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Issue 3 October 2006 Features

EDITOR IN CHIEF: Matty Rhea Science


Science--ology 4
Aliens - introducing cold hard realism to
ASSISTANT EDITOR: David Sharrock
one of the most innacurate themes in sci-fi
CONTRIBUTING EDITORS: Steve Dean,
Suzanna Hope, Wyn F Dawkins, Nick Davis. Broken Chest 11
Big and small press pdf publication reviews
PRODUCTION ARTISTS: Matty Rhea, Wyn F
from our independent panel of writers
Dawkins, David Sharrock.
ILLUSTRATIONS: David Sharrock, Wyn F Beastly Behaviour 16
More outrageous top tens from the
Dawkins, Suzanna Hope
ministry of bouncy bouffants
COVER: David Sharrock
d20 ADVISOR: Nick Davis Midwar 17
Talon, last of the three sacred swords
PUBLISHER: Forever People Games & RPG
PUBLICATIONS MANAGEMENT: DLS Fatso The Red 24
A special Christmas adventure compatible
Enterprises
with most fantasy systems. You'll never
play another game quite like it.

merry Christmas and happy New

A
Year to all our readers! May your Departments
halls be decked, your trees be
evergreen, and your chestnuts be Pen & Paper 18
well and truly roasted. But let's not Our new monthly department presenting a
forget the true meaning of this, the most
different, one off game system every issue.
festive of seasons, lest we forget in our
haste to unwrap gifts and guzzle mulled
wine. For this is the season in which we Daemon Dissenter 22
celebrate the birth of another rip roaringly Dissenter morphs! But who exactly does
good Wyvern issue! This month we have an the daemon intend to usurp?
exclusive interview with none other than
Graham P Taylor, author of Shadowmancer,
Wormwood and Tersias, telling us what it The FP Annual Awards 29
feels like to get a seven figure cheque from This issue only! Hooked returns next issue
Universal Studios for film rights to his first
published book! We have a Christmas Small World 30
special adventure penned by David Mini standies to go with Dragon Raiders!
Sharrock, 3 more of your pdfs reviewed in
Broken Chest, the annual Wyvern awards Black Squid 35
with one lucky small press publisher This month we ask author GP Taylor how it
receiving our first ever Happy Dwarf feels to bag a seven figure sum for film
achievement award, a one off game called rights to his Shadowmancer book
Dragon Raiders, all new Daemon Dissenter,
and loads, loads, loads more. December Bazaar 37
Wyvern, better than socks from Granny! Prizes, competitions and games!
Ed.

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WYN F DAWKINS
wyntersong@foreverpeoplerpg.com

Using modern science fiction and science


reality trends to create believable settings
for your eBook or sci-fi RPG campaign.

As promised last issue, this Is there anybody out there? Some around us and more solid facts
time Science-ology considers seem to think so. In 1961 The gained from technological
that most popular sci-fi theoretical astronomers Carl Sagan advancements such as the Hubble
concept, the extra terrestrial. and Frank Drake decided to remove telescope, are less optimistic and
If you've ever played much of the ambiguity and most serious theoreticians put the
spacebound rpg like Star Trek guesswork involved in answering the figure of N at somewhere closer to a
or Traveller, you've probably question and devised an equation to rather paradoxical 0.08, while
met a few already. Wierd indicate the number of likely supporters of the cold hard science of
humanesque creatures with 'communicative civilisations' at large practical application insist N can only
ridged foreheads, sipping odd in the Milky Way. equal 1, because the only observable
beverages and indulging in communicative civilisation in the
intricate alien politics with a N =R* x fp x ne x fl x fi x fc x L galaxy is our own.
perfect English accent. Those
aliens are fun. But what if the Sagan himself, an eager proponent of
GM fancies injecting a little Where N is the number of ecological issues, speculated that all
more realism into his game? communicative civilisations, R* is the variables in the Drake equation would
What kind of alien lifeform, for number of stars in the galaxy; fp is be relatively high, but the leading
example, would evolve on a the fraction of stars which possess factor in whether or not an alien race
gas giant planet where the planetary systems; ne is the average would attain the state of an intelligent
crushing effects of dense number of Earthlike planets per and communicative civilisation
atmospherics and the vast size system; fl is the fraction of Earth-like depended on the figure of L, the
of the world might lend planets where life actually develops; fi average lifetime of the civilisation
strange attributes to an alien is the fraction of life-systems which expressed as a fraction of the life-
body? What interests would give rise to intelligent life forms; fc is time of the galaxy, or in other words,
consume the mind of such a the fraction of intelligent species the ability of the civilisation to survive
creature? What of the culture willing and able to communicate with not only the destruction of its
in which they evolved, the other worlds; and L is the average environment through natural disaster
society in which they now live? lifetime of a communicative but the destruction of itself from self-
What ambitions would such an civilisation expressed as a fraction of imposed cataclysms, such as nuclear
unimaginable form of life the life-time of the galaxy. war.
aspire to? Most importantly,
would this creature have any Many of the figures rely on This is an interesting theory for
interest whatsoever in guesswork, and there are a great deal roleplayers, because it suggests the
reaching for the stars and of differing views on the exact level of non-communicative alien life
communicating with other quantities of each variable, with is probably quite high and therefore a
galactic races? opinions changing from year to year. rich breeding ground for realistic
The conjecture. From simple biological
astronomer lifeforms to complicated, multi-
George Abell limbed, but non-intelligent,
believed that monstrosities roaming the wastelands
the likeliest of distant worlds. If there are no other
figures would spacefarers in our galaxy, there is at
give an least likely to be plenty of non-
answer for N intelligent aliens to encounter.
somewhere in
the 100 to Indeed, current thinking puts the
10,000 million figure of Earth like planets per
range. Current Galactic system at 2, which means at
trends, fuelled least two worlds per system where life
by a greater in its most basic form, that of the
understanding amoebic microbe, could potentially
of the exist.
universe
Where are the Signs?
In the last issue we looked at space habitats, and in
issue two we looked at space travel onboard
enormous space-arks, similar to those conceived by
Arthur C Clarke in his novel Rendezvous With Rama.

If there are indeed intelligent and communicative


intelligences out there, it is highly likely their
evolutionary pattern will follow a route similar to our
own. For a civilisation to ascend, it must progress
through certain levels of technological and scientific
breakthrough. Space flight without the aid of
computers is extremely unlikely, therefore we can
conjecture that the development of computer
technology is a forerunner to the space-age of any
intelligent race. Furthermore, computer technology
is impossible without an advanced understanding of
electronics, electricity and the manipulation of base
fabrics such as silicon and plastic. Therefore,
various levels of industrial revolution are required Where then, are the space arks? The generation
before a race can advance to the stage of computer starships? The ultra-advanced signs of galactic
development. civilisations evolving beyond their humble origins
and thriving across the Milky Way? Why has Earth
We can say the same of future advancements, and never been visited by alien intelligence? And given
indeed our own race is likely to continue along a set the likelihood that such life would be way in
path as it evolves from an Earth-bound culture to a advance of our own and capable of dominating us
space-faring race. Nanotechnology, advanced as we dominate the animal life-forms of our own
communications, the manipulation of space and the environment, why have we not been crushed from
construction of mega-projects are all likely events in existence long ago, wiped out as an uneccessary
the future of mankind. More importantly, an nuisance by an inter-system culture so advanced our
advancing race, and one depending on its own own limited intellects can barely begin to
thriving population for survival, must expand understand their motivations.
beyond the energy and spacial restraints of its
homeworld or self-destruct in an implosion of The Search for Alien Intelligence, SETI, has been
economic collapse and exhausted resources. running since the early 1960s, scanning the
electromagnetic spectrum of distant stars in the
In the future, then, mankind must step off the safe hope of detecting tell-tale signs of an advanced
shoreline of Earth and either pioneer his way to the alien race. No significant discoveries have been
stars (unlikely as we have already discussed in made in nearly 30 years of continual data collection.
previous issues) or manufacture his own
environment in and around the homeworld using Why Are There No Signs?
the basic materials available (ie, the other planets,
moons and asteroids making up the solar system). It stands to reason, that an advanced alien race
This would be a gargantuan undertaking, but evolved beyond the constraints of their homeworld
plausible using nanotechnology and advanced would require an advanced energy source to
energies such as fusion and mega-solar power. With survive. Earthlings consume vast amounts of fossil
an artificial environment and new resources fuels and energy in their bid to survive. A system
assured, the population would explode, quickly spanning civilisation would require a system-sized
filling the system and seeking new environments source of energy and burning fossil fuels would
beyond. Scientific advancement and space faring prove both inneffective and temporary, the entire
technologies would also evolve, probably beyond society collapsing with the exhaustion of resources.
anything we can currently conceive, and humanity In the last issue I examined the Dyson Sphere, a
would strike out for the stars. star-encompassing globe collecting the solar energy
of the sun and transferring that raw energy to
As scientist Robert Sheaffer puts it, "in an electrical plants responsible for supplying power to
environment where life is abundant, nothing is more an entire system-wide civilisation. Could such a
rare than an unclaimed resource. Are we to believe construction effectively blot out the electromagnetic
that, in a galaxy teeming with advanced civilisations, activities of the civilisation itself? If so, advanced
our own rich, lush, warm Earth would remain alien races and their energy output would be hidden
unclaimed?" from a scanning operation like SETI. There could be
millions of advanced races, hidden behind Dyson The Exceptional Model
Spheres or Dyson Sphere-like matrices and we
would never spot them. Throughout the history of the universe, I believe
there have probably been many instances of life
Astrophysicists commonly dismiss this theory as ill- evolving to our current level and beyond. But only a
informed. A certain percentage of solar energy handful have managed to make that crucial
would inevitably seep out of the Dyson Sphere transition from primal to advanced, leaping from the
envelope and provide an unusual electromagnetic homeworld-based primitive nation, driven by politics
signature. Such a thing has never been recorded. and the need to erode environment in favour of
Furthermore, the concept of a Dyson Sphere as a immediate survival, to an advanced understanding
solid sphere enclosing a star system is a recurrent of expansion and space-faring, embracing mega-
misconception among science fiction writers and construction while simultaneously recognising the
theoreticians. In his original vision, Dyson imagined need to use the basic resources available with great
a collection of orbiting satellites, not a solid star- care.
encompassing shell, which is the most popular but
least plausible interpretation of his proposal. The latter is a race beyond anything we can hope to
understand. For intelligence to thrive in this
Sadly, the most likely answer to the question, why transitioned civilisation, war must be a thing of the
are there no signs, is one humanity will inevitably past, disputes over territory and religion settled.
come to address at some stage soon. Taking civilisation from the 'kindergarten'
homeworld to the 'adult' school of space will require
That is: the more intelligent a race becomes, the unimaginable cooperation between all members of
more fractured the society and the more strained the race in question, and such a thing would be
the environment. As space diminishes, territorialism incredibly rare.
leads to war. Politics rarely take account of a
prevailing future or a healthy environment and Therefore advanced civilisations capable of
politics are inevitably the driving force behind an mastering the environment of space, travelling
intelligent culture. Thus environment and future are between stars and settling themselves in new
greatly overlooked. Sagan is almost certainly right. systems, would be exceptional. Drake's equation
There may be an unimaginable wealth of potential may be right. 0.08 may be not only be the average
available in our galaxy and the other galaxies of the for our own galaxy, but for all galaxies. One
universe where intelligent, communicative life may intelligent and advanced civilisation per 800
one day evolve. But for that stage to be reached, the galaxies.
civilisation must first survive its own destructive
nature, and the balance between potential and Given the mind-numbing distances between
survivability may be so vast as to defy imagination. galaxies, the possibility of two intelligent races
meeting is not only unlikely but virtually
There may be no galactic network of intelligence, inconceivable. Therefore, given the facts, cold and
sharing ideas, political idioms, religious doctrines hard as they may be, the chance of our meeting
and scientific discovery as idyllically imagined by the intelligent alien life within our own sphere of
genre's best minds, simply because intelligent life, existence is extremely unlikely.
by its own definition, cannot survive beyond a
certain level of advancement. Humanity may be the
observable depiction of this theory as we roll
headlong toward our own doomsday, burning away
the resources of our own fossil fuels while
simultaneously destroying our environment and
neglecting the need to invest in a stable future. Fuel
is abundant in the solar system. Everything we need
exists somewhere and in huge quantity. But we are
driven by -ocracies, and blinkered motivations which
see no further than the next electoral date and
serve only their own revolving cycle of subsistance,
keeping us firmly on planet Earth; prisoners in a
decaying jail where the food is running out. We may
destroy ourselves with nuclear war, or some natural
disaster may befall us, but as eminent professor
Stephen Hawking has recently remarked, if we
cannot expand beyond the walls of our own planet,
our race faces almost certain extinction, and
probably within the none-too distant future.
Truly Alien Other factors will not determine whether life evolves, but
how life evolves. The crushing weight of a gas giant's
So let's turn our thoughts away from other atmosphere does not mean life cannot exist, but merely
intelligent alien races and concentrate on means life must find a way to counter that crushing weight
something I mentioned earlier: that the in order to survive. An incredibly complex skeleton of super
potential for life within our own galaxy, strong bone and cartilage, perhaps. In the deepest regions
and indeed our own solar system, is of our own planet's oceans the weight of many tonnes of
probably high. Indeed, a group of Indian water can crumple the metal skin of a submersible and the
scientists involved in high altitude unfortunate diver within, and yet here many species of fish
atmospherics have recently claimed to find choose to thrive, their bodies adapted to their environment.
an alien microbe in the Earth's
stratosphere, probably deposited by a Many scientists believe the atmosphere of Jupiter could
meteorite during burn-up. While this is an harbour similar forms of life. Creatures adapted to cope
outlandish claim, there is no reason not to with the intense atmospheric pressures and 'breathe' the
assume microbiotic life is abundant, both various gases making up that atmosphere. Such aliens may
in space and on other worlds. live tumultuous lives within the swirling maelstroms of
Jupiter's planet-sized hurricanes, feeding on a rich
If microbes and even multi-cellular ecosystem of multi-celled organisms whose propogation
organisms can exist in the magma flowing depends on the very violence of the storms themselves.
beneath the Earth's crust, as is proved to What would these creatures look like? We can only guess.
be the case, it seems likely life can also The chances are we are as likely to meet them face to face
exist in other hostile environments, such as we are the 'alien' fish who dwell in the deepest parts of
as those of the other planets or even the our own oceans.
atmosphere of the sun.
But on Earth-like worlds orbitting other suns in other solar
Life abhors a vacuum, so spacebound systems we may encounter creatures we can relate to more
parasites and organisms are unlikely. readily.
However, meteorites could easily contain
microbiotic life if their core elements These are likely to be as bizarre in appearance to us as we
provided adequate sustenance. are to them. The inventive GM should look no further than
their local zoo for inspiration in dreaming up a veritable
Suddenly our vision of a barren galaxy, host of oddities. Heads on long necks for reaching the
devoid of intelligent life, is replaced by leaves of tall trees; long noses with proboscis for hoovering
one thriving with an uncountable number up small insects; sausage shaped bodies for keeping low to
of micro-organisms. the ground and therefore out of the sight of predators; the
ideas are endless.
And where micro-organisms thrive, muti-
celled organisms can potentially grow! Fewer science fiction writers and gamers overlook
They may not grow to be space-faring ecological issues in designing their alien lifeforms as they
races of super-advanced technology, but once did. Edgar Rice Buroughs, for example, thought
they will surely grow to provide an nothing of populating his imaginary Mars in Princess of
interesting encounter for those less than Mars with giant predatory Banths, without providing herds
advanced human explorers who, as a of herbivorous prey for them to feed upon. There are
result of our various roleplaying devices, countless science fiction thrillers and horror movies in
find themselves in far-flung corners of which foul tempered, beclawed monstrosities, fangs
space. dripping with blood, seem to exist with no supporting
ecosystem. Thankfully, most of us are more aware these
Life is dependant on two factors: water in days of the importance of ecology and such derelictions of
liquid state, because water acts as the duty are being replaced with some intelligent efforts to
suspension medium for all the important imagine aliens as realistic creatures rather than plot-serving
chemical reactions which sustain living tools.
systems; and the ability of carbon atoms
to form long chains, so that a very lare Ridley Scott's Alien was perhaps the first movie to pioneer
number of different compounds, with a this school of thought, presenting us with a terrifying alien
large range of possible functions, can be creature, but one with an obvious biochemistry and a
formed. The presence of hydrogen, complicated means of survival, defence and propogation.
oxygen and nitrogen is also generally We could believe, albeit with some stretching of the
accepted as being crucial for the imagination, that this alien came from a world where
development of life. ecological survival had evolved to a terrifyingly violent
situation, something not too far removed from our own
world as it probably looked under the rule of the dinosaurs.
The book Lifeform, by Alan Dean Foster (who
ironically wrote the novelisation of Alien) is possibly
the greatest study of alien life by a science fiction
writer. Though plot driven at times, this work
encompasses many different concepts and studies
the brutal nature of an ecosystem where everything
is adapted to survive in an alien ecology.

Alien At A Glance
Some factors you might want to consider in
designing your own non-intelligent alien life-form
should include a consistent application of the
environmental variables. Here are a few:

High gravity (high velocity spin of the planet, or


heavy density of the planetary makeup) - small,
heavy boned creatures with a strong skeletal
structure, bones probably ribbed for strength, they
probably tend to hug the gound and move along in
a sloth-like fashion.
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density of the planetary makeup) - ethereal
creatures, light and hollow boned. In worlds with a
suitably dense atmosphere, life would favour the air
rather than the ground, though certain predators
would hunt in both environments. Depending on
winds and weather, many creatures would use snare
traps to capture drifting prey, like webs or silk
threads.

High propensity of water over land - mixure of


reptilian, mammalian and fish but few birds. Furry
mammalian creatures (otter-like) might favour
colder climes and hunt on land and sea. Shark-like
leviathons might evolve with the largest creatures
ruling the water. These would feature big jaws and
armour plated flesh.

High propensity of land over water - creatures


capable of storing water in their bodies over long
periods. Camel-like aliens with reservoir organisms
either internal or external. Long noses and digging
claws for excavating sand and locating burrowing
prey.

Capricious weather systems - creatures capable of


adapting to the cyclical nature of their environment,
perhaps cacooning themselves during transitional
periods, as with caterpillars and butterflies,
emerging from the seasonal stage with harder,
more feral bodies capable of surviving harsher
weather and temperatures. Plants with spined
exteriors, like cacti, which split apart during more
clement periods to reveal beautific flowers. Earthly
examples of such creatures include the Lung Fish
which can go into suspended animation when rivers
dry up, and desert plants which only bloom at
certain times of the year.

www.hadesgate.co.uk
Imp erial Age: Magick
Imperial Well, apparently, Magick is inherently about
Adamant Entertainment $5.95 pdf language. We're talking about the origins of
http://www.rpgnow.com/product_info.php?produ Victorian magick which has a basis in efforts
cts_id=20352& to communicate with angels some 300 years
before the era in question. This theme is
Imperial Age: Magick, in the author's own explored in chapter 3, the Laws of Magick,
words, is about creating a period feel for where we learn the importance of names as
magick in an Imperial Age Campaign, whether magical triggers for control, and in Appendix
that involves faerie court intrigues in London, 1 where names of importance (Faust,
the private wars of occult secret societies in Solomon, Endor etc) are listed to give players
Cambridge or University Dons fighting eldritch and GM that authentic edge during spell
horrors in Oxford. With a firm footing in the casting. Authenticity and realism are key here.
d20 magic system, the goal of authors Scott
Carter and Walt Ciechanowski is to create a Sound details of magic
system specifically and inherently Victorian in and the origins of such,
tone, as opposed to Gygaxian, Modern, of course, suggest good
Egyptian or Atlantean. research and / or an
existing knowledge on
A bold ambition, so have they succeeded? the part of the authors,
In parts yes, in others no. This is a real double a rare quality in the
edged arcane dagger leaving the reader both small press writer.
enthused and disappointed. Perhaps fearing Realism for an unreal
retribution from buyers expecting an concept: magick is
extensive study of all things magic, the neither innate nor
authors are quick to point out their own easy... the traditional
restrictions and the focused nature of the fantasy spell caster who
book. In order to aid them in this matter, let can toss around a
me also warn anyone considering this book as certain number of fire-
a digital stocking filler, the context is d20 balls every day by
magic and Imperial Age specifically. There is simple virtue of class
no 'history of magic and witchcraft' here, and and level is innapropriate in most Victorian
rightly so. There are plenty such titles settings. Magick is an art and a science whose
available in the world of fiction, and this is a results are the product of study and struggle.
roleplaying book. So kudos and a bonus point Study and struggle? Hey, this sounds like real
to mssrs Carter and Ciechanowski for life! OK, what about in campaign terms? This
recognising their own limitations and the translates as effort and cost to the educated
category in which they have chosen to write. character, of course. The sheer amount of
letters, numbers, symbols and sigils
Remember that double edged dagger? associated with the Victoriana of magick
Layout/design is prosaic and listless with a means the magician must be well educated
single column scrolling format more akin to and intelligent enough to callibrate hyroglyph
an amateur website than a book. Public to spell. Some visuals of these symbols, by the
domain sketches and etchings mixed with way, would have been nice for the method
grey tint duplications of the cover-motif do roleplayers among us. See my earlier mention
not an exciting experience provide. Is this of lacklustre visuals.
purposeful, I wonder? the text is clearly the
juice in this particular title, everything else A combined price and practise system offering
(except that tantalising cover) being so much nine possible combinations which can be
pulp. A resource for the gamer who needs no suited to the power level of play sets up the
visual stimulus then. d20 splice. Most GMs will probably go
instinctively for the third practise matched
But enough about format, design, set ups and with first price, since very few GMs, in my
ambitions. If I'm gonna be talking to all those experience, like to restrict their games to a
hardcore magic fans with this review, let me single type of magical theme and the Magic
ask the all-important question: what about the Points style of the first price is both familiar
magick? and easy to implement. But good advice
follows on restricting magical flow to certain controlling of angels or fae creatures using
game arteries in order to achieve certain their secret names; the learning of secrets by
effects, atmospheres and outcomes. handling an article recently touched by a
Investigative campaigns, for example, are murder victim (the law of contagion); the need
easily ruined by high level divination spells. to find some lost and vital artefact in order to
Evocation magick entails a less than subtle cast a spell whose success depends upon the
game experience, which may run roughshod material nature of the artefact (law of
over the GM's intricately crafted adventures. similarity). But there are contradictions here
And with certain rigidities imposed on spell too, mostly in tone with the lack of
casting DCs by way of feats, the GM will want preparation in order to cast a spell, already
to give serious consideration before plunging highlighted as problematic. If a sketch of a
headlong into a campaign where the wrong flame is required to cast a fire spell, how can
spell can send his clever house of cards such a spell be cast without preparation?
tumbling to the persian rug. Furthermore, Sketching is a standard free action now?
power play settings using a mixture of class
based bonus feats and character level bonus In chapter four, skills feats and gear, we lose
feats per level advancement to restrict the our way completely. Magick related feats are
strength and focus of magic users at high welcome and appropriate. But Extensive
level should be well utilised. This highlights Library, Gentry (nobility), Infamy etc. are
attention to the GM's needs and providing superfluous. Skills are given the inevitable
ways to set a magick 'level' to the GM's game boost treatment to bring characters in line
before things get out of hand is with 'magickal' notions and Gear consists of,
commendable, and required. Good to see it count 'em, two items, one of which is tarot
hasn't been missed. cards. We close with a collection of resource
material, albeit in fairly uninspiring format,
Spell casting itself is lacking. Once a spell is related to magick and the running of a
learned, no preparation is necessary. In magickal campaign. Here are occultist
keeping with the original doctrine, societies, empires, and a few words regarding
preparation could, nay, should have been the Victorian era itself, with particular
included (concocting of materials, scribing of attention given to cults and their interaction
sigils or mere mental zen). 'Mentor NPCs, with society.
resources may be required' is mentioned on
the subject of learning, but for a book Fans of magic, and players who love magical
professing to explore the authentic nature of characters, will find much to enjoy. GMs will
Victorian magick, we need more. What kind of find inspiration and useful advice for running
mentors? Where the resources? Here the d20 an Imperial Age campaign with a magical
monster rages over the delicate traceries of theme. As a passing muse, Magick lacks on
roleplay, fixing the problem with appropriate too many fronts and will fail to engage with
but mindless feats. the curious or casual reader. The visual
element, in particular, is an area the authors
Of the prices, second is the most interesting, might consider revising, if only to maintain
draining from the character's abilities rather standards of quality in the pdf market.
than some magical reservoir of unspecified
energy. Thus the more magick the character Art: 3/10. Public domain stock images, no
casts the less vital they become. Much more in visual references, poor layout, redeemed
keeping with the genre in question than the slightly by nice cover art and typography.
simpler magic points idea, or the manna Resolution: 9/10. Just about as good as it
concept, which by the way belongs firmly in gets.
sword and sorcery and has no place in Writing: 7/10. Very good writing, top marks
Victorian London. The inclusion of leylines and for research and an understanding of subject
magical nodes is an interesting idea, but for matter. Contradictions and rushed chapters
some reason restricted to the third price, chop off two points.
suggesting a misunderstanding of the very System Relevance: 8/10. Sound knowledge of
nature of leylines- odd given the authors' d20 and how the system can be used on a
educated understanding of all other magical sliding scale to keep things in check. Some
aspects. superfluous feats and d20 takes over too
much in places.
In The Laws of Magick the authors warm to Value for money: 8/10. A decent price,
their subject matter. This chapter offers a possibly a little too high, but definitely worth
tantalising bag of exciting ideas for players a purchase if you're a d20 magic afficianado.
and game masters alike. A host of inspiration Overall: 7/10
for using magick in a game setting; the [Nick Davis]
Corsair: The Definitive d20 sourcebook isn't it? Did I blink and miss
d20 Guide To Ships a system revolution?
Adamant Entertainment
$7.95 pdf, $10.95 pod, $14.95 pdf & pod There is a point, under the 'Weather' sub-
http://www.rpgnow.com/product_info.php?produ heading, where a hint of roleplay teases the
cts_id=3755& rper with tastes of potential things to come,
albeit hastily written, unproofed things to
Corsair, a d20 system 'master kit', is come: "the GM should always have an idea
Adamant Games' d20 sourcebook guide to of the purpose of a storm before she
the inclusion of ships and high-sea incorporates it into her adventure" (by the
adventure in a d20 campaign, available as way, as a female roleplayer, this WotC-
both a pdf and a print-on-demand book. An inspired politically correct insistance on
existing staff RPG Now review comments on referring to players and GMs in the feminine
the solid nature of Corsair; 'enough detail is very annoying, highlighting the writer's,
and ship to ship combat fun to engage nay the publisher's, attempts to look 'right-
players in the imagined salt spray, without on' rather than encouraging the inclusion of
having to deal with the drudgery of sanding we strange lady-types in roleplaying games.
the barnacles of sailing minutiae.' This Use 'he' guys, it doesn't matter! We don't
popularising of a dummed-down roleplay care! We know what you mean and it isn't
experience seems askew, and in Corsair - a nearly so offensive as you think!) uh, where
book claiming to be 'definitive' by the way - was I... "incorporates it into *her* adventure.
the lack of 'sailing minutiae' is somewhat Is it going to scare the players and keep
contradictory. them aware of the dangers of the dea, or be
The main problem I a tough challenge for them, or does it need
have with Corsair, is to sink their ship so she can strand them on
the writer's a desert island for the next phase of the
attempt to whittle the adventure?" Bad syntax is included for your
magnificence of an benefit and you're sure to enjoy all that
ocean going vessel high adventure on the open dea. But I can
and one of the most overlook that, sort of. Even the next bit: "is
complex modes of it a plot decide to blow them off course?" a
transport down to an line written by Borat perhaps? But here we
(admittedly) seem to be talking about plots, adventures
manageable set of and desert islands! This is what I signed up
very simple attributes for! This is adventure on the high seas!
and rule subsets Bring on the coarse pirate captain, the sea-
based almost entirely monster encounter table, the whirlpool, the
on the subject of deck crushing tentacles of the leviathan,
battle. This is a blue blistering barnacles, bring it all on!
question of
subjectivity. I like roleplay over roll-play and Alas, the potential moment is short lived
so for me a definitive d20 guide should and we soon find ourselves in the next
include definitive detail, catering to all chapter: Battle On The High Seas. Welcome
levels of player and GM, from those of us back to the wargame. The combat section
who like to rattle off our combats in a hack- rattles on with an exceptionally solid series
and-slash manner to those of us who prefer of d20 compatible rules, and if you love to
a deeper level of gameplay. In Corsair, our sound those cannons, here's the chapter for
preference is decided for us. you. The advanced rules section follows,
providing additional details on repairing
Some of you are giving me funny looks. ships, making modifications (mainly for
Who needs suspension of disbelief? This is purposes of combat, of course), replacing
ship warfare for goodness sake. Great fun! crew (presumably lost during a battle) and a
Get with the program! No. What this is, is slightly more interesting bit about
supplemental d20 wargame rules, ideal for legendary ships. The ship feats are primarily
use with miniature lead ships instead of combat-based: bearing down, evasive
miniature lead orcs, knights and ogres, but action, bombard, expert gunners, and so on
roleplay? Market this as tabletop rules and and so forth.
you're being honest, but this is a 'definitive'
Tucked away at the end of the book is a
section on adapting to a fantasy setting, or Back to Blacktooth
rather, adapting a fantasy setting to the Ridge
swashbuckling era of Earth history favoured Troll Lord Games $1 pdf
by the author. Here the tone lifts for a brief Castles & Crusades
page or three, with some consideration http://www.rpgnow.com/product_info.php?produ
given to useful spells, and not just those for cts_id=20423&
winning the edge during battle. And finally,
we have some controversial Back To Blacktooth Ridge is a
deck floorplans allegedly short adventure module
accompanied by some rather written for the Castles &
worrying copy-right issues, Crusades setting and
which I have no intention of published by Troll Lord Games,
going into here. who - on their site - boast the
great Gygax himself as a team
player. This is a title
It's an interesting one. Not
reminiscent of those
least because another sort of
traditional dungeon crawls
gamer would write an entirely popular in Dragon and White
different, and probably Dwarf before GW effectively
favourable, review. From a eradicated the format in the
d20 perspective this is good early 90s. There is also
stuff, merging ship to ship something of the Complete
and crew to crew combat with Gamesmaster about this title. I
the rules of d20 in an was particularly reminded of the
apparently seamless fashion. From a hack Halls of the Dwarven Kings; a pleasant
and slash perspective this is also good reminder, I might add, which prompted me to
stuff. There's plenty for the fightingest dust off my old boxed set for a trip down
player to get their teeth into, and lots for memory lane. This is, I should say, down to
the GM to fall back on if their particular the artwork and general design direction of
player group like the rough-stuff. Peter Bradley, whose talents are, I can't help
Unfortunately for Adamant Games, I am the but feel, wasted with Troll Lords. All
remaining credit goes to Davis Chenault's
reviewer. I'll leave you to decide upon which
imagination. Note I say imagination, not
side your own stale ship's biscuit is
penmanship.
buttered.
I only wish I could say my Blacktooth Ridge
Art: 5/10. Some better than others. The experience was a good one. I wanted it to be. I
overall design is rather tacky, with a really really did! But this is bizarre stuff, with
horrible blue vignet throughout. Saved by a a certain visual and ideological charm tainted
magnificent array of ship illustrations and a by disastrous rhetoric and syntax so bad it
nice sumptuous cover. looks like someone set about it with a blunt
Resolution: 9/10. Easily readable. edged hatchet. A wonderful cavern system
Writing: 4/10. In most places, better than with some great cartography and artwork by
average. But why on Earth was this not the already mentioned artist Peter Bradley
proofread and/or spellchecked? A good lends some real tri-dimensionality to the
writer, let down by the editors. dungeon itself. There are ups and downs,
System Relevance: 9/10. Some grumbles ledges and gradients, stalagmites, stalagtites
from d20 experts suggest a few flaws and an uneveness you can almost feel
perhaps, but otherwise this is definitely d20 underfoot. Too many dungeon designers
approach their models as flat, multi-tiered
through and through. Might be worth
systems, with rooms and passages travelling
reading the RPG Now reviews if you're
on a straight plain and only deviating where
buying this for d20 rules alone. steps lead to upper or lower levels. Here the
Value for money: 5/10. Worth it if you like caves and tunnels truly inhabit the depths of
lots of war and fighting in your roleplay. the earth into which they have been
There's also something here for the d20 burrowed.
completist.
Overall: 6/10 But even Peter Bradley's talents cannot
[Su Hope] suppress the sheer naked incompetence of
the writing and editing. Sometimes a proper
proof read does wonders. Sometimes an
entire rewrite is necessary. The latter is true
of Back to Blacktooth Ridge, and for a serious
developer like Troll Lord, I'm astonished this
was even considered for release. It's that bad.
The mechanical flaws run as deep as the both developers and buyers can set the
sprained grammar, missing punctuation and standard, so self-regulation is only ever going
spelling mistakes. I found no clear indication to be based on individual or company
of how the player group would progress from integrity, and as we all know, nothing's fair in
level one to level two, for example, and love, war or business, not unless some kind of
assumed room 11 simply merged somehow authority imposes regulation. The
with room 12 (though no actual indication is distributors, to their credit, have done their
given beyond an obscure reference about best. We have a smart reviews system on both
retreating kobolds 'from above'). Several room the leading sites with buyers able to openly
references are innacurate, such as the kobold criticise any problems. But a public reviews
zombies guarding pups in area 11, when area system is open to abuse by the developers
11 is the shaman's treasury. If this kind of themselves. In my opinion, some kind of
thing occurred just once or twice, I could community regulated checkmark is required
forgive the author/editor team a momentary to set the tone. Perhaps something like the
lapse in concentration, but Blacktooth Ridge is feedback system of eBay, where buyers can
riddled with endemic errors and leave their comments and sellers are awarded
inconsistencies too numerous to mention pos or neg and appropriate stars in return,
litter the pages like rubble; the wrong module with an open, clear and publicly available link
title (Shades Beneath the Blacktooth) on the next to each title being sold leading to the
bottom of each page is one of the least feedback page. This would encourage
amusing. Typos, syntax boobs, repeated integrity and establish quality control, but
words, nonsense-text, the list goes on. one controlled by the gamers themselves.
Unfortunately, since her name is placed This, of course, would lead to fewer titles on
squarely in the credits for all to see, the blame the market as the chaff would soon be
must surely fall upon the editor, Nicole seperated from the wheat, and this in turn
Chenault, whose job it was to check through would lead to less profit for the One Bookshelf
the title before approving it for publication. project. But if, as Steve Weick says, the merger
But certainly, in a publishing effort where the is designed to encourage a strengthening and
main writers are so prevalent in their output, evolution of the pdf market, profits would be
the writer and co-developers, not least less important than principles.
Stephen Chenault, should also shoulder a
percentage of blame. In light of that suggestion, I'm afraid Back to
Blacktooth Ridge gets a neutral. I loved the
At the risk of fueling discord over what is, let's dungeon design. I loved the artwork, the
be honest, a one dollar title, let's just discuss maps and the Castles & Crusades setting is
the general state of the pdf roleplaying worth a look. But rough drafts as finished
market a moment, (*clambering onto products are not acceptable, as pdf
soapbox) because releases like this, no matter downloads any more than they are as books
how liliputian, are, in the future, going to in bookstores.
make or break the genre. White Wolf's own
Steve Weick claimed in our last issue that the Art: 8/10. Peter Bradley is a talented artist
merger between Drive thru and RPG Now was and lifts this title from the depths of utter
designed to encourage development of the drudgery. Would have got a 9 if not for some
RPG pdf market. This is commendable stuff, confusing aspects to the cartography.
but stands for nothing if the publishers Resolution: 7/10. Very small text makes it
themselves do nothing to bolster the effort. hard to read on screen, but ideal if you plan
Yes, the price of Back to Blacktooth is low, but to print your file.
does that mean a developer like Troll Lord Writing: 2/10. Good prose is let down in
should feel at liberty to tout rough drafts as spectacular fashion by one of the worst
finished products? Maybe the answer is quality proofreading jobs I've ever seen. The two
control at a distributor level, which entails a points are for imagination.
pre-check of each title listed before sale. System Relevance: 7/10. Set in a world
Maybe the answer is a price minimum, familiar to players of Castles & Crusades.
ensuring developers cannot fall back on the Value for money: 2/10. Should I let this title
poor excuse of low quality for low price. Drive off the hook because it sells for $1? In this
Thru used to impose this limit, by the way, developing market, no. Titles like Back to
but since One Bookshelf took its first tentative Blacktooth are more damaging than I think
steps have dropped the limit considerably. We their publishers know.
should expect some self-regulation by Overall: 4/10
developers themselves. But the market lacks a [David Sharrock]
solid community with a common forum where

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Our new lettersbox section is for
your letters and comments. This
issue: Steve Beasley from
Cheshire writes:

Dear Beastly
I thought I'd drop you a note to tell
you about my last game session.
You won't believe this, but who
should turn up to play- Britney
Spears and Paris Hilton! Well, you
Order your copy of 2006's must-have RPG accessory,
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Monstrous Manuorl - The Cursed Rune Toilet likedof laying RPG. But they sure
Terrible Bad Make Danger! and become one of the and in no time were
liked
many foursands who have already bought the book anties and then she got
and bitterly regretted doing so. her out and jiggled them!
iicked Britney on the
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knew RPG was so much fun!
Yours Steve Beasley
Midwar is our regular column for players Only the elves know the true origins of the
and GMs using the Middlemist fantasy blade, which is now kept securely in the
campaign setting from Forever People. vaults beneath the library of Elúthastellithor.

The Sacred Swords Many thousands of full seasons ago, when


'Talon' the desert of Arnheim was still a realm of
By David Sharrock thick vegetation friendly to the needs of
elves, the empire of Urmshiem threatened
Talon is the third of the sacred swords the integrity of the Clanmarch borderlands
sought after by the Bleak Revival. This and the elves were forced to use the heart
magical elven blade was given to the famous stone Eurskellindor to defend themselves.
elvish explorer Gellert Aelandiar by the
Eladrin of Clanmarch. The stone repelled the vast imperial forces,
but in so doing laid waste to a great swathe
Gellert was the son of the great elvish king of Middlemist now known as Arnheim. The
Elric Aelandiar, the true elf king of thick jungles and forests crumbled to dust
Clanmarch between the full seasons 220pN and, bereft of nutrients, the once-fertile
(pre-Nirgal) and 40pN. In 125 pN, trained as ground turned to sand.
a defender of his homeland and a paladin of
Aerdry, Gellert left the safety of the king's Out of this new wilderness there came a
city of Mahrsomn to travel the bredth of the distant song, heard only by the Eladrin elves
Clanmarch and meet the people he would of deep Clanmarch. They travelled far to find
one day command as king. the source of the beautiful song and there,
in the most distant part of the desert, found
The people loved Gellert and his father Elric, a sword embedded deep within a stone
whose term of rule had provided a new plinth. As the elves approached, the song
lushness to the greenery of Clanmarch and a took form and words could be heard. Only
thriving vitality to the elves living there. As the true lord of the elves, so the song
Gellert traversed the country he met many proclaimed, could hold and wield the sword.
different types of elf, from the Spire elves All others would fail to unsheath the blade
who gave to him a staff made of from the stone, and any unworthy who held
dragonstooth ivory, to the Bralani who gave the blade thereafter would live a cursed life
him a magical flute which would play within the tainted desert of Arnheim until
beautiful music of its own accord. The such time as the sword found a true master.
Ghaele gave him the cloak of Nagador, a
magical artefact enabling the wearer to turn The scout party returned to their homeland
invisible at will. The Valley elves trained him with news of the sword and in time many
in the complex art of hand to hand combat. champions, both mighty and courageous,
rode to Arnheim to claim the sword. All
The sword of talon is the most well known failed with the exception of one; an elf by
gift procured during Gellert's trek across his the name of Aerdthen. He drew the sword
homeland and has become the focus of and carried it back to the cities of the
many elvish fables, stories and songs, the Eladrin, there to be hailed as lord of the
most popular of which is the fair song of elves, Aerdthen Clanrandill Aelandiar, first of
Elmidrandill Mythaeloress (Gellert Aelandiar's the elf kings.
Sword).
The sword remained with the Eladrin, though
Freth Elmidrandill laes khanlan the lineage of the royal family moved from
March randil Elrik Aelandiar clan the heartland of Eladrin society to the safer
Lert middel, Elmidrandill ril Clanmarch and more central command city of
Efran middel, inthrim, mythtarch Mahrsomn.
Lansonelrik elnu enyatoerm
Speskeron Eladrin Oerm The magic of Talon (a name given the sword
Randillallimy negellindoryp by Gellert himself) is deep and mystical,
Aeloress Aerdketh eth darintip related directly to the health of Clanmarch
and believed to be an artefact forged in the
magical destruction of Arnheim.

Middlemist is now available as a one-off Big Meg file or as a series of smaller filesize eBooks. Get the core book free
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PEN & PAPERIS OUR NEW GAMERS SECTION PRESENTING A DIFFERENT MINI-GAME SYSTEM
EVERY MONTH. THIS TIME , DAVID SHARROCK, WYN F DAWKINS AND M ATTY RHEA PRESENT...

The Set
Set--up has the Black Dragons of Khrell and the
chaos warriors of Scavengar and the other
Rule over the land of Thurgaar is in dispute. player, or group, has the human mercenaries
The evil lord Scavengar, vying for the human of Thelinor and the Bright Dragons of
kingdom Thelinor, has enlisted the aid of the Browfath.
humans' most ancient enemy; the Black
Dragons of Khrell. The human queen, Next print, cut out and assemble the scenery
Maelindar, has been assassinated by a Black and distribute as stated below around a
Dragon rider and spiritual strength now ebbs tabletop space no wider than 20"x20" ideally.
from the land of Thelinor. Much of the The battle takes place in Thelinor pass, a
queen's own army have fled for southern mountainous canyon on the border between
lands, fearing death. Those who inhabit the Thelinor and Khrell. Print multiples of the
fields of north Thelinor expect swift mountain range images and line these along
annihilation at any moment. two opposing lengths of your game table.
They represent the edge of the battlefield.
Thus, a small band of mercenary humans, Allocate an open edge to both the Black
without a queen or an army, but intent on Dragons and the Bright Dragons and name
saving their farmsteads and villages each edge Thelinor or Khrell respectively.
nonetheless, have travelled to the far land of
Browfath and enlisted the help of strange Place the villages and farmsteads along the
allies. Thelinor edge of the table, within four inches
of the table's edge.
For centuries the Bright Dragons of
Browfath's borderlands have been enemies The object of Thelinor's player(s) is either to
of the Black Dragon scourge. Many years wipe out the invading force of Black Dragons
have passed since the Brights and the or break their moral, causing them to flee
humans fought together against their back across their own border. The object of
common enemy, but now the enemy is Khrell's player(s) is to destroy all villages and
returned in strength and
both must unite to save
their respective realms
from certain destruction.

The Basics
Dragon Raiders is a mini
tabletop wargame for
multiple players (minimum
2). Each player controls
one side of the table and a
hoard of miniature
combatants. The miniature
standies and scenery for
Dragon Raiders can be
found in this issue's Small
World. Print, cut them out
and assemble as shown.
Split your standies so one
player, or group of players,
farmsteads and/or get at least 10 black Build Your Armies
dragons across the border into Thelinor
(effectively moving them off the Thelinor Each side starts the game with 150 army
edge of the table). points. These are spent on game pieces
which you'll find in this issue's Small World:
No dragon or ground unit may cross the
mountains on either side of the pass. Any 1 Melee/Ranged Dragon = 25pts
Bright Dragons or Thelinor ground units 1 Melee/Ranged Wizard Unit = 25pts
moving off the Khrell side of the table are 1 Melee Ground Unit = 5pts
considered captured and effectively removed 1 Melee Cavalry Unit = 10pts
from play. 1 Melee/Ranged Archery Unit = 3pts
1 Melee/Ranged Seige Engine = 50pts
The Battlefield 1 Ranged Cannon = 35pts
1 Ranged Catapult = 20pts
Your battlefield is set up as follws. The
Thelinor player(s) begin by building their Stats and Using Stats
side of the table, which should be
approximately half the table on the Thelinor All units have the following stats:
side. The Thelinor group start with 50
scenery points and must spend those points STR (Strength)
on the scenery as listed below. DEX (Dexterity)
DEF (Defence)
A river can be included but must have at HPs (Hit Points)
least two bridges. The river can run across Range (range of fire)
the full width of the pass if all players agree ATTKs (Attacks per round)
to this. Hedgerows should be placed to MOV (Type of Movement)
create fields no smaller than 3x3 inches. Any
field thus created must have at least one In melee combat (any type of melee unit,
farmstead or village inside. Farmsteads and dragon or engine vs another type of melee
villages may also be free standing, without unit, dragon or engine where hand to
fields. Stonewalls may be placed end to end hand/claw to claw/engine to sword combat
(straight line or angled up to 90 degrees), takes place) STR is matched against DEF.
but must otherwise be at least 4 inches away Both sides roll 1d6 and add the number to
from one another. The same applies to their respective stats. The higher total wins.
reinforced walls. Villages must be at least 5 The loser deducts 1HP from their unit. At
inches apart and farmsteads must be at least zero HPs the unit is spent (all soldiers killed)
6 inches apart. Villages and farmsteads may and removed from play. Units capable of
be placed anywhere within the 4 inches at more than one attack per round may roll
the edge of the game table on the Thelinor 2d6. Note: ranged units with no melee
side. capability, such as the catapult or the
cannon, cannot fight back. If they win the
River section = 20 pts roll the attacking unit does not suffer a HP
River section with Bridge = 25 pts loss.
1 lngth hedgerow = 1pt
1 lngth stone wall = 3pts In ranged combat (any type of ranged unit
1 lngth reinforced wall = 5pts firing upon another unit) DEX is matched
1 village (minimum 1 req.) = 20pts against DEF. Both sides roll 1d6 and add the
1 farmstead (minumum 1 req.) = 3pts number to their respective stats. The higher
1 castle = 35pts roll wins. If the target loses, they deduct
1 woodland = 5pts per scenery section 1HP. If the firing unit loses, there is no
1 forest = 10pts per scenery section penalty.

After the Thelinor player(s) have placed their Melee combat takes place when two units
scenery, the Khrell player(s) do the same on are moved next to each other. Each unit has
their side of the table. An imaginary central four sides and attacks may occur on each
line should divide the table in half and this is side, though the attacks take place
considered the border. If a dispute occurs, a seperately and do not stack.
real line should be fashioned using string.
Dragons may move on the ground or in the
air, leaving them free to ignore restrictions the pieces counts as a turn.
imposed by scenery. Ground units must
move on the ground and all scenery Once the Khrell player has had at least 4
impositions apply. Seige weapons like the turns, their ground units arrive. At this point
catapult and cannon cannot move through or they may move their dragons and distribute
over scenery. The seige engine, a huge tank the ground units along their edge of the
like machine, can crash through hedgerows, table. Doing so counts as one turn. They
woods, forests and stonewalls without a may move their troops in the next turn.
movement restriction, but cannot move
through reinforced stone walls, villages or Rounds
farmsteads.
Rounds go as follows:
Range restricts the distance a unit may fire Movement - the player moves, starting with
their ranged weapon. Dragons shoot flame the Khrell player who distributes his dragons
from their mouths and two riders on their primarily. The Thelinor player distributes his
back shoot two arrows per round. This units and dragons, then the Khrell player
amounts to three attacks per round, or 3d6 makes his first move.
added to DEX vs the targets DEF. If the Magic/archery - all ranged attacks and
player wishes, they may distribute the 3d6 magic casting takes place.
among different targets, adding only 1 or Melee - any touching units fight.
2d6 to DEX. The first 2 HP damage are taken Retreat - any unit wishing to retreat may do
by the riders who are killed, removing 2d6 so at a loss of 1d6 HPs. Only a defending
from the attack. player may do this and his unit must move in
the opposite direction from the attacking
Archery units can only fire at targets on the unit.
other side of walls. They cannot fire through
or at villages, farmsteads or other scenery. Magic Spells
Melee units can meet on each side of a stone
Both sides have access to magic users. Only
wall to fight. Melee units other than the
one unit of magic user per side may cast a
dragons, catapult or cannon cannot attack
spell in any one round.
villages or farmsteads.
Fireball - causes 2HP damage. Target must
Dragons in close proximity (touching edges)
be within range. Treat as ranged attack.
to an enemy unit, village or farmstead may
Booster - fired at a friendly unit within the
attack with their fiery breath (ranged) and
magic unit's range. The friendly unit gets a
teeth and claws (melee), giving them 2
+1d6 boost to their DEF for the next round
attacks per round. The 2d6 are added to DEX
only. Can be cast on self.
and STR respectively, with each total being
Dragon Repel - causes a dragon within
compared seperately against the same DEF
range to retreat automatically in his player's
score of the enemy.
next retreat round. Treat as a combat spell,
using DEX.
Order of Play Crumble - causes 1HP damage to structures
such as village or farmstead. Causes 1
The Bright Dragons and the Black Dragons length of stone wall or hedgerow to collapse
start the game together. Both players or (removed from play). Doesn't work against
groups position their dragons along the reinforced walls. Treat as a ranged attack.
edge on their respective sides of the table. Storm - spans the whole battlefield. Causes
Dragons hold two dragon riders which can six random lightning bolts which deduct
fire a maximum 2 arrows down upon the 6HPs from up to 6 enemy units or buildings.
enemy during a round. If a dragon takes a Attacking player decides which. Costs his
hit, the riders count as the first two hit point wizard unit 1d6 HPs to cast.
losses (they are killed), all subsequent losses Speed - gives a boost of double movement
taken from the dragon itself. rate to friendly unit. Can be cast on self.
Target must be within range.
Ground units on the Thelinor side also enter Wall of Fire - sets one length of hedgerow
the battlefield at the beginning of the game, permanently on fire for duration of enemy's
having emerged from the villages and next turn, making it impassable for ground
farmsteads. The Thelinor player(s) now units during this time. Wizard unit must be
distribute the ground units along the edge of touching hedgerow.
the table on their side and move forward
accordingly in their next turn. Distributing
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'Tis the season to be jolly, drink lots, eat lots and save the world from certain doom. In the spirit of
all that, here's a special festive, one off adventure scenario for you to play prior to, or even on, the
big day. This is very much a tongue-in-cheek fantasy outing, not to be taken too seriously...
Written by David Sharrock, based on an idea by Suzanna Hope

Player Introduction one of his other names; Saint Nick, Father


Christmas, Santa Claus, the list goes on. When the
The group have just completed a rather PCs have despatched the bandits, Santa will
exhausting adventure and find themselves laden explain that he has no memory of a time before he
down with a nice bit of treasure, or not as the case found himself at the temple. One minute he was a
may be, and travelling across wintery fields figment of somebody else's imagination, now he
covered in snow and icy mist, searching for a place seems to be a real person in an apparently real
to shelter from the cold. Their path eventually temple lost within... he isn't sure, but he thinks it
brings them to the crumbling carcass of a large might be something rather odd.
gothic-looking temple, stonework chalked white
with snow and frost, a chill mist swirling around Santa Claus believes the answer lies in the tunnels
the old structure like a living thing. beneath Black Hoodlum's Chimney. He isn't
entirely sure how he knows the tunnels are there,
This place is well known to locals as Black nor how he knows the answer lies within, he just
Hoodlum's Chimney, a haunted ruin where bandits insists that he does know, and will pay the PCs
and ne'erdowells hide out after jobs. The PCs give handsomely in toys if they agree to find the
the place a once over as they walk by and think answers for him. At the back of the temple is a
little of what they see; fallen columns, broken huge sleigh carrying a payload of several tonnes
walls covered in climbing ivy and choking lichen, of toys - Bratz dolls, Playmobil, Scalectrix etc. - and
the odd carved face of some god or another. surrounded by a dozen or so reindeer (one of
Nothing of value, in short. whom has a bright red nose). Most of this stuff is
useless to the PCs, but anyone who finds the stash
Then again, this is a ruined temple, these are of candy canes in the back of the sleigh and
adventurers, and it is bloody cold. There could be sneaks a taste will realise payment is assured. The
something here worth finding- a hidden crypt filled candy will sell for a high price to a city
with gemstones perhaps? A tomb containing the confectioner or provisions seller and is of the
remains of an old priest and all the gold plated highest quality. Actually the candy will sell for
religious paraphenalia that entails? Somewhere to around 300gp if touted to a store-owner. If the
light a fire and unravel a bedroll? So, like idiots, PCs are enterprising enough to spend a few weeks
the party investigate the temple a little closer, selling the candy themselves on the streets of a
which is when they come across Fatso The Red. busy enough city, they can expect to double this
figure.
Fatso is a large bellied man dressed in red robes
fringed with fluffy white wool. His enormous beard "And that's not even counting all the artefacts
is equally fluffy and equally white, while his cheeks you're sure to find under the temple" Santa ho ho
glow the colour of cherries. He looks frightfully hos.
cheerful despite being surrounded by an ugly gang
of evil bandits, two of whom are sharpening What Lies Beneath
vicious looking knives and grinning at him in a
none-too-wholesome way. 1 - a flight of stone steps lead down into the
tunnels from the temple floor. The bandits have
When Fatso spots the adventurers he pleads, been using room 1 to store their loot and their
"please help me, you girls and boys won't get any meagre supplies. Here are a few rusty weapons,
toys if you can't get me out of this pickle." some stolen goods (GM can supply any items he
feels would be useful at this point), some meat,
The bandits round on the PCs and draw swords. turnips and caskets of ale.
2a - this vast cavern with its huge arcing roof
GM Information houses a wide lake of crystal clear water and 2a is
the north shore of the lake. Anyone casting a
Fatso is not really this man's name, but it is the lantern across the water will see all manner of
name given to him by the bandits who found him nasties swimming about down there: pirahnas,
loitering here in 'their' temple and Fatso is honour fresh water crocodiles, electric eels and a whole
bound to accept as written any name given to him lot more besides. Anyone setting foot in the water
by those who believe he exists. Thus, in this world, does so at great risk.
he is Fatso the Red and from this day forth, he Luckily, help is at hand. A small creature with
shall always be known as such to all who choose gossamer wings descents from the roof of the
to believe in him. cave and alights on whatever shoreline (2a, 2b or
2c) the PCs occupy. At first glance she resembles
If asked, however, he will state a preference for an aging fairy. Her grey hair is tied up in a rather
dishevelled bun and her face is a map of lines and charms!", "Joggle me dingledanglies, whose stole
wrinkles. She takes out a small brown bottle and me lucky charms!", and "dangle me berries, if only
takes a swig, wipes a hand across her mouth and I could find me crappin' lucky charms!"
belches loudly. 4 - This cave is eerily dark and smells of rotting
"I am the fairy godmother," she slurs, "I forget to flesh. The bandits have given this place a wide
whom," she swigs again, "my memory ain't what berth ever since they first started using the caves,
once it was. Anyway, the point is, ask of me any but in fact, their presence has been forcing the
wish and it is within my limited powers to grant inhabitant of this room to give them a wide berth.
your desire be true. With a wave of my wand," she He creeps out of the shadows as the PCs enter.
waves the bottle, sloshing super-strength ale all "I thay, you chapth, have you theen thome rather
over the nearest PC, "I shall realise your dreams. botherthome banditth around here? Been trying to
Just in case any of that wasn't clear, you have two get out of thith blathted plathe for monthth now,
wishes. Don't take too long comin' up with but they keep clogging up the only way out."
something. I ain't got all bloody day." The owner of this distinguished voice is a seven
The players will get very excited. Everyone foot tall slavering werewolf with bright yellow
knows the system of wish-granting is open to all eyes, drooling fangs and hooked claws as long and
sorts of abuse. For one thing, there's the 'I wish for sharp as steak knives. "It'th been a frightful
eternal wishes' wish. bother, don't you know. There'th really not very
"Can't do that. We got regs now, y'see. Not much to eat around here, not to mention I can't
allowed to grant any more 'more wish' related find a dethent thet of cutlery. I don't thuppothe
wishes. I'd love to, but it's more than me any of you have a glath of therry or port on you? A
membership to the wish-granters guild is worth. thigar?
Nope. Come up with something else." Every now and then the werewolf undergoes a
Then, of course, there's the 'I wish I was a genie hideous transformation and turns into a six foot
and could grant my own wishes' wish. tall, dashing nobleman dressed in a padded
"Can't do that either. You don't even have a smoking jacket. He fiddles with the monocle on his
genie certificate an' I don't even want to get into eye and twitches his moustache before promptly
all the 'elf an' safety issues." If asked, the fairy turning back into a slavering werewolf.
godmother will explain that Ansafety the elf is The wolf has no idea how he came to be here,
rather stringent when it comes to local fairy nor indeed where 'here' is. He just knows that his
bylaws and would come down on her like a half constant transformations are 'a terribly
tonne of bricks if she trod on his pointy toed botherthome bind, what' and he desperately
shoes. craves a comfortable leather chair, a log fire and a
What about the 'I wish for limitless treasure' glass or two of sherry.
wish? If the PCs inform the werewolf the bandits have
"Limitless treasure ain't possible. Not with my been despatched, he will bound off into the
expenses the way they are." entrance chamber and exit the tunnels. If they ask
The 'eternal life' wish? him whether he knows anything about Fatso the
"Can't do it. Only demon types can do that one. I Red, or the mysterious circumstances surrounding
don't have the right receipt book." the temple, he will just shrug, "who knowth."
'Endless Strength?' If the group ask the werewolf to accompany
"If you don't mind me shrinking you to the size them as an NPC it will only be a matter of time
of a gnat's arse. Only way I can do it see. Gotta before he tries to eat one of them. He will be
cover me expenses." terribly polite in this matter, tapping the meatiest
Eventually the PCs will realise the fairy of the adventurers on the shoulder and asking
godmother is only capable of granting or willing to them very politely if they wouldn't mind awfully if
grant two wishes. The first is 'I wish I was on shore
X of this underground lake', the other is 'I wish this
bloody fairy would bugger off and leave us alone'.
2b - see 2a
2c - see 2a
3 - Lurking in this small cave is a snivelling little
pixie dressed in green and wearing a ridiculous
looking hat with a big black belt buckle in its dead
centre. He has wirey red hair and a swollen nose.
This is Lemmie the Leprechaun and he's not
happy. For one thing, he doesn't know why he's
here in this cave, though he does know what a
leprechaun is, and furthermore knows that a
leprechaun should have some kind of lucky charm.
For the second thing, he doesn't know where his
lucky charm is.
"Find me lucky charms!" he begs in a thick Irish
drawl. "I'm a crappin' leprechaun I am. Can't be a
crappin' leprechaun without me lucky charms, can
I."
If the PCs agree to help Lemmie find his lucky
charms he will travel with them, annoying them
regularly with random cries such as "dingle me
dangledrops, where oh where are me lucky
he bit one of their 'least used' limbs off. At this dozen horses hang around nearby.
point a battle will probably ensue. If the PCs are yet to meet the fairy godmother,
5 - In this cave lives Rumplestiltskin, a mean little there seems to be no way across the chasm and
gnome with a foul mouth and a nasty look in his they will need to figure out something using their
eye. He presides over the chamber from a ledge own smarts. If they have visited the subterranean
high on one wall. Meanwhile, on the straw covered lake, the fairy godmother descends from the roof
floor of the cave, a fabulously beautiful wench of the cavern, hawks a huge blob of snot out of
works ceaselessly at a spinning wheel, turning one nostril, swigs from a can of special-brew lager
straw into gold. and asks if they want another wish granting. Thus
The gnome will spit and curse at the PCs when ensues precisely the same scenario as occured in
they enter: their previous meeting with this character. The
"You smell like an ogre's arsebelch!" only wishes she'll grant is to teleport them across
"You Sons of a nostril discharge!" the chasm or to leave them alone.
"You look like the back end of a soiled When the group finally reach the ledge at 7c,
jockstrap!" something on the roof of the cavern catches their
"Here's a thought, my arse, your mother's face, eye and they look up to see several huge faces
perfect match!" looming above, staring down at them. The image
"I got a phlegm ball right here with your name lasts less than a second, but leaves them feeling a
on it" - hocks a big gob of phlegm at the nearest little disconcerted and nervous.
adventurer. 8 - Seven gnomes sitting in a circle in various
"Ladies and gents, the world's ugliest, stupidest, states of undress draw the eye upon entering this
smelliest individual has entered the building!" cavern. A fabulously beautiful wench with snow
while the maiden will beg them to rescue her from white skin sits among them smoking a pipe and
the gnome. Only the hardest heart could refuse laughing raucously. Of the group, she is the only
the girl. If her pleas fall on deaf ears she'll show a fully clothed member. All of them hold playing
bit of leg in an attempt to play the fabulously cards.
beautiful wench card. When the PCs are spotted, the gnomes leap to
Rumplestiltskin is an easy foe to despatch, and their feet and rush over to say hi:
despatch him the party should. If he remains alive "I'm happy!" says happy, shaking the hand of
he will bug the group throughout their dungeon each PC in turn, his flushed cheeks red as
crawl from this point forth, setting silly little traps rosebuds. "Very happy to meet you."
in their path, rushing by every now and then to "BleeeeaaAAAAATHEW" says sneezy, grinning
spit at them and call them insulting names. and wiping his hand on his breeches before
6 - A large cavern inhabited by THE BOGEYMAN! shaking hands.
The bogeyman is four feet tall, wears a dress and "Mn" says bashful, turning a bright red. He
prefers to be called 'Sally', though he will initially smiles shyly then hurries back to the girl's side
introduce himself as 'the bogeyman'. "It's just not where he sits in a bashful manner, gazing at the
fair," he laments, "nobody asked me what I wanted PCs with a look of utter bashfulness.
to be did they? Nobody gave me the choice? Why "Well, well, well," says Grumpy, "look what the
couldn't I be the fabulously beautiful wench? Look cat dragged in. About bloody time you lot showed
- this is my own dress. She didn't have her own up, I say. What do you think this is, some kind of
dress. She had to borrow one from the tooth fairy. family outing? You think we're enjoying any of this
Ttt, amateur." cow-crap? If you want my opinion (which I don't
If the confused PCs ask 'Sally' what he's suppose you do, but tough luck because you're
blithering on about, he'll just shrug and smile and gonna get it) you should have been here hours
say "boo!" ago."
7a - A deep chasm opens into the belly of the "Uuuuh. Is you come to fix us up real good?"
world and is surrounded on three sides by chortles Dopey, shaking hands with his nose.
precarious ledges of crumbling rock. If the PCs "Of course they have," says Doc, who shakes
have met the bogeyman, he sits on ledge 7b, hands last, "save us from," he points upward, "and
dangling his legs over the edge and preening his her," he jerks his bearded chin in the
long green hair. "It's where we all came from," he direction of the wench. "Twenty
calls out, pointing down into the pit. eight games down, and we're
If the PCs send a light into the pit they will yet to see anything more
illuminate a canyon far below containing hoardes than half a nipple," Doc
of fairytale folks; a fairy wearing a big white hat sighs, "the problem is,
shaped like a tooth, three little pigs smoking we dwarfs suck at
cigarettes and chatting with a wolf, four little poker."
children (one in a red cape, one slurping from a If Doc is pressed
bowl of porridge, and a boy and a girl chewing on about his cryptic
huge sticks of candy cane), six or seven witches remarks he will
milling about the place picking their noses or explain further, "I
biting their fingernails. As the PCs watch, more don't know the
characters seem to come into existence, fading wheres or howfors,
out of the shadows and into the light; a giant but you'll find the
holding a boulder under one arm, a man in a green answers on the
cap surrounded by unseasonably merry men and other side of the
some kind of monk, a troll asking around if chasm. One thing
anyone has seen a bridge, something like a large I do know, you
egg with legs leaning casually against the wall of lot are the only
the chasm while soldiers in red uniforms and a ones who can
save us. Don't ask me how I know that, I just do." of the artefact at bay, but now my life ebbs away
9 - Sitting on a gold throne surrounded by and the artefact grows too strong for this world.
courtiers is a naked fat man wearing a crown and The burial pit has caved in and the artefact is laid
holding a fan. He smiles at the PCs as they enter bare."
and flutters his fan at them, "oooh, greetings. "I foresaw your coming in a dream. You will
Come to admire my new threads, I suppose? Very destroy the artefact. You must. If you do not, the
well, very well." He stands and his courtiers bustle creatures of the chasm will multiply and spread,
and fuss around him. One or two give the PCs filling the world until there is no more room. But
meaningful looks, but it isn't clear what message beware. Only one of you should destroy the
they may be trying to convey. "Grand aren't they?" artefact. He who does so will have a glimpse of
the man twirls and poses, flicking at imaginary the ultimate truth, the meaning of life, the
coat tails and adjusting imaginary lapels. "Note universe and... well... everything really.
the no-expenses spared paisley lining." "It is not pretty, I am assured. It may drive you
If anyone points out the fact that the man is mad. But it must be done. Will you take up this
naked he will crumple to the floor and burst into quest? Will you choose one among you to destroy
tears, "don't you *sob* think I don't know that? It's the artefact and save the world? Only one, mind
stupid. Idiotic. A grown man, I am. A grown man. you. And you others should do everything you
Reduced to... to this! But what choice do I have? It can to resist temptation. Do not look upon the
is written, therefore I must comply!" Moments later ultimate truth, for it will probably destroy you!"
he'll be back on his feet continuing the charade.
10 - This cave is empty save for a small desk and The players should decide which of them will
chair lit by a single candle. An old priest sits in the destroy the artefact. If an NPC is chosen, he or
chair, reading a book. He glances up when the PCs she will not be able to carry out the destruction,
enter and smiles. will see the ultimate truth, burst into tears, utter
"Ah, I was wondering when you would come." something about everything being a total waste
of time and promptly die. Only a PC can destroy
The Tale End the artefact.
The object lies at the bottom of the chasm. The
The priest explains: PCs must climb down somehow (the fairy
"Many moons ago, we priests of the Chimney godmother could come in handy here) and find it
inhabited the temple above. We believed a sacred among the many fairytale characters.
artefact, cast down to the world by our god, had
been buried in the ground hereabouts. A many One player and one player only should be
sided object covered in sacred symbols which was selected to destroy the artefact unless all players
said to grant the holder ultimate knowledge of life, agree to touch the thing and learn the ultimate
the universe and... well... everything really. So we truth. If only one or a select few players wish to
dug deep into the earth and found the artefact take the risk, the GM should take them to one
and we brought it up from the ground and gave side, well out of earshot of the others, and tell
the thing to our eldest priest. He took the artefact them what they see as they destroy the artefact.
and chanted the words of knowledge and within a
few seconds, he broke down crying with laughter, Home Truths
pointing at the sky. He had seen the truth, you
see, the ultimate knowledge of life, the universe The GM should hand the player in question a d20
and... well... everything. He found it quite amusing and announce, "here is the sacred artefact. No
really. Then he seemed to lose all his humour and really, that's exactly what it looks like."
died." When (PC name) touches the artefact, the truth
"We were all very scared and tried to rebury the becomes humiliatingly clear. He/she, and
artefact in the ground. One or two of us must everything he/she knows to be real, is
have touched one of the facets of the part of an imaginary roleplaying
object activated by the elder priest and game dreamed up by some
they were granted ultimate knowledge spotty nerd for the amusement
too. They also laughed out loud, pointed of a few geeks who get
at the sky, and died. The last to die together once or twice a
managed to say something before his week and play their game
demise, "the ultimate secret is very around a table in a fairly
demeaning. We don't matter a rat's nondescript room in a fairly
toss." nondescript house in a world far
"We buried the artefact and covered less interesting than the one
it with earth. But from that day forth known to the PC.
the faith of the priests died and with it The PC, in short, doesn't exist,
the temple. Most of the priests left, but I is merely a figment of a lesser
remained, vowing to guard the mortal's imagination. He/she is
sacred artefact to ensure no not a hero, but a means of
other fool would uncover its escapism for a teenager with
hideous truths, and vowing too much time on his/her
to keep my faith despite it all. hands.
That was many many years Worse still, now that the PC
ago. I am old now, and tired. knows this, nothing he does
I believe my continuing faith will matter. He knows he is
has kept the power of the pointless. He knows his life
has less meaning than a passing thought, and he
will be at huge risk of death from the sheer horror
of this realisation. Luckily for him/her, the horror is
not so great as that felt by the priests when they
first touched the d20 artefact. For them, the
realisation was far worse. They were not even a hero
created to represent the escapist ideas of a 'player
of the game', they were merely incidental NPCs in a
short, and rather silly, Christmas adventure scenario
in a free eZine (not even a published magazine
bought at cost!) This was too much and the NPCs
prompty died from disappointment, and because the
story said they would.
The PC will survive if he can bury the knowledge
and the memory deep within his subconscious.
This translates as some kind of roll made
against an appropriate attribute, of course.
If successful, the PC will live the rest of his
life in a state of self-imposed oblivion.
His repressed memory will resurface
now and then as a bizarre phobia of
multi-faceted objects, but he will never
remember the full, horrifying truth.

The d20 artefact is easily destroyed by the


PC who literally absorbs its absurdity into his
own suppressed memory. If he fails the saving
roll, he promptly dies and one of the other PCs
must take on the challenge to learn the secret of
life, the universe and... well... everything.

The fairytale characters pouring into the game world


have been coming through the d20 via the
imaginations and memories of the players
themselves. If the GM wishes, he can replace the
fairytale NPCs with favourite characters from films
the players have watched or books the players have
read and talked about before, though this may give
the twist ending away before time.

Once the artefact is destroyed, the fairytale


characters disperse in a spectacular whirlwind of
blended colours, voices and faces. The whole is
sucked down into the chasm where it vanishes.
Almost immediately after, the tunnels will begin to
tremble and the caverns will start to shake
themselves apart. The surviving PCs must now
escape the tunnels before they and the temple
above collapse completely.

The GM should stress to the player who learns the


secret of his PC's life, universe and... well...
everything, that he/she should NEVER disclose the
secret to any other player, no matter how much they
beg, plead or pay him for the information.
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Before I begin, I would first like to thank We will be sending higher resolution,
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Award for our in-house efforts to drive the pdf role-playing market
Wilderness Encounters forward in an intelligent and principalled
projects and goes to way.
writer Steve Dean and
artist Wyn F Dawkins. Penultimately I would like to give my
Between them, Steve heartfelt thanks to the following people,
and Wyn have created without whom the last five issues of Wyvern
an exceptional series would not have been possible:
of titles.
Matty Rhea, for his dedication, hard work
Our second and last in- and sense of humour; Wyn F Dawkins for
house award is the his tireless efforts and motivating emails;
Forever People Master Su Hope for impressing herself on
Maker Meritorious sponsors and interview subjects; Nick
Achievement Award Davis for his d20 advice and occassional
of the Year and it goes submissions; Peter Szabo Gabor for his
to Steve Dean for all his artwork and efforts on Middlemist;
hard work, both in Catherine Badjan for her everlasting
producing written work support, Ian Pirrie for his inspiring mind
for Wyvern, by way of congratulations for his and friendship and Kenneth Smith, Susan
published works and, of course, his efforts on Andersen and Terry Cooper for their
other Forever People projects. Thankyou Steve! tremendous efforts in Novermber and
December on ongoing Forever People
This year's Happy projects.
Dwarf Creative
Achievement Award Lastly, I would like to wish all readers a very
for a reviewed merry Christmas and a happy new year
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goes to Beyond Belief first 2007 issue of Wyvern!
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should be commended. Congratulations BBG! MORE INFORMATION.
Steve Dean continues our guide to alternative starting points for new games

The Lonely Tower spend it. Therefore, you have decided to


travel to the tower to visit Varque and
An alternative starting point for A GM Hamelo, maybe for the last time, and to ask
starting a new campaign with high level their advice regarding your impending
characters. retirement.

PLAYER INTRODUCTION On the way to the tower, you spy a campfire,


next to which sits a huge figure roasting a
On the very edge of woodland which soon rabbit. He greets you and bids you share the
turns into the Forest of the Lost, by an ice fi
re.Hedoesn’ tment i
ont her abbi t
.
cold stream stands a dark tower. Weathered
grey stone has stood here for countless It turns out he is also heading to the lonely
decades. No one can now say who built it or tower, to visit the two friends and deliver
why. some supplies.

Wide and stout across the base, the tower The pair of you
has stood every test of nature, war and decide to travel
magic. Behind its thin arrow slits, a yellow together, and
light burns, dull and flickering, as if lit by a the next day
single fire. you are riding
along the trail
Many adventurers have stumbled from the when you hear
trees and looked upon the tower, many have the sound of
fallen upon the cold steps leading up to the galloping horses
thick oak door. And many would have died, if to the rear. You
notf ort hetower ’stwooccupant s. pull to the side
of the trail,
The druid Varque and his friend Hamelo have loosening your
dwelt in the tower these past few decades, weapons. Two
driven here by a need for solace and quiet. leather clad
Unfortunately, their time here is often figures come
disturbed by the banging of the iron into view, their
knocker, or the shouting of raucous voices. horses lathered
and breathing
Of course they help, they always do. All heavily. They
those injured are welcomed in and given the slow when they
best attention. Every year, at least one seeyoubutdon’ tst
op,eachoft
hem
adventurer has been saved . readying their own weapons.

They demand nothing for their time and Your new friend greets the pair as they pass,
knowledge, but sometimes accept shout i
ngaf tert hem,“ What ’sther ush? ”
interesting gifts if their donors insist. The last of the two riders turns his head and
repli
es.“ Thet oweri sbesi eged!”Then
Many adventurers now regularly pass this disappears into the distance. The two of you
way when heading to the forest, bringing exchange glances. There is only one tower
food and wine and other items not easily around here as far as you know. The lonely
found in this area. tower. Varque and Hamelo are in trouble!

You yourself have been healed, not once but GM NOTES


twice, by this pair, and they have since
become friends. Recently, after many years When the PCs arrive at the tower, they will
of wandering, you have decided to retire. find an army of orcs camped around it. The
You have plenty of gold, but lack a place to wooden door is wide open and more orcs are
queuing to get in.

TheGM shoul di ntroducet hegroup’ s


characters at this point, in ones or twos.
Some will already be there and fighting their
way in through the orc army. Some may be
charging to join in, others may be a little
behind.Don’ tfor gett hese are high level
characters, so should have little trouble,
even against a bunch of greenskins.

Once within the tower, the party can join up


and soon overcome their enemies, even the
ogres. The party rush around the tower in
vain , throwing open doors and shouting
loudly. Finally, on the top floor, the party find
a lone orc who seems to be calling out with
Hamelo's voice. He is besieged on all sides
by orcs and a massive ogre. The party soon
dispatch these enemies and turn to the orc,
who they soon establish has been possessed
by the spirit of Hamelo.
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Varque spoke of a voice inside his head
urging him to surrender.

But the old druid was made of sterner stuff


and could not be persuaded. Finally the orcs
began to batter at the door. Varque and
Hamelo used every trick they knew, and
dozens of their attackers were slain.
But there were too many orcs, and the tower
was breached. Despite entering the mind of
one of the biggest orcs and fighting by
Var que’ sside,Hamel owasunabl et opr event
his friend from being kidnapped. He has no
idea why Varque was taken alive.

Hamel ocansensehi sf ri
end’ sl i
feforce,so
knows he is still alive, and can even lead the
party to the other druid. He cannot tell them
where they are going, only in which direction
their destination lies (directly into the forest).
The party will need to take Hamelo with
them to act as guide. However, Hamelo died
when he was pushed out of a window by one
of the orcs. He landed on a wagon, and his
life blood leaked onto a large cartwheel, and
it is to this that his life force is now bound.
Thus the party must take the wheel with
them wherever they go if Hamelo's orc-
inhabiting spirit is to assist.

So, joined by a mutual need to aid a friend,


the party of strangers set out to rescue the
man who has rescued them so many times
before.

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Wyvern: The movie rights were acquired for a seven
figure sum. Has this allowed you to move into full time
creative writing? Or is writing still a secondary calling for
you?

GPT: I moved in to full time writing when I signed an 11


book deal with Faber - so Iam now classed as an author. I
do however spend three months of the year visiting
schools and doing creative writing workshops.

Wyvern: There have been rumours of Joss Whedon


(Buffy/ Firefly) taking on the movie project. Are these
rumours substantiated?

GPT: There are rumours on rumours. Johnny Depp is the


latest name attached to the movie - I picked that up on an
internet site - where it had come from I don't know. It
would be good to get Joss on board as he could really do
something very powerful with it.

Wyvern: Many writers have methods they use for coming


up with ideas? Do you have a creative process - for
example do your ideas bubble away for months until you
form the story in your mind or do you simply sit down
and start writing?

GPT: They seem to just appear. Today I was in a coffee


shop and went to the loo. I could hear someone inside so
waited patiently at the door. The handle turned and the
An ale and a chat at the cut-throat door opened I waited for the person to come out but
Black Squid Inn. This month we chink when I looked in the loo was empty...thus came another
wooden toby jugs with Reverend idea.
Graham P Taylor, author of the
bestselling Shadowmancer and Wyvern: As legend has it, you sold your prized Harley
Wormwood novels, and ask him about Davidson to fund publication of your first novel. Was that
selling the film rights to his first a difficult decision to make? Would you recommend self-
publication and his thoughts on rpgs. publication to other struggling writers?
(Win a signed copy of G P Taylor's
Tersias novel in this issue's Bazaar!) GPT: I would say to everyone to self publish and the more
writers we have the better. It was a great thing to do and
Wyvern: The rights to Shadowmancer one which I really enjoyed.
were acquired by Universal Studios in
2004. How is the movie coming along, Wyvern: Are you a fan of roleplaying games? If so, what
and how much creative input will you have you played and what are your general thoughts on
have? the genre?

GPT: It is moving along very well - I GPT: My role playing goes back to the days when it was
have just got hold of a copy of the just being invented. I was a sort of punk/goth as a kid
script and it is amazing. Once I sold the and loved the whole thing. I used to play in the local
rights - I basically sold everything to graveyard and it was very much Dungeons and Dragons. I
them. It's good to let something go and like the idea of the name Shadowmancer being used for
let others develop it. A bit like a role game playing.
play game, someone comes up with an
original concept, but it is only when the Wyvern: Shadowmancer, Wormwood and Tersias -
game is played that people get the full http://www.tersias.co.uk/ - your latest novel, are all set in a
blessing of it. supernatural Dickensian England. Is this period close to
your heart?
Check it out here
http://www.movieweb.com/news/58/3258.php GPT: Very much so - I would love to live there. I would
And find updates here love to live somewhere [where] the barriers between the
http://www.shadowmancermovie.com/ worlds have drawn close and things pollute from one side
to the other. That would be an experience.

http://www.amazon.com/Tersias-Oracle-G-P-Taylor/dp/0399242589/sr=8-
1/qid=1166618704/ref=pd_bbs_sr_1/002-1230351-1929636?ie=UTF8&s=books
Last Issue

crossword

ACROSS
1. Man orc
4. Ghast
7. Tyr PRIZE GIVEAWAY
8. Valar
9. Dice
11. Jetsam It's Christmas, so we
2 & 22 Across not
13. Ladled NEXT ISSUE thought it only fitting that a fantasy but
17. Tars we give away something worlds with more
19. Grail The New Year is upon us! really special. Thus, this than one tree (6)
20. TNT 3. Out of luck it
month there is only one
21. Thrud Science-ology means a bag of
22. Sinbad prize to win, and it's pretty
stuff (3)
darned special! 4. Profit and
DOWN Wyn F Dawkins studies the
entangle for a fish
1. Mithril Shirt realities of terraforming. Just A signed copy of Tersias, supper (3)
2. Nerd how possible will
3. Coven author G.P. Taylor's 5. Bovine on a
terraforming be and how can leash wore a hood
4. Gold you include this intriguing atmospheric fantasy
(6).
5. Arrows concept in your crunchy sci-fi thriller set in old London
7. Sack a dwarf's
6. Trans- campaign. town. Taylor is best known best friend (3)
mutated. for previous releases 8. Upset the end
10. Idol
12. Thor
Kid Marvel Wormwood and roll for a bookish
Shadowmancer. type without the
14. Dagger
15. Atlas
A superhero adventure with a LOL! (4)
difference, designed for use 12. Medieval tax
16. Bard "Wormwood is breathtaking on a horse's
18. Stab with the Squadron UK game
in scope. An extraordinary To win, simply solve the handicap (6)
system.
Riddle achievement told by a following riddle: 13. Eras tainted
Alter-fight master story teller. The Answers as ever to with the plague (6)
The £20 worth book is quite simply balrogsbane@foreverpeoplerpg.com 15. Living in sin at
of pdf giveaway Pen & Paper returns with marvellous" taverns with
connundrum - Guardian rooms to rent (4)
some alternative and easy to FOR ONE THING, I AM
was solved by 16. A gang of
use combat systems for GMs WIDE . FIRST AND
Eric Nail - the actors tell of a
and players who just want to "Shadowmancer unfolds at a FOREMOST, I AM A stone fort (6)
answer being
that most get straight into the action! vivid and breathless pace." - BROTHER. ADDITION IS MY 17. Kid Rock's wife
archetypal of Observer walks backwards
NEXT BEST THING, THEN
fantasy writers, PLUS MORE FROM: and traces her
THE SHARP BITING BLADE .
Conan creator "A compelling and dark steps (3)
Robert E HOOKED edged fantasy, highly IT MAY SOUND A BIT 20. Santa's little
Howard, of recommended" BACKWARDS, BUT A DARK helper might be
course.
BLACK SQUID Legolas (3)
- Independent ELF MEETS AN END AFTER
However, Eric, A MEETING WITH THE 21. First of a great
we didn't get DAEMON comic exclaiming
BOARD.
your address to DISSENTER in pain! (3)
send the CD
containing the
MIDWAR ACROSS 18. A pearl of a
pdfs. Please get 1. First a bird, game, and takes
in touch!! BEASTLY then a token just a second
BEHAVIOUR without the lie (1,1,1,1)
The bogus BROKEN CHEST for a fantasy icon 19. Green
Pokemon was (1,1,1,7) skinned and
Blobosaur. SMALL WORLD 6. Water for a awkward at the
Enjoy the book spaniard under start (3)
Jamie Philips BAZAAR the shade and 20. Fleeing
from Cardiff! engraving with reality and
Plus more prizes, giveaways, acid (8) getting drunk on
offers, treats and outstanding 9. Short of fantasy (8)
articles from some of Forever wisdom in a d20 22. White Dwarf
Peopl e’sbestwr iter
s. game (3) barbarian (5)
10. Bury the 22 & 2 down. To
We appreciate your bomb will be a rent fog with an
continuing support and look matter of tea (4) absent mind (9)
forward to seeing you in the 11. Sounds like
new year! the wheat on DOWN
horseback (4) 1. That bird
14. Angry beast again is ejected
scarier than most for one who
in Dungeons & duels (7)
Dragons (4)
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