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No 13 A p r i l 1984

TM

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Adventure Games Magazine £1.00
One mistake and youlre just
one more piece of debris

Knight Hawks fromISR


Space is big, cold and hostile. There is nobody The game features:
to run to for help. You are on your own Only * New space skills.
the very best can survive in TSR's Knight * Detailed aspects of interstellar travel,
Hawks science fiction game. Are you up to the financing and constructing a star ship, etc.
challenge? The pilot of the sleek fighter, the * Plenty of new rules material including
gunner in a space dreadnought, the navigator traditional science fiction elements.
on the jump to Prenglar. All these challenges Ask your games retailer for details or contact
and more are available with this expansion kit TSR UK Limited,
for the STAR FRONTIERS" game. The M R Rahman: Road,
(And Knight Hawks is also a great game in its Cambridge CB1 4AD
Telephone 0223 212517
own right).
STAR FRONTIERS is a trade mark ed by TSR Hobbies Inc.
7-1
1TM

I M = \ 1C o n t e n t s
1
Put a Little TERROR into Your Life, by Steve Norledge
An analysis of the CALL OF CTHULHU game system 2
ca2,„ Forthcoming Events 6
VAz*
4••• The Mirror of Nitocris, by Brian Lumley
Lovecraft-style fiction: NOT recommended bedtime reading! 7
Howard Phillips Lovecraft, by Paul Cockburn
An appreciation of the master of gothic horror 11
/
I l l u m i n a t i o n s , the latest news from the world of gaming 12
Darklaw, by Simon Redgrave
A .// ',/,$ • Brief encounter for readers wishing to try a taste of terror 15
The Imagination Machine, by Mike Costello,
News and reviews on micros and software for garners 20
The Philosophers Stone, by Anne Hamill
No 13 A p r i l 1984 Part 4 of our prize competition, and results of Part 3 22
Published by
Solstice at Castle Falkens, by Chris Felton
TSR UK Ltd So you thought CoC was the only horror-stricken RPG 2 7
P A N , t h e magazine within a magazine
Publisher D o n Turnbull Turnbull Talking 3 1
Editor K e i t h Thomson Clubs, Fanzines and Complimentary Tickets 3 2
Assistant Editor P a u l Cockburn
Dialog, by Lew Pulsipher 3 2
Editorial Assistant K i m Daniel
Features Assistant M i k e Brunton
Tavern Talk, by Pete Tamlyn 3 3
Rubic of Moggedon 3 4
Art P h i l Kaye
News D o u g Cowie
New! Combat Results Table, Saving Throw Matrix
Computing M i k e Costello and a revised XP Award Table for the AD8Earm game,
by Gary Gygax and Len Lakofka 3 5
This month's contributing artists:
N o t i c e s — Recent game releases examined by independent reviewers 3 8
Paul Ruiz S t e p h e n Jones Stirge Corner, by Roger Musson
Dave Carson A n n e Hamill A guide for the inexperienced player 4 1
Rebecca I a n Williamson N i c N o v i c e , t h e excitement continues with 'The Treasure' 4 2
D i s p e l C o n f u s i o n , RPG rules questions answered 4 3
Cover T O S p e c 1 2 , by Terry Oakes Book Review, by Dave Pringle 4 5
The Sword of Alabron, by Ian Williamson 4 6
Etfttoriat Next Issue
Horror and the Otherworldly seem to hok a Explore Alternative Futures in the World
strange fascination firr peop — a need to be
temfied by the weird and supernatumi which
they cannot find in the wora around them.
LUTHER
(144iensomething sufficiently frightening
doesn't eu•st, we make it up. Lackirw the
ARK WRIGHT
Agent of W.O.T.A.N.
medieval superstitions c our forebears, wfw (
Anew that more than the n h t existed outsiek Featuring:
their doors, we apparently need to feel A n EPIC scenario for the Traveller
threatened by creatures cf pure imagination. Science Fiction RPG, w i t h notes for
As 'beauty is in the eye of the beholder', so conversion to the S TA R FRONTIERS®
'horror is in the mind. 'The best horror stories game, a n d fantasy RPGs.
always causeunease, a feeling that something Can you prevent the Disruptors from activating the Fire Opal of Set?
Is watching, turkirw behind the curtains, Plus:
hiding in the shadows, waiting for that Featherquest, the story of a man and a dream - original fiction from
moment of relaxation, when your guard drops Neil Gaiman
and you are vulnerab. A l l our regular features, news and reviews, and an article on the use
Of course, there never is anythi of campaign diaries in FRP games

0 . lank
41.6 Mike Brunton And a prize competition —win a copy ofthe antazing comic art book
The Adventlan-es ©f Izathen- Arrkwrright, 6y Bly an Tatbot.
All this in IMAGINE magazine, #14. Just Ll
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Copyright 0 1 9 8 4 by TSR UK Ltd publication.
I M A G I N E rna9ang., Apra 1984
PUT A LITTLE sCRITItnt--•••.'
"We were on the t r a c k ahead as the Indeed, a g a m e based o n Lovecraft's and trickery they will frequently succeed,
nightmare plastic column o f fetid black books presents totally different challeng- though t h e cost of success m a y w e l l be
iridescence oozed tightly onwards through es f r o m a l l o t h e r RPGs. F o r example, high. H o w e v e r , s u c h c o n f r o n t a t i o n s
its fifteen-foot sinus, gathering unholy instead of the sickeningly handsome and should be experienced by any true role-
speed a n d driving before i t a spiral, brawny w a r r i o r s f o u n d i n v i r t u a l l y a l l player; w i t h s y m p a t h e t i c G M i n g t h e s e
rethickening cloud o f the pallid abyss Fantasy campaigns, Lovecraftian heroes situations have a flavour and atmosphere
vapour. I t was a terrible indescribable are typically academic intellectuals w h o all their own. For example, investigating a
thing, vaster than any subway train - a only c o m e across t h e devious w o r k s o f deserted a n d h a u n t e d h o u s e c a n b e a
these Primaeval Horrors and t h e i r w o r - truly scary adventure j u s t like reading
shapeless congeries o f protoplasmic
bubbles, faintly self-luminous, and with shippers t h r o u g h t h e i r studies. H a v i n g one of Lovecraft's books, in fact!
myriads o f temporary eyes forming and discovered t h a t s o m e t h i n g t e r r i b l e i s
going on, invariably t h e heroes become Lovecraft's Evils and their terrible plots
unforming as pustules of greenish light all
obsessed w i t h trying to t h w a r t the Evils are not the only challenges to be faced by
over the tunnel-filling f r o n t t h a t bore
that a w a i t w i t h o u t , l e a d i n g t o a f i n a l players i n g a m e s l i k e t h i s . M o s t o f
down u p o n u s , crushing t h e f r a n t i c climactic confrontation — w h i c h all t o o Lovecraft's works are set in his own time,
penguin and slithering over the glistening often e n d s w i t h t h e forces o f evil p r e - the 1920s, and are usually located in the
floor that i t and its kind had swept so vailing... Ye t t h e r e i s a l w a y s t h e hope, North E a s t e r n a r e a o f t h e U S A . T h e
evilly free o f all litter. S t i l l came the perhaps m e r e l y a hope, t h a t Good w i l l imaginative G M t h u s h a s a n a l m o s t
eldritch, m o c k i n g c r y - ' Te k e l i - l i ! succeed, limitless source of other challenges to be
thrown at the players.
At the Mountains of Madness O b v i o u s l y, a n adventure following t h i s For a start, this is the time of the great
by H P Lovecraft sort o f pattern, as opposed to dungeon- American Prohibition, w h i c h resulted i n
bashing, requires a great deal of care and gang w a r f a r e b e t w e e n t h e l i q u o r boot-
E e e k ! Unmistakeably the style of one of imagination f r o m G M a n d players alike; leggers. A l Capone and his kin are at the
the greatest Gothic Horror authors of this the players will have the unenviable task height o f t h e i r p o w e r s a n d t h e r e i s n o
century, Ho ward Phillips Lovecraft. of having t o w o r k o u t w h a t o n e a r t h i s reason w h y players s h o u l d n ' t l e a r n t o
Popular since his work was first printed going on, w h i l e t h e G M h a s t o sustain dread visits from smartly dressed Sicilian
in t h e p u l p SF magazines of the 1920s, high levels o f suspense a n d interest i n gentlemen carrying violin cases...
Lovecraft n o w h a s a c u l t f o l l o w i n g o f the plot and maintain a careful balance, Racialism also rears its ugly head: this
people eager to read tales of his greatest making t h e a d v e n t u r e c h a l l e n g i n g y e t is the time when the Ku Klux Klan is at the
creation: t h e Cthulhu Mythos. still possible t o solve. A f a r f r o m e a s y height o f i t s p o w e r s . P e r h a p s t h i s e v i l
Simply p u t , t h e C t h u l h u M y t h o s i s a task! B u t i f r u n n i n g s u c h a g a m e i s corruption o f s o c i e t y h a s e v e n m o r e
complex collection of terrible alien entit- difficult, t h e n t h e r e w a r d s o f d o i n g s o sinister roots — Cthulhu and his minions
ies and creatures accompanied by a web- successfully will be all the greater f a r might have connections w i t h s u c h
like m y t h o l o g y t h a t f o r m s t h e c o r e o f more satisfying t h a n refereeing c o m b a t groups.
Lovecraft's horror stories. This, in Love- after combat in a hack & slay dungeon. On top of this, the players must also try
craft's o w n words, w a s 'Based upon the Of course, t h i s type o f game m a y n o t to act w i t h i n the bounds of the L a w and
fundamental lore and legend that this appeal to everyone initially; the prospect Order they profess to defend. Despite the
world w a s inhabited a t o n e t i m e b y of h a v i n g y o u r c h a r a c t e r s p e n d h o u r s efforts of Capone and Luciano, the Police
another race who, b y practising Black searching musty old libraries and records are still a force to be reckoned w i t h and
magic, l o s t t h e i r foothold a n d w e r e offices for that vital clue which will make w o n ' t take kindly to people w h o shoot a
expelled, yet live on outside, ever ready to sense o f the morass of information they little old m a n because ' h e w a s about to
take possession of the Earth again'. have already discovered, might not com- summon a Demon'... M u r d e r doesn't go
It is this eternal threat to the sanctity of pare with running another goblin through. unpunished a s i t typically does i n y o u r
mankind t h a t i s present i n o n e f o r m o r However, in practice this takes little real average FRP game.
another in m u c h o f Lovecraft s work, as time and is far from tedious. Like the best The rewards of defeating t h e m i n i o n s
the i n s i d i o u s a l i e n n o r r o r s s u b t l y p e r - detective stories, trying to piece together of Cthulhu may be great for the soul, but
meate society in attempts to so disrupt it the i n f o r m a t i o n i s g o o d f u n — i f o n l y unfortunately t h e y w o n ' t p a y t h e b i l l s !
that they m i g h t r e t u r n t o Earth and rule because o f t h e d i r e c o n s e q u e n c e s o f Money (or rather the lack of it) will certain-
again over t h e i r righ tful domain. O n l y a coming to an incorrect conclusion! And, ly be a major source of concern, especially
f e w brave men and women, stout of heart of course, i t gives t h e merest inkling o f as adventuring tends to get in the way of
and m i n d , s t a n d a g a i n s t t h e m ; t h e u n - the t e r r o r t o c o m e d u r i n g t h e u l t i m a t e holding down a steady job. Life isn't easy
likely 'heroes' of Lovecraft's tales. confrontation with unthinkable evil. for a defender of mankind, but is infinitely
rewarding for players and GM alike when
S o u n d s as though this would make a T h e confrontations themselves are you play in a Lovecraft campaign.
good basis for a role-playing game, don't something different! The Eldritch Terrors
you think? Well, it does! that f r e q u e n t L o v e c r a f t ' s w o r k a r e s o U nfortunately, constructing a game that
Although a l o t o f L o v e c r a f t ' s w o r k mind-blowingly Evil that even to see them will adequately recreate that Lovecraftian
would not transpose directly into the ideal is t o c o u r t insanity. T h e y a r e beings o f feel is a challenge. It's all too easy to end
heroic a d v e n t u r e s c e n a r i o , m u c h o f i t such perverse power that mortals cannot up with RuneQuest or the A D & D T " game
does, a n d t h e M y t h o s a n d a t m o s p h e r e hope to defeat them in simple combat — under a d i ff e r e n t n a m e , I f t h e u n i q u e
that e x u d e f r o m h i s h o r r i f i c t a l e s a r e no, m u c h m o r e c u n n i n g i s required o f flavour and atmosphere of the Lovecraft-
certainly c o n d u c i v e t o c r e a t i n g a g o o d players i n t h i s game. T h u s , i t i s h i g h l y lan e r a i s t o b e c a p t u r e d , t h e n t h e
RPG. Imagine the struggle as the players unlikely t h a t p l a y e r s w i l l r u s h i n t o a fundamental e l e m e n t s o f t h e C t h u l h u
strive against the unfathomable, unname- confrontation with Evil —to do so is sheer mythos m u s t be translated i n t o g a m i n g
able Evils in (vain?) attempts to save the foolhardiness and likely t o produce o n e terms.
world from — or at least delay — ultimate inevitable result, — death of the slow and The f i r s t p r o b l e m i s t o r e c r e a t e t h e
desolation! A s o m e w h a t d i ff e r e n t kettle painful variety! However, overcoming the background Lovecraft chose for his stor-
of f i s h f r o m o r c b a s h i n g i n t h e nearest Eldritch Horrors is not an insurmountable ies — A m e r i c a (and to a lesser extent, the
glorified sewer, no? task: with the human capacity for cunning rest of the world as well) in the 1920s.
2
I M A G I N E ma9arine, Apra 1984
INTO YOUR LW w/fA
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Fairly obviously, t h i s has a large n u m - Conan or Tarl Cabot, if only for the reason For the most part, though, t h e Eldritch
ber o f i n h e r e n t d i ff e r e n c e s f r o m y o u r that we k n o w more about them. Creatures d w e l l e l s e w h e r e , b e y o n d o u r
usual fantasy o r SF world. I t is a w o r l d The more you t h i n k about it, t h e more world and in other (and, indeed, between)
inhabited by real people doing m u n d a n e attractive the ' m u n d a n e ' world becomes planes o f existence. They o n l y visit t h i s
things by comparison w i t h the events of as the setting for your adventure gaming! world w h e n s o m e i n s a n e w a r l o c k h a s
Middle Earth o r Barsoom. However, t h i s discovered h o w to summon them here in
does not mean that it is an uninteresting If t h e setting i s hard t o handle, t h e the hope of furthering his power. A l l too
setting — a s a l r e a d y s u g g e s t e d , t h e Cthulhu m y t h o s i s doubly so. Lovecraft often the only reward for such action is,
1920s w e r e colourful times. However, if portrays t h e members o f t h e m y t h o s as you guessed it, death.
the G M doesn't have the facts right, the terrible supernatural alien beings, rang- These beings a r e o f such diabolically
background can all too easily disintegrate. ing w i d e l y i n b o t h p o w e r s a n d s t a t u s unnatural visage that the h u m a n m i n d is
Research s h o u l d b e d o n e s o t h a t w i t h i n t h e mythos, f r o m t h e u l t i m a t e l y unable a n d u n w i l l i n g t o c o m p r e h e n d
mistakes aren't made about the history of unthinkable Outer Gods, such as Nyarla- them. Thus, even t h e merest glimpse o f
the p e r i o d , t h e t e c h n o l o g y t h a t w a s thotep the crawling Chaos, and Azathoth such Horrors is enough to drive the most
around and t h e c u l t u r e a n d attitudes o f the Daemon Sultan, through those most mentally stable person insane. This fac-
the peoples. A l l it takes is for one of the ghastly of Eldritch horrors, the Great Old tor, combined with the Eldritch Creatures'
players t o p o i n t o u t t h a t s u c h a n i t e m Ones (including C t h u l h u himself) t o the hideously unnatural strength and resist-
hadn't b e e n invented, o r t h a t someone lowly but nevertheless foul Ghouls, that ance t o t h e i n s i g n i f i c a n t w e a p o n s o f
wasn't yet born a t t h i s t i m e — niggling exist purely to do their masters' bidding. mortals, make them exceptionally hard to
little t h i n g s — and t h e background as a Few o f t h e s e a r e t o b e f o u n d o n Earth overcome physically. This certainly i s n ' t
whole becomes s h a l l o w and false to the today (which i s l u s t as well...) although the game for you if you're into 'hack and
players. H a r d l y t h e i d e a l s i t u a t i o n f o r some of the Great Old Ones appear to be slay', s u c h t a c t i c s t y p i c a l l y r e s u l t i n
role-playing, eh? The greater the depth of imprisoned i n r e m o t e regions, a w a i t i n g painful death!
your researches, the more real the world release w h e n either the stars are 'right' The alien beings m u s t also be accom-
will seem and the better the players will or w h e n t h e i r insane followers gain t h e panied by a profusion of legends, practit-
be able to get the feel of the game. Yo u r power o v e r m a g i c r e q u i r e d t o r e l e a s e ioners o f t h e b l a c k a r t s , s p e l l s , a l i e n
effort in this may also benefit the game in them. T h e m a d A r a b , A b d A l h a z r e d , artifacts and great tomes of hideous lore.
that it will inspire myriads of adventures. prophesied t h a t sometime t h e y shall b e The most famous of these that Lovecraft
Reading a b o u t t h e g r e a t people o f t h e freed. He wrote: created was the Necronomicon written by
time m i g h t p r o v o k e s c e n a r i o s c e n t r e d In His House at f r l y e h Dead Cthulhu the M a d A r a b , A b d Alhazred. Lovecraft
around celebrities. There is undoubtedly waits dreaming, yet He shall rise a n d used this t o such g r e a t effect t h a t even
a lot more to real people than there is to His Kingdom shall cover the Earth. today people believe that it really exists...
IMAGINE maxiadne, Aprii 1984 3
All this creates the problem that again, of the game rather than to make it un- no a r m o u r available a player w i l l d i e
a great deal of research is required to necessarily complicated or to cover up for quickly if mistaking CoC for just another
make the Mythos seem consistent and unimaginative Games Masters, which is RPG! T h i s i s d o u b l y t r u e w h e r e t h e
believable. The aims and attitudes o f often the case with other role-playing Eldritch Horrors are concerned, t h e y are
these creatures must be known, as well games. terribly strong and if the players decide to
as some detail as to what they look like. Each o f t h e Eldritch Horrors i s d e - make a head-on attack, only one result is
The Cults must seem logical and the scribed in depth, often using quotes from likely — Cthulhu 1 Players O.
legends and spells must fit in as well. But original Lovecraft, a n d t h e r e a r e a l s o This may sound as if CoC is impossible
given all this, you have the recipe for a useful references to the Creatures' con-
superb game. to play — you roll a character who gets
tact with human cults as well as the usual killed immediately. Well, this is certainly
combat stats. This is augmented by an possible if the player treats the game like
A role-playing game based on the works excellent section describing t h e history any other — CoC requires a lot of trickery
of H P Lovecraft also requires something and constitution of the Mythos as a whole and cunning as w e l l as careful thought,
rather special in the way of rules systems which, as much as anything, will help the and i s therefore a l o t m o r e s t i m u l a t i n g
and background information. GM c o m e u p w i t h exciting p l o t s f o r and rewarding than other RPGs.
That something is certainly provided in scenarios. To my mind, this is probably
Call o f C t h u l h o , a role-playing g a m e the best worked-out collection of advers- C a l l of Cthulhu is certainly an excellent
based o n t h e w o r k s o f H P Lovecraft aries that a player could wish t o m e e t way o f s i m u l a t i n g t h e G o t h i c H o r r o r
produced by the Chaosium. stories o f H P L o v e c r a f t a n d , i n m y
It comes in a nicely illustrated box and opinion, i s t h e best c o m m e r c i a l l y avail-
includes a 9 6 page rule book, a 3 2 page able game so far produced.
Source book about the 1920s, an intro- Still, no matter how good CoC is, it is far
duction to role-playing (Chaosium's Basic from the be-all and end-all as far as using
Role-Playing system), a world map, char- the Cthulhu Mythos goes. This is because
acter silhouettes and a pad of character the Mythos is like a Pantheon of Gods and
sheets, a n d o f course t h e ubiquitous can thus be adapted for use in virtually all
polyhedral dice. All the components are campaigns, f r o m f a n t a s y t o S F. F o r
of good quality, but you expect that of any example, a t t e m p t s h a v e a l r e a d y b e e n
game costing £ 1 8 . 9 5 . H o w, then, does made to adapt the Mythos to both A D & D
CoC cope with the problems of the setting and R u n e Q u e s t games (although I would
and t h e C t h u l h u M y t h o s t h a t I h a v e not say that either attempt was particularly
outlined above?
successful...). W i t h a little research i n t o
The p r o b l e m o f getting background Lovecraft's books any competent GM will
information i s indeed awkward — a n d be a b l e t o r e c r e a t e t h e a t m o s p h e r e
this point is emphasised by the CoC set. inherent in the Cthulhu Mythos.
Although t h e r e i s a l o t o f r e l e v a n t There a r e drawbacks o f backgrounds
information in both the rule book and the other than the 1 9 2 0 s w h e n the Cthulhu
Source book, there is definite room for (avoid?)! N o t only is each Horror richly Mythos is introduced. One of these must
improvement (or expansion), especially developed, but the whole thing is so well be the loss of impact that the Mythos has:
where t h e Source book i s concerned. knitted together, so logical and consistent in the 1920s there is a stark and striking
Even a cursory glance at the Source book in every respect, that the section almost contrast between the warm, safe human
will reveal where it fails. It is a collection makes you wonder whether Cthulhu & Co world a n d t h e D i a b o l i c a l E v i l t h a t i s
of odds and ends: tables and scraps of really are out there.., and if so, h o w did without, w h i c h makes the Horrors seem
information that the designers couldn't fit Sandy Petersen (the designer) get such even more terrible and Magic even more
into the main rule book. There are some accurate information? weird and dangerous. This contrast w i l l
very useful sections: t h e price list and The h o r r i f i c n a t u r e o f t h e Diabolic be l o s t t o a l a r g e e x t e n t w h e n t h e
historical notes are invaluable. However, Terrors and the mind-crushing effect they Primaeval terrors have t o compete w i t h
these are interspersed with some really have o n t h e h u m a n brain i s very w e l l Fantasy monsters and magic or fantastic
worthless stuff. There are a large number handled in the section entitled 'Insanity'. technology a n d s p a c e t r a v e l , a n d t h e
of m a p s depicting archeological s i t e s This uses the simple characteristic called Cthulhu M y t h o s b e c o m e s a l i t t l e l e s s
which a r e s o b a d l y d r a w n a s t o b e Sanity (SAN) which represents the indiv- shocking than it deserves to be.
indecipherable a n d how often will the idual's ability to resist the mental trauma There are, h o w e v e r, a large variety of
GM need to know the distance between that result from encountering a Primaeval games set in similar times to CoC w h i c h
New Orleans and Valparaiso?! Even if he Horror or witnessing a diabolical deed. would easily benefit f r o m the occasional
did, a n atlas would supply t h e answer. Each t i m e t h e character i s exposed t o use of the Cthulhu Mythos. The G A N G -
The different sections a r e also thrown supernatural horror of some sort there is BUSTERS', Gangsters, Daredevils and
together rather haphazardly, so finding a a chance that some of this SAN will be BOOT H I L L 1 g a m e s s p r i n g t o m i n d
particular section takes time until you are lost, and if a large amount is lost then the immediately, a n d t h e C t h u l h u M y t h o s
used to the book. character m a y well g o insane and flee could give players in these games a nasty
Of far more use for setting the scene for gibbering t o t h e n e a r e s t exit! T h i s i s surprise ( s o w a t c h o u t ! ) . T h e C t h u l h u
the 1 9 2 0 s is the superb main rule book. something that occurs quite frequently in Mythos i s very flexible i n i t s use, b u t i t
The information is far less 'bitty' and its Lovecraft's tales. must always be used with caution on the
more general nature makes it easier to GM's part o r you could quickly run out
assimilate and use. It is also helpful as a M a g i c is similarly well handled • the of live characters!
guide to recognising what extra research spells being typically of the Summoning
must be done by the GM. and B i n d i n g t y p e appropriate t o t h e I h o p e t h i s h a s w h e t t e d y o u r appetite
Lovecraftian background. A s i n L o v e - either to try Call of Cthulhu or to construct
A n y t h i n g t h e CoC set might lack with craft's books these spells are tricky and your o w n version o f Lovecraft's Cthulhu
respect to the campaign background i s dangerous to use. Only a few examples of Mythos — I believe t h a t it adds a w h o l e
more than made up for by the designer's artifacts are given but it is suggested that new dimension to role-playing, the atmo-
brilliant treatment of the Cthulhu Mythos. most of these should be of the Summon- sphere t h a t c a n b e generated i s b e t t e r
Every aspect o f the Mythos: t h e O u t e r ing type. than t h a t of any other game I have ever
Gods, t h e G r e a t O l d Ones, t h e m i n o r The CoC set also emphasises the non experienced. A n d besides, it will let your
races, t h e legends a n d spells, a l l a r e 'hack & slay' style of the game, indeed the players k n o w t h e t r u e m e a n i n g o f -
detailed exactingly and accurately. And designer states that this attitude should
what is even more refreshing is the fact TERROR!
be discouraged b y t h e G M . Combat i s
that everything is included for the benefit lethal, not just for the reason that there is AU Steve Nor/edge
4
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The Mirror
of Nitocris
Brian Lumley

Never more to curse her hive;


Walled-up 'neath the pyramid,

Buried with her glass


that she,
At the midnight hour might see
Shapes from other spheres called;
Alone with them,
Entombed, appalled
— to death!
Justin Geoffrey

7
I M A G I N E rta9a-ne, Apra 19S4
been unbelievably varied) and w e r e I n o t That is not dead which can forever lie,
aware that he had delved, prior to his search And with strange aeons even death may die...'
for Nitocris' second tomb, into many eldritch
places a n d o u t r é settings, I m i g h t h a v e For many moments I pondered that weird
believed the writer mad from the contents of passage a n d t h e e v e n w e i r d e r c o u p l e t
the diary's last pages. Even in this know- which terminated it; and the minutes ticked
ledge I half believed him mad anyway. by in a solemn silence hitherto outside my
experience at The Aspens.
Obviously h e h a d f o u n d t h e l a s t resting
place of Nitocris — the scribbled hints and It was the distant chime o f the half-hour
suggestions w e r e a l l t o o plain — b u t i t which r o u s e d m e f r o m m y r e v e n e t o
seemed there had been nothing left worth continue m y r e a d i n g o f Brown-Farley's
removing. A b u B e n Reis h a d l o n g since diary. I purposefully put my face away from
plundered all but the fabled mirror, and i t the m i r r o r and leaned back i n m y chair,
was after Brown-Farley had taken that last thoughtfully scanning the pages. But there
item from the ghoul-haunted tomb that the were only one or two pages left to read, and
first of his real troubles began. From what as best I can remember the remainder of
could m a k e o u t f r o m t h e n o w garbled that disjointed narrative rambled on in this
narrative, he had begun to develop a morbid manner:
And that was all there was'
fixation about the mirror, so that by night he
kept it constantly draped. ' lOth. The nightmares on the London - all the
way out from Alexandria to Liverpool C h r i s t I read it through again, slowly, wondering
knows I wish I ' d flown. N o t a single night's what there was in it which so alarmed me.
But it was no good; before I could continue
sleep. Appears the so-called 'legends' are not And what a coincidence, I thought, reading
my perusal of the diary I had to get down my
so fanciful as they seemed. Either that or my that last line for the second time; for even as
copy of Feery's Notes on the Necronom-
nerves are going! Possibly it's just the echo of a I did so the distant clock, muffled some-
icon. T h e r e w a s something tickling m e ,
there at the back o f my mind, a memory, guilty conscience. I f that old fool Abu hadn't where by the city's mists, chimed out the
been so damned close-mouthed - i f he'd been hour of twelve.
something I should know, something which
Alhazred had known and written about. As I satisfied with the opium and brandy instead of
demanding money - and for what, I ask? There I thank God, n o w, that he sent that far-off
took Feery's book from my shelves I came
face to face with the mirror. The light in my was no need for all that rough-stuff A n d his chime to my ears. I am sure i t could only
poxy waffle about 'only wanting to protect' have b e e n a n a c t o f Providence w h i c h
study was bright and the night w a s quite
me. Rubbish! The o l d beggar'd long since caused me to glance around upon hearing
warm — with that oppressive heaviness of
air w h i c h i s ever t h e prelude t o violent cleaned the place out except for the mirror... it. For that still glass t h a t mirror which is
thunder-storms -- yet I shuddered strangely That damned mirror! Have to get a grip on as quiet as the crystal pool of Yith-Shesh all
myself What state must my nerves be in that I the hours of day — was still no longer!
as I saw my face reflected in that glass. Just
for a moment it had seemed to leer at me. need to cover the thing up at night? Perhaps
I've read too much from the Necronomicon! I A t h i n g , a bubbling blasphemous shape
wouldn't be the first fool to fall for that blasted from lunacy's most hellish nightmare, was
shrugged o ff the feeling o f dread which
book's hocus-pocus. Alhazred must have been squeezing i t s flabby pulp out through t h e
immediately sprang up in my inner self, and
as mad as Nitocris herself Ye t I suppose it's frame of the mirror into my room — and it
started to look up the section concerning the
wore a face where no face ever should have
mirror. A great clock chimed out the hour of possible that it's all just imagination; there are
drugs that can give the same effects. I'm sure. been! I do not recall moving — opening my
eleven somewhere in the night and distant
Could i t be t h a t the m i r r o r has a hidden desk drawer and snatching out that which
lightning lit up the sky to the west beyond
the w i n d o w s o f m y room. O n e h o u r t o mechanism somewhere which releases some lay within — yet it seems I must have done
toxic powder or other at intervals? But what so. I remember only the deafening blasts of
midnight.
kind of mechanism would still be working so sound f r o m t h e b u c k i n g , s i l v e r - p l a t e d
perfectly after the centuries that glass must revolver in my clammy hand; and above the
Still, m y study i s t h e m o s t disconcerting
have seen? A n d w h y always a t midnight? rattle of sudden thunder, the whine of flying
place. What with those eldritch books on my
shelves, their aged leather and ivory spines Damned funny! A n d those dreams! There is fragments and the shivering of glass as the
one sure way to settle it, o f course. I ' l l give it a hell-forged bronze frame buckled and leapt
dully agleam with the reflection of my study from the wall.
light; and the thing I use as a paper-weight, few more days and if things get no better, well,
which has no parallel in any sane or ordered we'll have to wait and see.
I remember, too, picking up the strangely
universe; and now with the mirror and the
'13th. That's it, then. Tonight we'll have it out twisted silver bullets from my Boukhara rug.
diary, I was rapidly developing an attack of And then I must have fainted.
the fidgets u n l i k e a n y I h a d ever k n o w n in the open. I mean, what good's a bloody
before. It was a shock for me to realize that I psychiatrist who insists I ' m perfectly w e l l
when I know I'm ill? That mirror's behind it The next morning I dropped the shattered
was just a little uneasy!
all! "Face your problems," the fool said, "and fragments of the mirror's glass overboard
i f you do they cease to bother you." That's from t h e rail o f t h e Thames Ferry, a n d I
I thumbed through Feery's often fanciful
what I ' l l do then, tonight. melted down the frame to a bronze blob and
reconstruction of the Necronomicon until I
buried i t deep in m y garden. I burned the
found the relevant passage. The odds were
'13th. Night. There, I've sat myself down and diary, and scattered its ashes to the wind.
that Feery had not altered this section at all;
it's eleven already. I ' l l wait ' til the stroke o f Finally, I s a w m y doctor, a n d h a d h i m
except, perhaps, t o somewhat modernize
the ' m a d ' A r a b ' s old-world phraseology. midnight and then I ' l l take the cover o ff the prescribe a sleeping-draft for me. I knew I
glass and we'll see what we'll see. God! That a was going to need it.
Certainly it read like genuine Alhazred. Yes,
there it was. And there, yet again, was that man like me should twitch like this! Who'd
believe that only a few months ago I was as I have said that the thing had a face.
recurring hint of happenings at midnight:
steady as a rock? And all for a bloody mirror.
I ' l l have a smoke and a glass. That's better. Indeed, atop the glistening, bubbling mass
f o r while the Surface of the Glass is still - of that hell-dweller's bulk there was a face.
even as the Crystal Pool of Y ith-Shesh, even as Twenty minutes to go; good- soon be over now
- p'raps tonight I ' l l get a bit o f sleep for a A composite face of which the two halves
the Lake of Hall when the Swimmers are not at
change! The w a y t h e place goes suddenly did n o t agree! F o r one o f t h e m w a s t h e
the Frothing - and while its Gates are locked in
quiet, as though the whole house were waiting immaculately cruel visage o f a n a n c i e n t
the Hours o f Day; yet, at the Witching Hour,
f o r something to happen. I ' m damned glad I Queen o f Egypt; and the other was easily
One who knows e v e n One who guesses m a y
see in it all the Shades and Shapes of Night and sent Johnson home. I t ' d be no good to let him recognizable — f r o m photographs I h a d
see me looking like this. What a God-awful seen i n t h e newspapers — a s t h e n o w
the Pit, wearing the Visage o f Those who saw
state t o get into! Five minutes t o go. I ' m anguished and lunatic features of a certain
before. And though the Glass may lie forgotten lately vanished explorer!
forever its Power may not die, and it should be tempted to take the cover off the mirror right
now! There - midnight! Now we'll have it!'
1010Brian Lumley
known:
9
I M A G I N E magazine, A p r i l 1984
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Transatlantic Tales
Public Benefit
Two m o n t h s a g o w e gave y o u t h e l o w - The D&D game: The Shady Dragon Steve Jackson Games, producers of that
down o n t h e plans t h a t TSR Inc had for Inn accessory is now on sale. Next up will paean o f A m e r i c a n civilisation, C a r
the D & D ® game. N o w let's look a t t h e be the D&D Combat Shield; module B6 Wars, have appointed Games Workshop
Advanced version. Veiled Society; and X6 Lathan's Gold. of L o n d o n a s t h e i r exclusive B r i t i s h
The revision of the AD&DTM game will The release o f t h e C o m p a n i o n S e t has agent. Previously, t h e y h a d s u p p l i e d
restart after t h e completion o f t h e D & D gone back to the late summer. several UK wholesalers. So far, it is not
game, perhaps as late as 1987. There will apparent how, if at all, this will affect the
Advanced: Rush out and get the British
be m a n y c h a n g e s t o t h e s y s t e m , w i t h written and designed UK2 The Sentinel, retail supply of SJ games, but details of
some additions, a f e w deletions, a n d a the whole range to be carried should be
the 1 983 GamesFair competition module
available from GVV shortly.
thorough r e - e d i t i n g t o m a k e i t m o r e (part 1 !). A l s o c o m i n g a r e N 2 F o r e s t
accessible. W h a t now seems clear is that Oracle; UK3 (also brilliantl)The Gauntlet;
rumours about a Players Handbook II and the first of the Dragonlance epic, DL1 IMAGINE magazine would like
and a D M G I I a r e u n f o u n d e d . Instead, Dragons of Despair. to thank Doug Cowie for
there w i l l be a n e w PH t o deal w i t h t h e Other RPGs: Watch out for the Marvel his help with the preparation of
expanded character classes. It seems that SuperHeroes g a m e l a t e i n t h e s p r i n g , these items.
the psionics r u l e s w i l l b e dropped; t h a t plus s u p p o r t i n g m o d u l e s , f e a t u r i n g t h e
the monk will be removed to re-appear in Avengers, S p i d e r m a n , a n d t h e X - M e n .
a planned book for eastern campaigns Also coming are I S 0 0 6 Ace of Clubs and International Acclaim
w h e r e it will be joined by the ronin, ninja, the TOP SECRET® Companion (new Standard Games & Publications are well
etc; and that the paladin will be become a classes, n e w skills, n e w weapons); B H 5 to the fore o f that pioneering group of
s u b - c l a s s o f t h e c a v a l i e r. P r o j e c t e d Range War; GAMMA WORLD character British manufacturers who are chancing
classes, like the savant and the jester, will sheets; GB5 Death In Spades; SF-KH'I their collective a r m s i n t h e adventure
appear in DRAGON® and I M A G I N E " Dramune Run, SF-KH2 Mutiny on the games business They are putting a lot of
magazines beforehand, and will be 'ironed Eleanor Moraes and the STAR FRONT- effort i n t o reaching a w i d e r audience
out' before they appear in the n e w book. IERS c h a r a c t e r sheets. than j u s t that o f t h e board wargames
More plans for this and other RPGs will Plus: the BLUE AND GRAYTM, DRIVE enthusiast. The style and presentation of
be o u t l i n e d n e x t m o n t h . F o r n o w, l e t ' s ON STALINGRAD" and BATTLES FOR their games h a s already proved v e r y
THE ARDENNES" games. popular with role-players, for example.
take a quick look at forthcoming products.
The recent release Siege (reviewed on
p28), a skirmish boardgame of medieval
warfare, has been even more successful
than their first game, Cry Havoc, which
British Grenadiers Superlative Photography received c o n s i d e r a b l e i n t e r n a t i o n a l
Grenadier Models, t h e U S m i n i a t u r e Joe Dever and Gary Chalk, a productive acclaim. Incidentally, the two games are
figures manufacturers, have some new pair of itinerant innovators, are writing a complimentary, maps and pieces being
items available in Britain. Two sets in the new c o l u m n f o r W h i t e Christmas ( o r freely interchangeable between t h e m .
Dark Crystal range introduce us to the something). Interesting thing about it is Standard's o t h e r t w o r e c e n t g a m e s ,
delights o f Geflings; P o d Persons that t h e y promise t o u s e 'superlative Speed & Steel and Thunde-rin' G u n s
(People?), an urRu Master; Skeksis and photography' (which w i l l b e i n colour
Aughra, Keeper of the Secrets. Selected every other issue) as illustration. Could it
figures from most Grenadier ranges are be t h a t a l e a f i s being t a k e n o u t o f
being sold singly in Britain as an experi- Miniature Wargames' book? That maga-
ment. This facility is not available to US zine h a s succeeded a s a publication
purchasers a n d indicates Grenadier's catering for wargamers where so many
recognition of characteristics peculiar to others h a v e t r i e d a n d failed, t h a n k s
the British market. Several n e w sets in primarily, so it is said by those who know,
Grenadier'a o ff i c i a l 2 5 m m Tr a v e l l e r to their liberal use of colour photies of
range are promised shortly. model soldiers.
have both j u s t been reduced i n price;
S&S d o w n t o £ 9 . 0 0 and TG t o E6.95.
Naturally the assembled peasantry, led
Prime Moving Force by your columnist (forelock tugger extra-
Beast Enterprises, publishers of Tortured m a t t e r ) apart from a copy of the issue their ordmaire) applauded this magnanimity
Souls, a r e a c t i v e l y s e e k i n g s c e n a r i o s c e n a r i o appears in. They believe people with fervour. To be honest, if components
material from hopeful designers. Although w o r k better i f they do so for t h e i r o w n are a n y yardstick, t h e n e w prices are
they have plenty of AD&D material avail- s a t i s f a c t i o n rather than pay. Really? Who much m o r e sensible. F u t u r e releases
able, they are on the look-out for promising w a s it said 'only a fool writes for any other from Standard include a skirmish board-
work f o r other games systems. T h e I S r e a s o n than for money?' Actually, I think a game of Samurai battles, designed with
format p e r m i t s designers t o g i v e t h e i r g e n u i n e interest and commitment is likely the intention of being readily adapted to
talent full rein since space restrictions are t o be the prime moving force to stimulate play with 25mm figures. A tie-in with a
not a problem. However, Basil Barrett of p e o p l e to produce such work but let's not leading m a n u f a c t u r e r o f a r a n g e o f
Beast tells me that currently they do not f o r g e t that it is real work and it asks a lot of Samurai f i g u r e s w i l l p r o b a b l y b e
pay contributors (or staff members for that p e o p l e to do it for nothing at all. announced shortly.

12
I M A G I N E magazine, Apra 1984
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14 Please mention IMAGINE magazine When replying to advertisements


DARKLAW
A Call of Cthulhu Mini-scenario

by Simon Redgrave
This mini-scenario i s suitable f o r a p a r t y o f 3-5
Investigators w i t h a n y levels o f skills, a n d can b e
incorporated into an existing campaign with minimum
effort on the part of the Keeper (Games Master).
If you intend screaming in this scenario please stop reading
here. The rest of the information is for the Keeper alone.

Keeper's Background
Amelia and A l f r e d B e s a n t w e r e a h a p p i l y married, o u t w a r d l y conven-
tional, couple. A m e l i a w a s n o t a n o u t g o i n g person, b u t w a s a l w a y s
courteous to her neighbours. A l f r e d w a s the opposite, a church-going
Republican activist, deeply involved in the affairs of the community.

Then, w i t h o u t w a r n i n g , A l f r e d ' s b e h a v i o u r c h a n g e d co m p letel y. H e


became distant and began to spend much of his time watching his wife
and her doings. Late one A u t u m n evening in 1 8 9 8 Alfred arrived at the
local police precinct in a very distressed state. He was covered in blood, a
butcher's k n i f e w a s c l u t c h e d i n h i s h a n d , a n d h e w a s b a b b l i n g
incoherently. W h e n the police visited the house they could find no sign
at other occult locations a newspaper clipping about Alfred Besant's
of A m e l i a , b u t p l e n t y o f e v i d e n c e t h a t s o m e k i n d o f s t r u g g l e h a d
occurred. There was little choice but to try Alfred Besant for the murder trial, a note in a book margin about Amelia and her cult connection (but
of his wife. Despite the lack of a body Alfred was convicted and confined not her importance) or a map of an area of a New England town with the
house clearly marked o r be sent (by w h a t e v e r patron t h e y have) to
in the local asylum. He never spoke again.
investigate the mysterious •hauntings'.
On A u g u s t 3rd, 1 9 0 7 , A l f r e d Besant was found dead in his cell, having
taken his o w n life. It seemed that no-one would ever know what he had
seen or done. The house had been shut up when he was jailed, and upon
Sources of Background Information
his death t h e f a m i l y l a w y e r s gave orders t h a t it w a s t o be locked and
Once the Investigators have realised that the Besant house is to be the
boarded up. It has remained that w a y until t h e present day (sometime
area o f t h e i r a d v e n t u r e t h e y m a y w e l l w i s h t o r e s e a r c h i n t o a n y
durfng 1 9 2 2 ) , b u t n o w appears to be h a u n t e d s t r a n g e lights have
been seen, and children and animals will not go near the place. background material that may be available. These are:

The t r u t h o f t h e B e s a n t a ff a i r is bizarre. A m e l i a w a s a priestess o f a Police: T h e police have all t h e superficial d e t a i l s o f the B e s a n t case.
minor r g o l o n a c cult, a splinter group of one in Boston. A l f r e d did not They do n o t k n o w of t h e occult connections of M r s Besant, o r o f t h e
know this w h e n he married her, and was horrified w h e n he discovered 'hauntings'. i n v e s t i g a t o r s s h o u l d h a v e t o u s e Fast Ta l k s k i l l t o g a i n
access and L a w skill to extract the information.
the t r u t h . H e s t u d i e d h i s w i f e ' s b o o k s o f a r c a n e a n d f o r b i d d e n
knowledge, and this alone partially unhinged his mind. He scratched the
Elder Sign on the kitchen door and on a butcher's knife, then attacked Asylum Records: T h e a s y l u m records give details of A l f r e d B e s a n t ' s
incarceration and medical condition s h o w i n g that he w a s suffering
his wife w h i l e r g o l o n a c was taking possession of her body. The sight of
from stupefaction (see C A L L OF C T H U L H U rule book, p24, Table 4B).
the partial t r a n s f o r m a t i o n t o Y'golonac's f o r m completed h i s descent
Successful use of Fast Talk skill will gain access to the records and use
into insanity.
of Psychoanalysis skill w i l l gain understanding of the information.
Due to a fluke of the occult and the effects of the Elder Sign, r g o l o n a c
was unable to leave Amelia•s body, so she entered a state of undeath. N e w s p a p e r Archives: These contain much the same information as the
Alfred realised this with w h a t remained of his intellect and hid the body. police records, though in a sensationalised account spread over several
issues. Use of Fast Talk or a character background as a journalist will be
Recently, t h e h o u s e h a s b e e n e n t e r e d b y H o w a r d M a r t i n , a d i s t a n t
relative o f A m e l i a a n d a f e l l o w c u l t m e m b e r, w i t h h i s disciples. A f t e r required t o l o o k a t t h e r e c o r d s . I n f o r m a t i o n m a y b e e x t r a c t e d
automatically, but the Keeper should decide h o w long t h i s will take.
locating the body using occult methods, M a r t i n has been attempting to
extract i n f o r m a t i o n f r o m A m e l i a ' s still-active brain, u s i n g a m a c h i n e
that he has developed. C o u n t y R e c o r d s O f f i c e : T h e CRO h a s details o f t h e t r i a l o f A l f r e d
Besant. O t h e r records w i l l s h o w t h a t t h e B e s a n t h o u s e i s c u r r e n t l y
unoccupied and o w n e d by the M a r t i n f a m i l y f r o m California. A n y o n e
Incorporation into an existing campaign may inspect the records, but successful use of L a w skill is required to
gain the information.
D A R K L AW may be set in any New England town in 1922. References to
town institutions are intentionally vague. The Keeper may add as much Local Museum: The town museum has the butcher's knife thatAlfred
detail as he or she likes. The Keeper can incorporate this adventure into was carrying. Scratched on the blade, but hidden by the dried blood that
a campaign in a n u m b e r of ways, but the Investigators should be given
still covers it, is the Elder Sign. investigators making a Spot Hidden roll
no hints as to w h a t they are about to encounter. will notice that something is engraved upon the blade.

The evidence leading t o t h e B e s a n t h o u s e c a n b e a s i n d i r e c t a s t h e Neighbours: The people who live near the Besant house will know little,
other than the fact that 'somebody' — never the speaker — has seen
Keeper wishes. The Investigators may discover references to the house
15
B I A Q I N E magazine, A p r a 1983
Hue Flue Flue DARKLAW

KEY

IEEEIII W i n d o w
• m o l l Door
Barred Window
*ERR Boarded Door

1 7 7 Staircase (Up)

Spiral Staircase
..
0 12
Ground Floor F i r s t Floor Attic Feet € \ T
If a l l l o o k s h o p e l e s s , o r i f h i s m a c h i n e i s t h r e a t e n e d , M a r t i n w i l l Her o n l y w e a p o n s a r e h e r f i s t s ( 5 0 % a t t a c k skill, 1d6+1d64-special
surrender. W h e n q u e s t i o n e d h e w i l l f i r s t c l a i m t h a t h e a n d h i s damage).
'assistants' are using the house as a laboratory, well away from prying
Due t o t h e peculiar circumstances o f h e r death A m e l i a h a s u n u s u a l
eyes. He will claim that the machine is a device for accelerated healing
of burns and that he has been testing it on Darby. Martin will try to make powers and appearance, partly due to the fragment of 'Cgolonac trapped
w i t h i n h e r — immortal sentience being not the least of these!
the best of this explanation — stating that the ceremonial robes he and
his disciples are wearing are laboratory coats etc. He will discourage ail
She i s l o o k s h i d e o u s , h e r h e a d b e i n g a compressed, r o t t e n s t u m p
attempts to examine the machine.
mounted a s k e w on h e r shoulders. Tw o gaping holes are visible in the
If t h i s f a i l s t o c o n v i n c e t h e Investigators h e w i l l c l a i m t h a t h e i s a palms of her hands. She attacks once per melee round with her fists and
should s h e h i t a n y o n e w h o h a s read a page f r o m t h e Revelations o f
bootlegger — and t h a t ' t h i n g s w i l l b e b e t t e r for all c o n c e r n e d i f they
leave h i m alone'. Glaaki (such as the one in Room 5, t h e Library) she w i l l cause special
damage. This will take the form of a permanent drain of 1 p o i n t of INT, as
well as the n o r m a l d a m a g e caused by a hit. S o m e o n e w h o has had a
The c a b i n e t is, in fact, t h e mental probe that M a r t i n has been using to
reach the still active brain of Amelia's corpse. In the centre of one side is page o f m a t e r i a l r e a d to t h e m i s n o t vulnerable to t h i s INT drain. I f a
character's INT should reach 0, the character is dead.
a large dial w i t h n u m b e r s ranging f r o m 1 - 1 0 . Beneath this is a sliding
rheostat. The cabinet has various other dials, sockets and switches, but
Amelia's corpse will f o l l o w the Investigators, even if they go outside the
these are unimportant, and have no real effect upon its function in these
house. H o w e v e r, i f i t i s b u r n t o r subjected t o a s t r o n g l i g h t (such a s
circumstances. T h e cabinet h u m s w i t h electricity (although i t has no
daylight), it will explode. This explosion will cause 1 d4 points of damage
visible p o w e r source), a n d a n y o n e t o u c h i n g i t w i l l r e c e i v e a m i n o r
to all those w i t h i n 6 yards.
electric shock. This shock will not cause any damage.
The candlesticks in t h e room could be sold for $75 each. The machine is
Apart from the machine there is little of interest in the room. It is entirely
worth $ 2 2 5 to a scientist.
wood panelled, and i l l u m i n a t i o n is provided by a large candle in each
corner of the room. The wedge under the connecting door to room 8 can
be removed in 1 m e l e e round. 10. The Upstairs Corridor
This is an almost empty corridor, the only feature of interest being the
flue f r o m room 3, t h e K i t c h e n . If Bruno (see character description and
In one wall are two alcoves, both of w h i c h originally had shelves. Those
room 10a, below) makes a successful Listen roll w h e n the Investigators
of the right hand alcove now lie in an untidy heap in front of the left hand
alcove. M a r t i n removed these after he had discovered the whereabouts enter the upper floor of the house he will be in here. He will attempt to
use his Hide in S h a d o w s skill to ambush the Investigators if he can.
of A m e l i a B e s a n t ' s body. H e r r e m a i n s are hidden b e h i n d the wooden
panelling at the back of the alcove. He has not uncovered the remains,
because h i s m a c h i n e h a s a l l o w e d A m e l i a ' s u n s t a b l e b r a i n t o r e - 10a. Bruno's 'Bedroom'
This section of corridor is used by Bruno as his bedroom. If he has not
establish its severed links w i t h h e r body. He is afraid that the creature
been encountered previously he will be here.
will go beserk and attack him (see b e l o w for A m e l i a ' s statistics).
The corridor contains a mattress, a working man's coat with $2.02 in the
If the Investigators t a m p e r w i t h t h e m a c h i n e they w i l l see that as the
rheostat i s m o v e d t h e n e e d l e o n t h e d i a l m o v e s also. I f t h e n e e d l e pockets, a book of fairy tales, an incomplete aeroplane model built from
matches and a gold locket w i t h a picture of a middle-aged w o m a n in it.
reaches '4' or higher the Investigators will hear a t h u m p i n g noise from
The locket picture is of Bruno's mother, and he is deeply attached to it.
behind the right hand alcove. If the needle approaches '8' this noise will
become increasingly vigorous, and if the needle exceeds '8' the cadaver The Keeper should decide — depending upon the exact circumstances
— w h e t h e r a threat to this locket would provoke or pacify Bruno.
will burst forth and attack its tormentors. Should the Investigators break
into h e r final r e s t i n g place before they tamper w i t h the machine, they
will f i n d A m e l i a ' s d i s t a s t e f u l c o r p s e i n a m a r v e l l o u s s t a t e o f 11, Balcony
This will probably prove to be the Investigators f i r s t means of entry into
preservation, v i r t u a l l y m u m m i f i e d b y t h e d r y atmosphere b e h i n d t h e
the house. A successful Spot Hidden roll will reveal chisel marks on the
alcove. A successful Spot Hidden roll w i l l indicate that an Investigator
w i n d o w frame, made when Martin and his disciples entered the house.
has n o t i c e d t h e c o r p s e s t i l l w e a r s a w e d d i n g r i n g . H o w e v e r, i f t h e
reading on the dial has previously exceeded '5', the creature will be alive
and hostile. It will r e m a i n in this state for five hours, before once again
12. The Attic
This r o o m i s cramped, dark and r a t h e r m u s t y. It is c r a m m e d w i t h tea
falling back into undeath.
chests, w h i c h c o n t a i n a n a s s o r t m e n t o f i n t e r e s t i n g , b u t i r r e l e v a n t ,
Amelia Besant: objects. The Keeper should feel free to create any worthless items.

STR 1 9 C O N 20 S I Z 13
INT 1 3 P O W 01 D E X 02
Police Involvement:
CHA 0 0 E D U 13 S A N 00
MOVE 8 If a g u n f i g h t develops b e t w e e n t h e Investigators and t h e c u l t i s t s t h e
ARMOUR 2 p o i n t skin, a n d impaling w e a p o n s do police will be called to investigate the disturbance. A t this point the flow
m i n i m u m damage. of the adventure is largely in the hands of the Keeper. M a r t i n and h i s
SAN LOSS: I f SAN roll fails, lose 1d8 SAN points. There is disciples have every right to be in the house — he is a m e m b e r of the
no loss if the roll is successful. o w n i n g family — and mentioning the occult will not impress the police.
17
I M A G I N E magazine, ApriC 1984
DARKLAW

Effectively, o n c e t h e police arrive t o investigate a shooting t h e Quincey DUVAL


adventure can be assumed to end, the Investigators having failed in
their battle With evil. STR 1 6 Weapons A x e (A45%/1d6+2+1 d6/P35%/15)
CON 1 5 Glove (x/x/P65%/8)
SIZ 1 2 Armour 1 point ceremonial robes over normal
And Finally: INT 1 2 street clothes.
POW 0 5 Insanities: None
If the Investigators explore the house and leave any corpses behind — DEX 1 5 Skills: Train Bird 80%, Psychoanalysis 15%,
without killing all the cultists — the bodies will be hidden in the attic for CHA 1 5 Occult 50%, Cthulhu Mythos 40%
two days after they leave. After two days any bodies will be disposed of EDU 1 2 Spells: Summon Byakhee
via the oven, together with any other incriminating evidence. All signs of SAN 0 2 Magick: Silver Whistle, enchanted to 20% for
the house having been occupied since Alfred and Amelia Besant lived the above spell.
there will have vanished.
Duval can attack or parry with h s axe and parry with his falconer's glove
in the same round.

Seward DARBY
STR 1 3 Weapons: .22 Rifle (A30%/1d6+2/P20%/09)
CON 0 9 Armour: Ceremonial robes over street clothes,
SIZ 1 2 no points.
INT 1 4 Insanities: Doraphobia (fear of fur)
POW 1 3 Skills: Occult 30%, Cthulhu Mythos 15%
DEX 0 9 Spells: Bind Byakhee
CHA 0 3 Magick: None
EDU 0 8
SAN 0 8

Darby fell into a bonfire when he was seven and was badly burned,
hence his low charisma and Martin's excuse of experimenting with a
burn healing machine.

Duval and Darby will only consider Summoning and Binding Byakhee if
the Investigators are also using powerful spells.

Abraham BRUNO
STR 1 6 Weapons Long knife
CON 1 6 (A55%/1d6+1d6/P35%/9)
SIZ 1 8 Armour: 1 point ceremonial robes over street
INT 0 3 clothes
POW 1 3 Insanities: Paranoia
DEX 0 9 Skills: Listen 55%, Hide in Shadows 45%
CHA 0 9 Spells: None
EDU 0 2 Magick: None
SAN 0 0
Character Roster
Bruno is quite mad, convinced that everyone, except_Maftin, Duval and
Statistics are presented in a standardised format. All characters are Darby, is his enemy. In reality, his 'friends' t r e a r m as a joke. Bruno
defined by standard abilities, and by Armour, Spells available, Skills, knows little o f what i s going on, but_provides an opportunity for
Magick Itemswand Insanities. Weapon statistics are given in the order: Investigators to try Out their Psychoanalysis and Psychology skills —
assuming that Bruno can be sufficiently subdued. He will w a i t in
Name / Attack Percentage / Damage / Parry Percentage / Hit Points ambush for any Investigators, then attack in a frenzy.

An 'x' in place of one of these statistics indicates that it is inapplicable to


that weapon. DARKLAW
Unless noted otherwise assume that all characters have a Move of 8. STR 0 7 Weapons: Beak (450%/1d6/x/x),
POW 1 7 Claw (A35%/1d4/x/x) 1 beak or 2
CON 1 3 claws per round
Howard MARTIN DEX 1 8 Armour: 2 point feathers
SIZ 0 7
STR 0 9 Weapons: Nightstick (A30%/1d6/P45%/15) MOVE 0 5 ( 1 2 flying)
CON 1 3 Armour: Street clothes, no points.
SIZ 1 3 Insanities: None If Darklaw's attack roll is 01-10 with his beak attack he impales his
INT 1 5 Skills: Spot Hidden 70%, First Aid 45%, target. If the roll is 01-05 he also strikes one of his target's eyes. An
POW 1 8 Oratory 55%, Cthulhu Mythos 60% assailant's attack percentage is halved if Darklaw is airborne, unless a
DEX 0 5 Spells: Shriving shotgun is used. If the Investigators flee while under attack they must
CHA 1 5 Magick: Amulet* make three successful Dodge rolls to reach the street safely; the raven
EDU 1 5 automatically misses if his target makes a successful Dodge roll.
SAN 0 0
Darklaw should be played as an intelligent being, taking an interest in
*Martin wears this beneath his shirt (a successful Spot Hidden roll to the disciples' actions, especially those of Martin. The raven is a perfectly
notice the bulge, unless Martin is searched). The amulet will protect its ordinary creature, but the Investigators should be convinced otherwise.
wearer from any insanity caused by viewing a creature that he or she
has summoned. The SAN loss is still incurred. Credits
The Keeper should note Martin's Oratory skill if Martin attempts to Original Design: Simon Redgrave
mislead the Investigators as to his reasons for being in the house. Development: Mike Brunton
Art: Dave Carson, Stephen Jones
Martin has $33 on his person. Cartography: Paul Ruiz
18 I M A G I N E mgagazimp Apra 1384
ARE YOU READY
FOR THE
PBM ADVENTURE IP
CHALLENGE?
Adventures in your own home are one thing. But are you ready for the challenge of national
play-by-mail (PBM) adventures, professionally gamemastered w i t h massive computer
support?
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underground military complex, sending robots to destroy your rivals (WARBOID WORLD).
You can even design your own species and home planet (STARMASTER) and lead them in
exploration and conquest in a universe populated by hundreds of other species (perhaps as
carefully-crafted and ambitious as your own).
Each player in a PBM adventure sends his commands to the gamemaster, and receives an
individual report showing t h e results o f h i s o w n a n d o t h e r players' actions. A s y o u
encounter other players, you have infinite scope for alliances, double-dealing and betrayal -
there are no holds barred, and success may go not to the most powerful player but to the
most cunning negotiator.
FLAGSHIP magazine introduces you to Britain's fastest-growing hobby, with:
* full-colour cover and extensive illustrations
* examples of turn reports
* introduction and analyses for every PBM game run in Britain
* a n amazing E l 0 w o r t h o f discounts f o r n e w games in every issue, offered b y
gamesmasters to our subscribers.
Every week, thousands of players tear open their envelopes to learn the latest news of the
desperate power struggles between their kingdoms, or the savage wars raging across the
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balance of hope and fear - but it's also the ultimate adventure experience. You owe it to
yourself to give it a try.
Send this form (or write separately if you don't want to cut your IMAGINE-) to FLAGSHIP
(Dept I M), PO Box 714, Coleshill, Birmingham a n d get ready to face the PBM adventure
challenge!

YES! I ' m ready to try the PBM challenge. Send me my first copy of FLAGSHIP today.
I enclose (delete as appropriate) E 6 for 4 issues
E l .75 for a sample issue
(Subscriber guarantee: you can cancel your subscription at a month's notice and receive the
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Address
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* THE FLAGSHIP OF POSTAL ADVENTURES *


Please mention IMAGINE magazine when replying to advertisements 19
The Imagination Machine The

MPUTERS7(micjC MPUTER

8 bits good, 16 bits better?


The affordable 1 6 - b i t computers, way of supplying most types of game, but is t h a t coding expands t o f i l l t h e space
previewed in #7 of IMAGINE maga- not a l l t h e n e w m a c h i n e s w i l l a c c e p t available for it to execute in, and there is
zine, are starting t o arrive on the cartridges w i t h o u t modification, a n d the no reason why things should be different
cost o f production tends t o rise linearly in this case. In practice this will mean that
market. What effect will they have
with increasing p r o g r a m length. A f l O game d e s i g n w i l l m o v e a w a y f r o m t h e
on the computer game hobby? price t a g f o r a c a r t r i d g e r e p r e s e n t s a reaction-game s y n d r o m e a n d t o w a r d s
It seems quite likely that they'll create a reasonable profit m a r g i n in the case of a games with 'plots' and stories, just so that
new 'top-of-the-range in h o m e micros. 4k arcade game, b u t is unlikely to cover the p r o g r a m m e r c a n w o r k u p e n o u g h
This has really been lacking i n t h e past, the c o s t o f p u t t i n g a 7 0 k i n t e r a c t i v e material to fill memory.
the only candidates for the position being graphics-based Adventure into ROM.
the A p p l e a n d p o s s i b l y t h e A t a r i . B u t Spending between E 4 0 0 and f 650 on a
these a r e o l d m a c h i n e s , w h i c h h a v e new c o m p u t e r i s a big s t e p but, o n t h e
reached o n l y a f e w percent of computer whole, i t looks as i f t h e 1 6 - b i t m a c h i n e
game players in t h i s country; o w n e r s of will b e successful a t t h e top e n d o f t h e
these c o m p u t e r s h a v e b e e n l o o k i n g home m a r k e t , a n d t h a t t h e s o f t w a r e
around recently for a replacement mach- developed o n t h e m w i l l b e c o m e t h e
ine and a 16-bit micro seems the obvious standard b y w h i c h g a m e s s o f t w a r e i n
choice. general is judged. If so, the next question
is: w h i c h machine to buy?
It looks as i f the S i n c l a i r Q L w i l l be t h e
first t o a r r i v e , c l o s e l y f o l l o w e d b y t h e To buy or not to buy?
A d v a n c e 8 6 . T h e differences i n design
between these t w o computers are inter- Bear i n m i n d t h e r e l a t i v e d i f f i c u l t y o f
esting; the Advance has standard operat- developing games on t h e d i ffe r e n t com-
ing systems a n d applications packages, puters. BASIC p r o g r a m m i n g i s compar-
and 1 2 8 k upgradable t o 2 5 6 k o r more. atively quick and painless, b u t Sinclair's
Sinclair's m a c h i n e uses a non-standard machine does not include a BASIC com-
Operator System a n d language, as w e l l Low Expectations piler, w h i c h is a great mistake and rather
as his own Microdrive floppy tape system. knocks o n t h e h e a d t h e i m a g e o f t h e
This aspect of the n e w machines t h e i r machine as a business computer. M o s t
Imposing Standards ability t o h o l d v e r y b i g p r o g r a m s i n Assembly-language p r o g r a m m e r s , h a v -
memory i s s o m e t h i n g n e w o n t h e ing learnt to w r i t e for the 8 0 8 0 or 6502,
Other 16-bit machines due to arrive later British scene and it's not clear what effect are n o t o r i o u s l y l o a t h t o a b a n d o n t h e s e
in t h e y e a r a r e likely t o c o n f o r m t o t h e it w i l l have. T h e m a j o r i t y o f t h e g a m e s processors; there are only a f e w compet-
pattern s e t b y t h e A d v a n c e , o f f e r i n g programs available a t t h e m o m e n t a r e ent 6 8 0 0 0 and 8086 programmers at the
standard o p e r a t i n g s y s t e m s s u c h a s quite short, occupying 5k or less. This is moment, and, o f course, t h e y a r e n ' t all
MSDOS a n d 3 . 5 " d i s k d r i v e s f o r m a s s partly because o w n e r s have i n general game designers.
storage. S o , w i l l S i n c l a i r s u c c e e d i n not been w i l l i n g t o upgrade t h e i r equip-
imposing h i s o w n s t a n d a r d s o n t h e ment b y a d d i n g d i s c d r i v e s f o r f a s t So it might be advisable to wait for a while
market, b y s h e e r w e i g h t o f p r o d u c t i o n loading, b u t t h e r e a r e s e v e r a l o t h e r after t h e m a c h i n e s b e c o m e g e n e r a l l y
volume? reasons. Software houses specialising in available, t o j u d g e t h e q u a l i t y o f t h e
machine-code arcade games discovered software t h a t i s produced f o r t h e m a n d
The a n s w e r s s e e m s t o d e p e n d o n t h e some time ago that, contrary to expectat- how much it's going to cost to load it. But
choice of media formats to be supported ions, buyers preferred games w i t h fairly these computers certainly offer an excit-
by the s o f t w a r e houses w h o w i l l supply simple s c r e e n d i s p l a y s a n d a s m a l l ing o p p o r t u n i t y f o r a n y o n e w h o h a s
programs (including games) for the n e w number o f u s e r c o n t r o l s , r a t h e r t h a n wanted t o design c o m p l e x games, a n d
machines. A l l t h e possible formats have more c o m p l e x g a m e s w i t h c o n f u s i n g has been put off in the past by the tedious
disadvantages. M i c r o d r i v e t a p e s s u f f e r displays and t w e n t y different commands necessity of compacting his code so as to
from unreliability, are expensive and are to r e m e m b e r d u r i n g play. I t seems t h a t be able to cram it into a restricted amount
available o n l y f r o m t h e sole supplier — computer garners have fairly low expect- of memory.
Sinclair w h o w o u l d l i k e t o d o m i n a t e ations o f a n e w piece o f s o f t w a r e a n d
the s o f t w a r e m a r k e t f o r h i s computers, there is not a lot of point in providing them _MOMike Costello
having f a i l e d t o d o s o i n t h e p a s t . with a richer diet than they are used to.
Microfloppy discs are cheap, easily avail- If you enjoyed this article, w a t c h out next
able and reliable, but even a single drive The s i t u a t i o n w i l l p r e s u m a b l y c h a n g e issue for The Imagination Machine, a
can i n c r e a s e t h e c o s t o f a s y s t e m b y w i t h the availability of the new hardware monthly f e a t u r e w i t h n e w s , c o m m e n t
f 300. R O M cartridges are an acceptable One of the rules of the computer industry and reviews for micro garners.
20 I M A G I N E mapcing, April 1984
meImagination Machine

r i o aFfA,

MPUTERSmicroC
MORRIS MEETS THE BIKERS
In Morris Meets the Bikers we start out awarded f o r every Biker t h a t i s blasted an additional bonus, there is also a pop
at t h e tip o f a m u l t i - s t o r e y car park. W e into oblivion. A f t e r passing t h r o u g h t h e song on the reverse side, but perhaps the
have t o m a n o e u v r e o u r c a r, u s i n g t h e exit we can proceed to the next sheet, and less I say about that the better.
neatly designed lifts, d o w n to the exit at herein lies the game's main failing: each The g a m e fails t o hold o n e ' s interest,
the bottom. O n o u r w a y through t h e car sheet i s j u s t a r e p e a t o f t h e a b o v e however, because there is no incentive to
park, w e encounter wheel clamps w h i c h process. There are nine sheets in all and it progress through the successive stages.
impede our progress, and tin-tacks which tends t o become very boring very soon, To amass points, all one really needs to do
rather cleverly s l o w u s d o w n . W e a l s o with no feeling of game development. is to stay put and blast away at the Bikers,
have t o avoid t h e f e a r s o m e Bikers,as a The graphics, use of colour and sound, which is not a very exciting pursuit. The
collision with any one of them is fatal. We in f a c t t h e mechanics o f t h e game, a r e basic i d e a i s a g o o d o n e ; p e r h a p s a
have five lives, h o w e v e r, and t h e bikers good. The various characters move easily different scoring s y s t e m w o u l d m a k e a
can be blasted out of the way by using the and realistically. A n excellent feature is rather o r d i n a r y g a m e i n t o s o m e t h i n g
horn. I f a l l t h i s i s n o t enough, w e a l s o the facility to pre-select which keys to use special, and give it some of the addictive-
have t o m a i n t a i n o u r f u e l s u p p l y a n d in the absence of a Kempston joystick. If ness of the classics. A s it stands I do not
beware of a build-up of carbon monoxide. one so wishes, the keys can be changed feel that it is good value for money.
As w e l l as keeping o u t o f trouble, w e after e a c h g a m e . M a n y o t h e r g a m e s 1A0 Bill Hoare
have to collect coins, some of w h i c h are would be improved by this idea. The tape Morris Meets the Bikers for the Spect-
needed t o p a y p a r k i n g fees, o t h e r s , t o loaded without trouble each time, and the r u m is from Automata UK of 27 Highland
escape t h r o u g h t h e exit. Points are also cassette is quite attractively packaged. As Rd, Portsmouth, Hants. Price £6.

SPACE ISLAND
Micro adventures are constantly improv- cursor keys. A joystick would be better but as Quiet, To u c h a n d Consume, t h e y are
ing. T h o u g h t h e r e a r e n o n e y e t w h i c h no option is given. difficult t o r e m e m b e r a n d i t i s certainly
really rival tabletop fantasy, they do have So t h i s w o u l d b e a p r e t t y o r d i n a r y tedious to step through a special part of
their o w n a t t r a c t i o n s , p r o v i d i n g s o m e movement g a m e w i t h o u t t h e adventure the p r o g r a m t o f i n d o u t w h a t c o u l d b e
features which are difficult to produce in component. A s usual, the android has to referred to immediately.
conventional FRP. Space Island uses two achieve a m a j o r task, n a m e l y, ' f i n d t h e As an adventure it is reasonably inter-
of these — graphics and real time. This cause o f the dangerous time distortion esting w i t h s o m e i m a g i n a t i v e h a p p e n -
makes it sound more like an arcade video around Zyro ( t h e p l a n e t o n w h i c h t h e ings, w h i c h usually end in sudden death.
game than an adventure; i t has some of game i s set), disable i t a n d return t o But most of the interest comes from try-
those features, but that does not necess- Earth'. To do this various objects must be ing t o k e e p y o u r a n d r o i d a l i v e , a s h e
arily make it a bad adventure. The graphic located and problems solved in traditional needs food, drink and rest and you do not
display i s a n a t t r a c t i v e m a p o f t h r e e fashion. On arrival at an object the arcade know i n a d v a n c e w h i c h o f t h e d o t s
islands peppered with almost impercept- game pauses, allowing you to try out your represents w h i c h . M e a n w h i l e , t h e v o l -
ible black dots w h i c h you need a colour vocabulary. 1 9 commands are provided. cano o n t h e m a i n i s l a n d p e r i o d i c a l l y
display t o s e e properly. E a c h d o t i s a n They can only be used during the 'pause' erupts a n d obscures s o m e o f t h e dots.
'encounter area' and players guide their mode of the game. The instructions do not Naturally t h e r e a r e t h e u s u a l t e m p t i n g
android ( r e p r e s e n t e d a s a c r o s s - h a i r tell you this, so it took two or three games but p o i s o n e d f o o d s , a n d m o v e m e n t
sight) to a n y of t h e dots. O n arrival, t h e to learn. Effectively, most commands are around t h e islands is so d i ff i c u l t t h a t i t
item at that location is revealed. Some of suitable for just one or t w o events, w i t h takes m a n y g a m e s t o d i s c o v e r a l l t h e
these r e m a i n i n t h e s a m e l o c a t i o n f o r the others being irrelevant at that point. possible events. S o the game is really a
each g a m e , b u t m o s t a r e r a n d o m l y Each c o m m a n d i s a s i n g l e k e y entry. maze adventure w i t h o u t t h e maze, u n -
redistributed each time it is played. The advantage o f t h i s i s speed, w h i c h likely t o i n d u c e h e a r t attacks d u e t o i t s
The arcade element comes while guid- clearly f i t s w i t h t h e p h i l o s o p h y o f t h e speed. I t o f f e r s a n o v e l a p p r o a c h t o
ing the android. It is very difficult to align game — t r y i n g t o c o m b i n e t h e b e s t o f adventuring, w h e r e t h e priorities o f t h e
the cross-hair w i t h the dot and if you do video a n d a d v e n t u r e g a m e s — b u t i t s android a r e c l o s e r t o t h o s e o f a r e a l
not get it right the android carries on past drawback is that creative and imaginative adventurer t h a n i n m a n y F R P g a m e s .
and u s u a l l y w a n d e r s i n t o t h e s e a a n d solutions are prevented. So, for many FRP While n o t c o m p u l s i v e , i t i s c e r t a i n l y
drowns. He only pauses when he reaches players, much of the fun is lost. worth playing a n d m a k e s a reasonable
one of these 'locations of known interest'. A m a j o r drawback o f t h e game a s compromise between t w o types of play.
Otherwise he is constantly moving, which supplied is that these commands are only At Noel Williams
means the player m u s t constantly guide listed at the appropriate m o m e n t of play, Space Islam (L-6.95) for the ZX Spectrum
him. It takes four or five plays to achieve not i n t h e s u p p o r t i n g _documentation. comes f r o m Te r m i n a l Software, 2 8
some s k i l l w i t h t h i s , u s i n g t h e n o r m a l Because some are rather unusual, such Church Lane, Prestwich, Manchester.

I M A G I N E magauste, A p r a 1984
21
[-COMPETT
IO
I NRESULTS
That's m o r e like i t — over 6 0 entries to
part 3 of the competition, including a few
The Phitosopher's Stone The Thief

from s u c h places as N e w Zealand, A u s -


tralia, Canada and West Germany.

People found this one difficult in the main


because o f t h e n a u t i c a l signals, w h i c h
are not commonly known. Also, as three
entrants p o i n t e d out, s o m e o f t h e flags
were i n v e r t e d , m a k i n g f o r c o n f u s i o n
between a n d ' U ' (see 3). J e m Clarke
even commented, 'There seems to exist
some confusion as to exactly which flag
code is being used', and 'The best sense
comes f r o m u s e o f t h e International
Signal Flag Code' rather than t h e Naval
signals indicated i n t h e message o f t h e
three ships (d). We allowed for this w h e n
marking, b u t p e r h a p s p r e d i c t a b l y, t h e
people w h o n o t i c e d t h e s e a m b i g u i t i e s
were also more adept at finding obscure
messages, and in fact 2/3 of the entrants ship's side (b)where numbers correspond h. T h r e e flags e l s e w h e r e i n t h e puzzle
got t h e m a i n t h r e e a n s w e r s c o r r e c t . directly to letters — ie I = A, 10 = 2 = B, etc indicated: 'Keep clear of me — I a m
There is no ambiguity this month! — which produces the message: manoeuvring with difficulty', 'I require
THE RED SUITS COUNT THIRTEEN, assistance' and the reply 'No'
There are about a dozen people noticeably SO TO O THE BLACKS. THE TOTAL
in the running for the overall prize t h e y TWENTY-SIX SPELL OUT OUR QUEST i. T h e b o r d e r o f t h e c l o a k r e a d s W H Y
probably have a fair idea of who they are; AND IF WITH KNOWLEDGE GAINED DON'T YOU TAKE UP A NICE CON-
but everyone should have a g o at part 4, YOU N O W TURN BACK, ALSO THE STRUCTIVE HOBBY LIKE KNITTING
regardless of this. One entrant comment- ZODIAC YOU LAY TO REST.
ed that it didn't seem w o r t h entering part This indicates that the red cards represent j. T h e flag in the main picture indicates 'I
2 unless all the puzzles had been solved, the first half of the alphabet, the black the am going to send a message by sema-
after the high standard of entries to part 1 second half; and refers back to part 2 o f phore' which alerts you to...
— but nothing ventured... the competition, w h e r e an extra 'zodiac'
sign made 13 symbols w h i c h w e r e used k. T h e characters on the doorway which
No-one managed to get all the messages in black and w h i t e to make a total 26. In say NOT HERE BUT LOOK CLOSELY
we w e r e l o o k i n g f o r, b u t s t i l l t h e t i e - part 3 t h e cards spelt out, i n t h e text - - AT THE MAGICIAN PICTURE t h e 'E'
breaker h a d t o b e i n v o k e d t o d e c i d e seek key; a n d i n t h e picture, — I S E E K obscured by the thief's head (No, Gillian,
between t h e f o u r finalists. T h e w i n n e r, THE KEY OF CASTILION. not this month's "deliberat mistak"!).
with a n interpretation o f the 'Key' that
attracted special notice from Anne, is Ian 3. T h e thief's name caused problems, for I. I n c o m p l e t e letters above t h e d o o r w a y
Harding of Cambridge. The three entrants reasons a l r e a d y i n d i c a t e d . T h e f i r s t say GO AWAY.
w h o m h e j u s t pipped t o t h e post w e r e : pointer clue was on the thief's cloak (c). If
Richard A r t l e y, a l s o o f Cambridge; you g r o u p t h e letters according t o t h e i r rri. To the right of the door was a vertical
R G a r n e t t o f Hitchin (formerly o f orientation, t h e y m a k e a n a g r a m s f r o m message w i t h t h e vowels left out. A n n e
Harrow); a n d C A N e l s o n o f H a r r o w. w h i c h can be derived: M Y N A M E FLIES intended this to read N O R E A D E R , T O
There seem to be pockets of 'RPGenius' in HIGH FOR ALL TO SEE. Another pointer FIND THE HERO'S NAME YOU MUST
the country, w h e r e t h e m u s e o f puzzle- can be found by taking one letter in t u r n TRY HARDER — TOUGH!, but far more
solving looks particularly kindly on TSR from each of the three name plates in the people interpreted it as 'In order to find...'
disciples. order indicated; thus: Y E S T R Y U S I N G which is of course quite as 'correct'.
N AVA L S I G N A L S (d). The signals should
Anyway, v e r y w e l l d o n e t o a l l f o u r spell out MY NAME IS FLY MERRIEL, n. O n t h e p e n d a n t , t a k i n g t h e a r r o w s
winners, a n d t o t h o s e w h o d i d n ' t q u i t e but we accepted 'Fuy Merrieu'. longest first (A at the top) N O T HERE.
make i t b u t a r e s t i l l a m o n g t h e overall
leaders, and to all the others who made a 4. O t h e r messages: a, b, c, d above, and: And the w i n n i n g tie-breaker:
very good attempt — keep it up! The Key is not a key in the ordinary
e. N u m b e r s o n t h e f a c i n g s i d e s o f t h e sense, but a Quay: the Quay of Castilion.
1. Yo u c o u l d d e d u c e t h e n a t u r e o f t h e dice s h o u l d s p e l l o u t S N A K E S E Y E S . When the ancient Sea Lords were great,
stolen paper most easily if you noticed the Actually the letters were S, N, A, K, E, S, they buried their dead at sea by scuttling
textual reference, 'it was something to do E, Y, E, Y — so we accepted all reasonable treasure-laden funeral boats. The Lord
with the paired numbers and letters...'. anagrams, the most common being SEE Castilion was buried by treachery, his
Pairs of numbers and letters are scattered A N Y KEYS?. We forgave 'Snakes / Aye sister destroying his laden funeral boat
all o v e r t h e p i c t u r e , a n d i f t h e s e a r e aye' too. A r e n ' t we generous?! in harbour with burning oil. To avert the
placed i n n u m e r i c a l o r d e r, t h e l e t t e r s curse of a shallow sea burial, the priests
spell MAP OF CATACOMBS. Simple! f. T h e portholes of 'ERSG VIA 2 ' read HI raised the sea level, rebuilding the city
in binary. above the old, creating flooded cata-
2. T h e 'Key' sought by the thief was more combs leading to all the old, submerged
difficult to identify. The name of the ship, g. T h e flag i n t h e s a m e picture gives a jetties including the Quay of Castilion.
B I N A R Y S TA R (in incomplete letters — message s o m e t h i n g l i k e ' S t o p , I h a v e His sister was cursed to become a lonely
a) gives a clue to the binary code on the something important to communicate' mermaid.
22
I M A G I N E magazine, April 1984
by Anne Hamill
A prize competition based on
the AD&DTM and D&D® games

The Philosopher's Stone. Restless, chang0d, it was sought by


those who wished to step sideways out of time to where the
Stone splayed out events of other times, other work& Like all
oracles, the meaning of the events displayed was often obscure.
But an adept, reading the story, looking deep into the picture
overleaf mightseemore than mere scattered images
in the facets of the Stone....

The Clerk
When came into the inn, he was sitting it kept on closing on my shoulder until He let go ofmy shoaderjor wirkft I was
looking out of the window, down to where thought the thumb and forefinger would truly thankful. I extended my hand
the ships were drawn up. He was as stilt as meet. insinuatingly.
i f he were asleep o r dead; I hoped the 'Nnitglit' I said. Or something like that. 'Er, reverend;' I snitteii 'The map? O f
former, although the pockets of dead men 'One would;' he said in a deep cultivated course - a good cause b u t a man has to
are often looser than those of the Uvuuj. I voice which had no business coming from live, you know, and there may be others
sat down alongsitk him. the throat o f such a barbarian, 'doubtless after you who'll need '
'You want information,' I t o l d his be pleased to show it to one pledged to rid He dug in his purse impatiently and, as
profile. such a place of evils.' he left, tossed me something from it that
His eyes at least could move. 'But of course,' I agreed immediately, glittered and spun in the air.
'Aft,' he saitt I hate that kind; the reaching - carefully -for the piece ofpaper I opened my hand to discover its worth; it
that let you tatit untit you put yourfoot in it. I carried. I have i n the past found i t had brought in quite a bit, that map, over
'An area of rocks and whirlpools, where advantageous to be generous in dealing the years. Copper! I dashed to the door.
dead hands have been found floating, With Brothers. I f you can't bargain with 'Curse you, you damned ungrateful - ' I
welded permanently t o golden objects them, you can sometimes make them feet began to shout, but at that same moment I
disturbing the design...' I paused delicately, guilty, which can be as good4 the pain, o f had a vivid image o f winged shrieking
and glanced at the rough cloth he ware. course, being irrelevant to such a business beasts above sharp metal, and the lurid
Some of these orders seem to take apositive decision. glow of fire on raging watei7 then it was
delight in clothing their subscribers in rags. He took it absentmindedly and uicked it gone, and there was just the harbour and
C °flu s futt of golden objects, every one. ' I f in his shirt as i f he °MICA" it, sat Cooking the disappearing back of the man who'd
one were, perhaps, t o have a map...' out the window. stolen my map. I hoped he wouldn't make
'The fools are putting the cogsait up it. I sniffed and Cooked at the copper piece
His hand came out as i f in a gesture of wrongly,' he muttered. 'It must be set just with resignation. Oh weft. I could always
drcnv another one.
goodfettows hip, andi startedto smite, but

Can you solve the mysteries of the Philosopher's Stone?


The picture o f t h e Stone overleaf is t h e 1. W h a t is the cleric's name? All e n t r i e s s h o u l d r e a c h I M A G I N E '
last in a series of four pictures which have 2. W h a t is his alignment? magazine by M a y 7th 1 9 8 4 .
3. W h a t is the name of the Adversary? The w i n n e r w i l l r e c e i v e a v o u c h e r
appeared q u a r t e r l y, s h o w i n g e v e n t s i n
the careers of a fighter, magic user, thief 4. L i s t any other messages you found. redeemable through T S R U K L t d f o r
and cleric. A t the top of this page you can 5. (tie-breaker) Describe t h e r o l e o f goods to the value of f 40. There will be
read the story of how the cleric obtained a the narrator and t h e nature o f the three runner-up prizes o f E l 0 e a c h .
map which would enable him to meet the Adversary's p o w e r ( i n n o t m o r e These vouchers can be exchanged for any
Adversary, a n d t h e p i c t u r e i l l u s t r a t e s than 1 5 0 words). products in the TSR or SPI® range.
this. In addition to these prizes, an o r i g i n a l
The w i n n e r w i l l be t h e person w h o has picture b y A n n e H a m i l l based o n t h e
However, not all is clearly stated. In order solved p r o b l e m s 1 , 2 a n d 3 , a n d t h e Philosopher's Stone competition w i l l b e
to e n t e r t h i s m o n t h ' s prize competition greatest n u m b e r o f t h e other messages awarded t o t h e person w h o h a s solved
(4). I n t h e event o f a tie, t h e contestant most clues over all four pictures.
you m u s t list the a n s w e r s to as many of
the f o l l o w i n g puzzles as you are able to w h o offers the most convincing analysis The results will be published in the July
decipher a n d explain h o w you decoded of the narrator and the Adversary (5) will issue of the magazine, # 1 6 . Winners will
them, then complete the tie-breaker: be awarded the prize. be notified by post.

The decision of the publisher will be final.


I M A G I N E ma 9 azint, January 1983
23

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I M A G I N E ma9arine, April 1984 25


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26 Please mention IMAGINE magazine when replying to advertisements


SOLSTICE
AT CASTLE
FALKENS
by

An AD&DTM Adventure for 5-9 players C h r i s Felton


This scenario is for a Dungeon Master and five to nine players, In actual fact, B a r o n Falkens k n o w s exactly w h a t h a s happened. H i s
uncle, D w a r i Falkens is the killer, b u t the Baron h a s n o w i s h t o have
ideally eight. Characters are provided at the end of the text, and
anyone k n o w about D w a r i , w h o is t h e r i g h t f u l B a r o n a n d completely
these should be used instead o f any personal characters insane. T h e B a r o n h a s a l s o b e e n e x p e r i m e n t i n g a n d h a s c r e a t e d a
belonging to the players. creature, a type of flesh g o l e m — another thing that the superstitious
villagers and peasantry should never find out.
If you intend playing in this mini-module stop reading here. The rest
of the information is for the DM alone. Each of the characters has the same basic aim • to guard their own secret
and either find t h e killer or lay suspicion elsewhere.

DM's Background Castle Falkens

Players should each be given one of the character s u m m a r i e s several The curtain wall of the castle is 25 feet high, made of smooth faced stone
days b e f o r e t h e g a m e s t a r t s . T h i s w i l l a l l o w t h e m t o f a m i l i a r i s e w h i c h i s u s u a l l y slippery d u e t o t h e persistent m i s t s a n d f o g w h i c h
themselves w i t h t h e c h a r a c t e r a b i l i t i e s a n d d e v e l o p a n e x t e n d e d surround t h e castle every night. I n places the o u t e r surface is r a t h e r
personality f o r the character. They should be told n o t to discuss their cracked, t h a n k s to the neglect of recent years. It has four h i g h square
characters w i t h other players. towers and a fortified gatehouse.

Most c o m m u n i c a t i o n d u r i n g t h e game w i l l probably be i n the f o r m o f The barracks for 120 troops, the chapel, the gatehouse and towers have
notes t o t h e D M a s c h a r a c t e r s s n e a k a r o u n d d a r k corridors, w a t c h not been i n r e g u l a r u s e s i n c e t h e Falken's f a m i l y l o s t m a n y o f t h e i r
through peepholes and eavesdrop on each others • plotting. Be careful holdings a n d s t o p p e d k e e p i n g expensive h o u s e h o l d t r o o p s . A l l t h e
that characters w i t h a n ESP ability do n o t have an u n d u e advantage: buildings a r e w e l l m a i n t a i n e d , a n d t h e c h a p e l i s u s e d o n s p e c i a l
ESP reveals only surface thoughts, not underlying guilts and suspicions. occasions by the priest w h o lives in Falkensford. T h e stables are still
Most characters (except Mara and Tarn) are politically aware enough to used, and are adequate for 30 horses. Above the stables sleep the four
guard their thoughts in case their liege-lords are 'listening'. (now three) stableboys.

The key to the castle keep is given as a brief list of the rooms, along w i t h
The Plot any significant contents. The D M should feel free t o invent any o t h e r
items of interest, f u r n i s h i n g s etc.
lkensford Vi l l a g e i s a s m a l l m a r k e t t o w n , overshadowed b y Castle
Falkens, moorlands and deep forests. 1. L i b r a r y a n d t r e a s u r e v a u l t . T h e B a r o n ' s p e r s o n a l l i b r a r y o f
alchemical tomes and spell books and his personal cash reserve w o r t h
Winter Solstice at Castle Falkens is one of the major festivals of the year 2463gp. The money is locked in a chest and the Baron keeps the key.
Every y e a r B a r o n F a l k e n s i n v i t e s t h e m o s t p r o m i n e n t l a n d o w n e r s ,
merchants and lesser nobility to attend the Solstice celebrations at the 2. C e l l s f o r involuntary experimentees. Currently empty w h i l e t h e
Castle. For five days the Castle rings with the sounds of merry-making. Baron has guests.

This year six of those invited have accepted, and two have brought their 3. A l c h e m i c a l l a b o r a t o r y. F u l l o f glass tubing, b o t t l e s a n d beakers.
wards i n t h e h o p e of m a k i n g advantageous marriages. I t is these six There is a 10% chance that any substance is poisonous. The Baron w i l l
persons, and the t w o wards, that the players will control. not willingly permit any of h i s guests to enter here, and keeps it locked.
The key is kept in a d r a w e r in his bedroom.
The F i r s t D a y o f S o l s t i c e p a s s e d p e a c e f u l l y e n o u g h , b u t r a t h e r
boisterously, w i t h a n o p e n - a i r feast held i n t h e castle courtyard. The 4. Herb store. Contains other experiment materials that are perishable.
entire population of Falkensford was invited to one of the few occasions
on w h i c h they are allowed inside the walls. 5. P a n t r y. The castle's main food store, with enough in stock to feed the
castle for the week.
The Second Day of Solstice was much quieter, with songs and chants in
the c a s t l e c h a p e l f o r m o s t o f t h e d a y l i g h t h o u r s . O n l y t h e p r o p e r t y 6. K i t c h e n . A large, locked cupboard c o n t a i n s t h e castle's supply o f
owners o f Falkensford and the Baron's guests w e r e invited to attend, herbs, spices and herb teas. The cook has the key.
although m a n y did n o t b o t h e r t o d o so. A f t e r t h e l a s t o f Falkensford
citizens had left, huddled inside their cloaks in the cold light of the full 7. Wine cellar. A l w a y s kept locked, the Baron and Igor have keys. All the
moon, the Baron and his guests sat down to a private feast in the Great w i n e is of moderate quality, save for the Baron's personal stock, w h i c h is
Hall. A s they dined the gates of Castle Falkens were closed, shutting out excellent. One particularly strong red wine is traditionally only served to
the dark night, and shutting in the secrets of those w i t h i n . those the Baron is about to execute or use for experimental purposes.
The cork has the legend 'Unto Oblivion' w r i t t e n upon it.
The Third Day of Solstice dawned under a veil of mist — for all but one of
the C a s t l e ' s i n h a b i t a n t s . A c a s t l e s t a b l e b o y w a s f o u n d h o r r i b l y 8. Fuel cellar.
murdered in the courtyard.
9. C a r p e n t r y w o r k s h o p s . Currently occupied by a broken rack w h i c h is
It is at this point that the scenario commences. The castle gates have being r e w o r k e d into an e x p e r i m e n t bench, and a m o u l d e r i n g scaffold
been closed all night; the murderer is still w i t h i n the walls. One of the built in the t i m e of the Baron's grandfather for the execution of horse
Baron's staff, the Baron or one of the guests is a vicious killer, and the thieves.
killer m u s t b e f o u n d s o o n — before t h e villagers f i n d o u t o r before
another death... 10. Toilets.
27
IMAGINE A p r a 1984
S O L S T I C E AT CASTLE FALKENS

11 . l g o r ' s b e d r o o m . Formerly the butler's room, it has become squalid 34. B e d r o o m , u s e d b y M a s t e r M e r c h a n t D i n a Fissen. A d o o r i n t h e
since I g o r o c c u p i e d i t . I t h a s t h e s a m e f u r n i s h i n g s a s a l l t h e o t h e r dressing room leads to the dressing room attached to M a r a ' s bedroom,
bedrooms of the keep: a f o u r - p o s t e r bed, t w o armchairs in front of the as this used to be the master suite.
fire, f o u r upright chairs, t w o bedside tables and a chest for clothing.
35. B e d r o o m , used by Lady Sersi Cordos.
12. P r i e s t h o l e . A small bed, a candlestick and a m o n t h ' s supply of iron
rations are the room's only furnishings. The secret trapdoor in the floor 36. Maid's bedroom, unused at present.
leads d o w n to a passageway w h i c h runs the length of the curtain wall
and emerges in the Chapel sacristy. 37. To w e r rooms, normally kept locked at all times (the Baron and Igor
have keys). T h e t o w e r s e a c h h a v e a s m a l l s p i r a l s t a i r c a s e w i t h a
13. D o r m i t o r y. The female staff (two cooks, four waitresses/assistant clockwise rise, so they m a y be defended against attackers decending
cooks, and four chambermaids) live here. N o r m a l l y the Baron has only from the battlements. Above the entrance room on the second floor i s
one cook a n d o n e chambermaid, t h e o t h e r s a r e h i r e d f o r t h e W i n t e r another small room used as a subsidiary armoury, and then a f l a t r o o f
Solstice from Falkensford. They are all non-adventuring folk (see D M G surrounded by a crenellated wall.
p88, 'Typical Inhabitants').
38. D w a r i ' s prison. In the subsidiary armoury of the N W t o w e r D w a r i
14. D o r m i t o r y. The living area for the four footmen the Baron has hired Falkens is held prisoner, c h a i n e d to one wall, in c o n d i t i o n s of terrible
for the duration of the W i n t e r Solstice. Again, the DM should see D M G squalor. The walls show the marks of his considerable struggles. In one
p88. The dormitory is normally empty. corner, faded almost to invisibility, is a pitiful message, scrawled w h e n
he w a s a young man 'Help.... Dwari.... Falkens....'
15. The D u n g e o n . There are 26 sets of manacles set into the walls, and
the rack i n t h e centre o f the r o o m h a s t o r t u r e r ' s i m p l e m e n t s laid o u t
upon it. T h e y are all greased to prevent rust, b u t the chamber has not Castle Falkens has six secret passages:
been used for m a n y years.
a. Room 4 (the Herb store) to Room 1 4 (Dormitory).
16. G r e a t H a l l . T h e f i n e s t r o o m i n t h e building, t h e great hall i s t h e b. Room 1 2 (the Priesthole) to the Chapel sacristy.
Baron's public court and is decorated accordingly. A n i m a l head trophies c. Room 3 8 (the N W tower) to Room 2 5 (the B a r o n ' s Study) past t h e
and displays o f w e a p o n s h a n g f r o m t h e w a l l s . A p o r t r a i t o f t h e f i r s t peepholes in 17, 1 8 and 19 (which can be seen t h r o u g h by climbing
Baron Falkens hangs above the fireplace. ladders).
d. Room 2 3 (the B a r o n ' s bedroom), via R o o m 2 5 t o Room 3 7 (the SE
17. G u e s t b e d r o o m , u s e d b y M a s t e r M e r c h a n t Ve r n o N i m o n . T h e tower).
furnishings a r e t h e s a m e a s t h o s e i n l g o r ' s r o o m , b u t i n f a r b e t t e r e. Room 23 to the Great Hall w a l l on the second floor.
condition. f. The second floor passage around rooms 22, 29, 30, 3 4 and 36.
Anyone moving inside a secret passage will be heard 15% of the time by
'A' is a small room containing the control mechanism of the portcullis. It anyone in the adjacent room. A n y o n e trying (but failing) to move silently
is locked - the Baron and Igor have keys. will be heard 5% of the time. A s s u m e that everyone has a 9% chance of
moving silently, unless noted otherwise.
18. S m o k i n g Lounge. A small, private chamber, comfortably furnished
to seat eight.
Non-Player Characters
19. Lounge. A ladies' w i t h d r a w i n g room, used while male guests are in
the smoking lounge. This room w i l l also comfortably seat eight. Baron Falkens: S 11 ; 11 5 ; W 16; C 9; D 1 2 ; C h 16; 4 t h level L a w f u l
Neutral M a g i c - u s e r ; A C 10; h p 10; Usual spells memorised: F r i e n d s ,
20. Sewing room. Protection from Evil, Shield, Forget, Levitate; Weapon: dagger +2.

21. B e d r o o m . Unoccupied at present. The following spells may be found in the Baron's spell books (in addition
to those listed above): charm person, comprehend languages, detect
22. D r e s s i n g r o o m s . Each c o n t a i n s a l a r g e w a l k - i n cupboard, a n d a magic, find familiar, light, mending, message, read magic, unseen
large d u m m y on w h i c h to hang clothes servant, write, detect invisibility, fool's gold, scare, mirror image,
pyrotechnics.
23. The B a r o n ' s b e d r o o m . The key to the alchemical laboratory is kept
in the top left hand d r a w e r of an ornate desk beside the bed. Baron Falkens i s t h e n i n t h t o b e a r t h e t i t l e a n d t h e o w n e r o f Castle
Falkens and its surrounding lands, although he is more interested in his
24. Toilets. alchemy t h a n t h e e s t a t e s . H e h a s s p e c i a l i z e d i n r e s e a r c h i n g t h e
processes o f life, and to t h i s end h i s secret laboratory is the scene o f
2 5 . T h e B a r o n ' s s t u d y. T h e books a n d s c r o l l s i n h e r e r e l a t e t o t h e experiments upon bodies purchased from t h e Thieves Guild and local
Baron's b u s i n e s s interests, i n v e s t m e n t s a n d g e n e r a l a l c h e m y. T h e y grave robbers. H i s experiments have resulted in ' L i f e ' of a s o r t - the
give n o c l u e s a s t o t h e d i r e c t i o n h i s r e s e a r c h e s h a v e t a k e n ( i e Creature.
constructing his 'creature').
Igor: 51 4 ; 1 1 1 ; W 1 2 , C 1 6 ; D 9; Ch 4; 4 t h level D w a r f L a w f u l Neutral
26. The C r e a t u r e ' s r o o m . Formerly the armoury, this room is n o w kept Fighter; A C 10; hp 36; Weapon: blackjack (D1-3).
locked at all times (the Baron and Igor have keys). In the SW corner is the
drawbridge control mechanism. Many of the old armoury f ittings remain lgor's father w a s the servant of the present Baron's grandfather w h e n
on t h e w a l l s , p e r h a p s g i v i n g t h i s r o o m t h e appearance o f a t o r t u r e Dwari Falkens w a s born. In h i s rage at the birth, the then B a r o n s l e w
chamber. lgor's f a t h e r a n d b e a t I g o r s o b a d l y t h a t h e g r e w u p i n t o a t w i s t e d ,
hunchbacked, beardless dwarf. Later, he regretted this and took Igor in
27. C l o a k r o o m . T h i s e n t r a n c e b u i l d i n g h a s b e e n b u i l t o n t o t h e as his servant, a postion that he has held u n d e r three Barons.
drawbridge as a w e a k wooden construction. In an emergency it can be
smashed off to a l l o w the drawbridge to rise. D w a r i Falkens: S 11 ; 11 0 ; W 4; C 16; D 12; Ch 6; 4th level male h u m a n
Neutral Evil Fighter; A C 1 0 ; h p 3 1 , We a p o n s : b a r e h a n d s a n d t e e t h
28. M i n s t r e l ' s gallery, overlooking the Great Hall. The gallery is used as (1-2/1-2/1)
a store f o r sheet m u s i c a n d a variety o f musical instruments
crumhorns, tabors, a lyre, lutes, timbrels, panpipes, etc. Dwari i s t h e e l d e s t s o n o f t h e p r e s e n t B a r o n ' s g r a n d f a t h e r a n d
grandmother, and hence the rightful Baron. D w a r i ' s father (the seventh
29. B e d r o o m , used by Tarn Torsi!. Baron)was convinced that Dwari was someone else's child (he believed
that lgor's father was probably Dwari's father as well), a l t h o u g h D w a r i
30. B e d r o o m , used by Groff Torsi!. was his son.

31. B e d r o o m , used by Garth Nustar. As a n e m b a r r a s s m e n t t o t h e f a m i l y, D w a r i w a s i m p r i s o n e d i n t h e


Northwest tower of the castle, which has driven him insane and stripped
32. B e d r o o m , used by Countess Messalina Hunyadi. him o f a l l h u m a n i t y. D w a r i m a n a g e s t o b r e a k o u t o f t h e t o w e r
occasionally, and tries to kill anyone he meets. It is Dwari w h o killed the
33. B e d r o o m , used by M a r a Forthill. stableboy, but he was caught by Igor as he w a s feasting on the body.
28 I M A G I N E ma9azine, April 1984
S O L S T I C E AT CASTLE FALKENS

The Creature: S 1 8 / 0 0 ; 13; W 3; C 15; D 10; Ch 13; Half strength Neutral clothes made that are a duplicate of those worn by Garth, save that they
flesh g o l e m ; A C 9 ( n e e d s i l v e r o r m a g i c a l w e a p o n s t o hit); h p 2 0 ; can b e w o r n over l e a t h e r a r m o u r. H e h a s previously been t o Castle
Weapons: b a r e h a n d s ( 1 - 8 / 1 - 8 ) ; S i z e Large; Resists s p e l l s (but n o t Falkens i n t h e guise o f Garth, a n d discovered t h e secret passage (f)
turning attempts) as though Undead. around the bedrooms. Baron Falkens has no knowledge of his existence.

The c r e a t u r e i s t h e B a r o n ' s m o s t s u c c e s s f u l e x p e r i m e n t t o d a t e . The Falkensford Villagers: The villagers are simple folk (see D M G p88),
Although n o t aggressive, t h i s i n t e l l i g e n t ( w e l l , a l m o s t ) ' g o l e m ' w i l l deeply superstitious and fearful of the supernatural. A b o u t 2 0 0 - 3 0 0 of
defend itself if attacked. If an approaching lynch mob from the village is the villagers will f o r m a lynch mob and descend upon the castle if the
spotted, Igor will bring the creature out of its room to a point where the circumstances of the stableboy's murder become general knowledge (or
Creature has no choice but to defend itself against the mob. if a n o t h e r m u r d e r i s c o m m i t t e d ) . F a l k e n s f o r d h a d t r o u b l e f r o m a
w e r e w o l f several years ago, so silver weapons will be brought out, and
The P h a n t o m : Castle Fa' k e n s is, of course, haunted. The resident spirit anyone vaguely lupine (a w o l f , Vern() in w e r e - f o r m , o r D w a r i ) w i l l be
is a h e a d l e s s d r u m m e r b o y i n a r c h a i c u n i f o r m . A t o d d i n t e r v a l s attacked, T h e v i l l a g e r s w i l l s t o p f e a r f u l l y i f c o n f r o n t e d b y a n y t h i n g
t h r o u g h o u t t h e n i g h t o f t h e W i n t e r Solstice, w h e n t h e p o w e r s o f beyond their comprehension (the Creature, a Succubus, a bat changing
darkness are at their height, he appears in the Castle, plays his drum for into h u m a n form, etc) and r u n in blind panic if they see the Phantom.
2-8 r o u n d s , a n d vanishes. T h i s i s a l l t h e P h a n t o m does, b u t anyone
seeing h i m m u s t s a v e v s S p e l l s ( w i s d o m b o n u s e s apply, b u t m a g i c
resistance does not) or flee i n panic for 2 - 1 2 rounds. Player Characters
The P h a n t o m has a 5% chance of appearing per turn on Solstice night Garth Nustar: S 1 5 , 11 4 , W 14; C 13; D 16; Ch 18; 6th level Lawful Good
(the n i g h t o f t h e T h i r d D a y o f Solstice), i n a r a n d o m location w i t h i n human m a l e F i g h t e r ; A C 8 ( A C - 1 i n a r m o u r ) ; h p 4 3 , w e a p o n
Castle Falkens (D20+15 gives the room number of his appearance). The l o n g s w o r d + 3 ; O t h e r magic Items: 'Shalqua' a battleaxe+2 w h i c h flies
night a f t e r Solstice t h e P h a n t o m w i l l a p p e a r i n C o u n t e s s H u n y a d i ' s to h i s h a n d w h e n called, s h o r t s w o r d + 1 ( + 4 v s reptiles), r i n g o f f i r e
bedroom at 4.50am. Next night he will not appear, thereafter there is a resistance, r o d o f cancellation, platemail+1.
5% chance per night of the Phantom appearing.
A l t h o u g h he has brought his suit of armour with him, Garth considers it
The C h a n g e l i n g : S 1 5 ; I W 14, C 13; D 16; Ch 18; 6th level Chaotic impolite to wear it unless he is expecting trouble.
Evil male Assassin; A C 4; hp 26; Weapon: l o n g s w o r d 42; Other Magic
Items: l e a t h e r a r m o u r + 2 ; p e r i a p t o f w o u n d c l o s u r e ; 2 j a r s o f Garth was a crusading paladin for many years, until an accident on the
Keoghtom's Ointment, a p o t i o n o f extra-healing and a potion o f battlefield w h e n h e r o d e d o w n a y o u n g w o m a n c a m p f o l l o w e r. H i s
p o l y m o r p h self. ensuing remorse brought a loss of his paladinhood, but at times Garth
still forgets this and attempts to use one of his former abilities. A l t h o u g h
The C h a n g e l i n g is actually A l t i s Nustar, t w i n brother of Garth Nustar, his personal record is impeccable, Garth does have a secret: h i s t w i n
and as evil as his brother is good. Worried that one day his brother would brother A l t i s w a s a t h o r o u g h l y e v i l c h a r a c t e r u n t i l t h e d a y o f h i s
hunt him down, A l t i s spread a r u m o u r that he had been executed. N o w execution for multiple m u r d e r. This is hardly the kind of i n f o r m a t i o n a
he has decided that it is time to ruin his brother's reputation. He has had prospective paladin w o u l d w i s h to become public.

BASEMENT F I R S T FLOOR

KEY

rya gym 1ST]SECRET


30
FEET

TRAPDOOR
/ft t o m 10111U 111 W I N D O W
38 T. . — 7 3 11111-37
V U ARROW SLIT
I m o m DOOR
22 0 me s In SECRET DOOR
5 , s • r. "
I 930_ 4 7
2 5 2 0
n u ow PEEPHOLE

134- 0 r i l l STAIRCASE

SPIRAL STAIRCASE
LU L D L A D D E R S
, 36 (3
as (UP/DOWN)
--/A Is
Pro 111 M E L A N I M E E M I A I M
GROUND FLOOR m i am SECOND FLOOR O R A

29
I M A G I N E ma9a..int, April 19,54
S O L S T I C E AT CASTLE FALKENS

Mara Forthelli: S 11; I 8; W 9; C 14; D 8; Ch 15; 0 level L a w f u l Neutral


human female; A C 10, hp 5; unarmed.

Mara g r e w up in a m i n o r noble household and is trained in arts w h i c h


w i l l make her useful as wife to another scion of a noble house. A l t h o u g h
brave enough to investigate anything unusual, Mara tends to scream a
lot and f a i n t w h e n faced w i t h danger. S h e is at the Solstice w i t h h e r
aunt, M a s t e r M e r c h a n t D i n a Fissen, b u t m o s t o f t h e t i m e s h e f i n d s
herself in the company of Tarn Torsi', an eligible landowner's young son.

G r o f f Torsil: S 19 (+3, + 7 ) ; 111 ; W 11; C 17; D 14; Ch 12; Neutral male


doppelganger; A C 5; h p 23; Weapon: w h a t e v e r needed (D1-12) o r by
weapon t y p e + 7 i f u s i n g a ' r e a l ' w e a p o n ; M a g i c I t e m : p o t i o n o f
clairvoyance.

Groff Torsil w a s a m a j o r l a n d o w n e r w h o recently had a 'bad fall' w h i l e


hunting i n t h e w o o d s around h i s h o m e — w h i c h still causes bouts o f
amnesia. I n f a c t G r o ff Torsil w a s abducted by doppelgangers, o n e o f
w h o m replaced him w h i l e the others extracted all the information they
could from Groff and passed it to the new 'Groff'. The doppelgangers are
now supplied w i t h everything they need from the Torsi! estates.

'Groff Torsi!' has come to the castle to find a m a t c h for his 'son' Tarn.

Tarn To r s i l : S 14; I 9; W 6; C 9; D 9; C h 13; 4 t h level L a w f u l N e u t r a l


human Fighter; AC 10; hp 27; Weapon: dagger (but also proficient w i t h
light c r o s s b o w, b r o a d s w o r d a n d s p e a r ) o r b r o a d s w o r d + 2 ( + 4 v s
lycanthropes and shapechangers) w h i c h is kept in his bedroom.

Tarn i s t h e e l d e s t s o n o f G r o f f Torsi!. H e h a s b e e n g i v e n a n o b l e ' s


expensive training as his father had little faith in his mental agility and
ability to run the Torsil estates. Tarn is determined to prove him wrong.

He has been spending most of the time during the Solstice celebrations
in the company of Mara Forthelli, an attractive young n o b l e w o m a n .

M a s t e r M e r c h a n t Ve r n ° N i m o n : S 15 ( 1 8 / 5 3 ) ; I 1 6 (3); W 11 (3); C 1 2
(19); D 1 3 ; C h 1 4 (0); 4 t h level C h a o t i c Evil m a l e F i g h t e r / W e r e w o l f
(numbers in brackets apply to the were-form); AC 10 (5); hp 24; weapon
dagger (bite D 2-8); M a g i c Items: b o o t s o f levitation.

Verno is a travelling merchant in charge of a large caravan. He has been


a w e r e w o l f for over five years, and consequently has good control over
his transformations. The only time he will n o w undergo an i n v o l u n t a r y
C o u n t e s s Messalina H u n y a d i : S 1 8 / 7 6 ; 111 ; W 14; C 1 IT'D 12; Ch 18; change is in very stressful situations u n d e r full moonlight, b u t he still
Neutral Evil Vampire; A C 1; hp 41; weapon: dagger; Other Magic Items: gets the urge to kill on nights of the full moon. The Solstice celebrations
scarab o f p r o t e c t i o n ( w h i c h h a s a l r e a d y a b s o r b e d f i v e l e v e l d r a i n fall during the period w h e n the moon is full.
attacks).
Lady Sersi Cordos: S 1 8 / 5 1 ; 116; W 11 ; C19; D 11 ; Ch 14; Chaotic Evil
The Countess is landless since, although she has inherited the title, the Succubus; A C 0; hp 24; Weapon: bare hands (1-3+3/1-3+3).
lands a r e o v e r r u n w i t h e v i l h u m a n o i d s . A t p r e s e n t s h e i s t r y i n g t o
persuade the King to mount an expedition to regain her lands. Obviously Lady Sersi is the attractive young w i d o w of an elderly general. A l t h o u g h
if word that she is a Va m p i r e gets out she will have no chance of ruling viewed by most people as a social climber and gold-digger she manages
the County once again. Countess Messalina is here to persuade Baron to be a p r o m i n e n t figure in the circles she moves in, due to her wealth.
Falkens to lend his support. She is carefully using h e r abilities to f u r t h e r h e r mission to spread as
much c h a o s a n d s u ff e r i n g a s possible b y s t e e r i n g p e o p l e i n p o w e r
One of the trunks that the Countess brought with her is full of earth from towards t h i s t y p e o f action. T h i s s h e d o e s s u b t l y, m a n i p u l a t i n g h e r
her h o m e churchyard. The Countess sleeps in a t r u n k after arranging lovers a n d n e v e r revealing h e r t r u e n a t u r e o r aims. W e r e a n y o n e t o
the p i l l o w s in h e r bed to resemble a sleeping w o m a n . The D M should realise w h a t she truly is, h e r value to those D e m o n l o r d s w h o revel i n
remember t h a t o n l y d i r e c t s u n l i g h t h u r t s Va m p i r e s . T h e y c a n b e i n suffering w o u l d be at an end.
sunny rooms, or even go outside on a c l o u d y day w i t h o u t damage.

M a s t e r M e r c h a n t D i n a Fissen: S 17; I 1 7 ; W 13; C 17; D 22; C h 17; NOTES FOR THE DM


Lawful E v i l f e m a l e Rakshasa; A C - 5 ; h p 3 3 ; M a g i c a l i t e m s : r i n g o f
protection +1; wand of negation (5 charges), rod o f cancellation; If eight people are going to play in this scenario each should be given one
Spells usually memorised: charm person, magic missile, sleep (x2), of the above player characters. If there are nine players the Changeling
forget (x2), dispel magic, slow, command (x2), light. Move Silently should be added to the list of player characters.
49%. H e r spells books also include the following spells: d e t e c t magic,
hold portal, identify, read magic, shield, write, detect invisible, W i t h f e w e r people some players m u s t r u n more than one character. If
invisibility, knock, locate object, stinking cloud, strength, clair- seven a r e playing t h e s a m e person s h o u l d r u n b o t h D i n a Fissen a n d
voyance, fireball, hold person, lightning bolt, suggestion, all first level Mara Forthelli. I f s i x a r e p l a y i n g C o u n t e s s H u n y a d i a n d Ta r n To r s i '
Clerical spells. should also be r u n by one person. Finally, i f only five are playing Lady
Cordos should be dropped in addition to the changes described above.
Originally a s i l k m e r c h a n t , D i n a h a s diversified i n t o m a n y fields a n d The DM should seek to disguise the fact that many of the characters are
grown very rich. S h e has worked very hard to conceal h e r race, w h i c h 'flawed'. E a c h player should i n i t i a l l y believe t h a t h i s o r h e r character
would ruin h e r if it became k n o w n . O n those f e w occasions w h e n she alone has a secret to hide.
has been c a u g h t w i t h h e r illusions d o w n , judicious use of h e r f o r g e t
spells have recovered t h e situation, w h i c h i s w h y she a l w a y s h a s at
least one memorised at any one time. To increase her security Dina even CREDITS:
married a h u m a n m a n , n o w dead i n a r i d i n g 'accident', f r o m a m i n o r
noble family. She has kept close links with her husband's family and has Design: Chris Felton
done them a favour by bringing h e r niece and ward, M a r a Forthelli, to Maps: Paul Ruiz
the Solstice celebrations in an attempt to find h e r a husband. Art: Stephen Jones
30
I M A G I N E magazine, Aprif 1954
PA
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playing games, particularly t h e D & D O
and AD&D-94 g a m e s . S i n c e i t w a s
founded i n 1 9 8 1 , t h e PA h a s become
the country's largest MED club, and now
has t h i s 4-page section i n IMAGINETm

NEWS
magazine. The benefits o f membership
include:

* Free quarterly broadsheet featuring


hobby articles and news, competitions
and n e w product information.
THE NEWSLETTER
* F r e e badge, sticker and personalised
'credit-card style' membership card.
OF THE BRITISH
DUNGEONS & DRAGONS®
* Special o ff e r s available o n l y t o P A PLAYERS ASSOCIATION
members, i n c l u d i n g t h e ' R ' series o f
modules a n d B a r g a i n B a s e m e n t —
your c h a n c e t o b u y d a m a g e d - b u t -
usable stock at greatly reduced prices.
Fuller details of the special offers are
TURNBULL TALKING
given in the broadsheet.
The f i n a l p a r t o f P a t r i c k T h o m p s o n ' s ourselves in a very austere w h i t e room,
* Free postage a n d packing o n m a i l riddle, t h e s a g a o f w h i c h t h e s e p a g e s the only relief being on the wall opposite
orders f r o m TSR U K L t d f o r U K a n d have been following, came, appropriately, the door. When we first entered, it looked
BFPO members. at t h e e n d o f t h e adventure. W e f o u n d like this:

* Discounts o n tickets f o r GamesFair


hobby conventions.
m
* L i s t i n g s o f PA m e m b e r s in y o u r area bitil I
(send SAE).
)ti101,11 E l l a Mt
Membership of the PA costs £ 2 . 5 0 per
year f o r n e w U K o r B F P O m e m b e r s Rini IN iftgi NM ME NI I1111114
f
( f 2.00 for renewals) and £ 5 . 0 0 (or US
$10) for overseas members. J u s t fill i n
this coupon and send it to:
PA Memberships, TSR UK Ltd, The Mill, ON611'6Ittilft,' MARINER
Rathmore R d , C a m b r i d g e C B 1 4 A D ,
England
together w i t h a cheque or postal order
made payable to TSR UK Ltd.

El Please enrol me as a new member The things marked i h l w e r e rectangular 'Ah', said the brighter spirits, ' w e have to
of the Players Association. I enclose depressions in the wall. B e l o w them, on fill in the remaining lines with tiles. But...'
a c h e q u e / P O f o r £ 2 . 5 0 (overseas rocks w h i c h I h a v e n o t s h o w n i n t h e
E5.00 or US $10). diagram, w e r e large q u a n t i t i e s o f w h a t I have, p a i n f u l l y, t o r e c o r d t h a t a t t h i s
looked like white marble tiles, of a size to point the worthies known by the (patently
Please renew m y membership o f fit t h e d e p r e s s i o n s , c a r r y i n g a l l t h e false) p s e u d o n y m s B i l l H o w a r d , C h r i s
the PA . I enclose a c h e q u e / P O f o r symbols we had seen so far — a dozen or Rick, Allan Ovens and Dave Tent declared
so of each symbol. what I believe i s k n o w n a s a n o / l e
E2.00 (overseas f 5.00 or US $10).
prose qui and w e n t o ff t o play c o m p u t e r
My PA number is We s t u d i e d t h i s f o r n o m o r e t h a n 3 0 games, l e a v i n g D a v e R u m b l e a n d m e
seconds, deriving o n l y the information I struggling w i t h it.
Name ( M r / M r s / M i s s / M s * ) have already given you, when there was a
blinding flash of light lasting a fraction of The DM said little more, except that if we
a second. W h e n w e had recovered from filled in a line incorrectly or failed to fill i t
this, the DM told us that: in at all w i t h i n a certain time, the flash of
Address (a) 2 0 % o f o u r o r i g i n a l h i t p o i n t s h a d light w o u l d r e c u r, t h e l i n e w o u l d f i l l
been t a k e n i n d a m a g e ( o n e a l r e a d y correctly, and another 20% of our original
wounded p a r t y m e m b e r keeled o v e r a t hit points would be taken in damage.
this point);
and (b) t h e f o u r depressions t o top a n d We succeeded _ j u s t ! C a n you? T h i s i s
right h a d mysteriously f i l l e d w i t h tiles, difficult, so as a prize for the first correct
I d o / d o not w i s h my name and address thus: solution o u t of the hat on M a y 1 st I w i l l
to be available to other members. give a f r e e t i c k e t (residential o r n o n -
(* delete as appropriate) 1 1 3
M 111 % residential, at the winner's preference) to
GamesFair '85 1 1 . 6 Don Turnbull

IMAGINE magadvse, Aprit


31
Fanzines
February m u s t have been o n e of the blackest D e m o n ' s D r a w l 4 is likewise full of interesting This m a r k e t i s g o i n g t o h a v e t o e x p a n d
months e v e r i n t h e h i s t o r y o f t h e g a m i n g articles; o n i n n a t e a b i l i t i e s , c o m b a t i n t h e considerably before it can support magazines
fanzine. W i t h i n d a y s o f each o t h e r, D r a g o n - GANGBUSTERS® game, and the M a g i c User. like this.
lords, Quasits & Quasars and Wyrm's Claw Runestone 1 & 2 s h o w a m o r e unlikely con- Lastly, w h i l e t h i n g s are peaceful, l e t ' s j u s t
all a n n o u n c e d that they were to fold. W i t h o u t a tender, f o l l o w i n g t h e n e w c h a r a c t e r c l a s s linger over a f e w ' f r i n g e ' items. J u d g e Dredd
doubt, t h e m o s t b i t t e r l y regretted w i l l b e t h e route. Ta l e s F r o m Ta n e l o r n 6 teamed up with figures s t r o n g l y o n t h e c o v e r o f F a n t a s y
loss o f D r a g o n l o r d s , t h e l a s t i s s u e o f w h i c h the l a t e s t P a u l M a s o n ' g e e - u p ' I a n M a r s h ' s A d v e r t i s e r 8 3 , w h e r e i n t h e c o m i c s collector
(22) w i l l be on sale at GamesFair. D L 21 w a s Adventure Gaming Ideas Novice Edition w i l l f i n d m u c h t o read. W i t h t h e f o r t h c o m i n g
released j u s t b e f o r e t h e a n n o u n c e m e n t , b u t (I.M.A.... see, it's a joke!). ' Tu f t y ' is possibly an launch of the M a r v e l S u p e r - h e r o e s R PG f r o m
showed s o m e e v i d e n c e o f t h e i m p e n d i n g outside chance, but may be a little esoteric for TSR, t h e l i n k s b e t w e e n c o m i c s a n d g a m i n g
problem — w i t h I a n M a r s h n o w w o r k i n g f o r mass appeal. There are other contenders, and I must g r o w closer, and it w i l l be interesting to
W h i t e D w a r f it w a s u n f a i r to expect t h a t D L hope we can look at more of them next month. see i f FA expands its RPG coverage. C e r e b o
could maintain its complete independence. He, By c o m p a r i s o n , t h e p o s t a l g a m i n g ' z i n e s 19, t h e X - M e n 'zine, m i g h t a l s o d r i f t i n t h e
correctly, r e s i g n e d , a n d M i k e L e w i s t h e n seem q u i e t . A c o l y t e 5 4 i s d o w n t o a m o r e same direction, since the m u t a n t s w i l l be one
folded the 'zine, since it was clearly beyond the manageable size a f t e r r e c e n t excesses, a s i f of the early subjects of a module for this game.
capabilities of one person. drawing b r e a t h a f t e r a h e c t i c ' S a t u r n a l i a ' . One possible link-man might be M i k e Lewis,

Misers Hopscotch 3 7 carries the usual plethora o f
interesting games. Walamalaysia Gazette 39
now t h e ex-editor o f D r a g o n l o r d s a n d t h e
guiding hand behind The World of Animation.
hoard continues to offer a cheap forum for players of
Diplomacy. G r e a t e s t H i t s 1 1 4 lives u p t o its
Well, OK, i t ' s m o r e B u g s B u n n y and To p Cat
than S p i d e r - m a n a n d t h e H u l k . _ b u t i t ' s a
name, c a r r y i n g t h e m a m m o t h r e s u l t s o f t h e start. A n d the final w o r d is for A n s i b l e 37, the
record p o l l , a n d a ( c o m p a r a t i v e l y ) s l i m - l i n e SF f a n d o m ' z i n e f r o m D a v e L a n g f o r d . T h e
letters section. Take That You Fiend 15&16 is news is always up-to-date, if slightly risque....
strangely m u t e d . W h a t e v e r a l l t h e p o s t a l
gaming l a d s a n d l a s s i e s w e r e u p t o o v e r Dragonlords / The World of Animation, Mike Lewis, Gibraltar Point,
Christmas, i t seems to have taken a l o t out of White Hill, Tackley, OXON 0 X 5 3 AY (60p/20p); Miser's Hoard, John
McKeown, 22 H a l l Lane, Uprninster, Essex (50p); Demon's Drawl,
them. Even N M R ! 4 7 claims to have gone 'on Jeremy Nuttall, 49 Longdown Rd, Congleton, Cheshire (35p); Ronestone,
Bill Lucas, 19 Olden Mead, Lordship Estate, Letchworth, HEWES SG6
the w a g o n ' — a c l a i m i t r u i n s b y p r i n t i n g a 2SP (50p); Tales From Tanelorn, Matt Williams, 24 M o o r St, Earlsdon,
guide t o S o h o pubs. Still, a t least t h e above- Coventry, West Midlands CV5 6EQ (50p); I.M.A.G.I.N.E., Paul Mason,
24 Moor Si, Earlsdon, Coventry, West Midlands CV5 6EQ (50p?);
mentioned a c t u a l l y m a n a g e d t o p r o d u c e a n Acolyte, Pete Tamlyn, 2 Poplar Rd, The Coppice, Aylesbury, Bucks
--;!!;;;;;;;;;llli!! • issue. M a y b e t h i s i s h o w t h e n i g h t m a r e o f HP22 5BN (sub); Hopscotch, Alan Parr, 6 Longfield Gdns, Tring, Herts
HP23 4 D N (20p +post); Walamalaysia Gazette, Dave T h o r b y, 200
1984 m a n i f e s t s itself, n o t w i t h a bang, b u t a Lavender Hill, Enfield, Middx EN2 8NJ (7p +post); Greatest Hits, Pete
muted whimper.... Birks 65 Turney Rd, London SE21 7.113(50p); Take That You Fiend, John
So, w h o n o w c a n a s s u m e t h e m a n t l e — We d i d a t l a s t receive P B M 3 , a l o n g w i t h Harrington, The Porch, 82 Hacton Drive, Hornchurch, Essex RMI2 6DP
(35p), NMR!, Brian Creese, 256 Canbury Pk Rd, Kingston upon Thames,
remembering that DL was the GamesDay Best Wa r g a m e N e w s 1 5 f r o m M i k e Costello. F o r Surrey KT2 6LG (45p); PBM / Wargame News, Mike Costello, E M J AY,
Fanzine of 1983, and had 6 0 0 readers? A f e w those w i t h a general i n t e r e s t i n play-by-mail 17 Langbank Ave, Rise Park, Notts NG5 51311 (90p/70p); Flagship, Nieky
Palmer, PO Box 714, Coleshill, Birmingham (El .75);
of the candidates have supplied us w i t h t h e i r games, t h i s magazine, at 9 0 p covers m u c h of Fantasy Advertiser, M a r t i n L o c k , 3 M a r l o w C t , Britannia S q ,
latest issues. M i s e r ' s H o a r d 6 stakes o u t an the same ground as Nicky Palmer's Flagship 2, Worcester WR I 3DP (50p). Cerebo, O F Willmetts, 74 Gloucester Rd.
Bridgwater, Somerset TA 6 6 E A (75p); Ansible, D a v e Langford, 94
impressive c l a i m , w i t h a r t i c l e s o n D & D ® which costs / 1 . 7 5 . E i t h e r magazine w o u l d London Rd, Reading, Berks R o t SAC,
game combat, R u n e q u e s t , NPC parties and a offer a w o r t h w h i l e i n s i g h t i n t o c o m p u t e r -
D & D / T & T solo scenario. It is very impressive. moderated p o s t a l g a m i n g , b u t t h o s e prices! * 5 Fanzines Reviewed by Paul Cockburn

Clubs Apologia
It seems that Ian Livingstone, both personally and
A full list of clubs appeared last issue. Listed In Basildon, Essex, the SEWARS Games Club on behalf of Games Workshop, is upset with us
here a r e a f e w more. I f your club i s n o t (only t h e m e m b e r s c a n r e m e m b e r w h a t i t over some comments made by Pete Tamlyn in his
mentioned, why not drop us a line? stands f o r ! ) m e e t s e v e r y Tu e s d a y, 7 . 1 5 - gossip c o l u m n Ta v e r n Ta l k . T h e s e w e r e , w e
First, a club in Kings Lynn. St Anns Garrison 10.30pm, a t M a l y o n e s M e e t i n g H a l l ( o f f believe, meant to be humourous (even if barbed)
meets e v e r y S u n d a y a f t e r n o o n 2 - 6 p m . T h e y Felmores). G a m e s played: a n y ! A l l w e l c o m e , and t o raise a smile. We are sorry if they have
play the D & D game, p l u s T & T, Traveller, a n d age 1 0 u p . C o n t a c t C h r i s Baylis, Te l : 0 2 6 8 given offence to Ian and the team w h o produce
board a n d f i g u r e g a m e s . D e t a i l s f r o m J e f f White Dwarf. Neither we nor Pete intended them
26969. The club also produces the widely read
fanzine S E WA R S . to do that
Hoyle, 5 Park Avenue, Kings Lynn, Norfolk.

DIALOG
Lew Pulsipher offers another
idiosyncratic look at gaming in
the land of the -expeil-s4ve free.
A l t e r resurrected the subject of a mini-convention spot t h e incompetents, troublemakers, a n d the something goes w r o n g he's sure i t w a s n ' t h i s
I'd attended a few weeks before. I was just looking good players. B u t appearance d i d n ' t t i p o f f character doing it. One guy irritated me so much, I
through the copies o f IMAGINETm magazine i n anything, except perhaps that those w h o looked barked a t h i m t o speak f o r himself. T h a t ' s the
which I had first mentioned Wrath o f Con, and very sloppy tended t o be quite unpredictable — advantage o f being over 30, I don't feel I have to
happened to mention once more that I thought it chaotic — in the game.' tolerate such people. T h e y may n o t like i t , b u t
was reasonably w e l l organised, b u t t h a t t h e ' H o w a b o u t age? I n general, k i d s — ' A l t e r they're more likely to take it from an " o l d s t e r " :
technical, o r perhaps I should say mechanical meant anyone under 18 '— seem to know the letter 'Being 6' 7" and 15 stone 10 helps a lot.'
standards o f refereeing were unsatisfactory. of the rules better than, say, the over-25s...: 'Um, true. T h e n there were the players w h o
'So you d i d n ' t like the refereeing,' said A l t e r. '....but the older players tend to be less prone to seemed to get a tremendous k i c k o u t o f rolling
'What about the players?' foolishness or incompetence, yes.' I agreed. 'There attack dice. They didn't suggest tactics, they didn't
'You know, Alter, I quit playing games f o r the weren't many kids around there for a comparison. want to be spell-casters, they were quite passive —
" t h r i l l o f victory" long ago (except f o r the D & D The over-30s seemed t o have a better grasp o f but they loved to melee.' I raised my voice so Alter
game, where nobody has to lose). What interests skilful play than some o f the younger ones, but could hear as he went to the kitchen. 'Actually, I
me are psychology, motives, the playersb more that could be a result of greater experience, rather enjoy watching them, their pleasure is so obvious,
than the game. So a convention pick-up game or than just age.' and they rarely get in the way o f the brainwork.
tournament is a good place to indulge myself...: I looked at the notes I'd jotted down at the con. I've noticed that an unusually large percentage of
'But you usually watch instead o f play.' 'What the players said at first d i d n ' t say much this group are women, for some reason.'
'Yes, i t ' s easier, a n d less distracting, j u s t t o about their competence either. B u t after a game 'Don't let the feminists hear you say that.'
watch. A n y w a y, as I watched Zandy play in the had gone on a while I noticed some distinct types. 'I can't help the way it is. Then there's the type
tournament, I thought of the players I'd seen, and 'First, there's t h e l o u d m o u t h . I d o n ' t mean who starts by asking who the caller will be.'
how they differed. I tried t o t h i n k o f ways they someone who talks a lot, I mean the fellow who Alter came back, d o i n g his C o o k i e M o n s t e r
tipped o f f their propensities, you k n o w, ways to constantly says 'we do such-and-such', but when imitation. 'Munch. H o w passive! I can't imagine
32
I M A G I N E magazine, Aprif 1984
EXETER
UNIVERSITY
GAMES
CONVENTION
The last weekend of January saw over 150 FRP -
board and table-top w a r g a m e r s handing over No doubt about where to start this issue. A very man arrived with a full set of rulebooks and The
the s m a l l e n t r a n c e f e e t o a t t e n d t h e E x e t e r w a r m w e l c o m e indeed to Ian M a r s h w h o has Beholder a n d s e t u p i n a c o r n e r w i t h s o m e
University Games Convention. found his way out of the Stygian Gloom of the friends. H e t u r n e d Out to be G r a h a m Staple-
The c o n v e n t i o n succeeded admirably in i t s Games W o r k s h o p p a c k i n g d e p a r t m e n t a n d hurst. I'm not too well up on the current scene
intention, t o a l l o w p e o p l e t o m e e t a n d c h a t joined the staff of W D . Unfortunately, because there, but apparently one of the regular GMs,
with o t h e r devotees o f the hobby, a n d w a t c h both D r a g o n L o r d s editors will n o w be w r i t i n g Guy H e w i t t , r u n s one of those g a m e s w h e r e
and t a k e p a r t i n g a m e s . T h e m a n y t a b l e - t o p for the Dwarf, this very popular fanzine, w hi ch the p l a y e r s g o a r o u n d k i l l i n g g o d s a n d r e -
battles taking place, particularly on Saturday, has previously been noted for its irreverance, surrection i s a u t o m a t i c u n l e s s y o u g o b e l o w
provided an impressive visual display, and the will fold after issue 22. Still, if that means that -40 hp. H e calls t h e game ' G u y Gax' as well.
two c o p i e s o f Ta l i s m a n a v a i l a b l e e n j o y e d the D w a r f w i l l b e m o r e interesting and m o r e W h a t Norledge w i l l make of that I don't k n o w,
almost c o n s t a n t use as people tried out, a n d responsive t o h o b b y requirements, t h e n w h o but at least Hewitt is keeping up the tradition of
frequently got hooked on, t h i s relatively n e w are w e to complain. involvement in S t u d e n t Politics, being a lead-
game. With Kingmaker, Civilization, Warlock, But with one professional career just taking ing light in the Labour Group.
Nuclear W a r , L o s t W o r l d s a n d o t h e r s a l l off, a f e w m o r e have c o m e to a s u d d e n end. Finally, s o m e s p a c e t o c o m m e n t o n t h e
making a p p e a r a n c e s , t h e r e w a s p l e n t y o f You'll all k n o w by n o w that the Games Centre excellent letter from Victoria Kassner in issue
opportunity for players to try out a n e w game. chain o f s h o p s h a s g o n e i n t o l i q u i d a t i o n 11. O n e o f t h e t h i n g s s h e m e n t i o n s i s t h e
Old h a b i t s d i e h a r d , a n d t h e A D & D g a m e and s o m e e x c e l l e n t i n f o r m a t i o n c o n c e r n i n g difficulty t h a t novices have in getting i n t o the
competition h a d a l l 3 6 places booked w i t h i n the w h y s and w h e r e f o r e s of the collapse has hobby ' c r o w d ' . O b v i o u s l y a n y e s t a b l i s h e d
half-an-hour o f t h e c o n v e n t i o n s t a r t i n g . S i x been available i n fanzines t h a n k s t o t h e fact group o f f r i e n d s i s g o i n g t o s e e m s o m e w h a t
contestants progressed f r o m S a t u r d a y a f t e r - that D a v e H u l k s a n d M a r c G a s c o i g n e w e r e daunting to an outsider, but one w a y that you
noon's first round to the final on Sunday, there w o r k i n g in the Oxford Street shop at the time can make things easier is to subscribe to one or
to cause problems in the selection of a w i n n e r As f a r as I ' m a w a r e , D a v e w a s o n l y w o r k i n g t w o of the chattier fanzines. After you've read a,
by v e r y e ff i c i e n t p a r t y p l a y. E v e n t u a l l y A l a n there as a holiday job but for Marc it is back to f e w issues, try writing a couple of letters. Then,
Gentle a n d C h r i s Paul received t h e f i r s t a n d the dole queue. T h e g a m e s i n d u s t r y i s n o t a w h e n you go to a convention, there will be a lot
second prizes o f boxes o f figures d o n a t e d by particularly stable one a n d I f o r o n e a m glad of people w h o k n o w your name and are eager
the Exeter Model Centre. that I don't depend on it for my livelihood. to meet you. Several people have asked me to
Many hobbyists, of course, are still at school w r i t e personality profiles o f the more p r o m i n -
or c o l l e g e , a n d o n e a b o u t t o m a k e t h e ent hobby members w hi ch I may yet get round
transition between these two is Steve Norledge to s o m e t i m e , b u t C h r i s B a y l i s h a s b e e n
who looks likely t o b e o f f t o Southampton sending Out questionnaires to editors so there
University. This just goes to show what a small is likely to be s o m e t h i n g along t h o s e lines i n
world i t is, f o r a m o n g t h e l a r g e n u m b e r s o f S E WA R S soon.
- universities in the c o u n t r y there are very f e w The other c o m m e n t of Victoria's that caught
Sunday w a s a q u i e t e r day, although almost that have a reputation for producing or housing my e y e w a s t h a t a b o u t t h e s m a l l n u m b e r o f
100 p e o p l e w e r e a r o u n d b y m i d - a f t e r n o o n , hobby members. Wa r w i c k , w i t h Paul M a s o n , females i n t h e h o b b y. T h e c r o w d I n o r m a l l y
and with the convention due to end at 6pm, the Matt W i l l i a m s a n d B r y a n B e t t s c u r r e n t l y i n play with has always included a fair number of
refreshment stall and Paul and Teresa Bailey's residence, i s t h e m o s t p r o m i n e n t a t present, girls. N o w h e r e n e a r 5 0 % a d m i t t e d l y, b u t
trade s t a n d b o t h c l o s e d d o w n i n t h e l a t e and S t A n d r e w s h a s a g o o d h i s t o r y, b u t compared to, say, figure w a r g a m i n g , ERR i s a
afternoon. W h i l e r o o m s r e m a i n e d a v a i l a b l e Southampton, ah, well... veritable h i v e o f f e m a l e a c t i v i t y. O f c o u r s e
until 11 pm to finish late-starting games, many The Games Club there w a s founded by Kim there a r e p e o p l e w h o w o u l d t u r n t h e h o b b y
people decided t o m o v e t h e f e w yards to t h e Dent n o w co-editor of D e n v e r G l o n t — but I into a m a l e enclave — w i t n e s s Dave Noble's
bar, t h e r e t o w i n d u p t h e c o n v e n t i o n i n t h e and m a n y notable A c o l y t e contributors w e r e article in a r e c e n t d r u n k & d i s o r d e r l y, b u t in
time-honoured manner. at the first meeting. W h i l e I got lumbered with general there is no reason w h y w o m e n should
" 5 J e f f Wilks running the club, K i m w e n t on to be President not p l a y a n e q u a l p a r t i n o u r g a m e s . I n f a c t
of the Student Union w h i c h proved to be very role-playing h a s b e e n r e s p o n s i b l e f o r a f a i r
useful for getting Acolyte printed. Not surpris- number o f h a p p y marriages, i n c l u d i n g m y
ingly w i t h me in charge, the A D & D game was own.
not m u c h played, but i n m y last year a young 1&5Pete Tamlyn

how anyone could play with an official caller. I'd strength o f personality t o resist sophistry a n d if necessary.'
fall asleep. Crunch.' pausible arguments f r o m p l a y e r s w h o w a n t 'I agree; and length of experience often doesn't
'No, you wouldn't stand for it in the first place.' unearned advantages.' correlate w i t h y o u r categories. T h e t r i c k , a t a
I grabbed a c o u p l e c o o k i e s myself. ' A l w a y s 'It seems to me that from one point of view there convention, i s t o t r y t o indentify the different
irritating are the people who don't prepare, who are five kinds o f players. First, those who don't player-types, and have spell-casters and other vital
don't add up their plusses to hit and damage, for know the rules, but still enjoy playing — perhaps characters played b y the true experts, the n o n -
example, so every time they roll they have to go like your lasses who love melee. Second, those who spell-casters by those who will enjoy them and be
through the whole process. What a waste o f time. don't know the rules except for which dice to roll content w i h them, a n d t h e least i m p o r t a n t o r
Sometimes it's because they don't know the rules, in combat — maybe that's more like some o f the disruptive characters p l a y e d b y t h e p r o b l e m
but most often, they aren't really paying attention. melee-lovers.... T h i r d , t h o s e w h o k n o w some players. When Zandy played i n the tournament,
Worse are people who think they know the rules, rules, but not enough to play a spell-caster —' we both knew he ought to be the magic user. He's
but o b v i o u s l y d o n ' t . I t h i n k t h e y m u s t h a v e 'That was a very common type at the con.' too polite to grab, so I (as a spectator) mentioned
referees who let players do anything, and have any 'Fourth, those who know the letter of the rules, that he had played eight years. Fortunately, a lot
advantage, that isn't clearly prohibited.' but who interpret them poorly t h e y know the of the players in that game knew they shouldn't be
'Like the people who think a thief gets backstab letter but not the spirit. They think they're experts, playing the only magic user in the party. He took
damage for every attack from behind, even i f the but when they r u n u p against a tough referee, the 14th level M U and saved the p a r t y several
enemy knows they're there.' they're lost. They're particularly bad about spell- times, though they didn't win the tournament.'
'Yes. It gets obvious when you hear some of the casting classes, f o r example playing clerics with 'But you said that you couldn't peg player types
things people think spells will do. No-one could nothing but healing spells — a peculiar k i n d o f before the game started.'
thoroughly define so many spells, so referees have incompetence. A n d f i f t h , t h e true experts, w h o 'Yeah, t h a t ' s t h e p r o b l e m . M o r e s t u d y i s
to limit the interpretation. Evidently many referees might n o t k n o w every detail o f the rules, b u t required! Back to the dungeon with you!'
don't realise t h a t , o r they j u s t d o n ' t have the understand the spirit, and who can find the details Lew Pulsipher
IMAGINE magazine, Aprit 1984 33
* ••.'...•••••••••

HULLO THERE , AND W E L C O M E PIE-2-3-4-, - z -3 ,


A A SDAY
T HOF
E THE CONTEST
CHRONIC DAWNED FAIR
LE RELATES,THE To " S A G ES SANS F R O N T I E R E S " ! ! H o o p - 2 - 3 - 4-, S L I M E !
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EAST, A SEA-MLST WHICH SOON ToTRE Q U E S T I O N L E T ' S t-109E-t-HE'l FOR cHILDEizic.!
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SUAL ComE OP WITH SWAB Sin Al2,T A N S W E R S !
IN M O G G E P O N - AND •-Ew cLoutcS. HA HA! e u T F R S T oVER To
EVEN So, THE HARUSPICES APPEALED B R I A N , WHoS TESTING-
B A G A I N S T THE LI GHT ScoN AFTER THEIR P E P o R T M E N T !
MID-DAY, WHEN ADE L B E IZT oF

E B oAPPEAR IN THE
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SONS ToU S LY. 4
ADELBERT WAS DISQUALIFIEP, 1 11
APTER A 131.00p-TEST, W H E N
ONLY ONE WAS F o u N 9 T o HAv E
ANY S L O 0 P ANs/WA't . . .
I r i k B U T THE HARUSPICES ScRATCHEP
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34
Please mention I M A G I N E m a g a z i n e w h e n replying t o advertisements
1
2. T h e man-at-arms is given as a separate The two left-hand columns are n e w, one
entry o n t h e r e v i s e d t a b l e ( r a n k i n g for 0 - l e y & c h a r a c t e r s a n d o n e f o r
between 0-level characters a n d 1 s t - monsters o f less t h a n o n e h i t die. T h e
level fighters), w h i l e such characters numbers g i v e n i n t h o s e c o l u m n s a r e
are n o t specially accounted for in the simply extrapolated f r o m t h e s a v i n g
D M G . This means that the capability throws f o r 1st-level characters, a d d i n g
of t h e t r u e n o n - c o m b a t a n t (0-level) one for the '1-1' column and another one
human is moved d o w n one notch, so for the '0' column. The chart given here is
that h e h i t s A C 1 0 o n a r o l l o f 1 2 not carried o u t to levels h i g h e r than 15,
instead of 11. but an enterprising DM could easily do so.
3. M o n s t e r s w i t h 1 - 2 h i t p o i n t s a r e
distinguished from those w i t h 1 - 4 hit
points, m a k i n g t h e f o r m e r 5 % l e s s Awarding experience
likely to hit.
4. Cler ic s of 19th level or higher hit AC10 One o f t h e D u n g e o n M a s t e r ' s m o s t
on a roll of -2, w h i l e the book calls for important f u n c t i o n s (according t o m o s t
them to do so on -1. players!) is the awarding of experience at
Notice t h a t t h e categories f o r m o n s t e r s the end of the adventure or an evening of
are defined differently than in the D M G . play. To d o t h i s properly, o n e m u s t r e -
For instance, creatures of 3+4 to 4+3 hit evaluate t h e c h a r t o n p a g e 8 5 o f t h e
dice a r e g r o u p e d t o g e t h e r. T h i s i s i n Dungeon Masters Guide.
accordance w i t h the note under Table II,
page 75, saying t h a t ' a n y plus above +3 When w e l o o k a t t h e experience p o i n t
equals another hit die'. values for monsters given on page 85 of
the D M G , w e s e e t h a t m o n s t e r s a r e
usually grouped in a pattern x+1 t o y (eg,
An all-in-one saving throw matrix 4+1 to 5). This pattern, however, does not
properly reflect t h a t a m o n s t e r ' s ' t o h i t '
Below i s a c h a r t t h a t s p e l l s o u t a probabilities c h a n g e b e t w e e n 4 + 3 a n d
suggested s e t o f s a v i n g t h r o w s f o r a l l 4+4. T h a t is, a 4 H D m o n s t e r hits on t h e
classes, using slightly different numbers same number as a 4+3HD monster, but a
from those given in the D M G matrix, on 4+4HD monster hits as a 5 H D monster.
page 79, for levels (or hit dice) 1-15. For
instance, a cleric of level 6 or 7 needs an The r u l e s o n s a v i n g t h r o w s (page 7 9 ,
11 t o save against a petrification attack. D M G ) specify t h a t a 4 H D m o n s t e r (one
In t h e rules, t h e cleric's save vs petrifi- that is primarily a fighting type) saves as a
cation goes from 1 2 (at levels 4-6) to 10 4th level fighter, w h i l e one w i t h 4+1 t o
(at levels 7-9) w i t h o u t stopping a t 11 a t 4+4 hit dice saves as a 5th level fighter.
all. I t s e e m s m o r e l o g i c a l t o h a v e a
character's saving throws improve by one The t w o facts taken together m e a n t h a t
number (5%) increments in the same way the experience point award for a certain
as t h e n e w combat results table works. monster is based more upon that monster's
bAV UM, T H R O W M AT R I X FOR C H A R A C T E R S A N D MONSTERS

Level (or hit dice) of the character or monster


0 1-1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Paralyzation, poison or death


CW-ics 11 10 10 10 9 9 8 8 7 7 6 6 6 5 5 5
Fighters 16 15 14 14 13 13 12 11 10 10 9 8 7 6 5 5 4
Magic-users 16 15 14 14 14 14 14 13 13 13 12 12 11 11 11 11 11
Thieves 15 14 13 13 13 13 12 12 12 12 11 11 11 11 10 10 10

Petrification o r polymorph
Clerics 15 14 13 13 13 12 12 11 11 10 10 9 9 9 8 8 8
Fighters 17 16 15 15 14 14 13 12 11 11 10 9 8 8 7 6 5
Magic-users 15 14 13 13 13 12 12 11 11 11 10 10 9 9 9 8 8
Thieves 14 13 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9

Rod, staff or wand


Clerics 16 15 14 14 14 13 13 12 12 11 11 10 10 10 9 9 9
Fighters 18 17 16 16 15 15 14 13 12 12 11 10 9 9 8 7 6
Magic-users 13 12 11 11 11 10 10 9 9 9 8 8 7 7 7 6 6
Thieves 16 15 14 14 14 13 12 12 12 11 10 10 10 9 9 9 9

Breath weapon
Clerics 18 17 16 16 16 15 15 14 13 13 13 12 12 12 11 11 11
Fighters 20 19 17 17 16 15 14 13 12 11 10 9 8 7 6 5 4
Magic-users 17 16 15 15 15 14 14 13 13 13 12 12 11 11 11 10 10
Thieves 18 17 16 16 16 16 15 15 15 15 14 14 14 14 13 13 13

Spells
Clerics 17 16 15 15 15 14 14 13 12 12 12 11 11 11 10 10 10
Fighters 19 18 17 17 16 15 14 14 13 12 11 11 10 9 8 8 7
Magic-users 14 13 12 12 12 11 11 10 10 10 9 9 8 8 8 7 7
Thieves 17 16 15 15 14 14 13 13 12
4 12 11 11 10 10 9 9 8

36 I M A G I N E magazine, April 1984


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•MAO OM RStoSOUTHGATE
•v.

E X P E R I E N C E P O I N T VA L U E S OF MONSTERS
saving t h r o w s t h a n u p o n i t s a b i l i t y t o Experience Special E x c e p t i o n a l
level or Basic X.P. X.P. per a b i l i t y a b i l i t y X.P.
fight. That seems like backwards logic.
monster's value hit point X . P . bonus a d d i t i o n
A s i m p l e solution w o u l d be to make t h e h i t dice (BXPV) (XP/HP) ( S A X P B ) ( E A X P A )
combat t a b l e s a n d t h e s a v i n g t h r o w
1-6 hp 5 1 2 25
matrix behave i n t h e same f a s h i o n a n d 7 3 30
1-1 H D ( L v l 0)
progress in the same fashion; le, a 3+4HD 1 HID (man-at-arms) 10 1 4 35
to 4+3HD m o n s t e r saves as a 4 t h - l e v e l 20 2 8 45
1+1 to 1+3 HID ( L v l 1)
fighter, w h i l e a monster of 4+4 to 5+3HD 1+4 to 2+3 H D ( L v l 2) 35 3 15 55
strikes 5% more often and saves as a 5th- 60 4 25 65
2+4 to 3+3 HID ( L v l 3)
level fighter. 3+4 to 4+3 H D ( L v l 4) 90 5 40 75
4•4 to 5+3 H D ( L v l 5) 150 6 75 125
If that becomes the rule, then designing a 225 8 125 175
5+4 to 6+3 H D ( L v l 6)
new chart for the experience point value 375 10 175 275
6+4 to 7+3 H D ( L v l 7)
of m o n s t e r s b e c o m e s a n e a s y m a t t e r. 600 12 300 400
7+4 to 8+3 H D ( L v l 8)
Following the chart are lists of character- 8+4 to 9+3 H D ( L v l 9) 900 14 450 600
istics and abilities t h a t should be class- 1100 15 575 725
9+4 to 10+3 H D ( L v l 10)
ified a s special o r exceptional abilities. 1300 16 700 850
10+4 to 11+3 H D ( L v l 11)
Many of the individual listings are taken 1550 17 825 1025
11+4 to 12+3 H D ( L v l 12)
directly from the D M G ; suggested alter- 1800 18 950 1200
12+4 to 13+3 HID ( L v i 13)
ations and additions are printed in italic 2100 19 1100 1400
13+4 to 14+3 H D ( L v l 14)
type. 2400 20 1250 1600
14+4 to 15+3 H D ( L v l 15)
15+4 to 16+3 H D ( L v l 16) 2700 22 1400 1800
This n e w experience point chart will give 3000 25 1550 2000
16+4 to 17+3 H D ( L v l 17)
fair awards based on a monster's ability 3500 27 1825 2250
17+4 to 18+3 H D ( L v l 18)
to h i t a n d damage, p l u s i t s special a n d 4000 30 2100 2500
18+4 to 19+3 HID ( L v l 19)
exceptional a b i l i t i e s . T h e a w a r d i n g o f 4500 32 2350 2750
19+4 to 20+3 HID ( L v l 20)
experience p o i n t s f o r k i l l i n g c h a r a c t e r 5000 35 2600 3000
20+4 and up (I,v1 21+)
types ( a s NPCs) i n v o l v e s v e r y c o m p l e x
calculations. B e s u r e t o a w a r d e x t r a
experience for magic c a n e d and employ- Typical special abilities: Typical exceptional abilities:
ed, a n d f o r t h e ability t o cast m o r e a n d
more p o w e r f u l s p e l l s (due t o a b i l i t y o r Three o r more attacks per round; missile Energy l e v e l d r a i n ; p a r a l y s i s ; p o i s o n ;
carried magic); for instance, the spells of discharge; a r m o u r c l a s s 0 o r l o w e r ; major breath weapon; magic resistance;
a wizard are m u c h more potent than special attacks (blood drain, crush, hug, spell u s e ; s w a l l o w i n g w h o l e ; a b i l i t y t o
those o f a n enchanter, a n d assigning a etc), special defences (regeneration, h i t cause weakness; attacks causing m a x i -
double e x c e p t i o n a l a b i l i t y w o u l d b e a only by special a n d / o r magical weapons); mum damage greater than 2 0 singly, 2 4
good way to reflect this. high i n t e l l i g e n c e w h i c h u s u a l l y a ff e c t s doubly, 28 trebly or 32 in all combinations
combat; use of minor (basically defensive) possible i n 1 r o u n d ; s p e c i a l p u r p o s e
Remember, n o n e o f t h i s constitutes a n spells; attack m u l t i p l e opponents i n t h e weapon,- hit only by o r better weapon;
official c h a n g e t o t h e r u l e s f o r t h e same round; i m m u n i t y or resistance to a using protection item (cloak, ring) of + / to
ADVANCED DUNGEONS & DRAGONS(3, particular c o m m o n a t t a c k f o r m ( f i r e , +3.
game a s yet. I f y o u f i n d a n y p a r t i c u l a r lightning, cold); using +1 a r m o u r (or any
problem o r b e n e f i t w i t h u s i n g t h e n e w shield); u s i n g +1 w e a p o n ; u s i n g m i n o r
system, w r i t e t o u s care o f IMAGINErm offensive/defensive magic item; ability to
magazine, and let us k n o w b e f o r e w e do m o r e damage t h a n like monsters (or
get the n e w books printed! characters) d u e t o exceptional s t r e n g t h
Gary Gygax and Lenard Lakofka (but see below).
37
I M A G I N E magarine, Apra 1984
•-•-• ••••••••

1
•••••••••..........

•••••••••

GW4 THE MIND MASTERS


The impressive cover, character. The scenario governs the play GW4 is written very tongue-in-cheek,
good production and a r t - and the players' thoughts, leaving very and is based on the old, old formula of
work f a i l t o hide this time- little room for them to think for them- Mad Scientist capturing good guys, test-
wasting scenario TSR have re- selves. As GM I felt more like King Sheep, ing them in various ways, implant operat-
leased for the G A M M A WORLD® with all the other sheep (players) follow- ions, outplant(?) operations, rescue and

1
game. ing along behind quite mindlessly, than a eventual triumphant return home with an
The Mind Masters is similar to the referee adjudicating over t h e players' armful of goodies. It is good for a giggle —
Rite o f Passage scenario that comes actions. Sentences like 'the party will be little else — but I wouldn't recommend it
-; with the new boxed set, in as much as captured', the party will do this and that, to anyone over 12 years of age.
you are expected to play inexperienced take away the spontaneity of this adven- Another problem that I am n o w en-
characters sent on a quest from your ture, a n d t h e players become pawns countering is the difficulty of maintaining
home commune, led by a non-player moved around by NPCs. the same character from adventure t o
••, ............................................................................... ••.•.•........... •• ••• ••• •••••• ••••••••••••••••••

SIEGE
Siege announces itself as the compan- and replacement t o represent healthy,
.- ion game to one of Standard Games' stunned, wounded and dead men.
earlier releases Cry Havoc, while retain- The rules booklet i s well organised,
ing its identity as an independent game. being divided into sections which intro-
Indeed, Siege not only introduces rules duce the newcomer t o the rules a t a
: t o expand on the Cry Havoc rules, but steady pace. A useful feature is that each
also contains amendments which are to of t h e sections h a s a corresponding
be incorporated into Cry Havoc sets. For scenario in the third booklet. In the main
those unfamiliar with either game, the the rules are clear, concise and fairly
basic concept is thirteenth-century war- simple. A r c h e r y i s decided b y cross
fare on a one-to-one rather than the referencing a roll on a d l 0 (included in
more usual unit-to-unit scale. the set, incidentally) against cover type
The game is packed in what seems an with differing results for various bows. It
unnecessarily large box that would be is interesting to note that because the
lucky to escape damage, especially i f boards are so small, short range is rarely
ordered b y post. J o h n Maitland o f exceeded a n d l o n g r a n g e w o u l d b e
Standard Games commented that the virtually impossible to exceed. Hand-to-
box will shortly be reduced in size and hand combat i s based o n t h e same
posted in cartons — a big improvement. principle with the dice roll being cross
The maps depict a 'small border castle' referenced against odds generated from
-• and a camp. The design of the castle is the combatants' attack and defence C C o n t r a r
perhaps a trifle too simple, and in some values. It does not seem sensible, how- SECRET® module does not take place
•:::: ways, illogical (for instance, the position- ever, that it is possible for attackers to be aboard the famous train of the title; rather
ing o f staircases t o the battlements). wounded themselves at odds of six-to- it is a series of mini-scenarios which take
The keep is quite small, and it is unclear one (or eight-to-one against mounted place on trains all over Europe.
whether part hexes can be used for opponents), and not possible to wound The players a r e Western agents (the
counters. There a r e very f e w hexes opponents at odds less than three-to-one, unspecified 'Agency' they work for ap-
surrounding the castle or camp, which unless they are forced to retreat where pears more a n d more t o b e a t h i n l y
makes m u l t i - m a p scenarios appear they cannot. disguised CIA, as American interests are
rather artificial (eg in one scenario for A useful feature is a booklet including mentioned o n several occasions) con-
Siege and Cry Havoc it is possible to two scenarios for Siege and Cry Havoc, in fronting largely Communist foes. T h e
have a camp, village crossroads and addition t o those corresponding t o the scenarios each comprise about 2-3 sides
castle all within a few hexes of each sections of the rules booklet. Players are and are suitable for 1-4 players. Without
--• other). encouraged to develop their own scen- giving too much away, these are a varied
Three booklets are included with the arios. The play sheets are very useful, but mixture of escort duties, investigations
game: one concerns itself with the hist- unfortunately are badly arranged making and interceptions of the opposition. There
orical background to the game and is it difficult to read the combat tables. are also six other suggested 'adventures'
•-• quite informative for beginners with no Siege may seem a little overpriced, but of a short paragraph each which could be
knowledge of the period. It would have it i s a n enjoyable g a m e a n d w o u l d fleshed out.
been useful if a list of references had probably be a good investment for exper- The bulk o f the module consists o f
been included for more experienced ienced Cry Havoc campaigner and com- details o f t h e European r a i l system,
wargamers o r for those w i t h a plete novice alike. including a m a p , journey t i m e s a n d
greater interest in the period. * M i k e Dean details on border crossing procedure. The
/- A l s o explained in this book- detailed description of the railway cars is
°,-• • eo excellent and could possibly be used for
• let are the playing pieces Siege (f9.95) is produced by Standard
0 i ) and t h e i n g e n i o u s Games & Publications, A r l o n House,
, e , " ? 0.„))
oe,• o. method of flip-over Station Road, Kings Langley, Herts.
o
,9,•

38 I M A G I N E magazine, April 1984


ER

adventure. Every module starts with 'you written s o t h a t a n y o n e w h o w a s n o t a seems u n l i k e l y t h a t a


are a m e m b e r o f t h e - - - t r i b e / g r o u p / member of the particular sect w o u l d not campaign c o u l d b e r u n
•vhatever', and it is usually made obvious even consider taking on the task, because whereby a community could be
:hat these communities keep themselves it s i m p l y w o u l d n ' t be a n y o f t h e i r b u s i - constantly f a c e d w i t h e x t e r n a l
very m u c h t o themselves (except w h e n ness, a n d besides t h e y w o u l d n o t even challenges o f t h i s k i n d . W h y n o t
:hey t r o t o f f o n q u e s t s , e t c ) a n d t h u s know of the commune's ritual(s). a llow for roving adventurers, or create a
strangers w o u l d n o t b e m a d e o v e r - Parties in the AD&DTM and most other more plausible background f o r a c o m -
,velcome t h e y especially would n o t be role-playing g a m e s are basically o u t f o r munity to exist in?
I t Chris Baylis
asked t o join in some 'ancient' ritual (eg experience a n d w e a l t h , b u t i n t h e
:he R i t e o f P a s s a g e ' s u m m o n s ' , e t c ) . G A M M A WORLD game t h e y are o u t for G W 4 - The M i n d Masters, a G A M M A
Therefore, h o w does one go about build- the s u r v i v a l o f t h e i r ' f a m i l y u n i t ' a n d WORLD scenario, i s p r o d u c e d by TSR
up a GW character? The scenarios are should thus work together for that aim. It and costs f 3.95.

GAMESMASTERS SCREEN
The d e s i . n o f t h i s G A M M A W O R L D ® many familiar 'hack and slay' dungeon
GamesMasters S c r e e n i s s i m i l a r t o a l l adventures from days long past.
screens available for role-playing games, However, o n c e o v e r t h e i n i t i a l r e -
a t h r e e p a r t reference board s e t o u t t o semblance to D&DO modules, the scen-
make refereeing easier, and t h u s speed ario gives m a n y opportunities for role-
up the cross-indexing of the many charts playing, a n d t h e n e e d f o r t h o u g h t f u l
regularly u s e d i n t h e n e w G A M M A movement and decisions becomes ap-
WORLD game system. parent and more important than zapping
The f r o n t cover i s r e m i n i s c e n t o f t h e mutations into the next world.
film A l i e n w i t h t h e high quality artwork, The Albuquerque Starport is far from
but f o r s o m e reason t h e i n n e r sections being t h e m o s t e x c i t i n g G A M M A
are i n d u l l t w o - t o n e grey. This, a n d t h e WORLD scenario t h a t you w i l l ever be
omission of the artifacts complexity table, involved i n , b u t b y releasing i t a s a n
are the only complaints I have against a 'extra' w i t h the G M Screen, TSR are at
useful (to referees!) standard product. last showing some respect and attention
An interesting introduction to the n e w to a system they seemed to have lost all
G A M M A WORLD game can be found in interest in.
the m i n i - m o d u l e s u p p l i e d w i t h t h e Ab Chris Baylis
Screen — The Albuquerque Starport by The G A M M A W O R L D GamesMasters
Paul Reiche. This scenario plays quite well, Screen ( ( 3 . 9 5 ) f r o m I S R comes c o m -
although the first section is very similar to plete with a n e w mini-module.
• •••

•-• • • • • • • .% •

ORIENT EXPRESS AGENT


1/1
other R P G s . T h e T O P SECRET g a m e
suffers from a lack of suitable floor plans
languages t o use t h e covers provided.
Strangely, one of the agents provided is
DOSSIERS
and f i g u r e s . H e r e t h e d e s i g n e r s h a v e Japanese and can only speak his native These TO P SECRET® Character
produced 24 cut-out figures and plans of language and English. O t h e r w i s e there Sheets are n e w expanded versions of
the t r a i n o n w h i c h t o place t h e m . T h i s are a f e w m i s t a k e s o v e r t i m e s a n d those i n c l u d e d w i t h t h e r u l e s , t h e
certainly helps but the photos apparently places. Perhaps mistakes such as these extra s i d e b e i n g u s e d f o r a r e a s o f
feature t h e g a m e d e s i g n e r s a n d t h e i r are inevitable given t h e complex time- knowledge, c o n t a c t s a n d e q u i p m e n t
cronies. As such they are pretty corny and table of events. etc. Skills introduced i n r e c e n t scen-
my own 'agents' were reluctant to choose To complete the missions the agents arios make an appearance eg observ-
one. A n o t h e r useful playing aid is a small will, I think, require weapons. Here is a ation, a s d o o t h e r s s c h e d u l e d t o
diagram o f t h e l a y o u t o f t h e n e w t r a i n failing w i t h t h e s c e n a r i o s a s b o r d e r appear i n t h e n e w T O P S E C R E T
before e a c h m i s s i o n . U n f o r t u n a t e l y t h e searches can b e thorough. A d m i t t e d l y Companion s u c h a s f i n g e r p r i n t a n d
GM has to cover up information when he an attempt has been made to give them retina p a t t e r n s . C u r i o u s l y, t h e y a r e
shows these to the players, w h i c h could an excuse to carry weapons, b u t there stapled t o g e t h e r : d o p l a y e r s r e a l l y
have been avoided i f the six plans w e r e are still problems. First the statistics for have 16 characters?
separated from the briefing notes. hunting r i f l e s a r e i n O p e r a t i o n : F a s t - Not a v i t a l a i d t o playing t h e TOP
Also included are some details of n e w pass but not here. Secondly one of the SECRET game, b u t certainly a g r e a t
items of equipment such as air pistols and missions requires the agents to pose as deal tidier. S U Nick Davison
a suitcase with numerous gadgets. There grieving relatives w i t h weapons?
are a l s o s o m e r e c o m m e n d e d a g e n t s , This is a novel scenario which should
although n o doubt players w i l l prefer to be f u n f o r G M a n d players alike. B e s t Operation: O r i e n t Express
use t h e i r o w n . T h e l a t t e r s h o u l d h a v e used i n b e t w e e n o t h e r a d v e n t u r e s — and A g e n t Dossiers f o r
languages usable o n m a i n l a n d Europe, otherwise y o u r players c o u l d b e c o m e the TOP SECRET game
although i t i s d i ff i c u l t t o s e e h o w t h e fed up with all those train journeys! from TSR b o t h c o s t
same team will possess all the necessary 1 N i c k Davison E3.95.

I M A G I N E ma9arineo Apra 1984


39

ESPIONAGE
Espionage is a Spy RPG A n o t h e r n e w feature i s t h e 'package' The d e s i g n e r s w e r e
set in the present, in which method o f b u i l d i n g u p y o u r character, lax o v e r one detail. There
the players a r e m e m b e r s o f which s i m u l a t e s t h e t r a i n i n g a n a g e n t appears to be a real disadvant-
the CIA. The rules are based on receives and his career up to the start of age t o successfully i n f i l t r a t i n g
the S u p e r h e r o g a m e C h a m p i o n s , play. T h i s e n s u r e s t h a t a c h a r a c t e r i s the e n e m y ' s o p e r a t i o n , b e c a u s e
nd anyone familiar w i t h t h i s system reasonably balanced, and there are also a then you do not k n o w that good back-
will spot a great n u m b e r of similarities few bonus points to encourage players to up is available; disastrous when you are
— for example, character generation is take the packages. faced w i t h considerable opposition.
not dependent on t h e luck o f the dice; Good points in the system include the This i s a v e r y g o o d g a m e s s y s t e m
players a r e g i v e n a b a s i c n u m b e r o f workable m e a n s o f h a n d l i n g concealed w h i c h is n o t as expensive as i t seems
points w i t h w h i c h t o b u i l d t h e i r o w n items, i n p a r t i c u l a r w e a p o n s . A m a j o r given the full module included.
statistics a n d s k i l l s . E x a m p l e s o f t h e disadvantage w i t h t h e T O P S E C R E T ®
skills available include, a s w e l l a s t h e game is t h a t concealment modifiers a r e
familiar D i s g u i s e a n d C l i m b i n g , n e w given but not elaborated on. Here, values
BORDER CROSSING
ones such as Lip-reading and Bugging. are given for hiding places such as suits, This Espionage scenario is for up to six
Statistics and skills may be increased by and for the items themselves. This works players, w h o must enter East Germany
the a d d i t i o n o f disadvantages w h i c h well a n d i s subject t o t h e concealment on a spying mission. Depending on h o w
hinder t h e c h a r a c t e r. D i s a d v a n t a g e s skill of the person hiding something and good t h e agents are (or h o w good t h e
include the inevitable 'hunted by some- the o b s e r v e r s ' p e r c e p t i o n a b i l i t y. T h e GM is?) there are four varying options.
one' (the KGB?) or 'dependent NPC'. outcome is then decided by a simple die The content is very detailed, for example
On t h e o t h e r hand, t h e r e a r e s o m e role. S i m i l a r l y, I l i k e d t h e r e q u i r e m e n t the route from the airport to the starting
original rules to Espionage. Hit location that weapon familiarity and skill has to be point, and the cloud formation when the
has been introduced, which the charact- bought; an agent will not be just the same agents g e t t h e r e . I t i s n o t r e a l l y a
ers e i t h e r d o r a n d o m l y o r a i m f o r a with anything he picks up. 'combat' scenario, w h i c h makes i t u n -
specific p a r t o f t h e i r opponent's body. On t h e debit side, there are a f e w bad suitable f o r m a n y p l a y e r s a n d G M s .
Naturally, t h e h i t l o c a t i o n a ff e c t s t h e things about this game. There is no index, Rather the emphasis is on getting to the
damage handed out. U n l i k e Superher- and the rules are badly set out. Surprising- objective a n d b a c k w i t h o u t c a u s i n g
oes, s p i e s d o g e t h i t i n t h e h e a d w i t h ly, poisons and gases are not mentioned. trouble. N e v e r t h e l e s s , t h e d e t a i l i s
possibly lethal effects. T h e addition o f Included w i t h the rules is an excellent impressive.
'bleeding rules' has a similiar result, as introductory module, M e r c h a n t s o f MO N i c k D a v i s o n
does t h e exclusion o f a n y cop-out i f a Terror. T h i s c o m p r i s e s t h r e e p a r t s a n d
character is in danger of dying — H e r o / involves t h e r e c o v e r y o f a U S A r m y Espionage (112.95) and Border Cross-
Fortune/Fame points cannot be used. It nuclear shell. Standardised g u a r d s a r e i n g (111.50) a r e p r o d u c e d b y H e r o
is stressed that the means of getting out included t o h e l p t h e G M a n d t h e r e i s Games, d i s t r i b u t e d i n t h i s c o u n t r y b y
of a d a n g e r o u s s i t u a t i o n i s t o c a u s e advice on what to do in certain situations, Flying Buffalo, P O B o x 1 0 0 , B a t h S t
diversions or to surrender. for example if a contact is killed. - Walsall, W Midlands.

C ) MERCENARIES, SPIES & PRIVATE EYES


The title of this RPG is certainly impress- together and the result worked out from aries in the South American jungle. It is
ive, a s i s t h e b a c k c o v e r b l u r b w h i c h that. The possibility of a lucky blow is re- set in the modern era, as shown by the
states t h a t t h e r u l e s a r e s u i t a b l e f o r duced o r removed and fights a r e invari- presence of M-1 6s and Uzis. The format
games ' s e t f r o m t h e e a r l i e s t u s e o f ably one-sided. Incidentally, t h e r e a r e a is t h e f a m i l i a r solo pattern, w h i c h , a l -
gunpowder t o t h e n e a r f u t u r e w i t h f e w pages on using your characters (and though p e r m i t t i n g a player t o operate
ultra-modern technologies'. If you take their w e a p o n s ) i n a T u n n e l s & T r o l l s w i t h o u t a referee, clearly has its short-
this literally, you are likely to be gravely campaign. The designers of the AD&DTM comings. Because the book has to make
disappointed. For example, the suggest- game tried with an alien spaceship —that the running, you can feel it taking over
ions for Mercenary actions fill only two failed miserably as well. sometimes. In J a d e J a g u a r, f o r exam-
sides, t h e Spy section t h r e e sides and I liked t h e index and rules for poisons ple, a s i m p l e c h o i c e o f g o i n g t o s e e
the Detective eight sides a l t h o u g h I and gases. M o r e n o t e w o r t h y is t h e fact someone leads t o you r i p p i n g a t o w e l
concede t h a t t h e r u l e s o n c o m b a t and that t h e d e s i g n e r s o f E s p i o n a g e a n d away from him on impulse, revealing an
weaponry could b e u s e d f o r all three. M S & P E a r e co-operating t o include i n - incriminating tattoo and leading to your
The designers leave the G M very much formation that enables their scenarios to capture, all w i t h o u t further choice.
on his o w n — surely the t i m e taken t o be c o n v e r t a b l e t o t h e o t h e r s y s t e m ; This is a very s h a l l o w module, w h i c h
start from scratch w i l l detract from any Border Crossing and Jade Jaguar both cannot be enjoyed for much longer than
scenarios designed, c o m p a r e d w i t h a do this. Inevitably this means that the two an h o u r. E s p i o n a g e players should be
more rigid games system? systems w i l l b e compared, a n d I m u c h warned t h a t t h e y m a y f i n d t h e s u p e r -
The r u l e s t h e m s e l v e s a r e based o n prefer Espionage. M S & P E i s a n un- natural incompatible with their view of a
the Tunnels & Trolls system, con- successful a t t e m p t t o g r a f t t o o m a n y spies RPG.
sequently the statistics of the character ideas t o g e t h e r. A l t h o u g h i t i s c e r t a i n l y N L c k DaViS0/71
are entirely random. A s the n u m b e r of cheaper than other comparable RPGs, i t - "
skills a l l o w e d to a character is based should b e n o t e d t h a t n o i n t r o d u c t o r y
on Intelligence, y o u a r e i n trouble scenario is included w i t h the book
w i t h a 4 ! A n o t h e r aspect of the
• T&T system I don't like is the
"26– ik impersonal nature of hand JADE JAGUAR Mercenaries, S p i e s & P r i v a t e
Eyes (E5.50) a n d J a d e J a g -
•/•••
• -to-hand c o m b a t . I n a In this solo Mercenaries, Spies & Private uar (13.95) a r e p r o d u c e d
- d ' •
multiple combat, fac- Eyes scenario, the player has to rescue a by the Blade division o f
, r.:)> tors a r e t o t a l l e d Professor and her party from revolution- Flying Buffalo.
" / • / 0 .
0/- • •
0 0 "
, •f%-

40
I M A G I N E ma9azine, Aprit 1984
STIRGE f l
The Little Old Man would appear Imommummoovl 1;„3
mysteriously and offer a cryptic piece of advice
— giving the D M a chance to do a Henry Crun
';•••

impression, but doing little to promote


character interaction.

It w o u l d be w r o n g t o think that in a become interesting as well — as long as temple priests o r the high priest might
they a r e different. H o w c a n y o u m a k e turn o u t t o be t h e f i g h t e r ' s b r o t h e r, n o t
role-playing g a m e i t i s o n l y t h e
them different? dead after all, b u t i n t e n t on revenge... I
players that get to role-play, while the
hope you get the picture.
Dungeon Master merely provides the
Well, there are broadly two things to think
setting. The DM, in a good campaign, about: t h e t y p e o f NIPC a n d t h e NPC's The best w a y to get ideas for NPCs is to
does even more role-playing than the personality. The type w i l l determine the read, r e a d , r e a d . A n d n o t j u s t f a n t a s y
players; t h e y h a v e o n e c h a r a c t e r actions of the NPC — a hired guard, a lone literature; a n y fiction w i l l do. A n y novel
each, w h e r e a s t h e D M w i l l b e r u n - adventurer, a kidnapped princess, a wan- with well-defined characters that stick in
ning a w h o l e h o s t o f characters, dering salesman, w i l l a l l h a v e d i ff e r e n t the m i n d can be pillaged f o r interesting
sometimes more than one at a time. patterns of behaviour and w i l l therefore NPCs. W h a t about a magician based on
interact w i t h t h e p l a y e r s i n d i f f e r e n t Mr Pickwick? In fact, t h e r e is n o reason
I'm referring to w h a t are often k n o w n as
non-player characters, or NPCs for short,
These comprise all the intelligent beings
that t h e p l a y e r s m e e t i n t h e i r t r a v e l s
across t h e f a n t a s y w o r l d t h a t t h e D M A page for the
creates. A n d I don't think I'm exaggerat-
ing too much if I say that the way the DM not-so-experienced
plays NPCs will make or break the game.
A g a m e w h e r e t h e players n e v e r m e e t
adventurer
anyone interesting, inside or outside the
dungeon, w i l l tend to pall no matter h o w
many traps and treasures the DM throws
at t h e m . W h e r e a s , w i t h a n i n t e r e s t i n g
by Roger Musson
set-up of NPCs, many memorable adven-
tures m a y be had w i t h o u t so m u c h as a
dungeon.
ways. T h e i r c h a r a c t e r w i l l d e t e r m i n e w h y you s h o u l d n ' t g e t ideas f r o m t e l e -
more exactly the way in which they act— vision programmes either; b u t try not to
Once upon a time, in the early days of the
if they are brave or cowardly, i f they are be too obvious. There are probably h u n -
D&D® game, before its full potential had
been realised, the typical NPC was given devious, u n t r u t h f u l , b i g - h e a d e d , v a i n , dreds o f i n n - k e e p e r s r e s e m b l i n g B a s i l
another set of initials: the LOM, standing clever, talkative, etc. If an NPC is one who FawIty already, a n d i f t h e p l a y e r s e n -
for Little Old M a n (occasionally replaced will o n l y b e encountered once, s a y a n counter a wizard w i t h a floppy h a t and a
orcish guard. i t i s n o t t o o i m p o r t a n t t o scarf down to the ground and a mechan-
by the LOUTS, or Little Old Lady In Tennis
Shoes — or so I ' m told). The function o f provide a deep psychological profile. B u t ical d o g t r a i l i n g a l o n g b e h i n d , t h e y ' l l
this individual was to emerge mysterious- important NPCs t h o s e who will appear know instantly what to expect.
ly at some point (typically w h e n t h e D M time a n d t i m e again — these should be
given interesting personalities. If you like, The only difficulty I cannot advise you on
was g e t t i n g bored), o f f e r s o m e c r y p t i c
note down in full a character description is t h e a c t u a l r o l e - p l a y i n g n e e d e d t o
piece o f a d v i c e , a n d t h e n d i s a p p e a r
for r e f e r e n c e . I n c l u d e a f e w p e r s o n a l animate t h e characters themselves. Not
equally mysteriously. A p a r t f r o m g i v i n g
the D M a c h a n c e t o d o a H e n r y C r u n foibles — a w i z a r d w i t h a deep-seated everyone i s a n a t u r a l L a u r e n c e Olivier,
lack of self-confidence might be interest- but then I d o n ' t think you need to be. A s
impersonation f o r a f e w m i n u t e s , s u c h
interludes d i d n o t u s u a l l y o ff e r a l o t i n ing; o r a f i g h t e r w i t h a g u i l t c o m p l e x long as you are prepared t o make some
terms o f c h a r a c t e r i n t e r a c t i o n o r e n - because h e o n c e k i l l e d h i s b r o t h e r b y effort at playing the part, the imagination
hanced credibility. If one were to ask ' w h o accident. What you should be looking for of your players will (one hopes) supply the
are c h a r a c t e r s w i t h r e a l h u m a n a t t r i - rest. There w i l l come t h e point, t h o u g h ,
is this guy, and what is he doing alone and
unarmed down a dungeon?', answers of a butes, w h o w i l l seem like real people to where y o u f i n d y o u r s e l f w i t h s i x N P C
the players. bandits o n your hands, a l l a r g u i n g w i t h
satisfactory nature would not normally be
one a n o t h e r, a n d y o u h a v e t o p l a y s i x
forthcoming.
Such characters will be very important in parts a t once. T h a t ' s y o u r problem, a n d
NPCs o u g h t t o b e different, i n t e r e s t i n g creating a game that will involve players you will just have to cope...
and credible. T h i s i s n ' t t o o d i ff i c u l t t o (and the DM)fully — t h a t will really 'come 04,6 Roger M u s s o n
achieve as long as one is prepared to put a to life'. Indeed, t h e r e is something t o be
little time into thinking things through. In said f o r a D M s t a r t i n g t o d e s i g n a If y o u a r e a n e w subscriber a n d h a v e
this c o n t e x t I w o u l d t h o r o u g h l y r e c o m - campaign by creating NPCs first and then found this feature useful, you may wish to
mend aspiring D M s t o c o m m i t t o h e a r t building the dungeon round t h e m — for read p r e v i o u s S t i r g e C o r n e r articles.
instance, at a very simple level, suppose Back issues o f I M A G I N E ' magazine are
the article by 'Katino' on The private lives
of N PCs in # 11 o f IMAGINE magazine. If we t a k e t h e g u i l t y fighter. H e m i g h t be available f o r E l ( p l u s 5 0 p P & P ) f r o m :
seeking a lost temple to search for some TSR U K Ltd, T h e M i l l , R a t h m o r e Road,
one is prepared to work out w h o an NPC
is, and why she or he is there, and provide atonement f o r h i s ' c r i m e ' a n d t a k e t h e Cambridge C B I 4AD.
a g e n u i n e motive f o r t h e i r actions, t h e n players along a s travelling companions.
Then, if the temple is found, the recovery Some SF/Fantasy Book Reviews appear
one gets credible NPCs for starters; if they
are credible, t h e n a s o f t e n a s n o t t h e y of a n a r t i f a c t m i g h t b e r e q u i r e d b y t h e on 1345 o f this issue.
41
I M A G I N E magazine, April 1984
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Participants in fantasy role-playing games Grobsek — ' To k i t c h e n s , b a r r a c k s a n d been used as drinking cups. Outraged at
play the parts of fearless fighters, devout boss' room.' this, h e sweeps t h e m o ff t h e table o n t o
clerics, spell-casting magic users a n d the f l o o r. A s L e m m y s e a r c h e s t h e b e d
cunning thieves i n many exciting and Brumhold c o n f i r m s t h a t t h e c h i e f came Sarak t h r e a t e n s Grobsek. ' W h e r e ' s t h e
unique adventures. The following is an out of the tunnel indicated by Grobsek. He chief keep his loot? Quick, or you're dead.'
account o f a B a s i c DUNGEONS & and N o r v a t h e n s t a n d g u a r d : N o r v a
DRAGONS® game. Sue is the Dungeon watches t h e e n t r a n c e t o t h e l a i r w h i l e Grobsek, fearing for his life and seeing no
Master o r referee w h o has previously Brumhold keeps a w a r y eye on t h e t u n - chance of escape, plays it safe in the hope
prepared t h e adventure a n d r u n s i t nels leading from the entrance chamber. that the party will let him go. 'Chief keep it
according to the game's rules. She acts as Meanwhile, L e m m y i s s e a r c h i n g t h e under bed.'
the eyes and ears of the party, describing dead kobolds and muttering in disgust. 'A
what they can see and reasonably expect couple o f measly copper pieces each. I t Lemmy, w h o has looked u n d e r t h e bed,
to know. The players then react to her can't take much to be a rich kobold.' She retorts 'He's lying again. The evil mongrel
descriptions as their characters would if stops m u t t e r i n g a s s h e s e a r c h e s t h e always lies. I should have cut his throat.'
they were in the situation described. chief. On him she finds a glowing dagger
and a p u r s e holding 1 2 electrum pieces. Grobsek — 'No! No! Under bed. M e s h o w
The party consists of five characters: Alerted b y L e m m y ' s silence, B r u m h o l d you.' He points at the floor. 'There! There!
Nic - Norva Ironarms (1st level fighter) turns a n d sees h e r a t t e m p t t o h i d e t h e
Jon B r u m h o l d (1st level fighter) dagger down her boot. He quickly moves With Grobsek's aid, L e m m y identifies a
Terry - Lemmy, (2nd level thief) over t o snatch it. ' W h a t are you hiding, loose section of floor. Norva levers it up to
Anne - Jolinda, (1st level cleric) thief?' L e m m y tries t o ignore Brumhold, reveal a small iron-bound chest. Between
Alan - Sarak, (1st level magic user) but the others are n o w interested so she them, Norva and Brumhold lift it out and
reluctantly shows them the dagger. Lemmy inspects it for traps.
After being unwittingly led into a kobold Sue k n o w s f r o m h e r n o t e s t h a t t h e
lair, the adventurers were attacked. Sarak Norva — ' Wo w ! It must be magical! Let's chest is not trapped, but she still rolls the
used his sleep spell on the first wave of have a closer look.' dice to dupe Terry into thinking that there
kobolds but the chief and his bodyguards might b e s o m e . S h e t e l l s Te r r y t h a t
arrived on the scene. After a fierce fight Lemmy — 'No! I found it. It's mine.' Lemmy cannot find any traps.
the adventurers w e r e victorious, b u t Lemmy is a bit uncertain about opening
Brumhold and Jolinda were wounded... Before an a r g u m e n t breaks out between the chest; f o r all s h e k n o w s t h e r e m a y
the fighters a n d t h e thief, Jolinda steps well b e a t r a p s h e f a i l e d t o d i s c o v e r.
Lemmy wakes their 'guide' Grobsek with in. ' L e t L e m m y have i t for n o w. W e can Brumhold is not to be stalled. 'Well, w h a t
a kick in the ribs. 'Up you get, you double- decide w h o keeps w h a t , later. I w a n t to are you w a i t i n g for? G e t o n w i t h i t , w e
crossing dog!' search t h i s place a n d leave. It gives m e haven't got all day.' To save face, Lemmy
the creeps!' The others agree and Lemmy takes her life in her hands and attempts to
Sue, p l a y i n g G r o b s e k , h a m s u p h i s happily attaches the dagger to her belt. pick t h e lock. S u e rolls again a n d c o m -
waking. 'Ugh no! — me w a n t to sleep. No After a q u i c k look into the kitchen and pares the result with Lemmy's chance to
time to get up. N o w a n t to skin rats yet. the barracks, t o make sure there are no Open Locks. She is successful.
'Sek sleep some more, have nice dreams.' kobolds l u r k i n g i n there, t h e characters
enter the chief's room. Sue — 'Opening t h e chest, y o u see t h e
Displeased w i t h t h i s response, L e m m y bright glint of silver coins.'
forcibly drags Grobsek out of his magical Sue — ' T h i s r o o m i s s l i g h t l y b e t t e r
slumber. T h e k o b o l d w a k e s a n d l o o k s furnished than the others but it is far from Lemmy takes o u t t h e silver t o discover
around a t t h e c a r n a g e w r o u g h t o n h i s tasteful. S m e l l y, r o t t e d f u r s a n d s k i n s copper pieces underneath. In disgust she
tribe by t h e characters. H e shakes w i t h adorn the walls and floors. A crude table, t h r o w s these on t h e floor a n d begins to
fear and turns pale. with a f e w s k u l l s a n d a p i t c h e r o n i t , search t h e b o t t o m f o r s e c r e t c o m p a r t -
stands i n t h e c e n t r e o f t h e room. O v e r ments. S u e , k n o w i n g t h e r e a r e n o n e ,
Sarak — ' T h i s i s y o u r l a s t c h a n c e , against t h e f a r w a l l i s a w o o d e n b e d , throws t h e dice a n d ignoring t h e r e s u l t
Grobsek. A n y more lies and you'll join the covered w i t h more dirty furs.' tells Terry that Lemmy doesn't find any.
rest of your family. Is this all your people? —' Jolinda, Sarak and B r u m h o l d fill t h e i r
Grobsek looks around and nods ' W h e r e Norva c h e c k s t h e t a b l e o v e r a n d i s sacks with the silver, w h i l e Norva begins
do those three tunnels lead to?' disgusted to discover that the skulls have to pull the skins and furs off the walls.
42
I M A G I N E ma9azine, Aprit 1984
DISPEL CONFUSION
_WM NOIWA1
1IRONARIAS• Role-playing games have complex rules
which s o m e t i m e s c a u s e p r o b l e m s o f
Q. W o u l d a barbarian be able to use a
magical weapon if he failed to detect
interpretation to garners. D i s p e l Confus- magic? (Advanced)
ion i s a c o l u m n i n t e n d e d t o h e l p b y
providing solutions to these problems. A. T h e b a r b a r i a n ( f r o m # 2 ) h a s t h e
A l a ability t o d e t e c t m a g i c , b u t i t i s
SAVE ME.. AND A t present we mainly answer questions
about TSR games, a n d while the answers probably not a conscious ability. It is
WILL HELP YOU!
we arrive at may not be fully official, w e more a ' f e e l ' t h a t m a g i c i s present.
do a t l e a s t h a v e c o n t a c t w i t h t h e Even i f the barbarian doesn't detect
designers. the presence o f magic immediately,
A n answer column needs questions, so the w e a p o n ' s u n n a t u r a l excellence
send yours t o : D i s p e l C o n f u s i o n , T S R would cause h i m t o be increasingly
UK L t d , T h e M i l l , R a t h m o r e R o a d , uneasy. Barbarians m a y be barbar-
CAMBRIDGE CBI 4AD. ous, b u t t h e y are n o t t h i c k — even
they would notice the pretty glow of a
magical sword!
DUNGEONS & DRAGONS®
and A D VA N C E D D U N G E O N S Q. H o w long does it take to drown, to die
& D R A G O N S ® games of thirst or die of hunger? (Advanced)

Q. W h e r e does the 'double damage for a A. A s a n a b s o l u t e m a x i m u m , a c h a r -


20' r u l e c o m e from? (Basic & A d v - acter can survive three melee rounds
Sue — 'Pulling o ff t h e second skin, you anced) w i t h o u t air, three days without water
find a wooden door.' and three weeks w i t h o u t food.
A. T h i s rule is generally taken to mean
Lemmy darts over and checks it for traps, that when the 'to hit' die is rolled and Q. D o e s a f i n d t r a p s spell indicate t h e
finds none and decides to risk opening the a natural 2 0 comes up, any sub- exact nature of a trap, and thus h o w
door. She unlocks it easily and steps back sequent damage done by the attack is to o v e r c o m e i t , o r m e r e l y i n d i c a t e
to taunt Brumhold. 'There, it's open. See a 'critical hit', a n d does twice a s that a trap is present? (Advanced)
bonehead, I ' m p r e t t y u s e f u l i n t h e r i g h t much d a m a g e . T h e r u l e i s w i d e l y
circumstances. You w o u l d probably have used, e s p e c i a l l y w h e n c h a r a c t e r s A. F i n d t r a p s reveals t h e presence o f
battered it down w i t h your thick skull.' attack monsters (monsters rarely get traps both mechanical and magical,
this rule used in their favour). If they but not their exact natures. There is a
Norva, t h e f i t t e s t m e m b e r o f t h e party, did, f e w e r players would be as keen 10% chance p e r level o f t h e caster
on the idea — a fire giant who rolled a that t h e t y p e o f m a g i c i n v o l v e d
pushes the door open
20 would do as m u c h as 60 points of (divination, a l t e r a t i o n , e t c ) w i l l b e
Sue — ' T h e s m e l l o f e x c r e m e n t a n d damage w i t h one blow! revealed, b u t n o t w h a t t h e s p e l l
unwashed bodies h i t s y o u a s you o p e n The idea of 'critical hits' has never actually i s . A m a g i c m o u t h s p e l l
the door. A short, stocky creature w i t h a been an official part of the game. It is would not be found by a f i n d traps.
long, matted grey beard is chained to the most likely that it has been borrowed
and m u c h - s i m p l i f i e d f r o m g a m e Q. H o w m a n y p e o p l e c a n a m e d u s a
wall. As you enter, its face turns towards
systems where this rule exists. petrify in one round? (Advanced)
you and it looks relieved to see you.'

Jolinda — ' A dwarf! Quick, release him.' Q. W h a t i s t h e 'scale' o f spells? H o l d A. T h e gaze of a medusa (or basilisk for
person has a range of 6", and fireball that m a t t e r ) c a n o n l y a f f e c t o n e
Norva s t e p s o v e r t o t h e d w a r f a n d has a n a r e a o f e ff e c t t h a t i s a 2 " person per round. This is in addition
diameter sphere, but what are these to a n y o t h e r a t t a c k s m a d e b y t h e
inspects the chains.
in actual distances? (Advanced) creature, although it may be difficult
Sue — 'The chains are f i r m l y embedded for it to hit one person w h i l e 'gazing'
A. I n general, 1 " equals 1 0 feet w h e n at another!
in the walls, but they are only attached to
his wrists by a simple locking mechanism. applied t o s c a l e d i s t a n c e s i n s i d e
structures (dungeons, castles, inns, Q. D o e s the protection f r o m evil spell
A b a r passed t h r o u g h a h o l e i s all t h a t
locks them.' etc) a n d 1 0 yards w h e n applied t o keep out undead? (Advanced)
outdoor ranges. However, although a
Norva releases him and Jolinda gives him spell range increases by a factor o f A. T h i s is a c o m m o n misinterpretation
some food and drink. The dwarf is unwell, three outdoors, its area of effect still of the spell. However, the PH B quite
uses 1 " equals 10 feet. clearly states t h a t p r o t e c t i o n f r o m
having been badly treated by the kobolds,
and it is a w h i l e before he is able to speak evil produces a magical barrier which
coherently. Q. I n combat, assuming a magic user is prevents bodily contact by enchanted
not u n d e r a t t a c k , h o w m a n y s e g - or s u m m o n e d c r e a t u r e s o n l y. S o ,
ments worth of spells can be cast in a unless an undead has been conjured
Sue ' M y name is Snorri Gerdson. I'm a
miner. I w a s on m y w a y to pick up some melee round? (Advanced) from a n o t h e r plane, f o r example, i t
would not be held at bay by this spell.
supplies w h e n I w a s j u m p e d by t h e dog
A. T h e n u m b e r of segments i t takes to Moreover, if any attacks are launched
folk. I owe you my life, and in return I shall
cast a spell is irrelevant in this case from w i t h i n t h e protective ci r cl e o f
aid you. During my imprisonment I learnt
— a m a g i c u s e r m a y cast o n l y one the spell, t h e barrier is immediately
many t h i n g s t h a t w o u l d i n t e r e s t s u c h
spell p e r m e l e e r o u n d . I f t h e spell negated and cannot be raised against
goodly folk as yourselves. But first I must
return to my people.' takes l e s s t i m e t h a n a f u l l m e l e e that p a r t i c u l a r m o n s t e r a g a i n . O f
round the remaining time cannot be course, t h e bonuses t o t h e caster's
used for other activities. Cantrips are armour class and saving t h r o w s will
The players decide to journey with Snorri
an exception to this because of their remain effective in all cases.
to his home...
Next month - Experience and the END! simple nature and minor effects (see
issues 8 and 9 of I M A G I N E ' maga- As Mike Brunton, Graeme Morris,
Illos Jim Bambra & Paul Ruiz zine for further details). Phil Gallagher & Jim Bambra
43
I M A G I N E magarine, Aprit 1984
It is t e m p t i n g t o poke f u n a t t h e t i t l e o f example of Stableford's work. There is too fiction hack' (Locus, February 1984). She
Trevor Hoyle's new novel by saying that it much j u n g l e - a d v e n t u r e a n d p i r a c y - o n - is also t h e richest lady i n t h e field, h e r
represents t h e l a s t g a s p o f e c o - d o o m the-high-seas s t u ff i n t h i s book for i t to books a p p e a r i n g i n ' m u l t i p l e p r i n t i n g s
fiction. T h e Last Gasp (Sphere, £2.50) is succeed a s SF. H o w e v e r, please d o n o t and h u n d r e d s o f t h o u s a n d s o f c o p i e s '
a c o m m e n d a b l y well-researched block- underestimate Stableford. H i s e a r l i e r (according t o t h e J a k u b o w s k i / E d w a r d s
buster w h i c h t a k e s i t s l a r g e c a s t o f works, T h e Realms o f Tartarus (1977) list, T h e S c i e n c e F i c t i o n Plutocracy).
characters t h r o u g h s o m e 3 5 y e a r s o f and T h e Walking S h a d o w (1979), a r e Her latest overpriced paperback — w i t h
near-future agony. Increasing industrial- well w o r t h watching out for. big p r i n t like one o f those books for t h e
ization o f t h e p l a n e t l e a d s t o o x y g e n near-blind one finds in public libraries —
depletion, w h i c h i n t u r n c a u s e s m a s s Stableford c o n t r i b u t e s t h e m o s t u s e f u l is M o r e t a : Dragonlady o f Pern (Corgi,
deaths, s o c i a l u p h e a v a l s , m u t a t i o n s . list to T h e Complete B o o k o f Science f 3.95). T h o s e w h o a r e h o o k e d o n
Hoyle w r i t e s very efficiently, p i l i n g on a Fiction a n d F a n t a s y Lists, e d i t e d b y McCaffrey's b r a n d o f r o m a n t i c i s m w i l l
little t o o m u c h v i o l e n c e a n d h o r r o r Maxim Jakubowski and Malcolm Edwards pounce joyfully on this latest tome in the
towards t h e close. T h e r e i s a ' s u r p r i s e ' Dragonsaga. O t h e r s w i l l s h u d -
happy e n d i n g ( n o s u r p r i s e a t a l l t o der and avert their eyes.
longtime SF readers) and the good guys
get t o l i v e happily ever after. A l l t h i s i s To r o u n d off, I m u s t m e n t i o n a
prefaced b y a q u o t a t i o n f r o m C h a r l e s clutch o f hardcovers f r o m B r i t -
Dickens' H a r d Times. I f one could carry ain's l e a d i n g p u b l i s h e r o f S F,
this f a i r l y c o n v e n t i o n a l bestseller b a c k Gollancz. John Sladek's Ti k - To k
130 years in a time machine and give it to (f7.95) may seem over-familiar
Mr Dickens to read, one suspects it would to a n y o n e w h o h a s r e a d h i s
be u t t e r l y b e y o n d h i s c o m p r e h e n s i o n . novels about Roderick the Robot.
The w o r l d h a s m o v e d on, a n d t h e h a r d In this case, however, the robotic
times have changed indeed. protagonist is a m a l f u n c t i o n i n g
demon r a t h e r t h a n a t i n angel.
You might take Keepers of the Secrets by Tik-Tok m u r d e r s l i t t l e children,
Philip Jose Farmer (Sphere, £1.50) for a among others, and yet somehow
new novel, but you would be wrong. It is a Sladek keeps u s laughing. B o b
re-titling of The Mad Goblin, first publish- Shaw's Orbitsville D e p a r t u r e
ed as a companion volume to Lord o f the (f7.95) is an old-fashioned blend
Trees in 1970. It is a pastiche Doc Savage of m y s t e r y and h a r d science, a
novella, j u s t a s t h e o t h e r w a s a f a k e sequel t o h i s e x c e l l e n t O r b i t s -
Tarzan tale. B o t h a r e i n f a c t sequels t o ville (1975). It does n o t hold up
Farmer's o u t - o f - p r i n t n o v e l A F e a s t as w e l l a s t h e e a r l i e r b o o k ,
U n k n o w n (1969). The remarkable thing suffering f r o m a r a t h e r r u s h e d
about t h e t w o n o v e l l a s i s t h a t t h e y denouement w h i c h o u g h t t o
contain no naughty bits; they are 'clean' have boggled t h e m i n d b u t f o r
follow-ups to a book that w a s very dirty some reason did not. Neverthe-
indeed. In a 1 9 7 6 i n t e r v i e w Farmer said less S h a w is the m o s t readable
that the t w o stories as originally w r i t t e n of w r i t e r s and like all h i s books
were f u l l o f explicit sexuality — h e w a s this o n e entertains. T h e S t e p s
forced to remove all t h a t stuff w h e n t h e o f t h e S u n b y W a l t e r Te v i s
intended publisher w e n t out of business. ( f 7 . 9 5 ) is all a b o u t the psycho-
The publishing h o u s e that took over the logical hang-ups of a near-future
books wanted safe, wholesome entertain- (Granada, f2.95). His list, one of hundreds multi-millionaire w h o g o e s p l a n e t - h o p -
ment. As a result, Keepers of the Secrets in t h e book, i s e n t i t l e d T h e Te n M o s t ping i n s e a r c h o f h i s l o s t v i r i l i t y, o r
drips with much blood but nothing else. A Unjustly Neglected SF Novels E v e r something. I found this an irritating book,
pity, in a w a y. A t his best, Farmer has an Written. I discovered to m y horror that I implausible, overlong, o u t d a t e d a n d
outrageous imagination, b u t here i t was had read not one of the the works he cites would-be r i s q u e . V o n d a N M c I n t y r e ' s
not permitted to frolic to the full. an eyeopener indeed. For the rest, this Superluminal ( f 8 . 9 5 ) i s b e t t e r, t h o u g h
volume i s a m i x t u r e o f t h e informative, also a b i t t o o l o n g a n d e a r n e s t f o r m y
G B a l l a r d ' s T h e Te r m i n a l B e a c h the f u n n y a n d t h e m e r e l y t r i v i a l . I n taste. This one is about the psychological
(Everyman Fiction, f 2.95) is perhaps the general the most amusing lists are those hang-ups of a young w o m a n w h o w a n t s
finest collection o f a m a s t e r short-story contributed b y g u e s t s r a t h e r t h a n t h e to be one o f t h e boys a n d m a k e i t a s a
writer. W h a t m o r e c a n I say? — except ones compiled by the editors themselves: faster-than-light starship pilot. S h e suc-
that i t is good t o see i t reprinted i n t h i s Dave Langford's Twelve Favourite Clichés ceeds at the expense of losing her heart,
quality-paperback format, with an excell- and Ten Favourite Scientific Errors, John both literally and metaphorically, Romant-
ent cover painting by James Marsh. Sladek's Seven Great Unexplained Mys- ic SF, w i t h a m u c h harder edge than the
teries and Nick Lowe's Ten Characters works of A n n e McCaffrey.
Brian Stableford is an underrated writer, Who Have Promoted the Consumption of David Pringle
Coffee in Improbable Quarters of Space Dave informs u s that this i s t h e last
although on t h e evidence of Balance o f
Power (Hamlyn, f l .75) y o u m a y n o t and Time. review page that he wi//be able to do. We
agree. The f i f t h o f a series of six novels
wish him all the best for his future plans.
about t h e p l a n e t f a l l s o f t h e ' r e c o n t a c t ' Anne McCaffrey cheerfully admitted in a Starting next month, Colin Greenland will
ship Daedalus, t h i s is a fairly h u m d r u m recent i n t e r v i e w t h a t s h e i s a ' s c i e n c e take over a combined SF media page.
I M A G I N E ma9azine, Aprit 1984
45
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46 I M A G I N E magazine, A p r i t 1984
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47
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48 I M A G I N E magazine, April 1984


The Fantasies
Have Just Begun NOW FROM T H E
G A L A X Y OF FANT-
ASY, A N E W GAMES
SHOP IS BORN. I T B R -
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GAMES AND FIGURES DI
SCOVEli A tiNOWLEDGEABIE
STA_ LIT TO BEIA) AND ADVISE
YOU COME INTOA NEW
AND EXCITINGREALMOF
FANTASY. COME TO VISIT
GAMES PEOPLE PLAY...

GAMES PEOPLE PLAY


ROLE PLAYING, S C I H , FANTASY, WARGAMES,
MAGAZINES & LITERATURE A N D COMPUTERS

5
MAILORDERS W e l l i n g t o n Terrace, Notting H i l l Gate
WELCOMED L o n d o n W2 Te l . 727- 9275
VISA
OPEN FROM 10a.m. to 6p.m. MON— SAT

Now open is a complete games shop.- Games People Play.


Come in and you'll find a great selection of giunes.
• A vast range of board conflict and computer games.
• Stocks of figures by Chronicle, Essex, Jacobite,
Kensington Palace Gardens Tabletop, Oracle, Citadel, Skyttx,Heroics and others.
• A large selection of rules, reference books, magazines
TUBE=Notting Hill Gate (200yrds) and accesories.
Circle, Central & District lines. •All major and most minor role playing systems.
MAIN LINE: Paddington Terminus
BUSES: A2,I2, 28,31, 2752. 52A, 88. At Games People Play you'll meet a knowledgeable staff to
help and advise you. *So come to see us. We're the
(Wellington Terrace is a parade of shops.) gainers gaincs shop.

P r I n t e d b y T A V S ' O C < F F E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 . ISSN 0 2 6 4 - 1 3 9 9


Justwhen you thought it wassafe
to go back into the dungeon . . .
E. GARY GYGAX'S OFFICIAL AD&DTM

Nt,

An epic TSRI" production in glorious monochrome


featuring words on paper from trees!

Based on the original module monsters but including


- a galaxy of new stars
Li lUGID BO GGART
as 'the creature with lots of legs' a s 'the incredible shifting man'

KAMPHULT T h e MUNE
• a s 'the sinewy mugger' a s HERSELF
And introducing the
BOOKWORM
The producers at TSR wish A d
to thank the Outer Planes of . . D 1 ; ; ; g 0 . 0 0 . t g l '•:•-
MONSTER MANUAL

Good, and the Lower Outer • •


•••••, • • ••' ..,••••• --••• • • 1 - '
Planes o f Gehenna f o r ••••••'••.'•••••,'':''•'*•,•1•,,..'••••••:•1.•••'•,:1,•1 •
••:,tt'• • • '" • ••'••••••:•••-•7,•••',':••••
making the crowd scenes
such fun.

The Mill, Rathmore Road,


Cambridge CB1 4AD
1 1 1 . TTelephone
S R UK0223 Limited,
212517

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