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A newcomer to the world of hobby gamesis usually quite surprised by the price ofsome of the games. This is especially trueof the first-time buyer of role-playinggames. He is used to seeing a board insidea games box, and is often heard to say,"Is this all I get?"

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FEATURES

W153TEIDWFIRF issue No. 17

DEPARTMENTS8 Fiend Factory

16 Open Box

21 Letters

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27

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12 My Life As A Werebear Lewis PulsipherD&D Monster Character Classes

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24 White Dwarf QuestionnaireThe results

25 White Dwarf Interview Ian LivingstoneGreg Stafford of The Chaosium

26 Perception Barney SloaneA new D&D requisite

T"FR

FnqTA regular feature introducing new and interesting monsters,edited by Don Turnbull,

by Chris Morris

8

gain I am devoting the pages of this feature to 'nearmisses' - creatures which almost made the Fiend Foliobut which, for a variety of reasons, were excluded inthe final sifting.

No . Appearing:

1-9 (roll d10 andignore a 0 result)

Armour Class:

3Movement : 12"Hit Dice :

4138Treasure : NilAttack:

By weapon typeAlignment:

Lawful evilIntelligence : VeryMonstermark:

54 (level IV in 12levels).

Black-cloaked and-hooded, these grey-skinned humanoids areoften accompanied in their quests for dominance by ores; trollsor men who fear the night riders more than they fear deathitself . Night riders have sensitive eyes which automatically closein bright sunlight or its equivalent, though they are able to trackby smell . They fear fire and will usually (80% chance) retreatbefore it .

The night riders dwell in lairs deep in thick forests and willtether their steeds (normally horses) some distance away. Theyhave been observed underground in tunnel complexes but onlyvery rarely and it seems that they prefer to travel on foot whenadventuring underground. When encountered above ground,however, they will always have horses with them or close at hand .

In melee their usual weapon is a mace (with which theyobtain a +1 bonus on hit probability and damage, though theweapons are not magical), but 20% of those encountered willalso have+1 magicdaggers (round fractions down) . These daggersare unusually small and needle-sharp - if a hit is scored withsuch a dagger (+1 on hit probability only), one hit point ofdamage is scored, the"dagger breaks off in the wound and em-

beds beneath the skin . Unless remove curse or-neutralise poisonis administered within a day, the victim will become lawful eviland aligned with the night riders - he will immediately set out totrack down the night riders and join them after the 24-hourperiod has passed .

The night riders continually emanate a fear spell of 20'radius - resolve as the 4th level magic-user spell .

If the night riders are in bright sunlight or its equivalent, theywill try to avoid melee and will prefer to track a party by smellto an area where the lighting is more subdued. They have in-fravision to range 90'. If they are drawn into melee in brightlight, they will attack at -2 hit probability (-1 if torchlightwithin 10') .Comments: An obvious derivation from you-know-who, andthis was the only reason for their exclusion from the Folio. Theeffects of a dagger hit are intriguing - I can't really see how ahit from a weapon could alter the victim's alignment; it wouldhave been more reasonable to state that the daggers are tippedwith some form of hallucinogen which (presumably temporarily,and in this case permitting a saving throw) changed the victim'sattitude and caused his unnatural loyalty.

by Dave TantNo. Appearing:

1Armour Class:

3/7Movement :

24" in sandHit Dice :

5138+10Treasure :

See belowAttack : SwallowAlignment: NeutralIntelligence : AnimalMonstermark:

85 (level V in 12 levels)These are young worms with a diameter of 4' (all mouth at oneend) and about 25' long . Fully-grown spice worms can reach200 yards in length (add 1 hit die for every 5' over 25') : Theyonly inhabit dry sandy areas, with a depth of sand just sufficientfor them to submerge, and are repelled by water - emptying awater-skin onto the sand will hold them off in a sandy corridor,but in a larger area they will seek a way round.

Spice worms are attracted by the vibrations of movementthrough the sand and will seek to swallow who/whatever ismoving . Standing still is only a defence so long as the worm ismore than 10' away; within that distance it can detect theheartbeats of its potential victim .

Any hit means that the worm has swallowed its victim whole.After two melee rounds the victim will suffocate, but until thenhe can attack the soft interior which is AC7. After two turns,decomposition sets in and the victim cannot be revived. Theremay be items of value in the belly, if swallowed recently (armourwill be unusable after two hours but gems will retain their valuefor a day, halving in value each hour thereafter) .

The worm's real treasure lies in four small sacs near the tail .One sac will have been destroyed by each attack near the worm'stail on which a 20 was rolled, by a fireball or other powerful hitin that area . Regardless of the size of the worm, each sac containsone draught of a Potion of Inescapable Location, enablingthe imbiber to proceed unerringly to any location or to anyobject of person the location of which maybeunknown (duration2 hours) . However drinking a second potion the same day, athird in the same week, or a fourth ever renders the victimblind, though with the permanent gift of clairvoyance .Comments: again, those who read fantasy literature will have nodifficulty in recognising this creature, even without the obvioushint in the name (though who inspired thek original worm??).Those who, on the other hand, are experienced,in Dave's dun-geon avoid narrow sandy corridors ' e=the plague. Once Iwitnessed the attempt of a dwarf in fL plate mail to 'chimney'up the walls to escape a Spice Worm -ah, a truly horrible end.

by Nicholas Riggs

No. Appearing:Armour Class:Movement :Hit Dice :Treasure :Attack:

Alignment:Intelligence :Monstermark:

These powerful relatives of the normal skeleton, from whichthey are indistinguishable, are treated as spectres insofar asclerical attempts to turn them are concerned.

They attack with their bony hands, each inflicting 1-6 hitpoints of damage .

The heat skeleton has the power to heat metal, as the 2ndlevel druid spell, with effect as though the spell were cast by adruid of the 3rd experience level, though no material orverbal components are required . This power is permanent andcan be used as often as required .

The heat skeleton is invulnerable to cold .Comments : There are quite a number of skeleton variants aboutand one or two more will be in the Fiend Folio, so it is under-standable that this one should be excluded. I'm not sure why itshould be significantly slower in movement than its normalbrother, but presumably this was a device to compensate tosome extent for its greater powers. The invulnerability to cold isalso curious but can be explained by the fact that the heat metalpower is a magical power and unrelated to normal habitat.

n~ '~`

by Michael Roberts

No . Appearing :Armour Class:Move:Hit Dice :Treasure :Attack :

Intelligence :,Alignment:Monstermark:

1-346"5138NilTwo hands for1-6 each plusheat metal powerChaotic evilNon44 (level IV in 12levels)

10-10038" - 12" (see below)1+3D1-6/1-6 plus spear(see below)LowNeutral19.3 (level II in 12 levels)

The bodach is a humanoid creature, about 4' in height and witha smooth bald head . Its gait is unusual to the extent thatmovement uphill seems easier and quicker (12") than on thelevel or downhill (8") . The knee-joint appears capable ofreversal and the thin legs, ending in taloned feet, eat up theground in pecking strides .

The Bodach has pointed ears, almond-shaped eyes and ahooked nose . They usually carry a shield (normal AC is 4) anda leaf-headed spear. Their bodies are covered in flat, densely-packed locks of hair .

When the spear (if carried) has been thrown the Bodach willattack with its taloned feet, each of which can inflict 1-6damage .

The Bodach can achieve unusual accuracy with the spear andthrows it with a +4 hit probability bonus.Comments: A vicious little beast whose speedy approach uphillto a party going downhill might catch a few adventuresunawares.

by Ghee BowmanNo . Appearing: 1-6Armour Class:

6Movement : 6"Hit Dice :

4138+2Type ATail 2-12 pluspoison ; bite 1-10

Alignment: NeutralIntelligence : Non

_ _Monstermark:

62.6 (level IV in

~

y `'12 levels)

A small relative of the purple worm, its name exactly describesthis creature . It has a powerful sting attack with its tail for2-12 hit points of damage plus poison, but its bite is relativelyweak (1-10 hit points of damage) and it is too small toswallow a victim larger than dwarf-sized . Its normal maximumlength is about 20' .Comments: For low-level adventures, this is a useful scaled-downversion of its larger brother, but my own preference is for thespice worm which has more interesting characteristics.

Attack :

by Nigel ProudfootNo. Appearing:

1Armour Class:

-1Movement : 9"Hit Dice :

1D8+8Treasure : SpecialAttack : SpecialAlignment: NeutralIntelligence : NonMonstermark: NoneThe goom is a form of giant amoeba . Its behaviour is similar tothat of an ochre jelly and it is clearly a relative of that creature .Its substance is a strongly adhesive ichor which bonds firmlyonto any material except stone. Any weapon touching it willstick and can only be removed by the application of fire orholy water. Similarly any character touching a goom will adhereand if he is not released within 2-5 melee rounds he will be,absorbed by the ichor and will suffocate in a further 3 rounds,being unable to take any action during tNs time .Comments : This is very similar to the gluey, one of the earlierFactory monsters which has been further developed to appear inthe Folio under another name . To release the bond, fire is anappropriate means but I wonder why holy water is suggested,since there is no indication that the creature is undead and/orevil . Likewise, whereas the gluey has its own antidote, the goomhas none, and that would no doubt make its life rather a seriesof inconveniences, to say the least; think of all the moss, sticksand what-not it would gather on its travels, as well as treasureof a more useful nature .

Hence my view that this creature is not so well-developed asthe gluey, and hence its exclusion from the Folio.

Now that the New Year is with us, we have a large number ofvotes for the Top Five Creatures. However, as John Smart onthis issue's Letters page has suggested, we are extending thedeadline to include a vote for the Bottom Five Creatures. Andfinally, our thanks to all those who have contributed .

Errata Fiend Factory (WD16)The Wrecker (addition) : wreckers can see Invisible persons/itemsand can detect the presence and nature of any magical itemwithin 30'.Man Scorpion (correction) : Alignment is lawful .

TIME WARYaquinto Publications

10

OPEN BOX examines Science Fiction and Fantasy games and rulebookscurrently in the shops. The reviews have been written by eitherindependent authorities or members of the White Dwarf Test Panel.The summaries are the Test Panel's opinion of good and bad points ofthe game reviewed . The OVERALL figure, on a 1-10 scale, rates thegame itself taking all factors into consideration.Please note that reviews carried out by people not on the Test Panel donot receive a rating.

First, a word about YaquintoPublications - a new enter-prise of which at least twoelements are well-knownnames in the wargames genre.Steve Peek and Craig Taylorare veteran wargamesdesigners whose names willprobably be associated inmost minds with the Battle-line series of games. Betweenthem, Steve and Craigdesigned a number of well-known titles, includingWooden Ships & Iron Men,Flat Top, Air Force, Submarine and Fury In The West. Theyhave thus built up an enviable reputation (which in my opinionhas been richly deserved) for the production of quality games,carefully designed with the .garner rather than the companyaccountant in mind, well-researched and well-presented . So, iftheir track record is anything to go by, we can expect productsof similar quality from Steve and Craig now that they areassociated with Yaquinto . The Yaquinto blurb in the game boxmakes it clear that they are not prepared simply to crank outgames for the sake of sales but will concentrate on bringing new,exciting and well-developed concepts to the attention of thegaming world. I for one believe them .

Time War is simply one of 8 new titles from Yaquinto . Mostof these are 'straight' wargames, but there are some whichventure into the fantasy/science fiction field. Time War is thefirst game which has directed our attention towards theparadox-ridden world of time-travel . First and foremost, then,the game offers what is effectively a new concept in gaming/simulation .

The format of the game is attractive enough, too. It comes ina box 14" x 11" x 1Y2" (nearly, but not quite, the same size asthe Avalon Hill 'flat' boxes) which contains a large plasticsorting tray for the unit counters, the unit counters themselves

(chunky and highly legible), a stout card map-sheet, a rulebookand other necessary game equipment. All are of good qualityand should be durable in use .

The game is for 2-4 players and is, mechanically speaking,quite easy to learn . This comes as something of a surprise -when 1 first opened the rule-book I saw 14 large pages of smalltype, and I expected quite a complex set of rules . On closerexamination, however, it emerges that the rulebook is ratherwordy and over-elaborate . But purchasers of the game will needto know that the 'Warrior' referred to on the Combat play-chartis in fact the Warden' mentioned elsewhere. Also, players willsoon discover that the unit counters and the log sheets don'texactly correspond - again, a trivial but unnecessary error.I won't describe the game mechanics in detail . Suffice it to saythat the players must handle an economic element (allocatingfunds to Training, Research & Development; Administrationand movement of units in time), a war element (defending erasin the past where a time-alteration is to be attempted, orattacking other players' units to prevent them from making suchan alteration) and a 'management' element (deciding on the bestcomposition of his 'team' from a number of different unit-typeswith differing capabilities).

Potential purchasers should know that, despite theadvertising of the game, 'real' events in history play no part ; aTime War card may instruct a player to travel back to 1963 andensure the success of the assassination attempt on Kennedy, butall this means in game terms is to project a unit to alter thenormal time-flow in the Space Age - one of the 12 Agesdefined in the game spanning the period 550,000,000 B.C . to2075 A.D . ; the date, location and mission sections of the TimeWar cards merely add flavour.

I am not in a position to evaluate the game completely - forI have not yet played the 4-player game. But what I have seenso far indicates to me a workmanlike job, not entirely free ofannoying errors and easier to learn than it looks, with plenty ofplay-potential and enough interest to fascinate players who liketo handle a considerable number of variables at once . I suspectit also contains a diplomatic element which will require skill toconduct properly, but only a 4-player game would reveal all thesecrets in this regard .Overall : 8

Don Turnbull

JUDGES GUILD PLAYING AIDSUnder the Storm Giant's Castle - £1.99Dark Tower -£3.95

Two more D&D modules from Judges Guild and, like the lasttwo I reviewed (Dragon Crown and Skulls and ScrapfaggotGreen), as chalk and cheese qualitatively speaking .Under the Storm Giant's Castle is a relatively slim volume,

quite a lot of which is taken up with reasonably-drawn, but inthe context of the module gratuitous, art. Twenty-two pagesonly are actually relevant to the actual adventure, which meansquestionable value for money in terms of sheet page-count .The 'dungeon' setting is unique - a series of cloud 'levels' belowthe aerial castle of the Giant, with cloud 'walls' and slantingpassages (and traps) connecting the levels . Most of the monstersare also novel and appropriate to the setting -- Static Monsters,Balloon People, Aerial Manta Rays and so forth.

There are a number of curiosities, leaving aside the ratherstrange use of the English language and spelling/typing errorswhich are, regrettably, becoming a feature of Judges Guildproducts and which are merely annoyances . There is a MagicUser, who appears normal in all other respects, who is an-nounced as having 22 hit dice, which is curious enough, and 36hit points which is even curiouser. Air Elementals are present insome numbers, though in normal places they would have to beconjured from the elemental plane of air . The lightning trapscan be negated by grounding them, according to the rules, buthow one grounds out such a trap in clouds is not explained . Noindication is given as to the numbers/levels of a party of adven-turers from whom the module is suitable (I would hazard aguess at 6-10 characters of levels 7 and up) .

In general, the module is not so closely worked as it mighthave been and though it provides for an unusual type of ad-venture in an unusual setting it could have been developed muchmore .

Dark Tower is a different kettle of fish . First of all, it wasdesigned and illustrated by Paul Paquays, of Dungeoneer fame;we have come to expect good quality material from Paul, andhere we are not disappointed . There are 70 pages of text ofwhich none are taken up with extraneous material . Much morecare has been taken on matters such as proof-reading than isevident in other Judges Guild modules and the designer has notshirked the task of including the background and history of thearea in sufficient detail to make it intriguing as well as im-portant to the adventure .

The module is designed for a party of 6-10 adventurers of7th-11th level, with at least one Thief and one or more Clericswho should have 'little more than a difficult time', according tothe designer's comments). It was designed with the AdvancedDungeons & Dragons rules in mind and therefore includes spellsand so forth which were introduced in the Players Handbook.The main theme is the opposition between the forces worship-ping the god of evil, Set, and those of the lawful good deity,Mitra. A variety of new monsters and-artifacts appropriate tothis theme are introduced in full detail .A comparison of new modules from any source with the

recent TSR modules - excellent examples of the art - is in-evitable ; whereas in the past Judges Guild products have notcompared particularly favourably, in the depth of their presen-tation and the coherence of their contents, with the TSRproducts, Dark Tower is the one which comes the closest . Thereare signs of random selection in the occupants of some of thedungeon areas but this is only to be expected . In all, DarkTower should provide an absorbing and most interestingadventure.Overall : Under the Storm Giant's Castle 5

Don TurnbullDark Tower: 9

THE CAVERNS OF THRACIA - £4.50OPERATION OGRE -- £2.25

Judges Guild

Another pair of dungeons from Judges Guild, who appear to beincreasing the frequency of their output of new products

recently . Both are in the familiar booklet format, with all mapsand descriptive text assembled together and no loose material .OPERATION OGRE was the 1979 Pacificon Tournament

Dungeon, and it worries me . Am I too preoccupied with basicslike accurate spelling, grammar and so on? Maybe so . But Iwould say, in defence, that if you are putting a product on themarket and asking people to shell out hard cash for it, you havethe obligation to produce the finest quality possible . We toleratetoo much mediocrity and sloppiness, in this and other aspectsof life . So errors like 'discression' for discretion, 'personnal' forpersonal, 'reguarding' for regarding and 'continueity' for con-tinuity in the first three paragraphs of the introduction don'texactly leave me with the warm feeling of being aboutto penetrate a product of superior quality. To argue that correctgrammar and spelling is not necessary if communication is clearbetokens unwelcome laziness and a lack of rigour which canneedlessly diminish the value of a creative work .

So - and this appears to be depressingly true of much of the.Judges Guild material - you will have to develop a selectiveblind eye if you are to use this game-aid undeterred by some ofthe more gruesome errors .

Yet the module itself isn't all that bad. Deliberately limitedin scope so that eight teams could 'run' through it individually,with a maximum of four hours playing time each, it is built forspeed and is a blood-and-guts dungeon in style rather thanbelonging to the problem-solving, more intellectually demandingtype . There is a simple victory points system which was used toevaluate the performance of the various teams, and the contestwas standardised by insisting that the teams used the same pre-rolled characters (with rather odd names, many of which are sosimilar that confusion could easily have resulted). There are acouple of new monsters - functional in the context but notparticularly remarkable otherwise - and the adventure has aclear and limited objective. Only one other thing bothers me - Ido find it difficult to conceive of a dragon drawing a map . . . . .

THE CAVERNS OF THRACIA is a much larger affair and,like Dark Tower, was designed by Paul Jaquays. This is an ex-tensive setting and the text provides a great deal of 'historical'background which fleshes out the adventure well . There are afew errors (for example there are a few features on the mapwhich aren't explained in the text) and some cumbersomeelements (a number of 'room complexes' are split-level, which isan unnecessary complication without the co-ordinated map-keyto back it up - much better to have treated these as separatesub-levels so that the maps could be more easily aligned ; ifholographic maps were available, split-levels would be easy toperceive, but game terms demand a less confusing approach intwo dimensions) but on the whole this is a thorough piece ofwork .

Inevitably, there remains the comparison with the TSRModules, and I am bound to say that none of the Judges Guildproducts I have met so far hang together quite as well as theTSR Modules. There is a feeling of randomness about Cavernsof Thracia, Dark Tower and the others which is not present inthe TSRModules, and one gets the impression that the coherenceis incomplete . The TSR productions should be regarded, not asan unattainable height, but as a target of quality which should beequalled or even surpassed. That the two designs by Paul Jaquayscome closest in quality to the TSR standard is reassuring, sinceit seems that at least Paul is making the effort .

Overall: Operation Ogre 5Caverns of Thracia 8

Don Turnbull

Next Issue :Star Trek - The Motion Picture: Table-top miniatures rulesThe Halls of Tizun Thane: D&D mini-scenarioTheMagic Brush: Part I ITreasure Chest: Miscellaneous TablesFiend Factory : Including Top and Bottom Five Creatures

f a player wants to be a monster, why not? The player maybegin as a 'young' monster and grow up, as suggested in theoriginal rules. If designed reasonably, monster classescannot ruin play balance the way some other character

classes may, because the maximum possible power of the char-acter it limited by its nature . Magic won't throw things out ofline because monsters cannot generally use magic. It is up to thereferee to design rules for each monster class which makes it hardto become as strong as that creature . People should play amonster class because they like the idea, not because it is aquick and easy way to power. There are several points to keep inmind :

1 . Beware the player who takes along a monster class characterin order to gain points without doing anything ; in some casesrules must force monsters to participate rather than sneakthrough the difficult 'young' stage of 'life' .

2 . Don't make the monster class any more powerful at itshighest level than is it in normal play . No ten dice blink dogs .

3. Don't distort the nature of the beast - no lawful or neutraldemons, please .

4. Try to discourage players from becoming the most powerfultypes . The gold dragon combines too many powerful spellswith many hits at high levels, for example ; restrained rulesfor the next most powerful lawful good dragon (silver) or fornon-spell using dragons will have to suffice .

Several examples of what may be done follow .The following applies to all monster characters unless other-

wise stated in an individual section. There are no ability require-ments. Roll for constitution, dexterity, and charisma only .Constitution determines the usual except that there are noadditions or subtractions from hit dice for very low or highconstitution . Monsters heal only naturally, by devices (staff,pearl, etc. but not potion), or by a lammasu's heal spells . Undeadand other life drainers drain no levels but do double damage .Resurrection may only be by device or raise dead fully with arest period in either case of four weeks. Many referees wouldnot permit resurrection at all . Usual characteristics apply exceptas stated .

Table relating to Lammasu

12

(Armour class, move rate, and other characteristics not mentioned remain constant.)

My Lifeas aWerebearD&D MONSTER CHARACTER CLASSESby Lew Pulsipher(The illustrations accompanying this article are taken from THE MONSTERMANUAL published by TSR Hobbies Inc., and used with permission .)

LAMMASULammasu save as clerics of thesame level . Unlike clerics theydo not repel undead . They useonly magic which is usable byclerics and which (assumingsomeone is available to put iton the lammasu in the firstplace) does not require theuse of hands-helms, medal-lions, etc. Lammasu have nofollowers and may not becomebarons . They prefer to dwellwith lawful/good princes rath-er than build strongholds . If aplayer lammasu attempts anunlawful/good act, the refereemust not permit it . Lammasu,unlike humans, do not havefreedom of choice .

All but the first three levelsmay carry a man, but onlysixth level and higher may fly while carrying a man. The dimen-sion door does not include any rider of other large object, justthe lammasu and its accoutrements!A lammasu does not need to memorize spells in the way a

normal cleric or magic-user does . He simply picks whatever onehe wishes to use when the time comes . He is still limited in thetotal number he may use each day, of course .

For restrictions on deeds and treasure, treat a lammasu asa paladin. Magical books affect them as though they were clerics.

Experience Hit Spells Per day Magic Protection/EvilLevel Points Dice 1 2 3 4th Dim. Door & Invisible Resistance Radius Value Attacks

1 000 1 1 0 1 0% self +1 1-3/1-32 2500 2 2 1 1 4% self +1 1-3/1-33 5000 3 2 1 1 2 8% self +1 1-3/1-34 10000 4 2 2 2 2 12% 3 ft +1 1-4/1-45 20000 5 2 2 1 2 3 16% 3 ft +1 1-4/1-46 35000 6 3 2 1 3 3 20% 6'/2 ft +1 1-4/1-47 75000 7 3 3 1 1 4 4 24% 6%2 ft +2 1-6/1-68 150000 7+3 3 3 2 1 5 5 27% 10 ft +2 1-6/1-69 250000 7+7 4 3 2 1 Unlimited Unlimited 30% 10 ft +2 1-6/1-6

WEREBEARIf a werebear is killed while in human form a normal raise deadspell may be used . Hits taken in were form may not be curedwhile the character is in human form, or vice versa .

Usual rules regarding lycanthrope vulnerability to weaponsapply, with two additions, First, if at any time a single blow bya non-silver, non-magic weapon would inflict sufficient hits tokill the werebear, it dies . The nominal explanation is that theblow kills the creature before there is time for its naturalpowers to counteract the wound . (The real reason is to avoid anoverpowerful character.) Second, any non-human with morethan five hit dice is considered to be a 'magic_ weapon' forpurposes of hitting the werebear . The reason is the same .

In human form the werebear has one d4 of hit points perlevel . The bear may return to human form at any non-stressfuljuncture . It will automatically turn from human to animal formin any stressful situation, that is, when faced with any monster,trap, person, or place which may be dangerous and which theplayer is uncertain he can conquer or solve. As a human thewerebear may wear only loose coverings which will not hinderhis transformation to werebear - no armour under anycircumstances. Transformation requires one round withoutother activity .

Werebears use no magic items, even in human form, andhave no followers. They may not become barons . Referees maywish to give the were character the sense of smell or hearing,of the creature type .A player character werebear cannot summon 1-6 brown

bears. Werebears save as fighters of the same level .Referees must remember that werebears are chaotic good and

should be appropriately unpredictable .BLINK DOGSA player may be a blinkdog pack . There are noability rolls or requireme-nts in this case . He beginsas a single dog, advancingin experience until he gainsfull powers . Then he addsfull size dogs, to a maxi-mum of 16 for the pack.The entire pack counts as

one person for experience purposes . Blink dogs cannot use magicand cannot be resurrected . They have no followers and may notbecome barons or build castles or other strongholds .

When confronted with a displacer beast blink dogs areberserk (+1 hit probability +1 damage, and must attack) untilone dog is killed or two are more than 50%wounded. Berserker-gang may end any time thereafter . (If there is only one dog itmay cease berserkergang as soon as it is wounded) .

Blink dogs must roll to blink, and roll for position, just asthe monster blink dog does, except when the entire pack blinksout. Maximum blink distance is 12" (120 feet underground),and a player blink dog may only blink to a place he has seenbefore "in person" - pictures, descriptions, and sight by magi-cal means are insufficient .A maximum of one additional dog may be "earned" per day .

Dogs are not added to the pack until an entire adventure ends . .Each dog is added only after the full number of experience .points necessary has been accumulated.

First Dog

Second to fourth dogs : 3000 e.p . eachFifth to eighth dogs : 6000 e .p . eachNinth to twelfth dogs : 10000 e.p . eachThirteenth to sixteenth: 20000 e.p . each

The numbers of dogs refer to the number of dogs currently inthe pack, not the total number earned . If a total of seven dogshave been earned, but four have died, the next dog is numberfour and requires 3000 experience points .

STONE GIANTA stone giant saves as a fighterof the same level . He cannotbe a baron or have followersbut he may build a castle or(more likely) cave stronghold .Stone giants use no magic.

Any giant may be used as aplayer character . I have illus-trated stone giants here be-cause, as neutrals, they arepotentially acceptable to mostparties of adventurers .

Rock-CatchChance

0%10%20%30%

40%50%60%70%80%90%

Size of rockPounds

13

LevelExperience

PointsHitDice

ArmourClass

Heightin feet

WeaponAttack

Rock-ThrowingAttack

1 000 1 7 6 1-6 None2 2000 2 6 7 1-8 1-6

3 4000 3 6 8 1-8 2-124 8000 4 6 9 2-12 2-125 18000 5 5 10 2-12 3-186 35000 6 5 10% 3-12 3-187 70000 7 5 11 3-12 3-248 100000 8 4 11% 3-18 3-249 150000 9 4 12 3-18 3-3010 200000 9+1-3 4 12 3-18 3-30

Level

1

ExperiencePoints

.000

HitDice

1

ArmourClass5

Attacks

1-62 3000 2 5 1-63 6000 3 4 2-84 15000 4 4 1/1/2-85 30000 5 3 1-2/1-2/2-8 plus hug on roll of 20 with either

Paw (2-12)6 60000 6 3 1-2/1-2/2-8 plus hug on 19-20 (2-12)7 120000 7 2 1-3/1-3/2-8 plus hug on 18-20 (2-12)8 200000 7+3 2 1-3/1-3/2-8 plus hug on 18-20 (2-16)

Damage Diameter-Inches Weight-1-6 4 82-12 5 103-18 6 123-24 7 153-30 8 19

Experience Points Hit Dice Attack000 1 1-41500 2 1-42500 3 1-63500 4 1-6

efore I get up on the soap box, I'd like to make it clearthat anything I say in this article should be treated aspurely advisory . This is because figure painting shouldbe regarded as an art rather than a craft. Any form of

figure painting has its limitations, but fantasy is free from someof the restrictions that are imposed on the military figurepainters .

The terms by which you judge the merit of your own creationsare your own, for not only is the fantasy painter able to employany style or effect that his imagination can conceive and hishand execute, he is also no longer subject to that mania fordetail and historical accuracy that sends the military modellergroping madly through the reference books in order to discoverthe exact colour of an embroidered grenade on a private's back-pack of the Prussian Landwehr at 2pm on the 3rd August, 18141Rather the painter of fantasy figures seeks his inspiration wherehe will and treats it as inspiration and not a command. Noperson or company in this field can dictate colours or dimen-sionstothe artist . They would, at best, be wasting their time andat worst eroding the creativity of those new to the art.

Already there is a great variety in style to be seen . Thisdiversity is shared by the figures themselves. The AmericanArchive range, for instance, is chunky and yet is so inspired indesign that I regard them as the best figure range available withthe possible exception of the very promising new Citadel range.Other people would give the crown to the delicate texture of theRal Partha miniatures . The more fantastic a creature, the greateris the designer's latitude . There are perhaps three reasons for thevariety and quality of the figures on the market today. Thefirst we have just mentioned . The second lies in the nature offantasy games, and Dungeons & Dragons in particular . In thesegames there is a very close identification with the figure of thecharacter one is playing. Each of these figures becomes an entityin its own right, rather than an anonymous blob in the serriedranks of the world domination league . The good designer makesreal people and creatures, monstrous or fair, putting terror intothe grotesque, and strength into the arm of the brave. The thirdreason is the people . Games such as D&D attract those withimagination and creativity . It is only natural that this is re-flected in the art as well as the literature.

Having completed this soapbox oratorio, I'll begin the articleand hope that it will be of some use to the newcomer in thisfield. If you have heard much of what I have to say before, Ibeg your indulgence, but I still hope that you may benefit.

First of all it must be remembered that a six foot man is only25 mm. i n height and there is correspondingly less depth in therelief . This is important in regard to the effects of light andshade. If the colours are simply painted on, it doesn't reallywork. The figure will look flat and doll-like. There will be nocharacter - just colour . Therefore we have to compensate byexaggeration . The way to do this is to make those areas which

14

will be in shade much darker, and those features which standout - the highlights - much brighter . Not only does the endresult look far more realistic, but the figure ceases to be a mere,coloured playing piece and becomes a work of art. The featuresof the best figures are already quite prominent. The object of theartist is to bring these out to the best advantage. Not only mustparts be made lighter or darker, but it is also necessary to bringthem out in outline for clear definition . The brush is a tool thatcan be used to bring out the flow of a wizard's robe, the glint ofbarbarian mail or the rough and revolting skin of a troll. Thestyle is your own, but as a guide line exaggerate everything andyou can't go wrong .

I shall not give the subject a lengthy treatment here as eachmedium really deserves a separate article. The method of paintingused to depend on whether the figures were for use or show.This is no longer the case .

White Undercoat Spray :If you're using water soluble paints this is absolutely mandatoryand should really be used as a key for oil and spirit based paintstoo . Not only does it bring out the colours, it also acts as pro-tection from the dreaded lead rot. Although some people likepale green, I have found that matt white works best. Humbrol,U-Spray, and Hobby Paints are all quite suitable . Ordinary mattwhite paint can be used, but the advantages of a spray finish areconsiderable .

Enamels:Generally speaking these are readily available and are thesimplest to use. They are also cheap and dry fast . They are notto be underrated on this account as, if mixed properly, theypresent a very practical medium and can produce excellent re-sults, even in the most specialised applications . Ideally, theyshould be used in combination with more esoteric paints ashighlighting agents . The chief disadvantage of enamels lies intheir tendency to dull when mixed - so try to get a wide rangeof colours.

The most common makes are Humbrol and Airfix. Of theformer, it is their range of Authentic colours that are of the mostobvious benefit to the figure painter. Apart from some of theRailway and Aircraft colours, they are a nice flat matt . Theygive the best possible covering power when judiciously thinned,and have a fine smooth consistency . Their ordinary range ofmatts is rather too thick for fine figure work but the gloss potscan be most useful . Humbrol also do a rather convenient rangeof matt sprays including a matt white which is excellent forundercoating .

Airfix are more common in the toyshops but tend to have arather chalky consistency and are glutinous in comparison .However, the matt white makes a first class base undercoat forwater soluble paints by virtue of these very qualities .

Neither of the two brands above are suitable for fine airbrushwork, both having a tendency to clog . The paint for this isHales' Pactra. It is of an entirely different consistency beingmore transparent in application and flexible when dry. Best ofall, it is ultra fine and does not clog airbrushes . Badger, one ofthe airbrush manufacturers, recommends it .

For thinners use white spirit which is cheaper than turps,but keep it out of the paint pot whatever happens. Enamelsshould be stored in a cool place and used in a cool room .

Oils:For the moment you can forget normal artists' oil colours. Theytake far too long to dry to paint 25 mm . figures, unless you aregoing in for a competition at two weeks a figure . There is analternative . A range by Windsor & Newton called Alkyd has arelatively short drying time and is available from most good artshops. This gives you the best of both worlds . The range ofcolours in these is quite wide and you won't find yourself usingmuch . These are still a paint for the expert, but their blending

and transparent qualities are extremely attractive . The range oftechniques and uses for oils are far too varied for the presentarticle but - briefly - thin with turps for a matt effect andlinseed oil for gloss. When thin they are transparent (I haveused thinned oils very successfully for shading enamels; and forsubtle blending on the figure itself they are unbeatable).

The only criticism that one can level at oils in general is thatsome types tend towards lumpy pigmentation and that even theexperts when blending cannot avoid what is for 25 mm a veryrough texture.

Acrylics:Like oils these really rate longer treatment so a brief note willhave to suffice here .

Many modellers use acrylics exclusively and most of theartists I know like them. They are extremely flexible in use andare water soluable . Their brilliance makes them THE paints forcolour highlighting over enamels and very bright effects . On theadverse side they can be tricky in use and tend to be rather tooawkward for general application so experience is an advantagehere .

Poster Paints:Water soluble poster paints aren't really of much use to theminiatures' artist ; they tend to be too thick with coarse pig-mentation and a colourless medium . Even so I heartily re-commend the fluorescent colours by Rowney . These are finepigment acrylicc type compounds, and are, as far as I know, thewidest range of fluorescent colours available. They are ideal fortorches, light sabres, and monstrous eyes, as well as highlightingapplications .

Oil based poster colours are a classic modellers' paint. Theyare only obtainable from specialist model shops, and are idealfor clothing and tougher than the ubiquitous Humbrol, althoughthey tend to be rather thick and come expensive.

Inks:Artists' inks are indispendable to many of my special effects, forthey are really the only truly transparent colours available, ex-ceeding anything else in this respect. Properly used inks canbe truly amazing but it does take experience to master themany possible effects. The best idea is to practice and experimentto see what effects you can achieve .

Designers' Goache :Very good for horses, leather, and clothes with fine washes,but I don't use it widely because thinned down oils or enamelsare as effective without the disadvantages attending a watersoluble paint.

Available from Hinchliffe Models Ltd in a spray can is a mattvarnish which actually works. The wise painter will first coverhis painted figure with a stronger and more transparent glosspolyurethene varnish and then give it a thin spray of the mattvarnish. This gives a good matt effect and is preferable becausea thick layer of the spray does tend to dull and yellow thecolour .

When using varnish it is possible to employ the thinnestwashes and softest paints without fear of their rubbing off. Ialso recommend bases if the figures are to be used in gaming

There's only one kind of brush for miniatures' work - fine sableartists' water-colour brushes. Even for covering large areas, theygive significantly better results. Obviously the choice of makes issubject to local availability . Rowney and or Windsor& Newtonare just the job . Japanese nylon brushes may be cheap and

durable but they really aren't good enough . Whatever you do,don't waste your money on the so-called modellers' brushes thatare marketed by a very well known paint firm . Frankly, I'drather paint with a matchstick .

Sable brushes cost money, but if you think of them in termsof figures not ruined by bodged paint jobs, they don't seem soexpensive after all . When buying, go for a variety of sizes . Thereally small brushes (00, 000) don't carry much paint at a time,whilst a 0 or a 1 will carry plenty . Remember it is not thenominal size of the brush that matters so much as the size ofthe point on the tip. If you can only afford one brush go for agood quality size 1 or 2. The better the tools the better the work(I use size 1 for just about everything) . When you've chosen thesize you want check the point by moistening the end and by allmeans have a chat with the assistant.

As I've just said the results you achieve depend on the classof your brush and a good brush will have all of the followingqualities :

1 : A fine tip that will deliver a very precise amount of paintexactly where it's wanted . Again you don't need an ultra smallbrush to do this .

2 : Long, neatly bound hairs ; a brush with scraggy bristles pokingout in all directions is going to make a nasty mess of yourtenth level Paladin. Keep it for dry brushing chain mail -as will be described in the concluding part of the article, nextissue .

3: Newness. When your faithful brush has become worn orsplayed out from use give the poor thing an honourableretirement . You can afford to be fussy because a bad brushcan ruin a lot of figures and often the artist thinks that it's hispainting that's doing it .

Brush Care1 : ALWAYS, ALWAYS, ALWAYS clean your brush with

thinners between colours and with soap and water after use.If you leave paint to dry on the brush it forms a deposit onthe root that causes splaying and will probably end up puttinglittle particles of dried paint in the mixture which will giveyour masterpiece the subtle texture of a bomb site . Acrylicsare notorious for clogging and are next to impossible to getout when dried.

2 : Never leave your brushes in the thinners bottle unless you likepainting sideways .

3 : Keep two jars of thinners,reason should be obvious.

one dirty and one clean. The

When painting never push the brush forwards . Always draw itacrossthe figure trailing the hairs so that the paint flows fromthe root to the tip. This needs a very light touch when paintinginto cracks . If you paint the wrong way the root will becomeirreversably gunged, and you shouldn't even have paint thatfar up the brush anyway .

As far as this article goes I shall assume that you are usingHumbrol authentics or something similar. Whether you areblending your colours or using them straight, you are going toneed a palatte of some sort . The best job for this is a piece ofclean polythene as in plastic bags . You can get a wax paper tearoff palette but these tend to disintergrate and are utterly uselessfor water based paints . You are also going to need a roll ofkitchen paper for wiping the brushes and for cleaning up paintspills. Use a key or a screwdriver to lever the lids off the paintFinally, try and work in a dust free room with plenty of lightand without interruption .

Next issue, in the concluding part of the article, I willdeal with the actual painting of figures, detailing step bystep guidelines .

15

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cadbeyond doubt that tbase criystems Ins ec-

the

Janet

coos orinondescript

g- obviouslyP

inate on

Planet glel% As you may know, the government

, is to sto anunderground roomPRSI, apart

omewherevarious

onspecialist

Reginaofficers in

(0310/,a

asisthem isthe

ParticularlyP

articularly

~arhrepressive-export of

tnoto

doubt

p

Y further piracy ocurr,part from being a legitimate branchbranch of

Y gofan

weapons is forbidden'forbidden,

°Perate in such a wa

that theY governmentthat we

involvement

Y weapon in public. All ~'apons and hi hthe IGS

technology

g

apply more direct mknowmethods theirtheir

9Y equipment importsvors of crash landings,

are strictlycontrolled -

'

responsible for inspecting and making recommendations on

up W;th

Y

all

-end

That

s m an

fwho%

Yoperat

urther

measures taken by planetary governments to find and aid survi- governgoverno n°res. We know that the

ivictim

Alis the 'cover' for anwhich takes on all mannef mgtonalforce

evescargoes ofth°^of the SubsectorWould rather not advertiseis Politicalpoliticalaearance of

e

believe that the crews Of the stolenel% and at fast suspetted that their

en vessels are

mannerr o

awkwardawkward

destination was some sort of revolutions

organisation.

Part of ourprice forry

yOW.hends, and as

maintainin

jobs the Imperium

we will be demanding th '

gt

,

-ever we

are endingSo, we have construetod a

d

givingitemscovert

up

carry

nia/easeoutline, of them.

Mentieth

brie by

o

nowban

have

these

'it will be Your own respons

operation, thes,orandproof

thatthatthatthey areganiser of this piracy receiving as

protection toin

payment

artydetailedOut. As

meth,odsusualusual

and your

thecommences

freighters,theof

briebthe Im

gonaCwanted b

perium'sdescribing

suspicionsthe

anddisap-

thegovernment

the

anycar

ythegovemment.

This

subsequent investigations:investigations, He then presents their conclusions :

We therefore have three objectives to thi requirements as falls- Outline is now beingbeingbeingpats.~smission, The first,

ues ' r7

trtrns."

~und, pleaseplease

the Army Or marines

"" operation

Recruits to the force

drawn from

e the Sable Rose

than spacespace

Re

undertak

a

ound ratherrather

force. Organ'sedas a

(since the'officiaf PRSI is essentially

9 1

ForcedetIYwell-experienced

and of goodPhYS.

The TaskTask

undercover Suppression

men (and/or

te) .

~t consistsof ten

d three teams ofCharacters are generalgeneral

and are often discharged on some su'table pretext Prior tO

They thereuWnreceive

f our Years

e and specialist sub-PRSI uad,sq

n" a standard er a

's

iqua, .

moot age .~s he Marine

Leadf t

ce

forceforce f' ial retirementretirementretiresf

do intelligenc0

assistents . TheF or iother teams) , with oknowledge of

e

in c°mmantheir

,

' I°bs

laid out inloose versionversion

acoverman, inwomen,

earn Leader and twohof a 'ream'reamT

eachman'such on f

force as on

intens wellell as learnin glearnin glearn(ngcter desenpoif thhaveformformation normally

three, eacd and relies as m

oseffec-

)acts, asfollowfollowfollowing chara

ntraineflexiblyflexibly

s of the other membeoperate

hendlimitation

for exempla,

P

ustaresPe°tivelY " ndard format, including most

me (see Book 4 Me rcenaryl:CHARACTER

fthescope a

) doctrine. It could,f eight and two men

but any

stanin a Service

Resu

Character Numberoperationsbialy split into two teams o

'st Team mold take OLeader is'officiaIIY' second in

LeaderLeaderLeader inmr r,mand

the,

The f11

ver as Formce

eventeventevent of

givengivengive

der

A67ECA

34-03-11-TASCCR

1 2 3 4 5

ll

t t t

2-ream LeaderLeaderLoa

Nonecasualtiescasualtiescasualties . 1 . DUNCAN TAKEI 1 PH, 1 MCUF, 2 CSR, 2

Swi.. Brawling)

Farce Loader

-Force Cmdr.

Marine Infantry,Infantry,Force

CommandOCS

Coll x2

2. FORDSONCOLE

9868C6

35-0onf0-TAS

Blades

Team Leaderlst

RecOn, interrogation,Computers

roil2

2 MCUF, 3 CSR, 3 CCR

Marine infantry, 1st Lt-

2 PH,

SwordSw ord

taif,Interlligenca

Command Coils,34Commando Sch .

BayonetBayonet

Sch x3 S03 09

Guns

t

2

h cots

Auto Weapons,

1Combat Rifles

3

rgy WeapOns

2

1EnergyEne

Less' WeaponsPistolszero G Weapons

3. SAMSONMILLETT

758677

M

Weapons, Mec a

mber 1 PH, 2 MCUF' 3 CSR, 1 CCR

1stTeam

Army Infantry, 2nd Lt.

OCS.Intelligence Sch .

CA8976 26-01 -05Grav Vehicles1 CSR

Bribery

Heavy WeaponsAuto CannonLAGRAM Gren LOhrVRF Gauss

/ Admin

,Battle DressBribery

A go - Terms in Military Service-

NameUPP Morale

Specialist Dutiesrations

position in Task ForceArm and Final Rank

Awards andDec°ludingagent training)

Service,special Assignments

(not inc

indicates amember Of the Travel'

'TAS' after the Morale rating

large number of

IorS Aid Society.Due to the compara av e

Skills possessed by each character'these have been tabulated at

the end of the character descriptions 'descriptions .

2

q, GALETTAH R'HALt Team Member1 s

Army Cava lry, Usilt.

None

5" gNTIGONIUSFLETCHERA769137

30-02-10

Leader

Hand Weapon Combat, Forgery,

1 PH, 1 MUCF, 4 CSR, 4 CCR

2nd TeamArmy Cavalry, Major.

Intelligence and Commando Sch%

g. GERARDMONTJOIE

56A765

42-05-21

Member

Demolitions

CombatEn9ineering i

2nd Team MInfantry

and Commandos,Sgt. Mai, 1 PH, 5 MUCF, 10 CSR

:' Computer

Army r

Commando Sch.

emolitions~ .~#1

1~'l lecironics~'

1'F orgery:^Forward Obs

1'bling- atV .

X Tr

YAROSLAV KAZAN

8388D7

34-03'06Electronics

Interrogati on

2nd Team Member

Gam

y

Army Support'Corporal

i PH,2 CSR

, Instruction

mmando Sch.

'

.

17.

'Leader2

MechanicalProtected Forces,

Co

Engineerin34-03-07

Medical 2g

DICCONMAGRITTE

5C7797

Team Leader

Weapons, Combat

3rd Te

1 SEH, 2 CSR, 2 CCRg,

Commandos, Capt.

Army Infantry and Protected Forces, OCS, Commando

R

A

Sch, Staff CollMx2.

X-Training Cavalry,

" Recruiting

57689 34-03-10

Streetwise

9, STANES DRUHEV

A

Team Member

Heavy Weapons, Medical

Survival

3rd

3 MUCF,

Tactics

2

ndCavalry . Log. Sgt-

i PH,

3 CSRVac, Suit

1rGravVehicle tTrack Vehicle

hiclMarine Infantry a

ndo S°h .Training Cavalry. Comma

JORDAN

879C78

26-01 -09

rd Team Member

None

Wheel vee

f

that

e

3

I.i PH, 2 MCUF, 2 CSR

Zero G Combat

t

2

C

Restrictions

or items of

ndrafts - two

cars _ two

sine Infantry

One area in Which players are restricted is vehicles : Avai a

, Lj pMa ice and Restricn

arethe fOllow-X-

~ choose any weapons, armour

' for the Task Force's use, at the PRSI warehouse,

e

Equipment Cho thbough careful atten-

ing vehicles: A

normal airlrafts and one Police

10. ARCHIE

they

Physically carry,

Ground

four-seaters

equipment th

afro) model inNon

police_,our,;

aid to theLevelencumbrance

prohibitsd to exhibit

ingenuityrules .

theIt is,call ingenuity

important°ny

~ P

III encompasses

should be Pill son Sk

s,

tion

and oneorSWO

all may-aeater, and one van .

avail-players may freely

Notes Brave the Law out -

be used .

,

ert.up . Additionally .

11bath the usual

in

Any

it is a

All except the van have been soup

is Air/raft A Darked outside the Longshoreman'sHoste

Table

l"

forward-firin9WeapOn

lin9 sk

fixedd with

oneVRF Gauss) andiO

weaponr ,

re-ass

rcone

's r

mbe

will neeis s

rid BladeB

pP 1

me

layers

1In this

Dagger a rattCharacter U

re

lit, andpitems

obvious Y ruled1 .

d Dn

Chaa

eh

exceeding

Weawearingt

of

in pub

are

vehicles have beenClub

n

me

ci vilian

fclass,

weapon

So

nt

rule o

(cho ice of LAG .

cap, the vanHands,

Studying

la

rue

m .

ar

h'nthe

e

the

nc

first rule ofBattle ableay

(after aling

no

fitte

cannpnorAMGrenade . Auto-Ia uAllhW

Oapo

are suitablymount chom nssk~llswith ~

given-Skills may2. players

Weapo

b

me,, beiven Blade

vets 9

BaYOnet conceill levelsthe giveng

of

kill

d or

little difficult to p

emember the

R

d4 to Broad -Fusionass as a

with

Gun attached . Rlook and act as if you belong t° the

PRSI'backroom

rearward-firinghich has the rear RAM

Grenade only "and no additional weapon'

he total numbert

$word, Cutlass, BroaFoil,

change Swor,,signed to

Dressasslg " character 7 could

le .

their servicexamP

f the

"

ninE

oundercover operations -

only ( et-A) .n

e course

t of

"as

question-are tcaP bleeofsPro

coed~

high q

disgthat the

a o

fh

A~n

quality

vises

wdisguised into the bodYw°

rk,

sword-) and B V

3. All sl((Ils acquired bycharacters

hisdo s no

and agency training have been 9iven.T

ducmg

lt all be useful in this scenario. boys ofor equipment .

fitted.

careersarse mean that Wi

w

-

3111

2

21

LS TABLE

2

1

62

22

71

2

2 1

82

2

92

2

10

22

iak~.a =LP ci "IaY , .^ a :,),P--le~g-C'_V of =1aye"ell- "rnqP.- ;;" a.-c avTask ~ b:m plrjraa :xU

Iwnsplat th_

I'll is ntfna ;t°°-d O-: rer " rFar-Plcir1°cr 1 --J : l1 :ry Provo ussrul . .

'md. , 7as I'ie rcf~. " ev, sh.mld, of ~s .,rie ; ~~PIaY . 1-. sh "-.Wd -rer °o finv :Ssad w -ol'.qY TaIL F-oa, lei) ine:hnr zs thc -h r ...

i1i -++e 'ic = crCx nkrlpatinD ti' urFpr chir ~g ir =:-lollf .

,M-u?r< 7, d,

, (;,

Ir, 7fL~:p "apdic -.o,bl:d. .7rx a ,,ri herd +

the IO esnsen shtwo or threare years

ply)Efahe n

andchartebfr

the lncrete_ Ro ugheneer°fspace'accide

ever

ttor .

plainedldb rgnguv~sandahaooll~°theMnyOf~heot

n

n fo9ardi

are th

fvesselstheir car

at all co

os°m isf

ors linkigoesntainortungthe

19h -tecne s e sewere easily ex

d h hnologyk

n° two lperiod ql~ that -amo

osses occurr

goodsthis has~ ngsted in th also me f- tar I I.,f

pointed to soOufo

of crovernovr,toQenPiroad

togetae~ainstakingime

nvestirm

iminalgather wih

9t proposal

ohe

lThe briefing is bSd yed s for a solbt

SubsectorImperial

e by Raoul Mentietho e Regina,

Head of there n

that

inate an theowPlanet Ale/%convrhced

Abeyond doubt

these crimes orig-

obviou

nondescript

c-nondndescrippartundergroundfromobeing

d

a

by various

llegitimate

sp

branchRegina

Officersin a

p Rfcularly repressives_ ex o

Y know,

government

t

p any further

You

sly,May

the

is to stnresponsible

for inspecting and mak

er piracy ocurnen

there is

a

p rtof

o operate in such a way that thmeasures tak

e

m somewhere

pons is forbidden, noapply

doubt that we knowvors of

RSI, apartaparta

y wWe'vein

--Pons and high

of that "p -

mo r involvementequipment imports are It,,ctly

all ere Chi,

direc t methodswhich takes onall

-which

That

in an f

by planetary go

recommeofndatiotheaid

snsurovi-n

up with governmentagencies. We

controlled_the 'co

verniver'meng

fornts

aton

find andoperational f

victim ship,ships arrive

A

k

them,

Would rather

Y urther

oven

Mentieth

go" of the

believeregion

of the Subsettar'rs p oliticever

thatrethe cr a/

at

ews of the stolen vessel, arY air

eou

orce

destrhationwas someon

sortlel%

ofand

revolutionaryfirst suspected

car

organisation,the

hands,

oil

and as art

o

fyew.

We will be

rprice for maintainingdemand'

9t,aearance of

awl,awkwardward jobs the Im perium

we now

pro-of that these itorn s are ending up in

g th 'Sel....we have conse.

t

not

r of

hands, and

givingcove

rt protection

ructed an outline ofthe

to

carry out. As usual it Will be your own responsY

ant

detailedMethods and your

this

subsequent investigations, Hethebriefi

thenImperiumpresents's

their conclusiond the

ns :e

anyWecargo not

therefore have three objectives tothi)' requirementsas rageme is now being passed

s mission. The first,

This Outlineouttie

'~ strons."

-und,"p/ease

Age - TarService-

UPP Moraleialist Duties

V I/ v

,

Recruits to the force are drawn from the Arm, or Marines

Name

.Roseoperation

l

official ?RS' Is essentially a ground rather than space

Service,

since the 'offic

Position in Task Force

Spec

" ke the Sable

Awards and Decorations

.In

iou

Organised as aled to e .

inspectorate) "

f ood phYs-

Arm and Final Rank

Force Beta i

~ n fort

or

aregenera l

well-exp°emencedand o g

ur y

ecial Assi9

F

supPresser ^ men(and/ Characterst

discharged on

suitablePretext Prior to

Sp

,,menu (notincluding agent training

underco

orate rating indicates a member of the Travel -

ear'safter

it consists

the M

arativelY largWo number of

ofd three roams ofe and are often

on receive fo

Theythereup

and specialist sub-

'TAS"lei's Aid Society'

Due to the come

chcharacter, these have

,can 11bulate

at

The Tard PRSI

thestvndais a

Marine squad,

se versio n of

orce Leader an

iquwith a F

loo

s

sslstants . Theforce is

team 1, two a

edge of

official retirement age"

nsive training incommando,

Intelligencetheir'cover' jobs .

been laid out in a

skills possessed by ea

the end of the characterdescriptio ns.

Leader and, in othera Team

h

know .,sa onm

L

man'sow

ea.

Inte

ell as learnin9

descriptions have

uch on

whe for lets:as ter d formationnormallyen

three, each . .f

,

m'd and relies as

mther members of t

just as effec-

The following characding most of the In

SKILLS7ABLenary) :flexibly t'ae aIlmitationsof

the ofor example, operate

the stop

.

^ respective ly "

tandard format, Inclul

doctrine . It could,f eight and twO me but any

sin a Service Resume )see Book q Merc

CHARACTERCharacter Number

operationativela

rstsplit ITeam

into two teams o

Lead,,Is'officially' second in command

,

ice Leaderin the event of

given

L

Fo

S

der could takeover as

A67ECA34-03 - 1 1-TA

ill1 2 3 4 5 6 7 8 9 1

2 2 2

Thefi

1 2

Team Lea

TAKEI1 .

None

d1 PH, 1 MCUF, 2 CSR, 2CCR Sk

1

Casualties .DUNCAN

" Braw ling` 11Loa er

Force Cmdr.Force

2

2

1Infantry,

and Coll x2OCS, Comm

COLE

9868C6

35-04-10-TAS

Blades

p

2 . FORDSONC

Recon,Interrogation,

Computers

FoilMarine

1st TeamLeader

1st Lt.

2 PH, 2 MCUF, 3 CSR, 3 CCR

Sword

CommandoSch.

Bayonet

1

JET .

MarineInfantry,

InterlligenceSch x3, Staff, Command

Colts,

67734-03"09

Guns

Methanics

Auto WeaPPns

1

2

2

1

1

12

:)E

R

CombatRifles

3

-

Weapons2

1

2

1

SON MILLETT

75B Weapons,

3. SAM

Member

1 PH, 2 MCUF

Laser WeaPO, 3 CSR, 1 CC

1st earn

2nd Lt .

Weapons

Energy

Pistols

2

2

1

Infantry,

C&

ZeroGZero GArmy .Intelligence Sch

26-01 -05

R'HAL

CA8976 GravVehicles

Heavy Weapons

1Auto Cannon

GALETTAH

i CSR

'LAG

2 1q,

t Team

1Member

1sArmy Cavalry, 1-1191. RAM Gren Lohr

None 30-02-10dWeapon Combat,

Forgery, Bribery

VRF Gauss 1ArmyCavalrv, 1-119 1.

g. ANTIGONIUSFLETCHER

A76987

2nd Team Leader

Han

q CCR

Battle Dross

1

2

Major.

1 PH,

Bribery

11 MUCF,

4 CSR,

Admm

2

1 2 13

I y

ArmyCavalry,

,,telligeoceand Commando

Schs.

42-05-21molitions

1

~ I

1

Ins

Combat Eng'^earlng 1

Computer3

1 1

1

11

16A765

1papemOlitio

10 CSRGERARD MON

.

TJOIE 5

1 1

2 1Electronics 1 1 1

1

16.

ember

So, MaF i PH, 6 MUCF,

a

M ,nandos

Forgery2nd Team

Obs

1

Arm

InInfantryand Com

x-TrainingCavalry, Commando

,Sch .

7, YAROSLAVKAZAN

S38807

34-03-06

Gambling

2

1 1

am Member

Electronics

Forward1 1

1

1

i PH, 2 CSR

InstructionInterrogation

1

2

1

1

2nd Te

ArmySupport'

Corporal

protectedForces, Commando

Sch .

5C7797 34-03-07

Leader

12 1

Weapons,Combat

Engineering

Mechan

2ical

21 1

12

8. DICCONMAGRITTELeader

Weap

Capt .

i SEH, 2 CSR, 2 CCR

Medical

1

1

3rd TeamLeaentry and

Commandos,Forces, OCS,

CommandoSch. Staff Coll x2.

Roc°

Survival

2

2

3

2

1

1

1 1

1

1

1

1 1

All Inf

x.TrainingCavalry,

Protected

Recruiting

2

ANESDRUHEV

A57689

34-03-10

Streetwise1

2 2

g. ST3rd Team

Member

Heavy Weapons,Medical

VaccSuTactics

it

1

d CavallY, Log. Sgt-

1 PH ' 3 MUCF,3 CSR GravVehide

1 21

Track Vehicle

1

1

1

1

Marine Infantry anCommando Sch .

x-Training Cavalry,

C7S

26-01 -09

ANI E JO RDAN

W,ieel Vehicle

1 0 . ARCH 2 MCUF, 2 CSR

Zero G Combat

1

2

1 PH,One area in which

Players are restricted is vehicles: Available

Mar

infantry, L1CpfChoice and Restriction smoh

follow

879

I

ant Cfreely

anyweaPo ^s"

y^s"

h

careful atten -ur or items of

'

forinq

the

d

Task

el i

Fo

n

rce s use, at the PRSI warehouse,are the

,Equipm

choose

Patrol mo

P~ pthou9

ortanttP

vehicles : Airlrafts - twonor'normal

3rd Team Member

atrlrafts and one policeNone

four-Beaters

both the usual

Playersb

e uipment

colours ; G

M

round cars - two

ne

and one van-

None

and one two-two-s

beused .

Addltionallyavail-

maythat they can physically C",

once

ills Tablek

III encompassesS

sk

q

should be paid to the encumbrancerule,

the l CarlVIP9°f any

Any or all

May

mat

'souped - up"~

All

rio, growlingnas ce

Biadeweapons.

'sl reassign

tionmbar that the Lave

LevelP rohibits

exhibitIingenuity 1^

t the

an have been

shoremari s Hostel " A

d PIaYers will need to

ruled o

t is a

All excep

rked outside the Long

weaP°^

Notes onOut

_ .i

able is AvlraftA pa

xh one finedforward-firinq

and one

l

fitted wl

or VRFGauss)

I . In this

Dagger and

Character Up?a nd

C

exceeding

reme

bill, anH a

tudying the

class,notmat

ezc

weapon

me items are ob

eating

Olsrs

sk

lls

re

s

Ski

be

e-

onco

I^ncealing

Pthem . `1^

a nonchalant

gao

eWeapon

iven .

civilian wears

vehicles have bee^

Auto- cannon

except thends, Club

van

d or BaYonatl e difficult tO P esboYthe first rule of

mount (choice of LAG,

uto-launcher,

ass asattached . Rein

to the

RAM

AllweaP

if

ou belon

('renade

A

Ons are

2 . play

suite Ymat (after s

within the

r earward -fi rln g RAM Grenade onlV~dditional weaPO^s

mayIve,, Blade

skill levels 9

or

littth 9 tuber of

groadswu

ss

Broad-usion Gthe total n

tla "

- to

with F

and act

oil, Sword, CuS

d2

tin

ssigned to Fa

ratter 7 could thonga

ce

Dress

hundercover

operations- I°Okg

onlyc

rm

Brio,, . It may

hi h q

dlsg

-11 "onet

~ the courseof their se

area 1^que

be assYodcmgi

t9e PRSI'backroom

a

n

n

Acapable of pr

uality disguises

which has the rear

I

uise

)Example .

d into thebodywork, and no a

sword-1 and B V

3 . All skills acquired bYcharacters

and agencytraining have been given "

n

Thls does

of of

ll be useful i this scenario .

boys °nlell are

for equipment.

fitted .

careersan they

will a

urse meco

MODULE4: Alell: General Information

MODULE 5: Objective and Locale : Mau

ALELL/Regina 0106-8/467899 -A-None-Rich-NoneR=2000miG=0.666 M=0.2875StandardK=1.32StanardGravidc Bands: 0.256-3250mf0.506=2298miSafe Jump Distance=400000mi

General Physical DescriptionAlell is a pleasant world superficially similar to the TartanStandard type except forthe relatively small size and low gravity.It's landmasses are concentrated in the equatorial band andsouthern hemisphere in three large and numerous small islands.The population is spread throughout the land area, except forthe few islands in the north, which are subject to regular tect.onic movements ascribed to perturbations in orbit . There are sixcities of over 1 million population ; the planet as a whole hasabout 65% urban dwellers. Flare and fauna are mainly harmlessand unlikely to worry anyone taking normal travel precautions.(X REF FILE: ALEL LJRegina - Flora/Fauna)Visitor DataIX REFFILE:ALELL/Regina -Approach ProceduresNavigational Hazards: Alell has two small moons and no otheradjacent celestial bodies . Approach Procedures should be con-sulted for artificial satellite orbits and restricted areas, periodic

a~aa~aD D t ~ Pb

h ill1315

a h 3

I

SAM

X1("82

10,ON

trill OW

r~xtY

r

''WN~.

tL L- ~

±

Tn-~

Vehicles should be cut out and

used as markers. Vehicles A - Lshould be placed on the relevantspaces on the map. Vehicles M to Xarespares

Each grid square = 1.5mx 1.5mStructural WallPartition wallDoorDoor: Opens both waysstructural columnPlant BoxesCom-ConsoleLift-Up Flap

-t--r

~Oli

comets, etc. Alell is the second planet out from the sun. Themain navigational problem is posed by perturbations in theplanet's orbit, and reference to orbit tables is essential to aneconomic approach.

Customs and Excise. All visitors must report to either of thetwo orbital stations prior to landing, failure to report consti-tutes an unlawful planetfall. All weapons, items of Tech 9 orhigher, and all gems and crystals are illegal imports unlessdeclared and subsequently licensed by the Alell government.The authorities will normally issue a temporarylicense forshipsand permanent fixtures thereof.

Transportation: Regular weekly frequency service to Efate(0105) and Uakye (0205), together with many contract andcharter vessels. Less frequent departures for Whanga (0206) . Nodirect route exists to Knorbes (0207) or Roup (0407), butoccasional tramps or charters might be found to these desti.nations .

Port Facilities: The two orbital stations are at opposition in thesame orbit (equatorial) . Both are standard Imperium designs(Type JL-5a) capable of docking directly to the station anyvessel of 1000 tons or less. Extending booms can cater forlarger vessels . In all cases standard Imperium locking and elec-tronic connectors are required. All usual planetary transferservices are available .

elvl

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The starport is of standard type B, and is located 850mi Softhe Equator on the main island, on the outskirts of the capitalcity Naness. Good quality maintenanceandrepair facilities areavailable for ships and equipment of Tech 10 and below. Emer-gency repairsonly are available through government agencies forhigher Tech levels.

Politics and Mores: Aleli is amongst the common category ofcommunistic worlds . Government is carried out by a bureau-cracy dedicated to the greater good ; private enterprise andpersonal advancement is discouraged. Theaverage citizen is shyof strangers, if not brusque, only relaxing when not in a publicplace. Conversation with strangers is generally limited to shortanswers to a request for directions . The police forces (ofwhichthereare many different levels) are more forthcoming, but shouldbe approached respectfully, and should be obeyed at all timesatthe risk of incarceration.

Trade/Economy: Main Imports : Precious stones and metals . non-basic foodstuffs, military weapons and other high-technologyequipment .Main Exports : Most types of medium-level technology equip-ment and partsexcept weaponry, and some basicmetalores andrefined products .The economy is strictly government controlled ; very little

free enterprise trading is permitted. Off-planet importers andexportersmust invariably deal directly with government officials.

BASGMoVT ;100,4?It, ME

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1.C0123

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0

MODULE 6: Objective and Locale : Description

MODULE 7 : Objective and Locale : Task Force Briefing

The Journeymans' QuarterThe Journeymans' Quarter of Naness - capital city of Alell -serves three requirements of a city possessing a starport . Firstly,it provides the transient workforce associated with any starport,and offworld visitors of all but the highestsocial standing, withaccomodation. Secondly, it houses the primary stages of importdistribution and export goods collection conveniently close tothe starport terminal facilities. Thirdly, it contains the lower endof the Naness entertainments industry, including all the off-worldtemptationsso frowned upon by Alellian morality and yetso alluring to Alellian curiosity .

It is in other words an archetypal low-rent district, and assuch does not represent the pinnacle of urban environment . Forthis the visitor is led carefully away to see the Great Hall ofSupreme Justice, the Place of Peace Cultural Centre, theReformed Morganatic Cathedral, or the Water Palace, built underthe old Royalists but still used by the ruling dignitaries.

Warehousing, subsistence4evel hostels and apartments, andassociated establishments - corner food bars, clubs, generalstores - all jostle for a place; all present a rather run-downappearance. Most buildings are over a century old (Alell isquite kind to man-made structures), but some rebuilding hasinterrupted the original street plan.

Offworlders receive grudging acceptance in the Quarter, andshort shrift outside of it (unless of the nobility or a tradingmagnate) . Almost anything authorised for general sale (and afew things that aren't) can be bought here. Thus the streets -though nowhere near as crowded as, forexample, the Artisan'sQuarter - are well-used by native Alellians generally trying todraw as little attention as possible to themselves .

Al. W. Sector, Alaness Gty.

The scene is once again an underground room as described in

Module 2, a short time later . By this time the Task Force playersshould have studied Modules 3,4,5 and 6. Mentieth continueswith the briefing :

'The physical objectives of this operation are twofold - theClub owner, oneJurgen Cotterell, is also theman responsiblefor

organising this piracy. He is preferably to be captured, if not,

eliminated. Secondly, in Cotterell's office will be documentsre,latingtotransactionsbetween Cotterell and theAlellgovernmentin pirated cargo, and these are to be brought back to me . You

will also leave within the Club premises a letter from the Sub.

sector Governor on Imperial Stationary addressed to the

Aleflian Minister of Outwodd Affairs, setting Out our terms.'

The PRSI have devoted considerable resources to discovering

details of the Club layout and operation. Most of this informa-

tion has been gained by agents posing as customers, delivery

driversandso on .Module5represents a summary of information

gathered on the layout; no detailed room descriptions are avail-

able, but the Referee is to make available some information on

the 'publid rooms, and the players should be able to make

reasonable assumptions as to theother room's uses based on thefurniture layout . The Referee will also provide some additional

Traffic RegulationsIn common with most of the more advanced worlds, a three-dimensional traffic system is operated. Ground cars, and othervehicles in ground mode, drive on the right. Air vehicles fly in astacked directional system . As Naness and the starport are bothon the coastal plain, there are standard altitude bands (also usedover sea), but elsewhere on the planet, inland, a ground-following altitude system is employed. Changes of directionsector, and transition from ground to air and vice-versa, must bemade in a directly vertical mode - penalties for oblique trans-fers (and indeed traffic infringements generally) are severe .Various visual and radar signals inform other fliers of vehicleschanging bands.

Vehicles may not overfly a number of locations (such as thestarport field area), but there are few of these in the chy. itself.In some particularly intensively-used corridors, specific ascendingand descending columns of airspace are designated and in thesecorridors it is illegal to land/takeoff or change bands outsideofthe column .

The standard stacked directional system is:0-79m

Level flight is prohibited (the tallest buildingsin Naness are approx 72m high).This band is reserved for emergency vehiclesonly - civilian level flight is prohibited .Southbound sector traffic band .Westbound sector traffic band .Eastbound sector traffic band .Northbound sector traffic band .Reserved for Police patrols and emergencyservices - civilian level flight prohibited .

80-99m

100-149m150-199m200-249m250-299m300-349.

I

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-- QuuEe~ $oonda~yMRW Prohibited F(;yhiOCa

Man A64

$adde&Ja" irt nd;nf Wd-aWof prohiWiredDes"d7

ModA"-A*ndsJCdnmnf (tmfih)

information on club personnel, building protection systems,possible police intervention, communications and gambling atthe club.

As a preliminary move, one or two members of the TaskForce have been given cover jobs at the Starport and rooms atthe Longshoremans' Hostel about a month before the actualraid attempt (Force Leader to decide whether one or two andwhich team members) ).Air/raftA is their transport .

The PRSI HQ on Alell is a run-down warehouse and officesome 200 metres due west of the Rhus Transit. At ground levelthis is a rather seedy import/export shipping business . Under-ground it is almost clinical, with high technology communica-tions, workshops, firing ranges and rest facilities. All Task Forcemembers (except of course those at the Longshoremans' Hostel)have adequate cover stories to get them onto the planet and tothe warehouse. This is where they will equip themselves forthemission, and receivethevehicles they require .

In order to protect the PRSI's undercover operations onAlell, the Task Force must take standard precautionsto disguisethe point of departure, and will make their getaway from theClub directly to the Starport (thus claiming the sanctuary ofImperial territory) and board an Imperial Kinunir class Battle

Each of the four directional bands covers a 900 arc - that forthe Northbound sector being 3150 through 00 (true north) to450, for example . It is considered very bad flying manners to seta course very close (ie . within one or two degrees) to the sectordivisions. If such a direction is required it is usual to follow adogleg course, making one change of heading and band transfer .

The higher degree course has right of way within sectors(courses west of north in the Northbound sector are usuallyreferred to in minus degrees), thus superior traffic is from theleft - i.e. in accord with ground traffic priorities.

Immediate EnvironsThe Sable Rose club is a detached building, occupyinga cornerposition on Backer Street and Larfoten Place. Becker Streetleads toward the Artisans' Quarter, whilst to the east, MayalinSt. runs into the heart of the Bankers' Quarter and joins theImperial Parkway (built along with the starport in the Royalistera by the Imperium, to provide a grand entry to the WaterPalace) . Larfoten Place runs west,deeper into theJourneymans'Quarter,

Some 120 years old, the club was originally a lapidary'sworkshop andemporium . It hasbeen a club forthe last 58 years,the present owner taking it over six years ago.

Adjacent to the club's yard is a Bakery . At the front is ashop for the purchase of wares -the side door is a fire exit. Onthe opposite side of Larfoten Place is the insalubrious Long-shoremans' Hostel, occupied by starport freight loaders and avarietyof unsavoury characters . Apartfrom the lobby, the otherground floor front rooms are a dining room to the left and a barto the right . A side door from the bar opens onto the vehiclepassage, which runs under the bedroom stories to a back yard .Next door to it, the Laundry has a relatively high reputation(including Diplomatic Quarter customers amongst it's clientele) .It is a rather blank building with toplight windows, and fire exitsonto the Hostel's vehicle passage and onto Larfoten Place, and areception office and large doors leading into an indoor loadingbay. Next door to the Laundry, on Mayalin Street, is a smallgeneral store . Both the warehouse opposite the club on BeckerStreet,and the onesouth of the alley, areof newer constructionand present windowless faces on these sides (they have roof-lights) . The door onto the alley is a fire exit .

35P

7W

2S

IS

10080

350m plus

Above this level are various military and inter'

continental bands, as well as a duplicate setofdirectional bands for usewhen weather condi.tions require them .

0

00

0

POLICE VA'IROL,S

NofWd 00UNP

EASTBOUND

WESTROUNP

50U'rHB0UND

EMERGENCY SERVICELEVEL FLIGHT

PRO1411317EP

mete DIAGRAM ofheiyht STANDARD STACKED

DIRECTIONAL SYStEM

PUBLICFIGHTBANDS

5

I80°

COMPASS NEADIN6S

OF SECTOR 1RAFFIC BANDS

Cruiser which is at the Starport for a 'courtesy visit', for thereturn trip to Regina .

In addition to concealing weaponry and equipment, the TaskForce players must attempt to get as close as possible to thetarget without alerting Club personnelto their purpose.

This area of operational planning is obviously one whichplayers should give much thought to . The following conditionsfor the night the scenario takes place may be relevant :

The attempt is to be made after the Club opens for the evening,

after dusk. The Referee will provide weather details when theactual scenario starts .

The act at the Club, the Markku Beowight Synthesiser Trio,

is playing its first ever night'sperformance on Alell (the Referee

can provide further details of the group), and a party of foreignjunior diplomats- all members of the Club's gambling section-are taking four guests not known at the Club for an evening onthetables . Both the group and the guests could be impersonated,

although the Club personnel may well be particularly suspicious

of thesetwo parties .

This information may be used or not as the Task Force players

wish.

MODULE 8: Club Detail Description

MODULE 9: Club Operational Bscb;ground

GeneralClub YardlParking Area: This is a dirty, rubbish-strewn areafaced on the W. by the ¢lank-walled Bakery, and on the N. andS. by 1.8m high brick wallswith pillars. In the N. wall is a pair of1-8m .high lockable gates . Various piles of empty crates, barrelsand debris are scattered about; item A is a large liquid fuel tank(inflammable), whilst B is the Cellar hatch referred to in Room35. H is a soaped-up air/raft - the Club owner's personal trans.port, F,G and I are all Ground Cars; G is owned by the ClubManager, F is the Lounge Bar steward's small van, and I is asmall two-seater owned by the reception clerk.

Vehicles Outside the Premises: Air/raft A has been regularlyparked outside the Longshoreman's Hostel over the past monthor so, Air/raft 6 and Ground Cars C,D and E are all customer'svehicles . Ground Car Kbelongsto the club's Stage Manager/M.C .,whilst Ground Cars J and L are often parked in Backer St.

Room Descriptions : Ground Floor1. Male Toilets: Consists of urinal against E. wall,two sinksanddryer against W. wall, and three W.C . cubicles (bolting frominside). Windowshigh up and translucent .

2. Cleaner'sStore: Shelves containing cleaning and indoor plantmaintenance equipment, with hydrostatic cleaners under. Thedoor is normally locked ;window translucent.

-

3. Female Toilets.- Three sinks against N. wall, two dryersagainst W, wall, andamirror on the E. wall N. of window. ThreeW,C. cubicles (bolting from inside) . Windows high up and Trans-lucent.

4. Foyer: Double piexiglass swinging doors open onto streetand main lounge, Plant container next to window. 4 and 5 arethe same room, divided by a counter with a lift-up flap. Bothsets of double doors are lockable.

5, ReceptionlCloakroom: Shelves with membership data, adagger and odds and ends, under counter. Corn-console oncounter, Club Alert button under counter against W, wall . Astool and two coat racks complete the furniture .

6 . Ante-Room One., Basically a bare room with an empty-bottlebin in the SE, corner, and a couple of stacks of boxescontainingbar snacks. In the NE . corner are a few discarded pieces of barequipment (pumps, bottle holders etc) .

7 . Boiler Room: In the SE . corner a large all-powered boilerreaching nearly to the ceiling, whilst in the NE . corner are twogenerators; one for bar pump machinery andthecold storeheatexchanger, theotherastandby and not normally in operation . Inthe NW, corner stands a bureau for fuel delivery and servicingrecords, together with apanel over it containing heating controlsand shut-off.

8, Main Store Room : Along the N. wail are various stacks ofctates and casks. Along W. wall opposite stairs are four racks ofshelves with bottled drinks Inot spirits) . AgainstE. wall a set ofstairs down,with a barrier to W. and N. of stairwell .

DD"" pt

The club's daystarts during mid-morning, when thecleaning staffarrive to erase the ravages of the previous night. At this timealso, the Club Manager (2) and Steward (3) are present to dealwith paperwork and deliveries, and around noon the BasementManager (15) and Steward (r'6) arrive to carry out similar tasks .By theearly afternoon all thesepersons have left, but occasionallythe Club Owner may turn up to do his own book-keeping, andfrom noon onwardsone of the barstaffnot on duty that eveningis present as a caretake0guard, until the duty staff start toarrive in the early evening. The two Managers (2 and 15).Ground Floor Steward 13) and stage staff (12-14)are usuallyfirst to turn up, and the main Door Clerk (iand Basementstaff (76-21) the latest. By mid-evening all the staff on thediagram (except the cleaning staff) arepresent. Occasionally, theClub Owner is absent on other business,Building Protection System : The building is protected by bothconventional mechanical locks on doorsandwindows (lock pickset and Mechanical skill apply to defeating locks), and anelectronic detection net . Master switch to the net is In the ClubOffice 19) on the corn-console .

Club AlertSystem : In strategic locations (see room descriptions,Module 8), a type of 'panic button' is available in the event of adisturbance,' Pressing results in a light flashing an all mm-consoles other than the one in that location, and the system isalso linked via the master mm-console (i.e. this console must beoperative to transmit the alert) to the local police station. Thepolice would treatthis as a routine disturbance call and dispatcha patrol as available. This would arrive outside the club in 4-9combat rounds . It requires a verbal emergency call to PoliceH0, either from a club corn-console or police patrol vehicle, totrigger special police action, which arrives in 3-8 combat roundsand consists of two patrol vehicles with eight police, Proof onnon-routine disturbance (use of firearms would be sufficient) isrequired in thecall .

Corn-Consoles: The club contains eight console locations Ilesroom descriptions) of which three (those in 5, 9 and 28) arecapable of direct outside contact, Other locations must call toone of these foran outside line, Console28 is the master console,and if this is inoperative - switched off or wrecked -thentheentire system will not function. Each location may call anyotherinternal location - the receiving location has a key light whichidentifies which console is ceiling, and this light is also the-warning light flasher for the Club Alert (see above), Pinpointing

LARTE'N _ .PLACEy J-_,

9. Club office: 'in NE. corner behind door, is a coat rack.Against E. wall a ceiling-high filing cabinet . Against S wall inSW, corner a drinks/music centre, and E. of this a small safe, In

W. part of room a desk with threedrawers to the left, belowthecorn-console and privacy cone controls, The Club Alert button isunderthe right-hand endof the desk . Behind the desk is an exec .utive swivel-chair, the other two chairs in the room being non-descript straight-backs,

10. Ante-Room Two: This room is empty but for three stacksof chairs similar to those in the main lounge .

11 . Kitchen : Or rather a food preparation room, since most foodis pre-cooked, then either frozen or dehydrated . Along the N.wail are utensil cupboards with worktops over, and two micro-wave ovens. Along the W. wall are sinks and drainers, withdryers under; )n the centre of the room is a large preparationtable. In the SE . corner is the control console and heat-exchanger machineryfor room 12.

12 . Cold Store: A solidly built and insulated room for deepfrozen food .

13.bry Food Store: Shelving contains all manner of dehydratedfood, spices and additives .

14, gar One: Shelving along the back wall supporting all mannerof intoxicants and soft drinks. On the shelf near to the door to 6is a cons-console.Under the bar just south of thesouthernmoststructural column is the Club Alert button . On the bar at inter-vals are stands of pumps for draught brews . The bar is open toroom 15, but may be isolated by pulling down the variousshutters to the from edge of the bar tap .

15. Main Lounge: A large open room with chairs and tablesregularly arranged for viewing the stage area . Along the flankingwalls are bench seats, and several stools at the bar. Some exoticindoor plants fill odd corners.

16. Stage. One metre above lounge floor level. Twoshort flightsof steps lead up on either flank of the stage from the lounge.Drapes coverthe stage passage (20) and the wing exits1'17& 23).

17 . Stage Wing: Contains a lighting/curtain control console, witha Club Alert button under it, and a fewodd props. At thesame

level as the stage, with steps down to 20 and beyond the door to15

17a. Stage Wing: Small translucentwindow.

18/19/21/22 Dressing Rooms: Contain table, mirror, chair, mat-stand anda translucent window .

20 . Stage Passage: Bare corridor behind stage backdrop- lowerthan stage .

23. StageWing: Stepsdown from stage, with odd junk in cornersand one chair,

24, Corridor., Bare, with steps down to basement floor . Doorsfrom 10 and 24a normally locked,

24a, StageDoor Vestibule : Short, bare corridor with stage door/fire exit onto Backer St .

GROUND FLOOR OPERATION2 . .Clubt

1Manager

11 . Door Clark3, Steward

4 . BarStaff

6. Chef

Cleaning

5, BarStaff

7.Asst.

9. Cleaning

Staff

Chef Staff

10. CleaningStaff

which location requires aid. There is also a warning light whichcomes on if aportable communicator is operated within the club.Outside lines include the usual telephone facilities, the citycomputer library, and the Starport Into/booking computer,Customers may use the two reception consoles (5 and 42) foroutside calls, paying for their use (Cr.t per combat round) .

The Gambling Room: Although gambling is not illegal on Alell,it is strictly regulated and consists mainly of various Types ofstate lottery. However, within the Journeyman's Quarter are anumber of establishments catering to the offworlders and themore adventurous Alellians. Thegovernment is not averse to thisactivity (indeed, they levy a hefty betting text provided thatcertain rules are obeyed concerned with preventing themajorityof native Alellians indulging in this form of activity.

Each member of the gambling section of the club is requiredto memorise the entry conditions. The procedure is to call theclub from a public corn-box a few minutes before reaching theclub premises, giving name and membership number of allmembers in the patty, and the name and occupations of anyguests . The time lag enables the Basement Reception Clerk (21)to check any facts not known to him (i,e, membership status,guest's identity), On arrival at theclub,the stagedoor (245) hasa bell push, voice box and vid-eye- The button is pressed, theClerk asks for names and membership numbers (meanwhilechecking visually), if satisfied, the party waits for the Clerk to

k~1\"

Il~f

ORGANISATIONAL DIAGRAM1 . Club Owner

12. StageManager(is also Masterof Cereq,onies)

13. Stage Teahnidan

14. Stage Hend

Basement Floor25. Male Toitetsl26 . Cleaner'sStore/27 . Female Toilets: Identicalto 1,2 and 3but without window .

28 . Office : Alongthe N. wall are threesafes, all identical (exceptfor locks). In the centre of the room is a desk and executiveswivel-chair, In the left of the desk is a nest of four drawers, inthe right under the corn-console is a nest of three drawers . TheClub Alert button is under the centre of the desk. Along the S.wall is a coat stand, a locked filing cabinet, and a stereo/drinkscabinet. The corn-console also incorporates privacy cone controls.

29. Wine Cellar., Along both walls are wine racks, with the lowerhalf ordinary shelving- on theseare bottles of spirits . A few un-packed cartons of Roupean whisky stand at the N. end on thefloor . The door is normally locked .

30 . Bar Two: Shelving on both sides of the partition and backwall. Corn-console next to the partition, and Club Alertbuttonunder bar to W. side of structural column. Otherwise similar to14, except that video 'one-armed bandits' face each of the barstools

31 . Gambling Room: 12 card tables each with 4 seatsare spacedabout the room, the three at the E. end being one step higher .On the N. wail is a card table with two seats.

32 .Ante-Room Three: Similar in layout and content to 6.

33 . Teller's Room : A glass window with a swivel tray occupiesthe E. end of the room . There is a corn-console on thecounter,with a small cash float of Cr,50 and a cosh on a shelf under it,along with a Club Alert button . In the NW, corner is a set ofopen shelves, containing trays of gambling chips . In the SW.corner is a safe (of simple type) with a cash float of approx .Cr,1000. For larger deposits or payoutsaccess to the safes in 28is required,

34. Main Cellar. On theS. wall, three tandem (one above theother) draught . casks.On the N. wait,shelves of soft drinks . Else-where are numbers of empty and full barrels and boxes. Thedraught switch panel is mounted on the wall to 36. The stairsfrom 8 come out in this room .

35 . Cellar Hatch: An empty room except for a large bran sackbelow the hatch (to drop barrels onto). The double hatch opensupwards and locks from the inside (both it and the doubleaccess doors are normally locked).

36. Pump Room : Machinery for operating the draught brewsystem occupies this room .

37/38. Store Rooms: Both these rooms are empty except forshelving around the walls .

39/40/41 . Store Rooms: These three interconnecting roomscontain boxes of all sorts of items, being odd lots from capturedships . Thedoor between 34 and39, and that between 47 and 42,is normally locked,

42 . Basement Reception: Situated at the bottom of the stairsfrom24, this area has a reception counterwith corn-console, anda Club Alert button under it . There are two coat racks. Thisroom and the stairs are separated by a partition .

43. Store Room : Contains three stacks of chairs similar to thosein 31, and various building fhments and junk . The door isnormally locked .

J7

BASEMENT OPERATIONe116 . Basement Manager

16. Steward

20 .Tell-

-erp1 RiiieptionClerk

17 . Bar' Staff

18. Cleaning Staff'

Positions 4-5/7-11/13-14/17-2111

are on rotes, le . different persons19 . Cleaning Staff

on different nights.

come and open the door. In the case of Particularly valuedclients, the Basement Managermay come up. If the person is forthe stage section, the Clerk simply transfers the call to the Stageconsole (17) .

The Night of the ScenarioThis section highlights specific conditions on the night theScenario takes place .The Scenario commences mid-evening, after dusk. The clubhas opened - nine customers have so far entered the lounge(151. All staff are present.The weather is overcast but dry, withthe hint of an offshore breeze perhaps bringing in a sea fog later.Expected shortly (via the stage door) is tonight's act - asynthesiser trio (keyboards-MARKKUBEOWIGHT,Percussion.ist - HERVIG GIANDELL ; mixer/computer panel - ALAN

JAMISON; road manager -ARKESH MARGANE; road hand- ANGUS McFADDEN). The trio is from Ferl(o405) and havenever performed on Alell before . They are not known to themanagement - the booking, was handled by an agent, and aredue for a week's booking. They should arrive in a ground carand van (for the equipment)

Also due a little later for a night on the gambling tables is agroup of foreign diplomats (S members and 4guests), in additionto the normal influx of clientele both for the main club andthegambling room .

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rewardDYBARQUE7'Ba'`°mantBartender20. CARL MAMOTel%r S

?7, R/CHARDPESTBasement Clerk AROUE

--- ny devils in this sce^-e aPreliminaries ld feel free to chengd White Dwarf?/, as long

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any larger camPalg^ the Referee may be running.

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information Modules to which they are entitled .

given the

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Cha1cter

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14 77 17 30 .

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21 2027 .

42

limits . Much of the information in Module

9. Club Office . a) Filing cabinet -Membershiprecords of the

resent planet-boundP

but sincethis is the first Traveller scenario

ground floor section of the Club, and delivery . booktn9 and

4 is of thts cate9ory,

f

roes/ records " At the bottom are cartons of blank stationery .

White Dwarf, it i5 desirable to indicate the extent o

g

a planet some background

b) Desk drawers -Top: Miscellaneousstationery and a petty

cashbox containing about Cr.120 . Middle : Various outstanding

and a loaded Auto-Pistol . Bottom ;hinery oper-ina pear

,red to giveto

p

, ^ rage

bills and a petty cash ledger,/correspondence and mac

planr informatloeta V8and

Various handbills, 9e^eraspare Auto-all

ewelleraracter "d ch

lee 6,anfeatures are explained in Modu

a

a hits as Mesh (i.e. a

ating manuals, andtwo~upleof items of j

MODULE5,TItsm pmost internal doorstak

Ilsand

1D of damage'losfl,

c)Saffl-Cash and pay ledgers,

ttionwaYPan

roe h, with

d as Battle

found in the Club (worth about Cr.150 each), and cash in bills

9.successful throw Passes th

9

doors and external doors less 2D damage an

ffice

nnected

old storeroom door and allsafes less

tothe value of Cr .1700. Thereis nothingto this office ce

(of tough-

with ship Piracy .mbership records of the

o

the cDress, structural walls,

3D damage and as Battle Dress+4, and all windows

less 1D-1 damage and as Jack. Normal vehicles

d lexiglass) red police vehicles, and

28. Office: a) Filing cabinet - Me

ne

P

but all PRSI a

doors. The

Gambling secton, bar a^do~~~~epee°°rds. At the bottom are

etake hits as partition walls,

" Air/raft, take hits as externalrear s

~ throw for vehicles .

cartons of stationery,

cks of gambling chips and

the Club owuld geneaate a 'critical hit

f runningthescenario is for

piaVl^9 cards.

of

b) Lefthand desk drawers -ToP: Under a loaded Auto-Pistol

t members, two Auto-pistol searesltpzPP^k out g

erReferee ce

a ohe bestwY

each groupt

d

I d er of curren

'star of knoc

0 andsted thatrwise o e ts°^ P°In s f the map anuesor otheshot 'Aclhand to

esucces

s. Use of the Snaplance

ended that Club personnecums

-

ecemm

It is sugg

' m. it Is r

starts . Remember

the Referee to have one copy o

hs

'

he actionincrease rea

t

club

to have another . The players have only thmaps may1 be

emergency race maskettYcazhboxcontaining

aboutePondeoce.

rounds to advance, untilrue

loose in one part of themovesth

n

uld act

ulayercurrently possess dlsulaVUd °n their map.rAloured map

M"

have brokeId

characters sho

theyII hell mu

_ II

'they (a) on softboard or similar using

addle: Stationery , P

a

of it

a

_t

re

to them at

mounted ei

or (b) on hardboard using Pl^s

a petty cash Iud9er .~~uals anddla ~General co

the there betn9 aweo

' ormation available

box of medical dressi`es.

without Teed on mf'al mannar b

reasonable race of

Pins to represent characters et°"

bs of Blu-tack or with a clear plastic overlay and grease

Bottom ; Machinery

Pc) Righthand desk drawers - T°u' pwne~s uursonal m

pondence (^°thingi^°nminatin9) " Middle ; Empty but for a small

/olive wired to the drawer runnerswer is opened lap

re

rovide atoo

Iso p

toboth

bloin a ra eferee should eR

and departures)

onhe

'vale l

ot,

arkings .. T

rrl

nfo

il m

t normally

slab

of Refrax flx

the time er customer Tct

Mage arriving o

pentts of information ^o lan and

guaranteed to blow Your hand off if the draineering or RAM

Grenadewith Combat Eng iftinctive smell of

iron-player chara _ a majority Peaceb

is module co^lishe Cluf t

E6: Th

mories,thau9

afficlaw

damage/ "0

on"

UL

me

trsections streets and soe

MOD

andard libraryhthecity p

me detanl on .

CharacterssP

edveek

notica the faint but d

is closely examined. Bottom: Contains a

also traffic on thd ii out

available in stwould be on to

importantto PnaY " Ves~°if

th

deseand a small dag9

ts and orders allrs or reTThe Modules Referee may hand this to PIaYe

ffic rfl9s.

beof

gefrax

LE 1. The

riefinfls (Modules 2 & 9/.

tra

;t may

MDU

layer bveO

pactIhas been give^ since

f the reap is less specific - since 100kmlnt represents

per combat round, and a realistic urban

humidor with 47 cigars,se

are academic -

d) Western Safe - contains agreemently

damning the owner's comPlicitY in Piracy, also a

on government funds. Thisrt oas Pa

ere, but

melt

waresthe Task ForcePITY

endedto

ctual

approx. 280sq

40km/hr is 110sq/cr,eh

ned an a

rtction ofthe

peed rust

on the smallscale P"19800a

sp/hr

sufficienoats

folder containing uncashed drafts

for above) if opened in-

d to a Refrax charge (asMODE 2: This may bUL

er if the Referee aria 9 sene butt must be blotted

is commonplaceI^

it would set the sc chases

" rteftng' "

r our own

acceb

fo Vd

leratlo

15secs

nerate

er tOsecs, zo move-

safe is ang9

ere 9e

lower

car almost by definition would do'tGenersIVChorea

e

d 1p

" centlY higher orM ULES 3 an

' nrfl

o

ant on the Club plan is fleeting .

remfl ran9fl if the

D

ed but sigO

' ut

,

he scenario .T

m

areabut one shot at extsubstna

glance t

t~ exit the P Y

9

rule that it takes

correctly "e) Middle safe - ce^rains upwards of Cr.32000 in largebin s

m thn may b

held may unbca

P

ills

' h Brawling skill

1cr

ill in sight may be possible in the next 18vi~ddition

and a ledger detailing membersowing money"

breadth and level of skof Dagger end Blade in wit

'

the Refereeprefersthe

target is stshots made while the vehicle was in the p

area. It

f) Eastern safe - Cash and p

ledgers and about Cr .2600 m

me, the Inclusion

_ulates in-fighting " However,

ifn BrawSng and Blades skills

to anyngst

should be possible to breakdown driving/flV~ng tasksin terms of

cash" Club Character

Knows Co^tents o

1

gall ; 2B-all .

2

9

I

better sim

ere may re-assig

kill levels) amorule, P V

_laad

I number of s Weapons.

Action Points for more realism.

standsexceeding the 9nven tote

other permitted Blade(notBrawling, Dagger' Blade and

nt basic information

- General: These represe

_

MODULES 4, 5, 6 he Task ForcebY dint

MODULE?: TheRefereeshouldfurnish Task Force

playerswith

3

9-a,b.

layers - to thoseof tilable to p noel bY long familiar-

the relevant items celled for in this module from Module 9: Des-

12

9

a,b

b Peas° cre rele s sufficient to reco9^isa characters 1.,2,3,6,12,15and 16

15

28-a,b,e,f

iota staffare not, but their jobs are

16

2B-a,b .

22B

ne of the items.always ava

and toCluailableto plaYUrs-entionedknow noof intensive memorising are av

its . ' e as in Kinunirand

usually self-evident.

at (first hn )data fo rm

ion-Star-

The electronic detection net can be stetted ro characters

r

or-Locala

lectronio-1 or more . Characters wnhEle°tronio-2 guta

Characters not m

ULE 4: planet

YOD

mat, i .e . Name/SectfA

for

T pals)-Gas Gt-

with Ee

W

+1 when attempting to by-pass it . Forgamblingseealso the

te that the Task Force p Y

tool sets,la ere do

The Referee should additionally assign locations to a scattering

first aid boxes and fire extinguishers . Clu

io starts

of torches,ill know these locations.Ilex

_ orld Yandard Travst

eve/-Bases' a

ch L

DM

odule 9 below" Noisrt/Characturtstl°s-Te muter

notes to MW t get the actual weather conditions until the scenar

.eshould give reasonably compnu4a

Personnelw

A normal police Patrol ce^lists of two of icers

two Identical sections ofce. ' in standard Cp P.

an

a" noant Pres ' module Is

'reformation in th is

ids to retnev

Module 8 the Refere

II

er filesgive the keywoA

oth

ke up an'Urban

Fr°cri dons for the Pencestor

npuld ma

in

des P

42 .fe

e

de

e

n

3R

far

u

3 /ies.

e

1 fo

_31/ar

R

a

ublic rooms li.e. 1-5/14-16/24-2 610DULE 9:

L~brra Faunafile, the

to

/

f the types °f amm ent2- 25-27/30with snub pistols. The sPu°tai squad is

For the F table (think °tar

' TraveIlerSupPlemun

sm

n of

following additional information,8 T

and theClub

four officers three of whom are armed with both snub and auto-

ffices (9 & 28) - all

pistols, the fourth carrying auto-pistol and RAM Grenade

lusively in forms of poker, with incomer the table is

'n unto

ttablei

n

enters ca EUL

t the o

Launcher "'

I

ost exc

ch hough unto MOD aPPnies ° e bY'Gambling isa mterra

towns on Earth/ . The releva

tine/ Encounters - are pP"8-11, thou

A

ere filethe Approach

Proced) win/ not bfl

Personnel that know it,

items are normally locked . derived bV levying a tax of Cr .40 or eamembers may take on thehous

led with . StmtIarIV,course bedispen

navigational details

in which the Referee gives

__(

nano beyond ,rs

these

unless the Referee expands the sceoccupied . AdditionaIIY ,

required

T

I

®

m

g

gambling against the Basement Manager f151 "

I The Referee is to determine any changes in the weather li .e . a

s for Module 3 above.sea fg91 " See note

~~;

MODULE f0:\

il: r. " i. s >~ .

LETTERS Readers' thoughts, ideas, views, and criticisms .Letters to Editor, WHITE DWARF, GamesWorkshop,

1

Dalling Road, London W6.

Dear WD,I was pleased to read that Don Turnbull wants an opinion

poll taken of the best monsters from the Fiend Factory. Asthis regular feature is probably liked very much by all readers ofthe magazine, I feel that the poll should be taken further still .Just listing the top five is not good enough as there should alsobe a 'bottom' five, preferably five per year of each . This wouldthen enable the readers to voice their opinions and provide Donwith the information needed to ensure that the monsters pub-lished are the monsters wanted .

Reader response is very important in any magazine ; theAmericans in several of their magazines devote entire pages toreader feedback to maximise reader enjoyment and futuresuccess of their publications .

Yours sincerely,John Smart, Chigwell, Essex.

- Good idea. Consequently we will hold the Fiend Factory pollopen until 1st March 1980 to include both the Top and Bottomfive creatures. - Ed.

Dear WD,Since the Fiend Factory opened its doors I have used several

of its products to annoy unfortunate adventurers, particularlysuch delights as the Mimble (White Dwarf 10) and the Nilbog(WD6). I am also eagerly awaiting the chance to use a TimeFreezer (WD15) but I disagree with some of the details of itsdesign . It is described as "Highly dextrous, which accounts fortheir very low armour class."

Surely this is a misconception, and, as Roger Musson says, acommon one . I will not repeat his arguments concerning hitpoints but simply quote theAD&D Player's Handbook . ". . . themajority of hit points are symbolic of combat skill, luck(bestowed by supernatural powers), and magical forces ." If acreature is highly dextrous it will dodge well, and also attackwell, exactly the factors high hit points are intended to re-present. Indeed, both men and monsters have their attackability linked to their hit dice . It would seem that high dex-terity is reflected in high hit dice (at least for monsters) andnot low armour class.

I would suggest the following changes. Armour class would bechanged to 8, leather/padded armour in the AD&D system. Ifthe modifier for its special attack remains unchanged the hit dicewould increase to 11d8+3 for a Monstermark of 353.9 (com-pared to 359 .3) . Since it would, on average, keep fighting forhalf the time but hit twice as frequently I feel there is no needto change the modifier .

This change does, however, indicate the weakness of theMonstermark . A lucky fighter could kill a Time Freezer withone blow . If it had rolled a double one for hits, if he had hit,and if he rolled high for damage . With 11d8+3 the feat becomesimpossible rather than unlikely . I can only suggest the use of acritical hit system. Factoring this effect into the Monstermark

would really wreck what is a fairly simple system, (unless some-one knows better).

Low armour class is not a suitable method for giving acreature high dexterity, and I shall try not to use it . I thinkthat my modified Time Freezer would suit the system RogerMusson propounds in his article in WD15. (I don't think it'sworth using in my dungeon, for several reasons which includethe time needed to make the change and retrain my players.)

Yours sincerely,David Bell, North Kelsey, Lincoln.

Dear WD,A strange phenomenon has just occurred during one of our

meetings, namely that all our copies of the Monster Manual seemto give different specifications for the same monsters . Thesechanges are not minor ones . When the 1st edition of the MMcame out it was hailed as THE definitive tome on monsters inD&D. Then came the 2nd edition and - some of the armourclass numbers lack their minus sign . A cock-up at the printerswe ask ourselves? "No" cry those who happen to possess the3rd edition, "look at the AC for the succubus, the damagedone by the Hell Hound, the troll has gone all vicious, andthere are even some statistics for the stag beetle!"Why hasthis happend we ask ourselves? Is it, as one person sug-

gests a cunning plot to make us buy even more Monster Manuals aseach previous edition becomes obsolete? Gary Gygax did men-tion that the AD&D texts might be expounded or revised "atvery great intervals" (apparently 9-12 months). We would like toknow where it will end . Some will instantly say that AD&D ismeant to be highly flexible . To them I would point out thatsome fixed points of reference must exist or player skill becomesmeaningless .

We would like to know if this trend is to continue and if sofor what reason (and why did it happen in the first place) .

Yours sincerelySimon Downs, University of Lancaster .

Dear WD,I was interested to read last issue Paul Compton's comments

on medieval oil . While he is right in principal, he ignores thefamous Byzantine 'Greek Fire', which made a lethal anti-personnel device, and if, as Paul suggests, we are going to acceptChinese repeating crossbows, the 'European' substance must beavailable - at a price! (We can, I hope, nonetheless ignore otherByzantine incendiaries, such as the semi-explosive or light-sensitive varieties. . .) . The best way to limit 'fire-bomb raids'is surely to make them prohibitively expensive, rather dan-gerous (try tripping over with a belt full of oil bottles and atorch in hand!), and not too effective against intelligentopponents (who can see what's coming and dodge) ; this shouldensure they are limited to use against non-intelligent clean-upcrew, just like in the films.

Cheers,Phil Masters, Cambridge.

Dear WD,Although I believe in principal that Fiend Factory should

be the best feature in White Dwarf, I have become ratherbored of late with the proliferation and, therefore, the end-orsement of unbelievable one-off or super-heavy monsters .

Please can we see the return of the more deployable creatureslike the Necrophidius, Githyanki, Bonesnapper, Svart, and thelike rather than neutron bombs disguised as gold pieces whichcan only be destroyed by whistling the Chinese national anthemwhile standing on your head!

Best wishes,Bob Bailey, London .

-The format of Fiend Factory might well change sooner thanyou think. Albie Fiore will be taking over its editorial fromDon Turnbull in the near future. Albie is known for his mini-dungeon The Lichway, and has many creatures of his ownto be released.

-Ed.

21

VACR zMe (CJ0eM*TTREASURE CHEST is open for contributions relating to D&Dadditional rules, character classes, magic systems, objects, tricks andtraps etc.

-

Artifactsand RelicsThe referee should determine alternate powers for these relicsand artifacts if his players may have read this article. In bracketsafter each item (where appropriate) is an indication of thetables for powers in the Dungeon Masters Guide that should berolled on .

THE TABLETS OF THE ISH THANBy M.EvansThe Ish Than were a sect of 20 monks who lived in seclusion ina remote mountain range far to the east . They made manytablets from the local stone. These Tablets were deeply engravedwith a message to fellow monks in a long dead (and unreadable)language . For a monk to receive the benefits of this message, theengravings must be traced backwards with a pointed metal imp-lement . Forward tracing, or tracing by characters other thanmonks has the reverse effect .

Of the many Tablets, only four are believed to be extant :

Tablet 1 : Increases dexterity permanently by 1-6 points and inaddition adds 10% to thieving abilities (once per character) .

Tablet 2: Increases constitution permanently by 1-4 pointsonce per character and restores all lost hit points .

Tablet 3: Speeds up all actions as haste spell.

Tablet 4: Slows down the monk as slow spell and reducesdexterity to 5 for an additional 1-8 turns.

(1xl/,1x///,2xV.)

22

CHA-E-LANE'S WONDROUS GOLDEN CLOUDby James MeekThe fables of Cha-e-lane, the great sage and traveller, are re-knowned in every tongue from High Elven to Goblin, and in allthese_tales-particular -attention-is- paid- to his mysterious Go/denCloud on which he travelled .

The Cloud is kept in a leather bottle, plain except for finesilver embroidery . When unstoppered, the Cloud will billowforth, returning to the bottle on command from whoever let itout. In cloud form it measures roughly 12 feet by 6 feet and cancarry up to 10,000 g.p . weight, moving at a maximum speed of300" per turn .

The

Cloud is not only very comfortable, but edible, and willprovide infinite nourishment for those travelling on it, contin-uously renewing itself . It can make itself and its passengersinvisible for up to five hours once per week, and in dire emergen-cies can attack as a conjured air elemental (impervious todamage) for 10 melee rounds before resting. It will also shootlightning bolts, 6-dice, 3 per day, if so ordered . The finalbeneficial effect is that it can rain up to 9,000 cubic foot ofwater, once per week, on any spot .

The Cloud has drawbacks, however. It is deeply affected bycreatures of the air . On seeing one of the following, it will dropits 'passengers and chase after the creature : sylph (lust) ; stirge,harpy (hate) ; ki-rin, shedu, lammasu (admiration) ; air elemental.djinn (jealousy) .

The other drawback is the Cloud's fear of fire . It will not gowithin 100" of any fire source and if attacked by fire or heat inany way, it will teleport back into its bottle and not come outfor a week, leaving its passengers suspended tragically in mid-air.

THE SKELETON OF ZZKEELby Will Stephenson2Zkeel was an ancient monk who devoted his entire life to thedevelopment of his body towards perfection . Through exercise,magic and many dark means at his disposal, Zzkeel pursued hisgoal . The fateful day came when, believing he had achievedperfection, Zzkeel proclaimed himself a god. The gods, angeredby his presumptuous declarations, immediately cursed him forhis folly . His magnificent body withered until the skin barelycovered the bone and then a mighty wind was summoned whichshattered his decrepit frame and scattered his bones to the veryedge of the world.

Zzkeel's Bones can still be found and because of the magicused in developing his body still have powers when ground intopowder and ingested, They may be found already powdered ordissolved in liquid . The various Bones, and their powers, are :

Shoulderbones : When one is ingested, the swallower's shoulderis strengthened . The character gains +200 on his strength weightallowance enabling him to carry things more easily . Bothshoulderbones are believed to be extant .

Handbones: Ingesting a handbone increases a thief's ability topick pockets, open locks, and remove traps by one level. Non-thieves ingesting a handbone can act as a 1st level thief in thesethree abilities. Only 6 of the various hand bones still exist.

Footbones: One of these allows the ingester to move silently asif wearing elven boots. Only 8 of the various bones are still inexistence.

Thighbones : When one of these is ingested, the user moves attwice normal speed, as if hasted . Both thighbones are believedto be extant .

Bones of the Upper Arm : When one of these is ingested,strength flows into the user, giving him +1 damage bonus incombat . There are still two in existance.

Neckbone : Anyone who ingests this will take half damage fromfalls . Only one vertabra is believed to exist.

Other Bones: These may be cursed or useless. Roll once onTable III for each .

The effect of all bones lasts for 2-5 turns.

THE MARVELLOUS FLASK OF SUETHRIN THEMYSTICALby S. McIntyreThere are many legends related to the Forever Quest of Suethrinthe Mystical . None dispute the fact that the Flask was able tosustain Suethrin in his trek across the Great Sands. However,few of the legends are in accordance on how Suethrin obtainedthe Marvellous Flask. Some say that he found the Flask on adying traveller before entering the Great Sands, others that theFlask was a gift from the gods and yet others that Suethrin wasattacked and left for dead by dervishes in the Sands when agreat bird came to roost by him and dropped the Flask from itsbeak .

The Marvellous Flask appears at first sight to be a simple ironhip flask covered with tough leather. The stopper, however, hason it a small dial inscribed with archaic runes. Due to the greatage of the relic, it is now impossible to discern the meaning ofthe runes . The cap is held onto the Flask by a small chain . If thecap is removed, nothing happens. If, however, the dial is turnedand the cap then removed, one of the following will happen(roll 1d6) :1 . A djinn will appear and place himself at the service of the

caller . If called more than once in a day, he will appear andorder the caller and his associates not to summon him untilthe next day . If he is unwisely summoned a third time inthat day he will grant the exact opposite of the party'srequest .

2. The Flask releases sparkling clear water that is extremely ref-reshing to drink .

3. The Flask produces dark, cool wine of the most deliciouskind that would fetch a high price on the market . The Flaskreleases one pint at a time and the wine is worth about200 g .p . per gallon .

4. The Flask turns the person holding it invisible for 3-36 turns .(This is not improved invisibility.)

5. The Flask creates a magical shield around the holder .6. The Flask produces poison which is absolutely identical to

the wine (3). The poison kills in 3 turns unless the drinkermakes his saving throw.The Flask may only be used 2-12 times each day and if it is

used any more the effects will always be harmful : e .g . on 1 itwould produce an efreet ; on 2, a powerful acid ; on 3, poison ; on4, the person would glow brilliantly; on 5, the shield would bereversed so as to attract missiles etc . and on 6 it would produceeven more powerful poison (save at -5) . (4 x /, 1 x /V, 1 x V.)

THE RING OF MANFRED THE SAGEby Julian LawrenceThis plain copper ring once belonged to the great sage Manfredthe Murderous who, on his death-bed, transferred his life essenceinto the Ring in an effort to give himself eternal life . Since then,the Ring has been severely damaged several times which hasimpaired its function slightly . Manfred can give his owner 3wishes per day, but due to age and the damage to the Ring, maynot hear them correctly . Each time a wish is made %dice shouldbe rolled with the following results :01-40 : Manfred heard nothing .41-60: Pardon?61-80 : Manfred heard some and improvises the rest .81-00 : Manfred heard correctly .

The 'heard some' result can prove most entertaining . Forexample :Thief: Quick! Cast a death spell on that dragon! (DM rolls 71%)Manfred: Your word is my command . It is done .Thief.- He's still there, and still coming, you cuprous dimwit!Manfred. But he is deaf, just as you wished . Listen . . . (the ringemits a dragonne roar) . . . see, he didn't bat an eyelid when heshould be weakened . . . (silence) . . . I say thiefy, can you stillhear me . . . thiefy! I

To add insult to injury after such situations, the Ring willmutter to itself for 2-12 turns about its owner's bad diction etc .negating any possible surprise .

THE SWORD OF EHEMAKILby Simon ThornleyHow Ehemakil originally came by his great sword is not known.That it aided him in his rise from lowly mercenary to powerfulemperor is indisputable . When Ehemakil was allegedly slain bythe Usurper, Raggendol, the Sword was nowhere to be found .Ehemakil's followers claimed that their master had escaped andwould one day return to destroy the Usurper with his enchantedwarriors ; but that day never dawned and the Empire crumbledfrom within leaving only memories and in some distant land theSword of Ehemakil.

This Broadsword has engraved in magical runes along its blade"I summon you, warriors of Ehemakil!" . This inscription canonly be read with the aid of read magic. When the inscription isuttered, three rose-hued warriors appear . They are clad in +4chainmail~ and armed with +1 longswords . They automaticallyattack their summoner's enemies and/or any evil person(s) onthe scene (including the summoner if he is evil) . These warriorsfight as third level fighters though each has 5 hit dice . They allhave a strength of 16 . There are twenty warriors summonable bythe sword (though only three may appear at any one time) . Foreach warrior killed, the sword will summon a replacement imme-diately . When all twenty have been slain, the sword will crumbleto dust .

When the sword is used in combat, it is +1 on initiative dueto its amazing lightness and balance and it is also a +2 sword(hit and damage).

The secondary Minor and Major Benign Powers and theMinor Malevolent Effects are left to the referee's discretion .

GURTHLIN'S SILVER HARPby James MeekGurthlin,the dread drow minstrel, held fifty dwarven smiths anda score of sorcerers in his dungeon workshops for ten yearsmanufacturing this terrible instrument . His overseers were lax;however, for the magicians were able to lay spells on it thatwould cause instant death to any bard who played it, howeverpowerful that bard might be . Thus, as Gurthlin first attemptedto use it, he perished and the Harp vanished into myth .

Legend describes the Harp as having a body of purest silver,carved with 1001 ancient melodies in extremely fine runes . The7 surviving strings are mithral, tuned by screws each cut froma different gem or jewel. These when plucked singly . have thefollowing properties :Diamond String : Continua/ light (clerical), 1/day .Ruby String : 6 dice fireball, 1/day.Emerald String : Power word 'kill" against self .Sapphire String : Commune (3 questions), 1/week .Topaz String : Disintegrate, 1/week.Garnet String : Summon medium adult dragon, 1/day .Opal String : Death spell, 1/day .

If any kind of tune or series of notes is played on the Harp, amonster will instantly appear . It could be absolutely anything,from a skeleton to Asmodeus himself (gods, saints, demon princesetc. are, however, allowed saving throws). Chances are exactly50/50 that the monster will serve the summoner and will, in anycase, disappear in 1 hour from its arrival .

The Harp knows a great deal, and if asked about some artifactor magical item will have a 20% chance of knowing the answer .If it does, it will speak .

Finally, the Harp will play by itself when commanded, tocharm - as a 15th level bard - if so ordered . Essential mis-chievous, if not evil, in nature, it will often play of its ownaccord to charm its owner or someone else . (2 x l; 3 x //,- 1 x lll;1x/V,-2xV.)

Next issue we invite readers to submit contributions of variousTables that can be used in campaign games. We suggest tablesfor Weather, Disease, Physical Appearance, Luck, etc .

23

. . . Yaquinto Publications have announceda new SF game entitled Marine:2002 andit concerns the first lunar war . . .. . . Avalon Hill have recently acquired theentire Battleline range of games fromHeritage Models. Having previously acqu-ired all the Sports Illustrated games andthe entire game line formerly manufac-tured by the 3M Company, it wouldappear that they and other large gamescompanies are moving away from in-housedesigns and more towards existing gamesfrom other manufacturers, or freelancedesigners . This trend certainly seems tohave resulted in the resignation of RandyReed from Avalon Hill, their Vice Presi-dent of Research and Design, whose pastdesigns included Starship Troopers, Pan-zer Leader and Arab-Israeli War . . .. . . Philmar Ltd are working on a follow-up to Sorcerer's Cave entitled MysticWood, planned for release in May orJune . . .

SPI are to release their own SF/Fmagazine . Entitled Ares, it will probablycontain a capsule game each issue . . .. . . the battle of the space box office israging between Star Trek - The MotionPicture and Black Hole . If you haven't seenthem yet, forget Black Hole, but see StarTrek for the special effects . . .. . . two new Microgames have just beenreleased by Metagaming. Hot Spot is atactical game about the Technocrat raid onChiros . The other is two games in onewith One World, a game of godly conflict,and Annihilator which concerns the Pan-Human Alliance assault squads' attemptsto blast a giant, planet-killing, computercontrolled spaceship . . .. . . and yet another book of fantasy role-playing rules has just been released byTwinn-K Inc. of Indianapolis . It is calledHigh Fantasy and are already supple-mented by a scenario booklet entitledFortress Ellendar . Already five more scen-arios are named for future release .. . . and would you believe yet anotherset of fantasy role-playing rules has justbeen released by Waynfleet House Ltd.Entitled Mortal Combat, it is a com-plete set of rules and includes a ready-to-play labyrinth adventure . . .

24

Questionnaire ResultsLast issue we published our second questionnaire to discover once again readers' likes and dislikes .Another huge response ensured accurate results, and wethank you for all your replies and suggestions .Here are the results :1 .

Give ratings out of ten for the following departmental features(a) The Fiend Factory. . . . . .8.6%

(still the most popular feature, although 0.3% down onratings) ;

(b) Treasure Chest . . . . . . . . . .8.5%

(still

in second place in popularity, but closing the gapwith a 0.4% rise in ratings) ;

(c) Open Box. . . . . . . . . . . . . . . .7 .9%

(in third place as last time, but with a ratings increase of0.3%) ;

(d) Molten Magic . . . . . . . . . . .5.3%

(0.4% down on ratings) ;(e) Letters .... . . . . . . . . . . . . . . .5 .8%

(no ratings last time) ;(f) News . . . ... . . . . . . . . . . . . . . .7 .2%

(no ratings last time, but obviously popular) ;(g) Help! . . . . . . . . . . . . . . . . . . . .5.7%

(no ratings last time);(h) Clubs ....... . . . . . . . . . . . . .5.8%

(no ratings last time) ;Analysis : Fiend Factory, Treasure Chest, Open Box and News retain their popularity and willcontinue in every issue. The other features readers found of no use to their gaming needs orabsolutely vital . For example, Molten Magic received many 10/10 but also some 0/10 - youeither use figures in your games or you don't. Therefore the other features will probably appearevery other issue.

2 .

Give a percentage breakdown for your idea of the perfect content balance of WhiteDwarf,-(a) Role-Playing Games . . . .51%(b) Boardgames ............ . 9%(c) Table-Top Games ...... . 2%(d) Departmental Features .24%(e) Advertisements ........ .12%(f) Other . . . . . . . . . . . . . . . . . . . .. 2%

Analysis : Role-playing games are obviously popular, as are Departmental Features. Whilst thenumber of advertisements worried some people, most considered them of vital importance,especially to those living in towns without a games shop . Suggestions for (f) included bookreviews, game write-ups, play-tests of games and scenarios, art and illustrations, in-depth look atvarious aspects of role-playing games such as religion or lycanthropy, introductory articles, hintsmodelling and figure painting . Some of these suggestions were duplicated in (10) below.

Give a percentage breakdown for your idea of the perfect article balance of the Role-PlayingGames(a) Dungeons & Dragons . ..53%(b) Traveller . . . . . . . . . . . . . . . . .16%(c) Gamma World . . . . . . . . . . . 7%(d) Gangster . . . . . . . . . . . . . . . . . 3%(e) Boot Hill . . . . . . . . . . . . . . . . 3%('r) Runequest . . . . . . . . . . . . . . 9%(g) Chivalry & Sorcery . . . . . 7%(h) Other . . . . . . . . . . . . . . . . . . . . . 2%

Analysis : No surprises - D&D continues to dominate . There were a few votes in (h) dividedbetween En Garde, Superhero '44 and Starships & Spacemen .

3.

4.

Each issue contains a game or scenario . Give a percentage breakdown for the type preferred(a) Dungeons & Dragons mini-dungeon . . . . . .62%(b) Traveller mini-adventure . . . . . . . . . . . . . . . . . . . 14%(c) Runequest mini-scenario . . . . . . . . . . . . . . . . . . 4%(d) Gamma World mini-scenario . . . . . . . . . . . . . . 2%(e) Gangster crime scenario . . . . . . . . . . . . . . . . . . . 1%(f) Boot Hill mini-scenario . . . . . . . . . . . . . . . . . . . . 1%(9) Boardgame (as WD 15)

. .. ... . . . . . . . . . . . . . .13%(h) Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3%

Analysis : The voting was as expected although D&D came out a little high due to some readersputting 100% in (a). Also, introductory boardgames (g) were unexpectedly popular. The mostrequested suggestion for (h) was a mini-scenario for Starships &Spacemen.

5.

Would you like a Question &Answers page?Yes . . . 73% (looks

like we are going to have one)

6.

Wouldyou like a Comic Strip?Yes . . . 31% (some readers remember Kalgar with bitter memories, but we were asking for

'votes for a humerous comic strip, and therefore conclude that the vote wasunrealistic, and we might have one) .

7.

The best thing in White Dwarf is . . .. . . just about everything . However, the most popular are Fiend Factory, Treasure Chest andthe mini-scenarios .

8.

The worst thing' in White Dwarf is .. . . a close run thing between Clubs, Letters and Molten Magic. As stated in (1) above, someof these features will now appear every other issue. We realise that some readers find thesefeatures the best part of White Dwarf, and the dilemna of the editor is trying to pleaseeverybody at once . These questionnaires help .

9.

The best article that ever appeared in White Dwarf was . . .Bar-Room Brawl by Lew Pulsipher (WD11) closely followed by The Expanding

Universe series by Andy Slack (WD13-16) and The Lichway by Albie Fiore (WD9) .

10 .

/think WhiteDwarf could be improved by . . .. . . the usual pleas for it to double in size, come out monthly, even weekly( These requestsare out of the question at this moment in time . There were many other practical suggestionswhich we hope to utilize in the coming months . Also there were many readers whothought White Dwarf could not be improved . Their cheques will be arriving in the nearfuture .

WHITE DWARF INTERVIEWS

At last year's GenCon

WD : White Bear 8 Red Moon, Nomad Gods,and Runequest are all set in the world ofDragon Pass . What originally inspired you in .the Creation of Dragon Pass?GS : Dragon Pass is part of the natural evolutionof the world of Glorantha. I had been workingon the world mythos and history for abouteight years before I made White Bear 8RedMoon . At first 1 began writing because I'd runout of material to read and I just let my imagi-nation run for my own entertainment and afew friends that I told stories to. Then for acouple of years I tried to sell my fantasy fictionto the book and magazine market without muchsuccess. I had a few stories published in somesemi-pro zines but not much to write homeabout. Then one day I got a rude rejection slipfrom an editor which stated, among otherthings, that 'All S&S is the same hackwork ." Iwas put off of course, but after some literaryand psychological analysis of Conan, Brak, orthe other Noble Barbarian pastiches, or of Elricand other Outlawed Nobleman pastiches, Idecided that the rude comment was true .Or at least partly so, and I began figuring outhow to use this revelation .

I was struck with the idea of using thesystems of S&S hackwork and mythical arche-types to create a 'do-it-yourself novel.' I alreadyhad a setting in Glorantha. I worked thearchetypes into game systems, personalized thecharacters to make standard S&S types fit it intoa unique setting, then laid out the grand schemefor a mythical and legendary boardgame. ThenI cut it into thirds and laid two thirds asidekeeping the standard type of wargame because Ithought that would be most easily accepted.That was WB&RM (pronounced Wilbrim by ushere) . Also, Nomad Gods was the secondsection, which came out a year or two later.The third, Masters of Luck and Death, is stillbeing reworked .

WD : Can you tell us anything about the finalgame in the WB &RMTriology .GS : Love to. By the way, we call it the DragonPass Trilogy. MOLAD is a quest-type of gamewherein the players attempt to become god.That is, at least in the final scenarios. And thegod mentioned is the ruling deity of the area,called the Pharaoh who rules the local pantheon .There are certain quest-paths set down in therules which will allow a player to climb theladder of success by allying with more and morepowerful spirits and deities while squelchingthose of his opponents. At last they can app-roach one of the greater deities in the game .These include Orlanth, Storm Bull, Ernalda,Argan Argar, and so on . With this kind of helpthey can, at last, make a bid for Pharaohdom .

WD: If you designed this as part of the largergame in 1974 what has been holding up itsappearance?GS : Development. I have had to rewrite therules three times so far. It is very different froma normal wargame and it is important to me todo it right. I am not as concerned with meetinga schedule as I am with producing a qualitygame, unique in itself with a playable and re-playable system . The first time it was too com-plex, the second too boring, the third too vague.I think I've got a handle on it now, though, andhope everyone will be satisfied with the longwait .WD : Do you find any inspiration from Fantasyand SF novels? Which authors inspire youmost (or which authors do you most enjoyreading?)

convention, the Editor recorded this interview withof Dragon Pass.

GS: My literary background in the field beginsin the classics . You know, Homer's Iliad andOdyssey first, the Greek Playwrights, and so on .I began reading these while still in grammarschool . By High School I had devoured Beowulfand the Niebelungenleid, the Eddas and theVedas, Gilgamesh, and all that .

In college I met Elric, then Bilbo and Frodo,then Conan, in that order. Those were the yearswhen Lin Carter was editing the Adult FantasySeries for Ballantine . I was lucky enough to getexposed to the old masters like Dunsany, Love-craft, Smith, and then the rest of Moorcock'stales. When the series got into such drek asVathek, then I switched to the more numeroussf material, but didn't find it as interesting ingeneral .

A list of authors will include several whichare assuredly out of the field for most readers.But, without any special order imposed, I wouldlist Tolkien, Homer (try to get the Lattimoretranslations), the Eddic poets, Joseph Campbell,Mircea Eliade, Frazer, and Bob Dylan.

WD : What is the history of Chaosium and wereyou involved in games as a business before youstarted it?GS : Chaosium was founded in 1974 or so whena Tarot Card reading told me to publishWBRMmyself instead of trying to sell it to someoneelse . I had already been frustrated by two pre-vious offers to publish it by others who willremain unnamed. So I got a job, bought amimeo, then began cranking out the firstedition.

I was not involved in the business at all be-fore'doing the game . In fact, I didn't even thinkof how I'd eventually sell the games I made .Lou Zocchi and Tony Pierro were instrumentalin getting me lined up to sell them, though . Isqueaked by for a while, then met TadashiEhara who pitched in to help out voluntarilyat first, then got hired part time . Now he isediting Different Worlds as his main job. Ayear or so later I hired Lynn Willis to takecharge of production . My wife, Cam, is OfficeManager now too. Together we manage to keepthings rolling.

Greg proudly displays the StrategistsClub Award "For Creativity in War-gaming" won by Runequest last year.

Greg Stafford, creator of the world

The company name, by the way, is a com-bination of the words Chaos and the ending ofcoliseum . It was named because, when I began,the company shared a four room apartmentwith me and my wife and two children in theOakland ghetto near the coliseum, it really wasa coliseum of Chaos, too, believe me.

WD: What interests do you have outside ofgaming?GS : My family, my garden, wood carving,practical magic, writing fiction, picnics, reading,beer, going to conventions, travel in general .WD : To what do you attribute the popularityof Role Playing Games.GS : RPGs fulfil several very important functionsfor people today. I have done some very seriousdiscussion and analysis on this question andbroken down the answers to fill four needs: 1 .Communication with others ; 2. Participation ina shared fantasy; 3. Exploration of our minds;4. Exploration of the psyche . These may varyin importance, of course, but all are important.

WD : Care to elucidate on any of those?GS : Sure.

Communication is the basis for a groupactivity . It is the basis for society at large.Without communication we are stunted andhurt . Any hobby fills this function if it getspeople together to share their ideas. That is,we game so that we can get with other peopleand have a good time .

Participation in a shared fantasy occursamong people who are intense or involved withthe game and other players. Many of us haveread a good book and been so impressed byits impact on us that we want to share it . Sowe get together and talk about it . But none ofthis talk can capture the experience and shareit, first hand . A good RPGdoes allow people toactually share their experience, though, andso surpasses the enjoyment we can get out oftalking about a book .

Exploration of our minds is always edu-cational . By this I mean that when we play agood RPG we can get into a sort of "adventureDreamland" and stretch our activities to in-clude things we'd only ordinarily think or dreamof . I mean, of course, the regular murder andmayhem which most RPGs consist of . And, Ihope, people will be educated by these sub-liminations of their activities . I would hopethat they will take the opportunities to ex-periment on what their minds can devise beyondthe superficial possibilities of a FRP game .Within this category I include the pleasure ofplayers discovering just how clever they reallycan be .

Evolution of Psyche is an occasional byproduct of FRP too. By this I mean that it ispossible to actually learn something of value toapply to everyday life by playing a RPG . Ofcourse, it is not the purpose of RPG to be amoral instructor, but it is part of the possibleby product.

Overall, of course, all this goes to providefun, some play and relaxation . Without that it isan empty game .

WD : Even though there were many role-playinggames already on the market, what decidedyou to produce Runequest?GS : Because there was not yet a reasonablysimple but complete system which providedfor the needs I wanted fulfilled in an FRP. I hadtried DBD but found it confusing, discouraginglyillogical, and very unrelated to the world welive in . I wanted something which reflected the

25

world we know in a clean and flexible system .The success of the project must go to RayTurney and Steve Perrin, for the most part . Ilaid down some basic requirements, such as nocharacter classes and no experience points and apower point magic system, but they did all thework .

WD: Were you surprised by Runequest's imme-diate success in a crowded field? And to whatwould you attribute that success?GS : No, I wasn't surprised . It was all that I hadhoped it would be and more . I had hoped that asegment of the market had the same outlook asI had . The designers did, and managed to putit forth in a logical and understandable manner.Its success is attributable to the fact that it isfamiliar, realistic, relatively easy to understand,and handles almost all the activities of FRP byusing the one game-system of a percentile rollto decide success or failure.

WD: Has Runequest inspired you to contem-plate producing other RPGs?GS : Yes, indeed. This is the birth of a new artform and we intend to continue leading the fieldin innovation and quality . Right now RudyKraft is working on an Elric-based RPG using alot ofthe RQ system . We areclosing negotiationsto produce a Lovecraft-based RPG designed byKurt Lortz, preparing other pleasant Runequestaddenda fromwell known sf and fantasy authorswhich we can't talk about yet, and are gettingnew queries from outside designers almostweekly . These include historical RPG as well,and I am sure that some submissions will be ofChaosium quality and see print by us .

26

WD: Many Chaosium games are imbued with asense of humour . Is this a by-product of yourown sense of humour or is it deliberate policybecause you believe that gaming should be fun .GS : He he. Thanks for asking . The Trickster isoften my friend and I promote the good timeswhich he can bring . I think a sense of humourand its pleasure ought to be sought by everyliving person in their lifetime . If something isnot fun, or at the very least if it cannot take alittle bit of self-mockery when things get grim,then I don't think it worth my time. 1 havehappiness in my life and strive to pass some ofit onto others . Thus, in one way, the humour ofmy games is a result of my personal outlook .But I also believe that games should . be fun toplay and try to put some into the games I design .

My humour in the games has occasionally'been commented on by others . I was very sur-prised to find that some people were actuallyoffended by the humour in the Cult of Geoarticle which was published in DW. Theythought humour had no place in FRP. I mustadmit, I'd have little fun playing with themlThe Dragon Pass which I know has a place forjoyous laughter, ribald belly laughs, grim hu-mour, in-jokes, and mythical mirth .

WD : What direction do you see hobby gaming,especially RPG, taking in the future?GS : Rapidly expanding is the word . RPG fulfillsso many needs in the confusing world we livein that it would be hard to find a suitablesubstitute . Times are getting more thin forluxuries and much to expensive for most of us .But it isn't necessary to be rich or famous tofind satisfaction and enjoyment in life. RPGs

PERCEPT

For a long time now I have been finding out time after timethat a new requisite should be looked into, that of the charactersPERCEPTION. This encompasses noticing the hairline cracksignifying a secret door, to spotting that man with bow knockedin the trees, to a boulder falling from great heights upon oneshead! Here is an attempt to rectify this situation :

G

H

provide an excellent outlet for people to expressthemselves and partake in the four items 1mentioned above . If there is another GreatDepression, which appears likely when gasolinegets tighter, then there will be plenty of timefor gaming as a way of life to fill empty andotherwise lonely hours . Monopoly gained itspopularity when itfulfilledthe "Great AmericanDream" during the last major depression . Ithink that the RPG field will fulfil this samesort of role in the next major depression . Thisis a measure of the growing sophistication,awareness, or needs of what can be the "Ameri-can Dream," or the "British Dream" or what-ever .

WD : What games do you most enjoy playing?GS : Runequest is certainly my most-playedgame and probably my favourite. But closebehind are Poker, White Bear and Red Moon,long Arthur's Knights, Dungeonl or Sorcerer'sCave, and Korsun Pocket . Other than these I amusually busy test playing my games underdevelopment or games submitted by freelancersto Chaosium .

WD : Is Chaosium still looking at freelancesubmissions?GS : WE certainly are . We're interested in fantasyor historical material, and also in Runequestsupplementary material . Especially non-Gloran-than Runequest material which will be pro-duced under a Runequest/Gateway label . In-terested parties should contact us to get guide-lines first. We have a designer's delight of acontract, an excellent royalty agreement, superbgraphics, experimental tastes, and high standards .

A is a bonus for finding traps (gained only by thieves etc.)B is a bonus for locating secret doors, open to all .C is the chance of spotting other hidden or invisible (hearing)

thingsD is a bonus for spotting disguises or charmed people (subtle

differences in mood etc)E is a bonus for chance of being surprised .F is a bonus for chances of noting magical changes i .e . Explosive

runes on scroll etc .is the chance given to someone of noting a boulder or slowmissile, and reacting thus - Dexterity stated as a % ofdodging (if possible) the missile etc.is a bonus for hearing noises .

NB: All these percentages are not rock-hard and the DM usingthem must make alterations according to the situation presentede.g . a person who has just been wounded in the face, will not havefor instance 18(56) Perception, as blood will be streaming in hiseyes, and his head will be roaring etc. Make of it what you will .

Perception Bonuses for Various Areas of Sight Etc.Score A B C D E F G H

3 -10% 0% -2% +1 -10% 00/0 -10%4 - 8% -1 0% -2% +1 -10% 0% - 9%

5-6 - 5% 5% -1% 0 - 5% 3% - 5%7-9 0 0 7% -11% 0 - 2% 5% 010-11 0 0 10% 0 0 0 8% 0

12 + 2% 0 12% 0 0 0 10% 013-14 + 5% 0 12% +1% 0 + 2% 10% + 3%

15 + 7% +1 15% +1% -1 + 5% 12% + 5%16 +10% +1 15% +2% -1 + 5% 16% + 7%17 +12% +1 17% +2% -1 +10% 20% +10%18 +15% +2 20% +3% -1 +15% 25% +12%

18(01-50) +15% +2 22% +3% -1 +20% 30% +15%18(51-75) +17% +2 25% +4% -1 +20% 35% +17%18(76-90) +20% +2 25% +4% -1 +20% 35% +20%18(91-99) +25% +2 25% +5% -1 +20% 35% +22%

18(00) +30% +3 30% +8% -1 +25% 35% +30%

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VacancyGeneral Assistant with gaming experience required for Avalon Hill (UK)Ltd . Write or telephone Michael Blood, General Manager, Avalon Hill(UK) Ltd, 650 High Road, N . Finchley, London N12 . Tel : 01-446 3044 .

The Beholder28pp regular monthly fanzine, 45p. Issue 11 out now . Already hailed as"the new Underworld Oracle", includes discussions, reviews, large highly-detailed dungeons/wildernesses, charts, monsters and much more . Goingstrong, print run expanding, contributions welcome . From M.G . Stoner,29 Parkway, Dorking, Surrey (Tel : Dorking 87253) ., Back issues available .

1111\\\' 1 11111l' I'I II~11111 11111 ~~~

11'

Clubs, contacts and events can be advertised once at no charge up to amaximum of 40 words. Further insertions at the rate of 5p per word.

D&D Ideas ExchangedHave you any new D&D traps, tricks, monsters, or magic? Do you neednew ideas? If so, send your idea, with a S.A.E ., to : Mark Green, 111Derby Road, Ambergate, DE5 2GD.

Playtesters USAPlaytesters needed for SF/F prototype boardgames . Interested peopleshould write to Lew Pulsipher, 209 Alexander Apt D, Durham, NorthCarolina 27705 .

Solo Dungeon ExchangeIf you are interested in exchanging solo dungeons of your own design,please write to A . Kells, 50 Montgomery House, Claremont Road,Seaforth, Liverpool 21 . SAE appreciated .

Tolkien ClubCalling all Tolkien fans . Mayday . If you are interested in helping a newclub, contact The Edain, Yellowhammer, Burcot, Nr . Abingdon, Oxon

WantedAny good ideas for space craft design, preferably ready drawn with a fewnotes, to be used in a forthcoming amateur SF film . I will reply. to anygood ideas . Write to Arachnid, 17 Dale View, Grimsby, South Humber-side.

An ApologyIn White Dwarf 15, I placed an advertisement which may have impliedthat I was the official Pellic Quest agent. This is not true, and I apologiseto all those who replied and particularly the manufacturers, to whore allfurther enquiries should be sent . Niall Holland.

D&D WhitworthHave campaigns, towns, wilderness and many dungeons, and will travelwithin a 30 mile radius of Whitworth . Contact Roy Preston, 21 Eastgate,Whitworth, Nr Rochdale, Lancs .

D&D FolkstoneThe Hack & Slay Society needs new players for fantasy campaign. ContactAdrian, 7 Page Place, Folkstone, Kent (Tel : 0303 41842) .

D& D SunderlandNew student at Polytechnic going through withdrawal symptoms . Am indesperate need of a fix of FRP . Please contact Martin Howard, Rm 449Wearmouth Hall, Chester Road, Sunderland .

D&D Ideas ExchangeI would like to exchange ideas for new tricks, traps, magic items,monsters, etc. New ideas on rule revisions also wanted . Please contactM . Rutter, 154 Cavendish Street, Ipswich 1133 BBG .

DunDraCon VBigger and better than ever on 16th, 17th and 18th February at VillaHotel, 4000 South El Camino Real, San Mateo, CA 94403 .

Danish DesignWe are a couple of D&D players living in the neighbourhood of Copen-hagen, and we would very much like to- communicate with others in thesame area . Please contact : Lars Jost Jensen, Baneflojen 6, 2700 Bronshoj,lei : (02) 91 38 44

WEST MIDLANDSProposed ClubGames:

Ancient, Renaissance, D&D, ModernContact :

Adrian Durkin, 8 Foley Road, Hagley, Stourbridge .

EAST ANGLIA/BEDSProposed ClubGames:

D&D, SF/F games, wargamesContact :

Karl Olsen, 2 Ashton Road, Dunstable, Beds .

MERSEYSIDEMersey TunnellersGames :

D&D, Traveller, SF/F gamesTime:

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46 Manchester Street, Liverpool 1Contact :

Paul Oakes, 3 Hardy St ., Liverpool L19 8LL

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N.W . LONDONGaming GroupGames :

D&D, Traveller. Board games including Sqad Leader.Time:

Fixed at previous meeting .Place:

Fixed at previous meeting .Contact :

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LONDONCity Games ClubGames :

Various board games . Emphasis tends to be on SF/FTime:

Wednesday 5.00 Onwards .Place:

Room E318, City University . Northampton Square.Comments :

If You Don't like unstructured groups ; you won't like ours .Contact

Andy Holt, c/o City University Computer Centre.

SUSSEXGaming GroupGames:

D&D, Board Wargames .Time : Varies.Place :

29, Ely Road, Worthing, West Sussex BN13 1 BD.Comments :

Visitors Welcome .Contact :

John Culver, Telephone : Worthing 67103

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1l3orta1 Combat

MORTAL COMBAT is the new role-playing game : completely self-containedrules for historical and fantasy campaigns,- or readily adaptable for use with othergames .

The 60-page, A4 rulebook covers detailed character gener-ation, a realistic and playable combat system, a new magicsystem with primary & secondary magic, specialization forwizards (rules for demonology, alchemy, etc), defensivespell-shields and variable magical attack strengths, detailsof numerous magic items and potions and how to producethem, a complete ready-to-play labyrinth adventure, descrip-tions of animals and bizarre creatures, and much more . . . 1

MORTAL COMBAT costs only £3.99, and is available at leadinggames shops or direct from :

WAYNFLETE HOUSE LTD., 23 Victoria Street,Englefield Green, Egham, SURREY.

(Overseas orders should includes 50p per copy p&p .)

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Please mention WHITE DWARF when replying to advertisements 29

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. . . . . . . . . . . . . .f4 .50 D1 Into the Depths of the World . . . . . . . E2 .25 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .£10 .45

. . .E2.25 Hardback . . . . . . . . . . . . . . . . . . . . . . . . . . . £6 .96 D2 Shrine of theKuo-Toa . . . . . . . . . . . . . f2 .25 WIZARD'S QUEST: Great fun. Tricky decisions.WIZARD: Magical combat between wizards .

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MELEE: Fantasy hand-to-hand combat . . . £2 .25 Monsters and their Characteristics 81 In Search of the Unknown-completeDEATHTEST

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JOUSTING : Mounted Combat typical dungeon-treasure types . . . . . . . . . £1 .95GLADIATOR : MEN vs ANIMALS TREASURY: Various denomination of coinageon WHY NOT ORDER BY , TELEPHONEMENvsMENFOREIGN LEGION : MOULAY ISMAEL die-t counters fordungeon adventurers. .,£2 .95 USING ACCESS OR BARCLAYCARD

MACTA ACCOUNTERY: CounterSets showinga wide set- save the trouble of sending a letterTUNNELS&TROLLS (Two 1836 Legion battiest eetion of equipment and weapons for dun~oneen. . .

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role-playing rules in 3 Volumes.]Vols. 2 &3 are supplements] by return of post .DUNGEON OF THE BEAR : .ISANDHLWANA :Imperial disaster . £2.25 Vol1 :ARDUINGRIMOIRE. . . . . . . . . . . . . . £6 .50 ALL ORDERS POST FREE (UK -ES Dungeon . . . . . . . . . . . . Et .26

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HIGH FANTASYADVENTURES

Available World Wid

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INFORMATION :

THE D''EHYS'IC''CANYON

TWINN-K INC.P.O . BOX 31228INDIANAPOLIS, IN 46231

30 Please mention WHITE DWARF when replying to advertisements

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Illusion generation? Another unknown mutation? It is your "welcome" to GAMMA WORLD, sciencefantasy role playing in the grand tradition of DUNGEONS & DRAGONS° . GAMMA WORLD places youon a post-atomic earth . Can you survive in a world of radiation deserts? Berserk robots and weirdmutants? As a human or human mutant or even intelligent animal you have a strange inheritance andterrifying adventures ahead . . . GAMMA WORLD is a complete game for three or more adult players .The colorful game box contains rules, a playing map of the devastated continent, and a set of fivepolyhedra dice .

TSR IS PROUD TO PRESENT THE ULTIMATE GAME OF SCIENCE FANTASY ROLE PLAYING ATBETTER HOBBY, GAME, BOOK, AND DEPARTMENT STORES EVERYWHERE .

GET YOUR COPY OF GAMMA WORLD TODAY!

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