Imagine 25 PDF
Imagine 25 PDF
Imagine 25 PDF
W
A EYE OF THE
U K 4 T H EAR A
FALLS
I- S • K 5 SERPENT U K 6 ARTs
A L L T THAT
by Graeme Morris by Graeme Morris by Jim Bambra
Hurled like a blazing spear from the Gazing down from the pinnacle of Ahead the river breaks into white
night sky, the shooting-star would Hardway Mountain, w h o would not water; these must be the rapids
shape the fates of many — so it was be drawn by the far-off glint of the marked on your mysterious
written. The adventurers have the Serpent's Eye? The descent will be parchment. Idly, your thoughts drift
chance to reforge destiny. There is hard, for the mountain knows to the treasures promised at the
everything to gain..., or to lose.... neither mercy nor compassion. journey's end. Only the bravest will
w h e n a star falls. live to discover that all that glitters is
Eye Of The Serpent is a one-on-
When A Star Falls is an AD&D® one, f i r s t level, A D & D adventure, not gold, but much, m u c h morel
Adventure for which can also be used for a party of An A D & D Adventure for 5-8
6 - 1 0 characters o f levels 3-5. 4-6 characters. characters o f levels 5-7.
Contents .........
Special Feature:
M o n s t e r s o f t h e P h i l i p p i n e s , by G r a e m e Davis: chaos -creatures of the Pacific . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
J a p a n e s e B u i u t s u , by G r a e m e Davis: martial arts skills from Japan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
O g r e M a g i , by D a v i d Kt-ION/OBS: monster or character race? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 8
L o r e , L a y & L e g e n d , by C a r o l e M o r r i s l dragons in Chinese and Japanese mythology . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9
T h e W o r d s o f G o - G u j i , by M i k e BrUI-11.0M adventure for the BUSHIDO and AD&D® games . . . . . . . . . . . . . . . . . . 2 4
M o s h i g a w a ' s H o m e c o m i n g , is: a r t LITIZIler
GOtclOrl i a l artsmysterious
skills — Indonesian
fiction . . style
. . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ........ 3358
Pentak Silat, by Graeme Dav m o r e m rid F a n t a s y Media, by...C.o..I ..... .G..r.e....... ..... ... ...................................
Letters ............
P E L I N O R E — 1MAGINEIm magazine's campaign wo 52
THIS MONTH: CornucoPia, by Venetia Lee . . . . . . . . . . . i l
Cerwyn Gazetteer ................... 14 V O P, by tan Gibbs ..............................
Darkmoor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 S t i r g e C o r n e r, b y R o g e r M u s s o n . . . . . . . . . . . . . . . . 51
. . . . . . . . . . . . . . . . . . . . . . 21 S o a p b o x : the hobby forum . . . . . . . . . . . . . . . . . . . . . . . . . . .
..... 2 2 P r e s s C u t t i n g s : fanzine coverage . . . . . . . . . . . . . . . . . . . 5 2
Dispel Confusion ............ ..... 40 P h a l a n x , by Robin Grenville-Evans ............. 55
•,•,• I l l u m i n a t i o n s : news from the world of gaming . rs 4 2 T h e Fifth Ring, by Jeremy Goodwin ........ cover
Rubic of Moggedon ..........................
N o t i c e s : games viewed by independent ..... reviewe
IMAGINE magazine, No 25, April 1985 .....
.... . Published by TSR InA...
LtdAssistant EditorDon
..... Publisher PaulTurnbull
Cockburn..... .....
..... Editor Keith Thorns° . .
Editorial ASSIStarit Kim Daniel ..... Features Assistant Mike BrUntOn .....
ie
..... Art Phil Kaye ..... Advertising Lesley Hudson-Jessop .....
.... News Doug Cow . . . . . Fanzines Mike Lewis .....
This months contributing artists1 Robin GrenViiie EVanS, Keith Cooper, Ian Gibbs, Tim Sell, Brian . . . . .
Editorial
by we've started venturing out to explore the
County of Cerwyn, and looking at towns and
have to have words with that art director villages and people, and still kept a bit of
of ours; I mean, what sort of space is this, room f o r another location i n t h e C i t y
when twas,gping to tell you that this issue is League; and what about the cover eh? — that
much more t h a n i u s t -a Graerne Davis Jeremy G o o d w i n is a canny lad, what w i t h
testimonial, but that we've finally got round designing figures and doing covers for some
to a special issue all about the Far East, with of the UK modules as well as finding time to knock
new monsters and new weapons and all that this up tor us; and another excinng short story, and all the
sort of thing; and the scenario covers two nonual bits and pieces, and no supposed to tell N•ou all about if in two
games systems for the price of one, and you 015valPaul
tiotol lints? — two down, I ask yfxl? — what ol a ck,igllCockburn
ts that?
Bushido fans should be happy, because it was
written with you in mind, and there's a new
twist to the development of PelittOre, where-
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in the UK only. Overseas please enquire separately.
, 1 1 - - - 4 AtA
MONSTERS A ' -0‘
by Graeme Davis
efr•
The Aswang, Mangalok or Boroka has the jugular vein with her tongue as the victim i) by the application of a magical ointment
appearance of a n o r m a l h u m a n w o m a n , sleeps, a n d draining blood at the rate of compounded o f c h i c k e n d r o p p i n g d i s -
and indeed exists as such by day, often 1hp per round. Her saliva contains a local solved i n c o c o n u t o i l a n d m i x e d w i t h
living a n o r m a l v i l l a g e l i f e . A t n i g h t , anaesthetic, w h i c h r e q u i r e s s l e e p i n g human f l e s h a n d b l o o d , a l o n g w i t h
however, s h e takes o n h e r t r u e nature, victims t o save vs poison o r continue to certain other magical operations;
becoming a h u m a n o i d m o n s t e r w i t h a sleep t h r o u g h t h e a t t a c k . W h e n f u l l y ii) the d a u g h t e r s o f a n A s w a n g w i l l
hag-like appearance, strong n a i l s and a gorged (having taken blood equal to half inherit her condition;
very long threadlike tongue. She may also her o r i g i n a l h i t p o i n t s ) t h e A s w a n g ' s iii) the kiss of a dying Aswang will pass on
shapechange at will to the form of a huge humanoid f o r m a p p e a r s s w o l l e n a s i f her condition to one willing initiate;
night-bird w i t h the head of a woman. with a n a d v a n c e d p r e g n a n c y, a n d h e r iv) an A s w a n g m a y force h e r condition
movement rate is halved. The A s w a n g is upon a n o t h e r b y lacing t h e i r food w i t h
The Aswang can sense death in the same particularly vulnerable a t this time, a n d human flesh o r w i t h her own saliva.
way as the Segben, at a distance of up to 1 takes great care not to be seen.
mile, and w i l l s i t on t h e roof of a house The o i n t m e n t is t h e secret o f the trans-
where t h e c o r p s e l i e s , s u c k i n g o u t i t s The A s w a n g w i l l only fight i f she cannot formation ability; n o r m a l l y hidden about
blood a n d o r g a n s t h r o u g h h e r l o n g flee. S h e u s e s h e r s t r o n g n a i l s o r t h e the house in a stoppered bamboo tube or
tongue. The tongue may be extended up talons of her avian form in self-defence, a clay jar, it is used every night to effect the
to 1 2 f t in length, a n d has a sharp point, successful h i t c a u s i n g 1 - 3 p o i n t s o f transformation. H u m a n f o r m m a y b e
but is so fine as to be indetectable 90')/o of damage in either case. regained b y exposure t o sunlight, o r by
the time, except t o individuals w i t h t h e washing off the ointment in fresh water.
ability to see invisible. She will attack the A h u m a n may become an Aswang in one The A s w a n g i s repelled by salt, vinegar
living i n t h e s a m e w a y, p i e r c i n g t h e of four ways: and certain spices in the same w a y as a
MAN SALAUAN
Frequency: v e r y rare
No Appearing: 1 - 1 2
Armour Class: 7
Move: 4 " / 1 8 "
Hit Dice: / + /
Its m a i n attack is w i t h its sharp tongue,
% in Lair: 2 0 % w h i c h i t can s h o o t forth f r o m i t s m o u t h
Treasure Type: n i l with g r e a t speed. I t n o r m a l l y attacks in
No of Attacks: 2 the s a m e m a n n e r as a Stirge ( M o n s t e r
Damage/Attack: 1 - 4 / 1 - 4 Manual), seizing a victim in its hands and
Special Attacks: s e e below claws and piercing the neck or abdomen
Special Defences: s e e below with i t s tongue. A separate attack roll is
Magic Resistance: s t a n d a r d needed for the tongue, but this is made at
+4 if the claw attack has been successful.
Intelligence: a n i m a l
Alignment: N e u t r a l (evil tendencies) Once attached, t h e M a n s a l a u a n d r a i n s
Size: S
1-4 hit points of blood from its victim per
Psionic Ability: n i l round until it is killed or dislodged, or until
Attack/Defence Modes: n i l it has taken an a m o u n t of blood equal to
LvI/xp value: I I / 4 4 + 2 / h p its o w n hit points, at which time it will fly
off, gorged.
The M a n s a l a u a n i s a f l y i n g c r e a t u r e
sharing the characteristics of both h a w k It can u s e one o r both t a l o n s t o defend
and b a t . I t h a s a r e p t i l i a n h e a d w i t h itself w h e n attached to a victim, holding
glowing gemlike eyes, while its tail is long on w i t h its hands only; each c l a w inflicts
and fine, like a w o m a n ' s hair. In addition 1-4 points of damage on a successful hit,
to its w i n g s i t has a m o n k e y - l i k e pair of but f o r each r o u n d o f such defence t h e
hands, and a strong pair of talons the size Mansalauan has a cumulative 5% chance
of human feet. of falling or being knocked from its victim.
4 I M A G I N E n t a g a z i n z , A p r i l 1985
SEGBEN
Frequency: v e r y rare
No Appearing: 1 - 3
Armour Class: 7
Move: 1 8 "
Hit Dice: 2 + 2
% in Lair: 1 0 %
Treasure Type: n i l
No of Attacks: 1 o r 2
Damage/Attack: h o o v e s 1-3,
bite 1-4 + special
Special Attacks: s e e below
Special Defences: s e e below
Magic Resistance: s t a n d a r d
Intelligence: l o w
Alignment: C h a o t i c Evil
Size: S (311 at shoulder)
Psionic Ability: n i l
Attack/Defence Modes: n i l
Vampire i s repelled b y garlic. A l t h o u g h
the Aswang has certain vampiric tenden- Lvi/xp value: / / / / 120 + 3 / h p
cies, it is not classified as Undead and is
not vulnerable t o h o l y symbols o r o t h e r The Segben is similar in appearance to a
religious objects. hornless g o a t , w i t h g l o w i n g e y e s a n d
large ears. It exudes a sickening charnel
The !qui is the rarer male Aswang. smell which requires any character com-
ing w i t h i n 5 f t o f t h e b e a s t t o s a v e v s
The Balbal is a variant form of Aswang. It poison o r a t t a c k a t - 1 f o r 2 - 8 t u r n s If s u r p r i s e d a t t h e i r f e a s t S e g b e n w i l l
is a forest-dweller, and does not change through nausea. usually flee, fighting only if cornered or if
form, a l w a y s a p p e a r i n g a s a g a u n t the odds are heavily in their favour. They
humanoid f i g u r e w i t h v e r y l o o s e s k i n , Segben a r e destroyed b y sunlight, a n d can attack by lashing out with their small
which it can use to glide for distances of generally hide in the darkest recesses of forehooves, b u t their m o s t feared attack
up t o 6 0 f t a f t e r t h e m a n n e r o f a f l y i n g the forest until dusk, w h e n t h e y appear is their bite — if they successfully bite any
squirrel. Its tongue is thicker and stronger under the floor of a house where someone victim, o r e v e n h i s s h a d o w, t h e v i c t i m
than t h a t o f an A s w a n g , a n d i t s m o d u s lies gravely ill o r dying. They can sense must m a k e a S y s t e m S h o c k r o l l o r d i e
operandi i s t o u s e i t s t o n g u e t o l i f t a the smell of death at a distance of up to a immediately.
corpse through a hole in the thatch which mile, a n d w i l l seize a n y o p p o r t u n i t y t o
it h a s m a d e w i t h i t s s t r o n g n a i l s . T h e make off with an unguarded corpse. They Although they have a number of ghoulish
corpse is then taken back into the forest to are n o t k n o w n t o f r e q u e n t graveyards, characteristics, Segben a r e n o t Undead
be devoured. I n a l l o t h e r respects, t h e however, apparently preferring t o move and are n o t affected by holy symbols or
Balbal is identical to the Aswang. in immediately after death. the like.
it
The d e s c r i p t i o n s g i v e n a b o v e a r e f o r Several t y p e s o f G i a n t a n d O g r e a l s o the M a l a k a t and an unnamed beast from
some o f t h e m o r e d i s t i n c t i v e F i l i p i n o inhabit the Philippines. The Bannog is a Apayao do appear t o be European-style
monsters; t h e folklore o f t h e Philippine giant bird similar to a Roc (MM), and the werewolves. T h e l a t t e r m a y e v e n b e a
Islands contains several other creatures Ikugan is a giant monkey, but the others Jackalwere ( M M ) o r s o m e t h i n g s i m i l a r,
which c a n b e equated m o r e o r l e s s are similar to Hill and Stone Giants (MM) since it has a doglike smell even w h e n in
precisely with European counterparts. and t h e M o u n t a i n G i a n t (FF). F i l i p i n o human f o r m . A t a n y rate, a n i r o n k n i f e
Ogres are, for the most part, identical to with w h i c h o n e w a s attacked passed
A g h o y, E n c a n t e , M a n g m a n g k i t , their European cousins (NAM); their names through i t s body w i t h o u t causing i t a n y
Mahomanay, Palasekan and Tahamaling include K u m a o , S i r ' i n g , Ta - a w i , a n d harm.
are s o m e o f t h e local n a m e s given t o a Tarabusao, The Busao is a Cyclops type,
race of creatures almost identical t o the and the D a t o - B u s a o , or King Busao, has Lastly, t h e P h i l i p p i n e s a b o u n d w i t h
Sylvan E l f (MM). T h e i r physical appear- a forehead horn. T h e K u r i t a has t w o or witches and wise-women, who, like their
ance is the same as Tolkien's Elves, and three pairs of arms. Some Filipino Ogres European counterparts, c a n c a u s e a n d
their activities are the same as those of have t h e a b i l i t y t o s h a p e c h a n g e i n t o cure a l l k i n d s o f diseases a n d a i l m e n t s
British E l v e s o r Faerie, a l t h o u g h t h e y human o r a n i m a l f o r m . S t r a n g e l y, t h e and assume the form of various animals.
dress like ordinary Filipino villagers. Indian Garuda (Deities & Demigods —
now Legends and Lore) is k n o w n in t h e There are also a few unique and extremely
Calanget, Lampong, lupa, Matanda and Philippines, b u t h a s t h e h a b i t s o f a powerful monsters, w h i c h seem to be an
Tianak are beings similar to Dwarves and bloodthirsty Ogre. attempt b y t h e n a t i v e s t o explain s o l a r
Gnomes (MM). Their underground dwell- and l u n a r eclipses. T h e M i n o k a w a o r
ings are usually guarded by large termite Certain types of Aswang, lqui and Boroka Baua is a huge bird, the B a c o n a u a is an
mounds, a n d t h e y a r e r e p u t e d l y v e r y (see above), as well as the Manananggal, immense s h a r k , a n d t h e M a m e l u o r
wealthy, although t h e i r gifts of gold and seem to be identical to the Penanggalan M a r c u p o i s a h u g e snake, a l l o f w h i c h
gems t o h u m a n s f r e q u e n t l y t u r n i n t o of Indonesia (FF); they may be related, but swallow the sun or moon from time to
dung or pebbles after a short time. They the d e s c r i p t i o n o f t h e A s w a n g g i v e n time, b u t are persuaded t o release i t by
have the power to ruin crops if offended. above deliberately excludes t h e s e p a r - the noise and music made by the Filipinos
able head characteristic o f the Penang- at the festival of each eclipse.
The C a t a o a n d U g h o y a r e t h e M e r f o l k galan, since the Aswang is almost always Graeme Davis
(MM) of the Philippines. Being partly fish a normal h u m a n w i t h t h e ability t o
and p a r t l y m a m m a l , t h e y a t t a c k t h o s e transform, rather than an Undead monster
w h o eat fish o r meat, and they have the taking possession of a headless body. Coming soon: next in the series of our
c h a r m ability of Nixies (MM). They gener- culture specials
ally drag v i c t i m s u n d e r w a t e r t o d r o w n , Since a great number of Filipino monsters
but have been known to become enamour- have t h e a b i l i t y t o s h a p e c h a n g e i n t o
ed o f c h a r i s m a t i c h u m a n s , k i d n a p p i n g
them a n d c a s t i n g w a t e r b r e a t h i n g o n
them in the same way as Nixies.
animal form, it is difficult to tell w h e t h e r
there a r e c r e a t u r e s w h i c h c a n b e des-
cribed a s Lycanthropes (MM), a l t h o u g h
TheNORSE
6
I M A G I N E m a g a z i n e , A p r i t 1985
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 7
JAPANESE BUJUTSU
in the AD&D® G A M E
by Graeme Davis
The w e a p o n s t a b l e s o f t h e A D 8 L I I R
Players' H a n d b o o k ( p p 3 7 - 8 ) s h o w a
distinct European bias, which is probably
one reason w h y the system is sometimes
accused of being too culture-specific for a
fantasy game. T h e o n l y concessions t o
the Oriental flavour of the Monk character
class a r e t h e Bo-staff a n d t h e Jo-stick,
and w h i l e a sword is a sword in more or
less any setting, DMs and players may be
interested i n e x t e n d i n g t h e r a n g e o f
'exotic' Oriental weapons, such as Bruce
Lee's now famous nunchaku, available to
the M o n k and t o Japanese-type variant
classes such as the Samurai and Ninja.
A r a n g e o f w e a p o n s f r o m t h e Japanese
martial arts is adapted below in an A D & D
format, w i t h b r i e f d e s c r i p t i o n s . O t h e r
weapons which may, for game purposes,
be considered as equivalent to weapons
treated in the PHB tables are also listed.
With regard t o u n a r m e d combat, karate
has already been covered by the M o n k s
,
open-hand combat rules, so a simple, but
hopefully easy-to-use, set of rules govern- rtV
,
,
ing t h e u s e o f J u d o o r s i m i l a r a r t s i s C ,
appended here.
Japanese Weapons
Weight Damage Space Speed AC Adjustment
Name (gp) S/M L Length Req'd Factor 10 9 8 7 6 5 4 3 2
Bo s t a f f 35 1-6 1-3 c 5' 3' 3 +3 +1 -1 -3 -5 -7 -9
Feruzue 15 1-4 1-3 3' 6' 1 +3 +2 -1 -2 -4 -6 -8
Fukidake 5 1-3 1-2 (fire rate 2) +1 -1 2 -3 -4 -5 -6
Hachiwara 15 1-4 1-3 1' 1' 2 +1 1 1 2 3 4 5
Hineri 30 1-6 1-4 6' 4' 5 +1 -1 -3 -5 -7 -9
Jitte, 20 1-4 1-3 11/2' 2 +1 — -1 -1 -2 -3 -4 -5
J o stick 10 1-4 1-3 2' 3' 2 +2 +1 -1 -2 -4 -6 -8
Ku made 25 1-4 1-4 8' 6' 6 +1 +1 — -1 -2 4 -6 -8
Mankirigusami 40 1-4 1-3 12' 12' 8 +2 +2 +1 +1 +1 +1 +1 +2 +2
Nagegama 65 1-6 1-4 12-14' 10' 8 +4 +1 +2 +1 -1 -2 -2
Nunchaka 10 1-6 1-4 c 21/2' 4' 4 +2 +2 +1 — -1 -2 -4 -5
Sai2 15 2-5 1-3 11/2' 2 +3 +1 +1 -1 -2 -3 -3
Shuriken, dart 3 1-3 1-2 (fire rate 3) +1 +1 -1 -2 -3 -4 -5
Shuriken, star 1-2 1-2 1-2 (fire rate 3) +1 +1 +1 -1 -2 -4 -6
Tonta 10 1-4 1-3 2' 1 +3 +2 +1 -1 -2 -3 -4
Yawara 25 Special 1 +4 +2 -1 -3 -5 -7
abil:St4.04:;:0;t:Se-ezWAu..1:
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word to describe
a magazine that MINIATURES
publishes science 25MM
fiction of this
calibre. Assassins of the night!
BEAST E N T Z N E W S
TORTURED SOULS! issue 7 w i l l appear i n your local games shop i n
the n e a r f u t u r e , a n d w i l l b e p r i c e d a t E.2.95 ( a s w i l l a l l issues
sold a f t e r t h e 1 s t o f A p r i l ) - s t i l l a m a z i n g v a l u e w i t h 4 o r
more complete fantasy modules i n e v e r y issue (rush a n o r d e r t o
us b y t h e e n d o f March t o g e t issues 1 t o 6 a t t h e o l d rates!).
Issue 7 a l s o c o n t a i n s F R E E c o l o u r f l o o r p l a n s f o r u s e w i t h a
special DRAGONROAR/AD&D/BASIC competition scenario.
7-1/1
Colionwooct5
TheCORN ucoplA
f00/725
A Gambling Den
FIR5T
'FLOOR
by Venetia Lee Anyone w h o makes a study of the Cornucopia will turn up secrets like a
In a quiet, residential street of the League is a discreet town house — t h e nest of worms. To start with, they may find o u t that Rugbucket (33a) is
Cornucopia. F a s h i o n a b l e , s p i c e d w i t h i n t r i g u e , i t i s p a t r o n i s e d b y only the manager; f u r t h e r investigation will point to Harben Mousecraft
thieves, y o u n g s p r i g s a n d t h e s c i o n s o f m e r c h a n t families. S e r i o u s (33d) as t h e real o w n e r. H e is, i n t u r n , f r o n t i n g f o r To m C o t t o n w o o d
gamblers and corrupt officials provide leavening. Admission is solely for (33e), a l t h o u g h t h i s w i l l be difficult t o ascertain, as Tom appears to be
members (by invitation only) and guests. The Cornucopia is the place to working as an i n f o r m a n t for Harben. A n d behind Tom is his wife, Imelda
go for deals of the expensive kind; here you can buy w i t h o u t taxes and (33f). To m w a s , i n h i s y o u t h , a l o w c l a s s t h i e f , w h o m a d e a g o o d
sell w i t h o u t questions. For adventurers, t o be invited here indicates a marriage to a respectable w o m a n but could not quite give up his shady
considerable r i s e u p t h e social scale. I t m a y be t h e i r f i r s t ( a n d last) connections. His wife, Imelda, m a d e good as a textile merchant and is
chance to mix with the nobility or with the aristocracy of crime. Prices for w e l c o m e i n p o l i t e s o c i e t y. H e r f r i e n d s f i n d a l o t t o p i t y h e r for; h e r
refreshments a r e t e n t i m e s n o r m a l (and q u a l i t y t w i c e a s good). T h e husband, they feel, a l w a y s lets her d o w n w i t h his gambling debts and
m i n i m u m stake for a game is 100gp, but no-one ever stoops so low. The his dreadful friends. They know it was once rumoured that he was mixed
place is rigged with magical devices to warn the staff should anyone use up in something criminal, but she forgave him and pulled strings to get
magic to enhance their chances of winning. him off the hook.
S• 1 5 L I Expensive, fashionable clothes; in Basic: ring of protection Almost any fairly important member of society might be seen here.
I 1 2 + 3 , medallion o f ESP 30'; i n Advanced: bracers o f Some come regularly, others only once. If you allow the party to frequent
W 11 d e f e n c e AC4, ring of protection from normal missiles, this site, be careful not to allow the players to ransack it just for fun
D 18 m e d a l l i o n of ESP because then you will have lost a valuable means of introducing the
C 16 E l Apparently 'Imelda's no-good husband', gentleman about characters t o interesting personalities a t your discretion. Indeed
Ch 1 4 t o w n , actually owns Cornucopia and has city wide criminal adventurers who wantonly destroy this, or any other prime site, are
connections, Master Thief likely to draw themselves to the attention of the Knights Ocular, as the
0 Good natured as far as it is practical, patient, vindictive Knights prefer things as they are — under control. The attention of the
El Knows most upper class gamblers and therefore which of mysterious Knights is unlikely to improve their health.
the nobility and merchants are corruptible.
Ratlines
33f Imelda Cottonwood; F; T11; C/CE;
Shortsword + 3 (finds traps, sees invisible), dagger o f
1 I t ' s possible to overhear Sadford arranging to take another party
up-river to a lost-site-of-guaranteed-treasure' and your party might
venom, swordstick +1; hp 40/52; AC 2 want to go along for the ride. Sadford never questions adventurers about
their 'sites', but he knows when they are on a fools' errand.
S• 1 0 E l Very expensive dresses i n subdued colours; r i n g o f 2 A male member of your party is propositioned by Elimy — he may
I 1 7 p r o t e c t i o n +4, cloak of invisibility, scrolls with invisible quite like it but you can rest assured that neither Tom, Harben nor
W 16 s t a l k e r , lightning bolt and fireball Imelda will like it one little bit.
D 18 E l Textile merchant, smuggler, Master Thief 3 During a visit to the Cornucopia trouble erupts, and in the ensuing
C 15 E l Practical first, then sentimental (about Tom, her children confusion something is thrust into the hand of a PC. The something is
Ch 1 7 a n d Harben), ambitious, loves secrets and stealing likely to be unidentifiable, but interesting, and the following days should
0 Knows merchants, much nobility and enough judges; four be quite exciting as the owner seeks his property, the authorities seek
children (33g-j) of varying alignments some stolen goods and your party seek the answer to the riddle.
12 I M A G I N E magazine, A r t ( 1985
13
IMAGINE magazine, Aprti 1985
ri-AvrATAA.,
G ZETTEER ci the
C U N T Y F CERWYN
Those o f you w i t h long m e m o r i e s w i l l r e m e m b e r h o w, w h e n Pelinore If you do not want to wait for the details of a particular place to be written
was born, w e promised you details of the lands around the City League. up i n a f u l l - s c a l e a r t i c l e , i t i s q u i t e p o s s i b l e t o e x t r a c t i m p o r t a n t
This issue contains the first i n s t a l m e n t in the fulfilment of that promise. information f r o m t h e gazetteer below. So, f o r example, if you w e r e to
On this page you will find the official gazetteer of the County of Cerwyn. use the village o f Kaantinnen, by looking at the table you w o u l d k n o w
The g a z e t t e e r l i s t s t h e i m p o r t a n t d e t a i l s t h a t a D M w i l l n e e d t o that i t i s a v i l l a g e s u r r o u n d e d b y a s t o n e w a l l a n d ditch, r u l e d b y a
incorporate a particular place into the campaign, including all the towns Burghermeister w h o a n s w e r s t o t h e Countess. T h e p r e s e n c e o f t h e
and villages larger than a s i m p l e hamlet. expensive w a l l i m p l i e s a r i c h h i s t o r y a n d a p o s i t i o n o f s t r a t e g i c
Following t h e gazetteer i s a n a n a l y s i s o f t h e t o w n o f D a r k m o o r, significance. K a a n t i n n e n ' s population consists of about 1 0 0 Elves and
s h o w i n g the i m p o r t a n t sites and listing the i m p o r t a n t NPCs. N o w that 180 other d e m i - h u m a n s — but no humans. In fact, h u m a n s are going to
you k n o w the f o r m a t w e intend using for all these villages and towns, be u n w e l c o m e i n t h i s village (perhaps something to do w i t h relations
w h y not let us see your ideas of w h a t some of the other places are like? w i t h n e i g h b o u r i n g Ti r h a l t e r, i f y o u l o o k t h r o u g h i t s stets). I t i s a
Don't forget — A m f l e a t and Arncastle are 'no-go' areas, since they are to c o m m u n i t y t h a t m a k e s a p o o r l i v i n g f r o m r a i d s against others, b o t h
be left as areas where each and every individual DM can design as suits w i t h i n and beyond t h e County. T h e r e i s no C o u n t y military presence,
their version of the campaign; in other words, we will not publish details and no constabulary — perhaps lawbreakers in this violent village would
about these places even if they are submitted by readers. be s u m m a r i l y dealt with. The c o m m u n i t y is not in regular contact with
As u s u a l , w e have adopted a n u m b e r i n g code to describe places in the r e s t o f t h e w o r l d a n d s o w o u l d k n o w l i t t l e o f w h a t i s g o i n g on;
Darkmoor; t h e code is m a d e u p o f C e r w y n , D a r k m o o r and a n u m b e r. equally, activities w i t h i n t h e village are unlikely to have been heard of
A l l - n u m b e r codes, therefore, m u s t be references to the City League. outside.
Name: F r o m varied sources; the suffix - h a l t e r comes from a D w a r v e n Suzerain: C = Countess, CM = County Marshal, M H = M a s t e r of Horse,
w o r d for an armed camp; Borth synonymous w i t h shipbuilding; Preven M M M a s t e r of Magicks, HS -= High Steward, brackets indicate rule in
known for wines; m a n y Cerwyn citizens use their place of origin as part name only
of their name, w i t h the prefix di-, or just plain ' o f . _ Race mix: a l l h u m a n except as noted; N = mixed n o n - h u m a n races, 0%
Size: H a m l e t s not listed o n e every couple of miles or so, V = village indicates dangerous for that race
(basic guilds), I ---- town (basic + trading guilds), LT= large town (+ relevant Class m a x : h i g h e s t l e v e l f o r e a c h o f t h e c o m m o n c l a s s e s s h o w n ;
specialist guilds), C c i t y (any g u i l d possible); G u i l d o f H e r a l d s h a s question mark indicates a variable (normally low) level; a zero indicates
representative in every c o m m u n i t y larger than a H a m l e t that no overt members of that class would normally be tolerated
Defence: N u m b e r describes type of wall, letter type of ditch; 1 = none, 2 Wealth: 1 - 5 = poor-wealthy; relative to the size of the c o m m u n i t y
= picket (5'), 3 = pallisade (1 0'), 4-- stone wall (1 0'), 5 = stone wall+towers Garrison: n u m b e r before slash a p p r o x n u m b e r o f f i g h t e r s l o y a l t o
(20'); A = none, B , ditch, C = moat crown; n u m b e r after n u m b e r of County Horse picketed there
Ruler: C l a n = r u l e r selected f r o m d o m i n a n t clan o r family; M a r s h a l =- Constabulary: n u m b e r of civilian l a w enforcers
ruler nominated by suzerain, leading by charisma or force or by respect Religions: n u m b e r of different religions w i t h temples etc; * - sites of
of p o p u l a c e f o r s u z e r a i n ; E l d e r = s e n i o r m e m b e r ( s ) o f c o m m u n i t y • special r e l i g i o u s significance (undefined), = sites of very i m p o r t a n t
followed by consensus, G u i l d , ruled by council of leading guildsmen, or religious significance
dominated by one guild; Mayor - leader of a council elected by suffrage; Notes: C = cosmopolitan, n e w s travels fast, sophisticated population,
Burg , ( b u r g h e r m e i s t e r ) leader elected directly by suffrage; Seneschal T. efficient l a w - e n f o r c e m e n t if required, mixed alignments (average N), A s
steward acting on behalf of suzerain, r u l i n g w i t h suzerain's authority. average, mixed alignments (average N), I - isolated, news moves slowly,
Some communities may have an exceptional, charismatic leader, eg the superstitious population, l i t t l e come-back o n PC b e h a v i o u r, e x t r e m e
MU in M a m e l o k alignment domination possible, unpredictable l a w - e n f o r c e m e n t
Name Size Def Ruler Suz Pop Race mix C l a s s max With Source/wealth G'son Const Reis Notes
Amberteak 3B Clan (C) 950 N80% F 6 MU/C/T5 3 Farming/Trade 50/0 8 1 A
Amburane 2A Elder CM 11 0 0 E15% G5% 1/25'/0 F 5 M U 3 C / T 6 4 Farming 50/0 15 2 A
Amfleat LT 4C CM — D M ' s discretion — 50/0 A
Arncastle LT 5C MH — D M ' s discretion — 50/100
Borth LT lA Guild Ind 2000 N20'3/0 F / M U / C 1 2 T6 4 Fish/Shipping 50/0 25 3 * A
Bundock V 4A Guild HS 500 N80% F / M U / C / T 5 5 Trade 0/0 50 1 0
Burghalter V 4B Clan HS 125 E25% 1/225% F10 M U 8 C10 T4 1 Trade 0/0 20 3**
Cipello I 1A Mayor MH 750 N 1 0% F / M U 6 C4 T3 4 Farming 50/0 75 2 A
Cloke V 3B Guild HS 150 G50'/0 N20% F5 M U 7 C4 14 1 Lumber 0/0 5 1 A
Dahn 4B Burg. MH 1500 E30% DO% F15 MU12 C5 T5 2 Trade 50/100 50 2 A
Darkmoor LT 3A Marshal CM 2700 D20% F9 MU? C6 T7 2 Fish/Farming 50/0 250 2 A
Deepvein V 4B Clan Ind 550 D80% EO% F9 MU3 C/TO 5 Mining 0/0 0 0
Gallivan V 3B Burg (C) 450 E40'D/o G10% 1/225%F6 MU7 C/14 2 Farming 0/0 5 1"*
Gallo 1A Mayor CM 1000 N10% F/MU7 C4 T3 5 Farming 50/0 150 3 A
Gattry V 1B Guild Cn 350 G35% F/MU/C/T5 4 Wine 0/0 20 1 A
High Lygol 5C CM 7500 N50% ?? 5 Government 50/230 150 10**
Hyrpum LT 2A Mayor MH 3000 E15% D5% G5% F15 MU6 C8 T7 3 Farming 50/100 50 5" A
Jarhalter V 4B Clan (Cl 500 N80% F8 M U / C / T 4 1 Farming 0/0 5 3"
Jame V 3B Mayor (C) 500 N50% F7 M U 2 C / T 5 2 Trade 0/0 15 2 A
Juhll V 1A Guild 260 G1 5% E45% F3 M U 7 C17 T3 5 Wine 0/0 55 1*
Kaantinnen V 4B Burg 280 E35% N65% HO% F10 MU5 C8 T4 1 Fighting 0/ 0 0 3
Mamelok V 2A MU HS 125 E75% F4 M U 1 5 CO TO 4 Magic 0/0 0 0 A
Markennis V 1A Guild 310 G30% F/MU/C/T4 4 Wine 0/0 20 2
Newvines V 1A Guild 350 G35% F/MU/C/T4 4 Wine 0/0 15 2
Oakhoft V 3C Clan Ind 175 N10% F/MU/C1 215 1 L u m b e r ' Fight 0/0 1 5 1
°sport C 4B HS HS 7500 D50% N25'/0 F20 M U 1 5 C / T 9 5 Mining 300/300 150 5
Ossby V 2B Guild 180 D20% N20% F5 M U / C 4 T5 2 Trade 0/0 5 2* A
Pollard V 2C Marshal MH 210 E25% DO% GO% F8 M U 8 C2 12 2 Farming/Trade 0/0 75 0 1
Preven V 1A Guild 250 G25% E25% F5 M U 6 C3 15 5 Wine 0/0 35 2
Roseberry 3B Guild Ind 1400 N80% F12 M U / C 1 0 T9 2 Trade 50/0 25 7* 1
Sharifika V 1A Mayor CM 500 N10% F / M U 5 C3 12 4 Farming 0/0 20 2 A
Tellhalter V 5C Cleric Ind 350 N5% F/MU/C/T1 6 1 Fighting 0/0 0 1 1
Tirhalter V 4C Clan Ind 300 E0% GO% DO% F10 M U 5 C8 TO 1 Fighting 0/0 0 1 1
Urma V 4A Clan CM 175 1/280% F4 M U 3 C4 19 1 Farming 0/0 0 0 1
Wicbold 4C Sens CM 1250 EO% N25% F15 M U O C10 T6 2 Farming 50/0 25 3 A
14 IMAGINE magazine., Aprii 1985
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Cd w S o l o •••••
Darkmoor is one of the closest towns to the City League, and one much because h e t h e n m a d e t h e i l l u s i o n permanent. T h e bridge is crossed
passed through by adventurers on their way east. It has a population of many t i m e s a day, b u t t h e D M m i g h t w a n t t o enforce an intelligence
approximately 2700, scratching a living from passing trade, fishing and check before PCs cross it for the first t i m e
some a n i m a l farming. Even so, PCs m i g h t be attracted to stay awhile;
since the forests and hills just a f e w hours east contain m a n y tribes of
People
goblins, hobgoblins and gnolls — not to mention the brigands operating
from the steppes beyond. D M s could locate all kinds of encounters and The population are fairly shrewd, and will try to overcharge strangers for
adventures w i t h i n a day or so of the town.... most items on first acquaintance. They are largely neutral in alignment,
w i t h f e w t h i e v e s b e y o n d p e t t y cutpurses, a n d n o p e r m a n e n t m a g i c
The To w n users. I t w i l l n o t b e p o s s i b l e t o h i r e t h e m a s extra s w o r d - a r m s f o r
adventures, b u t s e r v a n t s a n d r e t a i n e r s w i l l c o m e c h e a p . R u m o u r s
Darkmoor is not a rich place. The dwarves and h u m a n s w h o live there abound a b o u t all t h e t r e a s u r e t h a t h a s been b r o u g h t d o w n f r o m t h e
are r u l e d b y t h e C o u n t y M a r s h a l ( o n b e h a l f o f t h e Countess Flavia) mountains by adventurers in the past — and of others who never came
through his representative, the Marshal Gasres (CD 9a). However, the back. A c o u n t e r - r u m o u r of impending goblin attack will cause a riot, and
garrison o f County troops supposed to exist here has fallen to just 30, the PCs will find t h e m s e l v e s on the w r o n g side of the authorities once
and the town has had to defend itself from the raids of humanoid species the 'joke' is revealed.
(three attacks in the last t w e n t y years) through its o w n resources. The
To w n M e e t pays 1 0 , 0 0 0 g p a year to Riojar A n d r e j L u i s (CD 2a), w h o
maintains a n d t r a i n s a p a r t - t i m e m i l i t i a o f 2 5 0 . T h e r e a r e f e w static C D 1 T h r e e W a g o n s I n n : P r o b a b l y t h e f i r s t p o r t o f call f o r
defences, save a r i n g o f houses w i t h fortified o u t e r walls, a r r o w - s l i t s newcomers. A t r a v e l l e r s ' r e s t i n g place. R o o m s f o r 1 g p / n i g h t , c h e a p
and a cleared area beyond, and t w o 25' towers. In an emergency, most food, g r i m a l e a n d n o w i n e . F e w l o c a l s c o m e h e r e , b u t h a r d - u p
of the citizens would fight, b u t forewarned of a big attack from the east, adventurers m i g h t be offered escort w o r k by merchants.
60% of the population w o u l d flee to the City League.
C D 2 M i l i t i a H o u s e s : T h e t w o watchtowers act as training
The City is the major trading outlet for Darkmoor produce. The town was centres and barracks for the militia. The western one also serves as HQ
built when the bay was full of tasty Whidring fish, a local delicacy. These for the Fighters G u i l d — w h i c h i s also u n d e r t h e control o f Luis. The
are l o n g gone, a n d D a r k m o o r f i s h e r m e n c o m p e t e badly w i t h those of militia are all F l , AC5, h p 4 w i t h spears and shortswords. They do not
Borth. Goat cheese, meat and horses form the majority of trade goods. function beyond Luis' explicit orders, and maintain order in the town in a
casual and arbitrary manner.
Darkmoor is built about a central open area — normally jammed w i t h
fishermen h a g g l i n g w i t h L e a g u e b u y e r s — a n d t h e t h r o u g h r o u t e C D 2 a Riojar Andrej Luis; Militia Leader;
League-Abercornil. M u c h of its life revolves around the Fish Market and M; F 7 ; N ; A C 0 ; h p 3 5 / 4 3 ; S 1 5 , D 1 8 , C h 1 6 ; u s e s l o n g b o w + 3 ,
the w e e k l y Horse M a r k e t ; t h e t w o f r e s h w a t e r wells; t h e Te m p l e o f longsword; ring of charm person (18 charges)
Rissinis and the Courthouse. M o s t of the built up areas consist of slum Luis is making a good living from this place (he is secretly buying a huge
dwellings, small shops, etc (this is equally true of the hamlets of Theist house in the City League by instalments), and will react immediately if
and Andlerfjee beyond the 'walls'), criss-crossed by n a r r o w alleys. anyone tries to take over. He will use his charisma (or his ring, which is a
very rare i t e m given to h i m by a p r e v i o u s employer) to keep the To w n
Its sole peculiar feature is the Nobridge. Thirty-five years ago, a gnoll Council o n h i s side, a n d i f ousted, w i l l a r r a n g e for i n f o r m a t i o n about
warband broke up w h e n the bridge it was crossing vanished — turned merchants' s h i p m e n t s t o r e a c h s o m e b a n d i t s h e k n o w s o f . H i s
invisible by a transient mage-adventurer. Perhaps he was a bit unstable, successors will t h u s start off w i t h a string of failures on their records.
P o s t code
Send this form to FLAGSHIP, P.O. Box 12, Aldridge, Walsall, West Midlands WS9 OTJ
X I I I . D a i - B a k e m o n o prefer u s i n g t w o -
handed w e a p o n s , t h e s e u s u a l l y b e i n g
one or more of the following:
i) the No-Dachi t h e No-Dachi classes
as a bastard sword for Ogre Magi.
ii) the Te t s u b o — i n t h e h a n d s o f a n
Ogre Magi this does 1d1 0 damage.
in) the Naginata — doing 1 d10 damage.
iv) the D a i - K y u ' G r e a t B o w ' — w h i c h
classes as a 4 - m a n bow.
X I V. W h e n a Dai-Bakemono reaches
12th l e v e l , h e b e c o m e s a B a k e m o n o -
Kunshu (Bakemono Lord). The Bakemono
Kunshu are the most culturally aesthetic
of the goblins and ogres, always seeking
personal p o w e r and usually maintaining
some form of hideout in a disused temple
or abandoned keep, served by retainers—
as would be a fighter of the same level —
and entertained by guests and slaves. A t
16th l e v e l t h e L o r d g a i n s a d d i t i o n a l
V. A l l h a v e ten-sided h i t dice t i l l t h e y retainers, these being:
T 1areO gnroet tMagi
h e o of
n l ythe
f oM
r mo nosft eJra p
Manual
anese reach 10th level, then they add 1 point per i) 1 d 4 3rd level fighters or
ogre, b u t are the highest of these forms. new level. ii) 1 d3 3rd level Ogre Magi or
In Japanese, t h e general t e r m for ogres iii) one Penanggalan.
and goblins is Bakemono. Normal A D & D * V I . A l l t h e Dai-Bakemono a r e l i t e r a t e
game goblins w o u l d be Bakemono-sho, and c a n s p e a k t h e i r o w n t o n g u e , t h e X V . O g r e M a g i h a v e light-blue, l i g h t -
AD&D ogres w o u l d be O-Bakemono and common l a n g u a g e a n d t h e i r i n d i v i d u a l green, pale y e l l o w o r pale b r o w n skins,
lantern/stone g o b l i n s B a k e m o n o - t o r o . alignment language, a l o n g w i t h g o b l i n their skin darkening as they g r o w older.
The Ogre-Magi are called Dai-Bakemono. and ogre. T h e y m a y also add o n e extra Their h a i r colour is n o r m a l l y one o f t h e
They d r e s s a s d o t h e B u k e — t h e language f o r e a c h I n t e l l i g e n c e p o i n t skin tints, for example an Ogre Magi with
Japanese aristocracy a n d are generally above 14. green s k i n m a y h a v e b l u e , y e l l o w o r
clean a n d w e l l - m a n n e r e d . T h e D a i - brown hair, though it is usual for green-
Bakemono p r i d e t h e m s e l v e s o n t h e i r VII. O g r e Magi's racial thieving and b l u e - s k i n n e d O g r e M a g i t o h a v e
cultured senses and consider themselves modifiers a r e a s f o l l o w s : P i c k p o c k e t s respectively b l u e - a n d g r e e n - c o l o u r e d
as true warriors. -5%, M o v e Silent +5%, Hear Noise +5%, hair. P a l e y e l l o w s k i n s a r e v e r y r a r e .
Read Languages +5%. Those with brown skins usually have dark
The Ogre M a g i c a n be u s e d a monster, yellow h a i r a n d occasionally h a v e j e t -
race o r character class, a s desired. The V I I I . A s a c h a r a c t e r class, t h e O g r e - black h a i r. C o m m o n O g r e M a g i h a v e
information below expands on the initial Magi h a s a 1 % c h a n c e o f being a s p l i t black nails, nobles having white. They all
information given in the M o n s t e r Manual class O g r e M a g i / C l e r i c — and may not have very b r i g h t w h i t e teeth a n d tusks.
combine with any other type of class. The e y e s o f t h e D a i - B a k e m o n o a r e
I. O g r e M a g i m u s t be of Evil alignment; variously coloured dark shades, u s u a l l y
70% a r e L a w f u l E v i l b u t t h e y c a n b e I X . A l l Ogre Magi regenerate at a rate of red, blue, maroon, green, black or purple,
Neutral Evil (15%) or Chaotic Evil (15%). 1 h i t point per level per round. Separated w i t h w h i t e or off-white iris. Female Ogre
limbs d o n o t r e - g r o w b u t m a y b e r e - Magi are usually scarlet with yellow hair
All have 60' Infravision, with good day attached. and are more rare.
vision and excellent night sight.
X . O g r e Magi have the same weapon X V I . O g r e Magi live for up to 200 years
All move 1 2 " per round on foot and proficiencies as fighters. and use the 'halflings' column on page 13
w h e n flying t h e y move a t 1 5 " and have of t h e D M ' s guide f o r ageing modifiers.
aeriel manoeuvrability class B. X I . A l l Dai-Bakemono can fly for 2 turns Ogre Magi start being 23 + 2d1 0 years old
per level per day, can cast invisibility (as and approximately 9' 5 " tall.
I V. O g r e M a g i c h a r a c t e r s h a v e a per m a g i c - u s e r s p e l l ) o n t h e m s e l v e s
Strength a n d Intelligence of at least 14. twice p e r d a y, c a n c a u s e d a r k n e s s 1 "
Their r a c i a l c h a r a c t e r i s t i c s a d d o n e t o
both Strength and Intelligence and sub-
radius three times per day per level and
can polymorph into and out of humanoid
by David Knowles
tract one from Wisdom and Constitution. form thrice per level per day.
18 I M A G I N E magazine, Aprit 1985
The cultures of A n c i e n t China and Japan
were n o t t h e p r o d u c t s o f o n e n a t i v e
people. T h e y g r e w o u t o f t h e lives a n d
ideas of m a n y tribes, and the myths and
legends of these peoples were amalgam-
ations o f ideas accumulated f r o m m a n y
quarters, w i d e l y d i ff e r e n t i n space a n d
time. O n e can a l w a y s f i n d variations o f
this. Under his neck, the dragon's scales
are reversed, a n d h e has five c l a w s on
each f o o t . T h e m a l e d r a g o n c a n b e
distinguished b y h i s whiskers, t h e u n -
dulating shape of his horn which is wider
in the upper part, and by a lustrous pearl
lodged u n d e r h i s c h i n o r carried i n h i s
throat. D r a g o n s a n d p e a r l s a r e closely
A
legends c o n c e r n i n g m y t h i c a l creatures, connected, as we shall see.
customs and folklore. Imported elements As w e l l a s b e i n g a s s o c i a t e d w i t h
were often fused w i t h national ideas. In different creatures, Chinese and Japan-
the D E I T I E S & D E M I G O D S ® Cyclo- ese dragon-gods often appeared in poly-
paedia (or s h o u l d I n o w call i t L e g e n d s morphed forms, sometimes as a youth or
and L o r e — g o o d t i t l e t h a t , eh?), t h e old m a n , s o m e t i m e s a s a b e a u t i f u l
mythology of China is said to be so vast maiden or old woman, and sometimes as
that it is impossible to cover it adequately creatures such a s rats, snakes, fish, o r
and s t a y w i t h i n s i z e r e s t r i c t i o n s (p37). inanimate objects such as trees, swords
This statement is very true — you could or other implements.
almost say that t h e Chinese had a deity Dragons hatched from beautiful-colour-
for a n y t h i n g a n d e v e r y t h i n g ! I t w o u l d ed s t o n e s . I n A n c i e n t C h i n a , c e r t a i n
probably take h u n d r e d s m o r e issues o f beautiful s t o n e s w e r e c a l l e d d r a g o n s '
IMAGINED' m a g a z i n e j u s t t o s k i m t h e eggs and it was believed that w h e n they
surface of the tales of gods and heroes of split, l i g h t n i n g flashed, t h u n d e r roared,
China a n d Japan. So, I h a v e decided t o darkness fell and w a t e r poured out from
choose a small, but colourful and interest- the stone. Then, the new-born dragon (no
ing g r o u p o f O r i e n t a l b e a s t i e s — t h e larger than a lizard) flew into the sky. The
dragons. 6th c e n t u r y w o r k S h u i k i tells h o w a
Dragons appear in the works of Ancient snake c o u l d g r o w i n t o a d r a g o n . A
Chinese a n d Japanese w r i t e r s a n d a r e watersnake living for 500 years turns into
also illustrated i n m a n y forms in books, a kiao, a n d after another 5 0 0 years t h e
on sculptures, textiles and porcelain. The kiao changes i n t o a l u n g (kiao-lung is a
Chinese dragon i s a s t r a n g e m i x t u r e o f fish-dragon w i t h fish-like scales (similar
several other creatures. The writer Wang to t h e Y u L u n g o f t h e F I E N D F O L I O N
Fu said t h a t a dragon had the head of a Tome p 3 0 ) . A f t e r 5 0 0 years, t h e l u n g
camel, the horns of a stag, the eyes of a metamorphoses into a kioh-lung (horned
demon, t h e ears of a c o w, t h e neck of a dragon) and after another 5 0 0 years, the
snake, the stomach of a clam, the scales cycle i s c o m p l e t e a n d t h e k i o h - l u n g
of a carp, t h e c l a w s of an eagle and the emerges as a ying-lung (winged dragon).
soles of a tiger's feet. On its head it had a By FF standards (p27), the Chinese ying-
chl'ih m u h a kind of inflated l u m p that lung is by this time a very ancient dragon!
enabled it to fly and soar through the air. Whatever shape they assumed, m y t h -
This description allows there to be many ical Oriental dragons were always closely
possible creature combinations. Indeed, associated w i t h a n y t h i n g t o d o w i t h
there w e r e horse-, snake-, c o w - , toad-, water, r a i n , t h u n d e r a n d s t o r m s . T h e
dog- a n d f i s h - d r a g o n s e t c . A l l a n i m a l s Japanese p'an lung or coiled dragon was
which had scales, feathers or hair w e r e able to control large quantities o f w a t e r
more o r less associated b y t h e a n c i e n t (see the Pan Lung of the FF for its AD8EI:W
Chinese with the dragon. The only creat- game equivalent). S o m e d r a g o n s w e r e
ure which seemed never wholly to be com- known as Rainlords and Gods of Thunder.
bined w i t h a d r a g o n w a s t h e tiger, a n d In the DDG/LL, Chih Sung-Tzu is the lord
this could be explained by the fact that the of rain a n d appears as a m u s c u l a r m a n
tiger w a s t h e d r a g o n ' s m o r t a l e n e m y. (p38), a n d L e i K u n g i s t h e D u k e o f
Most d r a g o n s w e r e divine. T h e y w e r e Thunder a n d a p p e a r s a s a m a n w i t h
deities of water and rain, while the tigers smoking black skin and eyes like lightning
were deities of mountains and wind. bolts (p40).
Dragons' b o d i e s (according t o W a n g Dragons tended to live in deep pools of
FL) had three jointed parts and their hides water. They would rise up to the surface,
were made up of 11 7 scales. 81 o f these
had g o o d i n f l u e n c e ( t h e C h i n e s e g o o d
soar towards the clouds, create thunder,
bring r a i n a n d f l o o d r i v e r s . T h o s e t h a t OF CHINA
spirit or yang) and 3 6 had bad influence
(the Chinese bad spirit or yin). The dragon
lived i n t h e seas and oceans controlled
the tides. In Japanese legends, dragons
were t h e g u a r d i a n s o f t r e a s u r e a n d
AND JAPAN
was t h e r e f o r e l o o k e d o n a s b o t h a
Preserver and a Destroyer, and some of
the legends involving dragons illustrate
especially t h e pearl g r o u n d s u n d e r t h e
sea. T h e J a p a n e s e d r a g o n k i n g o f t h e by Carole Morris
19
I M A G I N E magadne, Apra 1985
Ng4•1?
4ott.--"
Aomonwr.,
ocean possessed pearls w h i c h w e r e the growing under water and often chose to and c a s t i n g a t r i p o d f r o m t h e m o l t e n
'jewels t h a t g r a n t a l l d e s i r e s ' a n d t h e take the form of pine trees. W h e n a pine metal (some m a t e r i a l component!). T h e
'jewels o f e b b a n d f l o w ' . D r a g o n - k i n g becomes v e r y o l d , i t i s c o v e r e d w i t h dragon then descended and let him ride.
Oho-Watatsumi ( s o m e t i m e s k n o w n a s scales of bark and in the end changes into He also prepared a potion of immortality
Toyo-tama hiko no Mikoto or the Prince of a dragon. By night, 'dragon lanterns' (ie or s o m a b y m e l t i n g c i n n a b a r (dragon's
Many Pearls) had a watery kingdom at the ignis l a t u u s ) a r e s e e n o n p i n e t r e e s i n blood o r m e r c u r i c sulphide). Copper, i n
bottom of the sea. The 'jewel of ebb' was a marshy areas a n d also o n t h e m a s t s o f China, h a s associations w i t h d a r k n e s s
brilliant w h i t e pearl w h i l e t h e ' j e w e l o f ships at sea. and death. The Stone of Darkness was a
flow' w a s d e e p b l u e i n c o l o u r. T h e In C h i n a , t h e s e a s o n o f d r o u g h t i s hollow s t o n e w h i c h c o n t a i n e d e i t h e r
Japanese Empress Jingo once persuaded Winter. The dragons are then supposed to water o r t h e ' v i t a l s p i r i t o f copper'.
a dragon-god o f t h e sea t o drown a n be asleep in their pools because of the dry Dragons w e r e f o n d o f t h e s e s t o n e s a s
enemy Korean army using such pearls of weather. The dragons hide themselves in well as beautiful gems.
Iron, on the other hand, was anathema
to dragons. In Japan, if iron and filth were
flung i n t o d r a g o n p o o l s , t h e d r a g o n s
would rise u p and raise hurricanes that
devastated t h e land. I n China, i r o n w a s
regarded as a protection against dragons.
According t o Wa n g Fu in t h e 'Rh ya yih,
dragons dreaded i r o n because i t h a d a
pungent n a t u r e a n d i n j u r e d t h e i r eyes.
When t h e C h i n e s e w a n t e d t o r a i s e a
dragon because t h e y w a n t e d rain, t h e y
made a g r e a t noise a n d t h r e w iron i n t o
dragon pools. T h e d r a g o n s w o u l d t h e n
rise up to protect their eyes.
Dragon-gods of water, rain and thunder
were a s s o c i a t e d w i t h g o l d o f v a r i o u s
colours (the colours w e r e references t o
gold fused with other metals). There were
red, y e l l o w, w h i t e , b l u e a n d black gold
dragons. A n o l d C h i n e s e t e x t h a s t h e
following passage:
'When t h e y e l l o w dragon, b o r n f r o m
yellow gold a thousand years old, enters a
deep place, a yellow spring dashes forth;
and i f f r o m t h i s s p r i n g s o m e particles
ebb a n d f l o w . D u r i n g s t o r m s a t s e a , the w a t e r a n d s l e e p t o preserve t h e i r arise, these become a yellow cloud. In the
sailors even used to throw jewels into the bodies. They stir and rise up in the Spring same w a y blue springs and blue clouds
sea to pacify the dragon-king. (Are there and begin to fight one another. A dragon originate f r o m b l u e dragons, b o r n f r o m
any of you o u t there w h o haven't had to battle a f t e r a d r y season i s a t h u n d e r - blue g o l d e i g h t h u n d r e d years old; red,
part w i t h your favourite gems in a sticky storm w h e n t h e r a i n p o u r s d o w n i n white and black springs and clouds from
situation w i t h a dragon?) torrents. I f a l a r g e n u m b e r o f d r a g o n s red, w h i t e and black dragons born f r o m
The p a l a c e o f t h e J a p a n e s e d r a g o n - fight simultaneously, and the battle goes gold of the same colours a thousand years
king in the Underworld could be entered on for a long time, the rivers rise in flood old.'
through a d e e p m o u n t a i n c a v e o r a and c a u s e g r e a t destruction. A s u p e r - There were five dragon-gods w h o pre-
dragon-guarded w e l l . I n s o m e C h i n e s e stition h e l d t h a t n o m o r t a l s h o u l d gaze sided over the seasons. The Dragon of the
stories, t h e d r a g o n p a l a c e i s l o c a t e d upon a dragon battle since this was both East w a s blue and w a s associated w i t h
below a faraway island in the Eastern Sea unlucky and deadly. spring rains. The Dragon of the West was
which c a n n o t b e approached e a s i l y b y A Chinese emperor was thought to be white a n d w a s associated w i t h a u t u m n
ships. T h e w a v e s c r a s h a g a i n s t t h e an incarnation of the dragon-god. Accord- fruitfulness. T h e D r a g o n s o f t h e S o u t h
island's steep crags, and when the tide is ing t o an old Chinese conception o f t h e were r e d a n d y e l l o w and presided over
high, the island is covered w i t h water. world, the emperors were supposed to be the S u m m e r, w h i l e t h e D r a g o n o f t h e
Dragon-wells were usually situated in- holy beings on earth, and the idea of the North was black and was the harbinger of
side d e e p m o u n t a i n c a v e s . A f a m o u s dragon b e i n g t h e s y m b o l o f i m p e r i a l the w i n t e r d r o u g h t . W h e n t h e dragons
dragon-well is situated on top of M o u n t power w a s b a s e d o n t h i s . S i n c e t h e had t h e i r battles i n t h e skies, fire-balls
Pien in Hu-cheu. It flows from a cave and emperors were so closely connected with and pearls fell to the ground. Pearls gave
is k n o w n a s t h e G o l d e n W e l l S p r i n g . the dragon-gods, t h e g r e a t destruction, the p r o m i s e o f a b u n d a n t s u p p l i e s o f
Golden We l l Cave is said t o be so deep loss of life and social upheaval caused by water in the future. If the agriculture was
that n o o n e c a n r e a c h t h e e n d o f i t . flooding w e r e believed to be the result of to prosper and crops g r o w well, the blue
Dragons w e r e a l s o c l o s e l y associated the e m p e r o r ' s a n d p r i e s t s ' f a i l u r e t o and y e l l o w dragons should prevail over
with waterfalls. They haunt ed t h e deep control t h e d r a g o n s . A w h o l e d y n a s t y the rest.
pools below the waterfalls in one or other could b e o v e r t h r o w n b y u n r e s t i n t h i s Dragons w e r e life-givers in healing as
of their forms, for example, fishes such as way. well as in rain, fertility etc. Certain herbs
carp, eels and salmon. Both C h i n e s e a n d Japanese d r a g o n s such a s Red C l o u d H e r b a n d D r a g o n ' s
Wa t e r was held to be both a life-giving were associated w i t h p r e c i o u s m e t a l s , Liver (a species of gentian) could be found
and a d e s t r o y i n g f o r c e — h e n c e t h e jewels, stones and pearls: after thunderstorms by the side of dragon
dragon is a preserver and a destroyer at In J a p a n e s e h i s t o r i c a l r e c o r d s , t h e pools. Fossil b o n e s w e r e a l w a y s called
the same time. The w a t e r of life and the Emperor Hwang brought a dragon d o w n dragon bones and w e r e used in Chinese
tree o f l i f e w e r e c l o s e l y connected. A to earth so that he could ride on it. He did medicine. The dragons were supposed to
dragon could assume the shape of a tree this by gathering copper on a m o u n t a i n cast off their bones as well as slough their
20 TMAQINE magazine, Apti1 1985
DISPEL CONFUSION
Role-playing games have rules which are
open to interpretation, a n d this some-
skins, and there w a s an island on w h i c h times causes problems when two garners
dragon bones could be found. A bone of interpret t h i n g s d i ff e r e n t l y. D i s p e l
all f i v e c o l o u r s w a s t h e m o s t effective, Confusion is a column intended to help
then white and yellow. Black was inferior. by providing answers to rules questions.
A Chinese tract called the Shu King tells At present we mainly answer questions
that blue, y e l l o w, red, w h i t e a n d b l a c k about TSR games; while the answers we
dragon bones corresponded t o diff er ent give are n o t fully official w e do have
internal organs and helped cure illnesses contact w i t h the designers and a good
of them. deal of playing and refereeing experience.
Dragon pearls w e r e very valuable and An answer column needs questions, so for s p e l l purposes. I n a t l e a s t o n e
most stories about pearls have dragons in send yours to: Dispel Confusion, TSB UK case, parasites m u s t be affected b y
them somewhere. In the Shu i ki, dragons Ltd, The Mill, Rathmore Rd, CAMBRIDGE 'one creature' spells, otherwise cast-
were said to spit Out pearls. They carried CBI 4AD. I f you don't want to wait for ing invisibility o n somebody w o u l d
pearls w o r t h a hundred pieces of gold in your question to appear in the magazine, produce a hazy outline of the person,
their m o u t h s , u n d e r t h e i r t h r o a t s o r i n please enclose a 9"x 4" SSAE caused b y bacteria a n d o t h e r para-
their pools. T h e ' t h u n d e r pearls' w h i c h sites f l o a t i n g a r o u n d i n t h e blood-
drop f r o m d r a g o n s ' m o u t h s w h e n t h e y stream.
fight in the sky illuminate houses at night. ADVANCED DUNGEONS &
There w e r e also dragon-gods of light. A DRAGONS® and DUNGEONS Q. W h a t exactly is m e a n t by the terms
black dragon could v o m i t light and t u r n 'human', 'demi-human' and 'human-
darkness i n t o light. E v e n w h e n d r a g o n & DRAGONS® games oid'? A r e n ' t t h e y t h e s a m e t h i n g ?
skins w e r e cast off, t h e y shone a t n i g h t (Basic/Advanced)
like t h e pearls. A n o l d Chinese c u s t o m Q. W i l l the spell a n i m a t e dead work on
was to carry in procession on the 15th day the corpses of monsters, for example A. Definitions a s t o w h a t t h e v a r i o u s
of t h e f i r s t m o n t h o f t h e year, a dragon kobolds o r m i n o t a u r s , a n d a n i m a t e terms m e a n i n t h e games are quite
made f r o m paper, bamboo and linen. In them a s 2 H D zombies? ( B a s i c / confused at times, partly because the
front o f i t w a s c a r r i e d a r e d ball. T h e Advanced) rules have been under revision since
Chinese called this the 'Pearl of Heaven', they were first published.
le t h e m o o n . T h e dragons w e r e m o o n - A. The answer as far as the AD&D game 'Human' means just that, a m e m -
and sun-devourers who caused eclipses, is concerned i s very simple — yes, ber o f t h e s p e c i e s h o m o sapiens,
but w e r e also guardians o f the m o o n i n despite t h e fact that t h e description regardless o f o t h e r considerations.
their c a p a c i t i e s a s g o d s o f t h e f o u r of t h e s e c o n d l e v e l c l e r i c a l s p e l l 'Humanoid' should literally mean all
quarters (seasons). D r a g o n - p e a r l P e a k indicates that it will only work on the beings that are man-like (or woman-
(Ryushuho) i s a m o u n t a i n i n J a p a n bodies o f humans. The notes in t h e like) in form — one head, t w o arms,
associated with a Buddhist temple called DMG ( p 4 1 ) a r e q u i t e c l e a r, a n d t w o legs - - but in practice the word is
Cloud-dragon Shrine in legend. When the contradict the PHB, but as usual the limited t o e v i l a n t h r o p o m o r p h i c
temple was being built, a dragon carrying DMG takes precedence. beings (orcs, goblins, gnolls and the
a pearl in its mouth appeared before one In the D8ED game, however, things rest) rather than elves and dwarves.
of t h e p r i e s t s a n d t h e m o u n t a i n a n d are n o t s o s i m p l e . A c l e r i c c a n Elves, d w a r v e s a n d h a l f l i n g s a r e
sanctuary w e r e h e n c e f o r t h k n o w n b y animate one hit die of dead body per referred t o a s ' d e m i - h u m a n ' i n t h e
dragon names. level, and the body can be of any type Basic rules s o m e t h i n g a bit closer
Magical swords w e r e often possessed of creature. T h u s a m i n o t a u r (6HD) to ' h u m a n ' t h a n ' h u m a n o i d ' , b u t
by t h e s p i r i t s o f dragon-gods. T h e s e can be animated by a 6th level cleric definitely n o t p u r e h u m a n . I n t h e
dragon swords could be owned and used as a 6 H D skeleton o r 7 H D zombie. Advanced game, these three races,
by m o r t a l s , b u t o n l y f o r s h o r t periods. Confusion may arise because a char- plus g n o m e s , h a l f - e l v e s a n d h a l f -
Stories a r e t o l d o f s w o r d s b e i n g t a k e n acter such as a 9th level thief or 12th orcs, are closest of all to the h u m a n
away by dragon-gods and even of swords level f i g h t e r i s a n i m a t e d a s a 1 H D standard of shape and facial appear-
leaping of their own accord into rivers and skeleton or 2HD zombie. In this case ance, hence the distinction between
oceans, assuming dragon shape again as the body is treated as though i t had them a n d t h e m o r e o b v i o u s l y u n -
they h i t t h e water. The Kusanagi s w o r d formerly been a Normal Man. human humanoid monsters such as
was a f a m o u s Japanese s w o r d o f t h i s gnolls.
type used by the emperors, was placed in Q. I f a c h a r a c t e r d r i n k s a p o t i o n o f
a temple for part of its life, and was finally d i m i n u t i o n w i l l any parasites shrink Q. H o w experienced must a cleric be to
carried back to the palace of the dragon- as w e l l , o r w i l l t h e y s t a y a t t h e i r cast a glyph o f warding for paralysis
god in his kingdom under the sea. original size? (Basic/Advanced) or energy drain? (Advanced)
All i n a l l , t h e Chinese a n d Japanese
ideas about dragons are a long way from A. Thankfully, the parasites — rot grubs, A. G l y p h s f o r t h e s e a n d o t h e r effects
smoky o l d S m a u g o n h i s h e a p o f g o l d for example, i n t h e Advanced game may be cast by clerics w h o can also
(though most of them seem to have had a — w i l l s h r i n k as well. A s parasites, cast spells w i t h s i m i l a r effects. So,
penchant for jewels and pearls!). As well such c r e a t u r e s a r e a p a r t o f t h e for example, a glyph of energy drain-
as b e i n g f e a r s o m e creatures, d r a g o n s host's system, and thus suffer all the ing can only be cast by a cleric of level
were i n t i m a t e l y l i n k e d w i t h practically effects of potions and the like. 16 o r h i g h e r ( e n e r g y d r a i n i s t h e
every facet of life and were just as much a Whether parasites are affected by reverse of the 7th level spell restor-
force for good as ill. Even so, Bilbo said, spells which have an area of effect of ation). Taking paralysis as the equi-
'Never laugh at live dragons!'. 'one creature' or 'the creature touch- valent of a h o l d person, means that
l k Carole Morris ed' i s open t o debate. B y t h e exact this effect is available t o any cleric
wording o f s u c h spells t h e y should who c a n cast a glyph i n t h e f i r s t
Works consulted: place.
not be affected but, i f o n l y for s i m -
The D r a g o n i n C h i n a a n d J a p a n : W M W de Visser plicity's sake, w e s u g g e s t t h a t t h e 010Jim Bambra, Mike Brunton,
The R e l i g i o u s S y s t e m o f C h i n a D e Groot presence of any parasites is ignored Phil Gallagher & Graeme Morris
M y t h s of China and Japan. D A MacKenzie
I M A G I N E m a g a z i n e , A p r a 1985 21
111111101"11111011CON"1
,11111111111111111111111i11111i11111111111111111111110111111111111111110"100011111111
;16311111111111111111141111011111111111111( RM
Ili 1111111111111111111i1
i11111111
, '11111,111,11iIiIi,
rk3)1
-
COWIE, C L A I RV O YA N T
'Why didn't you mention Avalon Hill/Victory Then there is Goldfinger 2. This is billed as announce that there will be a module based on
Games in your Toy Fair summary of 124?' said 'not based on any book or movie'. It can be the forthcoming Bond movie A View to Kill.
an indignant Ensign telephone handset the played on its own or as a sequel to Goldfinger. Another VG release is Purple Heart module
other day. Actually it was the voice of Michael A word of warning. It's not advisable to be a for Ambush. While not an rpg in the accepted
Hodge, AH UK's supremo, connected by the scientist in either adventure. Nuff said. The sense of the term, this game is of interest since
magic of metal wire from distant London, talk- modules retail at E7.80 each. it is designed entirely for solo play and gives
ing to me through the finely sculpted plastic Thrilling Locations is a James Bond sup- players command of a small group of WWII
instrument. Beating down the desire to ask plement which brings a touch of conspicuous infantry (about t h e s a m e number a s a r e
him what a man of his age was doing reading consumption to our humdrum lives. This svelte present in most parties of adventurers, as it
IMAGINErm magazine, I let him into a Trade book, teeming with the novelty of photographic happens). Thus, although combat is empha-
Secret. I wrote the Toy Fair piece in advance of illustrations, gives detailed descriptions of (I sised, the player assumes the character of the
the event. Heaven knows why I waste my pre- quote) 'elegant restaurants, preeminent (sic) squad sergeant and so the game is (triumphant
science on Illuminations readers, when half of lodgings and sumptuous travel accommodat- climax of a tortuous argument)virtually an rpg.
them don't like my column (Readers Survey ions'. In short, it allows us to take a vicarious Purple Heart provides add-on components to
424). I think it's m y paternalistic desire t o glimpse of a world hitherto only experienced by the basic game: more maps, counters etc, plus
inform and, er, illuminate. Anyway, although TSR managing directors. Floorplans, encount- the all-important Missions. Six of these are
the forecasts in 124 were accurate, they were er tables (turning a corner you m e e t Ian provided, allowing play to take place in various
incomplete, as Mike Hodge lost no time in Livingstone: Special Attacks: autographing, settings in wartime Europe.
pointing out. So, let's right the shameful wrong smiling. Weakness: Falling o f f h i s wallet); Avalon Hill have some interesting Spring
and see what AH/VG have to offer. NPCs, the whole works, and based on settings releases p l a n n e d . T h e r e a r e t w o D u n e
Stopping by at the usual dead-letter box, I from the books and films. £9.50. modules, S p i c e Harvest and T h e Duel;
found that Victory Games of New York had Victory Games have also announced a series Perilous Lands and Book of Tables for Powers
made a drop. Substantial amounts o f n e w of James Bond Action Episodes. These are a & Perils; and Monster Coliseum for 131:13.
supplementary material for the James Bond bit of a novelty, being designed for 8-year-olds Finally a D i p l o m a c y g e n r e g a m e , P a x
007 rpg are now available through Official and above. They are easy to learn and contain Britannica is one to look for. It's set in the
Channels. There are a couple of Adventure mounted maps and cardboard figures w i t h period 8 8 0 - 1 9 1 4 and can accommodate from
Modules: The M a n With the Golden Gun plastic bases. Due for a Spring release are the 4 to 7 players in a worldwide game of national
where Bond faces Scaramanga, a sort of up- first four, based on the first four JB Adventure self-assertion. £24.95.
market Lone Ranger (he uses golden bullets). Modules. Retailing at E8.95 each. Victory also 00 Doug Cowie
News of Small Pieces lets, ten A 4 street plans on thin card and a skeletons; St George and the Dragon (quite a
colour, fold-out map of the City and environs. little dragon); D a r t Thrower and Undead
I know a few people will be very pleased to hear TG and Haven are both high quality items Crew; another Skeleton Cavalryman, this
that Grenadier Models UK Ltd will definitely be which deserve to be widely available in Britain. time with barded horse and a foot figure, and a
importing the products of Gamelords Ltd. The Gamelords also produce nine supplements pack of Familiars and Homoculi to decorate ad
two principal items from this company are for the Thieves Guild system along with four enhance character figures.
Thieves Guild and Haven, The Free City. I Campaign Modules for Haven; a couple o f
have in front of me the latest, boxed versions of generic, linked fantasy adventures a n d a
both of these, still shrink-wrapped and looking whole stack of Traveller adventures. These To l k i e n Miniatures
decidedly tempting. So, i n t h e interests o f publications will be imported as well. No idea
enlightening m y reader, I shall violate t h e of price yet; suffice i t t o say that nothing Citadel's new Middle Earth Figures will be
pristine wraps... coming from the US is cheap by the time it's on available shortly as will those of Grenadier. It
Thieves Guild (headed 'completely revised sale in Britain, but Grenadier hope to keep the will b e interesting t o see h o w these t w o
second edition' and sporting a nice new illus- price down as much as possible despite the companies interpret Tolkien's classic charact-
tration to prove it) is revealed to consist of three sickly state of the pound. ers and creatures in metal. Both ranges will be
uooklets plus various maps and plans. It gives available in the UK, since the licences from
the impression of consisting of all there is to Grenadier also have six new sets in their UK- Tolkien Enterprises granted both manufact-
know about running thief characters. Haven's produced Fantasy Lords blister pack range. urers worldwide rights. Grenadier's will be
new box is not so immediately attractive as These are Armoured Dragonmen to com- manufactured i n Britain and t h e USA, t h e
TG's. The contents, however, are perhaps of plement t h e existing unarmoured ones; range kicking off with two boxes of character
more universal appeal. It contains nine book- Undead Orcs which are a nifty new line in figures.
"0,1701
TheHalls of theDwarvep
e
Mpg
._,. % L 7 . 9
An exciting scenario by TORTURED SOULS! •
&._ s s *
with realistic settings from ENDLESS PLANS11, t i w
* fully detailed 24-page scenario dila 1 . * 12 sheets (A4) of floor plans
* 4 full pages of maps, scrolls, etc
* 10 scenic illustrations on 4 111 0 7 -
* 3-piece dungeon. c r e e n * 4 large cards of NPC statistics
* see TORTUi sev,-,AAS! issue 6 for special introductory scenario -
F
iIcLostSfripc Coming
of 1iasar-10ap vro
Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 23
THE WORDS OF GU-GUR
W E A P O N S : W e a p o n q u a l i t y varies according t o
the s k i l l o f t h e c r a f t s m a n w h o forged t h e blade. A
good quality weapon gives +1 t o hit and to damage; in
A D & D this could be considered a superior blade or as
a s w o r d + 1 . I f superior blades a r e used i t i s
recommended that any weapon w i t h a bonus of +2 is
.4; considered to be magical.
eD
O K U D E N : T h e s e are the secret teachings taught
u to w a r r i o r s b y m a s t e r s o f t h e i r p r o f e s s i o n . B y
employing okuden techniques Bushido warriors able
to s e c u r e a c l e a r advantage o v e r t h e i r opponents.
Where possible these have been converted to A D & D
c, in the form of special attacks and defences.
1
OLo-deg4edetfAlditoadt0 41.A1
0,017
fp.
'01
A Note on Pronunciation
Unlike English, there are no silent vowels in Japanese — or at least there are none in the version which is
spoken in the fantasy world of Nippon. As with Italian, ending vowels are sounded. Kumo Ushii is pronounced
KOO-MOH 00-SHE-EE, sake as SAH-KEH etc, with all the syllables given an equal stress.
A glossary of Japanese words is included in the statistics for the AD&D game.
25
I M A G I N E ntagazine, April 1985
THE WORDS OF GO-GUR
Background
The village o f S h i n e n , located i n a m o u n t a i n
valley south of Hirosaki in Mutsu Province, has
never been w o r t h y of attention since the end of
silver m i n i n g i n t h e s u r r o u n d i n g h i l l s . T h e
Kumo ' c l a n ' h a v e h e l d t h e l a n d s a r o u n d
Shinen for generations, content to live on the
proceeds o f the m i n e s and t h e labours o f the
peasantry. K u m o Castle, the fortified m a n s i o n
that controls t h e valley, i s little m o r e t h a n a
large m a n o r house, a l t h o u g h i t h a s a strong
defensive p o s i t i o n . R e m o t e a n d n o w u n i m -
portant, S h i n e n h a s s u n k i n t o a l m o s t t o t a l
obscurity.
Three y e a r s ago, i n t h e m i d d l e o f t h e w o r s t
winter t h a t S h i n e n h a d seen, a bonze — a
travelling B u d d h i s t m o n k — a r r i v e d i n t h e
valley b y m o u n t a i n paths. N e a r l y dead f r o m
exposure, h e w a s taken in and nursed by the
village h e a d m a n a n d h i s f a m i l y. W h e n t h e
bonze had recovered, he cured the headman's
grandmother o f h e r blindness in p a y m e n t for
the kindness s h o w n to him.
ArsillowNit•
'Go-guji' replied the Buddhist monk truthfully,
as that was the name his father had given him.
But with the first m o n t h of summer, the bonze's words came back to the Tsumo Ishisu is a shugenja — a sorceress — and to a l i m i t e d degree a
thoughts of Kumo U s h i t He and five of his retainers were attacked by a seeress as well. She has been using the spell Wa l k the Wa y of Wood in
group of r o n i n w a n d e r i n g , m a s t e r l e s s samurai. A l l b u t one o f the an attempt to f i n d help, although so far w i t h o u t any real success. Those
attackers were swiftly cut down, but the leader gave more of a fight, and she has approached in t h i s w a y have all been superstitious peasants,
severely w o u n d e d K u m o U s h i i , t o p p l i n g h i m f r o m h i s h o r s e . T h e w h o have fled i n t e r r o r at the s i g h t of her 'noble ghost' — or been too
retainers gathered round their master, who had been slashed across the stupified w i t h awe to take notice of what she was trying to tell them. One
chest. A m a z e d t h a t h e w a s n o t dead w h e n t h e y s a w t h e r e n t i n h i s of her attempts is at the Shrine in the M i s t (Encounter 1 — see below),
armour, they were horrified w h e n Ushii Kumo sat up, his ribs and collar w h i c h w i l l o ff e r t h e party t h e f i r s t c l u e s as to t h e t r u e n a t u r e o f t h e
bone clearly visible w i t h i n the wound. adventure they should undertake.
In t r e m e n d o u s a g o n y, a n d h o l d i n g h i s w o u n d closed, K u m o U s h i l
climbed into his saddle and rode for home. His chest and neck had been Starting the Adventure
.deeply cut by the ronin's blade, b u t he did not bleed t h e r e w a s only
pain in the wound, not blood. The adventure should start in Hirosaki or a nearby village on the south
bound r o a d t o A k i t a . M e r c h a n t s r e g u l a r l y pass t h r o u g h , a s d o o t h e r
The w o u n d was s e w n up, but it refused to heal and the pain became a travellers — pilgrims, soldiers and officials. D u r i n g the time the player
dull, c o n s t a n t ache. T h e s t i t c h e s rotted a n d f e l l out, a n d t h e w o u n d characters a r e i n Hirosaki o r t h e village t h e y s h o u l d h e a r travellers'
opened again, yet still it did not bleed. A second set of stitches rotted and rumours o f bandits i n t h e m o u n t a i n s , u n k i l l a b l e w a r r i o r s w h o attack
again t h e w o u n d opened. O t h e r s w e r e w o u n d e d , a n d suffered in t h e merchant caravans, and strange mists that s w a l l o w men. However, the
same way. K u m o Ushii and his retainers were ensorcelled, cursed with referee should make it clear that even those telling such stories do not
the dying words of the bonze. There was sake to n u m b the pain, and gold give them m u c h credence.
26 I M A G I N E magazine, Aprit 1985
THE WORDS OF GO-GLIJI
The road climbs slowly into the mountains, along the side of a n a r r o w
Encounters on the Road river v a l l e y. To w a r d s m i d - m o r n i n g t h e m i s t w i l l c l e a r a n d t h e
countryside w i l l open u p i n t o a p l e a s a n t river valley, sheltered by the
The r e f e r e e s h o u l d n o t u s e t h e s t a n d a r d e n c o u n t e r t a b l e s f o r t h i s surrounding h i g h peaks. T h e road w i n d s i t s w a y along t h e side o f a
adventure, and should use only the standard encounters given below. wooded v a l l e y b o t t o m . A f t e r d e s c r i b i n g t h i s p e a c e f u l s c e n e t o t h e
The true nature and location of the adventure will only become evident players the referee should read Out the following:
after this sequence of encounters. Detailed maps are not provided for
these encounters; they are straightforward enough not to require them.
Ahead t h e w o o d s c o m e t o an end, a n d t h e b o t t o m o f t h e river
1. The Shrine in t h e M i s t valley is given over to small paddy fields. In the distance a large
After t h e party have been travelling f o r some time, possibly over the manor house stands on a m o u n d in the middle of a serene and
course of several days, t h e road starts climbing into the mountains. A beautiful lake. Before you can take in more of this scene there is
thin m i s t starts to gather beneath t h e trees on each side of the south cackling l a u g h t e r over your head, a n d stones start dropping all
bound road, becoming thicker as time passes and the road makes it way around you.
up towards a l o w m o u n t a i n pass.
A c u r i o u s creature, h a l f c r o w h a l f man, drops onto a large rock
By early m o r n i n g t h e party have reached a small, apparently deserted near the road and hops backwards, forwards and from side to side
Shinto shrine, wreathed in mist. Dedicated to Dosojin, the kami of roads in s o m e excitement. A s it speaks in a hoarse, c a w i n g voice, i t s
and travellers, it is plain and unadorned. There is nothing of value within hopping grows even m o r e manic.
the shrine, except a small stone statue of the karni, and some offerings
of dried fruit and rice. 'HA! F i g h t ! F i g h t ! F i g h t m e , b r a v e w a r r i o r s ! F i g h t m e , w i l y
swordsmen! Need challenges I do! HA! Need to battle true men, I
Just beyond t h e s h r i n e t h e road t u r n s t o t h e w e s t , p r i o r t o dropping do! Fight! Fight! Fight! Need to test my sword, I do! Duel, w e will!
down into the valley beyond. Another, rougher road forks away from the Fight o n e o f you, I w i l l , b u t Kakati i s better! A l w a y s Te n g u i s
main way, leading southwards and higher up into the mountains. better! H A ! '
. 4 9 1 4 4
KEY
pawl
Ott woodland/scrub
1
f e e . 1 D I A A 1
4 ) ;
rice paddies
4 ; 1 4 4 1 1
buildings
banking/causeway
road
hillside
I hex = 50 yards
peasants as u n w o r t h y creatures. He does, however, know that all is not appear like frightened villagers themselves. A n y t h i n g that differs from
right at K u m o castle, and w i l l relate the f o l l o w i n g about the samurai the normal atmosphere of terror will attract the attention of the samurai.
from the castle:
The s a m u r a i a r e S a i t o h , G o z o a n d H i r a t o H o d a k a (see N o n - P l a y e r
'Fight! HA! Fought, we did! Wounded them, I did! HA! Cheated, they did! Characters f o r f u l l details). T h e b r o t h e r s a r e t h r e e o f K u m o U s h i r s
Bleed and die, they did not! Cut them hard, Kakati did! Saw their bones, I retainers, r e t u r n i n g f r o m a raid w i t h their spoils.
did! Always Tengu is better! HA! But not against dead men who don't
die...' Saitoh and Gozo are 2nd level Bushi (HPT 3 3 / 3 1 , 3 2 / 5 s e e below for
an explanation of the two HPT statistics), armed with a No-dachi, Katana
Kakati w i l l o f f e r n o f u r t h e r explanation, a n d w i l l b e c o m e r e l a t i v e l y and Wakaza hi each. Hirato is a 1 s t level Bushi (HPT 2 6 / 0 ) armed only
subdued after this speech. w i t h a Ya r i a n d a N o - d a c h i . A l l a r e w e a r i n g A C 6 C o m p l e t e L i g h t
Samurai A r m o u r.
If the referee feels it necessary for the party's chances of success in this
adventure, Kakati can be used as an ally to the players. After the duel he The Hodaka brothers w i l l press h o m e their attack w i t h grim determin-
will o ff e r h i s f r i e n d s h i p — Kakati i s mischievous r a t h e r t h a n w i c k e d ation, a t l e a s t u n t i l o n e o f t h e m i s w o u n d e d . A t t h i s p o i n t t h e y w i l l
— a n d if this is accepted he will hop round the character w h o offered to attempt t o w i t h d r a w a n d , i f s u c c e s s f u l , t h e y w i l l g a l l o p d o w n t h e
fight him, cawing delightedly. The referee should play Kakati as a rather causeway and into Kumo castle (marked 4), dragging the pack animals
impetuous, i m p a t i e n t individual w h o e n j o y s n o t h i n g b e t t e r t h a n t h e w i t h them. Should this be impossible, they will fight on, only so that they
chance t o s h o w o ff i n combat. H e w i l l b e q u i t e happy t o fall i n w i t h may resort to 'playing dead' once they have been wounded. Once they
whatever plans are made by the party. are 'dead' they will crawl back to the castle through the paddy fields, as
soon as they are ignored by the party as just dead bodies.
3. 'Three will you m e e t . : The pack horses b u n d l e s are m a d e u p e n t i r e l y of bottles o f sake and
This encounter will occur at the group of houses marked 2. The road will plum brandy.
be empty, a l t h o u g h it will be obvious to even the most casual observer
that people are watching from behind their doors and w i n d o w screens.
SHINEN VALLEY A N D K U M ° CASTLE
A f t e r the e n c o u n t e r w i t h Kakati the Tengu the adventurers should be
persuaded to continue on to Shinen Village, w h e t h e r the Tengu is with Shinen Village
them or not. Oddly, there is no-one at work in the fields or moving about The main part of Shinen village (marked 3) is made up of simple peasant
near the houses. Smoke from a cooking fire is rising from the castle. houses and storehouses. The village is clean, tidy and well kept but, for
the most part, c u r i o u s l y ' u n l i v e d in', as t h o u g h the i n h a b i t a n t s do not
Before the adventurers have gone more than a quarter of a mile — and w a n t to d r a w attention to themselves.
well before they go round the bend that allows them to see the bulk of
the village — they w i l l be overtaken b y three m o u n t e d and armoured Such is indeed the case. The villagers, u n d e r their headman, Tanabe,
samurai, with tattered and war-stained banners fluttering behind them. realise that the Lord of the valley, K u m o Ushii, is not the just man he
The samurai are leading four sweating pack animals, heavily laden with once was. Rather than offer any cause for anger to the uncanny Kumo
boxes and bundles of merchant's goods. and h i s retainers, t h e villagers have opted to take as little interest as
possible in w h a t happens beyond their walls. Except w h e n w o r k i n g in
The samurai w i l l canter along the road, oblivious to those in their way the fields o r h u n t i n g on the steep slopes around Shinen, t h e villagers
— except the player characters. Regardless of where they see the PCs, stay hidden, w a t c h i n g f r o m b e h i n d their w i n d o w s , but never s h o w i n g
the samurai will pull up, wheel, and attack, unless the PCs are striving to themselves unless they have no choice.
28
I M A G I N E ',tag azine, April 1985
THE WORDS OF GO-GUJI
Geisha's
Room
= 5 yards (approx)
29
I M A G I N E ma9azine, Aprit 1985
THE WORDS OF GO-GUJI
The only exceptions to this are Tanabe, who still goes about his business they may become. Should the body of Go-guji be treated with proper
as headman and deals with Kumo Ushii on those rare occasions when respect and be given a decent funeral — the Segaki Rite h i s spirit will
the village's doings must concern the samurai, and Suto, w h o i s be freed. The samurai will have their mortality restored to them t h e y
regarded as the village idiot. Suto is far from stupid, however, and has will be as normal men once again. However, they will also suffer the full
always idolised the samurai — even more so now that they seem to him effects of any wounds they have suffered during between the bonze's
to be invulnerable. He now acts as Kumo Ushii's eyes and ears in the death and the present, so it is more than likely that most i f not all —the
village, reporting back to him on all matters pertaining to the Kumo's samurai will succumb to their wounds and die once the bonze's body is
interests in the village. cremated.
If the adventurers discuss their plans in the hearing of the villagers and If none of the player characters is a Buddhist Gakusho capable of
Suto is there o r he is listening (90% chance, unless precautions have performing the Segaki Rite on the body of Go-guji, thus releasing his
been taken) — Kumo Ushii will be informed of the player character's soul and allowing Kumo Ushii and his men to return to normal, the
intentions towards him. referee may use Tanabe, t h e village headman a Rabble Buddhist
Gakusho (1-IPT 5). The player characters would then have to recover
The villagers will, once they are assured that the player characters mean Go-guji's body and take it to Tanabe for a proper funeral.
them no harm, be friendly but a little withdrawn. They will be quite
willing to relate what has happened, although they do not know why Two ratings are given for the Hit Points of Kumo Ushii and his retainers.
Go-guji was killed, or what happened to his body. Tanabe has seen In each case, the first of these numbers is the standard HPT of the NPC
Tsumo Ishisu, and will recognise the description of the 'ghost' as her if concerned. However, rather than dying once this total is exceeded, the
he is told it. Samurai will become too damaged to function aggressively, although
they will still be alive. They will be capable of little more than dragging
There are 90 villagers in total. All are Average Extras (HPT 1 each), with themselves away from a fight. This applies to all lethal damage —
few, if any, combat skills. Given the choice, they will take no part in any including magically-caused damage and damage due to fire —that they
violence against Kumo Ushii and his men. suffer (if one is killed outright, he is assumed to take damage equal to his
HPT). Subduel damage has no effect whatsoever.
The other buildings in the valley are the abandoned mine workings (5), a
small shrine to the Kami of the Lake on the island (6) and a traveller's The second number is the amount of damage the NPC has taken in the
shrine (7), dedicated to the Jigami (protective kami spirit) of the village. time between Go-guji's death and the present. This number is used to
calculate how difficult it is to repair a particular NPC (see below). Once
Kumo Castle Go-guji's body is given a proper funeral this damage — and any the
The location of Kumo Castle (marked 4 on Map 1, see Map 2 for more NPCs have suffered at the hands of the player characters during the
detail) at the end of a long causeway across paddy f ields and a lake is the course of this adventure — is imposed in full. This could well lead to the
castle's main defence, although it is closer to a large house with a NPC dropping dead immediately; Kumo Ushii will certainly do so.
fortified outer wall.
Once Kumo Ushii and his samurai are damaged, they will not heal, but
Within the outer walls the buildings are in a poor state of repair. As the may be repaired by anyone with Physician skill. This includes such
samurai have become slipshod and ragged in their own appearance, so actions as stitching wounds closed, straightening and splinting broken
the castle has suffered from neglect. Far from being the clean and tidy bones, and pinning severed body parts back into place. This is a Task,
place it once was, it is in very poor condition. Door and screens are torn with a Task Value of (total points of damage suffered/5) and a Task turn
and filthy, rubbish — mostly bottles — lies in the courtyards, and flies of 1 hour. For example, the Task Value of repairing Kumo Ushil after a
hover everywhere. The whole place has an unhealthy smell, something fight in which he takes 23 points of damage is (23+67)/5 = 18.
between a sickroom and a charnel house.
Due to the unnatural condition of Kumo Ushii and his samurai, any
In the stables are eight warhorses and two pack animals. Once fine character who battles against them should make a Will Saving Throw.
animals, they are unkempt and underfed, and the stable has not been Failure means the character involved suffers a -2 BCS penalty, due to
cleaned in several days. the apparent ineffectiveness o f his attacks. Furthermore, should a
character fight one of the samurai that has already been defeated and
Within the main building the rooms are untidy and dirty. Most have one repaired another Will Saving Throw is necessary or a further -2 BCS
or two pieces of loot r i c h silks, clothes, weaponry, coins, artworks etc penalty will be incurred because of the unnerving quality of having to
(total value about 40 gold) — scattered across the floor, liberally mixed 'kill' the same man twice.
with food and drink that has been trampled into the tatami floor mats.
Kumo Ushii, Master of Kumo Castle (4th level Bushi)
Kumo Ushii still occupies his old room, but the samurai have moved into STR 35; DFT 10; SPD 10; HLH 20; WT 15; WL 30; DAM +4; BAP 5; MNA
the main hall of the house. Kanchira Yukika and Kakamei Kono, the 1; BMA 3; ZAN 2; HPT 50/67; Brawl 8; Climb 5; Leap 5; Swim 5.
Ashigaru, still occupy the smaller of the barracks. Azo and Daki have SKILLS: Bajutsu (16), Kenjutsu (15), Kyujutsu (13), Naginatajutsu (12),
been given freedom to come and go as they please, but they spend most Sojutsu (14), Hawking (19), Heraldry (5), Go (17), Poetry (8).
of their time in their room. Tsumo Ishisu is confined in front of the house ARMOUR: AC 1 Good (but rather ill-kept) Samurai Garb over AC4 Partial
and one of the samurai (referee's discretion) is with her at all times. Ninja Armour; Up to AC5 Partial Heavy Samurai Armour and a suit of AC
Gono the physician is kept in his cell, a poorly built place that he was 9 Superior Heavy Samurai Armour available.
forced to make for himself. WEAPONS: Always carries (or has to hand) Good Katana and Wakizashi
(BCS +1, Dam +1); Average No-dachi, yari, naginata and MR 4 Dai-kyu,
Go-guji's body is still in the rubbish pit where it was thrown in the first with 24 armour piercer arrows also available.
place, although this is now hidden beneath a pile of empty sake flasks
and barrels. Kumo Ushii, the last of the Kumo clan, presents a strange and disturbing
image to the world and one hardly fitting to his station. Beneath the Noh
actor's mask he has taken to wearing, his face is seamed with three
NON-PLAYER CHARACTERS unhealed cuts, stitched closed by thin gold thread. A hawking glove
hides the fact that two of his fingers were nearly severed, and are now
Kumo Ushil and his Samurai similarly stitched back with gold wire. His untidy and rather dirty clothes
hang loosely, hiding the ninja mail coat he wears ' g o d s ' do not need
Kumo Ushil and his samurai retainers are unable to die, which is not such mundane protection. As the result of a fall from his horse that
quite what they believe themselves to be: unkillable and invulnerable. damaged his right knee, Kumo Ushii limps and finds it difficult to kneel
Although they cannot be killed, the wounds they receive do not heal at down. His voice is hoarse and his breath wheezes through his original
all, nor do their bodies recover from the normal wear and tear of chest wound.
everyday life. While they are not dying, they are certainly not living
— they are merely existing, buoyed up by the artificial good humour of He is bad tempered, impolite, imperious and rarely sober. Although he
rice wine, plum brandy and t h e drugs that the physician, Gono, doesn't even admit it to himself, he knows that his condition is a curse,
administers to them. rather than the blessing that he proclaims it to be. The strain of lying to
himself and everyone else about it and the fact that he and his men are
Their affliction can be traced back to Go-guji the bonze, who was not a now mere bandits makes him aggressive to the point of foolishness.
wicked man, but a victim of the perversity of the supernatural. His spirit Kumo Ushii never had any real interest in the finer arts of being a Buke,
is tied to his body, and while it remains in this world Kumo Ushii and his but thanks to the pain of his wounds he has become mean spirited and
samurai will not know death themselves, no matter how injured or ill cruel.
30 I M A G I N E magazine, A p r i l 1985
THE WORDS OF GO-GUJI
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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 37
PENTJAK SILAT
- THE MARTIAL ARTS OF INDONESIA
by Graeme Davis
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1MAQINE magazine, A p r i l 1985
GAIVIE COMPANY
Clubs
Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s 41
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Save t h e President (STP) comes highly
I S I Bored with medieval fantasy adventures, tired w h e r e you already exist, are handled in a
recommended — by its own designer! His
i h o p i of
yourlaser-toting
sanity? If aliens,
you are,orTimemaster
fed-up withmay losing
be lpol gayi cearls ainndtheir
methodical manner.regulations
roles, detailed To assist P g photograph adorns the box lid next to an
effusive endorsement of the game, and his
1 1 I just the game for you. As a member of the Time g o v e r n the behaviour of Time Corps agents. I name seems to be everywhere in the rulebook
P I 0 Corpsreturn in
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existence of 0 and components. I'd rather a game stood on its
own merits. Fortunately, I persevered; STP is a
14 1 I t that no-one tampers with history. Opposing N u m e r o u s parallels exist as well; alternate I memorable game which should always be
travellers, t h e laws of physics differ greatly. Timemaster given house room,
0 1 0 you are the Demoreans and renegade time e a r t h s and some really alien parallels where
It is an interesting premise. The US President
I I I T h e Demoreans a r e evil shape-shifting o f f e r s a wide variety of settings, allowing many must journey from the White House to the
• aliens from
0 disrupting another
history. I nparallel,
various dedicated
guises they t o Iepisodic,
d i v e r s e adventures
this cantoinbeovercome
played. Play is very • Capitol f o r h i s Inauguration. Players a r e
extended but adventures be by running
one time period. American or Russian undercover agents: their
alter history.
1 0 I journey to theThe
pastpast
andis a haven
there to numerous
do their utmost to The rules are generally well presented and 1 mission t o protect or kill him. The two sides
are often blurred; I have seen the President
O A 0 renegades, time travellers who care little c l e a r ; unfortunately the introductory adven- 0 killed by a CIA agent! How come? First, players
fabric of time, n u m b e r of flaws. It is set on the Western Front
1 0 I whether their actions cause any disrupt the t u r e is not. It looks rushed and contains a 0 keep their identity concealed. Second, the
reefere-•swen
Presidential route is not pre-determined. It can
0 0 NI A g e n t s of the Time Corps are recruited from i n 1917 and the picture it paints of the area is I I prove difficult to give him adequate cover or to
Century. Here they are trained and given the e t t e s with their heads clearly visible above the shoot him. This 'rideabout' is unrealistic but it
lava
l e I a period in Earth's past and brought to the 27th l u d i c r o u s — German soldiers smoking cigar- •
b i d i l best equipment the Corps can provide. A wide t o p s of the trenches. You would think anyone
!variety of skills is available to player char- s t u p i d enough to do that would have died long
acters, from impersonation and investigation a g o ! The adventure also follows a set course,
l a i
l h o kr Corps
to martial
agents
arts and
a r e beam
also weapons
trained iskills.
n various
Time speciality
b u t information
data is in
likely
thetocharacters'
have players
historical
wishing
I p1a r a n o r m a l talents — such as paranormal t o take a different course from that presented
,isI1
0 0 how things
0 memory whichshould be even
allows if history
characters has been
to remember going to7be a feature 7 of further/ Timemaster
altered, or telepathic probe which allows Time adventures remains to be seen.
W P M M I V, Nk. •
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l
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0
l i I changing Demoreans.
to the Continuum (which provides background
P o I n c l u d e d in the box are the rulebook, a Guide
theWith
world
itsnumerous times of
infinite variety over. I onlyTime-
settings hope
that future modules are of a higher standard
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l a b I o n a number of historical periods), a short t h a n the one in the box. Otherwise Timemaster
introductory
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Halls of the Dwarven Kings L11
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Opening the box for the first time, no purchaser i t s e l f is a tense, edgy affair for players if DM'd n o t always easy to see. The clues have a nice
L0
of Halls of the Dwarven Kings is likely to be according t o the booklet, and there is an f e e l — although i t is rather naive of the
disappointed. This is a lavishly-equipped DM increasing temptation to swing the sword first, d e s i g n e r to advise DMs to add to these. My
aid, the product of the joint talents of Beast a n d delve into the hidden depths o f the p l a y e r s can just about recognise my hand-
PIN1
Entz — the publishers of Tortured Souls! — characters second... I strongly recommend w r i t i n g when compared to printed material.
and Endless Plans. So, for your £7.95, you get D M s not to make the Dwarves too hostile at T h e s e two faults aside, the DM has everything
tw
a scenario booklet, a DM's screen containing f i r s t , contrary to what might be implied by the r e a d i l y at hand.
the maps and a quick reference guide, several a d v e n t u r e description. There's an excellent T h i s is a good package. If it is not a great
sheets of Endless Plans to enable the DM to p l o t going on in the background, which the s c e n a r i o , it certainly isn't one of the worst I've
a lI
rereate the locations of the Halls, and several p l a y e r s can only truly understand through e v e r run, and with some creative alterations,
artifacts to hand to players at key points in the interaction with the N PCs — don't let the c a n be very good. Be warned, HDK does need
adventure. All are of good quality; I don't think f i g h t i n g start from the first room. w o r k — it's written in a loose RuneQuest style
anybody will complain about the value for T h e DM should otherwise find HDK a delight w h i c h makes it possible to translate into either
money of this boxed set. t o run. The screen/maps are very clear in o f the D&D games, but not easy. But if you're
The scenario itself didn't quite come off, themselves, although if the floor plans are to t h e sort of DM who likes to buy ideas and work
There are loose pages giving extensive details b e used for figures, etc, the DM must do as o u t the details after, this i s a n excellent
of the major NPCs, which allow plenty of m u c h preparatory work on these as possible, p r o d u c t .
a
wP*11
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opportunity for role-playing, but the adventure a s the relations between the various pieces is 1 , 0 Paul Cockburn
n e l l a t i t p / M O I N T O V I M O I r O O T K O J N F O L O A O "
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Product Information 0 secret entrance moves. s o u -n d s like? l i
Timemaster is a Pacesetter game. obtainable through Games 1 0 0
WotIs lutp,
s 27, 29 Sunbeam Road, London NIVIO 6JP w 0o rTl hdo t, h and
- A mhe
o nnow
i s aintends
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Halls of the Dwarven Kings, produced by Beam Eno/Endless, 4 Conan gathers three friends and sets off on a v i o l e n c e a n d l a c k o f clerics. T h e r u l e a l t e r - P
Hans, costs (7.95 from Beast Enterprises, Divinity Rd, Oxford I I I ,
Save the President is front Games for Pleasure, 9 Avenue Road, I I jtheir
o u r n eown
y o fcharacters, but the module
epic proportions. Playersisc a
written
n u s e ba1 at icok ng sr o aurned t of o sr uConan,
p p o r t t ah les os pintroducing
e c i a l c a m p Fear
aign •
London NI2 8PY. Price .(9.99
UK5 - Eye of the Serpent and CB2 - Conan Against Darkness 4 a r o u n d the chardacdterTshof Conan & Co, soltthlishtios tahndAHDeg,roDism:vthese a r e
are modules for the AD&D/8, game from ' r s i t UK Ltd, T h , s c e n a r i o ei s implemented well in 1 O S
0 episodes, 0 e
Mill, Rathmore Road, Cambridge. £495 each c m o s t separatedo b y h e a l i n g / t r a vre l - H o w e v e r ,n the journey does- not adapt well to
Addresses are for information only; products should be 4 l i n g time. This structure makes the adventure a scenario structure; the module may be c o - 1 0 1 0
available from you; lot al games shop
method o f ai nntde rsf o
disjointed, amcie
n tgi mb eest wpurposeless.
e e n e p i s o d eT
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(n r
We're looking for
Could you talented writers and
write or draw artists who can offer
exciting material to this
for IMAGINEm magazine. If you want to earn
money from your hobby, then
magazine? contact Keith Thomson
, A l k 1
,te'lc
i 0 % . (editorial) or Phil Kaye (art).
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We want:
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* Brief Encounters — 3000 words.
‘
- * Other FRP articles on any games
system.
* Articles on other forms of adventure
gaming, or hobby-related subjects.
* Filler art.
* Fiction.
• _
•
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slightly a l t e r e d , f o r u s e a s p r e - r o l l e d c h a r - c o u l d easily hack and slay the party. There are t h o u g h f o r t h e s t a i r s t h a t d o n ' t m a t c h u p
il t eacters.
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g l y o u to f o l l o w in the master's footsteps. I t is possible to play this module using your I n conclusion then, n o t a bad o n e - o ff bit of
11 0 traditional
T h e d u n gset o
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s dLegends o f N i p p o n is some o f a depart- a r m o u r b u t i n ' s t r e e t c l o t h e s ' , a n d , a t l a s t , ' " detective' t r y i n g t o solve t h e m y s t e r y o f t h e ' I
g ure for Dixon M i n i a t u r e s — after all, t h e y are s o m e female figures t h a t are not in chain mail 1 murder of Major Fawcett. 10 O N I
0 1 0 fantasy f i g u r e s . B u t , a s m i g h t b e expected, b i k i n i s ! O n l y t w o u n f o r t u n a t e l y, a n d n e i t h e r T h e game takes about three minutes to load,
time. Yo u are then presented w i t h the picture
s
Dixon h a s m a d e h i s o w n — J a p a n a n d t h e S a m u r a i w o m e n ) , b u t b o t h a r e n i c e l y posed. Pi I
i t h e y are based solidly in t h e area t h a t Trevor h a s a n a g i n a t a ( t h e t r a d i t i o n a l w e a p o n o f a n d manages this sometimes diff icult task first
I I I O S a m n r a i . M a r k Coppelstone, the designer, has T h e o t h e r h u m a n f i g u r e s i n c l u d e a f a i r l y I of t h e o u t s i d e o f a l a r g e m a n o r h o u s e , a n d ill
i0611101 P e i
of f i g u r e s w h i c h a r e p e r f e c t f o r B u s h i d o w r e s t l e r ; P e r f e c t f o r a l l S u m o w r e s t l i n g I I
• • d o n e an excellent job in creating several series n o n d e s c r i p t bandit and innkeeper and a Sumo id e T s chr ei p tgame
i o n tocan
thatbest be described
effect. So far, so as a semi-I
good.
o l r a m u r a i B lIndeed,
campaign. a d e s o r aa n y F abird
little r E a sinformed
t e r n f a n t ams ey r o l e - p l a y e r s ! I graphic adventure; about 60% of the locations '1 0 0 4
that t h e s e w e r e i n t e n d e d a s t h e ' O f f i c i a l ' d e v iItl si s) tand he B a k e m o n(bigger
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m i n o r Odevils) havebepictures
pleasedwtoi t hknow
them,that
t hall
o u locations
g h I'm sure have youa
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shido figures at one time.
N i n a f r e a k s a r e w e l l c a t e r e d f o r i n t h e s e p l awyi l el rbse. pAal lr tai cr eu l na ircl e
y l yw d
e el ct aoim
l eed at on dB suesvhei rdaol tt ye px e
t description.
of ' Yo u are inT haebedroom:
s e f o l l o wexits
t h e are
s t a nndoarrt d
h 1 0 1 1 1
I S I castings, w i t h n i n e o f the sneaky little devils c o m e w i t h separate weapons, allowing a good pi and west; you can see a book.' This illustrates I t i
making a n appearance, i n c l u d i n g o n e o r t w o d e a l o f variety w i t h a f e w castings. Overall: ' t hadventure
e o n e c ogames;
n s i s t e ntext
t f adescriptions
u l t I f i n d wtend ith m toobs t d t o o l
0 * 0:unusual ones — one has a blowpipe, another a r e c o m m e n d e d , especially if you are looking for
"'mei b •
.00
I ' s iac perfect
k l e andgeneral purpose
chain. The Ninja thief.
0 t h e Samurai and Bonin a r e not i
d I n
For a change,
commander makes s o m e t h i n gI a bit different.
heavy A s
l f unction& to the point of starkness. I've
I across games with descriptions that make the
m o l i m i l 1 Rcentral
Mike Brunton o o m 1 h0 a1l l i on f O
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I I I 1 1 1 . N p u r O M M I M P I I M I P I E E P M I N E W A S P I E W E I L I O W A B L I M I K I M E M E P W W — W r a l l s c hosen w o rds o r p h r a se s c a n t u r n a n a ver a g e
Product Information g a m e into a work of art, w i t h more atmosphere 0 0 t 4 1
• 1 0 0 4 Legends
W G 5 of- Nippon me fl otoFantastic
Morgenkainen's Dixon Miniatures,
AdventureUnit
is a 28,
ISRSpring Grove
product Mills,
for the AD&DLiruhwaite, Huddersfield.
game, pine LA.95 W
T hr e e• tdh a.n t h e p l a y e r c a n h a n d l e . P r o g r a m m e r s t a k e I • 1
P i 0 0 0 ' P r i c e s vary from 33p INinjal to 75p (Dai-onil 1 0 4 T o solve the riddle of the m u r d e r, you m u s t 0 W
s S O 1 1L i m
C i lt eud eEditions
s 0 i,Castings
a microare based atgame
adventure The Shot Tower
for the Studio, 38Irons
48k Spectrum Mill Imperial
Farm Crescent, Hounslow
Software I g r1 o 0 u 0n w
d a nsd e,r a frionu
dni ndg tvhaer i ohuosu csleu easn adn d
s uorbrjoeuc tnsd ti h
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people whom you can question in the hope that
0 I 1 . , . . 1 M 1 M ' I M I I M I I M I I I I = I I M I N E I M M I M I I I I M I N E I M M M M I M W e i r d a k i l l i l l should h e l p y o u f i n d e v e n m o r e c l u e s , a n d
II they will tell you something useful. Eventually 0 O
4 I L i m i t e d Edition Castings 1
I killed the Major,R their motive andI the weapon
k
P I I l L imited Edition Castings is one of the small r e p r e s e n t e d a frog and a book because that is I you should be able to form an opinion as to who g
:ompanies — t h e u s e d . A t that point you input 'guess' and enter
. l cw h i c h have sprung up at the edge w h a t t h e supplied d r a w i n g s h o w e d r 0 b 1
) dg Plservices w e never
h o f t h e hobby, realised
offering w e needed
garners ind the
the kin o f a' fsrpoi g
r a' t itself
i o n s was
to frogdom.
in serious trouble as Iregards its I the
let you get it although
answers, right if you
thehave been will
computer through
onIN, g h i p l i
ig
'oII II,
1 0 I C )r two had to lurk coyly where the chest/altar/ T h e rest of the sculpting is similarly crude. I I enough of the adventure.
The 'skeletal heap' does indeed have one or I I I n p u t t i n g commands is by the normal verb b e
ioffin w a s supposed t o be, w h i l e unpainted t w o skulls poking out of bits of old sprue and I noun method, a n d directions b y t h e single g P w q .
;clod old days. Once upon a time, an unused d6 ' . .
00111:
1101 ' m it/them.
e d i e v a l Then
k n i g hcame
t s w floor plans, now we
e r e positioned
a5mm chairs, tables, barrels, doorways....
a r ohave
u n d rt uhnen casting
e r — butbegin?
where Fdoes
o r t hthe
o s erunner
interested i n Ii Ii letter.
end and adventure words. One
The computer nice most
knows touchof
isthe
that if yo
normal
creating a medieval/fantasy feel i n your Inn 1 input something the computer does not underul 0 0 1
S I ,;ories
L E C for the discerning
produce DM and
a w i d e range of player. Sadly, d
such acces- mieodr iaemv aa sl N
and
lowever, discerning D M s a n d players w i l l T e t l e y ' s beer pumps?
C Rencounters,
c a s h r e g i show
t e r, do
o ryou
1
m efancy
d i e v aal III stand
I n conclusion, Clues
it will tell you 0 i s a not
in French, pleasant l i n k. 0
English!
I game of slightly below average difficulty. Th(
',0oell
O O
S :
"I I w a s n o t i m p r e s s e d b y t h e s e p i e c es. A li
g r a p h i c s are well d r a w n , and the text, thougt
N ant little t o d o w i t h them. T h e pieces a r e 10 0
0 I -.;leanly cast but the quality of the sculpting is u s e f u l idea, to be sure, and maybe you could It sparse, is adequate.
0
'
are crude, cheap, and nasty. I only worked out
IIII I I I l h a r d l y worthy of the effort. To be blunt, they u sattractive.
e one o r t w o1 of the
1 bits,
4 butMiketheyBrunton
are not I S A D J Robinson
P I that the Magician's familar and book actually e s s e n t i a l t o t h e g a m e s , n o r p a r t i c u l a r l y1 I I I N A L W 11.1 A P A P P W a L W A I I h O & 0 4
---"11•••••••••..mmomono••••-
GET BACK!
Iwo years of the best in fantasy role-playing aids
Back copies of most issues are still available from the publisher
E1.00 each, plus 50p P&P per order (UK price only).
In less than six months this man is t o be players know t hat there are n o rules, o n l y
guidelines. It only takes imagination to realise
Letters
entrusted with the vote. He also tells jokes:
that the standard of modules is not dropping,
and that a use can be found for any module in excellent games magazine and even more for the
John Headland: Who lived ten thousand years unexpected advert for equally excellent board
ago, had b i g muscles and cut h a i r w i t h a any campaign if just a little thought is used.
Perhaps I can give m y o w n idea o f the game devised by various people I know.
battleaxe? Conan the Barber!
DRAGONLANCE campaign. M y 20+ level Roger Musson's article on Board Wargaming
( haracters find it a bit easy in a lot of dungeons, (#23) included the best nine line summary of
Obviously, society's to blame.... Civilisation I have ever seen, and in ascribing it
but a visit from their god telling them that their
services are required elsewhere, followed by a to Avalon Hill he follows popular tradition that
Matthew Child, Burnham-on-Sea, Somerset: I
quick flash, and a 24th level MU is a 3rd level all good games have to cross the Atlantic. This
was disturbed to read that that very mysterious one did too, but i t crossed the other way. A
module T2 is soon to be on sale. What a nerve! MU in a different existence. Basic, eh?
trifling two-line acknowledgement would set
Steve Longley, Batley, W Yorks: I f Matt Connell the record straight and reassure your readers that
Dale Ashman, Pontefract, W Yorks: One thing
didn't like DLI, why did he buy DL2? I thought the owners of the product advertised on page 46
that would improve IMAGINE would be a page ate n o t likely t o be involved i n exciting C-)
dedicated to readers and players below the age of it was b r i l l !
litigation because it really was theirs in the first
16, where they could voice opinions of their
David D e a t h , E d i n b u r g h : T h e r e ' s n o t h i n g place. Our colonial friends are properly accredit-
own. We young 'uns see things differently from ed licensees — and doing a splendid job.
wrong with assuming the identities of deVeloped
you 'old codgers:.
characters, unless you never give background to
your normal characters. We're happy to set the record straight. Let's
Roger Morgan, I5a Kensington Court Gardens, hope for a time when there is as strong a
London W8 5QF: A s a member at the Assoc- A certain serf says that the first t w o D I .
modules were boring and badly constructed. British presence in gaming on both sides of the
iation f o r the Scientific Study of Anomalous
Well, only boring players have boring games; Atlantic as there is in popular music.
Phenomena, I am interested in cases of anoma-
and as for Riverwind's constitution, how many That wraps it up for this month. I would like
lous computer effects. Can I appeal tot eaders [m- to say thank you to those kind readers who
any information, at first o r second hand, n o 5th level rangers have never been resurrected?
DL is in the elite , comparable to Ravenloft and wrote about the thrashing the Dolphins took in
mattei how bizarre, concerning unexplainable
the Deserts of Desolation, and — of course — to the Super Bowl. The British spirit of kicking
malfunction or unexpected output? All accounts someone when he's down was never more
will be treated in the strictest confidence. the Wonderworld modules, EX1 and EX.2.
engagingly displayed. I shall now put the kiss
Anybody out there going to take Matt's side? of death on Everton for the League, West Ham
Buster Crabb, Portsmouth: Perhaps M a t t for the FA Cup and Essex CCC for just about
Connell (Letters 4 2 3 ) should give u p role- everything. I look forward to your hate mail.
Francis Tresham, H a r t l a n d Tr e f o i l Ltd, North-
playing for ever. His reference to rules makes me 1110 Letters edited by Paul Cockburn
glad I hat I don't play in his campaign. All good ampton: Thank you for complimentary copy of
i'Lmott-r THE
HELLHAve Vot)
g e r To Lool<So
NAPPY ADOQT ?
(..g47-74•1
Next
Issue Half-alive from the Students' Union Building,
at the University of Reading
•• 4 1 -•_:_:-
‘ •
p.,,.011111v
*1.,0, , r a GAMESFAIR '85
Featuring the scenario from the AD&DO Game Team Competition
p I The GREAT PALADIN HUNT!
4q
I M A G I N E magazine., Aprit 1985 l i t
The Fantasies
Have Just Began NOW FROM T H E
G A L A X Y OF FANT-
ASY, A N E W GAMES
SHOP IS BORN. I T BR-
INGS A WORLD OF
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Tube 5 Wellington Terrace Now open is a complete games shop... Games People Play.
Come in and you'll find a great selection of games.
Quin Ill,loilatallite
• • A vast range of board conflict and computer games.
• Stocks of figures by Chronicle, Essex, Jacobite,
7 1 Kensington Palace Gardens Tabletop, Oracle, Citadel, Skytlex,Heroics and others.
I A large selection of rules, reference books, magazines
TUBE: Notting_ Hill Gate (200yrds) and accesor les.
Circle, -Central &District lines. • A l l major and most minor role playing systems.
MAIN LINE: PaddingtonTerminus At Games People Play_ you'll meet a knowledgeable staff to
BUSES: A2,I2, 28,31, 27,52.52AA help and advise you. b o come to see us. We're the
(Wellington Terrace is a parade of shops.) gainers games shop.
go and search out this rare plant. The DM simply w a i t f o r s o m e t h i n g t o h a p p e n , Please note that =2, 1 3 a n d 14 are o u t o f print.
51
I M A G I N E m a g a z i n e , A p r a 1985
The Space Where The Amateur Press Te l l The PRESS CUTTINGS
Professionals Where They're Going Wrong have had some response t o m y plea f o r
feedback on this column and many thanks to
those people w h o wrote in. The column is
designed to let interested people find Out about
fandom and the fanzines available; it would be
failing i n i t s a i m s i f no-one read i t a n d
responded. I'll always be glad t o hear any
comments from anyone (or even to get con-
tributions for SoapBox!). I know feedback is an
unusual t h i n g i n a professional magazine:
communication tends to be one-way; but this
This month's contributor: PETE TAMLYN column i s more o f an extension o f games
fandom than anything and all communications
should be two-way.
0 az 2
A D V E R T I S E R , M a r t i n Skidmore, 2 5
O n , I M S u g E O&R,ent C A n 1
CoRE P i COUPLE O F TOVS
---TIAAT'S c 4 E I A A S I V I E S E N S E
To C U T AT -klAE STRtt4GS,.
0 0 7 1 0 G o N G g E L P 14Im.„
N o , GrAse... -NAE S o U R C E o e
-TI-11G M E N A C E
s(OU ( S A O ' e 0 O z ,
SILL.'( PUPPETS! LET
THAT ,(cor(7 N A 1\1 G o kAGg'.A1C, ALL RIGI4T 1 W 5 TtME!
-n-kkS ! ( c?,,UT & E T E WA , 1 wIL-L1 A A R K V
55
I M A G I N E magazine, Aprit 1985
&ET -NIS,8UM-1•105e, PAPAA94m‘? LORD EiA1'SIWR6A?
TAKINC, A DIVE, EU? 3-Lisr
wt4EN I W A S & E n - I N & M E T o 1:41.DP mE_13Asei< t o f r c
WILD (JP! OWNS TIME Amt) etM E , SEE? ' , M A 1 - 1 - 1 C. 8 4 -SI T
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MY M A S I M t v E A
MIND TO W M E E L ONI
siER WINDPIPE!.
"
S-1-,Icjik S E E K S T o H i : l o / E
INA,( N'k,\GIC I S W E A K . F o L L o W FORSM<ENI W I T - I A ( 3 Q T
IAA,)‹E s T \ e t , I L A cz,ETulat ‘ < 0 0 , THEN S E E K REAON.1,I)cl- S i t t c . K .
M E O U T- 1 4 1 0 1 , 9 1 A r O D A N & E R I N TIAE L A I R OF t I l E C R A
5 6 P r i n t e d b y T A V I S T O C K P R 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
•the
Comple
- Fantasy
Camf
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(