0 ratings 0% found this document useful (0 votes) 83 views 52 pages Imagine Magazine #01
IMAGINE™ Magazine, published by TSR Hobbies (UK) Ltd., aims to cater to role-playing game enthusiasts, providing articles, reviews, and creative content related to gaming. The first issue features a beginner's guide, a mini-module for Dungeons & Dragons, and various contributions from artists and writers. The magazine seeks to introduce new players to the hobby while also offering advanced insights for experienced gamers.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here .
Available Formats
Download as PDF or read online on Scribd
Go to previous items Go to next items
Save Imagine Magazine #01 For Later
Xm mee tie ork)
The Beacon At
Enon Tor, a Basic
mini-module
Aids for beginne1‘The Basic Set starts your jour
Ahrough enchanted lands of dragons
and magic. Advance your skill
‘add to your excitement with the Dan”
Expert Set.No. 1 ‘April 1983)
Published by
TSR Hobbies (UK) Ltd.
Editor Keith Thomson
Assistant Editor... Paul Cockburn
Editorial Assistant...... Kim Daniel
Art Supervisor ....... Philip Kaye
This month's contributing artists:
Rodney Matthews Philip Kaye
lan Williamson Tanya Long
Jeremy Goodwin Dani Kaye
Geoff Wingate Pete Young
Simon Senior
IMAGINE™ Magazine e published monty
by TSR Hobbies (UK) Lis The Mil, Rathnore
Rose, CAMBRIDGE Ei 44D. Telephone
0225 212617, Telex 81876"
IMAGINE Magazine is available from all good
hobby shops and geod newsagents is also
fvalloble direct from the publisher By
Indvduel subscription The subscription rate
Beck iatues of IMAGINE Magazine, where
Stl avaiable, canbe bough directly rom tho
publisher for the prea of £1.25 ne postage
fina packing) Payment must accompany all
‘orders one or more saues in an order are
ut of print a credit note wl bo substituted
Wwihieh may be exchanged for sash oF
‘erehancige from the publisher
wll Be primed on the suber
Iabel Changos of arose must be nated
the publaher at least 30 days before the
"0 ensure uninterrupted
‘ll material published in IMAGINE Magazine
becomes the exclusive property of th
publisher peice to publication, unless special
Brrangements ate made to the contrary in
IMAGINE Magazine welcomes unsalted
Submissions of written material nd artwork
Stalltimos However, no submissions wil be
‘etuinod unless aseompanie by stamped
‘eltadressed envelope of eulicent ne
Imisions Published meter willbe pai for
IMAGINE is a vegistered trade mark for the
IMAGINE Adventure. Games: Magazine. All
"ight onthe publication ofthis magazinn are
‘eservod, and nothing may be raproduced in
‘whale arin part without the writen congent
ofthe publisher. Copyright © 1983 by TSR
IMAGINE Magazine gratefully acknow-
sdges the support offered by its
sation, DRAGON™
Ine, PO Box 756, Lake
Geneva, Wisconsin 53147, USA.
Articles appearing in IMAGINE
Magazine may have previously
appeared in that publication
Gentle Reader,
You are now perusing the very first issue of the new magazine published by
our sister company, TSR Hobbies (UK) Ltd. The same people whe have brought you
the remarkable and successful DUNGEONS & DRAGONS® fantasy role-playing
game, and a host of other products as well, are now setting forth with their own
creative efforts in earnest!
Because this venture is new, | wished to make some small contribution. Itis a
signal event, after all, and when this issue and the ather early ones become
collectors” items, there ile! In any event, hope you will enjoy my article on The
Barbarian’ which | prepared recently and will appear next issue.
This magazine will principally cater to the thousands of role-playing game
enthusiasts in the United Kingdom, and the rest of the world too. its contents will
stress new ideas, information, and new products. The Kindly Editor informs me
that reviews will cover not only games but books, video and films as well. The aim
is to provide you with every sort of information and idea you want to know about. |
believe that this aim will be achieved.
I predict IMAGINE™ magazine will quickly become the leader in its field in the
UK. I look forward to reading each new issue and hope to have the pleasure of
‘being able to contribute from time to time. May you enjoy reading it and find that
‘ts contents increase your skills as well. The promised articles and mini-modules
are certain to provide just what you have been looking for.
Regards,
Gary Gygax President, TSR Hobbies, Inc.
Dear Reader,
The gaming hobby in the UK is growing at a spectacular rate. Whereas five years
ago those who enjoyed gaming as a leisure activity could probably be counted in
hundreds, today there must be many thousands. There is no doubt that the
DUNGEONS & DRAGONS game - which has been described as ‘the fastest
growing game in the Western world’ ~ has been the main agent of this growth.
Technology, too, has played its partin this expansion. Five years ago the video
game was rarely met outside the amusement arcade and the notion of a powerful
computer with its potemtial for handling quite sophisticated games, falling within
the family budget was unthinkable. The increasing popularity of these products
runs parallel with a strident demand for more and more sophistication.
These games represent, in a way, the extremes of the spectrum. The
lectronic games rely absolutely on sophisticated engineering and in contrast the
DUNGEONS & DRAGONS game requires so little equipment that even the
traditional game board is redundant.
IMAGINE magazine is for allthe people at and in between these extremes and
particularly for those involved in adventure gaming. Though, inevitably, there will
be some concentration on the DUNGEONS & DRAGONS games as the most
popular, this willbe far from the only topic. First and foremost will be the principal
‘message - gaming fs fun.
I wish you every enjoyment of this magazine and of your gaming.
Don Turnbull
for TSR Hobbies (UK) Lid.The Beginners’ Guide to
Role-Playing Games, our feature
for the new player, with Nic Novice 14
Stirge Corner, by Roger Musson,
a guide for the inexperienced player........ 7
QB-161-01: Antares, by John E. Black.
Original Science-Fantasy fiction ... a)
Mluminations, news from
the world of games 14
Book Reviews, by David Pringle . .
IMlusionary Script,
challenging mindbenders .19
The Beacon At Enon Tor, by Mike
Brunton, Beginners’ Introductory Basic
D&D® Mini-Module for
4—7 Ist level characters.......-.+-0+00++ 21
Elric and Moonglum, by Rodney Matthews ...
Players’ Association News. A magazine
within a magazine, edited by Graeme Morris.
PAN Pipings si
Turnbull Talking . 32
Dispel Confusion . a2
Rubic of Moggedon 34
Tavern Talk, by Pete Tamlyn .........---+ 36
Games Reviews,
adventure games under the spotlight ......- 36
Figure Painting, by Mike Brunton
Tips on how to get the best results
from your figures...
Letters, Fanzine Rey
ws,
Club News & Forthcoming Events ....... 44
The Sword of Alabron, Cartoon
Adventure by lan Williamson
THIS MONTH’S FEATURES
* Three pages devoted to the new
player — our regular commitment
tothe growth of our exciting hobby
— including Roger Musson’s tips
on getting the most out of the
D&D® game.
* QB—161—01: ANTARES. Is this
what role-playing will be like in
the far future? While Cowin is
adventuring in the dream-world of
Antares, his wife is plotting his
real-life death. This exciting
Science Fantasy short story by
John E. Black is complete in
this issue.
* The Beacon At Enon Tor. A new
D&D mini-module set in a
wizard’s laboratory. An exciting
adventure for 4—7 players.
* Players Association News. PAN
now lives within the pages of
IMAGINE™ magazine, with its
regular features and special offers
for PA members, and, of course,
Rubic of Moggedon.
*
Cartoon adventure — the quest for
the Sword of Alabron. Our hapless
adventurers set off to find the
legendary Sword of Law.a ME ee nce.
Finding the right words to say at the beginning
of a new adventure like this is a difficult task.
There are so many things to introduce, so many
exciting ideas to describe, that we could fill a48
page magazine like this with the editorial alonel
Allof us here at IMAGINE™ magazine hope that
we have hit the right blend. We have had scores
of letters with ideas for the magazine sent to us
from players over the last few months. Of
Course, some of the ideas were contradictory.
We think the magazine will show we have
listened and give players the advanced
information and games ideas they ask for.
IMAGINE magazine is aimed at a wider audience
than just existing players, however. There are
millions of people still to be introduced to the
world of role-playing. This magazine will try to
make that introduction a little easier, with
regular features aimed at the new player and
the potential player.
Of course, both players and non-players alike
will enjoy the short stories and the exciting
artwork we will be bringing you. It is our
intention to publish fiction of the highest quality
from British and American authors, some
famous, others not so famous. In this issue we
introduce John E. Black, a young writer of
considerable promise, who has seen his work
appear in several periodicals of different types.
His first novel has yet to be published.
This issue's front cover, by the brilliant artist,
Rodney Matthews, is the first in a line-up of
breathtaking artwork, representing the best in
SF/Fantasy illustrations.
FORTHCOMING FEATURES
Every issue of IMAGINE magazine will be packed full of information and entertainment,
Each will havea complete game insert, the Pla
beginners and a complete news and review:
features in the next few issues:
* The Barbarian. A new, official AD
This is the most important additi
'yers Association News insert, three pages for
s service. In addition, look for these special
&D™ character class from Gary Gygax.
on to the AD&D game since the FIEND
FOLIO™ Tome. Appearing in issue 2, with a new mini-module to introduce
the barbarian into your games world.
* CINDERELLA SWITCH, a short story by Anne McCaffrey, author of the
Dragonriders of Pern series. Never before Published in the UK. Appearing in
issue 4,
* LORE, LAY and LEGEND, by Carole Morris. A look at the myths behind the
monsters and beings in the D&D game. Appearing in issue 5.S_0Vvi
SSN \\"
eu
umn Yon en osm a ome 0
“Sword in hand, Brumhold | head of the ducking goblin.
kickedin the door. Henodded | Another goblin recled back,
in satisfaction as it thudded | limbs flailing, under the Fanta. lterature abound
intothe wall Acrossthe room | impact of the lve's mace. van eh tales — bit the
he faced six goblins, their evil deeds of brave warriors, devout
eyes glowed red in the flicker- | With a cry of arcane words clerics, arcane spell casters and
ing torchlight. A half smile | and mystical passes, Sarak cunning thieves are not restricted to
crossed his scarred face at the | unleashed his power. That ||) i the novel. The players of fantasy role-
thought of action. By his side | instant the battle was over. playing games can participate in many
stood Jolinda,a warrior priest- | The goblins’ eyes gazed as different adventures, experiencing the
ss, ready to deal death to the | they fell to the floor asleep. See On aiieoenes
Spawn of Chaos.
The bins fe pees rr mu
Relieved by the outcome, TsO ee renee curgeon
Lemmy,athiefby trade, hung | Lemmy stepped towards the iain, Hn oteaioutow erg nd fun
back by the door. Not forher | goblins only to be stopped the game acording to the rules. The other
the risk of death on the end of | halfway by Brumhold. A brief players each take the role of a fictional
fa goblin spear, there were | argument ensued, but Lemmy figure, like an actor taking on the part of a
easier ways to get rich. She | and Jolinda’s cold logic won character in a play. Jon is playing @
fighter; Anne, a cleric; Terry, a thief; and
the corridorand theroomand | honour — the goblins were eee anaes es inithe: dungeon, tha
players have just approached a large
stood prepared for flight if | swiftly despatched. A search Glevour date Terryietttat Iinened arthé
| Sr staan eich oe bane | eat ere ete
eg tenvane Tecate "oen dor Tryin stn
Brumholdcursedashissword | Witha grin Lemmy placed the Jon — ‘Vl kick in the door.”
swung harmlessly over the | key in the lock...”
Jon's fighter has a high strength increas-
ing his chance of opening the door. Sue
secretly rolls a dice and the throw is
sufficient to open the door. She now
quickly checks her room description to
‘see what the room contains.
ec IN THE GNMES SHOP NIC FACES A BEWILDERING: :
[oan -
'ASGORTENT OF GAME: AE BOARD
‘AND PLAYING
(WELL WE STOCK LAROE SELECTION,
FANTASY SETTINGS ARE THE MOST
]POPULAR, FOLLOWED By’ SCIENCE J PIRATES, COMBOS,
ne ‘AND HISTORICAL ONES. } MM SECRET AGENTS, EVEN ALL YU NEED TD
WZ GANGSTERS // BEGIN PLAYING.VUZE
ice
| Sue — ‘The door flies open revealing a
small, roughly hewn room, dimly lit by a
flickering torch in the north wall.
| Knowing the rules for surprise, she rolls
‘two dice; neither side is surprised by the
presence of the other.
Sue — ‘Around the table are six small
j_voly human-like creatures with grey skin
| and red glowing eyes. They grab their
{weapons and move oattack you shouting
as they come!”
Jon — ‘Goblins! This should be easy. II
attack the nearest one.
Anne —‘Vllhit one with my mace.”
Terry —‘'mgoing to watch the corridor to
make sure nothing takes us from behind.”
Alan — ‘I'm casting my sleep spell
Jon — "Make sure you don't sleep us by
mistake.
‘Sue — ‘Before you or the goblins can act!
require an initiative throw. ll roll for the
"goblins and one of you roll for your side,
the highest score goes first
VEZ
I WZ *
‘Anne —‘A six!
‘Sue — ‘Okay. You go first, the goblins
‘only got a one. Fighters.can attack and the
magic user can cast his spell.”
Jon rolls @ die and Sue checks it on @
special combat table; the throw, however,
isnot high enough andJon misses, Anne
does better, scoring a hit, she now rolls @
second die to see whether she kills the
goblin or merely wounds it. Sue checks
the damage rolled by Anne against the
goblin’s statistics and discovers that the
‘goblin is killed instantly
‘Sue — ‘Jon, your goblin ducked beneath
your sword, but Anne, you killed yours
easily
Knowing how Alan's sleep spell works,
‘Sue asks him torroll two dice andtotal the
scores,
Alan — ‘Fivel’
‘Sue—'Welldone. The remaining goblins
fall to the floor in a deep sleep,
Terry — ‘My thief will cut their throats
and go through their pockets,
eS Zi i
By
Jon —Hang on! You can’t
do that. They're defence-
less. I's not right!
Terry —'Look. They're evil and they're not
‘g0Ing to sleep forever!”
‘Anne — ‘Yeah, kill them. We can't leave
them here. They may attack us later, and
the world will be a better place without
them anyway.
Jon — ‘Well, | don’t know. | suppose we
have to get rid of evil but 'd rather do itin
a fair fight."
‘Alan — ‘T'll search the room for chests or
anything else that’s interesting.”
‘Sue — ‘You find an iron bound chest
Under the table.”
Terry — ‘When I've killed the goblins II
search them for a key.”
‘Sue — ‘Okay. You find & silver pieces, a
length of string and a key.’
Terry — ‘Ill see if the key fits the lock on
the chest. it may contain gold, gems, and
even magic.”
ROLE PLAYING GAMES
DON'T USE A BOARD.
THEY DONT RESTRICT
YOU MOVING ARCUND
BY THROWING DICE.
THE RULES AID IN
THE CREATION OF YOUR,
|CHARACTER Ato SURRY
GUIDELINES FOR
DIFFERENT ADVER
‘A FANTASY HERO BATTLING FEARSONIE MONSTERS
AS SOU STRUGELE TO BECOME MORE POWERFUL...
TRVELLER@SIVES YOU THE UNIVERSE WITH ALIEN WORLDS|
(n EXPLORE AND STARSHIPS TO FLY/,
eos
JGUNSLINGER ORA SHERIFF OUT 70 ‘CLEAN UP*
THE TOWN... OR MAYBE YOU FANCY’ BEING
A SAMURAI FOLLOWING THE CODE OF
BUSHIDO IN JAPAN! S15 ge CONTINUED.TUNNELS & TROLLS
Enter worlds of heroic fantasy, magic and
adventure, Tunnels & Trolls will ransport you to
‘Unexplored planes of existence where amazing
‘experiences await you — either as an
individual or as part of @ group. And the rules
«don't get in the way. So come, brave warrior, @
‘whole new world awaits you,
Tunnels & Trolls Boxed set £6.95
Tunnels & Trolls Rules only £3.95
A SELECTION OF OUR SOLO ADVENTURES
reno ata ry 2
= “GM CONTROLLED DUNGEONS.
[ROCKET SOLO) cl Uns Underground £150
Catcembs ofthe ear Cut £2.00,
Goblin Lake oe
Circe of to
WEW FROM FLYING BUFFALO
BERSERKER
ing and colourful board gar
med foreas of mankind n 3 struggle
jadnoughis from space
‘ging Berverkore,
fee of conflict. Component
racking Sneots, full colour
{and die, Complexity level Fairly exsy to interme
[AVAILABLE NOW - only £7.95
Edict-——
THE MORROW PROJECT
i
i a
Eros
peter e
obs
rt 0
last fight for survival in
‘exciting
‘SPECIAL OFFER
When replying, ifyou will kindly teil us where you
saw this ed, we'll sond you a TUNNELS & TROLLS
Pencil with your order. ABSOLUTELY FREE
We are a UK distnouors forthe compet ranges a games Hor
‘CHAOSIUM PRODUCTS "STEVE JACKSON GAMES.
MIOKEMIA PRESS "ADVENTURE GAMES INC
‘Send SAE lo caloque ana price st
PO Box 100, Bath Street,
Walsall, W. Midlands
Chronicle
MINIATURES
UNIT 14, ENGINEER PARK, FACTORY ROAD, SANDYCROFT.
CUNY Gh5 200. Ta: (O2ad) §37012/380226,
ADYENTURERS = = i
(CES) FIGHTER w TWO HANDED AXE 289
Gris PeMatecueRic 28
cE LEnPHANDED Gite |
ES FEMALE FIGHTER 2p
ANTETYPES -
3A) RUFFIAN THEE cima wntckt ustiik 230
GEG. Rorrias Tine w SCINTAR A DAGGER 2p
opps & Bobs. eS
Cha TREASURE: eH
MONSTERS!
Cut ZOMBIE 280
CMe 6 ARES |
han TROLL a
hal siTones — ALi ees Eis” SHAMAN, MI
StkuoAnD BEARER, GIANT ORCS ETC
case “KOBOLD 2 VARS.
Chaka KopoLD W To HANDED WEAFON WARS
RUC KONOLD SHAMAN
JOVE ARE JUST A SELECTION OF OUI 38mm FANTASY RANGES
Rip FOR FULICLISTS WITH DETAILS OF NBWRELEASES AS WELL AS]
BETA OF New OC ARMIES — FROM SMALL GROUPS TO GIGANTIC
HORDES
LIN SETS. 13 FIGS, ALL DIFFERENT PL1OSAVE SS
MAIL ORDER, PLEASE ADD 10% p&p (min, 25p) OVERSEAS PLEASE ADD 33%
SURFACE & EUROPEAN: 50% ATRMAIL
STOCKISTS OF:-
ALL LEADING MAKES OF WARGAMES,
FANTASY GAMES FIGURES. FANTASY &
MILITARY.
BY CITADEL AND MINIFIGS.
35 HIGHLAND ROAD
SOUTHSEA
SEND 20p STAMP FOR + PORTSMOUTH-HANTS
POSTAL CATALOGUE. P04 9DA
OVERSEAS 50p. (0705)-7332081 can still remember my
sight of the rules for the ori
D&D® game. Accustomed as |
was to more conventional games
| found it quite bewildering, and
wondered what on earth it was
all about.
No doubt there are plenty of other
people who have had the same initial
reaction. Indeed, many potential play-
ers may have been put off by their
first, hostile impression, and never
investigated the game further. Alter-
natively, they may have been put off
by the sheer length of the rules.
Imagine someone weaned on board
games where the rules are written in
large print on the inside of the box lid
‘coming across the Players Hand-
book, the Monster Manual and the
Dungeon Masters Guide, or even
the 64-page Basic D&D rules booklet
sitting side-by-side on the games-
shop shelf. ‘Do | have to readall that?’
he asks in amazement, and passes
on,
As it happens, the D&D game is a
very easy game to play, even for the
Rovice, who, at worst, need only
worry about one spell ata time. There-
fore, the answer to my hypothetical
gamer’s question, probably to his
great suprise, is ‘Nol’
A game so
What kind of game is this, where you
don't need to knowall the rules? It’s a
role-playing game; a game so differ-
ent from other types that a certain
shift of attitude is necessary for the
gamer to be able to appreciate it
properly. Perhaps this is the obstacle
that stands in the way of newcomers
tothe D&D game, or toany other role-
playing game system. They fail to
realise that they are dealing with
more than just a new game. Role-
playing games, (RPGs hereafter) are
‘a new concept in games. Once this
has been grasped, all becomes easy
to understand
The best way to become acquainted
with the game is to join a group of
experienced players and see the
game demonstrated in practice. How-
ever, if youdon’tknow anyone in your
area who plays, this may not be
practical. Therefore in the course of
this column, | intend to try and outline
some of the general principles of the
D&D game to get you on the road.
A simple definition is difficult
Let me startoff with the most general
point of all: what is a role-playing
game?
A page for the
not-so-experienced
adventurer
by Roger Musson
This is not such a simple issue as one
might think. From some of the things.
ve read in games magazines, it is
clear that there are people who don’t
really understand the term, and since
‘a misunderstanding of the nature of
RPGs is certainly not going to help
one’s understanding, it seems worth-
while to get things clear from the
start. The definition that | have come
‘across occasionally is that an RPG is
one where each player takes the
role’ of a character and makes
decisions for that character in the
course of the game.
That is true, but it is not a complete
definition. Using a definition like this,
people have called games like Avalon
Hill's. Magic Realm and Philmar's
Sorceror’s Cave role-playing games.
Fine games they are, but RPGs they
are not. If this definition were correct,
then the first role-playing game would
be Cluedo; one player takes on the
Persona of Miss Scarlet, another that
of Colonel Mustard and soon. Cluedo
is no RPG for that, buta conventional
board game.
Asimple definition is very hardto find
and it is nearly impossible to put
down rigid boundaries that would
separate all RPGs from all other
games. Since it is true of RPGs, we
can add to our previous definition to
get closer toa true interpretation. The
great distinction between RPGs and
other games is that ina true RPG any
action that is realistically open to the
characters portrayed in the game,
may be taken by the players. The only
bounds governing the choice of action
of the players are the bounds of
feasibility; the bounds are not limited
by the rules.
This is a considerable departure from
normal game practice. In most games
the rules are specifically there to tell
you what actions you may take. In an
RPG the players must consult their
imaginations, not the rulebooks, for
the best course of action. The rules
are there tohelp resolve the results of
players’ actions where the result is
Rot immediately obvious. A player
may choose to slay a sleeping goblin;
the result is obvious — dead goblin.
On the other hand, if he fires an
arrow ata fleeing goblin, it is harder
to say off-hand what would happen,
so the rules supply guidelines to help
you. These are known as combat
rules,
This is what gives an RPG its scope. If
a player elects to do something in a
non-RPG for which there is no rule,
he simply can’t. Inan RPG, unless the
action is obviously impossible, he
can, and the referee must sort it out,
making up guidelines on the spot if
need be,
No restrictions
The implications of this are wider
than might be apparent. A goblin ina
boardgame is no more than a card-
board counter. You might be able to
do two things, kill it or evade it. Ina
D&D game you can talk with it, trail it
toits lair, capture it, sell it at a market
— anything. Because you can do all
these things, it means that the goblin
must have something to say, there
must be a lair, there must be a
market. All these things imply more
things in turn; the marketis ina town,
the town is in a country, the country
has a ruler —all these things may be
introduced into the game. Any other
kind of game is deliberately restricted
in scope to make it playable, but in an
RPG there are no restrictions, and
almost anything may turn up in the
course of the game, either as a result
of actions taken by the players, or a
decision made by the referee.
If all this makes your mind boggle as
much as seeing the rules in the first
place did, there is one more thing |
should add. In most RPGs the idea is
Rot to win at the expense of other
players; most often the party either
wins or fails together. If this makes
you cry ‘What's the point then?’, read
Stirge Corner next month to find out
all about playing and winning role-
playing games,
7Just the faintest hiss of displaced air as
the cube was accepted into the unit.
Already Cowin began to feel better. In its
place, the cube was nearly undetectable
to the eye, blending perfectly with the
rounded lines of the unit.
Although his head still ached, Cowin
smiled and turned away, walking back to
the couch. As the lights began to dim, he
lay down to await the dream,
The beast was on the streets.
Qubar The Grey was celebrating Nastaq-
cey-Bebec in his traditional manner. He had
released his beast. Already, one vietim lay
drained, his face further paled by the
‘mingled light of Kaih and Ayul
Cowin entered the town carefully, from
the Northern side, thereby invoking the
resolution of ice; at midnight, thereby the
core of silence; barefoot, to beat one with the
sand beneath him. As he walked with long,
slow, measured paces, he repeated a
beneficial poem just loud enough for the
walls to hear. He hoped they would
remember his voice.
“There is no harm in shadows,
Haig reveals empty sands."
‘The low, white buildings of the town had
hardly changed since his first visits. Hereand
there, a new dwelling perhaps. Through the
pale, empty streets his pace never faltered
‘until he reached the square. Dead in the
centre lay the beast's first victim. Cowin
shook hishead, and it came to him to wonder
why the beast had no given name.
“Itis begun?" he asked aloud.
No voice answered, but the grateful walls
sent him echoes of footfalls. He turned,
‘unsheathing Gey-ilkWaehog, justin time to
see the beast emerge from the East. Cowin
allowed himself a tiny smile, If the beast
hoped, by its approach, to invoke the speed
‘of the East wind, it would soon know the
folly ofits ways. Cowin's birth was in lands
to the East and the wind favoured its own.
8
I-Waehog glinted as Cowin raised it
in a salute to the East, The beast lumbered
forward, kicking up sand at every heavy
footfall. As it approached, Cowin could see
why ithad never been bested. towered over
him by two heads, skin plated like armour,
fierce talons thrusting from its fingertips and
eyes staring asifsightless. Even the resolution
‘of ice might crack in the face of such a thing
Stil, it moved slowly. Cowin had time 10
recite a single inspirational verse.
“The shell more tightly sheathes the
es,
Sul she ledgling willbe free.
Hearing his words, the beast slowed its
charge and, stopping twomanslengths away,
began instead to circle round the mercenary.
Then, unexpectedly, it spoke.
“Forever and forever and forever
Bubbles will rise and burs.”
To his astonishment, Cowin recognised
the voice. It was Qubar. He remembered the
rest of the poem, but if Qubar hoped such a
It towered over him by two
heads, skin like armour,
fierce talons thrusting
from its fingertips...
dismissive allusion to Cowin’s quest would.
give pause, he was mistaken. Allowing the
beast to speak with his voice told Cowin
‘more than was known before. Qubar and the
beast were somehow a unity. Even now,
Qubar would be watching through the eyes
of the beast. The very act of entering into
response suggested that Cowin's eggshell
‘metaphor had struck home.
‘Cowin danced lightly backwards, forcing
the beast to break its circular motion and
follow him. Having lost the momentum of
the headlong rush, it must finda new avenue
of attack.
have never faced enchanted metal
he taunted it, slicing the air with
Gey-il-Wachog. Suddenly, he lunged for-
ward and brought the razor-edged blade
down on the beast's arm. As he darted back
hhe was delighted to sce that the plated skin
was marked. There was no blood and the
beast seemed to feel no pain, but at least
Gey-il-Wachog could mark it, Maybe
repeated blows to a small area of plating
might break through, as do the beaks of
fledgling birds, tirelessly hammering ege-
shell walls until they give.
‘Once more the enchanted blade flashed
forward, striking the same spot. The mark
was now a groove. If he did not falter, if he
could stay out of reach of the lumbering
beast, there was a chance that he might yet
carn his purse
“Slender threads woven together
Topple giants and shackles as chains.’
He taunted the beast and, through it,
Qubar. It came on wordlessly, baring
needlesharp fangs. Now at the edge of the
square, Cowin was forcing the beast into his
chosen direction, North to South, Through
careful planning, Cowin had ensured that,
fon this night, the compassing would favour
him, There was no direction from which the
beast might approach with vantage, least of
all North, Cowin’s chosen entry.
Lashing out once more he struck home
‘again, but the beast was ready and caught
him a glancing blow which had him somer-
saulting backwards, lucky to land on his feet.
He knew then that the full force of a single
blow would despatch him back to the East
wind.
The groove was now a shallow cut. Still no
blood,
‘Shaken by his close call, Cowin fell back.
He needed @ new strategy, but must still
attack the weakened spot without endanger
ing himself. They were now in double
shadows between darkened, white-walled
houses. Cowin darted into an alley, hoping it
might lead him round behind the beast. He
heard Qubar's voice throwing a poetic barb
at his back,
“Long legged beasts may trumpet loud,
Bus the sound echoes in thelr bones.ANTARES
©1983 by John E, Black; by permission of the
author
and the E. J. Carnell Literary Agency
Qubar was calling him a coward but,
racing dowa the alley, Cowin cared not what
Qubar called him. He turned at the farend of
the house to face a cul-de-sac and a door
bolted from within. Glaneing back round the
‘corner he saw the beast enter the alley. The
only way out was up. Clambering onto. rain
barrel, Cowin hauled himself onto the flat
roof. This was better than he had hoped
Quickly crossing the road, he dropped
down into the alley behind the beast
Recalling later lines from the Ruark of Spley
he shouted,
‘Their bodies yield no meat,
Their ribs are sharp,
Their weaponry soft."
Qubar would surely understand the
allusion. As the beast turned, he had an
unobstructed shot atthe arm, bringing Gey-
il-Wachog down with tremendous force. He
Felt the plating give and the blade sank into
something softer beneath, A blackish liquid
spurted out.
ager to bring the battle back into the
moonlight, Cowin retreated to the street,
heading for the square, pausing only to puta
finger to Gey-il- Wachog’s edge and taste the
blood of the beast.
His face contorted at a biter taste he well
recognised. “Oil?” Ifthe beast bled Foronde
oil, it was surely more meatless than even the
Ruark. Qubar's beast was mechanical
Suddenly many things became clear. Qubar's,
traditional celebration of Nastag-ey-Bebec
took on a significance more sinister than
Cowin had at frst imagined,
To his surprise, Cowin realised that there
was no sand beneath his feet. He walked on
stone, an element more favourable to Qubar
‘The Grey. In his haste, earlier, he had not
noticed that the shadowy streets were paved
‘The beast emerged from the alley and turned
towards Cowin, Ashe took off once more for
the relative security of the square, his foot
erupted in pain. He had taken’ a stone
splinter and, judging by his agony, it was
pushing into an exposed nerve. He cursed
‘Qubar’s luck as he stumbled and fell to the
around, face down.
Behind him, the beast approached.
Deep inside the cubedream, Cowin did
‘not hear the faint purring of the front door
vibralok as Margit activated her codakey
and slipped quietly into the hall
‘She knew exactly where he would be,
utterly cubed-out in the dimroom, but
with the gun in her hand she checked
‘every room in the house. She had to be
sure they were alone.
Finally she opened the dimroom door
There he was, just another QB-junkie
hooked in, as ever. to his beloved QB-
161-01:Antares. She watched his face
change with the moments.of the dream.
There surprise, now aggression, now a
thin smile, From time to time he mumbled
the odd phrase.
‘Their bodies yiold no meat,’ he mutter-
ed enigmatically as Margit approached
‘and sat beside him on the edge of the
couch. There had been love, once,
between them, she remembered fondly,
but the cubes had drained them both,
‘even though she rarely used them.
Gently, she touched his forehead,
lightly stroking the small scar that
remained where he had chosan to have
his QB receiver foil implanted. She knew
he wasn’t the only QB-junkie, but he was
the one who had mattered to her.
Total sensory input. Custom built
dreams starring yoursell. It was entertain
‘ment which few could resist if they had
the credit.
Margit had resented losing him to a
machine but she had submitted to it
meekly at first, tolerated it until the night
she had returned unexpectedly from the
trip to her cousin in Borneo. She had
thought she might surprise him by
shuttling back, arriving a day early,
‘The big surprise had been hers. She'd
found himasleep in the arms of a half-un.
dressed, high heeled slut called Eliyn
‘Margit wished she had killed him then,
Or maybe she should have killed him
when he explained the next day, over the
callscreen, that he had started his affair
with the slut because she reminded him
of @ girl he had encountered in a
cubedream. Still, here he was now, deep
in the dream, defenceless,
Margit rose and walked to the QB-unit.
Checking the display, she saw that QB-
161-01:Antares had another hour to run.
Idly, putting off the moment, she pushed
the indexer and watched the titles flip by.
She stopped it at QB-333-09:Pleasure-
drome, and keyed up the cube. Seconds
later it popped out of the dispenser. ‘You
bitch,’ she said to it
QB-333.09 said nothing. Pleasure-
drome was an erotic cubedream, within
whose satin and silk bedecked parameters
Cowin had first met, and made total
sensory-input-love to, @ girl who re-
sembled Ellyn,
Margit raised QB-333-09 to her lips
and bit into its fragile plastic surfaces,
The cube came apart, spilling its pre-
Total sensory input... . .
Custom built dreams star-
ring yourself. It was
entertainment which few
could resisit if they had the
credit.
integrated guts in-all directions. Margit
spat itonto the floor and wipeda trickle of
lubricant from her chin,
‘A delicious idea nudged into her ming.
With 57 minutes of Antares still to run,
there was just enough time, She looked at
her husband, lost on the other world
Enjoy it while you can, knucklehead,”
she said, and left the room. Checking the
druggit dispenser in the bathroom she
saw that there wes more than enough
adrenyl for her purposes and settled
down beside the callscreen to search for
Ellyn’s number.
From what she remembered of Cowin's
frequent re-tellings of the Antares story,
itwould suit her purposes ideally. Timing
‘would be the key.
9Ignoring the pain, Cowin turned himself
over. His eyes lashed from the beast to Gey-
ilWachog, fallen just out of reach.
‘The beast's arm streamed fluid onto the
stone. Cowin tried to edge himself towards
hissword but, slow asit was, the beast would
be om him before he touched the blade. Even
as he dragged himself along, he began
reciting for himself the words of the
Termination Waltz,
Though we have cherished each other,
Till not yearn.
Though I have loved you,
Twill say no farewell
Time is wasting
Time is wasting”
‘A coarse laugh came from the beast, and
renewed pain surged through Cowin ‘sit
trapped his foot under its scaly heel
“Termination Waltz?" cackled Qubar."You
were so confident moments ago, mercenary,
bbut now how readily you consign yourself to
your breezes. Do not expect to hear another
[Ashe gloated, the beast’s arm rose as if to
strike but, to Cowin, it seemed to freeze in
the night air. The blow seemed never to be
coming. He recited another verse of the
Waltz and felt the liquid draining from the
beast onto his leg. It could aot be. The beast
‘was not moving. At that moment, Qubartoo
realised and his voice erupted through the
beast’s unmoving lips in a string of
obscenities, many of which even Cowin
found unfamiliar. One, which seemed
particularly out of place, was Enjoy it while
you can, Knucklehead.” The voice did not
feven seem to be Qubar’s, although Cowin
was sure he recognised it.
Stowly it became clear to Cowin that he
had severed more than a simple lubricant
point under the beast’s skin, It must be
powered by pressurised oils and he had cut
into the lines. No pressure, no power.
He sat up and pushed hard at the beast’s
middle. It was already off-balance, with one
foot on Cowin, and it toppled backwards
more easily than he had anticipated,
Composing himself, drawing upon the
resolution of ice, he plucked the sliver of
stone from his foot. At once the pain albated
as the pressure came off the nerve.
AA light flickered in a nearby window
where all before was dark. ‘You can come
out now,” shouted Cowin. “The beast is dead.
sand Qubar will soon follow it.”
First, one anxious face peered from the
window. Another risked a look round a
door, opened by a erack, Moments later the
street was full of the curious, the joyful and
the morbid. Nastag-ey-Bebee would now be
celebrated as it had been before Qubar’s
reign
‘The worm would rather starve
Than rise 10 seek the living,
‘Cowin berated the townspeople, and they
did not answer back. They knew he was
right, His wound was dressed and caused
him little pain, The voice of Qubar the Grey
still poured out of the fallen machine until
‘Cowin returned to its side and whispered @
brief line
‘The Verak also bleeds
Qubar’s voice died away.
To Margit’s annoyance, she found
Ellyn’s number simply by keying her first
name into her husband's indextel. For a
moment she wondered how to present
herself to Ellyn. She had tobe convincing,
Moments later, when the screen lit up,
Ellyn was confronted by a sobbing,
hysterical Margit,
Understandably suprised to find her
lover's wife on her callscreen, she
suspiciously demanded, ‘What do you
want from me?"
‘Maybe | shouldn't have called you,
burbled Margit, almost convincing her-
self, ‘Heaven knows, | don't really know
you, but he's dying and | don’t know
anybody else who cared much about him,
He was such a lonely man,
‘Dying? What are you talking about? |
spent last night with him. | wouldn't call
hhim a young buck, but he's not dying. We
had this big argument before | left this
morning and...”
Margit’s heart leapt. It could not be
better. She tried to keep the glee from her
‘eyes as she said, ‘That must be it then. |
came back to collect some of my things,
and | found him in the dimroom with an
empty dozpak of adrenyl. He won't come
round, but he keeps speaking your name
‘over and over. You must realise how
difficult itis for me to all you and admit
this, but” her voice quivered and tears
streamed down her chooks, “he must
really love you.
Ina stroke of inspiration, Margit looked
away off-screen as if hearing a noise.
That must be the doctor. I'll have to go.
Can’t you come over?”
| don’t know if | should. | mean.
Well, ithe really means sollttle to you
She reached her hand forward asif to cut
the communication
“No, wait,” shouted Ellyn.
When the sereen faded, Margit laughed
all the way to the druggit and keyed up a
dozpak of adrenyl. Assuming Ellyn was
already on her way, she would be
inserting her ident in the front door
securidom within half an hour. By that
time, Cowin had to be up on his feet and
ready for anythingBut first, the axe.
“Half now, insisted Cowin,
“But Qubar...” protested the elder.
“His beast is dead. He will follow. If you
prefer, can leave now andallow you toface
‘Qubar's wrath in the dawn.”
‘The elder capitulated, “Agreed then one
half." He gestured toa djebal in the shadows.
It left the room.
‘Now,’ continued Cowin, ‘tell me this.
have there been many slayings in the town?
Disappearances, unusual murders”
The old man nodded again. All of my life.
Even before Qubar ruled, in is father’s day,
may the Westerlies remember him with
affection. Even then, the young ones were
slain or taken in the night. Those we found
Were always drained."
“OF blood?”
‘The old man’s face said yes, but his
attention was distracted as the djebal return-
ed with an animal-skin bag and threw it,
clattering, to the table top. Cowin pulled the
drawstring and plunged his hand inside,
palling out a cascade of cut gemstones.
‘Excellent.’ Cowin smiled and pushed the
bag back towards the old man. ‘Keep them
for me.
“But I thought you.
“L.wished to be sure the purse existed. This
town no longer has the prosperousair I recall,
from my youth,
*Under Qubar, we are poor. If we might
return to his father's day, things would be
different, Before you lies half our total
wealth, Everything we have will be yours.”
Cowin was unmoved, but_made the
necessary sympathetic noises before offering
a poem,
The eyes of the wind see, but cannot
The grains of sand are innumerable,
Bur still scatter ar the wind's whim.
‘The elder bowed his head and responded.
with a trace of petulanee.
Great wealth in time is lke great men.
Irie but cannot stand up.
‘Cowin laughed aloud. ‘Superstition sits
better than philosophy in a mercenary head,
cold father. Let me worship as I choose and
take my chance on the winds. [will not regret
the passing of this, but I will enjoy the flesh
while I have it." He rose and walked to the
door ofthe house. I will return before dawn,
Have all my purse ready.”
Both moons were still visible but Cowi
saw Kai, the smaller moon, was already low
fon the horizon. It east a long shadow ahead
I
a
‘of himas he approached Qubar’s Court. His,
talk with the elder and his discovery that the
‘was mechanical convinced him that he
would find Qubar within. Irhis guesses were
right, Qubar could not leave the protective
‘walls of his court during Nastag-ey-Bebec.
If Cowin could not trap him within the
Court before Kaih sank below the far ills it
Wwoutld be too late. The court was unguarded
but pale figures roamed within. Creatures
who existed to do Qubar’s bidding. They
took no notice of Cowin ashe movedamong,
them,
It was widely held that in bygone days,
when townspeople still visited Court, those
who spoke against Qubar’s depravities were
‘often those who vanished in the night. In
Tecent years, no-one came to Court.
Cowin made his way across the courtyard
to the Long Tekeun and pushed open the
great doors. Memories flooded back of a
lume before when, in the service of Qubar's
father, the Court had been a lively place
where art and music mingled harmoniously
with the business of government. Now it
seemed a husk, a hollow place.
‘The huge doors closed behind him and he
found his way by candlelight to the inner
hall, where he was certain Qubar would be
‘expecting him. A poem greeted his entrance.
“The dayfly and the man share one
The stars do not thirst,
Cowin understood, Qubar was trying to
show his superiority, but Cowin responded
with an older verse.
‘The fleeting creatures of the sand
Are yet more constant than stars
Which fade with every sunrise.”
Qubar took @ deep breath and east aside
all pretence at allusion. *You cannot kill me.
You must know I will rise again.
Cowin ignored the remark “Even as a
young man, your appearance wasstartling. I
should have known it then. T just don’t
understand why they kept you, why they
protected you.”
“A father cannot deny his own offspring,”
His own starless bastard, surely. You
were conceived in the void. You were never
the child of his queen. Why did she take you
Qubar grinned, showing brown, stained
teeth, ‘I was helpless, tiny, when he brought
me back from between the stars. His kind
had wiped out my race, but he took pity on
me, Thought he could raise me in his ways.
His queen even suckled me with her own
brat, my long-dead brother. Her milk ran red
for me. She loved it, poor bitch. In time we
shared her, my father and I. He had her
affections, I had her blood, Her bed was ever
busy."
‘As Qubar gloated, Cowin inched neater.
“There was just one hope, He had to take him
unawares, render him senseless for a few
‘moments. It would be enough. “And your
beast. Who built your beast”
“My own hand," he said proudly.
‘It is gone now. You must thirst tonight.
No blood from your beast. How much would
it gather for you?
“Enough, grated Qubar, “but what is that
to you? You know my nature. You must
know my needs.”
Yes, but why don't you get your own
blood? You usually do. Why stay inthe Long
Tekeun on such a fine night as Nastag-e
Bebec? It's not just the vicarious thrill of
killing, draining and watching from afar, is
iw
Cowin could see that his words were
getting through to Qubar. The creature
realised that Cowin knew his weakness. He
could not venture into the light of the two
moons, He was a ereature of the void, where
only starlight penetrated. Being suckled bya
woman of this world had given him some
protection against Ayul, the common moon,
‘but the mingled light of both moons was too
much,
His face told Cowin everything he wanted
to know. You needed that beast for Nastag-
ey-Bebec,’ said Cowin, unsheathing his
1blade and setting one foot upon the bottom
step ofa flight that led up to Qubar's throne,
“I'm going to kill you — forever.”
With an ear splitting shriek and speed that
amazed Cowin, the ereature launched itself
through the air, ploughing into him before
he had time tothink. Ashe fell it was sinking
bony fingers into his neck.
Margit came up from the garage carry
ing the rusty axe Cowin had used to chop
firewood when they were first married
She remembered those days as if in
another life. In the kitchen she downed a
double scotch before pouring 2 large
glass of water for Cowin. Passing the
windowall in the front room she looked
ut anxiously in case Ellyn might arrive
{a0 soon, but there was no sign.
She hurried into the dimroom and laid
the axe and the glass of water beside the
QB-unit. She almost felt sorry for him,
thinking how he would feel when he
recovered his senses. Glancing at the
display she saw that it was time to feed
him his pills. She opened the dozpak and
shook out the contents. Laying them
beside the couch she lifted him gently
into a sitting position.
‘The vicarious thrill of killing,
mumbled Cowin, deep in the dream. For a
moment Margit was horrified, but quickly
realised he was talking in his sleep. She
12
putone pill ohis lips andraised the glass.
Unable to do anything but comply, Cowin
swallowed pill after pill until the dozen
were gone. In a few minutes his mind
‘would be buzzing inside the dream.
Margit helped him up, walked him
round the room and began to suit his
‘movements tothe action of the dream. As
he said, ‘I'm going to kill you — forever.
Margit slipped the axe into his hand. The
securidom in the hall announced Eliyn's
arrival and clearance. A quick glance at
the displey told Margit that she was right
Closing his fingers tight round the axe
shaft, Margit lead him once more round
the room. He was becoming animated,
moving of his own accord. Eyes wide
open, the pulse in his wrist hammering,
the dream still held him. Praying that her
luck and timing would continue, Margit
left him searching the dimroom for Quoar
land hurried to the front door.
“Ellyn? I'm sorry, | hardly recognised
you,’ she almost said, “with your clothes
‘on but bit her lip in favour of, ‘We never
really met properly.
The younger woman accepted her
handshake with obvious suprise. How is
he?’ she asked, clearly concerned.
“Much worse.’ Margit's performance
was perfect, her face seeming to drop
with every word. ‘Idon’t want itto be too
much of a shock to you, but if you go right
through, you'll understand why | called
you:
‘Where is he?’ asked Ellyn, unzipping
her coat, revealing a low cut white dress,
‘which Margit thought hardly in keeping
‘with a visit to a sickbed.
‘Through there.’ She pointed to the
door.
‘Isn't that the dimroom?
“Yes, | thought a cube might relax him.”
‘She ushered Ellyn towards the door
‘Sorry it's so dark. Better that way for
him,
‘Not the Antares cube?’ asked Ellyn.
Margit smiled. ‘However did you guoss?
“It was always his favourite.” As Ellyn
stepped through the door, Margit helped
her along with a firm push from behind
Ellyn screamed. Margit pulled the door
shut and locked it
Anirreverent line of poetry popped into
her head. ‘In Xanadu did Khubla Cowin a
stately Pleasuredrome decree....’ She
laughed and settled down beside the
callscreen,
Qubarand Cowin writhed together on the
floor of the inner hall, toppling chairs and
tables as they struggled. Qubar's strength
.was greater than Cowin's, and the mercenary
knew he could take his adversary only by
suprise,
Rolling over, they were momentarily
separated when Qubar tumbled out of sight
behind a fallen table. Cowin took advantage
of the break to stumble to the shuttered
windows. Hisfingers found the shutter clasp
tnd jerked it free. Qubar’s fist struck the
back of his neck even as he pulled the
shutters wide.
‘There was an agonised scream and,
though dazed from the blow, Cowin turned
to see Qubar, hands before his face, jerking
backwards out of the double moonlight. The
flesh of his hands was flaking, even from the
brief exposure.
‘The creature staggered back, twisted
round and hurried for the dark of the
corridor outside. Guessing which way his foe
would run, Cowin raced for the opposite
door and tore, helter skelter, alonga parallel
corridor. Inbis agonised state, Qubar would
be confused, disorientated. Cowin hoped he
‘would reach the eellar entrance firs.
He could hear Qubar’s shuffling steps
approach as he secreted himself in shadows
beside the cellar door. He raised his blade to
strike, and as Qubar passed by, whimpering
in pain, Cowin brought the handle down on
his skull. As Qubar fell, Cowin lunged out
with Gey-ilWachog, running the body
through again and again.
He breathed a long sigh as he withdrew the
sword for the last time, but he knew it was
not over. Qubar, scarred though he was by
the light, might still rise again,
‘Cowin took the bloodsoaked body in his
arms and carried it quickly along the
corridor. A single kick burst open the doors
into the courtyard and Cowin stepped
through into the last light of both moons. In
his arms, Qubar began to crumble,
Margit was keying the police number
on the callscreen when the door of the
dimroom was kicked open from within.
His eyes bulging, his expression
triumphant, Cowin stepped through. In
his arms, the mutilated body of Ellyn hung
limp, her white dress vividly highlighting
the blood that splashed from numerous
wounds.
Withouta look at Margit, Cowin rushed
‘out and took his mistress out into the light
of the front garden,
When the operator's face flashed onto
the screen, Margit said, ‘Get a car here
fast. | think my husband has just killed
somebody.”
John E. Black (31) isa writer/journalist, born
in Scotland, living in London. He has written
regularly for the Sunday Times, Observer, the
Listener, Over 21 and others, His first novel
‘waits publication, his second is in progress.Make a journey to
And discover the new shop in the Midlands for all your
PR eee Ne eT ae
precios net
emir anc reat
PS
iiaeer ee
Scare ey
Tearing ee ecteony
centre. at 10 Market Square Arcade, The entrance and
Peering n Peers
Lewiss. Hanley Bus Station and Stoke-on-Trent Rallwa
Rael Ea teen tg
there are pienty of car parks available and junction 16;
Coleman eee ere ca
Closed
all day
Thursday
SWORDPLAY
Issue 2 now available
33% more vases
Send 70p
plus 10p P&P
(or £3.00 for a
4 issue subscription)
to:
SWoROPLAY
8 WHITEFRIARS Way
‘SANDWICH
KENT
FEW COPIES ISSUE 1
with FREE city map
AND STARSHIP PLAN
STILL AVAILABLE
DRAGONTOWER!
FIGURE CARRYING CASES
convenient and safe way to carry
and protect your painted figures
DRAGONTOWERI carrying cases feature
* Individual foam compartments for 30 gues
* Carrying hendte and snp clip locks
* Safely holds most figures up to 60mm hight
mews
ak
een
ac
er ee
pienso
erie
ea
aero
sereen
eee
reviews of #
Perna
ee ce
ae
srr
ea
od
ene
er
Pe bani rete
iota
bas.
EVERY von BBP
£4.98, post free,
From Peacock Games & Leisure Ltd.,
16 Abbotts Walk, Neath, SA10 708
TRADE = |
ENQUIRIES
WELCOMEe) a
Coan aa ag TT NTT
©
Fantasy Games Unlimited have achieved
the unachieveable with a ‘role-playing
board game’ called STAR EXPLORER
Just what role you can play we leave to
you to discover, but the ship on the box
has arather familiar look tot, though the
‘guy with the pointy ears looked a bit
‘green. Youare the gallant starship captain
battling alien empires and pirates during
the exploration of the galaxy. Boxed,
£9.95, it ooks easy enough to learn and it
NEWS FROM
Predicting the arrival of new games and
modules from the USA is never easy,
since our production cycle makes most
Newscold before it reaches the newstand,
The latest news from TSR Inc. isbased on
known facts at the end of January, so
don’t go upsetting your local games shop
with demands he can’t fill,
The last module to arrive on these
shores was |2 ‘TOMB OF THE LIZARD.
FANTASY GAMES UNLIMITED
‘canbe played just as well solo, or sowe're
told. Our eager reviewers will be boldly
reporting in one of the next two issues of
this magazine,
Also to be reviewed in this magazine in
the near future is another FGU product, @
new adventure and campaign starter for
the AFTERMATH game entitled OPER
ATION MORPHEUS. I's setin Australia
but sensitive souls can transfer the action
elsewhere. twill cost £4.95 in the shops,
OUT WEST
KING’. The STARFRONTIERS™
module, SF2, ‘STARSPAWN OF
VOLTURNUS' should arrive next. UK1,
“BEYOND THE CRYSTAL CAVE" looks
4s if twill notarrive as soon as hoped, but
might follow these two over. Then, not
long after, M1 ‘BLIZZARD PASS’, I3
‘PHARAOH’, and I4 ‘OASIS OF THE
WHITE PALM’ should arrive, Details of
other releases will follow shortly
LOOSE CHITS
Speaking of waking up after the holo
aust to find the word ful of ressurected
sleepers, 2 new MORROW PROJECT
scenario wil be out in the UK soon,
courtesy of Flying Buffalo. In the US
‘Timeline called it DOMACLES, but we
will know It a8 BRIDGETAKERS. This
game willbe reviewed soon as well
Wht with the GAMMA. WORLD™
game on top ofthese, makes you wonder
|iitwould be worth having @ nuclear war
ater al
Some survivors of WW3 might find it
interesting to relive the less. complex
lwars of yore — like WW. FASA’s
BEHIND ENEMY LINES is an example
ofthe way a traditional wargame subject
ean now be given RPG treatment. 1's
meinty a combat game, but mightpresent
2 challenge even to experienced role-
players. It costs £16.98 for the. boxed
game, and GUNS OF NAVARONE. the
first adventure is @ £4.95 booklet. We
near that BRITISH COMMANDOES
[lil be the next ttle J
ce
tres
ray
emi rect
Pro
Pres nts
Dogme
Ce er
Pre peat ere
oem
Loree eeepc
prea
Under the hand of
aa
ees
Serr eer ey
aera
coer
Erect
Cetera
poverty
Earacs
oe
Ce
‘ADD A NEW DIMENSION
to your
ADVENTURE GAMING
with authentic-looking
LIFE-SIZED WEAPONRY
Hardwood Swords,
Battleaxes and Shields
From Stock or Made To Order
Ly
Sond SA. for deta
‘Jon & Vitoria Muscat
37° The Square
Emaworth Hants
POT 7AL
‘ot (02k34) 4221
Also Stockists of,
BS BOOKS: MODULES AND FIGURESBoardgamers will be happy to see SPI
products finding their way to the UK once
‘again. Most gamers already know that
TSR Inc. acquired the assets of SPI in the
USA early in 1982. In the UK this meant
that from 16th February 1983, the rightto
supply SPI goods here was transferred
from Simpubs to TSR Hobbies (UK) Lic.
The SPI range will be available through
retail outlets or direct from TSR in
Cambridge,
‘SPI's range has undergone some reduc-
tion but there will be new products; 2new
SPI games out this year for example,
retaining the style and content of previous
releases. Established favourites will be,
keptin print. TSR (UK) intends to.carry the|
complete range of titles maintained by
the parent company in the US.
Of existing games, the list on the right
shows those expected to be on sale here
at the end of March. There may still be
Problems with supply for a while; we
understand that UNIVERSE may not be
| available, possibly until 1984, and that
there could be problems with DRAGON-
QUEST material once stocks run out.
Lastly, STRATEGY & TACTICS —edited
by early S&T luminary Roger Moore
and ARES will continue to be published
bi-monthly on alternate months. Likely
contents are not known to us at present,
although mostissues should have a game
included. MOVES will not continue,
‘Subscriptions to the magazines will be
available through TSR at a later date.
(SPI COME IN FROM THE COLD
‘These games should be in the shops by the time you read these words
SINAL.... £6.50
STAR FORCE 11 £6.50
TERRIBLE SWIFT SWORD |... £15.95,
NAPOLEON'S LAST BATTLE..... £8.50
STAR SOLDIER £6.50
GREEN FIELDS £8.50
ATLANTIC WALL £21.95
NEXT WAR...» £28.95
CITY FIGHT... £14.50
NATO DIV. COMMANDER £23.95
GT. MED'VAL BATTLE QUAD. .. £11.95,
S & T™ MAGAZINE £3.95
The above prices were correct at the time of going to press, TSR Hobbies (UK) Ltd. do not
undertake that they will still be applicable at the time of publication.
IMAGINE™ magazine thanks Doug Cowie for
his assistance with these items
[Steve Jackson Games are developing
CAR WARS still further. The role
lplaying aspect is being emphasised,
|aiving playersa chance to be real psycho:
paths instead of rooting around dungeons.
New out is SUNDAY DRIVERS, a CW
role-playing supplement about bike gangs
land vigilantes. The CW EXPANSION
|SET 1 expands the mayhem parameters,
in SPACE GAMER there have been
lseveral scenarios, including WESTWAY,
lset in London. Still to come is AUTO-
IDUEL QUARTERLY and TRUCK STOP,
lwhich combines Bert Reynolds macho
CAR WARS ROLL ON
PRODUCTS
DEATHMAZE..... = £3.95)
BARBARIAN KINGS, £3.95
HOF GAP ie £6.50
PALACE OF ONTONCLE £2.95
‘SWORD & THE STARS £6.95
FRONTIERS OF ALUSIA £2.95
SPIES £8.50
ENCHANTED WOOD, +£3.95
DRAGONQUEST £8.50
DRAGONQUEST (2nd ed. book) .. £7.50
ARES™ MAGAZINE. £3.95
heroics with automotive slaughter. Sure
to be a winner with all mums and dads.
Also from SJG we can expect BATTLE-
SUIT, based on power armoured infantry
from OGRE, but not compatible. Then
there are the ILLUMINATI EXPANSION
KITS 1 and 2, the only planned additions
to this mild game of world domination
Lastly, there will be NECROMANCER, @|
fantasy tactical game of combat betwee!
two wizards, probably the same game
that appeared in SPACE GAMER a few
issues back
as}
ODYSSEY
Z
1st FLOOR,
MANCHESTER UNIVERSITY PRECINCT
CENTRE
OXFORD AD, MANCHESTER,
We have the best selection of Science
Fiction “books, Fanteny Flim, Television
teri, & Afterican eomict I the North
‘ comprehensive stock of D & D, RUNE-
QUEST, TRAVELLER, nd other somos
The Precinct Centre is situated a half mile
down” Oxford "Ra., “At the junction of
Booth Se, West
Mon-Sat. 9.300.m, to 5.202.m.
Tei: 067 236 6666,