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MERSEY CEISGRE PUBLISHING PRESENTS: \ in KIS erred Roca nay pore Oca eats ea Pecunia MASTERPIECE Patrons ec nerrsy eee Grenadier Models UK Ltd. 25mm Gaming Miniatures Se ee en mn erent ee eS PCa lens aod 'DRAGONLORDS. rake ee as Bee Peery aa Td asc ey Fray C7 a FT ny icy ry EDITORIAL You might have noticed something odd about the cover of this issue: yes, there's that fittle bit at the top, just by Boris’ horse, which tells you this is the “June/July” issue. Does that mean we're going back to bi-monthly? Well, no. It's all very complicated, but issue #12 will have “August” on the cover, and it's all straight-forward from then. ‘And, also on the cover, don't you recognise the artwork? If not, you obviously haven't read Terry Pratchett's book “Equal Rites”. in which case, you won't want to fead "Voyages Beyond” this issue; or wil you... I'm glad | did; it made me want to rush out and buy a notepad with which to exercise my creative talents as a budding author! Thanks to artist Josh Kirby for the front cover this issue. There's not much else to say this issue except ‘thank you’ 10 everyone who filled in an opinion poll in issue #9. The results are Siscussed on page 32... Ste Dilton. ‘Ail matorale not coneidered adverteing by the publishers remain © copyright Mersey Lelaure Publishing. Reproduction in whole, or part, is expressly forbidden save with prior arrangomont and written agreement with Mersey Lolgure Publishing unless otherwiso stato. Aaada Printed in the U.K by Redwood-Burn. “Trade Distribution through: Diamond Magazine Distribution Lid. Unit 1 Burgess Ra, Ivyhouse Lane, Hastings, East Sussex, TNS5 4NR. TEL. No. (0424) 430422. /JULY 1987 EDITORIALS: LIVE BY THE SWORD Readers’ rights MEIN KOPFSCHMERZEN Poll results, news, gossio? FANZINES FOREVER What's on in the zine word, VOYAGES BEYOND The Terry Pratchett interview cannot be held responsible for any transactions arising rom advertsomonts, Starship Hex Grid 495 Battletech 14.95 ~The Black Widow 495 - The Fox's Teeth 4.95 = Cranston Snorc’s regulars 5.95 = Gitytech 14.95 - Areotech 10.95 Mechwarrior 95 - Battletech Map Set 7.95 ~ Battletech Blueprints 7.95 - Battlotech Tech Readout 7.95 Decision at Thunder Rift 2.95 The Spider and the Wolf 495 Game Designers’ Workshop Traveller 2300 14.95 Traveller RPG Starter Traveller 8.95 ‘The Traveller Adventure 7.95 Books: Book 4 Mercenary 4.45, Book 5 High Guard 448, Book 6 Scouts 445, Book 7 Merchant Prince 445, Book 8 Robots 445 Supplements Supp2 Animal Encounters 4.45, ‘Supp 6 76 Patrons 445 Supp 8 Library Data (A-M) 445, Supp 9 Fighting Ships 4.45 Supp 14 Library Data (N-2) 4.45, Supp 12 Forms & Charts, 445 Spinward Campaign 495 Allon Modules:1 Astan 495 3 Vargr 495 4 Zhodani 495 5 Droyno 495 8 Solomani 495 7 Hivers 495 Aion Realms 495 Module 1: Tarsus Boxed 7.95 Module 2: Beltstike Boxed 7.95 Adventures: Ad 1 Kinunir 2.95, Ad 2 Research Station Gamma 2.95 ‘Ad 4 Leviathan 295 Ad 5 Trilion Credit Squadron 2.95, Ad 7 Broadsword 295 ‘Ad 9 Nomads of World Ocean 2.95 ‘Ad 10 Safari Ship 295 Ad 14 Arcturus Station 295 ‘Ad 12 Secret of Ancients, 295 ‘Ad 13 Signal GK 295 Double Adventures: DA Shadow /Annic Nova «2.95 DA2 Bright Face / Mithril 295 DAB Argon /Death Station 2.95, DAS Divine /Night Conquest 2.95 Twilight 2000 14.95 - Free City of Krakow 495 Pirates of the Vistula 495 = Ruins of Warsaw 495 Black Madonna 495 ~ Going Home 495 For Further Details (on any of the above ranges, Your nearest stockist in Europe of trade ‘enquires, Contact: Us Army Vehicle Guide 495 Red Star / Lone Star 495 ROF Sourcebook 4395, Armies of the Night 495 Aitlords Of the Ozarks 495 ‘The Brotherhood 9.95, Campaign Trail STEVE JACKSON GAMES 14.95 Car Wars 4.95, Car Wars Deluxe Edition 13.95 Duettrack 9.95 Crash City 495 Truck Stop 495 Convoy 495 Car Wars Exp, Set 1 2.95 Car Wars Exp. 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Toon 5.95 Toon Strikes Again 3.45 ‘Toon Silly Stuff 3.45, ‘Man to Man 5.95 Oreslayer 3.95 Killer 3.95, Giodbo 345, Undead 3.95 One Page Bulge 395 aid on Iran 3.95 >] IRON CROWN ENTERPRISES Lhe, Middle-Earth RPG Middle-Earth Boxed Set 10.95 Middle-Earth Rulebook 5.95 Combat Screen 445, Folded Map 395 Guidebook Campaign Modules: Northern Mirkwood Southern Mirkwood Isengard Moria Rangers of the Noth Riders of Rohan Lorien Havens of Gondor Sea Lords of Gondar Adventure Modul Lords of Middle-Earth Volt Bree Dagoriad Shelob's Laie Hillmen Thieves of Tharb: Paths of the Deas Goblin Gate Haunted Ruins Phantom of the Nthrn Marches, Trolls Pirates of Pelargi The Gates of Mordor Boardgames: Fellowship of the Ring Lonely Mountain Riddle of the Ring Cleric’s Revenge Rolemaster Companion Rolemaster Combat Screen ‘Aums Law & Claw Law Spall Law Character & Campaign Law Creatures & Treasures Flobin Hoos Loremaster Series Cloudlords World of Vog Mur Shade of the Sinking Piain The Iron Wind Spacemaster ‘Spacemaster Companion Future Law Tech Law Imperial Crisis ‘Axaisha Outstation Lost Telepaths Robot Warriors @rask FORCE GAMES, Star Fleet Battles Vol. 1 Vol. 2 Vol. 3 Federation and Empire F 8 E Fleet Pack Additional Mater Introduction to SFB Supplement 1 Supplement 2 Supplement 3 Capiain's Log t Captain's Log 2 Capiain’s Log 3 Captain's Log 4 Commander's SSD Book 1 795 995 6.95 395 695 5.95 24.95 7.95 7.95 795 7.95 3.95 7.95 10.95 16.95 15.95 16.95 32.95 9.95 495 535 7.95 795 495 435 495 495 395 GANVIES OF LIVERPOOL LTD. 235 Sect ss SSrmangereSSo era See Slrwsi tno Se “$ 3 HERO GAMES Commander's SSDBook4 395 Dragons eas Commanders SSD Books «3.95 Monstersol Myth & Legend 6@5.-=S Champions RPG 895 Commanders SSD Book6 «395. warves 695 Champions 2 698 Commanders SSD Book? 395‘ Dark Fok 62 Champions 8 638 Commanders SSD Book® © «3.98. Wizards 89 Enemies 2 398, Commanders SSD Book® «395 Elves 69 Enemies 3 306 SFB Reinforcements 550 Fantantc Treasures 1 69 Adventures: Rules Update * 495 Fantastic Treasures 2 595 Dr. Destroyer(& screon) 3.05 Undeas 88 Stronghold 39s Starlire Boxed Set 995 Boardgames: Deathetroke 498 New Empires 7.95 Sanctuary 12.95 ‘Supervillain Contest 3.95 ‘Tho Gorm Khanate War 895 Worlds of Boris Valeo 1295 Gadgets 550 Other Game; Dragonrders of Pern 5295 The Corious Effect 395 Godse 1695 Brith Pails 1495 SuperAgents a0 ‘th Reich 798 Empire Builder 1495 Organisation Books: Autoventures: Ellery Queer's Mystery Game 1288 Git &METE. 395 Turotie 395 TheKeep 1298 Primus & Demon 398 Halon Wneels 395 Forever War 1295 The Blood & Dr McQuak «8.08 Utratoros 398 Company War 1295 Fantasy Hero APG 395 Srreet Fight 398 Hammers Slammers 1298 Here Bestiary 550 The Gauntlet 395 Modern Role-Piaying: Auto-Duel Accessories: Danger iterational 99s The Road 44s Border Crossing 395 Other Games: 8 W. over Scotland 498 fore ot pus 19s cesette; Sustice ine, HPS 3s Musketeers 738 Lands OF Mystery 695 Chit! 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Gold 070 Tower of Magicks 445 Other Gam 92. Siver 270 ico Elves 443. ChilBoard Game 1295 93. Bronze 070 Pinnacle 445 BardeLogacy1-Sandman '9.98 84. Brace 070 War of Darknass 445 Wabbt Wampage 1298 95. Copper 070 ‘Throne of Evil 4.45 Wabbit's Wevenge 12.95 96. Chainmail 0.70 IMPORTERS & DISTRIBUTORS OF SPECIALIST ADULT GAMES & PUZZLES 89, VICTORIA STREET, LIVERPOOL. Lt 6DG TEL: 051 236 2605 ml ATURE BY MIKE WILLIS VARNISHING “The type of varnish to use will depend, to some extent, on the type of paint you use. Brushing ‘Humbrol’ varnish for example, ‘onto metallic enamels, will cause them to melt and run (as will brushing acrylic varnish onto Gouache and ink). For figures with metallic enamels, it is best to use a spray varnish first (Humbrol is ideal). A very light coat of spray, and allow it to dry; this will seal the surface, and allow subsequent coats to be brushed on. Figures painted solely with acrylic, can be sprayed or brushed with either polyurethane or acrylic varnish (Warning! Acrylic varnish is very matt and tends to dull metalic colours), Figures painted with Gouache and/or ink, should be sealed with ‘a coat of polyurethane varnish before any other is appliod, ‘As ageneral rue, | spray or brush the figure with a matt or satin varnish first, and then paint over the leather items with satin and the metalic items with gloss. Another word of warning - Don't apply matt varnish too thickly, {8 it ends to “Poof” in the hollows and creases and then dries 10 a cloudy residue. Miniatures or dioramas which are to be displayed look much better when mounted on wooden piinths such as those used by military modellers. These can be purchased commercially or ‘made from offcuts of timber. Hardwoods such as mahogany or ‘oak are the best materials to use, but it these are unavailabie, softwood or pine, stained with an appropriate wood dye, is acceptable. Cut the wood to the size and shape you desire, then sand it thoroughly with progressively finer grades of sandpaper, being ‘caretu! to work along the grain NOT across it. Finish off with a couple of coats of varnish or wax polish, and then af the tgure base with a contact adhesive, such as vostic! LABELLING Al that remains is to give your miniature masterpiece an appropriate name or ttle and then mount ion the base using a suitable label. Its best to avoid dymoed or handwriten labels (unless youre exceptionally neat), as these tend to look scruffy and spoil the effect. Probably the most economic way to make a label, is to use rubed-down lettering such as Letraset on a piece of card, then glue this to the bace. ‘The best method, however, is to have your title engraved.ch a ‘small metal plate, again, ike those miltary modellers use. These are available in various shapes and sizes, and can be engraved with up to $4 characters (on a 2° plate) in a variety of styles. They are available from Trophy shops, and will probably cost between £1.00 and £1.50 - alle expensive but well worth & Miniature Figurines were formed in August 1968 to produce quality historical wargames figures, as with most figures manufacturers, by people with a genuine interest in the hobby. Itis probably an underpublicised fact that Miniature Figurines wore the first company to produce commercial “fantasy” minia- tures and the story behind this, athough rather sad, is well worth telling in order to put the gamesworld's history books straight. It was about filteen years ago that a regular customer of the company, an avid wargamer, told them that his ambition was to ‘see his favourite fictional characters produced as miniatures “before he died”. This last remark induced a puzzled aspect in Minitigs - they wanted to know what he meant - he was in fact, suffering {rom multiple sclerosis and, to be blunt, didn't have very long to live, The characters were from Tolkien's “Lord of the Rings” books and after he provided euttable descriptions, masters were produced and figures cast. The range was called “Mythical Earth” and the customer was delighted, It wasnt very long after this that contact was lost with him and it was discovered through a third party that he had passed away. The Mythical Earth figures are now collectors items and af ‘sold in some places as antiques! Miniature Figurines today have two fantasy ranges of their own, bath based Con stories written by their Design Director, Dick Higgs. One is The Valley of the Four Winds - (you may remember an old board-game loosely based on this) ‘and the other is Aureola Rocaco - both stories rather too complicated to describe Mr Higgs directs three other figures designers, and the company also manufacture the exquisite American Rat Partha figures in the U.K. These include a wida range of Sword and Sorcery type figures by such emminent American designers as Tom Meier and Julie Guthrie as well as 1930s gangsters and adventurers, modern spies and mercenaries, and futuristic soldiers, Probably the most popular at present are the expanding range of Battle Tech BY MARTYN TETLOW PANIC A TRAVELLER SCENARIO FOR ‘ONE OR TWO PLAYERS. Player Into: You are hired by Sir Regynaid Howell, ‘an Ambassador visiting a nearby non aligned world, as a bodyguard. The pay is good, the job is fora week - the J on his fife, He committed a serious crime, involving many deaths, on tha sama world decade back. It was hushed up, but the Statin the Embassy still bear the grudge (With the exception of Jamison). The player(s) arrive at 6pm (assuming Earth type day), flown in amid civil disorder - not Retin oti wt Unusual on thas wort, Howe sine GM Background: stooping i Ne oftice, wah bodyguards) BY ALEX BEGG ‘Howell is nat wrong tofearan attempt outside. A map below shows the Embacey. Adjust te appearance to ut NP STEALS FROM] the toch level etc. etaite may be RANK. upp. NOTE Saud Lackeh | avealator, ov slavatore) butt shou be tPegraiHovel se 75x98 Paranal guy ‘ tontiad and ugly. Ie buroueded by 8 Lea Sere 2e Rercecitet Onewmuens tele rece fence, Samuoyane BA77E6 — Reltyosioal Puksocur z sista Uastyine GA Tees Recay Guay” : ala ma ‘5 Ciaer Denate 57978C9 Coo! calm and collected > $9.00) denis, Seagal (Pesement) 6 Jasun Sanhad 48589BA Brisk and tense. >’ broken into by Peters. He 7 Pelta Shine 4687BBA Efficient, short tempered. < makes no secret of it to the 6 Frecula Jamison 6B5A98 ‘Computer operator. Friendly. other diplomats. ShamaScn” 18AG6A7 — Unatuite,hstoncal ; Stim = 1Bayeas. — Ehowete, Nae ony 7 2.16 pm Jamison finds oxt and informs SSomenfue «707708 — ambaoun ay. tele i ihe payers) and secuays a: Revolver, b: Auto Rill, c: Fire Axe, d: SMG. 9.30pm Rioters break down a section Aiatom to cttw tong See, Booy Ph, Laser carne Bicone “See Ciizens of the Inperim, Ficters URPETT Ess] 1050om Jamison accesses computer (Sepptement 4 iam Veopen yeoords, and tds out why ee seca, ‘Neve foe tveryone warts to Kil Howel 3 Sosecay 3h cee 3 IstSecrotary 3 Jack Blade. 11.00gm Jamison is killed by Pella in $hoaer ape comes the computer room, loudly ee aes ‘enough to wake the player(s) ate Eom She then goes the long way found “fo “Howells. tice 18ST FLOOR 2ND FLOOR tmovte Peters and. togeth they Hl Howell Maanwite tno f & onat ‘ __ | Bryantes will find the body, i | te | shortly after the Player(s) and — - | ascurye thoy reaponetle for welts dean 11:10pm Samhad and Denate atack the payer), eesuring comply ak Hewett Ghal Mann Mat aioe ine body tm a tt of fury ara Suth fee a brechsowrs Samon Rate rune fort king alin fs path 1120pm Anna Seth opens the coal natch (baeoment) and ‘ete in thovtates, Pane Now! TABLES: Toft In the Arms locker - "Tear gas gronades, 2 revolvers, SMG, oid ipod tS Rewerde ~ Most NPCs carry plastic money, but Anna Seth had Cr1000 jewellery, and other personal possessions, i Iooted, will raise C1600, Each corpse will be carrying 148-1xCR10 cash. Add to this any money squeezed out of Howell. Vehicles - Three limo-airrafte, one ground car. mauries| REQUESTS a © CELLAR “SHEWALKS in BEAUTY, MT LIKE THE Nic IND ALL THATS BEST’ ~ i OF MEET iN HER ail AND HER BYES” Y Cay) x IN OXFORD VISIT THE | SPECIALISTS FOR, | eae RAINBOW’'S END 108 OWLEY ROAD, OXFORD | 7a Comte Road, Oxford | TELETIONE:06)72348 | Teeprone(0B88) 251180 38 | Orcs Nest 19 37 | Other world Artifacts 10 4 | Prince August 10836 19 | Shop Guide 19 9 | Spirit of Adventure 19 Gi 9 | TSA 56 Grenadier inc. 11 | Table Top Games 55 Grenadier U.K. 2 | The Realm 35 G.0.L. 485 | Toppers 35 Kv.c, 34 | Virgin Games Contre 23 ~=< > Please mention Adventurer when replying to these advertisers. 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WARBOTS™ £5.95 Boxed Sets TARGET GAMES Feihamnen, $100 56 Stockholm, Sweden. He orn] #801 ReacenPat Ans Team EUX DESCARTES ‘S02 Amour Dato Squad 5, ie dea Baume; 75008 Pars, France. BOXED FIGURES IMPORTED FROM THE USA! Manufactured by Grenadier Models Inc. INTRODUCTION: This article is split into two parts, and concludes the series of articles on Adventurer's campaign world, Scatophagium. It is a lengthy one and deals with Scat's justice and policing procedures. The second part will be published next issue, but in the mean time, we are producing The Adventurer's Pack for Scatophi ium players, which is a guide book to survival in the world of Scatophagium. There will be more details about this next issue, but the pack will contain maps, histories, personalities (with their corresponding stats.) and adventures, and is suitable for GMs and players alike. A good many Scatophagium residents long for the days before Lord Vector's conversion to the Chessumite creed. Since then, there has been a series of reforms and elaborations of the legal system; the Priests of Chessum extending their influence in ways their predecessors (the Manudians) would never have dreamed, ‘When Manud was the official deity of the Tirretor of Escatir, about half of the town's modest civil service were priests, not al of then Manudian. Now the greatly expanded beaurocracy is almost exclusively Chessumite- die-hard Manudians are forced to resign or ratire, as vacancies are filled THE LEGAL SYSTEM OF SCATOPHAGIUM BY ROBIN PARRY & STE DILLON by the hard-eyed worshippers of the merchants’ god Chessum. It has been said that there's not much point trying to enter the civil service unless you attend the right temple (ie Chessum). THE LEGAL SYSTEM: There is litte distinction between civil and criminal law in Scat, and only one criminal offence; TRESPASS. The penalties for this offence range from a small fine to excrutiating death (or worse). For example, for purposes of law enforcement, there are the following common offences:- OFFENCE: Drunkeness- a trespass upon the sensibilities of others. OFFENCE: Murder- a trespass against another person. OFFENCE: Thett- a trespass upon the property of another person. OFFENCE: Treason- trespass upon the powers or property of ‘government OFFENCE: Blasphemy- trespass upon the grace of god, Chessum. Thett_ and’ murder will usually be prosactited by the patrols or guards if “approached with reasonable evidence. Reasonable evidence can be anything from the word. of an accuser to the production of a corpse. Justice is then administered by ten JUSTICIARS, who are appointed annualy by Lord Vector. Many of these positions are simply renewed as the new year comes around, but they may be affected by certain political or religious considerations. In the past, half of these Justiciars {who are similar to magistrates) were Manudian priests, but currently four of them are Chessurmite priests and only ‘one priest of Manud remains as an official judge. The remaining tive judges consist of two politicians, two fetired military persons and a sage The Justiciars hold court where and when they choose, and cases are brought before them by any of the ‘law enforcement agents’ ot by private individuals, Costs are charged by the court tor the-Justiciars’ expenses, recovery charges, etc. They generally handle most everyday crimes and complaints; theft, murder, arson. assault, affray and s0 on, but all charges are phrased in terms of trespass. More serious crimes such as treason, blasphemy, etc. are referred to the higher courts. These are overseen by Vector (at Vertex Hall), the arch-judiciar Forque (at the Propylon), the Battery Commander (at the Battery) and -the Garrison Commander (at the Naval Garrison) These locations each have adequate dungeons or cells- the Propylon (see plan) possesses the largest and most commonly used in such cases. LAW ENFORCEMENT AGENCIES: “Guards” and “patrols” chiefly refer to the Scatophagium Detence Volunteers (SDV), trained fighters recruited from the town's populace Some make a career of soldiering fising in rank with difigent service Others enter the service for a few years, then leave to raise families or take over family businesses and such There are about 350 men-at-arms, N.C.O.s and officers retained by Veotor at the Battery, a further six to seven hundred trainéd reserves can be called upon from the townspeople in emergency. These troops are very loyal, and there is no prejudice against females, though these: only form about a sixth of the force. Chessumites haven't yet made much headway in the control or recruitment of the volunteers. Members of other religions see this as promising sign that Vector hasn't yet lost all his marbles to Chessum: his priests see it as a worrying lack of comrnitment to the faith Besides food and lodging at the Battery, the volunteers receive upwards of -three Bitterns (gold pieces) a week, dependant upon rank, duties and function. Out of this, they must pay for their own weapons and armour. They're encouraged to develop skills with crossbows or short bows, and broadswords, and wear fawn surcoats with the double 'V' of Lord Vector Vertex in red on the front The SDV are organised into 6 companies of 50-60 men which are subdivided into units of ten to twelve well-disciplined foot soldiers these are commonly encountered patrolling the streets within the town and at strategic and sensitive points (guard posts and the Propylon, Vertex Hall, etc.) Mercenaries are, for the most part, immigrant fighters hired by Lord Vector to aigment his defensive force. Of the 300-plus. transient warriors residing in the town, 40% are the sophisticated horsemen_.ot FOUTRETIR, 20% are.theMugged mountaineers of Gor Vitfir, a further 20% are Eastern plainsmen and the remainder are a mixed bag of impoverished aristocrats from the Island Dominions, barbarians from Borolm to the north, nomads from the east and so on, The mercenaries organise themselves into squads of ten to twenty, usually mounted and well-armed fighters with similar skills or backgrounds, and are employed to patrol the roads around Scat., police areas of the town and for certain other functions (strike force, flying squads, unpopular duties which the Units of the Battery would rather not pertorm). They are paid a roughly equivalent amount to the units of the Battery but must provide their own equipment, food and lodging ‘The Guild Miltia consists of bands of bullies and strong-arm men employed by the various guilds to protect their interests in the. town, on the roads ‘and waters. Not all the guilds maintain these forces and some of the smatter guilds pay levies to the larger ones to avail themselves of some of the protection provided by the militias Still others pay a sum to the Scatophagium Thieves Union for Mutual Protection to ensure that no S.T.U.M.P. member causes thet trouble. Of the more notable and larger militias operating in the town (A guid must obtain a charter from Vector in ‘order to maintain and openly deploy their armed force), butchers, horse traders, merchants, smiths, brewers and vintners, masons and builders are perhaps the most effective and numerous. Bands of two to six of the militia men constantly swagger the streets or are stationed at businesses oF guild buildings where they will be careful not to Interfere with trade (their livelihood In-directly), but. remain observant of any possible threats to their supposed status and charges. Described previously (ADV #6- Beast Market, Event 6) as ‘glorified bullies’, and ‘not military men’, there ‘may well be trained persons within the band, such as a ‘reserve’ of the volunteers earning a litle extra cash, penis are a force of highly trained ‘skilled in amphibious warfare snd besed alte Naval Garrison. They number 100, wear light, blaok leather armour and patrol the river and estuary, manning the ‘Tolerable’ when it puts to sea (see Adv #9). This elite force is very discriminating in its recruitment, and is paid substantially more than the regular soldiers in the town. Their loyalty is virtually unquestionable, Templars and Temple Guards are ‘warrior priests or mercenaries hired by religious establishments. Churches and temples are allowed by Vector to maintain armed forces within the consecrated precincts of the building, but they have no jurisdiction elsewhere, GUARD POSTS: (see map) Guard Posts are situated upon all roads leading into Scat. These are usually staffed by units of the Battery, ‘but at a pinch, mercenaries may be used. The function of the Guard Posts is to monitor traffic in and out of town, and to collect levies on goods entering the municipal area. The tolls are variable, ranging trom 1-5% on ‘goods for sale in the town, and can tate an erty toletparicilar teres ‘of the year (lair weeks and festivals), and additionat tariffs on certain commodities such as luxury items or imported goods that may threaten Scat's native manufacturing or trade (lor example leather goods and cured meats). Tariffs and tolls are announced monthly. Searches may be made but are by ‘no means the rule, and it can be very Useful to get to know a particular guard post and its staff (although they are occasionally rotated to prevent familiarity). For players wanting to facilitate entry, the occasional contri- bution to the Battery widows and ‘orphans fund will not go amiss. A unit is usually assigned to each quard post, but if troops are required elsewhere, a dozen men and officers may be split between two posts. Frequently a unit assigned to a guard post will have up to five of its men detailed to other duties so the ‘umber at any particular post can be from 6 to 14, including officers. The posts are all built to a pattern and were erected in the years from 17,550 to 17,558, during the rule of ‘Scalar Vertex (the masonic), a period of great construction when the — Enceinte wall and present Hall of Vertex were also built. Built of stone and plastered 10 prevent scaling, the guard posts provide somewhat cramped accom- ‘dation for fourteen, but since there is seldom that many occupying the buildings, they usually prove adequate. When there is much trattic, guardsman will be stationed on the toad in tront of the building to challenge passers-by. Name, abode and place of origin, business and destination will all be requested of those questioned. If a toll is to be paid. the guard may be given the coins, or in the case of cargo and ‘wares needing careful calculation and haggling, the traveller will be escorted to the office (1) where papers and teceipts are handled at the desk by another guard or officer, Stairs lead upto (5). The guards’ living room (2) is cramped but orderly. There is a stove in the comer for warmth and cooking, four bunk beds for guards nat on duty and a trapdoor in the floor below which is a 6' square stone pit, eight feet deep, for the detention of wrong-doers. ‘To the rear of the building is a yard (8) and lean-to stable where steps lead up to a low-walled roo! (4), trom ‘which wooden stairstead up to the ‘watch tower (6). Also on this root is the door to the officers’ room (5). In here there is a single bed, a chest, a desk and chair. A trapdoor in ine ceiling is used only in emergency, it the tower is under attack for instance. ‘The watchtower (6) is manned at all times and a keen watch is kept on the oad. “THE PROPYLON: (see plans) south west, the Propylon gate gives access to and from the Enceinte (the area within the wall). Large double doors (12" square) are opened an hour after sunrise to admit wagons and barrows loaded with goo ods destined for consumption by the relatively wealthy inhabitants of Scatophagium's upper crust. The gates are closed at dusk. The pick of the crops, the cream of the cream, the tenderest morsels and the finest wares are double-checked and. red through the imposing use to a warehouse where a “levy is charged on goods by gate warehouse is used to store goods delivered tor collection by Enceinte sidents, and to hold confiscated tems of bulk. A levy may be paid as a proportion of the produce, or in cash {a 20th, of the value) and the goods thus gleaned are also stored in the warehouse unless they are of high value, when they will be removed to more secure repositories (such as the Basilica or Vertex Hall or the quarters of the gate officials... The Propylon embodies law and order in Scat. in a number of ways. Firstly, it torms_a defensive bastion where guards are maintained and arms and supplies are stored. Secondly, with its dungeon, coun ‘and clerks it administers the law within Scat., and thirdly,-by its contro! of all land-based traffi¢’to and from the Enceinte it controls-commerce and provides securily for the people who ‘matter in Scat. The staff of the Propylon includes soldiers, clerks, menials, cooks, warders and watchmen. Since patrols assigned to the Enceinte wall end their routes and change guard at the Propylon, their number can vary, as does the population of the cells, but there is never less than 100, and seldom The upper floors .contain the Teeming Refectory (R), where guards and officials take meals in shifts or sittings, one patrol having eaten will replace a patrol coming off duty. A ‘common room (CR) where officers and als can consort, although as a ‘tule they don't. A well-stocked armoury where numerous weapons are stored and iron grils in the floor allow a view of the gate area, and the Justiciar's rs chamber (JCH) The Archjudiciar Forque does not live at the Propylon, but at a delightful dwelling, close to Vertex Hall. Food is lowered down to the "balow ground’ cells via a dumb waiter trom the kitchens (K), arriving in a room (F) where it is dished out. Anyone falling foul of Scat. law and arrested by the patrols might be taken {0 the Propyion for incarceration and possibly trial. The building is essentially symmetrical and the upper floors are not ¢ ompletely detailed on the plan as the eastern end mirors the western. The west is used more by the guards for detention and it S through the small outer door (A) that” ae Ground Floor Below Ground te GR cuarvroom CH chance room W waroroom D oesnierinc room Kxirchen ST stonace CO courtroom WH wanenouse AH assemscy Hauer Sshor ICH susticiar's cHamBer con S@4tLaggre=® Beaccony oasrrgtre.on orncas prisoners will be brought into the building. The ceilings on the ground: eee the walls are of mortared stone, i and the windows are all arow slits six inches wide at the outside admitting little light to the gloomy interior. Lamps, torches candles and tapers are used where necessary, by clerks officials soldiers and menials. A prisoner destined for the cells will be questioned in the charge room (CH) and his particulars taken. Unco-operative detainees, that is beligerent or uncommunicative ones will be simply thrown in cells and left to meditate upon the advantages of their co-operation, such as getting fed, etc. From the charge room the prisoner will be taken down the ‘spiral’ steps leading to the Ward Room (W), where belongings, including clothes will be stripped from him or her (co-operative prisoners wil be allowed to keep their underclothes after a. thorough search), and thence to the cells to ‘debriefing’ is necessary, in which case the detainee | wit be delivered to the debriefing room (0), essentially a torture chamber where the required information is extracted The Guards endeavour to keep the prisoners separate but due to the large number of suspects in the cells at times, lesser offenders willbe piled into the larger cells in uncomfortably crowded conditions. Certain frequent visitors to the cells Kleptomaniac RAFE and the anarchist EX will remark that the dungeons of Pi surpassed in dampness only by the cells below the garrison which, although a health hazard in winter, keeps the prisoners coo! in summer * as long as they are not too packed. ‘Within a month, if they're lucky, the prisoners are brought up through the respondents’ room (R) to the court of ‘Archiudiciar Forque, in session on the days preceding each full halt and no ‘moon (one day per week). A large number of cases can be dealt with as justice is fairly quick, and a defence is ‘only allowed in exceptional cases (ie. -either when large sur have been paid to the court clerks or to Forque himselt “for taking up the courts’ valuable time", or when a Chessumite or other, deserving of the court's sympathies is on trial). . ‘This court is depicted on the first —— three panels of Adventurer #9's “Once Bitten". Punishments delivered by the courts take the form of marks and excisions; tatooing on the recidivists, a double “V' on the nose or forehead when there is no nose, and appendages such as fingers, hands, ‘ears, etc. removed. Defendants with ‘evidence of previous punishments are dealt with more severely. Fines: usually assessed in crowns or bitterns are a useful source of revenue, and a prisoner agreeing to pay the sum is kept in the cells until it {s paid (thus accruing extra costs) Coporal and capital punishments are ‘occasionally dealt out for brutality and murder. Culprits are frequently killed during arrest as they are aware of the futility of their situation once delained, and prefer to fight it out with a possible chance of escape than to rot in gat awaiting a hanging or a likely fatal beating. Those who allow themselves to be taken on such a are usvall enough to punishments by hefty payments to the court, Imprisonment is rare as it is so expensive, although it is used in the case of pending payments (the cost tit is added to the fine). Exile is sometimes employed for important and notable prisoners who cannot be punished @themwise. ‘Penal servitude is dificult to police, but can be used when large scale ‘constructions or dangerous exped- itions are underway. The Propylon ‘itself and much of the Enceinte wall were built by prisoners worked to death on the tasks. Attor sentencing and any excisions ‘have been performed pestoriciats ts in place), the defendant may 10. seen he dep ne paeyea where ings may ‘be bought back at roaachabie prices. Then it is only a short walk to freedom- short, but not without hazard. eed y the steps to the: tt -Panuage tough he Propyon ion allowed by pass, obtainable at the guard rooms at the tront-ot the building. The passes are issued to persons with good reason nable appearance and are dated ‘month, The pass is valid only during that day, and anyone caught without a valid pass will ind themselves back in ‘The Enceinte residents credentials which allow them through the gates should they wish ta leave the relative safety of the inner area The safest way through would be to pay a clerk or guard to bring a pass through to the person wishing to leave, but since frquvently penniless, this may be impossible. Sneaking through is conceivable, since wagons and such leaving the Ef are not as thoroughly chee das those entering The Shien for ex-prisoners “10 leave the pass supplie courts, but since they are 80 very busy (and receive payments from the gate guards), they seldom remember to issue them. A prisoner may be alerted to this fact by an acquaintance met in gaol, otherwise it is not unusual to see a semi-naked grubby individual minus one or two of ‘his of her lesser appendages running pell-mell out of the front of the Propylon, pursued somewhat halt- heartedly by guifawing guards- a occasionally draws crowds. COURT SCENES: tol selection of Temple count scenes se may be used as — roceedings witnessed the —— ‘whilst awaiting their hearing, or alternatively they could be used as the conclusion to various NPC scenarios which the players may wish ‘to follow up on by helping out the ‘injured party, etc. Many cases may actually include the PCs, as they fall foul of Scat. law, and could be used an ooad mee scenario. ipped fighters maintainedby the church. They wear chain and leather armour, use flails and spears, A Harn is part of a continuing series of fantasy role-playing aids. Considerable effort has gone into creating this detailed, logical and consistent fantasy world; an authentic Medieval" environment of unsurpassed quality, speciticaly designed for fantasy gaming. Harn is compatible with any rule system you may now use. You ‘ean now create and plan your campaigns, quests and adventures within a complex and realistic background, confident that this world will unfold as it should HARNMASTER £12.95 At last! The Game system specially designed for the up to now systemlass Harn campaign. HARN REGIONAL MODULE £12.95 22" x 34" colour map, 32-page booklet of gamesmaster Information. 64-page booklet on the geography, religions, ‘cultures, politics and economics of Harn. Boxed. CITIES OF HARN £8.95 Colour maps of seven human cities of Harn, with a 48-page gamesmasters guide. GODS OF HARN £8.95 Provides information about beliefs, religious rituals and internal ‘organisations of the churches of the ten gods. IVINIA £12.95 A viking region includes a colour map of the region northeast of Harn, Also, a 32,page overview of the area, along with a 48-page ‘alphabetical reference. Boxed. ENCYCLOPEDIA HARNICA KINGDOM MODULES RETHEM: £8.95 A violent feudal Kingdom. Contains data on more than 400 CHYBISA £8.95 Chybisa, the smallest Harmic realm, Includes map of the Kingdom, ORBAAL £8.95 ‘An unruly kingdom, conquered by Ivinian vikings. Includes history and culture of Orbaal, LYTHIA £8.95 The island of Ham lies off the coast of Lythia. Contains map of the entire continent including regional details. KANDAY £8.95 A feudal Kingdom in Western Harn. Economic and feudal data on almost 500 manors. Also historical, cultural and geneological notes. EVAEL £7.95 Has map of Sindarin clan houses. includes details on Shava forest, and the "Lost City" of Alarienel, AZADMERE £7.95 ‘The mountain kingdom of the Lhuzdul, including maps of the city and surrounding area. 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To: Steve Gibson/Steve Turnbull, 1 Scarisbrick Rd, Burnage, Manchester, MI9 28T READERS’ LETTERS TO THE EDITOR ‘Please address all letters ADVENTURER, 85 Victoria Street, Liverpool L1 6DG. LIVE BY THE SWORD, DAVE WILLKS, Kent: In LBTS #10, Jason Bishop mentioned his players should enjoy the experience of "Punching thugs through walls and watching bullets ‘bounce off their chest". And he claims that Superhero games aren't childish!! Give us the subtle, interactive scenario everytime, Se! y S. PATTERSON, Kent: Lets hope the arguments about ‘damage from falling’ has burnt itself out. Why can't people just accept that falling from large heights fi a oi? y JUDGE SCUM, MEGA-CITY 1: Offence: Jimping A lelter was printed in your magazine (#9) from a PERP claiming to be Judge Dredd The offender shall be apprehended. Sentence: 15 years The Justice Dept. thanks you for your co-operation in this matter. Unfortunaiely: Offence: Witholding information Sentence: 5 years Offence: Slandering # Judge Sentence: 18 months You will report to your nearest Sector House. Any delay will be dealt with most severely. Obviously, Judges can read! | wonder if they're into PEM: v TARQUIN WAGSTAFFE, Devon: Referring to Graham Stock’s letter (LBTS 49) asking Adventurer to run a PBM, why don't you hold a competition to see who gets into the finals, then the groups could bbe governed by an experienced GM and each month you could publish the goings-on? THOMAS SPENCER HALL, Wool- wich: Fantasy PBM allows you to really immerse yourself in role-playing, creating 4 strong kinship with your character und tailoring hinvher/it exactly as you wish. If your GM runs a long-term campaign world then you may get the same effect, but compared to short modules, the almost infinite options available in a PEM fantasy world is truly electrifying. And, added to this is the fact.that your actions may come 10 the attentions of, and even effect, several hundred other players. May 1 just mention here that 1 play in "AES", and would like to ask the person of persons responsible for continually ‘mugging/muréering the ferryman on the River Gyllinigar 10 cease immediately, $0 T can get across. Finally, the hope of nationwide fame is @ strong appeal ia PBM. To get your name, or character mentioned in the newsletters is a great self-satis{ying achievement- unless it's in the obituary column, In today's vast urban spraw! we've come to know as ‘the modern day’, It's seldom easy to gain recognition as an individu Because we no longer live In the small community of the medieval villages, we're seldom known ‘even by our neighbours. And so we turn to. our peers for aifiliation, recognition and aitection. in the case of PBM players, our peers happen to be remote, and our contact with them is'via the postal servic That is why direct communication between the players, and central communication via’ the news- letters Isso Important. Ina way, It's the same with Adventurer’s readers; whilst your fellow role-players may be few and far between In your street, or even town, collectively in your clubs and “gaming groups your common interest is a powerful unifying force; collectively on a national and International (there over 2,000 Adventurer dors in the U.S. and our ship stretches acr: Europe and to Australla) te a formidable sub-culture! T think Til go lle down now. y DOUGLAS THOMSON, Turriff: Why isn't Scotland supported more in role-playing? In issue 9 there is an adver for WARPAINT 87, Grenadier’s figure painting competition. Out of 17 participating shops listed, only 2 are in Scotland and they'te both in the South, Why can't you support gamers a bit further north! I don't see any reason why there couldn't have been a supporting shop in Aberdeen, ic. the Virgin Games Centre Sometimes I think you English are just too scared to admit there might be someone belter at something than you are. That letter just about makes a nonsense of what I sald earlier about Adventurer transcending International barriers, unifying gamers from. different’ countrie: etc. Thanks Douglas. Why didn’t you write to Grenadier Models? all, it was thelr vy ANTONY WARD, Wilts: Okay, 1 confess; I'm hooked on Scatophagium. Now how about some more articles to compliment the scenarios? And when are you going to do some large scale street ‘maps? I'm fed up with players asking me “Who lives there?" and “What's that building?”. Better still, how about a Scat. Pack? Can we expect fo see a boxed set or ‘anything in the near future? As a matter of fact, ht But that would be telling. ‘ou'll have to read the Sca soenarlo thie Issue for more into. about this. Antony PHIL WATSON, Aylesbury: Those who complain about too many articles on this subject or that should (in my opinion) sit back and think a bit. Take things in the broader view. Even if the subject itself isa't fascinating, take a look at the way Gifferent writers approach it. New perspectives, differing perceptions, light thrown on facets of any idea can bring forth silk purses from sows’ ears. Yea, even as the prophet spake unto ye the unbelievers. To Dave Morris (LBTS #9):- Nope. They produce long expositions because they're pald by the word. DAVE KITE, Well, what ean 1 say. Issue nine looks superb. The changes that have been made are, io my opinion, definitely for the best. As for "Me and My Dragon", I think it's one of the most appealing collections of figure phoios. I've seen. However, before all this Praise goes 10 your heed, let me say that a Short while ago I saw an article on the PBM game "The Hunting” by Wayne in another magazine. This other review was, ‘mainly because of its size, superior 10 that in Adventurer. The saroe goes for all your reviews. Let's see some photos of the product and give the reviewer more space. You could even try reviewing old. products, for ones that you've missed. Well done for reviewing MA3. Not bad for improving your image on MSH, but I'm sure you can still do better Y LIAM RAMSEY, Suffolk: My compliments to the editor for_his comments on Judge Dredd in LBTS #9- my | Sentiments exactly. However, may 1 just Sey that I fel that your scenarios ae & litte too far-fetched for serious, fxperienced gamers; fault apparent in all role-playing magazines. Could we see 2 more concise, logical scenario pechaps? For instance, some of the MERP materia! | doesnt coincide with Tolkien's lierature a all, Take Cocoon (#8) for example. Giant Spiders venturing out of Mirkwood, AMtecking hobbit villagers. and. country inns- preposterous! The old master would turn in his gravel dust In case you haven't read The Hobbit, Liam, | can assure you that some ‘of the uses Protessor Tolkien put his glant ‘spiders to were not always of te proportions- besides, why shouldn't fantasy be far-fetched? U thought that was what it was all about! With the current debate over realism and historical accuracy In so-called ‘pseudo- medieval’ rpgs, 1 think the question of_having to rigidly adhere to Tolkien's world as portrayed in LOTR (which, Incidentally, was totally difterent to that portrayed in The Hobbit) can be equally dismissed. y PAUL ELLIOTT, Doncaster: You do print @ lot of system-less articles; I don't Know whether this is good or bad. I suppose it makes an article more accessible to far more gamers, but I can no longer photocopy an article and put it directly into my campaign notebook file. It does require a little work, and some copying out, but it docs mean that the gamer has to think about me subject Defore he ‘tapes’ it onto his game. This can only be a good thing. y ANNE SAVAGE, Leeds: I like to see articles on wargaming, but not the same type of articles seen in such magazines as, Military Modelling, eg. plans of battles, uniforms, etc. An article on the similarities between WGing and RPGs ‘would be interesting. After ail, wargaming when done well, does contain quite a large clement of roleplaying- you can identify with the main protaganists, officers and the like, though not with the large numbers of rank and fite. In a way, i's such like having-a very large number of henchmen or followers. I think people who say wargaming is all blood and carnage should be made to play one. A lot fof thought is required, certsinly more th in a number of AD&D scenarios I've experienced, where the intention seems to bbe to dismember the opposition in the crudest and quickest way possible. y KEVIN HASSALL, Kent: Boardgames and wargames may place the player in charge of an army/ navy/ country ele. but they don't say ‘you are the person in charge of... The point of « wargame is 10 outmancouvre and defeat the opposition- fe. to win. RPGs, however, are by definition unwinnable. A character may achieve rune-level or make so many MCF, Kill an ore champion or assassinate another PC, but none of this is actually ‘winning’. Afier all, there's always. the next session to die in. The joy of roleplaying is to watch the rise and fall (or sometimes just the fall) of your characters- it isnt a tactical competition, it's. more like @ mental theatrical performance, a poor man's acting Miniature Wargames concentrates on wargames; please keep Adventurer's concentration on role-playing v NIGEL SWAN, Dublin: Your letters page is full of extremely interesting letters Which give me more to think about than some scenarios do! Most GMs have a mental image of what a vampire is like ‘and how he would react in certain circumstances, and creatures like Smaug the Dragon. Where my imagination begins to fail me is when I try to decide what an average lifespan of a goblin is, when they reach maturity, ratio of males to females, etc. This may seem to some as going overboard, and geiting into too much derail, but basically T want wo know what other people's ideas are. The simple orcs and goblins (rather than basilisks end cockatrice) can bring a lot more realism to ‘games if handled correctly. 1 suppose you'd enjoy the article on Broo this Issue, If you It not, ALISTAIR MOORWAY, When are we going to see articles in | Adventurer aimed at players? It seems to carat: | me as though all the articles, and especially scenarios, are aimed at the DM- why is this? Tam one of those fortunate people who likes to play the D&D geme, so 1 can't read much of what you're pprinting:- my brother (the DM) won't let ‘me! Well i's not right! y MARK WINTER, Derbyshire: Your article "Figures Front” doesn't cover enough. OK, 80 you have limited room in your mag. but { think people like TTG Geserve a mention. Did you know that Tabletop Games had taken over Asgard and are calling it “Tabletop Fantasy”? Did you know that many of the old Asgard castings have been redesigned? Did you know that Citadel have a range of 4 dwarves all passing water? Did you know that Fine Art Castings do a Dr. Who range in 40mm and 80mm scale? Did you also know that TTC have a very sick “torture chamber" range? ‘And did you tell us that in Metal Magic figures you could get Arabian Nights stuff? More news, please- Next, why don't you get somebody to do ‘you a set of personality figures for Adventurer- You could have all the Once Bitten crew, Bomber, Whiplash, ete. ‘And speaking of Bomber, where has he ‘been the last few issues? Scrap the duck or else! Finally, why don't you go round all the ‘games shops in the country and elect a top 3 of the year- it's a big task, but it would give you some excellent publicity! Did you know that we've nearly finished our spotlight on the various figures manufacturer Did you know we were planning a more generalised figures review Section for next Issue? Did you know we are currently trying to generate an interest In this sort ‘of thing? Did you know that many manutacturers just aren't ed in free promotional in Adventurer? Did you pages know that ‘the duck’ in Bomber is actually a reptile? Did you know that running a magazine is actually hard work and we get no time off to hop around the country visiting all the various shops- we aren't running for election, you know! Until next Issue- Ste Dillon. A LOOK AT THOSE KISSABLE GOAT-HEADED KIN FOR RUNEQUEST PLAYERS Broo are, we are told, chaotic. (Says who, incidentally? Have you ever asked ne what he has to say on the subject?) Assuming that chaos is simply an absence of “law and order" (whatever that ‘means), a Broo society will be one where greed, fear and solfishnese rule, where ‘compassion is a hindrance to survival and {this is the difference between Broo and Businessmen), responses are governed by emotion, not by intellect. Social Structure: biggest yob. Anyone may challenge the chief to a fight to the death, the survivor Of which is proclaimed chieftain, but after an individual has defeated two or three ‘opposition tends to die down crippled, or challenger Until the chiet gets old dies. Should a leader di battle or naturally, the tribe’ priests choose a successor. ‘Most chiettains make sure that the tribe is involved in at least one minor war at all times. As well as providing @ good source of otherwise unavailable commodities, warfare ensures that the population will be sufficiently preoccupied with attacking ‘outsiders to stop them hacking one another - or the chieftain! Basically, opposing the priests just gets all sorts of threats about “divi displeasure” levelled at you, while ‘opposing the chieftain is simply’ a short toad to death. But, having said thie, it must be noted that popular opposition to the chieftain has often succeeded either in killing or driving him or her away, or ia splitting the tribe. ‘Sexual divisions do not exist in Broo society (all Broo are violent and murderous, regardless of individual gender) and no position or profession is exclusively male or female, including chieftainshio Classes and Profession: 4). Warriors - The full time warriors are the thugs who do not want to, or are afraid to, challenge the chieftain. Apart trom leading or participating in the occasional raid, the warriors spend most of their time doing nothing (nothing, that is, except drinking, sleeping, bullying and generally having Yun). Their food is simply stolen of exlorted from others who are 100 puny ff cowardly to stand up for themselves. 2), Hunters - Most Broo are hunters They operate in groups numbering from two to about a dozen, depending on the prey. Deer hunting is done by pairs of hunters armed with bows and javeli ‘whilst wild boar would be herded, by eight to ten Broo, towards two strong hunters with spears who would hope to force the boar to charge onto the spear, throwing her own momentum onto the spear tip. 3). Trappers - In effect, trappers ar ‘passive hunters’, laying snares and digging pits to capture animals. Each pit oF snare is visited at least once a week (usually every two or three days) by @ {group of up to haif a dozen, depending on the size of the likely catch and the distance of the trap from the tribal base. 4), Craftsmen - Crafts arent exactly the Broo's strang points. Weapons are either stolen or improvised, and those made by the Broo themselves are no more elaborate than clubs, or spears with bone oF fire-hardened tips. Clothes are made by stitching animal skins togother with sinews, and so on. And so there are very few professional craftsmen involved in Broo society - the herbalist is the only frequently encountered example. These herbalists make blade venoms. poisons. healing potions and co on, pius a few ‘novelties’ (one plant, for example, has. been discovered which, if eaten, causes. imseif to be some particularly amusing). Some communities will have a craftsman who is expert in making use of various body parts of ‘animals to make bowstrings, glue, thread etc., whilst very few communities have weavers. 5). Young Broo - Broo mature very ‘quickly. After a month they can walk and tun, and at this point are abandoned by their mothers. It takes five years for a Broo to reach full growth and by the age of three, he has usually gained as much knowiedge of language as he have (which is not much). Between the ages of three and five, the youngsters join up with a group of aduits (hunters, trappers or whatever). But until this tim they must concentrate upon scavenging cr stealing enough food to survive, and simultaneously ensure that they themselves dont get eaten by the adults ‘or by other predators, 6), Slaves - Siaves do not survive long at the hands of Broo. As weil as their recreational possibilities, B00 also recognise the uses of captives in the ‘capacities of sacrifices, combat practise, bait for prey, food etc. Reproduction: Whenever Broo feel a sexval urge, he/she grabs his/her nearest companion {male of female) and, having beaten any jection out off, justs les rip, vitually regardless of the current situation. Very simple. No moral restrictions, no dignity. Females have two offspring each ye cof which about 60% survive to maturi {live years). The perpetual state of ‘and frequent incidence. of Cannibalism, however, tend to offset this imbalance and tribal populations generally remain sable, Customs: ‘Apart from religious rituals, Broo have several distinctive customs, generally based on homeopathic principles, ie magic based on similarities between a reat object and a symbolic likeness of it. Each year, for example, one of the weaker members of the tbe is singled out by the warriors, The tribe is then called together and arranged in a circle, several ranks deap. Into the centre of the circle two warriors drag the ‘Chosen One’, who ig then torn apart by the tribe. | The ‘chosen one symbolises the tribe, and the annual symbolic destruction of the tribe his death) is thought to prevent the destruction of the real tribe, based on thé scape-goat principle. ‘Another example is the tendency for each hunter fo have a symbolic likeness ‘of the animal or animals he or she hunts inside the residential cave or pit. This ‘Tkeness’ may ba a skull of the animal or a jawbone suspended trom the root, or it may be a blood-and-clay model, and epresonts the successtul slaughter of the hunter's prey. ‘A non-homeopathic custom is that of head-hunting. Broo take the heads of those they kill in combat and tie them to their belis using the scalpal hait. As the head rots, the hair will come out and the head wil fall of, The number of heads in a Broo's belt can therefore be seen as a measure of his recent combat success, and will establish his rank within a war party. Any self-respecting warrior will have at least one fresh head on his belt at any one tims Popular Misconceptions: Cutts like the Storm Bull frequently fer 10 Broo as ‘Evil. AS it happens, Broo reckon Storm Buliss are ‘Evi 100. Other races also rofer to tho Broo's Youl practices’, such as covering themselves In dung. in fact, the dung 16 applied only before combat to the hair around the eyes, in order to plaster it down and thus prevent it from obscuring vision. Mud Gties too quickly, and knots are diticut ‘and unreliable ‘Many cuts, ike the Storm Bul crticee Broo for enjoying inflicting pain. Not only is this mildly hypocritical, it is also incorrect. Broo want to do something ‘which involves pain for comeone else, they don’ care, but they won't induce pain merely for i's own sake. “The grossest misconceptions, however, are those concerning the size and make-up of Broo groupings. Most people believe that only one in ten Broo are smale. Logically, however, no group with a Ceath-rate as high as Broos' could 6 Teproduce quickly enough to replace its losses if only 10% of ie members were female! The mistake is, however, Understandable: even Broo often have {rouble distinguishing betwoen their male and female companions (not that they really care). Finally, it is widely believed that Broo fe in nomadic groupe of tonto twenty, No grouping so small could SUV in an environment a6 hostile as, Glorantha, In tuth, these are merely the warbanés - raiders - who wil be based ina larger community (a ribe of 60 - 300 members} whe lve in a remote and usualy Secret cave complex or vilage. BY KEVIN HASSALL Ti SMe eens Off Either Cashie's Signatue/Stamp (usual rcp. £12.85) OR BA (usval erp. £6.85) ho.1 choice for games in Sire! BARMMINGHAM 8 Corporation Slret i BRIGHTON 157/61 Western Road i BRIBTOL Merchant Svcet ‘V4 High Street n Burton Menswear) Ml DUBLIN 14/76 Aston Quay Ml DURAAM20 Milburn Gate Centre Princes Slee ll GLASGOW 28/32 Lnion Sireet LEEDS 94/96 Briggale Ml NOTTINGHAM-5 Wheelergate ‘QNFORD Urit 13, Wesigate Cenre ml PLYMOUTH 105 Armada Way Mf LONDON 100 Oxtord St ett aalabity ish (usual) pees wale hase ced tore Rowe adsense le (off the usual £8.501:9) ranch ails SHor wavvoW The Muskogee Fairgrounds & Combat Showcase For Car Wars EXPANSION SET 9: BY STEVE JACKSON (£2.95) itis a warm summers day in the free oll state of Oklahoma and the happy crowds are looking forward to an excttng day of spils and thils. Jimmy Joe begins (0 pile inte is third pack of Synthi-popcorn, and the public address system begins to echo and reverberate around the packed stadium. "Howdy folks, Pistol Pete Hendricks here, wishing you all a great Midwest welcome to The Muskogee Fairgrounds And Family Emporium. [know yaw gonna have a swoll time, since today we have the great privege and honour of showing you the latest in veerhicle dee-sign rom the 2037 New Car Exposition. So come one, come al, and sive these Texan lads a 81G hand!" Onto the arena come the gleaming care We return to 1987, and that was the bumping, thumping, crashing scenario we played with these two new supplements for Car Wars. Both are separate and 80, despite all the fun of our day's destruction, las tak about the nute + bots of the two ‘essentially an enormous racing track, with enough permutations to allow any racing circuit, a smaller octagonal dwelling area nesting In the middle, a hospital, TV offices, grandstands and assorted buildings, pit stops and other ‘crash fodder’ dotted around. This is not @ DIY set, the arena le already laid out on four 3s, which make a playing surtace of about AD dimension (about 16 times one | Adventurer). This is a very large area, and one which could be the ecene of some pretty epic scenarios. in particular, | kept wondering what the addition of helicopters, terrarsts and the two helipads would produce, in summary, Muskogee is very much what you make of t's a large dueling track } and since t would cost you at least £2.50 to buy the gridded paper trom a graphics ‘shop (plus the time in drawing ft out), is certainly value in financial terms. However, ine that i al you gat Scenarios which the cover bo ctually directions in which to drive and one payroll heis!). To give my playtesters as an example, wo of Us would have bought it, one would have Knocked up his own and the other couldnt decide, Now onto "Combat Showcase’. one of the AS colour cover supplements for C/W. Posing as the brochure for the 2037 National Fair of Texas, it contains 103 designs for cars, cycles, trikes and trailers, all shown in ready drawn out fashion, ready to pick up and play. iis a nice piece of work, with ‘advers' for new accessories (with game mechanics) dotting the pages, along with some for the companies and such ‘esoteric groups as the Texas Naval Guard and Bily Bob's Algae Emporium. The cars range from $3,500 sub-compacts to $50,000 monstrosities and are assembled in ascending cost for rapid selection at a price range. The cars are quick to choose, land the use of a photocopier or careful pencil use will make car selection a matter of moments. A cute litle section reviews the cars used in the AADA 2096 World Championship (1 suspect this happened in 1986: right?) And atthe front is a prime ‘example of overkil, the personal vehicle of Texas President Duke Buchanan: The Lone Star Limo. {mn assessing this product, | must again say that we used it straight away and found i quick and easy to pick up and tight. Some of the weaponry is new to Ue, and f you ‘only own Car Wars and Sunday Drivers, as we do, then this could be a bt of a problem. Opinions amongst the playtesters were again mixed, on one hand certainly 8 good product to use if you want to fight rather than.design, and yet it was algo felt that designing was one of the best bts of the game. In shor, you get @.good valve, well ptesented and playable supplement. Tom Zunder a Nightmares Of Futures Past MARVEL SUPER HEROES OFFICIAL ADVANCED GAME ACCESSORY: MODULE MX1 BY STEVE WINTER (£3.50) This isthe sort of module that makes you think twice about a game. Ive pla- yed many superhero games and thou: ght they all got boring pretty quickly playing a leotard-clad super-guy who spends his entire ite tracking down land punching out other loetard- clad supertolks lust doesn't appeal to mo, feven though I'm an avid comics fan ‘Superhero games seamed stuck in the slugfest mentality, while the comics themselves had moved on to more realistic and innovative ideas, withthe advent of “Nightmares Of Futures Past", the games have caught up. “Nightmares Of Futures Past” is set 25-50 years in the future of the Marvel Universe, as has been shown (bviely) in the pages of the "X-Men". The background idea is that anti-mutant hysteria has grown since the early 1980's, and the Sentinels - the robot products ot Project Wideawake - viru ally control America in their fanatical ‘search to seek out and capture mut- ants. And you, the supethero (most Marvel heroes are mutants) are on the run. if You're lucky, they'll put you in a ‘concentration camp with an inhibitor collar on you. Be warned: Marvel Super Heroes when played with Nightmares Of Future Past” s a com. pletely different game - the rules are the same but the whole atmosphere has changed. Standard Marvel chara- cters and player characters cannot be transterred betwoen the two - unless you're willing to have them age 30-40 years! The major ditferences between "Nightmare" and normal MSH (or in. deed any superhero game) is that the characters will be universally hated and distrusted, and there is nowhere that is safe. Characters arent fighting rime any more, they're fighting for their lives. This adds an edge of dan- ger, excitoment and depth that I find lacking in normal superhero games ‘The whole thing has a feel not unlike FGU's "Psi World’, except the power levels have been upped somewhat background of the future is explained in moderate depth; a tew ‘omissions are made and there are few ‘specitic details but the GM should be able to use his of her initiative. The ‘pack contains most things that you'l ‘need to set up a campaign in this horrific world; background, maps (more maps), stats, NPCs and GMing tips. What it doesnt contain are any self-contained adventures, but you ‘shouldn't need them - | was brimming with ideas before | finished reading the module. As it stands, i's an excalient background pack for anyone who's grown a litle tired of the "Wham", *Pow!", “Biff! school of superheroics looking for a change. Top The Art Of The Dragonlance Saga BY T.S.R. INC. (£9.95) ‘One hundred and twenty five pages ot colour and black and white pictures produced by the cream of TSR's staff and freelance artists, culled from every area of the epic Dragonlance saga, beautituly presented with accompanying text and printed on high quality paper. Wow. Truly, this is @ lovely book. But what | ‘cant work out is who's going to buy it? It you're a Dragonlance junkie (and you either are or are not; there's no middie ‘ground), you'll have all the art already on the module covers, calenders, posters ‘and whatever else - the only new stuff in the book is the production roughs. It you'e not @ Dragonlance junkie, you're ‘only going to buy the book if you like fantasy art; and there are cheaper places t0 gett. This book is a wonderful thing to ‘own, but bear in mind that you could buy @ new APG for the same amour. Catacombs: Faerie fMlound Of Dragonkind BY J.BLASHFIELD & J.M.WARD (7.S,R. ING.-£4.95) This large tome is subtitled "The utimate maze solo quest” and they’te net kidding: thie hae to be one of the largest solo adventures {'ve ever seen, with around 1,500 paragraphs! Like most solo adventures, i's geared for the slightly younger gamer, {you get a choice of two characters to play (and this choice will attect the playing of the adventure}, combat is simple and there is litle real chance for roleplaying. The idea is that you've ventured into the lands of Faerie on a quest this quest depends ‘on which character you choose) and must pass through various stages on the way; first get trom the realm of the King of Faerie into the reaim of the Queen, and so on, its all a lot of fun and the writers have introduced a few novel twists into the conventional paragraph system of solo gamebooks, including a wandering NPC. The idea that Is played up the most is that of giving each location a targe ilustration, and allowing you to examine all the items illustrated therein. Ik sounds fine in theory but makes the pace drag terribly as you stop to examine every item in @ location; then discover that one was actually an exit and you can’ go back! ‘On the negative side, there are too many instances where you black out and wake up somewhere else; the encounters are sometimes given very poor links and the whole adventure is filled with scantily-clothed women (ilustrated, naturally) who will hot hesitate to do the dirty on you if they get a chance. Having said that, the Adventure fs good, the whole thing well-constructed and generally enjoyabie. | hesitate to recommend it, though... | suggest that you give it fo a younger sibling for their bithday, and then pinch ita week later. CM18: The Endless Stair BY ED GREENWOOD T.S.R. INC. (£5.50) It’s nice to see that TSR can still churn them out. What wa have hare is a typical D&D Companion Set adventure, it starts (can you guess?) in an inn. Something ‘Suspicious Happens and the party get a rumour. They fellow up the rumour and find (Gasp!) a Wizard's Tomb, complete with the standard Far Freaking Weird Powerful Magic item, the Standard Non-Existent Page Reference and the standard TSR Glaring Inconsistency. The party follow up a lead; they get here and, harassed by NPGs, finally get to the Endless Stai ‘Okay, I'm being snide. This adventure is competently written, apart from a couple fof minor errors, and would doubtless make an enjoyable week-end's play. The tro ble is that it lacks any kind of variety from standard D&D fare: it could be a first-level ‘adventure except tor the powertul NPCs, magic items and monsters. Personally | got tired of this sort of thing a long time ago. Come on TSR, we know you can do better than this. fs a pity that with products of the quality of "The Grand Duchy of Karamei- foe’ coming out for DAD, he ete beet tha canbe conan the way of sdvenue James Wallis Ceenagers From Outer Space BY R TALSORIAN GAMES (£8.99) Yeah! Wow! Like, aliens! Foxy chicks! Zap guns! Flying saucers! Zap guns! Bug-eyed monsters! Zap guns! Foxy chicks! Yeah! No. For those of you who haven't heard, "Teenagers From Outer Space’ is a game in the mould of Ghostbus- ters or Toon; with simple mechanics and the emphasis on the “fun”. The Earth has been discovered by the Aliens, who have decided to enroll their kids in our schools. You play a student; either human or alien. Sounds good? It should be. Unfortunately, there are a few hitches, The game itselt is a book around 80 pages long, produced on an Apple Desktop Publishing System, with some reasonable illistrations and wo of the smallast dice I've ever saen, The layout is straightorward, The mechanics are mind-numbingly simple {and it even supplies you with 20 ideas for adventures. So where's the problem? Well. Firstly, it looks suspiciously as if he authors couldn't decide whether they wanted to produce a game like Ghost- busters or Toon, and ended up with the worst of both. “Teenagers” combir the rampant firepower of Ghostbusters with the complete freedom of action found in Toon, and ended up with a game which will, if left to its own devices, degenerate into endless goop-gun duels; fine for the first ten minutes but as the basis for a campaign - forget it Now for a history lesson, A while ago, a game calied "Alma Mater" cau- sed a email sti in the hobby. Legend has it that TSR banned it from one of their US conventions on account of the sex ‘n’ drugs content. "Aima Mater" is more or less "Animal Houst The RPG" It’s a fun system, nicely put together and with some good ideas Unfortunately, its virtually impossible to wite playable scenarios for it: the ‘game's just to0 limited in its scope and everyone knows that students just sleep anyway. The lack of potential piote is duplicated hi “But wait, o amnesiac reviewer!” you ‘cry, “didst thou not tell us that the book included twenty ideas for adven: tures?" Indeed | did. Maybe three of them are useable; the rest are too sily for words; and when | say “sily"| mean “stupia*, Lots of them read lke sit-com episodes, Some are just plain dat. "You run into a tired litle old lady who tells you she's a Galactic Fairy Godmother.” | mean, realy Quite simply, the whole game is far too derivitive. My advice: if you're looking for a RPG with gobs of humour attached, get either Toon or Ghost: busters. it you've got either, you dont want this, James Wallis ‘A 200 DUNGEON? The art (or science) of writing scenarios has developed, and gone through recognizable periods of change since the Introduction of D&D those many years ago. The first phase - not so much of commercial scenarios, but more of people's early attempis’ at writing their ‘own scenarios - was the 'z00' dungeon. Basically, this consisted of dungeons Joined by corridors and filed with random monsters and treasures (| wont go on about this, partly because | did one or two of these myself, and party because it's all baen said betore). It might be unfair to the D&D game to place all the blame totaly with it, but | S00 it less with other RPGs; just occasionally in a wilderness form wth RO, or now and again with TA uk. THE BELIEVABLE DUNGEON: This was soon to replace the zoo-ype dungeon, and is quite a common form of scenario for earlier RPGs, and could be {uite tun. The ditterence between this and the '200' was that all the monsters fitted together. Now the scenario began to look realistic: at least we didn't have isolated adventurer-fodder in a bare dungeon illogically guarding some ill-gotten treasure chest. There was also a shift away from the term ‘Dungeon’, and towards the more open-ended word "Scenario’. A good example of this type was the TSR D&D module B2 (Module’ being a favoured term from TSR in that their scenarios were modular expansions of the basic game). FURTHER DEVELOPMENTS: Many new developments appeared later, which can be considered at separate innovations, although some scenarios benefited from more than one development. 4. Integration. Suddenly, the dungeon residents had a reason to be there. They interacted with each other. NPGs started to flourish, with real personalities and interesting parts to play. 2. Maps became more complex. The third dimension was used more often: ‘dungeons were more unpredictable, more challenging. Wildernesses became more detailed. Look at the maps in some of the DL modules: or futher back in time; The Lichway or the Halls of Tizun Thai 3. The ecology of dungeons was finally considered. Food chains appeared in dungeons: new and varied wildlife roamed the outdoors (many thanks here t0 GDW's Animal Encounters, with its hunters, Killers and grazers). Monsters {gained dotences against other monsters. ‘Writers began to wonder how the feuding tribes in their integrated believable MIB Cockatrice 809 Mid Owl Bear £1.25 Mi Spectre 50 MIS Minotaur 8&p MIS Unicorn 155 MiT Basilisk 75 Mi8 Secrom —_S0p MD Saerticiat Tree &Vietim e125 Mai Centeur” £1.50 M22 Orlental Ogre Oriental Oe, Maa Ogre Std. £1.50 M23 Chant slug €2 M24 Silent Shambler £1.25 M25 Glant Snake 459 Half Trolls WH Chieftain £1.25 M28 + Hammer 799 M9 + Sword 155 MS0_Archer_ 755 Mai Vampire 0p ‘lite Sceletons M26 Guardsman $09 M32 Halbarcier 509 B33. Crossbowman Mata Spearman 30p (Ma4 Death Bemion Bp M36 Meresnaie 50p M31 Frankensteine Monster 759 M38 Glant Lizard- man £2.50 M39 Armoured ‘Storm Giant £5 Mi Troll Champion £2.80 M@ Norse Geint £2.25 M43 Gritfon £2.50, Ma Djin e100 M&S Ogre Seull 200 MG Poionic Flay ‘ 3 Mat Wrsith 509 BARBARIANS 60p en BPI Stemnbrow BP2 Fireaaughter BP3 The Reaver, BP¢ Beasthelm BPS Mad Rollo BPE Skegling BP? Arflanelarcher) BPE Aurok Stormkin BPS Ssal Wolfoane BPIO Aleric Cleaver BPN Two-cuts BPI2 Max the Ragged Mat Deagonet_15p| Ma Leech 209 MSO Wolfman 75p, MSI Wight 509 MS? Rabits(s) 45p MSO Balrog £9.50, MSi Muchog 95 MSS Necromancer, 509] M35 Caveman 50D MSt Giant Wott 759, Mst Wyvern £2.29 M59 Ape” 85p MBO Weasel 505 MBI Ligaraman 509| Mo? Giant Tick 45p MBS Ogre 3p MBs Land Deagon + Uizaréman €150 MBs Flying Reptile & Wraith £2.75 ¥g8 Troll » Club 89 MEP Giant Frog. 489 Mas Necromorpns0o| a9 Tyo with ings To Twor Headed Ogre 81.50 Mn Bubear_'30p rz Femate Tot By MT Zombie 50D M7 Water Elementale1.s0 M78 Rat 300 M72 Grendel 95 ‘M80 Centipede 20 ‘M1 Manticore £250 Mai Barbarian Met Dark Ef S0p S85 Loré of Chees sp M86 Mounted Lore ‘of Cheos £2.28 ar Caos Arener "rp M88 Chaos Hound Sl M90 Chaos Knight Mal Cheos Doom- Guerre 75p Mot Mounted Knight of Choos £2.25] Ms Northern Barbarian S0p Mot Demigod Sorcerer 750 MGS Gostspewn 48p| MSE Vampire Bet 505] ‘DWARVES S0p ea DWI Adventurer ‘THE_TORTURE CHAMBER ‘TORI WHIPPING BEAM, femele victim, whipmaster and beam assembly £3.79, ‘TOR 2 CAGE OF DESPAIR, renin cege suspended from Den essembly. £2.50, TOR 3 THE RACK,rack, female victim, torturer & nusitor 275 TOR 4 THE BRANDING IRON, tortures, victim, ornate sracer & table £1.98, TOR $ THE GARROTTE CHAIR, chair with viction and torturer nas TOR THE HIGH INQUISITOR, High inqulster on chair atop stone plinth £1.25 TOR 7 THE SNAKE PIT, female victim cheined in sone ot 0 TOR & THON MAIDEN, Men in iron meter Tp TOR THE WALLn man chnined to mele 350 ‘TOR 10 THE STOCKS, women in stocks with man throwing ether 30 TOR II THE PILLORY, women in pllory. 7p ‘TOR 12 THE DUCKING STOOL, woman sested in ducking stool. nse Great Ores__75p ‘with SeraTar ‘OR? Guard Spearman O72? with Long Spx ‘ORD Bersecker ‘ORS Chieftain Trackers & scoute a5p Wall ‘ORS with Bow ‘ORS Armoured ORT with Spear ORS Scout Cave Ores 4p Black Ores _85p ORS Small Gre RIO Archer ORM Guard ORI2 with Scimitar ORS Captain Warriors 450 Slave Ores 450 ‘ORI Attacking ORS with Scimitar ORM with Seimitar ORM with Spear ‘ORI with Bow ORGS Archer ORI with Whip ORI? with Shorsverd ORI Spearman ft Officer OR2D with Ave DUNGEON ©, _ADVENTURERS 50p unless stated Dwacves Dal Fighter DAD in Plete-mait DAD Lore: DAS Cleric DAS Stielddearer DAB Craesbovman DAT King DA@ Adventurer DAS Adventuress DA10 Tracer DAI? in Pate-ma DALD Elf Lore DAL Hal Ett DAIS Adventurer DAls Adventuress DAIB High EP DAIB Female Hign Ba Halfings 30p each Dan Thi DAm Warrior DA23 Steger Daze archer DA2% Gnome _ 309 DA2% Grome Thiet DAPT Adventurer DAI Adventuress DW2 Axeman WS with Hammer DW4 Spearman DMS Hero DW6 Eleck Dwarf DW? Scout DW8 Lore WS Shielémeicen DWI Crossbowmen Wal Arquebusier DWw22 Mercenary o te: CC? Skulker 70p C3 Hawk-Foot 70p C4 Bladesman Sop CCS Crabelew” Sp CCB Tiswold 709 CC? Four Fang £2.20 CCE Octepeid’ 799 Horde Ores 459 ‘ORM with Javelin ‘QRS with Scimitar ‘ORD Archer iders__ ‘ORD Lancer ‘ORE with Scimita ‘ORM Chieftain ‘ORB Archer (ORD Advancing ‘ORDO Hvy Spearman ORS Armoured ‘ORS Werslave ‘Clansman Ores 45 (O83? Clansman ‘ORB with Clur (O39 Booyguare ‘ORW Clan Shaman Tame DAS Cleric DA Anti-Cleric DAM Magie-Ueer DAM Druid DAIS Monk DA3%e Monk Kicking DAS Assasin DAS Ninja DAMS Thiet DAI Bare Dad Ranger DAal Fighter DAdaAnt DAW Asgaedtan DAGS Samurai DAGS Half Gobiin DAG Mlusionist DA Warrior Priest DASI Adventuress DAS? Female Thiet DAS Female Magic User DAS Shielcmaiden DASS Sword Mistress ASS Femele Scout DAS? ten DABO Urehin 209 DAB! 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