Hand.
survey modules. pedoes and nearly got my head shot off.'* 'We are ordinary men, just like you. The
In all of Surgenor's many years with the 'This is an entirely different situation.' fact that we speak the same language
Cartographical Service that situation had Surgenor shook his head in amusement. proves it. We came t o this world i n a
cropped up only once before, and now 'I should think that after being stranded starship j u s t as you or your ancestors
another equally freakish e v e n t w a s on this ball of ice for a lot of years, these must have done...'
occurring. The Service was only assigned people will welcome us with open arms.' 'Lies!' Chack bellowed. 'There is only
to map worlds which were believed to be 'I guess you're right,' Targett said, one language and all must speak it. Our
uninhabited, and it was a very rare event lowering the weapon back into its holster. people have always lived here, and these
indeed for the survey crews to stumble He had barely done so when there was a creatures couldn't have come from the
across signs of intelligent life. faint whizzing sound and a small dark sky, because the moons and the stars are
object about the size of a wasp struck him all controlled by King Garadan. The devils
'How does anybody survive in a place like on the neck. He gasped and clapped his are trying to confuse us — I say we have
this?' Surgenor said, shivering as the icy hand over it and then, looking very sur- to finish them now.'
wind bit through his protective clothing. prised, sagged down on to the grass like a Several of the group started forward,
He glanced wistfully back at the beetle- puppet whose strings had been released. raising their spears, but they drew back
shaped outline o f Module Five, which 'What the S u r g e n o r grabbed frantic- when Harld leaped into the centre of the
was already obscured by swirls of dry ally for his own ultralaser as he detected a circle. 'I am the leader of this hunting
snow. movement in nearby shrubs, but in that party. I will decide what must be done.'
'It'll be a lot warmer when we get down instant something stung his arm. He just 'We await your decision, great leader,'
into the valley,' Targett replied. 'Aesop had time to see that it was a tiny dart as all a third man said sarcastically.
says the temperature could be as high as the strength departed his limbs and he Hand g a z e d u n c e r t a i n l y a t
fifteen degrees.' collapsed on the sloping ground. Surgenor and Targett. 'Bind their hands.
'Let's h o p e h e ' s r i g h t . ' S u r g e n o r A few seconds later a group of bearded We will take them to the King.'
advanced to the rim of the cliff which ran men emerged from the cover of the bushy Two o f the group immediately took
from north to south as far as the eye could vegetation. cords from their waist pouches, knelt
see. He looked over the edge and, in spite There were about ten of them, wearing down a n d t i e d t h e captives' w r i s t s
of his foreknowledge, caught his breath only loincloths and carrying blowpipes together behind their backs. Surgenor
as he saw the vivid greenery which lay far and spears. Their bodies were streaked was relieved to find that the paralysing
below. The valley was like something out with green and yellow pigments which weakness w a s beginning t o leave his
of a fairy story, a magical oasis of lush had enabled them to blend perfectly with limbs, but there was little comfort in the
vegetation a n d w a r m t h i n a n arctic their surroundings. They advanced silent- discovery. I t appeared t h a t t h e l i t t l e
wasteland. - Ship of Strangers, Gollancr 1978 colony of shipwreck survivors on Korrill IV
20
I M A G I N E magazine., August 1985
CARTOGRAPHICAL

had been there long enough, perhaps 'That's j u s t i t , Dave,' Targett s a i d


well o v e r a hundred years, t o have grimly. 'There aren't any regular cycles.
forgotten all about their origins and to This planet h a s s o m a n y moons, a l l
have degenerated into barbarism. And he 'Aesop? Who is this Aesop you speak jostling and tugging a t each other —
did not look forward to meeting Garadan, of?' The voice was that of Ha rid, who had especially the forty-three major ones —
their so-called king, who seemed to rule moved c l o s e r t o S u r g e n o r a s t h e y that the pattern never repeats. If this King
through superstition, fear and cruelty. negotiated a bend i n the tricky down- Garadan can predict astronomical events
Several of the men raised Surgenor wards path. on this planet, he must be a genius. I don't
and Targett to their feet, laughing at the Surgenor decided against trying t o like the sound of him, Dave — and I'll tell
way in which they staggered and swayed explain that Aesop was an intelligent you something I like even less.'
on drug-weakened legs, then the entire machine. ' H e i s t h e captain o f o u r 'What's that?'
group moved off down the slope. It was starship.' 'On t h e w a y i n t o t h i s system w e
already growing dusk in the narrow valley Hand glanced around, making sure he observed that one of the largest moons
and t h e racing van-coloured moons was not overheard. 'Just before he died had a lot of iron oxides on the surface,
visibly changed position overhead, b u t my father told me a strange story. He said giving it a deep red colour. That must be
Surgenor could not appreciate the eerie people had come to this valley in a ship the one they call the Blood Moon — and
beauty of the scene. The green valley, which fell from the sky. He warned me not I've got a funny feeling they weren't just
which had looked so enticing at first sight, to repeat the story, because the King being poetical w h e n t h e y chose t h a t
was now filled with menace, the promise would be angry. I thought nothing more of name.'
of death. it until I heard you talk of similar things,
'There's o n e good t h i n g , ' Ta r g e t t then I began to wonder...' The village consisted o f perhaps fifty
whispered a s h e stumbled along a t 'We t o l d y o u t h e t r u t h , ' Surgenor small huts made of mud and straw. The
Surgenor's side. 'They didn't take o u r whispered. 'We're not devils. We are men mean dwellings w e r e arranged i n a
ultralasers — they mustn't have recog- and we can help your people. We can double line along the narrow floor of the
nised them as weapons.' bring you food and clothing and medicine. valley and men, women and children —
'I doubt if that's going to make much You must let us return to our ship.' most of them looking undernourished —
difference,' Surgenor replied. 'The char- Harld shook his head. 'I dare not go had gathered to watch the arrival of the
acters who tied us up knew what they against King Garadan. He is all-seeing two captive devils. A s Surgenor a n d
were doing. My hands are numb already.' and allpowerful.' Targett w e r e herded b y, t h e people
'Does that mean we've nothing going 'He is only a man. We can protect you clustered behind and followed them. In a
for us at all?' from him.' very short time they reached a much
'I wouldn't say that. I took the pre- 'Nobody can do that,' Harld said. 'Why, larger building which, i n spite o f t h e
caution of wearing a communicorder — the very moons in the sky do as he bids increasing darkness, glowed w i t h t h e
so Aesop can see and hear everything them.' lustre of polished metal.
that's happening to us.' 'What do you mean?' 'It's built o u t o f hull plates from a
'Are you sure it's working?' Targett Harld glanced up at the narrowing strip spaceship,' Targett whispered. 'That must
glanced doubtfully a t t h e button-like of sky. 'If the King commands a green be where Garadan lives.'
device on Surgenor's lapel. 'Aesop hasn't moon to cross above us, it will do so. His 'And he's coming out to welcome us in
said anything.' power a n d h i s magic extend t o t h e person,' Surgenor replied, his eyes intent
'That's because h e i s n ' t s t u p i d , ' heavens. I dare not challenge him lest he on the figure of a middle-aged man who
Surgenor said. 'How long would we last summons the Blood Moon.' As though was emerging from the metal building.
in this company with a ghost voice? You fearful o f having said too much, Hand King Garadan was, i n contrast t o h i s
can take it that Aesop knows what's going moved a w a y a n d rejoined t h e o t h e r subjects, dressed i n a richly textured
on.' hunters. robe. He carried a small carved box which
'I don't see what difference that makes,' 'What d o y o u m a k e o f a l l t h a t ? ' seemed to be inlaid with gold and gems.
Targett replied gloomily. 'He can't bring Surgenor said to Targett. His body looked plump and soft, but there
the ship down here because of all those 'There was the same kind of set-up in was nothing soft about h i s eyes. H e
damned moons and he can't use heavy some primitive societies back on Earth,' regarded Surgenor and Targett with cold
weaponry from orbit without vaporising Targett replied. 'Priests w h o learned hostility for a few seconds, then turned to
us as well.' some astronomy were able to terrorise Harld.
'We'll have to trust Aesop to come up ordinary f o l k b y appearing t o o r d e r 'Why did you bring the devils here?' he
with something - - that's his job.' eclipses to happen.' demanded. 'My orders have always been
Surgenor tried t o sound optimistic, 'So t h i s K i n g Garadan k n o w s t h e clear. You should have killed them before
concealing his unease at having to trust planet's moon system pretty well. What's they had any chance to bring harm to my
his life to the resourcefulness of a distant so impressive about that? Other people people.'
and a r t i f i c i a l i n t e l l i g e n c e . I t w a s a must have noticed recurring cycles and
situation which had occurred more than patterns of
once during his years in the Cartograph-
ical Service, but he was never going to get
used to it.

21
I M A G I N E magazine, August 1985
Hand took a deep breath. 'Sire, they Targett's words were lost in a sudden
seem more like men than devils.' hubbub of excitement from the crowd.
'That is part of their devilish trickery.' Surgenor turned his head and saw that
'But i f t h e y a r e s o powerful a n d the robed figure of Garadan had appeared
dangerous, why do they need to employ at t h e entrance o f h i s palace. S t i l l
trickery? And why was it so easy for us to carrying his carved and bejewelled box,
capture them if...?' Garadan walked slowly towards the altar
'Silence!' Garadan's face was pale with and the villagers parted to make way for
anger. ' D o y o u q u e s t i o n m y d i v i n e him. In the flickering light of the torches
authority?' his face was immobile and inhuman as he
'No, Sire.' Harld glanced at the watchful reached the edge o f the flat rock and
circle o f villagers. 'But our food grows stepped up on to it. He raised one hand
scarce and some of our children will die in imperiously and a n expectant silence
the coming winter. The strangers said descended over the crowd.
they could give us food and clothing. I 'The Blood Moon answers m y com-
thought it would be better mand,' Garadan proclaimed i n ringing
'You presumed t o know better than tones. 'Soon it will appear above you —to
your King!' Garadan stared coldly at the oversee and sanctify the execution of the
villagers, some of whom had begun to devil creatures.'
whisper among themselves on hearing 'You w o n ' t g e t a w a y w i t h t h i s ,
Harld speak of food and clothing. They Garadan,' Surgenor said fiercely, struggl-
shuffled their feet uneasily and lowered ing with his bonds. 'We're not alone on
their heads. this world. Our friends are on the way to
'Don't be alarmed,' Garadan said t o us right now.., with powerful weapons...'
them. 'The gods grow angry, but not at 'The devils are trying even more of their
you. I t i s Harld w h o has earned their lies and trickery,' Garadan said, glancing
wrath by bringing the devils here and down into his box. 'But nothing can save
sowing doubt in your minds.' Garadan them because...' He raised his right hand
glanced down at his ornately carved box, and pointed upwards at the eastern edge
'As a portent of their anger — and of my of the strip of sky. 'I command the Blood
divine authority t h e y are sending four Moon to appear... NOW!'
white moons. The light from the moons A dreadful fascination drew Surgenor's
will turn night in the valley into day, to gaze to the rim of the valley. His heart
remind you that the gods can see into began a frenzied pounding as he waited
your innermost thoughts and will punish for the emergence of the first sliver of
the unfaithful, The moons will appear...' crimson brightness which would herald
Garadan again glanced into the box he the end of his life. And in the midst of all
carried. n o w ! ' his fears and regrets was one persistent,
Garadan pointed upwards at the east- been using it ever since to overawe all the pounding question: Why had Aesop not
ern rim of the valley and there was a gasp others with their so-called divine powers. even tried to help them?
from the assembly as the brilliant white It's a neat set-up Garadan has here — The silence overhanging the strange
disk of a large moon appeared, closely living in luxury with hundreds of abject scene was absolute. Every eye was fixed
followed by three others. For a minute the slaves.' on the designated portion of sky.
valley was brightly illuminated by the four 'I thought Harld was beginning to get Surgenor had endured the suspense
speeding satellites, then they had crossed through to them when he mentioned food for perhaps twenty seconds, perhaps
the visible strip of sky and near-darkness and clothing,' Targett said. 'But you have thirty — time had ceased to have any
returned. There was a hushed silence. to hand it to Garadan — he made good meaning for him — when he began to
'The King i s all-powerful,' a woman use of those four white moons coming realise t h a t Garadan's computer h a d
cried in a thin, wailing voice. 'We must along when they did.' been slightly out in its prediction. The red
obey him and kill the devils.' 'It's what he's going to do when the red satellite was taking longer to show up
'That is your only way to appease the moon appears that bothers me.' Surgenor than expected. The watching villagers
gods,' Garadan shouted in a voice which made another futile attempt to loosen his must have thought the delay unusual
was hoarse with triumph. 'Prepare the bonds. 'How long do you think we've got?' because they began to stir a little.
devils for execution. I have commanded 'Who knows? Maybe a couple of hours.' Garadan put his hand into the carved
the Blood Moon to appear in a short time A d a r k coldness g a t h e r e d i n s i d e box, obviously interrogating the computer
— and the devils must die as soon as its Surgenor as he considered the idea that inside. 'The Blood Moon will appear,' he
light falls on the altar.' all o f Earth's vaunted technology was shouted, but now there was an edge of
powerless to save them from death at the panic in his voice. 'I, King Gari;dan, have
The altar was a flat circular stone close to hands o f a pitiful group o f primitives. ordered it so.'
the entrance of Garadan's metal palace. It 'Hear t h e s e words, Aesop,' h e s a i d More drawn-out seconds dragged by as
was ringed by flickering torches whose bitterly, addressing himself via his com- the sky remained dark, and there was an
light gleamed irregularly on the massive municorder button to the computer on increasingly restless murmuring from the
two-edged s w o r d w h i c h waited o n a board his ship. 'Where are you? What are crowd. Surgenor began to feel a flickering
gilded trestle. Surgenor a n d Targett, you doing up there?' of hope. Something had definitely gone
bound hand and foot, had been laid down 'There's nothing Aesop can do,' Targett wrong with the computer prediction and
beside each other in the centre of the said, with a gloomy fatalism. 'It may be therein lay his and Targett's chance of
rock. The entire population of the village days before he can get the Sarafand down salvation.
was gathered around the altar, watching through that screen of satellites and by 'The Blood Moon refuses to appear,' he
and waiting. that time it will be all over.' called out. 'The gods have turned against
'At least we now know how Garadan 'He must have told the other modules to Garadant It is a sign they want us set
does it,' Surgenor said to his younger change course and get here.' free.'
companion. 'One of his ancestors must 'Yes, but that won't make any differ- 'Be silent!' Garadan snarled. 'All of you,
have salvaged a small computer from the ence either. Even the nearest modules be silent! I am your king and I command
wreck of their ship and his family has couldn't possibly r e a c h u s u n t i l . „ ' you to...'
22 I M A G I N E tna9azinef August 1985
'He's just an ordinary man,' Surgenor 'Garadan had no way of knowing that I
cut i n , raising h i s voice against t h e had decided to discredit him in the eyes of
growing clamour among the watchers. his followers in order to preserve your life
One w h o has been tricking you i n t o eventual landing of the Sarafand. That and that of Michael.'
serving him while your children go cold would be the first step in the long job of 'Discredit him? How?'
and hungry. Don't be fooled any longer. rehabilitating a n d educating t h e l o s t 'By intercepting the red moon while it
This is your chance to...' colony o f humans, a n d ultimately o f was still at a distant point in its orbit and
Surgenor's voice faded as Garadan, returning them to Earth. detonating m y entire arsenal o f anti-
with a growl of hatred, dropped his box 'That was the luckiest escape we're meteor weapons on its northern hemi-
and ran to the trestle which supported the ever likely to have,' Targett said. 'Do you sphere.' Aesop continued speaking i n
ceremonial sword. Garadan snatched up realise that if Garadan's computer hadn't matter-of-fact tones, as though discuss-
the weapon, turned t o Surgenor a n d gone wrong just when it did, we would be ing a m i n o r adjustment t o a coffee
raised the gleaming blade above his head. dead men?' machine. 'The deviation i n the moon's
The blade h a d b e g u n i t s downward 'I don't need to be reminded o f that path was slight, o f course, b u t i t was
sweep when there was a sudden move- fact,' Surgenor replied soberly. 'And a fat cumulative and sufficient t o prevent i t
ment near the edge of the altar. A hunting lot of good Aesop was to us! When I get being seen from the bottom of the valley.'
spear swished through the air and h i t back to the ship I might take a hammer 'Holy...l'Targett halted, his jaw sagging
Garadan full on the chest. He fell back- and put a few dents in his memory banks.' with surprise.
wards, twitched spasmodically, and then 'I advise you n o t t o damage official 'So what you're telling us,' Surgenor
was still. property, David.' The voice issuing from went on, 'is that you calmly knocked the
Surgenor recognised Harld's coppery Surgenor's communicorder button was moon out of its orbit!'
hair as the hunter leaped up on to the flat unmistakably that of Aesop. Shocked b y t h e magnitude o f t h e
rock and held up his hands to quieten the 'So you're still functioning, Aesop,' concept, S u r g e n o r w a s o n c e a g a i n
circle of villagers. Surgenor said. 'I was beginning to think reminded o f t h e g u l f w h i c h existed
'Listen to me,' Harld called out. 'I have you had developed a short circuit.' between his own human mentality and
slain Garadan and the gods did nothing to 'My circuits are immune to that kind of that of Aesop. To a human being there
save him, which proves he was just an malfunction,' Aesop said pedantically. 'I was something blasphemous in changing
ordinary man — exactly as the strangers could not communicate with you while the appearance of the very heavens to
said. I believe that they, too, are ordinary you were within earshot of the people in suit the needs of presumptuous men —
men — not devils — and I also believe the village. A s you surmised, i t would but Aesop worked as a pure intellect,
they can do much good for all of us. Let us have been too disturbing for them.' unhampered by any emotion. To Aesop a
at least hear what they have to say. And if, Surgenor snorted t o s h o w h i s dis- problem was simply an exercise in logic;
when t h e y h a v e done, y o u a r e n o t pleasure. ' We got a bit disturbed our- nothing more, nothing less.
satisfied that they spoke the truth t h e n selves, you know. If Garadan's computer 'The direct approach to a problem is
you can put them, and me, to the sword.' hadn't fouled up...' often t h e most effective,' Aesop said.
During t h e s i l e n c e t h a t followed, 'His computer was working perfectly,' 'Don't you agree, David?'
Surgenor became aware of Mike Targett Aesop cut in. 'It is a TCM 84C — a type 'Oh, absolutely,' Surgenor replied
squirming closer t o him. 'You always which was widely used in colonisation airily, striving to regain his composure.
liked t o hear yourself talk, big man,' ships i n the last century and which is There had been a dry quality to Aesop's
Targett said, h i s voice quavering w i t h noted for great reliability. I might also add voice, one he had noticed on previous
relief. 'Now's your chance t h e stage is that Garadan had programmed it extreme- occasions and which h a d l e d h i m t o
all yours.' ly well — he must have had a natural wonder if Aesop could be poking fun at
talent in that respect.' him. Was it possible for a computer to
Early on the following morning, having 'But...' Surgenor struggled t o com- have a sense of humour?
said a temporary goodbye to the villagers, prehend w h a t he w a s hearing. 'What Surgenor considered the notion for a
Surgenor and Targett began the long went wrong with his prediction about the moment, then he shook his head and con-
climb to the rim of the valley. They wanted red moon?' tinued climbing towards the snowfields
to wait in their own vehicle for the arrival 'It was a simple lack of input data,' which gleamed in the sunshine far above.
of the other survey modules, and for the Aesop s a i d , e m o t i o n l e s s a s e v e r. 1110 Bob Shaw

12511
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23
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24
Please mention I M A G I N E magazine w h e n replying to advertisements
The Saratand File
Paul Uernon Er Sean tlasterson
Source Files
Central Records, Cartographical Service
Ship of Strangers, Bob Shaw

All the sections of this TRAVELLER and STAR FRONTIERS® game adventure file, except the Mission Profiles, may be given to players at
the start of play in addition to any normal referee's briefing. The information in these sections is readily available to the player characters.
IMAGINE, magazine grants permission for referees to photocopy the relevant sections for their personal use only.

THE CARTOGRAPHICAL SERVICE The STAR FRONTIERS game


Beyond the volume of explored and colonised space — the Bubble — The Knight Hawks Campaign Book includes an option for characters to
preliminary surveys by unmanned probes are continuously carried out. become officers in the UPF Spacefleet (p48-50), but this may not be
The diplomatic and military arms of government are given responsibility entirely suitable for many campaigns. The Cartographical Service gives
for those systems and worlds which apparently support intelligent life. referees a chance to provide a consistent backdrop for adventures
The vast majority o f systems have n o planets within their star's together with a chance for player characters to see a bit more of the
ecosphere o r have n o t yet evolved intelligent life. Mapping these universe than is normally possible.
systems for later exploitation is the purpose o f the Cartographical
Service. The Cartographical Service of the UPF is an entirely independent arm of
government (although i t was once part of Star Law), with its own
To perform this task, t h e Cartographical Service utilises specially command structure, bases, ships, training academy, budget and
designed exploration vessels, o f which t h e Sarafand i s a typical operational commitments. It exists solely to survey planetary systems,
example. Although t h e ships have a crew o f 1 2 t o 1 5 members, collate such information from the corporations and maintain and issue
command of the ship and the survey missions are the responsibility of maps, star catalogues and geological data.
AESOP. The Sarafand's crews have always thought AESOP to be
Advanced Electronic Spaceship Operator and Pilot. Crew duties are Safax institute
confined t o piloting individual Survey Modules — not-so-small go- The headquarters of the Cartographical Service is at Triad in Cassadine,
anywhere exploration vehicles —as it has been found practical to have a part of the main UPF facilities in that system. It is here, at the Safax
human element within the system to cope with the unexpected. Training Institute on Triad's moon, that the future crews of exploration
vessels are given their initial training.
The Cartographical Service and RPGs Applicants for the Cartographical Service are 'stable, well adjusted and
Survey vessels s u c h a s t h e Sarafand make a n ideal base f o r intelligent' b u t d o n o t require a n y relevant skills. INT/LOG a n d
adventurers. The crew roster is small enough for player characters to be PER/LDR must be above 45, and non-human applicants have a 75%
influential, while even smaller groups can adventure as the crews of chance o f being rejected regardless o f their qualifications (single
Survey Modules. However, a few modifications do need to be made to species ships make long periods o f confinement while o n survey
Bob Shaw's technological background to suit the needs of role-playing missions easier to bear).
games, and the technological backgrounds of the game systems.
Training in the use of the Survey Modules (the equivalent of Technician
AESOP, the ship's computer and master, is by far the most influential 4 subskill Operate Machinery) is provided by the Cartographical Service.
character in the Ship of Strangers stories. Although this makes the book Computer 2, Technician 2, Medical 2 or Environmental 2 and a level 1
interesting, as a part of the game it is likely to be very unsuccessful, as Military PSA skill are also taught to the character at Safax. This training
player interest is almost certain to be diminished by being ordered about procedure supercedes the normal starting skill allowance if the entrant
by a computer. The responsibility for decision-making has to be returned characters are newly created.
to the players, and this entails giving AESOP an advisory, rather than
controlling, role i n the Sarafand's command structure. In Ship o f Advancement
Strangers there are only 12 crew members plus AESOP as mission After training at Safax, characters are expected to serve at least two
commander. In this file there are 15 members, the extra humans being years aboard one of the Cartographical Service's exploration vessels
command staff. (obviously, administrators and support personnel are required, b u t
these are non-adventuring posts filled by NPCs). The two year minimum
A final problem with the missions undertaken by a Sarafand class requirement is mandatory; hospital time, for example, is not counted
explorer is that many of them are boringly routine, which does not aid in towards service time or paid as such (although the Cartographical
making the game exciting. One way to avoid this is to run the player Service does pay for treatment).
characters' very first survey as a dull, routine affair to 'show them the
ropes' and then use the out-of-the-ordinary mission profiles, stressing In-service training is considered worthwhile, and is often one of the few
how many dull surveys there have been between moments of interest ways to pass the time during missions. Characters may continue to
and excitement. There might be 10-60 dull missions between specially spend experience points and acquire new skills through hypno-training,
profiled occurrences. practice or training while on missions. Length of service and skills both
contribute towards character advancement within the pay structure of
the Cartographical Service. Leadership of teams usually falls upon the
TRAVELLER shoulders of the most experienced crew members or the natural leaders
The Scout Service of the Imperium (see Scouts, Book 6) includes, of the group. As long as the job gets done, the Cartographical Service
among its offices and branches, the External and Internal Mapping does not mind how individual ships are organised.
Branches of the Imperial Grand Survey. These two parts of the Grand
Survey have roughly the same responsibilities as the Cartographical Qualifications Daily Pay
Service of Ship o f Strangers. Simply renaming the Cartographical Up to 2 years 100
Survey as the Imperial Grand Survey (or vice versa) is all that is required. Up to 6 years or
at least 40 experience points worth of skills 300
The Imperium of the official GDINTraveller universe leaves scouts with Up to 12 years or
very little mapping to do, as the Imperium is a mature state which has at least 80 experience points worth of skills 500
expanded to fill much of the available surrounding real estate. If the More than 12 years or
suggestions in Uncharted Stars (see IMAGINE magazine, # 1 9 ) are at least 150 experience points worth of skills 650
followed, they will provide numerous locations for potential adventures
for members of the Cartographical Service. The Service provides no retirement benefits for employees.
I M A G I N E magazine, August 1985
25
CREW
The ship's crew of a typical Sarafand class vessel is usually a mixed bag, New Skills for STAR FRONTIERS characters
with only one or two long term members. The rest are short assignment,
limited contract personnel. Cost
Level: 1 2 3 4 5 6
Most crew members serve for two two-year periods before leaving to System Navigation 6 1 2 2 0 3 0 5 0 7 5
pursue projects of their own with the money that they have earned. Astronomy A s other Technological skills
There are, however, one or two veteran crew members aboard most
ships, providing a valuable steadying influence. The Cartographical
Service is seen more as a stepping stone to other things than as a ASTRONOMY (Technological)
profession - though the work itself is monotonous and unsocial, the
pay i s excellent (at least double t h e rates paid b y commercial The study of stars, galaxies, planets, moons, asteroids, comets and
corporations f o r people w i t h t h e same skills), even though t h e meteors, their conditions and origins.
opportunities for spending it are somewhat limited.
This skill has two sub-skills: Identify and Calculate. Astronomers must
When surveying a planet, the team leader, computer operator and one make observations to perform either subskill, using telescopes, radar,
other crew member stay aboard the Sarafand in order to monitor data as energy sensors, cameras and computers. Each type o f equipment
it i s received from t h e Survey Modules. The remaining 1 2 crew astronomers use to make their observations adds 10% to their chance of
members provide crews for the Survey Modules. success.

TRAVELLER Identify
Success Rate: 10 x skill level + equipment
1. Pilot/Team Leader, UPP 5A78C9, Terms 5, Pilot-4, Leader-2, Astronomers can identify objects in space, from planets to spaceships.
Nav-2, J-o-T-1, Veh*-1, Gun Cbt-1. Identifying takes half an hour for objects closer than 10,000 kilometres.
2. Navigator, UPP 4867C6, Terms 5, Pilot-1, Nav-3, Elec-2, Comp-1, Objects further away take 1 hour to identify.
Gun Cbt-1.
3. Medic, UPP 3877B5, Terms 5, Medic-3, Vacc-2, Gun Cbt-2, J-o-T-1, Calculate
Veh*-1. Success Rate: 10 x skill level + equipment
4. Computer Operator, UPP 685988, Terms 4, Comp-4, J-o-T-2, Astronomers can calculate the age, speed, mass or orbit (course) of any
Gun Cbt-1, Pilot-1. object in space. Astronomers can only make one calculation at a time.
5. Leading Engineer, UPP 9A8967, Terms 4 , Engrg-3, J-o-T-2, Each calculation takes half an hour.
Gun Cbt-2, Veh•-1.
6. Engineer, UPP C79778, Terms 3, Engrg-2, Gun Cbt-1, Elec-1,
Mech-1, Veh*-1. SYSTEM NAVIGATION (Spaceship)
7. Engineer, UPP AB9C98, Terms 3, Engrg-2, Pilot-1, Veh*-1, Mech-1.
8. Engineer UPP 687DB7 Terms 5 Pilot-1, Gun Cbt-2, Medic-i, This skill is used to guide a ship (usually one incapable of interstellar
Mech-3, Veh*-2, J-o-T-2. travel) within a star system. As such, it is a partial replacement for the
9. Engineer UPP 788A96 Terms 2 Engrg-1, Veh•-1, Gun Cbt-1, Elec-1. Astrogation skill given in the Knight Hawks Campaign Book. System
10. Engineer UPP 9 8 3 8 8 5 Te r m s 2 Engrg-1, Ve h • - 1 , Mech-1, Navigation requires foundation skill of Computer 2.
Gun Cbt-2.
11. Leading Gunner UPP 79DA77 Terms 5 Gunnery-4, Gun Cbt-2, Plot Course
Veh*-1, Comp-1, Elec-1. Success Rate: 40% + 10% x skill level - 10% per hour less than required
12. Gunner UPP 5 9 3 8 5 A Terms 2 Gunnery-1, Veh•-1, J-o-T-1, plotting time
Gun Cbt-1. Navigators make the complicated calculations required to plot a safe and
13. Gunner UPP A97468 Terms 4 Gunnery-3, Vacc-2, Mech-1, Veh*-1. accurate course f o r a spaceship. T h e t i m e needed f o r course
14. Gunner UPP 5A9767 Terms 3 Gunnery-2, J-o-T-1, Veh*-1, Elec-1, calculations increases for longer trips, because even small errors
Gun Cbt-1. become very serious as the distance increases. The required plotting
15. Gunner UPP CA8569 Te r m s 2 Ve h • - 2 , Gunnery-1, Vacc-1, time i s one h o u r per 100,000 kilometres t h a t w i l l b e travelled.
Gun Cbt-1. Navigators can cut the required plotting time in half by using computers
• Vehicle skills (Veh) pertain to driving the Sarafand Survey Modules. to aid them (typically with Analysis programs).

If the navigator spends less than the required plotting time, his success
The STAR FRONTIERS game rate is reduced. Every hour of the required plotting time the navigator
The crewing policy o f t h e Cartographical Service i n t h e S TA R does not spend reduces his success rate by 10%.
FRONTIERS game reflects the fact that Ship of Strangers is set in a
human universe. Mixed species crew are not usually employed aboard If a navigator fails the plot course roll, an error has been made, and all
Sarafand class vessels, and few non-humans ever bother to apply for the calculations must be made again.
this type of repetitive and boring work, even though it is highly paid.

The 15 crew members, other than the two or three 'oldtimers' aboard MISSION PROFILES
most ships, are only expected to have enough skills to operate the vessel
under normal conditions, while relying on AESOP's self programming Cartographical survey missions are supposed t o follow the same,
ability for major problems. Typically, Computer 2, Technician 2, Medical invariable pattern. On arrival in a target system, the plane of the elliptic
2 or Environmental 2 and some military PSA skills are required by short is determined a n d t h e f i r s t planet f o r scanning i s chosen. T h e
term c r e w members. Training i n the use o f Survey Modules (the exploration ship orbits the planet, deploying three communications
equivalent Technician 4 subskill Operate Machinery) is provided by the satellites into geo-synchronous orbits above the equator, and then lands
Cartographical Service. Characters can then fully operate the Survey at one of the poles. The Survey Modules are launched, and they fly (or
Modules i n normal circumstances. Success rolls (at the referee's drive) over preset courses which are plotted to allow the entire surface
discretion) may be needed under exceptional conditions. of the planet to be scanned by the Module sensors. Data is transmitted to
the ship via the satellites.
Long term crew members usually have spaceship skills and appropriate
foundation skills as well. The 'captain' of a Sarafand class vessel usually Meanwhile, the ship takes off and lands at the opposite pole to await the
has minimum skills of Technician 6, Computer 6, Piloting 4, Astrogation arrival o f t h e Survey Modules. Once a l l t h e modules have been
2 (or System Navigation 3) and Weapon 3, while the other 'oldtimers' are recovered, the ship then leaves for the next target world. Work for the
similarly skilful i n their areas o f competence, including t h e n e w Cartographical Service is, for the most part, very boring....
Astronomy skill detailed below. One of the long term crew members will
usually be designated as the ship's weaponry officer in addition to any The following scenario outlines are given in TRAVELLER-style 7 6
other duties, and will have Gunnery (Energy Weapons) 3, although this Patrons format, which w i l l b e unfamiliar t o S TA R FRONTIERS
character need not have the relevant Beam Weapons 6 skill (this is an referees. An outline of the situation is presented, but the specific details
exception to the normal foundation skills requirement for this NPC only). are left largely to the referee to determine, based on the experience and
temperament of the players involved. If the scenarios are used as a basis
The description of the Cartographical Service at the beginning of this file for a campaign, Mission Profiles 1 & 2 should be run consecutively, for
outlines its use as an alternative career to the UPF SpaceFleet (see reasons that will become apparent.
Knight Hawks Campaign Book). t u r n to page 31
26 I M A G I N E magazine, August 1985
SARAFAND (Cartographical Service Mark 6 Exploration Ship)
Williams
Engineering

TRAVELLER The STAR FRONTIERS game


The Sarafand class is built on an 800 ton hull and used to carry a survey SHIP'S NAME: Sarafand (class)
team and their survey modules to previously unmapped planetary OWNER: UPF Cartographical Service
systems. Its jump drive-4, manouevre drive-4 and power plant-4, give CAPTAIN ABOARD: Team Leader (with AESOP)
jump-4 and 4-g acceleration (Book 5, 2nd Edition design), and the fuel
tankage of 352 tons supports 4 weeks of power plant operation and one HULL SIZE: 3
jump-4. An onboard purification plant is carried. The hull is streamlined ENGINES: 2 x A Atomics — De-rated UPF Triad Shipyards Type 42's
to allow wilderness refuelling and planetary landings. FUEL: 3 pellets/engine
COST: Cr 1,502,300
The computer system, installed adjacent to the bridge, is a model/7 fib. CREW: 15
Eight turrets are installed at launch, four carrying a pair of fusion guns CREW SALARIES: Variable
each and four with two missile racks and a sandcaster each.
LIFE SUPPORT CAPACITY
On a large hangar deck, the ship carries six survey modules for planetary MAIN: 18
scanning, each displacing 10 tons. The cargo capacity of 78 tons is used BACKUP: 0
to carry the supplies and comprehensive range of spares required for
deep-space operations away from maintenance facilities. PASSENGER ACCOMMODATION:
FIRST: 1
The crew of fifteen (pilot/team leader, navigator, medic, computer JOURNEY: 14
operator, six engineers and five gunners) have their own staterooms. All STORAGE: 0
except the pilot and computer operator act as survey module crews in
addition to their ship-board duties. COMMUNICATION EQUIPMENT: Videocom, intercom, subspace radio
The Mark 6 Exploration ship takes 2 5 months t o build and costs OTHER EQUIPMENT: Radar, full camera system, energy sensors, skin
660.156MCr (fully equipped); 20 months and 528.124MCr if construct- sensors, 6 x survey module
ed in bulk.
ADF: 3
MR: 4
High Guard Statistics (2nd Edition) DCR: 29
SJ-374 SARAFAND HULL POINTS: 15
WEAPONS: 2 x Laser battery
SJ-81444G2-030000-05003-0 M C r 660.156 8 0 0 tons DEFENCES: Reflective hull
Batty Bearing 4 2 2 C r e w = 15 I L = 13
Passengers = 0 L o w = 0 C a r g o = 78 F u e l = 352 E P = 32 A g i l i t y = 1 The Mark 6 Exploration ship does not quite fall within the standard rules
of ship design for the STAR FRONTIERS game.

The Sarafand class carries an extra laser battery without penalty


because it is built to military, rather than civilian, specifications.

The deck plans also show that a great deal of internal space is devoted to
special compartments for fuel storage. This is because starships carry a
great deal of fuel within the hull in the TRAVELLER game. Furthermore,
the engines are built directly into the hull but they are heavily shielded
and can be jettisoned in an emergency. The crew is not exposed to an
increased level of radiation.

Referees may also notice that the Survey Modules carry out many of the
functions performed by landing drones (Knight Hawks Campaign Book
p22). Union pressures have forced t h e Cartographical Service t o
maintain its fleet of Mark 6 Exploration Ships, although the Marks 7 & 8
do exist (and are equipped with advanced automated landing drones).
AESOP AESOP H A T C H W A
AESOP is a very advanced type of expert system computer, apparently
capable of thinking, learning, self-awareness — 'he' may even have
emotions. W h e n f u l l y operational, AESOP does n o t need t o b e ENGINES I I I U DOOR
programmed, as he writes most of his own programs in response to
external stimuli. AESOP is capable of operating the ship on his own, but
normally acts in an advisory capacity unless the crew are incapacitated.
CONTROLS • - • L A D D E R
AESOP can write any and all programs for himself as though he has
Computer 6 skill, and, if necessary, can program other computers with
Computer 5 skill. He can also accept external programs, but these are
input with a -25% chance of success due to the (by now) somewhat
quirky structure of AESOP's internal logic due to his constant rewriting
of his own programs. AESOP runs all the programs necessaryto monitor
ship functions.

DECK PLANS
1. THE BRIDGE
All major ship functions and programming access are controlled from
various positions. The ship's sensors and individual Survey Modules
may also be monitored or controlled.

2. AESOP
The central processor is protected behind a series of armoured panels,
with no room for more than one individual at a time. Each crew member
has a security code to release the panels. A special combination key is
also available in the ship's locker (19) for use during major power
failures.

3. LIFT SHAFT
The shaft runs the length of the ship allowing access to all decks, and
acts as a distribution spine for the ship's utilities. The lift has a four
person or 1/2ton capacity.
4. BATTERIES/TURRETS
The ship's weaponry (see specific game system details) is located here,
controlled from positions on the bridge.
5. CAPTAIN'S STATEROOM
The only single occupancy berth on the ship, it is also the largest. The
Captain's stateroom is the only one with direct terminal access to
AESOP.
14. SICKBAY
6. CREW STATEROOMS The sickbay contains a medical computer/robot, which can be directly
Fitted out for double occupancy, all have built in fresher and kitchen programmed by AESOP, as the central feature of the room. In addition to
facilities, and limited partitions give a sense of privacy. administering its wide stock of drugs as required (the sickbay should be
treated as possessing Medical 3 skill), it can also monitor and maintain
7. GALLEY life support for a crew member too ill to be given immediate treatment.
The central galley is lareg enough for communual meals. Enough This effectively turns the sickbay into a low or storage berth.
supplies are carried to last a full crew for six months.
15. CREW AIRLOCK
8. COMMON AREA A two person capacity airlock to allow EVAs without using the hangar
An all-purpose entertainments and recreation lounge. Access to the deck (11) as an airlock. An external folding ramp is fitted.
ship's library o f books and films, physical exercise machines and
conference facilities are all provided. 16. CARTOGRAPHY ROOM
Part of AESOP's memory, the records of past and current assignments
9. POWER CIRCUITRY (which are classified informations), are held here, completely seperate
The ship's power supply and electronics are carried through the spine of from the normal library data. Any unauthorised attempt to enter this
the ship. area will be actively resisted by AESOP, to prevent commercial or other
subversion of the data.
10. DRIVE ROOMS
This area h o l d s t h e p o w e r plant, j u m p a n d manoeuvre drives 17. CARGO BAY
(TRAVELLER) o r shielded atomic engines (SF) and other ship's Like the hangar deck, the cargo bay has retractable bulkheads to allow
machinery (life support, avionics, etc). A terminal to AESOP is also supplies to be easily loaded, although it is rarely depressurized. The
included, as well as limited access to the galley and entertainments entire area is lit by red light at all times.
facilities.
18. FUEL COMPARTMENTS
11-13. HANGAR, MODULE W'SHOP, LAUNCH CONTROL Used as such in TRAVELLER, when using STAR FRONTIERS rules,
This entire area is a giant airlock, as each of the walls may be lowered to these areas are spaced hull armour, storage areas or inaccessible
allow the Survey Modules (which are stored here in pairs) to enter and machinery.
leave via the external folding ramps. The hangar deck is also used as a
maintenance garage f o r t h e Survey Modules and, short o f total 19. SHIP'S LOCKER
destruction, repairs a r e possible u n d e r m o s t circumstances. A Immediate supplies are person equipment are stored here. The exact
workshop (12) is provided for small scale repairs and the launch control nature of the equipment is left to the discretion of the ship's crew. If
room is normally used to oversee module operations using TRAVELLER rules, the referee should disallow items of TL 14+.

28
I M A G I N E m a a z u w August 1085
5

J 1 1 0 1 1 1 1 1 1 1

tt-c_ (73

A)›-) J20

100111111
3v)Ajr
THE SURVEY MODULES
TRAVELLER The STAR FRONTIERS game
The Survey Module statistics for TRAVELLER are given below in Cost: C r 100,000 (rental is inapplicable)
STRIKER format. Top/cruise speed: 9 0 / 5 0 kph
Water/NOE speed: 1 0 / 1 0 0 kph
Cartographical Service G-Carrier (TL1 3) Turn speed: 4 0 m/turn
Height: 3 m (plus communications turret, 1.2m) Passengers: 2
Width: 3 m Cargo: 1 0 , 0 0 0 k g o r 4 0 cubic metres (3,000kg o f spares a n d
Length: 6 m equipment, the rest is allocated to crew quarters).
Total volume: 5 1 m3 (useable volume 44.3m3).
Weight: 4 1 . 3 tons The Cartographical Service Survey Module is a heavy, long range
Price: 8 8 3 , 8 8 8 C r version of the standard Explorer van, hardened (100 + d100 structure
Max Road Speed: 2 6 5 ( + ) kph points) against a wide variety of external conditions and capable of a
Cross Country: 5 3 ( + ) kph rocketed-assisted Nap of the Earth (NOE) flight. The Survey Module is
Water Speed: 1 3 ( + ) kph powered by a type 4 hydrogen fusion generator with 850 hours of fuel in
Max Gray Speed: 5 4 0 kph reserve, giving a range of operation of 80,000 +km. Life support for the
Cruise Gray Speed: 4 0 5 kph crew of two (driver and co-driver) is also provided for this length of time.
NOE: 1 7 0 kph
Armour: 1 1 The Survey module carries a long range detector system (500km range)
Target Size DMs: + 1 high, +2 low which includes radar, energy sensors (see the Knight Hawks Campaign
Equipment: searchlight and image enhancement output t o view- book) and geological sensors, a camera system with IR enhancers, a
screen; 5 0 0 0 power radio; 5 0 0 power radar sensing equipment; video radiophone including a computer data transfer system, t w o
geological sound ranging gear; battle computer programmed t o spacesuits (for hostile environments) and a level 3 computer (powered
handle geophysical data. by the module's generator). The computer runs Analysis 4, Information
Power: 6 megawatt fusion powerplant (consumes 9 litres of fuel per Storage 4, Communications 2, Robot Management 3 (to run the sensor
hour, fuel capacity of 7560 litres gives 840 hours of operation). Gray packages) and Life Support 1 programs.
generators produce 1.453g.
A civilian version, lacking the geological survey sensors and flight
Survey Modules see service in a wide range of planetary variations and capability, is manufactured and sold for Cr 85,000.
are designed with this is mind. In addition to being capable of both
surface and gray movement, they are built to travel over or under water
where necessary.
0 la
The maximum awareness radius o f t h e sensors carried i s 5 0 0
kilometres, and they are sensitive enough to register all necessary data
when the vehicle is travelling at speeds up to 170kph (NOE speed in gray
mode).

On a planet with a gravity in excess of 1.453g, gray mode is impossible 372-1311-i


and the gray generators are used to improve the power to weight ratios
for ground movement (hence the + signs after the figures given for 0 7 3 A
ground speeds). When gray mode is not feasible for any reason (eg
atmospheric disturbance), the gray generators are often used to keep
the survey modules on the ground. They are also used to provide the •
required buoyancy during marine travel. While on surveys, the average
speeds achieved are 80 kph (ground movement) or 160 kph (NOE).

As the crews (driver and co-driver) are often confined to the vehicles for ro M E I E R
days at a time, their living accommodation is quite extensive. Three tons
of cargo capacity is taken up by the supplies and spares necessary
during long treks in the wilderness.
*.411Tirt
•••,4

4 1 1 1 1 1 -

Nor
ma F M M

111WAW
AvateLimq-
c < 1 > -

Ii
•51 dAlkval
I I pa 1 I I I I 0

CD1
Tanzin's condition is due to the release of a
potent biological weapon into the atmosphere
of the planet over 5,000 years ago. The spores
mutated a s soon a s they were Out o f the
laboratory, a n d attacked a l l life, using u p
tremendous quantities of oxygen is the process.
Eventually, the biosystem broke down com-
pletely and all life on Tenzin 2, from the bottom
of the ocean to the tops of mountains was
dead. The oxygen i n t h e atmosphere w a s
locked i n t o complex chemical compounds.
During the intervening millenia, the spores
have been dormant, but now some have been
revitalised b y being carried i n t o a Survey
Module on the suits of the crew who repaired
the half-axle.

The intial symptoms of infection by the spores,


which appear after 12 hours, are tiredness,
nausea and blurred vision. The infected crew
are already suffering from these symptoms,
although it is hardly surprising that they are
tired after the drive from South pole to North
pole. Twelve hours after that, the symptoms
will grow progressively worse, with a general
lassitude, muscular aches and complete loss
of appetite overcoming the victim. The spores
are infectious once the initial symptoms have
appeared.

TRAVELLER characters undergo the equi-


valent of rapid ageing (though without obvious
physical effects such a s greying hair etc),
treating 1 hour as 1 year for the purposes of the
spores progression, and rolling on the ageing table every four hours another satellite. There is a 1 in 6 chance that the one of the other
once 'old' enough t o do so. Characters who have a characteristic satellites will suffer a similar fate, or that the ship will be damaged
reduced to zero go into a coma; if a characteristic drops below zero, that before it leaves orbit.
character is dead. Medical skill gives a DM of +1 per level of skill to the
ageing saving throw. 3-4. The planet is very rich in superdense elements, which are being
mined by a large corporation without the knowledge of the authorities
Characters i n t h e STAR FRONTIERS game suffer a n S8/D1000+ or any competitors. To protect their interests, the company have
infection. Characters using the Medical Cure Infection subskill suffer a destroyed the satellites with a missile, and have stationed armed
-30% chance of success and will only halt the progress of the spores for teams to make sure the Survey Modules do not return to the ship.
10 hours. Another successful Cure Infection roll is required every 10
hours to stave off the effects of the spores. Although the ship itself is too strong for the corporation's men to
handle, one of their own armed vessels will arrive in 2-12 days.
The only chance of defeating the spores is to examine the strange
cavern formations some 3,000 km from the pole. These caverns are a 5-6. As in 3 above, except that the mining operation is being conducted
military research bunker from 5,000 years ago, the last attempt the by hostile aliens, Zhodani o r Sathar, depending upon the game
Tanzinites made to defeat the spores. system.

Once there, the bunker is in remarkably good condition as it has been


sealed since the disaster. If AESOP is given samples of the written CONCLUSION
language (transmitted t o him via suit video cameras) found in the
bunker, he can analyse and translate it in 1 d6+6 hours. The Tanzinites Those seeking ideas for further adventures need look no further than
were close to a breakthrough, but the spores eventually won.... SHIP OF STRANGERS, the novel of Bob Shaw from which the Sarafand
and the Cartographical Service are taken.
Medical 2 w i l l allow a character to understand the nature o f the
Tanzinite research into the spores, and a roll of 9+ (TRAVELLER, DMs The missions outlined above need not be the only use to which the
+1 per 4 hour period spent in analysis, and this can be repeated every Sarafand is put. The potential for continued use of the Sarafand in a
four hours, but no treatment can be administered to spore victims during campaign is enormous, as it allows the referee to introduce almost
this time) or a successful Cure Infection roll at -40% (+10% per ten hour anything without too much disruption of what has gone before, and
period spent in research, and the roll can be repeated after a further 10 gives the player characters the feeling that they are exploring virgin
hours, although Cure Infection rolls on patients will not be possible territory and that they matter (in a small way) in the overall scheme of
during a period so spent) will provide the necessary antidote. things.

5. THE BONUS The authors would like t o thank Bob Shaw for his assistance i n
supplying the necessary background material which made this article
While surveying the planetary system of Oula, the F8 star in a binary possible.
system, it is discovered that the F3 companion star also has a planet, one
that the initial robot probe missed completely. This kind of discovery
occurs all the time, so mission commanders have the authority to alter CREDITS
the mission profile and explore newly discovered worlds in addition to Inspiration: Bob Shaw
those already targetted for mapping. As such initiatives are approved of Original Design: Paul Vernon & Sean Masterson
by headquarters, the crew often get the chance to 'enjoy' longer 'Bonus' Development: Mike Brunton with Jim Bambra
missions and see another very boring world. Art: Brian Williams

The survey of Oula 2/1 begins by following the usual routine. Soon after
the ship lands at the second pole, however, the module crews (including
the PCs) are contacted by the ship with the message that "We've just
discov...." before contact is lost completely.

1-2. The communications satellite linking the ship and the modules has
been struck by a tiny piece of anti-matter and destroyed. Contact is
re-established when (or if) the modules move into the zone covered by
32
I M A G I N E magazine, August 1985
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34 Please mention IMAGINE magazine when replying to advertisements


TEe,

by Andrew Swift
A Brief Encounter for parties of 5 - 8
AD&D® game characters of 9th level or
higher....
Introduction Civil w a r a n d r e b e l l i o n d r e w t h e g a r r i s o n a w a y, a n d t h e t o w n s f o l k
formed their own militia. Then came rumours of a giant dragon, greater
Brief Encounters are intended to introduce n e w game ideas in a ready- than a n y heard o f i n t a l e o r legend, leading a n a r m y o f creatures i n
to-play setting. Dungeon Masters can introduce this material as part of attacks o n villages, f a r m s a n d h a m l e t s . S u r v i v o r s b r o u g h t t a l e s o f
an adventure in their own game worlds, or as an encounter to keep the destruction and death a n d finally, i n the midst of a terrible storm, t h e
main temple at Rembus was burnt to the ground. W h e n the storm and
••• p l a y e r s on their toes.
fire h a d passed, the priests searched in vain for the W y r m h o r n , b u t it
If you will be playing a character in this Brief Encounter, you should stop was gone, taken by some attacker or destroyed in the fire.
reading here. The remaining i n f o r m a t i o n is for the D M alone.
W i t h t h e W y r m h o r n gone, crops burned and h u n t i n g scarce, R e m b u s
Unlike p r e v i o u s B r i e f E n c o u n t e r s w h e r e i n f o r m a t i o n h a s b e e n faces collapse. The To w n Elders sit in constant debate, and are able to
presented f o r a r a n g e o f c h a r a c t e r l e v e l s , T h e Ta u m e t C o d e x i s decide nothing. The priests are, in this crisis at least, more worldly than
designed o n l y f o r u s e w i t h p o w e r f u l , h i g h level characters. A l l t h e the Elders, and have turned to the player characters for help....
information n e c e s s a r y t o u s e t h e B r i e f E n c o u n t e r i s presented, b u t
standard data, such as statistics for simple monsters, has been omitted
because any DM running a high level campaign should have no difficulty Dungeon Master's information
in developing such details.
The t o w n s f o l k are ignorant of the true nature of affairs. The attacks on
One ' w a y in' to the adventure is provided by way of example. However, farms and villages are the work of the tribes, who have n o w increased in
the Taumet will provide a much more exciting challenge for your players numbers t o a s e m b l a n c e of t h e i r old p o w e r u n d e r a n e w leader, t h e
if it is introduced into a campaign gradually, a piece at a time.... human wizard, Kerinor. The tribes are n o w permanently camped at the
scene o f t h e i r defeat, t h e Gravevale, g r o w i n g i n strength a n d resolve
and a w a i t i n g Kerinor's spell casting.
Background
It is Kerinor, aided by the tribes, w h o has started t h e r u m o u r s o f the
In t h e s m a l l t o w n o f R e m b u s , f a r f r o m civilisation, t h e p e o p l e a r e dragon, aided by his sorcerous powers in creating illusions to scare the
confused and alarmed. A f t e r years of struggle against the surrounding simple a n d f i r e b a l l s a n d l i g h t n i n g b o l t s t o destroy t h e m . C o m p l e t e
humanoid t r i b e s , t h e t o w n k n e w p e a c e a n d p r o s p e r e d u n d e r t h e destruction and removal of all signs of magic have fuelled fears that a
protection o f i t s g a r r i s o n a n d t h e W y r m h o r n , a b a t t l e r e l i c s a i d t o dragon h a s indeed arisen as the n e w c o m m a n d e r o f those w h o w i s h
possess considerable p o w e r s of protection. For t w e l v e years Rembus humanity ill. The surprise attack on the Temple at Rembus, in the middle
prospered, after the decisive defeat of the tribes at the Gravevale, b u t of a fortuitous storm, and the taking of the Wyrmhorn, is the culmination
n o w the stink of w a r and death has returned. of the first part of Kerinor's plotting.
35
I M A G I N E magazine, August 1985
Kerinor has now withdrawn to the Gravevale and the centre of the tribal Inside the tent is Kerinor, surrounded by his spell books, magical
encampment to work upon the next phase of his plan: the creation and impedimenta and the relics he intends to use in the creation of the
awakening of the Taumet, a construct-dragon, from the instructions he Taumet. If given a warning by Eidrial, Kerinor will cast protection from
has found in the Taumet Codex and the magical relics, including the good and begin the creation process immediately.
Wyrmhorn, that he has gathered over the years. With the Taumet at his
command, Kerinor believes his true power will be unbound, and all the K e r i n o r : A C 2 ; M V 9 " ; MLJ14; h p 45; A T 1 ; D b y weapon;
world will learn to fear and obey him. SA/D spells, bracers of defence AC 4, dagger of venom; AL NE; Size
M; xp 5000; THACO 16; S 9, 118, W 10, C 15, D 16, Ch 16.
The DM should place the town of Rembus on a route to one of his major Spells memorised: Any five from each of 1 st-3rd levels; fear, monster
adventuring sites, and allow the player characters to rest up after a trip summoning I I , polymorph other, curse; animate dead, Bigby's
across the wilderness. However the player characters get involved, by interposing hand, cloudkill, wall of force; anti-magic shell, invisible
agreeing to help the Rembus priests to discover the whereabouts of the stalker; and delayed blast fireball.
Wyrmhorn, by interfering on their own account, or by stumbling across
the tribes, they will have to stop Kerinor before he can complete the If not stopped, Kerinor will emerge from his tent one hour after the
process of creating the Taumet. Once the Taumet exists, the player player characters arrive in the camp, and carry out a meaningless ritual
characters will be in as much danger as everyone else.... dance. He will then bring out the relics, one at a time, and lay them out
on the ground. Making bold predictions of the fall of humanity, he will
begin donning the various relics; his troops will be too horrified or
The Course of Play fascinated by what is happening to intervene for 3-10 rounds.

The town o f Rembus is in turmoil following the destruction of the To create the Taumet, Kerinor must wear the relics that he has gathered:
Temple and the Elders' moral paralysis. Many of the townsfolk are in the the Wyrmhelm, the Cloak of Cloud, the White Shield, the Fire Claws and
process of leaving, selling what they can, and loading the rest Onto carts, the Venomlance. He will then read out a passage from the Taumet
wagons and pack animals, and the south road is thronged with people Codex which Eidrial will hold up for him, and the Taumet will appear,
and their animals. The north road is empty. although not in quite the manner that Kerinor anticipates....

Fifteen miles north of Rembus, the road climbs into dark and forbidding
hills, with ancient, scarred ruins on many hill-tops, reminders of the The Relics
area's recent violent past. As the road drops into the first of many vales,
the player characters will be attacked by a large sub-tribe of hobgoblins The Taumet relics are, for the most part, sentient rather than truly
mounted o n dire wolves, led b y a tribal shaman (7th level) and intelligent, but will still attempt to influence their current owners into
accompanied by a band of 2-12 ogres. These creatures will attack with finding the other relics and the Taumet Codex. Two or more relics can
little subtlety and no organisation, and withdraw once they have taken add their Ego scores together to give a new personality value, so that any
more than 10% casualties. The DM may repeat this encounter, i f creature will end up dominated sooner or later, given that the five relics
necessary, to goad the player characters into action. have a total personality score of 76.

The player characters may easily follow the retreating hobgoblins or, if The powers given below for individual relics apply only when less than
they have taken any prisoners, extract information about where the the full set of five is worn by a single character. If all five are worn by a
tribes are based; the Gravevale. This now noisome valley is a further single character they have a somewhat different and unfortunate effect.
three miles north, wreathed in the smoke of cooking fires and the stench The wearer's personality is totally subsumed by the relics and, if the
of hundreds of hobgoblins and their allies. Taumet Codex is present, the wearer will have no choice but to declaim
the passage that creates the Taumet.
The Gravevale Once this is done, the wearer collapses in agony, and his or her final and
fatal transformation into the Taumet begins.
The first illustration in the Brief Encounter shows the view over the
Gravevale, the hobgoblin encampment and is a map for the encounter The Fire Claws
that follows. T h e hobgoblins a r e divided i n t o several, mutually
suspicious sub-tribes. They and their allies, ogres, bugbears, a troll or These two clawed gauntlets of red metal scales are gem encrusted and
three, a family of hill giants, a festering of ghouls and several men and act as bracers of defence AC O. They act as shortswords +5 in combat,
dwarves occupy a large number of wattle shelters, hide tents and lean- and as the functional equivalent of a ring of fire resistance. Because
tos (1), built around and among a circle of standing stones (2). At the very they are unwieldy, it is impossible for a character to wear the Fire Claws
centre of the circle, separate from the rest, is a handsome and ornate and use any other item, except for its partner relics. The Fire Claws are
campaign tent (3), such as a general or noble might use, and tethered unintelligent, but have an Ego of 15 (Swords, DMG p167).
(and hobbled) outside this is a centaur. It is here that Kerinor lives, at the The White Shield
very heart of his evil army.
This is a single dragon scale, which has been carefully worked into a
Because of the rag-tag nature of Kerinor's forces, the player characters small shield +4. It provides immunity from any attack that causes less
will be able to sneak into the camp by pretending to be members of the than 10 points of damage, and a bonus of +4 to saving throws vs cold
army. Providing reasonable precautions are taken to disguise the demi- based attacks. Also, no dragon will attack the wielder of this shield,
humans in the party (making them appear to be captives, for example), except in self-defence. The White Shield has an Ego of 13.
the adventurers will not be challenged. The DM may even allow them to The Venom Lance
get away with starting minor fights (providing no magic is used), as
Kerinor's troops are very ill-disciplined. Once in the camp the player This evil (but otherwise non-aligned) polearm can be wielded as a spear
characters will have no difficulty in learning (whether by overhearing +3 by a foot soldier or as a heavy horse lance +4 by a horseman.
the hobgoblins talking among themselves or by asking questions) the Creatures struck by this weapon (Int 13, Ego 13) must save vs poison at
rough outline of what is really happening; that Kerinor exists, that he -4 or take an additional 3-18 points of damage for 1-4 rounds. The
intends casting some terrible spell to summon or create a dragon, and Venom Lance can also detect good and cause fear (once per day), and
that, once this is done, the army will be unstoppable and hundreds — communicate empathically with its wielder.
even thousands! - - will flock to Kerinor's banners. They will also hear The Cloak of Clouds
the word Taumet mentioned frequently. Any character who can speak
hobgoblin will recognise the word as meaning 'DragonFather' This grey, wispy and tattered looking cloak allows its wearer to cast the
following spells as though a 12th level MU, once per day: feather fall,
gust of wind, fly, lightning bolt, control weather. Any creature who
Kerinor's Tent touches the wearer of the Cloak of Clouds must make a saving throw vs
death magic or suffer 6-36 points of electrical damage. The Cloak has an
The hobbled and tied centaur is Eidrial Feathertail, who was unfortunate Ego of 13.
enough to be captured by the hobgoblins and has now been charmed by
Kerinor. The centaur has orders to announce the approach of anyone to
The Wyrm helm
Kerinor, who is inside the tent. This helm is cast in the form of a snarling dragon head, so elaborate and
stylised as to be utterly useless as armour. However, its wearer can
E i d r i a l F e a t h e r t a i l : AC 5; MV 18"; HD 4; hp 20; A T 2; D 1-6/1-6; understand the tongues of all dragonkind and cast charm monster (no
SA human weapons; Int Ave; AL N/CG (but charmed); Size L; xp 165; saving throw) on any dragon once per week. The wearer can also cast
THACO 15; MM14. command 3 times per day. It has an Ego of 9.
36 I M A G I N E magazine, August 1985
New Monster (Unofficial)
The

TA U M E T
FREQUENCY: U n i q u e
No APPEARING: /
ARMOUR CLASS: Va r i a b l e
MOVE: 3 " / 1 8 "
HIT DICE: Va r i a b l e
% IN LAIR: N i l
TREASURE TYPE: N i l
No OF ATTACKS: 3
DAMAGE/ATTACK: Va r i a b l e
SPECIAL ATTACKS: B r e a t h weapon, spells
SPECIAL DEFENCES: Va r i a b l e
MAGIC RESISTANCE: S t a n d a r d
INTELLIGENCE: G e n i u s
ALIGNMENT: Va r i a b l e Evil
SIZE: S - L
PSIONIC ABILITY: N i l
Attack/Defence Modes: N i l / N i l
LEVEL/XP VALUE: X / 1 8 7 5 0 + 2 5 h p

The Taumet is a magically-created dragon


construct, made from five relics whose origins
are lost in the mists of time according to the
instructions in a book of u n k n o w n authorship
called the Ta u m e t Codex.

Once the process of creating the Taumet has begun, it takes 13 melee
rounds to develop into the complete Taumet. During this time, the
wearer of the relics is used as the basis of the Taumet's body, dying in
the process. The Taumet takes some of the wearer's memories and
alignment during its growth, always remaining evil, but taking the
Lawful, Neutral or Chaotic attitude of its 'parent'. While the transform-
ation takes place, the Taumet can attack and be attacked, as it grows in
power and size:
The Taumet can breath 3 times per day, but can choose what form this
takes; either as a black, blue, green, red or white dragon. Once it has the
Round A C H D Damage SA/SD use of spells, it can cast, once per day, those spells that the relics knew
1842 5 1 1 - 4 / 1 - 4 / 1 - 6 I m m u n e to attacks causing at the time of the transformation or 5 x let, 5 x 2nd, 5 x 3rd, 4 x 4th, 4 x
less than 4 points of damage 5th and 2 x 6th level spells as though it were a 13th level magic user.
38(4 3 3 1 - 6 / 1 - 6 / 1 - 8 I m m u n e to 1st level spells, +1
or better weapons to hit If the Taumet is reduced to zero hit points, it will not be killed, but forced
5846 1 5 1 - 6 / 1 - 6 / 2 - 1 2 N o n - e d g e d weapons cause to disassociate into its component relics and the withered remains of the
original wearer. The relics cannot be destroyed except by the application
half damage
of earth-shattering magic (depending upon individual DM's campaigns),
7 0 7 1 - 6 / 1 - 6 / 2 - 1 6 B r e a t h weapon usable, +2 or
but they can be kept separate to prevent the Tau met reforming around
better weapons to hit another wearer.
8 - 1 9 1 - 6 / 1 - 6 / 3 - 1 8 I m m u n e to 2nd level spells
and attacks causing less than The bane of the Taumet is the Wyrmhorn. When this horn is sounded
8 points of damage within 60' of the construct it must make a saving throw at -7 against
9 - 2 1 1 1 - 8 / 1 - 8 / 3 - 2 4 + 3 or better weapons to hit death magic or dissociate into its component relics. A successful saving
10 - 3 1 3 1 - 8 / 1 - 8 / 3 - 3 0 I m m u n e to 3rd level spells throw still means that the Taumet has taken 8-80 points of damage, but
11 - 4 1 5 1 - 1 0 / 1 - 1 0 / 3 - 3 6 S p e l l use, immune to attacks is immune to the effects of the Wyrmhorn until the next sunrise. The DM
causing less than 12 points will have to decide how best to place the Wyrmhorn in the campaign.
of damage
12 - 5 1 7 1 - 1 0 / 1 - 1 0 / 4 - 4 0 I m m u n e to 4th level spells and
damage from The Taumet Codex
non-edged weapons
13 - 6 1 8 1 - 1 2 / 1 - 1 2 / 5 - 5 0 + 4 or better weapons to hit This t o m e has, over t h e course o f the centuries since i t w a s w r i t t e n ,
been b a d l y m i s t r e a t e d , b u r n t a n d p a r t i a l l y d e s t r o y e d . T h e o n l y
If the Taumet suffers more than 40 points of damage in a single round remaining p i e c e s o f t h e Codex, n o w b o u n d i n t o a n e w b o o k l i t t l e
during this period of growth, the process will be halted for that round, concerned with the truth of the Taumet, describe the relics and some of
and in the early stages this will be sufficient to cause the Taumet to their powers, although n o t the fact that they will a t t e m p t to d o m i n a t e
disassociate into its component relics. their wearer(s).

Like all normal dragons, the Taumet has a set number of hit points per The last stained and partial section of the Codex concerns the creation of
hit dice, but this depends on the original wearer of the relics: the Ta u m e t , a n d i s l i t t l e m o r e t h a n a p h o n e t i c s p e e c h ( i n a n
unintelligible, forgotten tongue) t o be read Out i n t h e presence o f the
Wearer hp/HD wearer of the relics. " T h e Ta u m e t " , says the text, " w i l l then be released
MU or Illusionist 4hp upon the World and all its kindred."
Thief, assassin 6hp
Cleric, monk, druid 8hp Dungeon Masters using the D&DR, game rules should note that the
Fighter, ranger, paladin 10 hp Taumet can be used as a variation on the drolem given on p31 of the
Dungeon Masters Companion in the Companion Set.
I M A G I N E magazine, August 1985 37
DISPEL CONFUSION SPECIAL
With Special Thanks To Carl Sargent
This month and next, we have a departure Find familiar: PCs should be aware that THIRD LEVEL
from t h e r e g u l a r D i s p e l C o n f u s i o n the summoned familiar cannot be re-
column. W e receive several questions placed by another while it still lives (even Fly: There are some penalties applying to
each month which concern those spells if sent away by the magic user) and that weapon use by flying characters similar
in the Players Handbook which were killing one's own familiar can have even to those affecting levitating characters
expanded or revised when the DMG was worse consequences than the permanent (see comments above), but they are much
published at a later date. Clearly, some of hit point loss mentioned in the PH. less severe and only affect 'slinging or
the information i n the DMG would be swinging weapons'. Once again, players
useful to players, and concern aspects of Message: An important extra detail given will have to reach agreement on what is
magic which would be known by spell- in the DMG is that this spell confers no known about this by their characters.
casting characters. extra linguistic abilities (ie, i t isn't a
variant of a tongues spell). FOURTH LEVEL
In general terms, the answer is always
that where the Players Handbook dis- Sleep: Although this is specified as an Charm Monster: See comments on the
agrees with the DMG, follow the DMG. area spell in the PH, the DMG notes that second-level druidic spell charm person
But since not everyone has access to a one can target it on a specific creature or mammal.
DMG here i s a b r i e f resume o f t h e within t h e spell range a n d t h a t a n y 11,1!
residual power will affect other vulner- I!!!1
alterations made, along with comments
and observations on some of the problems able creatures within the area of effect. If
that have come up since. this targeting option is chosen, the spell
does not necessarily affect the lowest hit
The TSR team w i l l s t i l l answer your die creatures first.
individual rules queries. Send an SSAE
with y o u r question(s) i f you w a n t a Tenser's Floating Disc: A n important
personal reply to: detail in the DMG is that the caster of this
IMAGINE magazine (Dispel Confusion), spell cannot ride upon the disc, although
TSR UK Ltd, The Mill, Rathmore Road, it doesn't specifically b a r others from
Cambridge CBI 4AD, doing so. It might be worth DMs extend-
ing this bar to include all characters and
creatures.
MAGIC USER SPELLS Dig: This spell inflict 5-20 (5d4) points of
damage if cast at a clay golem. No saving
SECOND LEVEL throw is mentioned, so none should be
FIRST LEVEL Detect Evil: This spell will only reveal the permitted.
Charm Person: Comments on various intensity of the evil, and not the alignment
aspects o f t h e c h a r m spells w i l l b e involved, so it is not the same as the first Extension I: The DMG makes it clear that
discussed next month under the second level clerical version (cf, comments on the this spell must be cast by the magic user
level d r u i d i c spell c h a r m person o r first level clerical spell detect evil — next upon himself on the round immediately
mammal. following the casting of the spell to be
extended or else the extension is useless.
Detect Magic: The PH states that, apart In the event of one magic user casting
from duration differences and the like, extension upon another, this must be
this spell is the same as the first-level done during either the same round or the
clerical version. The DMG makes it clear one following.
that this is not so. Magic users have a
10% chance per level of experience of Minor Globe of Invulnerability: A crucial
detecting t h e type o f magic involved detail only found in the DMG is that the
(alteration, enchantment/ charm, etc) in globe gives off 'a faint shimmering', so it
addition to detecting the strength of the Levitate: A crucial fact not mentioned in should automatically be visible in dun-
magical emanations. the PH is that levitating characters suffer geon settings, unless a strong l i g h t
extreme penalties on 'to hit' rolls with source such as continual light is affecting
Enlarge: Shrewd players may have noted missile fire, a n d also w h e n 'actually the location. Just howfaint this shimmer-
that objects are not so greatly affected by swinging a weapon (such as a sword)'. It ing is is not clear and the colour is not
this spell a s creatures, b u t the DMG is not clear exactly which weapons fall specified t h e r e may not be one!
makes it plain that one cannot 'squeeze into the latter category. Some weapons
someone to death in their armour' with are actually totally unusable by levitating FIFTH LEVEL
this spell, because 'all garments and characters (DMG, p52) b u t t h e D M G
equipment worn by a subject of this spell warns DMs to 'let your players find this Animate Dead: See comments on the
should b e considered t o automatically out for themselves!' Acting in the spirit of third level clerical spell animate dead
drop o f f i f held b y straps, fasteners, this, I shan't reveal the hit penalties with (next issue).
otherwise to split away during growth.... other weapons either; but players and
Coats of mail, however, will be ruined if DMs should sort out just what a character Cloudkill: The PH entry suggests clearly
growth occurs while worn.' Unofficially, might be expected to know about combat that only creatures of no more than six hit
DMs might like to consider the possibility while levitated, and what will have to wait dice/levels are affected by this spell. This
of giving magical armour a saving throw for the first experience. is not correct. The DMG states that 'any
(perhaps as against a crushing blow) creatures staying within the cloud for
here. An option mentioned by the DMG is Rope Trick: An important detail omitted more than one round, even though they
that an unwilling recipient of this spell in the PH i s that there i s a 'one-way have 7 or more hit dice/levels, will take
must be touched in order for the spell to window' effect w i t h t h i s spell; those 1-10 hit points of damage on the second
affect it, and of course there is a saving outside the extradimensional space can- and each succeeding round'.
throw. Players who like the idea of doing not see in, of course, but those inside can
in armoured enemies w i t h t h i s spell see o u t (into t h e 'normal world') a s Extension I I : S e e comments o n t h e
should negotiate this point with their DM. through a window. fourth level magic-user spell extension
38 I M A G I N E ma9azitte, August 1985
Wall of Iron, Wall of Stone: PCs would be SEVENTH LEVEL Serten's Spell Immunity: The PH lists
aware t h a t using t h e s e spells can raise only half the saving t h r o w bonuses t h i s
certain problems regarding the stability of spell affords, t h e r e s t a r e i n t h e D M G ,
the w a l l , n o t a b l y w h e n u s i n g w a l l o f with t h e s t a t e m e n t t h a t ' a l t h o u g h i t
stone to bridge chasms, etc. Details are should be rather obvious, the spell works
found i n t h e D M G a n d p l a y e r s s h o u l d against nearly any form of e n c h a n t m e n t /
negotiate w i t h D M s a b o u t h o w m u c h charm', and lists the following bonuses:
exact information their PCs can be ruled
forget, hypnotism, ray of enfeeblement: +9
to k n o w. U n f o r t u n a t e l y, n e i t h e r t h e PH
a n t i p a t h y / s y m p a t h y, confusion, mass suggestion: +7
nor t h e D M G t e l l p l a y e r s h o w m u c h chaos, f e e b l e m i n d , O t t o ' s i r r e s i s t i b l e d a n c e : + 5
damage a falling wall will do to creatures
crushed beneath it when the spell is used The DMG also states that 'any other such
as an offensive weapon (walls of iron can spells can be adjudicated from the list in
automatically be created in the air; walls the PH', so that unspecified spells of this
of s t o n e o n l y h a v e t o m e r g e w i t h a n type should receive a saving throw bonus.
existing stone formation at one point, and Obviously this must be at least +5 for any
the PH states that they do not have to rest e n c h a n t m e n t / c h a r m spell, but I have not
upon a n y f i r m f o u n d a t i o n ) . L o g i c a l l y, been able to detect the logic determining
such i n f o r m a t i o n s h o u l d b e p a r t o f t h e which spells get w h i c h type o f bonus. I t
knowledge characters receive when they seems c l e a r t h a t t h e + 9 b o n u s applies
are taught the spell. only t o r e l a t i v e l y l o w l e v e l s p e l l s , b u t
some spells receiving t h e + 7 b o n u s (eg
antipathy/sympathy) are clearly higher
SIXTH LEVEL
level t h a n t h o s e r e c e i v i n g + 5 i n s o m e
Extension S e e c o m m e n t s o n t h e instances ( e g q u e s t ) . M o r e o v e r, s o m e
fourth level magic-user spell Extension very l o w level spells (scare, c o m m a n d )
get only a +7 bonus. Nor is the modifier a
Glassee: The DMG fills in the extra detail simple function of spell level or number of
that t h e m a t e r i a l a f f e c t e d r e t a i n s i t s creatures potentially affected, since r a y
original strength. o f e n f e e b l e m e n t (a s e c o n d l e v e l s p e l l
affecting o n e creature) gets a +9 b o n u s
Globe o f Invulnerability: Unlike t h e while c o m m a n d (a first-level spell affect-
minor globe (see c o m m e n t s above) t h e ing one creature) gets only +7. The sharp-
DMG d o e s n o t s t a t e t h a t t h i s m o r e eyed may also be wondering h o w t h i s spell
p o w e r f u l d e f e n s i v e g lobe s h i m m e r s . can possibly add +5 t o the saving t h r o w
Thus, i t s h o u l d b e c o n s i d e r e d t o b e against g e a s w h e n t h e r e i s n o s a v i n g
invisible, e x c e p t t h a t s p e l l s s u c h a s t h r o w against this spell. It is unfortunate
d e t e c t invisibility, etc, should not reveal that the DMG claims that the mechanics
the p r e s e n c e o f a g l o b e , w h i l e m o r e Drawmij's Instant Summons: The gem for this are obvious, but DMs and players
powerful spells such as t r u e s i g h t / t r u e used as the material component will have will h a v e t o f i n d l o g i c a l h o u s e r u l e s .
seeing obviously would. a magical inscription upon it naming the There a r e s o m e i m p o r t a n t o m i s s i o n s
object to be summoned; t h i s is invisible from t h e t o t a l l i s t i n P H a n d D M G —
Otiluke's Freezing Sphere: The DMG and cannot be read by anyone w i t h o u t a f u m b l e b e i n g especially n o t e w o r t h y —
fills i n t h e detail t h a t , i f the sling-stone read m a c spell (except the spellcaster). and players should negotiate w i t h D M s
sized v e r s i o n o f t h i s spell i s used, t h e Also, while the PH notes that magic users on w h a t saving t h r o w modifiers Serten's
missile has an effective range of 40feet if of 1 5 t h level a n d h i g h e r may be able t o Spell Immunity actually gives.
hand-hurled (and a n y target w i t h i n t h i s summon i t e m s f r o m o t h e r p l a n e s w i t h
range is considered to be at short range), this spell, the DMG specifies that items in S y m b o l : T h e saving t h r o w against t h i s
but t h a t t h e s t o n e c a n b e f i r e d f r o m a a Leomund's secret chest (which are on spell i s given i n t h e PH a s 'special' b u t
sling, of course. the ethereal plane) cannot be summoned. with the exception of the s y m b o l o f fear
variant, e x a c t l y w h a t t h i s i s i s n o t
Reincarnation: J u s t t o t i d y u p a f a i r l y EIGHTH LEVEL specified in either PH or DMG. However,
trivial error in the DMG, a reference there in the PH the saving throw for the seventh
for t h e D M t o c h e c k c o m m e n t s o n t h e Clone: Only humans, d e m i - h u m a n s and level clerical version o f t h e spell (these
'sixth l e v e l c l e r i c a l s p e l l ' o f t h e s a m e humanoids may be cloned. spells do overlap; the magic-user variety
name obviously meant the seventh level contains m o r e options, b u t s y m b o l o f
druidic spell. Glassteel: the effective AC of glassteel is persuasion i s u n i q u e t o t h e c l e r i c a l
AC1. version) i s g i v e n a s ' N e g ' , s o f o r t h e
S p i r i t w r a c k : The DMG notes an import- magic-user v e r s i o n a s t a n d a r d s a v i n g
ant restriction; a m a g i c u s e r m a y o n l y Mass C h a r m : See comments on second throw versus spells m i g h t b e given. I t
possess o n e s p e c i a l l y prepared v e l l u m level d r u i d i c s p e l l c h a r m p e r s o n o r could be ruled that the s y m b o l o f death
sheet at any one time. Nor is it possible to m a m m a l . Obviously, saving t h r o w modi- should i n v o l v e a s a v i n g t h r o w a g a i n s t
prepare t w o s h e e t s n a m i n g t h e s a m e fiers are applied to each individual affect- death magic rather than spells.
creature a t t h e s a m e t i m e ; t h e second ed a s a f u n c t i o n o f damage inflicted o n
simply has no effect. that individual by allies of the magic user. NINTH LEVEL

Stone t o Flesh: I t is possible, t h e D M G Permanency: A l t h o u g h t h e P H w a r n s Prismatic S p h e r e : T h e D M G i s explicit


notes, t o u s e t h i s s p e l l a s a k i n d o f players t h a t u s i n g t h e s p e l l u p o n a that the sphere can only be brought down
passwall in that one can create a cylindric- creature results in a constitution drain, it (if one is using the correct spells, one at a
al aperture in solid stone w i t h m i n i m u m does not inform players that this can also time, for each of the seven globes, rather
diameter 1' and m a x i m u m 3'. The length happen w h e n t h e s p e l l i s u s e d w i t h than having a rod o f cancellation, etc) if
of the flesh cylinder (yuk) created will, of respect to some object. The exact percent- the g l o b e s a r e n e g a t e d i n t h e c o r r e c t
course, b e g o v e r n e d b y t h e v o l u m e age chance is n o t given here (see D M G order, starting w i t h the red and finishing
restriction on t h e spell (9 cubic feet per p46) but PCs would be aware that this is a with the violet.
level of the magic user). possibility. Illusionist Spells, page 52
I M A G I N E magazine, August 1985
39
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I S S
COBRA p
L
P I 0 1 1 You know that phrase they use in cinema
1 0 I t 1trailers
star Galactica
for theor whatever: remake
umpteenth 'It's back!
ofAnd it's
Battle- r
P
0 0 0 I better than ever!' Well, this applies very well
0 e 1Cobra. The original
to the latest game
TSR/SPI was published
wargame in
re-issue, p 0
M 0 IIII, covered
SegT" magazine
the Alliedissue
194465, back inoffensive
summer 1937, and
I S • 1France, from the initial Normandy breakout
in L
I. alIF M 1 1 1 N 1 1 1 1 11111
A S A i r I S S N I M S 1110 E S U S

0 0 k i i nin late July to the battle of the Falaise pocket


mid-August.
i 1 C o b r a enjoys a high reputation as one of OP •
Lo• o
le
o l h i the better
re-issue is WWII operational
very welcome. Butgames,
what isso its
even
0 III
better is that the game now comes in an
ree
I I I e pm
x p to
a ncover
d e d the
version,
periodwhich
from extends theD-Day
the initial
j e 111 landings up to the start of Operation Cobra
game

to • • to OA&&&•ACCCO,O,O,0'
entire So
o e , itself. Normandy campaign,
it is possible from
to play the first
through the
Allied footholds to the final collapse of the
E -I- STAR TREK III
0 SPI Germans. 0 Despite the sub-heading 'Starship Combat brief outlines of the possible/probable tactics
0 4 0 1 T h e expansion comprises an extra map- 0 4 Game', the Star Trek III boardgame is more effected by each 'nation', but players sticking
than a game of die-rolling fire-power. Tactics strictly to these will find the Federation an
0 111 sheet which fits Onto the north of the original 0 1 and a good working knowledge of the rules even tougher nut to crack than the rules
P Im0 0a Cotentin
p , andpeninsula.
shows the There
landingare also another
beaches and the I I I I possibilities play an all-important part, for already allow for. In a general one-on-one
this is quite a technically oriented system, situation the starship specifications favour
I • 2 0 0 counters so as to include the extra para-
necessary — for instance, the Allied units 0 I not the type that can be played and learnt the Federation ships slightly; however, good
troopers and commandoes. Many of the extra battle planning can counter and thus negate
111 simultaneously. this 'advantage'.
& I t features three booklets covering simpli-
counter set, b u t carrying t h e n e w set-up
l i e S c o u n t e r s are in fact duplicates of the original 0 fied and advanced play; two sheets of die-cut Damage is sustained when ships fire at
each other or when a ship explodes in the
0 0 k g positions f o r t h e expanded game, w h i c h b 4 counters depicting various starships, planets vicinity of others. Combat 'hits' are decided
play. ghP and basic markers; a n d a 'board' which
I l e 01.1 greatly facilitates getting the game ready for . by range, weapon type, and a d20 die roll. Hit
comprises two sheets of 22x16" black card
with white hex overprint. The board is quite location is important and therefore it is not
though the original rules have not been re-
p o , , , T h e rule-book has been newly laid out, and 4 left entirely to a random die-roll. There are six
1 eh adequate, though uninteresting and flimsy,
location charts for each Forward, Amidships,
" P written at all,landings,
cover beach new rules have been
capture added
of ports, to . a nattach
naval d with the latter
it securely to in mind
some it is ancard.
stronger idea to and Aft Shield (18 tables in total) and it is only
111 P I bombardment, and so on. / I 1 U s i n g Tactical Display Charts and the basic once the correct table has been decided upon
that the die-roll comes into play, when there
t e a T h e g a mofe play
sequence system
whichi sisbased around
essentially move,a 1 0 counters,
aspects ofplayers
keepingmtheir
u s t record t h e in
spaceships many
top are ten possible 'areas' t h a t could have
0 4 I l i fight, and mechanised units move again. The combat condition. All ships are controlled by received the damage. As ships can fire and
lab t h e number of Power Units (points) available move, the determination of the correct 'hit'
are to douse
i 0 • correct well
of at Cobra.
tanks The important
is very Allies must
if use
you OP t o them — supplied by the various engines, location takes a little discussion and deter-
0 4 PO t h e i r a r m o u r t o e x p l o i t breakthroughs 111 with each type of ship having varying types mining, combined with tactics and fair play
on behalf of all players involved. Hits on the
0 German must
9 achieved exploit toattacks,
b y infantry the full his
w hpowerful
ile the 0 andThere are three
numbers boardgame
of warp variations
and impulse —
engines. Bridge can seriously affect decisions as the
Officers on Duty can be shaken and taken out
i t 0 1 Panzer divisions, moving them up to make I I I Basic, Advanced and Expert, and basic rules
of play, in effect, in addition to the damage

14
heads,
l e i I I local and then retiring
counterattacks them
against behind
Allied the 0 aplaying.
spear- The difference
n d scenario for using between these
this system forlevels
role- suffered by the control system.
is more than sufficient to ensure that most Star Trek III i s certainly good value for
M I I lines ready for the next counterattack. players do more than just go through the money, though I found i t technically very
l e motions o f t h e l o w e r t w o variants, t h e difficult. Apart from the names E n t e r p r i s e ,
iC obalanced,
b r a is a n
good
d t hplayers'
u s a ggame—
o o d competitive
it is evenly
balance being such that one is not ready to Klingons, Romulans, etc — I found it bore
0 4 b dil challenge.
the whole Bear
of Normandy
in mind thatcannot
a game go covering
into the progress until the previous ideas have been little resemblance to Star Trek the TV series,
individual 0-Day landings in great detail, so if digested. but then I must admit to having never been an
e b you are looking for something on the fight for
Full details o f t h e Federation, Klingon, addict 'Trekkie'. I f you like good technical
0 4 PO t h e beaches you will have to look elsewhere. Romulan, Gorn a n d Orion Starships a r e combat in which tactics are more effective
given in Book Three, along with line drawings than lucky dice, disregard the name and read
11 0 0 Bon u tthe
to my mind this
Normandy is the best
campaign — playable game
it plays quickly of each ship. However, either separate data it as the Starship Combat Game. If you are a
0 4 I I and smoothly, and is very enjoyable. A most sheets or recognition markings on the play- Star Trek fan, but not technically minded, you
ing pieces would have been of immense help will be disappointed.
0 8 welcome re-issue. .010 Roger Musson during initial play. Short paragraphs give litits Chris Baylis

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Project Wideawake
OK, X - F a n s , t h i s i s t h e o n e y o u ' v e b e e n course, but they could hardly miss one of the
sol Judges Survival Pack 4 0
111 waiting f o r : a fairly complete list o f all original X - M e n . Phoenix is in and, as m i g h t 0 0 For
Fearthis
not,accessory to the A D—V E
intrepid explorers NTU
help isRatEhand!
S OF O f 11111
principal m u t a n t s i n t h e M a r v e l u n i v e r s e , have been expected, is tough enough to take
I N D I A N A J O N E S t " g a m e contains all t h e 0 101
plus many of their acquaintances, described on everyone else in the booklet put together
in terms of the MARVELSUPER HEROES'm 001
o
and w i n e a s i l y — t h e b o o k l e t s e n s i b l y bought ytohue ' voriginal
things e b e e n game.
w a i t i nFirstly,
g f o r s ti h
ne r e yare
ce o u O1 r p a l
game. M S H i s a l l a b o u t p l a y i n g M a r v e l recommends that she only enter games as an
characters, and if you have any interest at all NPC. T h e r e are, h o w e v e r, s o m e s u r p r i s i n g the
savei nt gheen inoeucse sCsoi tm
y boaft tCr yo im
n pg u tt e
o r sp ewr fhoi rcm
h 4 1 . 1
in t h e X - M e n a n d related g r o u p s t h e n t h i s omissions, i n c l u d i n g t h e S t a r j a m m e r s ,

II
mental a r i t h m e t i c w h i l e t h r i l l i n g t o l n d y ' s 0 1 0 11
product is essential. Shi'Ar Imperial Guard a n d A l p h a Flight.
Hmm, yes, well, enough of the hype. W h a t There are n o t m a n y m u t a n t s in t h a t lot, b u t exploits.
of a g i v eThese
n s k i ltell
l r oyou
l l a at
t aa glance
given mthe
o deffect
i f i e r, I I I 0 1
happens i f you're n o t mutant-mad? A n y o n e they're all part of the X - M e n circle. A n o t h e r although it must be said that the numbers are 0 1 0 4 1
who h a s already s e e n t h e A v e n g e r s book, perhaps?
A s s e m b l e d booklet w i l l have a good idea of I have got a f e w gripes as well. One or t w o times.
so small, they could be a bit difficult to read at I I I e l
what P r o j e c t W i d e a w a k e l o o k s like: 3 2 boobs seem to have slipped past the proof-
But t h i s i s n o t a l l ! M u c h o f t h e p a c k 0 1 0 4
pages o f c h a r a c t e r descriptions, t h i s t i m e readers; for example we are told that Magma
featuring the X - M e n and N e w M u t a n t s plus regains health points each round as long as consists
Fold-Up"offigures
cut-out-and-assemble Adventure
of cars, a lorry, a motor bike, d
V •
their r e g u l a r adversaries i n c l u d i n g t h e she is in contact with the ground, but we are
Hellfire c l u b , B r o t h e r h o o d o f Evil M u t a n t s not told h o w m a n y p o i n t s per round. H o w - crates a n d o t h e r wonders. H o w e v e r simple 0 1 0 1

I M A R V E L SUPER HEROES':
and Morlocks. There are also some plans of
Professor X a v i e r ' s e s t a t e a n d m a n s i o n ,
ever, if you w a n t to run MSH as it is designed
to be run, some things are essential, and this
these,
the d e sI i gh na ev res m
mya ydoubts.
c l a i m Ii t siuss tpoe cats a
s elm
a rbgl e
e 1 •

although t h e s e a r e n o t r e a l l y clear e n o u g h is one of them. n u m b e rt o


putting ofg people are as unskilled
e t h e r cardboard c u t - o u as I am at
t models, 0 I l l
for a n y s e r i o u s u s e w i t h o u t c o n s i d e r a b l e Final point: t h e booklet introduces a n e w
and t h e s e a r e b y n o m e a n s s i m p l e s p e c i - l i •
w o r k on the G M ' s part. rule to MSH. Supervillains n o w have negat-
The c o v e r a g e o f M a r v e l m u t a n t - k i n d i s ive p o p u l a r i t y w h i c h i s a m e a s u r e o f h o w though,
mens. I ft hyeoyu 'srheo g
uol dond' t w
p ri e
t hs eynot ut o
r oh amnadnsy, 0 1 M
reasonably comprehensive. Quicksilver and easy they find i t to c o w hapless civilians. A
Scarlet Witch have been left out as they were nice idea. impressive once assembled.
in the Avengers booklet; Beast was as well, of 00 Pete Tamlyn The pack does not contain only accessories

gpeR04 problems, a n d t h e y c e r t a i n l y l o o k q u i t e 1 1 I

W I Peel 11 8 PAM LE RE MKS ELwahle have


— t h ebreee a
n rprovided
e s o m e rfuol re sVehicles,
. S u m m aWe
ry a
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and A n i m a l s , w i t h s o m e additions t o those 0 1


es 1

0 1

T R AV E L L E R : Deneb Sector
Trailing t h e S p i n w a r d M a r c h e s l i e s t h e F o r merchants struggling t o make ends

0C 0i
I I f oprovided to liven
u n d in the

t c hya s eStreet,
s r o u nand
uprules.
basic the ingenious

d buildings,
Chase
Expansion ruleswith

and chases.
Countryside
are 1A. 2

n e w charts for
B u t the
0104 e l

Deneb Sector, f o r m a n y j u s t a n o t h e r sector m e e t , Deneb Sector is very useful. In addition 0 4 crowning glory o f the pack must be the 1 •

on the jSector
Deneb o u r n e yisfrom the
open f o rImperial Core.
adventure —N o w pt l oa n settasn' dm
vast aar dj o tr r raedseo ucrlcaesss iaf n
i cda ti ni odnuss,t r m
y o
a rset DI ul n eg eRoann -d B
oma sRuins
h i n tables,
g . Tho or,
s eIndiana
f a m i l i aJones
r w i t hGoes
the 0 1 0 4

fortunes are to be made and pleasure planets a l s o listed. This is very useful for finding t h e • 4 r a n d o m d u n g e o n generation r u l e s provided I g •
Deneb
await the S e c t o rholidaymaker,
eager i s produced i n st hue UpK pb y l ai ned rk nso wof
i n lucrative
g t h a t t hspeculative
e mining w o r l dgoods
trade one Ow Si l i nl t hseo AD8LIDF?
o n g r a s p Dt huen gc e
ono cne M
p taosft et h
r 'iss G
s euti doef k d 0 4
Graham Staplehurst and David Hulks, and is p a r s e c a w a y h a s n o u s e f o r y o u r c a r g o o f c h a r t s f o r providing daring explorers w i t h
sold in aid of the Save the Children Fund. The r a d l o a c t i v e s . 1
0 4 e x c i t i n g adventure locales. The charts follow , glIPI •

booklet i s a g r e a t i m p r o v e m e n t o n G D W ' s O n t h e m i n u s side, p r i n t i n g i s n o t u p t o 0 . a simple f l o w and could provide a judge with ,0 1 O i l

own S p iof
Instead n wjust
a r d supplying
M a r c h e s and Solomani
pages Rim.
and pages of pc roo uf el sd s b
i oeniaml psr toavnedda irnd splaces.
, a n d pFri en sd ei nngt ayt oi ounr F0 i n1 I aa l basic
l y ,scenario in corrects
the pack a matter one
of minutes.
of the major 1 1 1 I S 11
subsector m a p s a n d statistics, i t p r o v i d e s w a y around Deneb Sector is n o t easy. There 0 0 f l a w s o f the original game by providing rules ,
adventure i d e a s f o r m a n y w o r l d s a n d a n i s n o l i s t i n g o f adjacent subsectors a n d n o f o r generating y o u r o w n characters. N o
extended campaign adventure, i n d i c a t i o n t h a t t h e subsectors a r e m a p p e d S O l o n g e r w i l l y o u be forced to play one o f the 1 N
The c a m p a i g n a d v e n t u r e c o n c e r n s t h e fro m right to left, instead of top to bottom as c h a r a c t e r s dealing f r o m t h e films, o r bicker
0 0 ,

001
which,
secrets incidentally, bear more
held by mysterious than
alien a passing
artifacts — si enc tthe
o r Spinward
would have been very
Marches. useful,
A map as would
of the entire oc dr iill
e
i aa bto ue t wyour
h o gvery
e t s town
o pla 1heroes.
y Indy. Unfortunately,
N o w you can
resemblance to A r t h u r C Clarke's enigmatic s h o w i n g w h i c h subsector was next to w hi ch t
black monoliths. Following a series of clues, — there's certainly space along the borders

the players j o u r n e y across f o u r subsectors, o f t h e subsector maps f o r this. Listing a


0 0

O i l
e Is i n g l e page
hgeneration d o e sonn'St tghiev esubject
y o u v eor fyMcharacter
much to
w o r k on, b u t w i t h a bit of imagination the 1
(I 111 OP I

visiting m a n y ethe
among others, x c i tUniversity
i n g a n d s tof
r aWa
n g er wplaces;
y c k on pwl ia tnhe tits
' s detailed
U n i v e r sdescription
a l P l a n e t a rin
y the
P r oback
f i l e aofl othe
ng O0 v0 e br aar el details
l , h ocould
w e v ebe
r , fleshed
t h i s a co
cue ts sa obit.
r y p a 1c k 0 0 4

Coventry and the primitive natives ot Yeilten. b o o k w o u l d also have saved a l o t of flicking 0 41 d o e s n ' t p r o v i d e a n y t h i n g t h a t m a k e s i t I 0 1
work to t uadventures
All the r n t h e m i nrequire
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sessions.
amount In
of A
b adcvkewnatr ud rs eand n w o r l d s w i t h 1i n t e r e0s t i n g 01
s oforwards. Iw h paa r tt i c uilta rdl oy ews ocr o
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suggestions b raac vk eg lrloeur ,n da sn da ni td' s cau lpt ui trye st haartet ht hi se ws at usf fn o
T o ft y0 o 4u i'n cr l ued e d
a in
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d koriginal
e e n I n dgame
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o n e s p lB
a yuet r,if
However, t h e y a r e certainly m o r e inspiring d e v e l o p e d m o r e h e r e . S t i l l , D e neb S e c t o r 4 y o u ' l1 l probably 1 find i t indispensible
1 " 0 1
0 0 0 0 M i l
than the bland planetary data characteristics d o e s n o t s e t o u t t o b e a n o t h e r Tr a v e l l e r 1010Paul Mason
so often published. More information on h o w A d v e n t u r e and compared w i t h similar sector I

to r u ngreatly
have a n d f l enhanced
e s h o u t t hits
e adventures
usefulness. w
If oonly
u l d lni se tvi n
e gr sr,u n
it is
a naygreat improvement.
adventures Even
in Deneb if you I I p e a l a W i r g Product
Sector, h l i g Ian f or r a
m al t ilo a
n T 1 1 1 4 1 1 I

a f e w o f t h e subsectors h a d been mapped, t h i s is well w o r t h the m o n e y for the i n f o r m - 0 1 Cobra is all SPlio' military histor) game, }mire L2-1.95; Judges
instead o f all sixteen, t h i s could have been

0
possible. A f t e r a l l , s e c t o r s a r e h u g e , a n d i n h e r e to e n h a n c e a n y Traveller campaign
there m u s t be very f e w Travellers w h o ever
visit every world. a t i o n provided. There are enough good ideas
JONES game. costs E-1.95; Project Wideawake• tot the
MARVEL SUPER HEROES game. t osis £2.95: all trom
TSR UK Ltd, 'The Si ill. Rathmore Rd, Cambridge CBI .IAD
Deneb Sector is for the Traveller game. price 0.75 dii en0 4 0 4 1 1
0 0I
or [2.95 f rom Games Workshop, VilginM Games and stnallei 0 4 1
independent shops. Proceeds to Save the Michel). S e l

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r y slade
t e l l e the
Emerlas, of Vengeance
o f Dorneryll
peaceful has returned
woodland of histo the Ix
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I N not well.and
I flames Hethick
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O S I S o begins Jim Bambra's 0 2 : Blade o f
/10 M f Vengeance, a UK-produced
o r a single player and DM. The Expert
playermodule
takes 0 0
the role of Erystelle, a 7th level elf, in a search
ollo a ' , 1
O N I I• I family's
f o r revenge upon
death. those responsible
However, for his f o l i o
it soon transpires
that this quest i s more than just simple
N O I vengeance: the fate of the Emerlas and its
inhabitants depend o n t h e success o f
111 1 011 ollighAi
o e I recalling the
Erystelle. Hegreat
mustelven hero
set off to Galannor,
find a wayonly
of f l e e
e l I ItI ofind that Ihe himself isI destined toI become
destiny alone.
o h i a s great a hero and that he must face this 1 0 % % % k
a l h i T h e action of Blade of Vengeance is spread 0 0 0 0 0
encounters, most of which provide some clue
0 0 IPI around t h e Emerlas i n a number o f set
l l 01 t major
o helpsetback
Erystelle(eg
on his
Erystelle's
quest. Without
death),some
the 10
- • • • • • • •0001011004
puzzling out what is required; the clues are
m 0Iplayer should have little trouble in eventually 0 . 0 0 0 •::••r
;0 1 Ei ms egiven b yensure
t h e other
.. r l a s to that inhabitants o f the
Erystelle cannot go o o s o s i g , - ......,...„,..„---
t i t o o far wrong. However, his enemies are not 1 0 I I 0 1 110•1101 1:1/1001I0 0 I 0 1 i t 0 01 .1I
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relatively straightforward and enough aid M 0 1 0 1 1 0 0 1 0 l i r r o
o f $ 1 t h e forest to slaughter and pillage, a factor 0
?$ 0 0 counters that happen
nicely reflected at certain
by the times rather
list o f Events (en- I M D ' E• X P E R T : D r u m s o n F i r e M o u n t a i n O0 0f

NOI s
o a 1 1 t h a n at certain locations) and by a variable 0 T h e seaways southeast of Thyatis have never b e f i t s the slightly more fantastical than many
cenario involves
wandering monsterErystelle sneaking
table. The climaxinto the It hb eee nlegends
of the o f green-skinned
particularly safe, but now itpirates
seems and
that s( eb tut itn more
g . However, opportunities
believable than Castlef oAmber)
r role- I P
S t o i lPIw
l mi itdhs ttheir
of hisleader.
enemies' campthis
Actually andisdoing
whereaway
the s0 e strange
r i o u s l yliving fogs are
disrupted a ntrue:
d a nshipping is being
expedition to p
s li ag yhitn' gappear
seem only
limited:
too variations on 'attack
often — a pity on l e
because
I scenario i s a t its weakest, lacking i n the I I discover why returned crippled, with just one p l a y e r s could miss out on a lot of the culture
o e o r PI
i g ai n da almost
l i t y and atmosphere
a formality onceofErystelle
the earlier
haspart
got b
p prisoner. Rollo Bargmann
enough information from t hhea screature
extracted
t o wThhi ceh dungeon
is so painstakingly described.
itself is laid Out using the

rolling than the role-playing kind). e the r e a p e r s ' new p a c k e d areas with lots of room in between.
I I t h i sAllfar
in (the
all, challenges
a splendid are more of
module, thegood
with dice 4 pmaster.
o i n t a party
0 direction h eof needs
brave adventurers
w in the right m oAlso,
d u l the
a r design — severalofsmall
third dimension but action-
dungeon design
1 1 0 1 artwork and maps, clearly laid Out and easy to D M s will love X8: Drums on Fire Mount- ( u p and down) is used to good effect. These
1 1 4 I I ouse. The few new
u s variations on anmonsters are
old theme butnot gratuit- tI hsei nm - take
necessary it dumps the PCs
i t from on while
there, an island
theand
DMlets
i s pt lwa yo e features
r s ' and combine
the DM'stointerest.
keep upThe
botharea
the 0 0
i o l o I t and
o the scenario, atmosphere.
consistent and there is aThe
well-developed
DM should sI et ch e
u yr ewander
in the something
knowledgehas
thatbeen
whithersoever
provided to dp el asccer isp,t ithough.
o n s could do w i t h beefing u p i n 1 0 . 1 1

1 4
0 m endeavour to
bymaintain
innocent peace
I threatened this atmosphere
ofincursions
the the Emerlas (the 11
increasingly
from the north) I t hthey'll
or be
o wpushed
at them.
find The PCs
it themselves
towards therefore
one don't
eventually and
particular have
— naeAse ditefair
have
area can amount
d tobe theofmost
brain
getdifficult asofwell
toout thisas
unravel brawn
some is 0S 0 e0
of its
adventure,
1111 11 a n d the related sense of urgency, if necess- 0 p l e n t y of fun on the way. When the party does c o m p l e x i t i e s — players may be left with a 0 1 I
l e I ations meant the
r y ignoring f o r occasionally
t h e player twee
and perhaps
descrip- I aand t last
intostumble h of the
out
the 'dungeon' jungle
they e
wilderness
find themselves jumbledl idea
vn eo rt y necessarily of events
harmful which,
to their l although
enjoyment, L

Nol 14 1, speeding up events if Erystelle is progressing 1 i n an exciting adventure with lots of interest-
, t fascinating f o r t hof
o o quickly. Blade e Vengeance
less experienced a n d 1T i n
should prove h g elittle
storylme revolves
twists and very T
details. muchh around
e r
c o u l d be disappointing for the DM.
l ee a s' t tsw o enough
good gaming sessions,
in the module andforit's
to last at
IIPI
0 0

14goictufatplisty,„tessAL-0.2.-itopgAtefifidopitogbylapia.t.
11
PI pleasant
0 1 4 bi ing player.enough even for thePmore demand- k i l foggy
1 4 6
t h e new
Simon Forrest
'ship-bane').
a
e little
beasties (those
Apart fromgreen
these,men and p
there's r el ewnat ri fdui ln) gand
wide range of monsters and situations, as
in terms of material
enjoyment. Worth gain
a try.(loot is
A A Wendy J Rose L e

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I ;REPOS... ITTICES...581TIE
11remteroxicei com imoroxici texcexeLev
CONAN® RPG 01
With the recent influx of RPGs based on increased by 5 if a weakness such as 'fear of a n y o n e , it has been made so time-consuming II11
specific books, films and TV series, it is not all
that surprising that we should eventually be
heights' or 'weakness for men' is accepted. a n d difficult to obtain as to be attractive to
Not more than 5 points may be spent on any o n l y the most foolhardy of characters. For PIPi
presented with the CONAN® RPG. Along talent, and the character must have at least instance, 'mind control' magic talent takes a
le
with the trend for this type of RPG has also
come the unfortunate tendency for such
one talent from each talent pool. t o t a l of six months' study. It does not end
Once talents have been chosen, a 'general t h e r e , however; once a magic talent is learnt, 101
games to be written in very simple English.
CONAN RPG is no exception, and although it
talent' score is obtained by taking the sum of t h e character does not gain the associated
each talent pool in turn, dividing by 10 and s p e l l s automatically but must research them ol
can be argued that the style encourages
younger players and enables them to grasp
rounding down. These general talent scores b y travelling, reading tomes and collecting
are perhaps the nearest equivalent to the PRs components. What exactly is needed for each
IN
the concept of the game more easily, one of other RPGs. Whenever a character wishes s p e l l is not stated, nor are the full effects
cannot help but feel that one is being talked to use a talent, the resolution table is cross- e x p l a i n e d in detail; it is almost as if by making PI01
down to by the authors.
This boxed RPG contains a 36-page rule
indexed with a d 1 0 0 roll t o determine m a g i c difficult to pursue the authors are
success or failure. A player may attempt an h o p i n g no-one will want to. The only interest- 111
book; a 16-page reference guide; a useful
reference sheet with resolution table,
action in which the character is unskilled; in i n g concept is 'obsession' which is set at 1
this case the general talent score is used, w h e n a character obtains a magic talent and
0101
equipment lists, etc; three character folios Continuing t h e 'simplicity i s best' ap- i n c r e a s e s each time another magic item is
could have been four but one has been
thoughtfully filled in with Conan's statistics;
proach, we next come to the combat system. g a i n e d or used. Each time a character is
The ubiquitous resolution table is used to f a c e d with the temptation to obtain more 01PI
a 48-page booklet describing The World of determine the results of combat, not only m a g i c , the player has to check on the resol- 1S
Hyboria — background information, complete
with very irritating 'handwritten' margin
giving success or failure of any attempt to u t i o n table against obsession. If unsuccess-
strike but also the amount of damage. A f u l , t h e character must use all possible Oo
notes, pencil drawings, smudges and arti-
ficial coffee stains; a full colour poster-style
'combat differential' is obtained, and cross- m e a n s to try and obtain the magic item.
indexed with a di 00 on the resolution table A d v a n c e m e n t is achieved by the awarding
1
map of Hyboria; and, would you believe, a to give a result a miss or 1-4 points of o f talent points (up to 10 per adventure) by
white wax crayon! damage. Damage is modified by weapon and t h e GM, who may also award fame points
In the main, the rules are kept as simple as
1
strength bonuses, and some points may be w h i c h affect the character's standing in the
possible a s illustrated by the fact that the stopped by armour. The attacker must specify community, and luck points which may be
most situations, combat or otherwise, are
resolved using just one table.
the aiming point, but since this only has any e x p e n d e d by players to reduce damage or to
real effect when a 'specific wound' occurs a l l o w a re-roll of the dice. The latter are kept 1
Character generation is short and sweet. and does not carry any bonuses or penalties, s e c r e t l y by the GM,
0100
Instead of the more usual primary requisite
generation followed by choice of skills and
the quick-witted will soon realise it makes I n conclusion, this game has some interest-
sense to aim only for unarmoured areas of i n g concepts but i s lacking i n certain s
professions, players jump straight into the
latter stage. They must choose skills or
opponents where possible. Damage itself is respects, notably the magic system and the
removed from a single characteristic which is s l a n t towards the younger gamer. I would M
'talents' from each of six 'talent pools' — one of the endurance talents, w e l c o m e enlightenment o n one subject: 1
prowess, fighting, endurance, knowledge,
perception and insight. The player has an
initial 3 5 points to spend, which may be
No system is without weaknesses; Conan w h a t is the white wax crayon for?? Answers
RPG's major weakness is its magic system. o n a postcard to
Although magic is theoretically open to * M i k e Dean
0104
111111pr m i l l i g p , i i i i h N i p P d 1 1 , 1 1 1 . 1 1 1 , 1 1 2 1 , 1 1 1 1 1 1 1 . P A T i l i p l i b T i g h i l l e p i l i T t i r d i N g p i P a l . 1 1 1 1 P a l l i r a l l p i l l i l l p a l l i p • - . 1 1 1 1 , ,Iiiirtittl"11.01,411111111,11p, N i b p - - N i p ,

I 00010•0011 0 01100 S Product Information


SOSO41004 00410110019100
02: Blade of Vengeance and X8: Drums on Fire Mountain air adventures lot the M D Expert Set, 0 . 9 5 each; The Book of

0100000100 000•0011
Marvelous Magic, suitable for use with the D&D and ADSeD games, costs L4.95;CONAN RPG is a tie w game, price £9.95
All these products are twin TSR. I f you can't get them at your local hobby shop, write to "FSR UK Ltd at "Lhe Mill, Rathmorc

•01010110c_ , „ , , COO O N LIA Road, Cambridge c o ' I A D for a mail order form.

000004010000100110000•0000101011 1 M I A I)I
D&D®: The Book of Marvelous
I04
4004 Magic
SO'Wow,' I thought to myself, 'what a useful mage with spare time might create, since it empty, sends out a cone of magical flame 10

(k104
thing to have around. The ultimate source-
book on magic items for D&D.' It's another
saves all that tiring spell-casting. An example
of the second is the Cue Ball: whenever the
feet long? James Bond eat your heart out.
One of the problems of Basic-type games is
4040
step in the Basic upgrade series, enabling all user is in doubt about a decision of any kind, that magic items occur too frequently, much
more often than in the fiction from which
014
players of that game to have lists of items
comparable to those for the Advanced game.
the cue ball can offer its opinion, formulated
by use of ESP on the user's mind. It's obvious they are drawn. It shouldn't be necessary to

St*
If you play the AD&O!z, game, do not worry:
the items are compatible with your system
that no mage would waste time on such an
item. A n e x a m p l e o f t h e t h i r d i s t h e
produce this book: DMs should be capable of
creating what few items are needed to suit
0104
also. These items have clearly been created Handkerchief of Flirting: 'When this simple the scenarios. However, there will be people

SOto grab the intelligent end of the market,


since u s e r s a r e r e q u i r e d t o w o r k o u t
silken scarf is dropped within 30 feet of any
creature of the opposite sex and the com-
out there who disagree, and think the world
would be boring without magic items at every
I 001
experience awards and sale prices them-
selves! A step on the road to making D&D
DMs autonomous...
mand word spoken, t h e chosen victim i s
enamoured o f t h e user... Creatures o f
dubious gender are not affected.' This sort of
street corner, and if that is what you are after,
then this book is probably for you. Some
items will be useful, some will add humour to

I 00 The items in this book basically fall into


three categories. There a r e t h e sensible
ones, the bad-play compensatory ones, and
item makes me question the sanity of the
mage who created it.
Further intriguing items follow: wonder
the campaign, and some will enable you to
justify t h e relaxation o f the rules which
you've probably been employing for years.
the silly ones. A good example of the first is how the party find out what all these items But you will probably never use the vast
the Armchair of Travel, which transports the are? The libram of identification is here, to majority of items, and that's what makes me
seated person to the desired location, becom- tell all. How the party identifies the libram of wonder if you wouldn't be better off creating
ing ethereal on the journey to avoid being identification is unclear. How about the self- your own.
stopped. This is something which any sane lighting pipe, which, if used while the bowl is itiOsiez Keen

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44
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
Neil Gaiman, author of IMAGINE
short stories Featherquest and

Fantasy Media How to Sell the Pont! Bridge, and


co-author of Ghastly Beyond
Belief, reviews the latest additions
to the fantasy/SF media

Following last month's famine, we everything t h e r e i s t o k n o w a b o u t


have a high calory feast on o u r machine guns and martial arts, otherwise
hands this month, both for books they'd hardly have stood a chance.
and films. Ta k e a deep breath,
because we're going to be covering There's also FLETCH (UIP, 15) — not
an awful lot very fast. Starting with fantasy, but a very enjoyable detective
a film set in Oz. That's right, it's the comedy starring Chevy Chase a s a n
RETURN T O O Z (Disney) — six undercover reporter who gets mixed up in
months after young Dorothy was a murder plot. Not as good as the Greg
blown to Oz by a tornado, she's in Mcdonald book it's based on.
deep t r o u b l e a t home. Nobody
believes her stories, she can't sleep Oh y e a h , b o o k s . W e l l , w e ' v e g o t
and e v i l D r Worley a n d Nurse GILGAMESH T H E K I N G (Gollancz,
Wilson are planning to subject her f9.95), Robert Silverberg's recreation of
to an early form of ECT. And once the oldest story ever told. Gilgamesh is a
she gets back to Oz, things are no giant, a fighting man, and King of ancient
better — the yellow brick road is Uruk over five thousand years ago, when
Man was closer to the Gods than He is
destroyed, t h e p e o p l e o f t h e
Emerald City turned to stone. Aided today. A fascinating look at a long-gone
by a robot named Tik Tok and a culture, w i t h a magnificent Jim Burns
cover. lain Bank's THE WASP FACTORY
pumpkin-headed thing named Jack
Pumpkinhead, n o t t o mention a (Futura, f l .95) will delight horror fans
with i t s mixture o f black humour and
flying Sofa contraption, she sets out
to thwart the wicked, many-headed horrible, imaginative, beautiful deaths.
witch Mombi, the evil, almost omni- Also for all you Nasty fans, Stephen King
potent Nome King, and the bizarre has a new story collection, SKELETON
Wheelers. Terrifying and visionary, CREW (MacDonald, E9.95), 500 pages of
funny and exciting, Return to Oz is gorious goodies, a n d t h e magnificent
one of the very best fantasy films Clive B a r k e r b r i n g s u s B O O K S O F
I've ever seen. BLOOD 4, 5 and 6 (Sphere, E1.50 each).
For those of you who wonder how far it is
For those with more perverse tastes possible for an author to go, you need look
there is SHE (Avatar, 18)— ostens- no further, as hands attempt to rule the
ibly based on H Rider Haggard's world, frogs succeed (sort of), and there's
wonderful book, although the only something unpleasant behind every door.
similarity I could spot is that both of There's a l s o R a m s e y C a m p b e l l ' s
the SHE's in question are female. I N C A R N AT E (Granada, E 2 . 5 0 ) a n d
Fighting fantasy after the Bomb: James Herbert's DOMAIN (NEL, f2.50).
Tom and Dick are hunting for Tom's For value for money I have to recommend
L Ron Hubbard's massive BATTLEFIELD
sister, H a r i (imaginative names, Dorothy dimovei, that the Tin Alan hai been turned to qune.
huh folks?); aided by SHE (Sandahl
t' COPYRIGHT MCMLXXXV BAH (NO. 3) LT D EARTH — over 1000 pages o f thrills,
Bergman, who played Valeria in the first little girl (Drew Barrymore) who thinks spills, vicious aliens, noble humans. Is
Conan thing) they cross the yellow forest that a wicked troll lives in her wall. Her mankind a n endangered species? Will
of death, fight mutants, escape from the mother believes that cats steal children's handsome and heroic Jonny Goodboy
priests of Godin, and battle the Monty- breath while they sleep, and kill the kids. Tyler win Earth back from the nine-foot-
pythonesque Xenon before going u p Which wouldn't be so bad, but the cat in high Psychlos? A tribute to the days of
against the City of the Norks. Just bad question is the only thing protecting the Pulp, I found it un-put-downable. And all
enough to be very funny for those willing girl from the troll. Funny, scary, and one for only E2.95 (New Era). Roger Zelazny
of the best King movies so far. has THE DREAM MASTER and THIS
to ignore the fact that the plot, the acting
and the direction are of Plan Nine From IMMORTAL (Methuen, both f 1.95) out
Outer Space standard. A must for anyone NIGHT OF THE COMET (Entertainment, — vintage stuff. A n d there's only just
15) is one of the most amusing, witty, room to recommend Walter Tevis' THE
who likes throwing popcorn at the screen.
imaginative, and thought-provoking films STEPS OF THE SUN (Corgi, E2.95) — a
I've seen that was made with no budget novel about impotence, space travel and a
Stephen King's C AT ' S EYE (Columbia
EMI Warner, 15) is familiar territory for and is also cheap exploitation (you got all futuristic energy crisis, and to mention
that?). It's the end o f the world; only Barbara Hambly's THE TIME O F THE
anyone w h o ' s r e a d t h e N i g h t S h i f t
attractive Regina and her jailbait sister DARK (Book One, we are informed, in the
anthology; three stories connected by a
cat. Quitters Inc, about a man who'll give Samantha are left alive when a passing chilling Darwath trilogy — Unicorn, £2.50)
comet turns everyone to sand. That's not a must for those of you who like trilogies
up smoking even i f i t kills him. And it
might, since a philanthropic branch of the quite true — there are also a bunch of with stupid titles. Aaaghh I ' m slipping off
mafia are in on the act. The Ledge, about a zombies, some underground scientists, a t h e p a g e ! Next m o n t h things are back to normal w i t h
The Return of Colin Greenland. Uh, thank you for
bet, and a queasy one if you're scared of boyfriend and maybe some others. Thank having me U n t i l next time
heavens the girls' father taught them 00 Neil Gelman
heights. And the final story, all about a
45
I M A G I N E magazine, August 1985
letters.... letters.— letters..., letters..., letters.— letters..., letters.— letters—, letters..., letters._ letters.— letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters....
letters—, letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..
letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters.... letters

Letters Finally, GamesFair. This is fantastic, and I don't look at this are right now. I hope that before the
think I have ever enjoyed myself as much as I did end of the year, we can start throwing a few
Controversy and comment; craft and conun- that weekend. It was exactly the right size, nothing new irons into the fire concerning the demi-
drums.... they're all here on the IMAGINEm was too expensive and the organisation was just human races - and maybe the humanoids too.
magazine letters pages. If you've got something right. I do have a few minor criticisms. The Team It seems as if players are demanding more
to say that your fellow garners ought to hear, competition is always pathetic, and never as light- and more from the games they play; and that
write to: hearted as intended.... as if anybody would start an means more from the likes of this magazine,
IMAGINE magazine (letters), The Mill, adventure with only his armour, a bent dagger and tool For example....
Rathmore Road, CAMBRIDGE CBI 4AD. a mildewed holy symbol. I thought the trade stands
were too remote, the shops by the entrance should Graeme Stickings, B u r y, Lanes: I n # 2 3 , in a
The first of the many who wrote in last month have been open all weekend, the selection of arcade very enlightening article, we were told how to
has obviously read the Letters pages before. games was pretty pathetic, the Snack Bar kept elevate mere high-level characters to the status of
running out of coke, the bar should have been open King (A Knight To Be King, Chris Felton). But
Robert Heil, Carmarthen, Dyfed: Don't let the until about lam, and it was pretty unpleasant.... this is not the only way a PC can become leader of
Welsh return address fool, I'm really from Texas. many. The French Revolution of 1789-1795 is a
I've never heard o f Butlins ( I assume m y Whew! Pretty comprehensive, Mark. I wonder very good example from modern history of how
explanation is forthcoming); I seem to suffer from a what you'd say about something you didn't normal, 'low-level', non-noble people can become
confusion spell when trying to watch cricket, and like? Anyway, thanks to you and to the others rulers and overthrow an entire royal family.
a comprehend languages would come in handy who responded to Don's column two issues To those who would cry that it would not have
when trying to deal with British accents and slang back. T h e o ff e r stays open; i f you've g o t happened if Louis XVI had had access to a good
(why can't everybody just speak Common?) something to say about the way TSR UK runs MU/Cleric, the French revolution was run by the
My first introduction to British ADSEDR game its part of the gaming business, then we want bourgeois, who could probably have afforded the
products were the Fiend Folio (so-so) and the U to hear it. I don't want to sound too big-headed, services of an M U themselves.... In fact, it would
and U K modules (incredibly fantastic and ultra- but I defy you t o f i n d another company's have been less possible for the French court to hire
incredibly fantastic, respectively). I had to wait journal that is prepared to print material as anybody, bankrupted as it was by the American
until I came to Carmarthen to discover what is now critical as this.... (sniff). War of Independence.
my favourite rpg magazine. As for the soldiers, most of them had fought the
One small beef; why do you degrade your fine B r i a n G a r r o d , P o r t s m o u t h , H a n t s : Some- British i n that war, and had experience o f a
magazine by wasting time on the tactless-likes of thing's been bugging me recently, and R D successful revolution.
Jack Jaffe? Tell me, would you find a game based Wilkinson's letter in #26 brought things to a head. With this in mind, a relatively low-leveller could
on an IRA attempt to blow up the British Prime For one, I don't believe that RQ is the game for become involved in politics in a country with an
Minister in her hotel at all amusing? Would you role-players; indeed, the problem with RQ is that oppressive tyrannical or (as in the case of Louis
bother reviewing it? the emphasis on a realistic combat system only Philippe in 1848) indifferent monarchy, and help to
promotes hack'n'slay gaming. Melee is just a start a 'glorious' revolution. First they would have
You'll have to leave that with us for a while.... portion. to make sure the grievances they decried were
In t h e meantime, b e comforted w i t h t h e The point I really wanted to make is that I take genuine, and convince the proletariat o f their
knowledge that But/ins i s living proof that issue that for rpgs to work they require unofficial qualifying leadership abilities.
concentration camps were invented by the rule expansions. They don't. The quality of the The players are then able to start the revolution.
British, that cricket can be simply understood rules is unimportant as long as everybody plays by If the old king is overthrown, they can settle down
by accepting that Essex are better at it than them, and in my experience, the new rule's author to being republican leaders, ruling within the terms
anyone else, and that buying a few videos of is often the only one to enjoy the addition. of the constitution. But watch out! — after the
Minder will soon have you speaking properly, This is probably why Matt Connell feels the way execution of Louis XVI there were three leaders,
just as if you was a native, know what I mean, he does about the Dragonlance modules. The Danton, Herbert and Robespierre, each executed
John? changes upset the balance and feel of the game. within months.
Apologies to the DM, but when I played Dragons I hope this gives some ideas to those DMs who
M a r k Ryan, Milford-on-Sea, Hants: I n # 2 7 of Despair I didn't really enjoy i t , but the believe low-level characters can get into politics.
(Turnbull Talking), you asked f o r readers' Sentinel/Gauntlet modules were great.
opinions of your company, GamesFair, and where Even i f o n l y briefly, e h Graeme? Strictly
you might have gone wrong. So here are mine. Hmmm, this seems to follow what Martin Keel speaking, t h e standard D S & campaign can
The modules you have brought out for the (Letters 7-.27) meant about rules giving "feel learn little from the French revolution, which
AD&D and Basic games have all been very good and direction" - change the direction, and you bene fitted to no small extent from the growth
and well-worth buying, normally because they don't have the same game anymore. Of course, of the democratic tradition i n Britain a n d
have new ideas, and are not just rehashes of older some people are crying Out for change. America something which is rather less likely
stories. UK1 is the best example of this, being in a medieval-style environment. But at a less
completely non-combat. Ms G Ta y l o r, Brecon, Powys: As an avid reader grandiose level, the points Graeme has made
Your staff f r o m the few I have personally met of Tolkien's works and an active player of the D&D are very true. Why do all PC politics have to be
— are informative, helpful, but possibly a little game, may I offer a 12th level elf protest that Jam national/ international? A local version of the
patronising about some matters, and not quick consistently beaten in level rises by my son, who above, aimed at getting rid of an unpopular
enough to give an opinion about a controversial has reached 15th level as a paladin in the same sheriff/ mayor/noble would not only be a n
matter. playing time as I have reached level 12! This does interesting activity in its own right, but the first
IMAGINE magazine was one of the best things not fit in with Tolkien's mythology — Hobbits, step towards the seizing of a greater power.
to happen to gaming in the last 2 or so years; the Dwarves and Elves are important characters and Of course, this magazine is about more than
first few issues were a little crummy, but since #10 very necessary to the story. Warriors on their own just the search for ever-greater sophistication
it has got considerably better until at about #20 it are useless against real evil — in Lord o f the in gaming mechanics; for some people, the
overtook its older competition. One or two minor Rings t h e quest i s actually carried o u t t o journey is only just beginning, as Pete Herridge
grievances though. Re-publishing old DRAGONt completion by two little hobbits! is about to remind us.
magazine articles (can't y o u f i n d something In the Silmarillion, elves are the main characters
original?); the absolutely terrible cartoon strips; and men are only of any use i f they have elven Pete H e r r i d g e , M a n c h e s t e r : I began r o l e -
some o f your reviews are incredibly biased ancestry. I feel it would make for a much more playing about 4 years ago with the Basic Set and
(especially of anything in the same league as the exciting game i f more were done for the demi- four friends who, like me, had never played before.
D&D(# game, see the C&S review, I M A G I N E humans. I looked forward to your 427 for MUs, I was elected DM. Since I wasn't very happy with
magazine #12) — are you sure you don't bribe your only to find that elves were not mentioned. the module included in the set, I started to write my
reviewers? So this letter is a protest on behalf of all demi- own, which we enjoyed.
Unless you completely update the D&D/AD&D humans; I can wield a sword or bow with the best of I believe strongly in the advice given in the Basic
games, you will quickly lose the lead you have, for them, I should — according to Tolkien — be faster, Set that "the information herein is for use as a
the simple reason that there are genuinely superior see further, be lighter on foot, not need much sleep guide only"; we adopted Advanced information
rpgs on the market. It seems to me that it might be or food.... So how about something devoted to the into our game a little at a time, and I altered some to
impossible to do this after you have just re-covered demi-humans alone? suit our style of play. I have DM'd some of the
the books and released all those modules, so why scenarios in IMAGINE magazine, and included
not bring back the DRAGONQUEST'q, game, as If that's not a challenge. I don't know what is. A parts of Pelinore — the only thing I have not done
these were the best rules by far. few of our worthy scribes are being asked to is to D M a TSR module!
46
I M A G I N E magazine, August 1985
letters.... letters..., letters..., letters..., letters—, letters.— letters..., letters..., letters..., letters.... letters.... letters..., letters..., letters..., letters..., letters..., letters.— letters..., letters..., letters....
letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters—, letters..., letters..., letters..
letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters..., letters.... letters

The point of all this is that the most frequent DMing i f you have been a player for quite a Letters
comment I have had from players is " I ' d like to while? Share your experiences with us, and
have a go at DMing, but I wouldn't know where to we'll do what we can to make it easier for the systems are going to cost. The economics of
begin.... I couldn't remember all those details.... next generation of DMs. printing a hundred, five hundred or even a
how do you know how to handle the situations we Now, a more serious complaint. I hasten to thousand copies of a game in this country are
get ourselves into?" They have a point. As a DM, I say from the Outset that this letter is n o t such that you can't expect to price them in the
don't find it hard since most of the 'rules' I use have included to take shots at the individual games same w a y as the 'big' games, printed and
been developed from the guidelines in the DMG. mentioned, since I'm sure Peter Graylish is reprinted in tens of thousands. Few games can
Most players, having only read the Players' trying to make a point that is applicable to all stand on their own at the sort of prices you
Handbook, probably consider that all the inform- game products in this country. would prefer; i f you want others, then they
ation is concrete and unchangeable. have either got to be produced ultra-cheaply
Now I've read the print o ff most copies o f P e t e r G r a y l i s h , L i v e r p o o l : F r o m m y last few (no boxes, pictures, dice, maps, etc) or they
IMAGINE magazine and scanned the microscopic visits to games shops, I have become aware that have got to cost money. Your power, as the
details of WD, but nowhere have I found any help somebody must be getting very rich. Illuminati is consumer, is to tell the producers and retailers
for players who wish to move onto the enjoyable now £7.50, and I have been told that it is going up what you want (a sort of Campaign for Real
task of DMing, but don't know how to begin. I to £8.50! Many MERP and CoC modules will set Games) if you aren't satisfied.
agree entirely with your comments on the letter by you back a tenner, and Ringworld £25, Runequest Soapboxing over, onto the sales pitch:
R D Wilkinson in Letters, 426. I have always LLIO — there is no justification for these prices!
believed that the DM's Guide should be treated Do people not realise that a good percentage of Marc Read, Jersey: A year ago, I was playing a
like a Guide, and not a book of hard rules. I have garners don't have vast quantities of money to part Cavalier. While trying to get across his snootiness,
had many hours of pleasure as a DM, despite the with? I ' m on the dole, and some friends are I insulted a lower middle class MU who had won a
fact that my players have often lead the adventures struggling on University grants. scholarship to school, and I got fireballed. Is this a
into areas not defined in the Guide. Logic and It seems to me that now RPGs are becoming common problem with the Cavalier?
imagination have produced some interesting more popular and less of a cult, the manufacturers,
results, and we have had no arguments over 'rules'. importers and retailers have decided to screw us for John Young, Lincoln: I'm disgusted at the rules
The players are usually too busy enjoying as much money as possible. How about some fair in the AD&D game. Why should an elf be stopped
themselves! play, folks? at 1 Ith level in magic-use? We taught the art of
magic to you ignorant humans. And my good
Just the way it should be. We'd like to hear Heart-felt stuff, and well meant, I'm sure. It's dwarven friend Burberry is as good as any human
from anyone about the way they first got into not f o r me t o talk about anybody's pricing fighter. We demand more rights for demi-beings!
DMing. Like Pete, I started DMing 'cold' - policies, b u t I f e e l t h a t a f e w points o f
without having played - and with equally new explanation are i n order. The old cult days As mentioned last month, Unearthed Arcana
players. It was all pretty rough and tumble, but would not have seen t h e publication o f a contains many revisions to the game, including
we got going, a n d n o w I feel comfortable lavishly presented game like Ringworld (I the Cavalier and new info on demi-humans. If
enough playing my own version of the game. leave it to you to decide whether that is a good you end up buying a copy, let us know what you
Presumably, if I had been playing in somebody thing or not); these games are carried on the think; if nothing else we haven't had a single
else's group, things w o u l d n o w b e quite back of the more popular systems. The more mention of the Barbarian for ages.
different. Is it any more or less difficult to start choice t h a t there is, t h e more individual 4At5 Letters edited by Paul Cockburn

VOP by Ian Gibbs


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I M A G I N E magazine, August 1985 47


TSR UK L I M I T E D
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by E Gary Gygax, Frank Mentzer and other accomplished and well known game designers and authors.
The 16 page ARES'm Science Fiction Section in each issue covers a wide range of science fiction and
superhero games including the S TA R FRONTIERS'm and M A R V E L SUPER HEROESTM role-
playing games.
Every issue of DRAGON magazine also contains a special inclusion — a complete game, adventure
scenario or other accessory. Special features planned include a two part series on AD&DTM game
adventures in the Land of Oz, paper cut outs for making three dimensional buildings and vehicles and a
continuing supply of new games and game adventures.

A M A Z I N G ® Stories by Hugo— 160+ pages.


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48 Please mention IMAGINE magazine when replying to advertisements


THE
Introducing r
Welcome to The FanScene, our new hobby section. We decided it was lot, so let's hear from you From October, The FanScene will also have its
time to change the format and content of the fan coverage, to get more own Letters page, which is a space for responses to Soapbox, and
people involved. We have a lot of exciting, amusing, and hopefully debates on hobby matters — if you don't feel up to writing a full-length
entertaining ideas for what to include, but what we really need is some article, just write a letter.
response from you, yes YOU, the reader! You may feel daunted, unsure of Anyway, enjoy this first instalment, and write and let us know what
whether your work is polished enough — don't feel that way about The you think of it Are there any other features you would like to see, area
FanScene; we want contributions from everybody, and will happily tidy you want covered? The address for letters, contributions and anniversary
up your work for you. cards (yes, I've been writing the fanzine reviews for a whole year now!) is
The major area you can contribute to is Soapbox, which exists as a The FanScene, 97 Fleet Rd, Cove, Farnborough, Hants. Or write c/o
forum for anyone who wants to put forward a view about the games IMAGINE magazine. I expect to hear from you.
hobby, industry, or games themselves. Role-players seem a fairly vocal litA5 Mike Lewis

Many of you must wonder why so much whims of fashion. I haven't seen anyone
space is given to discussion of fanzines. doing a Rubik's Cube for ages, and in
After all, while it is difficult to get an two years' time no-one will play Trivial
accurate figure as to how many people Pursuit. Only a real classic like Mono-
read games fanzines, most estimates seem poly can survive through the years. I f
to settle at around the WOO mark, making rolegaming really is just a schoolboy fad
them a fairly small percentage o f This month's contributor: PETE TAM LYN that will soon have run its course, then the
IMAGINE Nmagazine's total readership. future for TSR and its competitors looks
Fanzine readers (and editors in particular)
are, of course, a fairly vocal minority, but Why Fanzines? fairly bleak. Perhaps this is why many
games companies have started to diversify
there are other good reasons for devoting their interests.
space to them in a professional magazine. As one that a video game does not have the imaginative Nevertheless there is some hope on the horizon.
of the people who lobbied for this sort of material input of rolegaming and this makes it more difficult Most of the people who currently buy rolegaming
when the magazine first started, I think it only fair for any sort of fan following to form. Nevertheless products are of school or college age, or at least
that I present my reasons to the readership as a there are people who believe that RPGs are 'just were that age when they started. If all those people
whole, rather than merely continuing to pester another schoolboy fad' and that they will be can be persuaded to continue playing rolegames,
Paul and Uncle Don. completely forgotten in ten years. and young people persuaded to take up the pas-
Many reasons have been advanced as to why Wargaming is at completely the other end of the time, then the industry is guaranteed an expanding
fanzine coverage is important. There are, o f spectrum. While the board wargamers have had the market for years to come. So how do you produce
course, some fanzine editors who believe that the likes of Avalon Hill and SPI to back them up, figure this miracle? One way is to use the mechanisms of
publicity is theirs by right, but then there are silly wargaming has survived quite happily with hardly fashion; if you continue to produce new products,
people in all walks of life. More persuasive are the any input from commercial organisations. A fair people will continue to buy them. But this
arguments that fanzines provide a useful outlet for few books have been published, and some small assumes that the fashion itself remains fashion-
the more innovative and obscure sides of rolegam- companies make a respectable living out o f able. Clothing manages it because some form of
ing which would not normally warrant profession- producing rules and figures, but the activity has clothing is a necessity; popular music succeeds by
al coverage, and that fanzines provide a useful never managed to spawn an organisation the size of completely changing style every ten years. Could
training ground for future games publishers. TSR. The reason that it has survived is that rolegaming survive as a fashion alone? I doubt it.
Evidence can easily be found to support both of wargamers have made their own entertainment. An alternative solution, and in my view the only
these propositions. Paul Mason's lmazine is a When they want a battle to fight they either one that will prove effective, is for games com-
fount of fascinating discussion which IMAGINE research one from history books or make one up, panies to get their customers to do the work for
and White D w a r f magazines would probably rather than buying a commercially produced them. Enthusiastic amateurs can provide just as
regard as too heavy for general consumption; scenario. They keep in contact through clubs and much valuable publicity as advertising campaigns,
Dagon and Superhero U K provide extensive amateur newsletters. Although magazines covering and they are a darn sight cheaper. By encouraging
coverage of games which get much less attention the field have come and gone, they tend to be fanzines and through them a keen, active amateur
in professional magazines. As far as the training produced by professional magazine publishers hobby, games companies are, I believe, providing
ground argument goes, Marc Gascoigne and Ian rather than games companies seeing a vehicle insurance for their own survival.
Marsh are merely the latest names in a long list of through which to promote their products, as is the By this time I may have got you thinking that
fanzine editors who have taken jobs with games case with IMAGINE and White Dwarf magazines. fanzines are only there to make more money for
companies. Indeed, Don Turnbull started the Like wargaming, rolegaming has a following of games companies. Not so; they provide means
first-ever British games fanzine. committed amateurs. Fanzines provide them with whereby innovation and minority tastes can be
In my view, these are side issues resulting from a channel of communication and a means o f encouraged, safe from the harsh pressures of
the main function of fanzines, that being to pro- advertising themselves, thereby sustaining their economic reality. Rolegaming is a very creative
vide a means of creating and sustaining an active interest and swelling their numbers. pursuit and therefore one which lends itself
hobby independent of the needs and desires of Just a minute, though; if fanzines are providing a naturally to producing a thriving amateur hobby.
professional games companies. means whereby rolegamers can carry on their It may take a little time to find a fanzine that
In order to explain what I mean by this, I would hobby independently of games companies, why suits your particular style but I am sure that
like to take a look at a couple of other gaming should I M A G I N E magazine give them space? almost anyone can get more out of their rolegam-
activities, one of which has got such a hobby and Surely it is in TSR's interests to have its customers ing by becoming more involved in the hobby. I f
one which has not. When the D & D . game was dependent on its services? From a short term point this also helps the commercial side of the pastime
first becoming well known in this country there of view this may be correct — it is far better for to survive, then so much the better because it will
was another games craze sweeping all before it: sales figures if everyone buys scenarios rather than mean a greater chance of good quality products
Space Invaders. Who plays video games now? It writing their own. However, as soon as you look at and lots of useful publicity. Despite their obvious
is becoming hard to find a pub with a machine, the long-term implications of such a policy, it sources of disagreement, the amateur and profess-
whereas three years back hardly a pub was without begins to look considerably less rosy. Games, like ional sides of rolegaming need each other. They
one. This is something of an unfair comparison in most other products these days, are subject to the need to recognise that fact and build on it. . 1 1 0

IMAGINE magazinv, August 1985


49
Z I N E Z O N E
While the older fanzines are reaching import- and R u n e Q u e s t , i n c l u d i n g a n e w c h a r a c t e r
ant issue numbers, n e w fanzines continue to class, t h e To r t u r e r - - w h i c h a l s o appears i n
appear, especially i n t h e FRP field. H O C U S S W O R D OF S Y LV I A N 1 a s an NPC. This zine
P O C U S i s a n e w A m a t e u r Press Association is n i c e l y l a i d o u t , b u t i s l e t d o w n b y s h o r t ,
(APA) fanzine, aimed a t filling t h e gap left by skimpy a r t i c l e s , a n d a n e x c e s s o f a v e r a g e
Tr o l l c r u s h e r, and the other now defunct APAs. quality fiction. I t also includes rather dubious
W h a t better way could there be to start off the An A PA fanzine consists of articles w h i c h are rules for Seduction in the D & D ® game!
new format fanzine reviews than by featuring printed as they are submitted; that is to say, the IVORY T O W E R 2 still h a s hand-written
HOPSCOTCH, w h i c h h a s j u s t reached i t s editor of the zine puts together the magazine contents t h r o u g h o u t (although G e o f f h a s
fiftieth i s s u e . M a n y c o n g r a t u l a t i o n s t o A l a n from already typed submissions, gets it printed bought a typewriter now!) but this doesn't stop
Parr for t h i s publishing feat! Hopscotch i s an and then distributes it. The first issue of Hocus it from carrying a lot of very useful articles for
exceptional fanzine, w i t h a policy of featuring Pocus h a s c o n t r i b u t i o n s f r o m a f e w w e l l - Golden Heroes, Traveller and RuneQuest and
new and unusual postal games. This policy known fans, b u t the zine i s really only just a detailed scenario for M E R P. The latter has
made i t e s p e c i a l l y s t a n d Out i n 1 9 8 0 w h e n finding i t s feet, so it could be a good t i m e f o r the unusual feature of illustrating some of the
Alan started the zine with the express purpose you to contribute to it. locations w i t h p h o t o g r a p h s — a n e x c e l l e n t
of trying o u t n e w games and ideas, a t a t i m e idea! THE BOOKLET OF M A N Y THINGS
w h e n e v e r y o t h e r postal g a m e s zine h e a v i l y issue 2 is very similar to the first one. There is a
featured D i p l o m a c y - - regarded b y m a n y as V \ W A R k \ I N T I N I T I F U r f i r r i l i f / 1 / 7
/ A l t u s e f u l piece on magic, but the zine is spoilt (for
the o n l y t r u e postal game. T h e scepticism o f 1( /
me a t l e a s t ) b y t h e f r a n t i c a t t e m p t s o f t h e
others d i d n ' t d e t e r A l a n , a n d Hopscotch h a s editors t o b e f u n n y a l l t h e t i m e , s o m e t h i n g
been p u b l i s h e d r e g u l a r l y e v e r s i n c e , n e v e r f--; w h i c h j u s t d o e s n ' t c o m e o f f . T H E R OLE-
once being late. 4. PLAYING K A R M A S U T R A 2 has rather
Alan d o e s n ' t o n l y c o n v e r t n o r m a l b o a r d - sparse c o n t e n t s ( i n c l u d i n g a t e r r i b l e m u s i c
games to postal play, but runs original games,
the m o s t f a m o u s b e i n g U n i t e d , t h e football
management game of his own invention which
is r u n i n a v a s t n u m b e r o f f a n z i n e s a l l o v e r
<•<> column), but does include rather amazing sets
I o f r u l e s f o r a n A - Te a m g a m e , a n d a r m -
. 4, w r e s t l i n g in the A D & D game.
I am tempted not to review S TA R Q U E S T E R
Europe a s w e l l a s t h e U K . T h e r e i s e v e n a • 2 a t all, a s one o f i t s pages carries a d e a t h -
computerised v e r s i o n o f t h e g a m e available ' t h r e a t to me if I don't! However, it w o u l d be a
(see review, ,-,22). Other games include White shame not to mention it as it is really very good.
Box (a variant on Black Box), The Pentomino Production is better, most of the columns have
Game, Regatta, Entropy (about Thermo- gone, replaced w i t h m a t e r i a l s u c h a s We r e -
dynamics!), C i r c u s M a x i m u s , a n d s o o n . I n wolves i n F R P, s o m e n e w c r e a t u r e s f o r
fact, a lot of the games w h i c h are accepted as RuneQuest, Cthulhu in 1 9 8 5 (including a n e w
standard postal g a m e s f o r a f a n z i n e t o o ff e r Zine Editor class), plus scenarios for D&D, RQ
were first r u n in Hopscotch. and L a s e r b u r n . A l o t o f g o o d m a t e r i a l a n d
Games a r e n ' t t h e o n l y f e a t u r e , o f course, excellent value for money. D R U N E K R O L L 2
even i f t h e y are t h e c h i e f reason f o r the zine has a large A D & D scenario f o r m e d i u m level
existing. A l a n a l w a y s w r i t e s several pages of characters set on the Isle of Death (a pleasant
chat about the hobby and w h a t ' s happened to sounding place!), p l e n t y o f chat, a n d p o s t a l
him since t h e last issue, as w e l l as featuring games including Brookside the RPG!
several pages o f letters on g a m e s and l i f e i n C H A O S L O R D i s still fairly poor. I t carries
general. T h e c h a t i n H o p s c o t c h m a y n o t b e material f o r t h e A D & D g a m e , a n d a r a t h e r
polished, f l o w i n g prose, but it is entertaining, powerful addition f o r C a l l o f C t h u l h u called
and f u n n y — c o n v e y i n g t h e f r i e n d l y f e e l i n g Cthulhu B u s t e r s ! A f t e r a f e w p o o r i s s u e s ,
that the zine has towards its readers. Like most O B S C U R I T Y I N C 5 i s back on f o r m w i t h a n
fanzine editors, A l a n P a r r e n j o y s w h a t h e i s B O R I S is a rather strange new zine from the excellent b a l a n c e b e t w e e n s e r i o u s a r t i c l e s
doing and w a n t s his readers to enjoy it too. fevered m i n d s o f C h r i s P r e i s t a n d D a v e (converting R 0 3 t o G l o r a n t h a , R e l i g i o n i n
Hopscotch n o w a d a y s s e e m s t o h a v e v e r y M u r r a y. I ' m n o t quite sure w h a t to make of a CoC), chat and silliness t h e latter represent-
f e w spare p l a c e s i n i t s g a m e s f o r a n y n e w - zine w h i c h o f f e r s a r t i c l e s o n B e a u t y a n d ed b y Wo m b l e s i n RuneQuest! Ve r y strongly
comers, b u t A l a n c o m p e n s a t e s f o r t h i s b y Haircare in the A D & D I " game and an interview recommended. A n d finally, T E M P E S T U O U S
publishing details of games available in other with Paul Mason, along w i t h more sensible ORIFICE has put out issue 7 after a 9 - m o n t h
• zines, so Hopscotch can be an invaluable guide articles on system free gaming, and a system gap since issue 6; perhaps they should change
to finding a game elsewhere, as well as being a free scenario. The style is l i g h t and c h a t t y — it t o T O A n n u a l ? A s h a m e t h a t i t i s s o
very enjoyable zine itself. Issue 50 comes with perhaps not everyone's cup of tea, but I really infrequent, a s i t i s a n excellent FRP fanzine,
a 20-page s u p p l e m e n t detailing the complete enjoyed it! w i t h a v e r y high standard of content.
history o f Hopscotch, w r i t t e n i n A l a n ' s l i g h t THE MARTIAN CHRONICLES suffers from 010 Mike Lewis
and e n t e r t a i n i n g s t y l e . P e r s o n a l l y, I l o o k very poor production (which the editors freely Contact addresses for these and other fanzines
forward to the next fifty issues. admit), b u t i t o ff e r s u s e f u l articles o n A D & D received this month are listed overleaf.

Brian Creese invites you to


Long ago, or so it seems, I told you h o w some lettercolumns a b o u t s o m e t h i n g c a l l e d ' t h e offer some of the more esoteric games, Postal
keen g a m e s p l a y e r s t h o u g h t u p t h e i d e a o f hobby', a n d g e n e r a l l y appearing t o b e m o r e Snowball Fighting, or Judge Dredd, most still
playing t h e b o a r d g a m e D i p l o m a c y b y post. sophisticated. The people who did these things include a token game of Diplomacy, as a tribute
The s y s t e m w a s easy; a n e x t r a p l a y e r w a s had got the ideas from Science Fiction fandom, to their history.
invented, t h e G M t o w h o m a l l p l a y e r s s e n t and s i m p l y carried t h e m o v e r i n t o t h e i r n e w In other words, if you w a n t to play a game by
their orders for movement. W h e n the appoint- hobby. post, you really should have a go at Diplomacy,
ed h o u r arrived, t h i s G M w o u l d look at all t h e And i f t h e D i p l o m a c y h o b b y w a s c r e a t e d simply because the general rules and mores of
orders, w o r k o u t w h a t h a d h a p p e n e d , a n d from the world of SF, then the FRP hobby came this hobby have g r o w n up around its founding
w r i t e to the players with the results. And in this from Diplomacy's, for almost all the styles and game. W h a t is more, it is a tremendously easy
way did Uncle Don first become a publisher... approaches u s e d i n F R P z i n e s h a v e b e e n game t o play. A l l y o u n e e d i s a m a p o f t h e
Of course, it was all very simple then; a sheet current i n p o s t a l g a m i n g c i r c l e s f o r a l o n g board, and some pins to represent the different
of purple, a l c o h o l - s m e l l i n g banda-duplicated while. A n d , indeed, m o r e and more FRP zines countries' units. A set of rules, a subscription
game report, but quickly enough these 'zi nes' are turning to postal games to help give them a to a zine and a n e w pad of w r i t i n g paper, and
were r u n n i n g n o t o n l y l o t s o f g a m e s , b u t shape and a deadline, a reason for appearing at you are away.
carrying a r t i c l e s o n ' o p e n i n g t h e o r y ' a n d least vaguely on time. And while many of these By n o w you all k n o w h o w to play the game, I
50
I M A G I N E magazine, August 1985
1
GAME COMPANY
ZINE The Z i n e A r t s section o f The FanScene is
designed to give some exposure to the various
artists working within fanzines, many of whom
Clubs
B I S H O P A U C K L A N D , D u r h a m : Anthony Stockton,
15, k e e n player of A D & D , DfiLD a n d M i d d l e E a r t h

ARTS
produce excellent work, but who seldom get the
rpgs, is looking for mature players and clubs in his
recognition or exposure they deserve. It should area. 16 Clarence Gdns, Bishop Auckland, DL14 7RB
also serve to show the high standard of fanzine
art t o those o f you who haven't investigated DURHAM: Light Infantrymen Wargames Group is
looking for more members: board games, 1 5 and
fanzines yet.
25mm figure gaming, A D & D game, etc. Every
Our first fan-artist is H U D S O N S H A W .
Tuesday, 7-9.30pm, at the local Community Centre.
Hudson's work first began appearing in FRP Ring Graeme Dowdell on Spennymoor 815283 after
fanzines in D o o m B o o k o f Chaos, and early 7pm, or David Ostridge on Durham 64707 after 6pm
DragonLords. Since then, h i s w o r k has any night except Wednesday. Minimum age 14
appeared in nearly every FRP fanzine around! KENTISH T O W N , London: A 12-year-old boy i s
He is well-known for his single panel cartoons, looking for a club in North London. Please write c/o
and h i s preference f o r ducks! H i s w o r k i s Club Ref 291, IMAGINE magazine.
heavily influenced b y cartoons, and the late
M A I D E N H E A D , Berks: 17-year-old Steven Williams
Vaughan Bode. is experienced in a wide range of games and wants to
know of any wargaming groups in his vicinity. 126
Alwyn Road, Maidenhead 5L6 SEW.
SUNDERLAND: Two garners are thinking of starting
a club: phone Steve on Sunderland 43777 after
6.30pm on weekdays if you are interested.
WEYMOUTH, Dorset: Alan Mead, age 11, would like
help setting up his first MILD' game. If you can offer
assistance, write to him at 28 Overlands Rd, Wyke
Regis, Weymouth, Dorset DT4 9HS.
YORK: Anyone interested in joining an FRP club in
New Earswick?AD&D, Traveller, C o C , RuneQuest,
Middle Earth. Wednesday night 7-10pm. Age 13+,
beginners welcome. Ring Ian on 768950
Events
CAMCON, primarily a Science Fiction con, will offer
facilities for RPGers, and possibly a panel discussion.
GoH John Christopher. 13-15 September, New Hall
College, Cambridge. Details from Neil Taylor, c / o
Perspective Design, 9 Pembroke St, Cambridge
Also on 13-15 September, CONQUEST at Queens
Hotel, Hastings. This is a general games con. Write to
John Marsden, 17 Church Rd, St Leonards, Hastings
TN37 6EF for further details.
GAMES DAY will be at the Royal Horticultural Hall,
London, as usual: 28-29 September.
ARTICON will be at Hatfield Poly, 4-6 October. GoH
Bryan Talbot. Competition dungeon, films, talks,
games, live bands, stalls. Write to Jaine Fennell, 278
Chapman Hall, Bishops Rise, Hatfield, Herts.
M1DCON — the Star Trek version — will be on
October 11 - 1 3 a t Leicester International Hotel.
Seemingly this is a special media event; details from
Terry Elson, 8 Ennerdale Cl, Oadby, Leicester.
NOVACON will be at the De Vere Hotel, Coventry,
November 1-3, with guests Dave Langford and James
White. Details from 86 Bearwood Farm Road, Wylde
Green, Sutton Coldfield, Birmingham 872 1 AG.
KOANCON may take place on August Bank Holiday
1986 at Warwick University b u t the organisers will
not proceed unless there is evidence of interest from
youl W r i t e t o Trevor Mendham, 5 3 Towncourt
Crescent, Petts Wood, Kent, or Alex Zbyslaw, 197
Herbert Ave, Poole, Dorset.

play D I P L O M A C Y
expect. You don't? Seven players represent the three or four weeks between moves. You can you m u s t n e v e r m i s s a d e a d l i n e o r f o r g e t t o
principal p o w e r s o f Europe a t t h e t u r n of the promise w h a t y o u l i k e ; o n l y t h e G M k n o w s send in y o u r orders. A subscription o f E2 w i l l
century. Each is roughly balanced with armies w h a t your orders really are, at least until they get y o u s t a r t e d w i t h a f e w issues. A l s o , w e
and fleets. M o v e m e n t is childishly simple; you are published! would like to follow the game in The FanScene,
can move one space at a t i m e unless another So w h y don't you try a g a m e yourself? All it so as GM I w i l l be reporting on the progress of
unit is in the space you are trying to get to. In takes is a couple of quid to an editor and you the game, and inviting c o m m e n t s from you on
this case you c a n ' g a n g up', w i t h t w o pieces are away. A b i t w o r r i e d about the opposition, how you are enjoying it.
bettering one, three two, and so on T h e object perhaps? Think they may all be experts? Well, So t h a t i s t h e idea. J o i n a g a m e o f Postal
is simply to dominate over half the board. The never fear. IMAGINE magazine is sponsoring a Diplomacy. I f you a r e interested, prepared t o
subtlety is that by yourself you can never win; game o f P o s t a l D i p l o m a c y, o p e n o n l y t o c o m m e n t on the game, and think you can send
you n e e d f r i e n d s w h o w i l l h e l p a n d s u p p o r t readers w h o h a v e n o t played D i p l o m a c y b y in orders regularly for a c o u p l e of years. t h e n
you. B u t i f y o u k e e p t h o s e f r i e n d s y o u w i l l post before, to be held in m y o w n zine N M R ! write t o m e a t 2 5 6 C a n b u r y P a r k R o a d ,
never g r o w to be t h e biggest. T h e tactics are W h a t do we need from you? Well, most of all, Kingston u p o n Thames, S u r r e y K I 2 6LG, f o r
easy, the game is won and lost in the negotiat- commitment. A decent game will last anything one of the available places.
ions w h i c h occupy (in t h e postal version) the between t w o and three years, and to succeed Obi Brian Creese
1 IMAGINE ttutijazttw, August 1985
51
ILLUSIONIST SPELLS
FIRST LEVEL SIXTH LEVEL
Gaze Reflection: The creature which has Conjure Animals: See comments on the
its gaze reflected does, of course, get a sixth level clerical spell o f t h e same
saving throw against the effects of its name.
own gaze.
Demi-Shadow Magic: There is a bizarre
SECOND LEVEL anomaly here with respect to the wall
spells; victims can take more damage
Detect Magic: Oddly the DMG states from making their saving throws than if J:4
that this spell functions as per the clerical they fail them. A n illusionist has to be That covers the major changes i n the
version of the spell, and 'NOT the magic 12th level to have memorised a sixth level DMG for the MU and Illusionist spells;
user spell'. Thus illusionists do not have spell; he casts a demi-shadow wall of ice Clerical and Druid spells will be detailed
any chance of knowing the nature of the in the air above a party. Those who fail next month. I f D M s a n d players a r e
detected magic, only its intensity. their saving throws get 3-30 (average discussing these matters in the light of
16.5) points of damage and those who the 'changes', they might also review the
THIRD LEVEL make t h e i r saving t h r o w s g e t 1 2d4 whole question of just what spell casting
damage (average 3 0 points). T h i s i s characters are taught when they learn
Rope Trick: See comments on the second ludicrous, and there is a logical unofficial the spells for the first time, and what they
level magic-user spell of the same name. change. Since characters failing a saving have to gather from experience. It is clear
throw against, say, a demi-shadow fire- that the DMG is not just a DM's reference
ball takes 3 . 5 points o f damage ( o n tool, but that it contains some information
FOURTH LEVEL that PCs should know as a matter o f
average) per level of the illusionist, and
Improved Invisibility: PCs should b e those who make their saving throw take 2 course. This situation is likely to be all the
aware that this is less easily detected by points of damage per level of the illusion- more confused when Unearthed Arcana
monsters with an innate ability to detect ist (this i s specified i n t h e PH), w i t h is released i n t h e n e x t f e w weeks,
invisibility as a function of hit dice and respect to the wall spells one could rule containing information aimed a t both
intelligence than an ordinary invisibility that damage taken by those making a players and DMs. It is far better to have
spell. They might not know by how much; saving throw is 4/7 of that which would be talked the matter through before the first
details are given on p47 of the DMG. taken by those failing (a messy fraction, time the DM turns to a player and says
but things a r e k e p t consistent). T h i s "You do realise that won't work in these
Phantasmal Killer: This spell is powerless problem obviously requires a n official circumstances...."
against an unconscious creature, and if a rule revision, b u t the suggestion here
creature affected by the spell is rendered makes the effects of this spell uniform 00 Carl Sargent and the DC gang;
unconscious, the spell can do no more across all applications causing physical Jim Bambra, Mike Brunton,
harm. damage. Phil Gallagher and Graeme Morris

ZINE Z O N E
Thanks for all the fanzines listed below.
If you write to any fanzines, it's a good
idea to enclose a stamped self-
addressed envelope for the reply.
BOHEMIAN R H A P S O D Y, Malcolm Smith, B u s 2 6 ,
Astridplein 3 1 - 3 2 , A n t w e r p e 2000, Belgium (40p);
BOOKLET O F M A N Y THINGS, Stephen Gilbert, 1 5
Cross Lane, Dronfield, Sheffield S18 65H (50p); BORIS,
THE END
Chris Preist, 55 Exwick Hill, Exeter, Devon EX42AW (40p);

OF THE WORLD!
BSFA, Sandy Brown, 1 8 Gordon Terrace, Blantyre,
Lanarkshire G72 9 N A (E7 per year); CHAOS LORD,
Anthony Walker, 4 Upper Guakroge, Sowerby NE Rd,
Sowerby Bridge, Halifax (50p); CUT & THRUST, Derek
Wilson, 321 Headley Road East, Woodley, Reading, Berks
RG5 4SE (55p); DAGON, Carl Ford, 11 Warwick Rd,
Twickenham, Middlesex TVV2 6SW (85p); D E M O N ' S
DRAWL, Jeremy Nuttall, 49 Longdown Rd, Congleton,
Cheshire CW12 4 0 H (55p); D R U N E KROLL, Justin
Horrell, Sunny Bank, Stouthall Garage, Reynoldston,
The Viking Special Issue.
Swansea SA3 IAN (45p); HOCUS POCUS, Paul Holman,
296 Harrow View, Harrow, M i d d x H A 2 6 0 0 (50p); All you need to know to set your campaign in the
HOPSCOTCH, Alan Parr, 6 Longfield Gardens, l u n g ,
Herts (55p); I V O R Y TO W E R , G e o ff r e y Dean, 6 1
Swaledale Ave, Darlington, Co Durham DL3 9AR (55p);
lands and times of the Norse-men:
L A N K H M A R S TA R D A I LY, R o b e r t N o t t , F l a t 3 ,
6 Bradburne Rd, Bournemouth, Dorset (60p), M A D Vikings as Player Characters; Rune Magic;
POLICY, Richard Walkerdine, 1 4 4 Stoughton Rd,
Guildford, S u r r e y G U 2 6 P G ( 4 0 p ) ; M A R T I A N
CHRONICLES, Michael Wall, 6 Government House Rd, Lore, Lay & Legend; Icelanders; Norse Planes
Water End, Clifton, York (55p); M O U S E POLICE, Rob
Wilson, Penryn, 4 Campion Rd, Leamington Spa, Warks
CV325X0(40p); OBSCURITY INC, Tony Keen, Kitchener
House, 6 Gordon Tce, Edinburgh EH16 5 0 H (45p);
and a special introduction to the
PROTOPLASM, lean O'Brien, 20 Victoria Rd, Rathgar,
Dublin 6 (50p); ROLEPLAYING KARMA SUTRA, Dave AD&D® BATTLESYSTEMTm
Webster, 455 Loughborough Rd, Birstall, Leicester LE4
4BH (35p); S E WA R S , C h r i s Baylis, 1 2 T h e Fryth,
Basildon, Essex SS14 3PN (80p); SPAWN OF CHAOS,
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Norfolk NR13 4RS (40p), SPREADSHEET: Jez Keen, 1
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RAGNAROKI
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HG2 8AX (60p); SWORD O F SYLVIAN, 4 4 Oakland
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IMAGINETm magazine # 3 0
TEMPESTUOUS ORIFICE, Patrick Fama, 15 York Close,
Morden, Surrey SM4 5HW(60p); VIENNA, Richard Egan, Special 'How On Earth Will They Follow That' Issue
64 Rookery Rd, Knowle, Bristol B54 2DT (40p)

52 I M A G I N E magazine, August 1985


Beware of letting the
fighters dominate the game:
vary dungeon design, use
GRKER.,
fewer monsters and more
traps and puzzles.
796ER fr(t-W\I
I dedicate t h i s m o n t h ' s c o l u m n t o t h a t
good old w o r k h o r s e o f countless exped-
itions — t h e fighter. W h o could g e t o n
w i t h o u t fighters? A s far as combat goes,
other classes t e n d t o b e specialists. I f
carrion c r a w l e r s attack, i t ' s definitely a
case for the magic user and a quick sleep
spell, a n d cockatrices a n d t h a t i l k a r e
perhaps b e t t e r f i r e b a l l e d t h a n f o u g h t
hand to hand. Clerics come into their own
when facing undead, but apart from that
they a r e s e c o n d - c l a s s c i t i z e n s i n a n y
fight. And thieves may have their moment
for slipping a r o u n d b e h i n d a h u m a n o i d
opponent for a quick knife in the back, but
put them in a r o o m w i t h a h e l l - h o u n d or
two and they're not much use.
But fighters w i l l tackle anything, more
or less. If a party of characters, after much
play, f i n d t h e m s e l v e s s t i l l d e e p u n d e r -
ground, l a d e n w i t h b o o t y perhaps, b u t
with the spell casters having loosed their
spells, t h e n y o u c a n b e t i t w i l l b e t h e
fighters w h o get the party out. Whatever
wandering m o n s t e r is w a i t i n g f o r t h e m
round t h e n e x t corner, b e i t bugbear o r
balrog, i t w i l l b e t h e f i g h t e r s i n t h e
forefront, ready to tackle all comers. told "You see an orc coming at you. When These m a y require rather more sophist-
And this brings me immediately to the you've killed i t you f i n d t h e r e ' s another icated playing f r o m t h e party, a n d a l l o w
point I w i s h t o s t r e s s t h i s m o n t h — one just behind. A n d one behind that. In other c l a s s e s a n e q u a l s h a r e o f t h e
beware o f letting t h e fighters d o m i n a t e fact, you are being attacked by an infinite action. Suppose, f o r instance, t h a t t h e
the game. It is easy to fall into the habit of line of orcs in single file. Have fun." Then players w e r e commissioned t o discover
setting u p a D8d.D, c a m p a i g n i n s u c h a leave them to it for a f e w hours. the o r c ' s a r m y b a t t l e p l a n . S u c h a
way t h a t i t becomes essentially a l o n g To avoid falling i n t o t h i s sort o f cam- problem w o u l d demand a l o t m o r e c u n -
string of fights. I n w h i c h case, of course, paign by accident, it is necessary for the ning t h a n a s t r a i g h t f o r w a r d t r e a s u r e
the f i g h t e r s o f t h e p a r t y a r e i n t h e i r DM to do t w o things: firstly to set up the hunt. A really good D & D game w i l l have
element, g e t l o t s o f w o r k , a n d l o t s o f game so that there is plenty to do besides the players meeting w i t h o u t t h e D M t o
experience points. T h e rest o f t h e party killing monsters, and secondly, not to fall discuss plans, work out schemes, and try
trail along in their wake, the cleric waiting into t h e a t t i t u d e o f f e e l i n g c h e a t e d i f to f o r m u l a t e t h e b e s t w a y t o u s e t h e i r
hopefully for a fe w zombies to make their characters get away with treasure w i t h - various s k i l l s t o a c c o m p l i s h w h a t e v e r
appearance in the endless stream of orcs, out losing any hit points. task is ahead of them.
kobolds, g o b l i n s , h o b g o b l i n s , b o b h o b - The p r o b l e m t e n d s t o a r i s e m o s t i n The DM must also avoid falling into the
goblins a n d w h a t - h a v e - y o u t h a t t h e games where the chief way to get ahead trap of feeling cheated i f t h e characters
fighters d e s p a t c h ' n e a t h t h e i r b l o o d y is by entering dungeon rooms 20' square find a way of getting to a treasure without
swords; t h e t h i e f w a i t i n g patiently for a containing miscellaneous monsters and having to fight f o r it. Tricking one's w a y
chance to disarm a trapped chest — one a c h e s t o f treasure. T h e r e i s never a n y round a m o n s t e r instead o f fighting i t is
useful c o n t r i b u t i o n t o f o u r h o u r s ' play; option b u t t o b a r g e i n w i t h a f r o n t a l an established p a r t o f t h e fantasy trad-
the magic user doing a good impersonat- assault, k i l l t h e m o n s t e r s a n d t a k e t h e ition. D M s s h o u l d e n c o u r a g e p l a y t h a t
ion o f a w a l k i n g torch bracket. A n d so i t treasure. A n d of course, the brunt of this gets characters places w i t h o u t losing h i t
goes. The likely result is a party where the action falls upon the fighters. One way to points, rather than f u m i n g a t characters
fighters are three levels higher than t h e avoid this is to vary dungeon design a lot 'getting a w a y w i t h s o m e t h i n g ' w i t h o u t
next highest character of any other class, more — use f e w e r m o n s t e r s a n d m o r e the D M being able to shed some of their
an unbalanced party, some bored players, traps a n d puzzles. A treasure m i g h t b e blood. A l w a y s remember, w h e n r u n n i n g
and FRP at less than its best. rigged u p i n s u c h a w a y t h a t t h e o n l y an RPG, it's not you against the players. If
Of c o u r s e , t h e r e a r e p e o p l e w h o method o f getting a t i t i s b y intelligent players b e a t t h e m o n s t e r s , i t ' s n o t t h e
positively revel i n h a c k and s l a y — t h e spell use; particularly some of those more DM's honour that is at stake.
"it's h a l f past three a n d I h a v e n ' t killed out-of-the-way spells l i k e w a r p w o o d . Ideally a party ought to be able to w o r k
anything yet" brigade. Far be it from me to One can also design bits of the dungeon as a team; this is made harder if there is a
deny such folk their fun; I just think that in which fighters will be at a disadvantage big imbalance in character levels. Some-
they m a y have t h e w r o n g game; Space — flooded areas or n a r r o w tunnels that times good players simply come together
Invaders is much better for killing things. I you can only crawl along (try doing that in as a team anyway; but it is something that
rather like the suggestion made to me by plate) w h i c h w i l l give o t h e r classes t h e the D M can encourage if adventures are
Lou Nisbet for such players— they should limelight for a while. planned well. It is certainly something to
be given a character w i t h p l a t e m a i l +5 Also, o f course, t h e r e is the matter of avoid discouraging unwittingly.
and a s w o r d +5, p u t in a dead end, and sending t h e p l a y e r s o u t o n m i s s i o n s . * R o g e r Musson
I M A G I N E magazine, August 1985
53
I M A G I N E magazine i n t e r v i e w s wearing a c o l l a r a n d t i e , s h o w i n g u p a t I Have you ever thought of writing outside the
exactly the same spot at the same time every genre, for example a mainstream thriller?
BOB S H AW day and doing things I don't want to do. Then I
Continued f r o m page 17 wake u p a n d r e a l i s e t h a t i t w a s o n l y a B I ' v e thought about it quite often. People who
nightmare and t h a t really I'm m y o w n man. know m y w o r k h a v e o f t e n r e m a r k e d t h a t
That f e e l i n g i s w o r t h a n y o f t h e h a r d s h i p s many of my books are close to contemporary
a book about Pluto and I discovered that it has that you get from being a freelance w r i t e r. thrillers. This is true but I don't k n o w if I'd be
an u n u s u a l relationship w i t h i t s moon. A s I happy w i t h a thriller. (Chuckles) If someone
said e a r l i e r, a n a w f u l l o t c a n c o m e f r o m a I What advice would you give a reader o f offered m e a lot of money, t h e n yes I w o u l d
very l i t t l e . T h i s w a s a n i n s t a n c e I w a s IMAGINE magazine who has aspirations of be. In the thriller field most of the books don't
thinking of. I t h o u g h t w h a t a great setting to being an SF writer? make a l o t o f m o n e y. T h e o n e s w e ' v e a l l
put a novel i n . T h e w h o l e t h i n g h a s g r o w n heard of do, but in b e t w e e n those there are
from that. It should be published in the early B Read a l o t of SF. I t ' s n o good sitting d o w n hundreds and h u n d r e d s o f m e d i o c r e books
part of next year. It might be the first part of a and w r i t i n g a story w h e r e t h e ship crashes w h i c h sink without a trace. I don't w a n t to get
trilogy, but I need to get the Orbitsville novel and a m a n a n d a w o m a n g e t o u t o n t h e involved with that. At least my SF books keep
out of the way first. (Chuckles) Really the plan verdant pasture and it turns Out that they're getting reprinted and I have a good chance of
is always just to w r i t e another book. Adam a n d Eve. People a r e s t i l l t u r n i n g Out living on through my work which I don't think
that idea and it's because they haven't read I have outside of it.
I Personal freedom a n d personal identity enough. O n e b i t of practical advice as well.
feature strongly in your books. How import- Finish everything you start. That's so import- I Finally, what do you know about role-playing
ant are they to you? ant for t w o reasons. Firstly no-one has ever games?
made m o n e y o u t o f a n u n f i n i s h e d n o v e l o r
B Personal f r e e d o m — yes. I packed u p a short story. Secondly if you k n o w that you've B I ' v e been a w a r e of t h e m since t h e earliest
steady job to become an SF w r i t e r and it was got to finish it, it makes you very choosy about days o f D & D , b u t I h a v e n e v e r played. I t ' s
simply b e c a u s e I c o u l d n ' t b e a r b e i n g t o l d w h a t you s t a r t w r i t i n g , w h i c h i s w h e r e you mainly because m y job — w r i t i n g — i s t h e
w h a t t o do. I h a t e d i t w h e n a b o s s w o u l d should be in the first place. ultimate game. Yo u w r i t e d o w n a w o r d and
refuse to accept my very good idea and make then, using the most subtle and complex set
me work on his rotten idea. (Chuckles) It irked How do you categorise your writing? Would a of r u l e s e v e r devised, y o u c h o o s e a n o t h e r
me n o e n d , s o I p a c k e d i t u p . P e r s o n a l Science Fiction Thriller be a fair description? w o r d and put it beside the first one. A n d you
freedom a n d i n d i v i d u a l i t y, t o m e , a r e keep d o i n g t h a t u n t i l y o u h a v e c r e a t e d a
paramount. B T h a t s e e m s a p e r f e c t l y viable category t o world from your o w n imagination.
me. A n d I s h o u l d k n o w, I ' v e d o n e it. Q u i t e
I Ten years o n from becoming a f u l l time often my books are set five or ten years in the Bob Shaw is a very modest man but quietly
writer. Any regrets? future and just one thing has changed. There very proud of his writing, as well he should be.
is o n e s c i e n t i f i c d e v e l o p m e n t . I w r i t e t h a t It was a joy to interview him and to know that I
B No. I've h a d m y ups a n d d o w n s w h i c h I novel a b o u t h o w t h e c h a n g e a ff e c t s s o m e was talking to a man who is totally committed
knew w o u l d h a p p e n . I ' v e g o t a r e c u r r e n t people. I t r y t o w r i t e i t a s i f i t ' s n o t a n S F to his work, belleves in his work and loves his
nightmare even today. I dream that I'm back novel, b u t a n o v e l w h i c h w o u l d h a v e been work, It is little wonder that he is much-loved
in t h e office w o r k i n g f o r so m e o n e else. I ' m regarded a s a n o r d i n a r y n o v e l f i v e o r t e n and respected by the fans o f the numerous
going t h r o u g h a l l t h e m i s e r y, a n d s i t t i n g years i n t h e f u t u r e w h e n t h i s development conventions he attends.
there h a v i n g t o d o a l l t h e t h i n g s I h a t e — has occurred. 1k David Hill, April 1985

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54 I M A G I N E magazine, Alu3ust t e s t
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56 I M A G I N E ntagazins, August 1985


a

Know then, 0 Prince....

....that between the years when TSR's new easy-to-learn role-playing game
the oceans drank Atlantis and the years gives you the chance to adventure with Conan,
of the rise of the sons of Aryas, there was an fantasy's greatest hero! From the bleak wastes of
age undreamed of, when shining kingdoms lay spread Asgard to the jungles of Kush, danger is ever-present
across the world like blue mantles beneath the stars. Hither — but so are fabulous treasures! The CONAN® role-
came Conan the Cimmerian, black-haired, sullen-eyed, playing game contains all you need to adventure in
sword in hand. A thief, a reaver, a slayer to tread the Hyboria: three rule-books and reference guides, player
jewelled thrones of the Earth beneath his sandled feet. sheets, dice and a colourful map of Conan's world.

Take up your broadsword,


Barbarian - and FIGHT!
For 2 or more players, ages 10 to adult. Available from better TS R UK Ltd
games shops, or in case of difficulty, write to us: The Mill,
Game Design , 1 9 8 5 ISR Inc. All Rights Reserved 1
Rathmore Road,
1985 Conan Properties Inc. A l l Rights Reserved. Conan and distinctive likenesses thereof are CAMBRIDGE CBI 4AD
trademarks of Conan Properties Inc.
, 1985 ISR UK Ltd
(Tel 0223 212517) E r i

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