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Christian Fasy (free product)

Issue 3 October 2006


EDITOR IN CHIEF: Matty Rhea
ASSISTANT EDITOR: David Sharrock
CONTRIBUTING EDITORS: Steve Dean,
Suzanna Hope, Wyn F Dawkins, Nick Davis.
PRODUCTION ARTISTS: Matty Rhea, Wyn F
Dawkins, David Sharrock.
ILLUSTRATIONS: David Sharrock, Wyn F
Dawkins, Suzanna Hope

Features
Science
Science--ology

Aliens - introducing cold hard realism to


one of the most innacurate themes in sci-fi

Broken Chest

11

Big and small press pdf publication reviews


from our independent panel of writers

Beastly Behaviour

16

More outrageous top tens from the


ministry of bouncy bouffants

COVER: David Sharrock


d20 ADVISOR: Nick Davis
PUBLISHER: Forever People Games & RPG
PUBLICATIONS MANAGEMENT: DLS
Enterprises

merry Christmas and happy New


Year to all our readers! May your
halls be decked, your trees be
evergreen, and your chestnuts be
well and truly roasted. But let's not
forget the true meaning of this, the most
festive of seasons, lest we forget in our
haste to unwrap gifts and guzzle mulled
wine. For this is the season in which we
celebrate the birth of another rip roaringly
good Wyvern issue! This month we have an
exclusive interview with none other than
Graham P Taylor, author of Shadowmancer,
Wormwood and Tersias, telling us what it
feels like to get a seven figure cheque from
Universal Studios for film rights to his first
published book! We have a Christmas
special adventure penned by David
Sharrock, 3 more of your pdfs reviewed in
Broken Chest, the annual Wyvern awards
with one lucky small press publisher
receiving our first ever Happy Dwarf
achievement award, a one off game called
Dragon Raiders, all new Daemon Dissenter,
and loads, loads, loads more. December
Wyvern, better than socks from Granny!
Ed.

Submission Guidelines
Please send your submissions, ideas and
comments to the editor, Matty Rhea at
balrogsbane@foreverpeoplerpg.com
Please note: there is no guarantee of
inclusion. We reserve the right to decline
any submission deemed unsuitable.

Midwar

17

Talon, last of the three sacred swords

Fatso The Red

24

A special Christmas adventure compatible


with most fantasy systems. You'll never
play another game quite like it.

Departments
Pen & Paper

18

Our new monthly department presenting a


different, one off game system every issue.

Daemon Dissenter

22

Dissenter morphs! But who exactly does


the daemon intend to usurp?

The FP Annual Awards

29

This issue only! Hooked returns next issue

Small World

30

Mini standies to go with Dragon Raiders!

Black Squid

35

This month we ask author GP Taylor how it


feels to bag a seven figure sum for film
rights to his Shadowmancer book

Bazaar

37

Prizes, competitions and games!

Advertising Rates
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request. Mail enquiry@foreverpeoplerpg.com

Discussion
Join in RPG discussions online in our forum
www.foreverpeoplerpg.com/forum

All subject matter in Wyvern is copyright Forever People Games & RPG. All rights on the content of this e-publication are reserved.
Nothing may be reproduced or redistributed in whole or part without prior written consent of the publishers Forever People Games
& RPG. All opinions expressed are those of the respective authors and reviewers and not necessarily those of the publisher.

Christian Fasy (free product)

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Christian Fasy (free product)

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
time Science-ology considers
that most popular sci-fi
concept, the extra terrestrial.
If you've ever played
spacebound rpg like Star Trek
or Traveller, you've probably
met a few already. Wierd
humanesque creatures with
ridged foreheads, sipping odd
beverages and indulging in
intricate alien politics with a
perfect English accent. Those
aliens are fun. But what if the
GM fancies injecting a little
more realism into his game?
What kind of alien lifeform, for
example, would evolve on a
gas giant planet where the
crushing effects of dense
atmospherics and the vast size
of the world might lend
strange attributes to an alien
body? What interests would
consume the mind of such a
creature? What of the culture
in which they evolved, the
society in which they now live?
What ambitions would such an
unimaginable form of life
aspire to? Most importantly,
would this creature have any
interest whatsoever in
reaching for the stars and
communicating with other
galactic races?

Christian Fasy (free product)

Is there anybody out there? Some


seem to think so. In 1961 The
theoretical astronomers Carl Sagan
and Frank Drake decided to remove
much of the ambiguity and
guesswork involved in answering the
question and devised an equation to
indicate the number of likely
'communicative civilisations' at large
in the Milky Way.

N =R* x fp x ne x fl x fi x fc x L

around us and more solid facts


gained from technological
advancements such as the Hubble
telescope, are less optimistic and
most serious theoreticians put the
figure of N at somewhere closer to a
rather paradoxical 0.08, while
supporters of the cold hard science of
practical application insist N can only
equal 1, because the only observable
communicative civilisation in the
galaxy is our own.

Where N is the number of


communicative civilisations, R* is the
number of stars in the galaxy; fp is
the fraction of stars which possess
planetary systems; ne is the average
number of Earthlike planets per
system; fl is the fraction of Earth-like
planets where life actually develops; fi
is the fraction of life-systems which
give rise to intelligent life forms; fc is
the fraction of intelligent species
willing and able to communicate with
other worlds; and L is the average
lifetime of a communicative
civilisation expressed as a fraction of
the life-time of the galaxy.

Sagan himself, an eager proponent of


ecological issues, speculated that all
variables in the Drake equation would
be relatively high, but the leading
factor in whether or not an alien race
would attain the state of an intelligent
and communicative civilisation
depended on the figure of L, the
average lifetime of the civilisation
expressed as a fraction of the lifetime of the galaxy, or in other words,
the ability of the civilisation to survive
not only the destruction of its
environment through natural disaster
but the destruction of itself from selfimposed cataclysms, such as nuclear
war.

Many of the figures rely on


guesswork, and there are a great deal
of differing views on the exact
quantities of each variable, with
opinions changing from year to year.
The
astronomer
George Abell
believed that
the likeliest
figures would
give an
answer for N
somewhere in
the 100 to
10,000 million
range. Current
trends, fuelled
by a greater
understanding
of the
universe

This is an interesting theory for


roleplayers, because it suggests the
level of non-communicative alien life
is probably quite high and therefore a
rich breeding ground for realistic
conjecture. From simple biological
lifeforms to complicated, multilimbed, but non-intelligent,
monstrosities roaming the wastelands
of distant worlds. If there are no other
spacefarers in our galaxy, there is at
least likely to be plenty of nonintelligent aliens to encounter.
Indeed, current thinking puts the
figure of Earth like planets per
Galactic system at 2, which means at
least two worlds per system where life
in its most basic form, that of the
amoebic microbe, could potentially
exist.

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
before a race can advance to the stage of computer
development.
We can say the same of future advancements, and
indeed our own race is likely to continue along a set
path as it evolves from an Earth-bound culture to a
space-faring race. Nanotechnology, advanced
communications, the manipulation of space and the
construction of mega-projects are all likely events in
the future of mankind. More importantly, an
advancing race, and one depending on its own
thriving population for survival, must expand
beyond the energy and spacial restraints of its
homeworld or self-destruct in an implosion of
economic collapse and exhausted resources.
In the future, then, mankind must step off the safe
shoreline of Earth and either pioneer his way to the
stars (unlikely as we have already discussed in
previous issues) or manufacture his own
environment in and around the homeworld using
the basic materials available (ie, the other planets,
moons and asteroids making up the solar system).
This would be a gargantuan undertaking, but
plausible using nanotechnology and advanced
energies such as fusion and mega-solar power. With
an artificial environment and new resources
assured, the population would explode, quickly
filling the system and seeking new environments
beyond. Scientific advancement and space faring
technologies would also evolve, probably beyond
anything we can currently conceive, and humanity
would strike out for the stars.
As scientist Robert Sheaffer puts it, "in an
environment where life is abundant, nothing is more
rare than an unclaimed resource. Are we to believe
that, in a galaxy teeming with advanced civilisations,
our own rich, lush, warm Earth would remain
unclaimed?"

Christian Fasy (free product)

Where then, are the space arks? The generation


starships? The ultra-advanced signs of galactic
civilisations evolving beyond their humble origins
and thriving across the Milky Way? Why has Earth
never been visited by alien intelligence? And given
the likelihood that such life would be way in
advance of our own and capable of dominating us
as we dominate the animal life-forms of our own
environment, why have we not been crushed from
existence long ago, wiped out as an uneccessary
nuisance by an inter-system culture so advanced our
own limited intellects can barely begin to
understand their motivations.
The Search for Alien Intelligence, SETI, has been
running since the early 1960s, scanning the
electromagnetic spectrum of distant stars in the
hope of detecting tell-tale signs of an advanced
alien race. No significant discoveries have been
made in nearly 30 years of continual data collection.

Why Are There No Signs?


It stands to reason, that an advanced alien race
evolved beyond the constraints of their homeworld
would require an advanced energy source to
survive. Earthlings consume vast amounts of fossil
fuels and energy in their bid to survive. A system
spanning civilisation would require a system-sized
source of energy and burning fossil fuels would
prove both inneffective and temporary, the entire
society collapsing with the exhaustion of resources.
In the last issue I examined the Dyson Sphere, a
star-encompassing globe collecting the solar energy
of the sun and transferring that raw energy to
electrical plants responsible for supplying power to
an entire system-wide civilisation. Could such a
construction effectively blot out the electromagnetic
activities of the civilisation itself? If so, advanced
alien races and their energy output would be hidden
from a scanning operation like SETI. There could be

millions of advanced races, hidden behind Dyson


Spheres or Dyson Sphere-like matrices and we
would never spot them.
Astrophysicists commonly dismiss this theory as illinformed. A certain percentage of solar energy
would inevitably seep out of the Dyson Sphere
envelope and provide an unusual electromagnetic
signature. Such a thing has never been recorded.
Furthermore, the concept of a Dyson Sphere as a
solid sphere enclosing a star system is a recurrent
misconception among science fiction writers and
theoreticians. In his original vision, Dyson imagined
a collection of orbiting satellites, not a solid starencompassing shell, which is the most popular but
least plausible interpretation of his proposal.
Sadly, the most likely answer to the question, why
are there no signs, is one humanity will inevitably
come to address at some stage soon.
That is: the more intelligent a race becomes, the
more fractured the society and the more strained
the environment. As space diminishes, territorialism
leads to war. Politics rarely take account of a
prevailing future or a healthy environment and
politics are inevitably the driving force behind an
intelligent culture. Thus environment and future are
greatly overlooked. Sagan is almost certainly right.
There may be an unimaginable wealth of potential
available in our galaxy and the other galaxies of the
universe where intelligent, communicative life may
one day evolve. But for that stage to be reached, the
civilisation must first survive its own destructive
nature, and the balance between potential and
survivability may be so vast as to defy imagination.
There may be no galactic network of intelligence,
sharing ideas, political idioms, religious doctrines
and scientific discovery as idyllically imagined by the
genre's best minds, simply because intelligent life,
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.

Christian Fasy (free product)

The Exceptional Model


Throughout the history of the universe, I believe
there have probably been many instances of life
evolving to our current level and beyond. But only a
handful have managed to make that crucial
transition from primal to advanced, leaping from the
homeworld-based primitive nation, driven by politics
and the need to erode environment in favour of
immediate survival, to an advanced understanding
of expansion and space-faring, embracing megaconstruction while simultaneously recognising the
need to use the basic resources available with great
care.
The latter is a race beyond anything we can hope to
understand. For intelligence to thrive in this
transitioned civilisation, war must be a thing of the
past, disputes over territory and religion settled.
Taking civilisation from the 'kindergarten'
homeworld to the 'adult' school of space will require
unimaginable cooperation between all members of
the race in question, and such a thing would be
incredibly rare.
Therefore advanced civilisations capable of
mastering the environment of space, travelling
between stars and settling themselves in new
systems, would be exceptional. Drake's equation
may be right. 0.08 may be not only be the average
for our own galaxy, but for all galaxies. One
intelligent and advanced civilisation per 800
galaxies.
Given the mind-numbing distances between
galaxies, the possibility of two intelligent races
meeting is not only unlikely but virtually
inconceivable. Therefore, given the facts, cold and
hard as they may be, the chance of our meeting
intelligent alien life within our own sphere of
existence is extremely unlikely.

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Christian Fasy (free product)

Truly Alien
So let's turn our thoughts away from other
intelligent alien races and concentrate on
something I mentioned earlier: that the
potential for life within our own galaxy,
and indeed our own solar system, is
probably high. Indeed, a group of Indian
scientists involved in high altitude
atmospherics have recently claimed to find
an alien microbe in the Earth's
stratosphere, probably deposited by a
meteorite during burn-up. While this is an
outlandish claim, there is no reason not to
assume microbiotic life is abundant, both
in space and on other worlds.
If microbes and even multi-cellular
organisms can exist in the magma flowing
beneath the Earth's crust, as is proved to
be the case, it seems likely life can also
exist in other hostile environments, such
as those of the other planets or even the
atmosphere of the sun.
Life abhors a vacuum, so spacebound
parasites and organisms are unlikely.
However, meteorites could easily contain
microbiotic life if their core elements
provided adequate sustenance.
Suddenly our vision of a barren galaxy,
devoid of intelligent life, is replaced by
one thriving with an uncountable number
of micro-organisms.
And where micro-organisms thrive, muticelled organisms can potentially grow!
They may not grow to be space-faring
races of super-advanced technology, but
they will surely grow to provide an
interesting encounter for those less than
advanced human explorers who, as a
result of our various roleplaying devices,
find themselves in far-flung corners of
space.
Life is dependant on two factors: water in
liquid state, because water acts as the
suspension medium for all the important
chemical reactions which sustain living
systems; and the ability of carbon atoms
to form long chains, so that a very lare
number of different compounds, with a
large range of possible functions, can be
formed. The presence of hydrogen,
oxygen and nitrogen is also generally
accepted as being crucial for the
development of life.

Christian Fasy (free product)

Other factors will not determine whether life evolves, but


how life evolves. The crushing weight of a gas giant's
atmosphere does not mean life cannot exist, but merely
means life must find a way to counter that crushing weight
in order to survive. An incredibly complex skeleton of super
strong bone and cartilage, perhaps. In the deepest regions
of our own planet's oceans the weight of many tonnes of
water can crumple the metal skin of a submersible and the
unfortunate diver within, and yet here many species of fish
choose to thrive, their bodies adapted to their environment.
Many scientists believe the atmosphere of Jupiter could
harbour similar forms of life. Creatures adapted to cope
with the intense atmospheric pressures and 'breathe' the
various gases making up that atmosphere. Such aliens may
live tumultuous lives within the swirling maelstroms of
Jupiter's planet-sized hurricanes, feeding on a rich
ecosystem of multi-celled organisms whose propogation
depends on the very violence of the storms themselves.
What would these creatures look like? We can only guess.
The chances are we are as likely to meet them face to face
as we are the 'alien' fish who dwell in the deepest parts of
our own oceans.
But on Earth-like worlds orbitting other suns in other solar
systems we may encounter creatures we can relate to more
readily.
These are likely to be as bizarre in appearance to us as we
are to them. The inventive GM should look no further than
their local zoo for inspiration in dreaming up a veritable
host of oddities. Heads on long necks for reaching the
leaves of tall trees; long noses with proboscis for hoovering
up small insects; sausage shaped bodies for keeping low to
the ground and therefore out of the sight of predators; the
ideas are endless.
Fewer science fiction writers and gamers overlook
ecological issues in designing their alien lifeforms as they
once did. Edgar Rice Buroughs, for example, thought
nothing of populating his imaginary Mars in Princess of
Mars with giant predatory Banths, without providing herds
of herbivorous prey for them to feed upon. There are
countless science fiction thrillers and horror movies in
which foul tempered, beclawed monstrosities, fangs
dripping with blood, seem to exist with no supporting
ecosystem. Thankfully, most of us are more aware these
days of the importance of ecology and such derelictions of
duty are being replaced with some intelligent efforts to
imagine aliens as realistic creatures rather than plot-serving
tools.
Ridley Scott's Alien was perhaps the first movie to pioneer
this school of thought, presenting us with a terrifying alien
creature, but one with an obvious biochemistry and a
complicated means of survival, defence and propogation.
We could believe, albeit with some stretching of the
imagination, that this alien came from a world where
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.
Low gravity (low velocity spin of the planet, or light
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.

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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.

Christian Fasy (free product)

www.hadesgate.co.uk

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Christian Fasy (free product)

Imp
Imperial
erial Age: Magick
Adamant Entertainment $5.95 pdf
http://www.rpgnow.com/product_info.php?produ
cts_id=20352&

Imperial Age: Magick, in the author's own


words, is about creating a period feel for
magick in an Imperial Age Campaign, whether
that involves faerie court intrigues in London,
the private wars of occult secret societies in
Cambridge or University Dons fighting eldritch
horrors in Oxford. With a firm footing in the
d20 magic system, the goal of authors Scott
Carter and Walt Ciechanowski is to create a
system specifically and inherently Victorian in
tone, as opposed to Gygaxian, Modern,
Egyptian or Atlantean.
A bold ambition, so have they succeeded?
In parts yes, in others no. This is a real double
edged arcane dagger leaving the reader both
enthused and disappointed. Perhaps fearing
retribution from buyers expecting an
extensive study of all things magic, the
authors are quick to point out their own
restrictions and the focused nature of the
book. In order to aid them in this matter, let
me also warn anyone considering this book as
a digital stocking filler, the context is d20
magic and Imperial Age specifically. There is
no 'history of magic and witchcraft' here, and
rightly so. There are plenty such titles
available in the world of fiction, and this is a
roleplaying book. So kudos and a bonus point
to mssrs Carter and Ciechanowski for
recognising their own limitations and the
category in which they have chosen to write.
Remember that double edged dagger?
Layout/design is prosaic and listless with a
single column scrolling format more akin to
an amateur website than a book. Public
domain sketches and etchings mixed with
grey tint duplications of the cover-motif do
not an exciting experience provide. Is this
purposeful, I wonder? the text is clearly the
juice in this particular title, everything else
(except that tantalising cover) being so much
pulp. A resource for the gamer who needs no
visual stimulus then.
But enough about format, design, set ups and
ambitions. If I'm gonna be talking to all those
hardcore magic fans with this review, let me
ask the all-important question: what about the
magick?

Christian Fasy (free product)

Well, apparently, Magick is inherently about


language. We're talking about the origins of
Victorian magick which has a basis in efforts
to communicate with angels some 300 years
before the era in question. This theme is
explored in chapter 3, the Laws of Magick,
where we learn the importance of names as
magical triggers for control, and in Appendix
1 where names of importance (Faust,
Solomon, Endor etc) are listed to give players
and GM that authentic edge during spell
casting. Authenticity and realism are key here.
Sound details of magic
and the origins of such,
of course, suggest good
research and / or an
existing knowledge on
the part of the authors,
a rare quality in the
small press writer.
Realism for an unreal
concept: magick is
neither innate nor
easy... the traditional
fantasy spell caster who
can toss around a
certain number of fireballs every day by
simple virtue of class
and level is innapropriate in most Victorian
settings. Magick is an art and a science whose
results are the product of study and struggle.
Study and struggle? Hey, this sounds like real
life! OK, what about in campaign terms? This
translates as effort and cost to the educated
character, of course. The sheer amount of
letters, numbers, symbols and sigils
associated with the Victoriana of magick
means the magician must be well educated
and intelligent enough to callibrate hyroglyph
to spell. Some visuals of these symbols, by the
way, would have been nice for the method
roleplayers among us. See my earlier mention
of lacklustre visuals.
A combined price and practise system offering
nine possible combinations which can be
suited to the power level of play sets up the
d20 splice. Most GMs will probably go
instinctively for the third practise matched
with first price, since very few GMs, in my
experience, like to restrict their games to a
single type of magical theme and the Magic
Points style of the first price is both familiar
and easy to implement. But good advice

follows on restricting magical flow to certain


game arteries in order to achieve certain
effects, atmospheres and outcomes.
Investigative campaigns, for example, are
easily ruined by high level divination spells.
Evocation magick entails a less than subtle
game experience, which may run roughshod
over the GM's intricately crafted adventures.
And with certain rigidities imposed on spell
casting DCs by way of feats, the GM will want
to give serious consideration before plunging
headlong into a campaign where the wrong
spell can send his clever house of cards
tumbling to the persian rug. Furthermore,
power play settings using a mixture of class
based bonus feats and character level bonus
feats per level advancement to restrict the
strength and focus of magic users at high
level should be well utilised. This highlights
attention to the GM's needs and providing
ways to set a magick 'level' to the GM's game
before things get out of hand is
commendable, and required. Good to see it
hasn't been missed.
Spell casting itself is lacking. Once a spell is
learned, no preparation is necessary. In
keeping with the original doctrine,
preparation could, nay, should have been
included (concocting of materials, scribing of
sigils or mere mental zen). 'Mentor NPCs,
resources may be required' is mentioned on
the subject of learning, but for a book
professing to explore the authentic nature of
Victorian magick, we need more. What kind of
mentors? Where the resources? Here the d20
monster rages over the delicate traceries of
roleplay, fixing the problem with appropriate
but mindless feats.
Of the prices, second is the most interesting,
draining from the character's abilities rather
than some magical reservoir of unspecified
energy. Thus the more magick the character
casts the less vital they become. Much more in
keeping with the genre in question than the
simpler magic points idea, or the manna
concept, which by the way belongs firmly in
sword and sorcery and has no place in
Victorian London. The inclusion of leylines and
magical nodes is an interesting idea, but for
some reason restricted to the third price,
suggesting a misunderstanding of the very
nature of leylines- odd given the authors'
educated understanding of all other magical
aspects.
In The Laws of Magick the authors warm to
their subject matter. This chapter offers a
tantalising bag of exciting ideas for players
and game masters alike. A host of inspiration
for using magick in a game setting; the

Christian Fasy (free product)

controlling of angels or fae creatures using


their secret names; the learning of secrets by
handling an article recently touched by a
murder victim (the law of contagion); the need
to find some lost and vital artefact in order to
cast a spell whose success depends upon the
material nature of the artefact (law of
similarity). But there are contradictions here
too, mostly in tone with the lack of
preparation in order to cast a spell, already
highlighted as problematic. If a sketch of a
flame is required to cast a fire spell, how can
such a spell be cast without preparation?
Sketching is a standard free action now?
In chapter four, skills feats and gear, we lose
our way completely. Magick related feats are
welcome and appropriate. But Extensive
Library, Gentry (nobility), Infamy etc. are
superfluous. Skills are given the inevitable
boost treatment to bring characters in line
with 'magickal' notions and Gear consists of,
count 'em, two items, one of which is tarot
cards. We close with a collection of resource
material, albeit in fairly uninspiring format,
related to magick and the running of a
magickal campaign. Here are occultist
societies, empires, and a few words regarding
the Victorian era itself, with particular
attention given to cults and their interaction
with society.
Fans of magic, and players who love magical
characters, will find much to enjoy. GMs will
find inspiration and useful advice for running
an Imperial Age campaign with a magical
theme. As a passing muse, Magick lacks on
too many fronts and will fail to engage with
the curious or casual reader. The visual
element, in particular, is an area the authors
might consider revising, if only to maintain
standards of quality in the pdf market.
Art: 3/10. Public domain stock images, no
visual references, poor layout, redeemed
slightly by nice cover art and typography.
Resolution: 9/10. Just about as good as it
gets.
Writing: 7/10. Very good writing, top marks
for research and an understanding of subject
matter. Contradictions and rushed chapters
chop off two points.
System Relevance: 8/10. Sound knowledge of
d20 and how the system can be used on a
sliding scale to keep things in check. Some
superfluous feats and d20 takes over too
much in places.
Value for money: 8/10. A decent price,
possibly a little too high, but definitely worth
a purchase if you're a d20 magic afficianado.
Overall: 7/10
[Nick Davis]

Corsair: The Definitive


d20 Guide To Ships
Adamant Entertainment
$7.95 pdf, $10.95 pod, $14.95 pdf & pod
http://www.rpgnow.com/product_info.php?produ
cts_id=3755&

Corsair, a d20 system 'master kit', is


Adamant Games' d20 sourcebook guide to
the inclusion of ships and high-sea
adventure in a d20 campaign, available as
both a pdf and a print-on-demand book. An
existing staff RPG Now review comments on
the solid nature of Corsair; 'enough detail
and ship to ship combat fun to engage
players in the imagined salt spray, without
having to deal with the drudgery of sanding
the barnacles of sailing minutiae.' This
popularising of a dummed-down roleplay
experience seems askew, and in Corsair - a
book claiming to be 'definitive' by the way the lack of 'sailing minutiae' is somewhat
contradictory.
The main problem I
have with Corsair, is
the writer's
attempt to whittle the
magnificence of an
ocean going vessel
and one of the most
complex modes of
transport down to an
(admittedly)
manageable set of
very simple attributes
and rule subsets
based almost entirely
on the subject of
battle. This is a
question of
subjectivity. I like roleplay over roll-play and
so for me a definitive d20 guide should
include definitive detail, catering to all
levels of player and GM, from those of us
who like to rattle off our combats in a hackand-slash manner to those of us who prefer
a deeper level of gameplay. In Corsair, our
preference is decided for us.
Some of you are giving me funny looks.
Who needs suspension of disbelief? This is
ship warfare for goodness sake. Great fun!
Get with the program! No. What this is, is
supplemental d20 wargame rules, ideal for
use with miniature lead ships instead of
miniature lead orcs, knights and ogres, but
roleplay? Market this as tabletop rules and
you're being honest, but this is a 'definitive'

Christian Fasy (free product)

d20 sourcebook isn't it? Did I blink and miss


a system revolution?
There is a point, under the 'Weather' subheading, where a hint of roleplay teases the
rper with tastes of potential things to come,
albeit hastily written, unproofed things to
come: "the GM should always have an idea
of the purpose of a storm before she
incorporates it into her adventure" (by the
way, as a female roleplayer, this WotCinspired politically correct insistance on
referring to players and GMs in the feminine
is very annoying, highlighting the writer's,
nay the publisher's, attempts to look 'righton' rather than encouraging the inclusion of
we strange lady-types in roleplaying games.
Use 'he' guys, it doesn't matter! We don't
care! We know what you mean and it isn't
nearly so offensive as you think!) uh, where
was I... "incorporates it into *her* adventure.
Is it going to scare the players and keep
them aware of the dangers of the dea, or be
a tough challenge for them, or does it need
to sink their ship so she can strand them on
a desert island for the next phase of the
adventure?" Bad syntax is included for your
benefit and you're sure to enjoy all that
high adventure on the open dea. But I can
overlook that, sort of. Even the next bit: "is
it a plot decide to blow them off course?" a
line written by Borat perhaps? But here we
seem to be talking about plots, adventures
and desert islands! This is what I signed up
for! This is adventure on the high seas!
Bring on the coarse pirate captain, the seamonster encounter table, the whirlpool, the
deck crushing tentacles of the leviathan,
blue blistering barnacles, bring it all on!
Alas, the potential moment is short lived
and we soon find ourselves in the next
chapter: Battle On The High Seas. Welcome
back to the wargame. The combat section
rattles on with an exceptionally solid series
of d20 compatible rules, and if you love to
sound those cannons, here's the chapter for
you. The advanced rules section follows,
providing additional details on repairing
ships, making modifications (mainly for
purposes of combat, of course), replacing
crew (presumably lost during a battle) and a
slightly more interesting bit about
legendary ships. The ship feats are primarily
combat-based: bearing down, evasive
action, bombard, expert gunners, and so on
and so forth.
Tucked away at the end of the book is a

section on adapting to a fantasy setting, or


rather, adapting a fantasy setting to the
swashbuckling era of Earth history favoured
by the author. Here the tone lifts for a brief
page or three, with some consideration
given to useful spells, and not just those for
winning the edge during battle. And finally,
we have some controversial
deck floorplans allegedly
accompanied by some rather
worrying copy-right issues,
which I have no intention of
going into here.
It's an interesting one. Not
least because another sort of
gamer would write an entirely
different, and probably
favourable, review. From a
d20 perspective this is good
stuff, merging ship to ship
and crew to crew combat with
the rules of d20 in an
apparently seamless fashion. From a hack
and slash perspective this is also good
stuff. There's plenty for the fightingest
player to get their teeth into, and lots for
the GM to fall back on if their particular
player group like the rough-stuff.
Unfortunately for Adamant Games, I am the
reviewer. I'll leave you to decide upon which
side your own stale ship's biscuit is
buttered.
Art: 5/10. Some better than others. The
overall design is rather tacky, with a
horrible blue vignet throughout. Saved by a
magnificent array of ship illustrations and a
nice sumptuous cover.
Resolution: 9/10. Easily readable.
Writing: 4/10. In most places, better than
average. But why on Earth was this not
proofread and/or spellchecked? A good
writer, let down by the editors.
System Relevance: 9/10. Some grumbles
from d20 experts suggest a few flaws
perhaps, but otherwise this is definitely d20
through and through. Might be worth
reading the RPG Now reviews if you're
buying this for d20 rules alone.
Value for money: 5/10. Worth it if you like
lots of war and fighting in your roleplay.
There's also something here for the d20
completist.
Overall: 6/10
[Su Hope]

Christian Fasy (free product)

Back to Blacktooth
Ridge
Troll Lord Games $1 pdf
Castles & Crusades
http://www.rpgnow.com/product_info.php?produ
cts_id=20423&

Back To Blacktooth Ridge is a


short adventure module
written for the Castles &
Crusades setting and
published by Troll Lord Games,
who - on their site - boast the
great Gygax himself as a team
player. This is a title
reminiscent of those
traditional dungeon crawls
popular in Dragon and White
Dwarf before GW effectively
eradicated the format in the
early 90s. There is also
something of the Complete
Gamesmaster about this title. I
was particularly reminded of the
Halls of the Dwarven Kings; a pleasant
reminder, I might add, which prompted me to
dust off my old boxed set for a trip down
memory lane. This is, I should say, down to
the artwork and general design direction of
Peter Bradley, whose talents are, I can't help
but feel, wasted with Troll Lords. All
remaining credit goes to Davis Chenault's
imagination. Note I say imagination, not
penmanship.
I only wish I could say my Blacktooth Ridge
experience was a good one. I wanted it to be. I
really really did! But this is bizarre stuff, with
a certain visual and ideological charm tainted
by disastrous rhetoric and syntax so bad it
looks like someone set about it with a blunt
edged hatchet. A wonderful cavern system
with some great cartography and artwork by
the already mentioned artist Peter Bradley
lends some real tri-dimensionality to the
dungeon itself. There are ups and downs,
ledges and gradients, stalagmites, stalagtites
and an uneveness you can almost feel
underfoot. Too many dungeon designers
approach their models as flat, multi-tiered
systems, with rooms and passages travelling
on a straight plain and only deviating where
steps lead to upper or lower levels. Here the
caves and tunnels truly inhabit the depths of
the earth into which they have been
burrowed.
But even Peter Bradley's talents cannot
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


sprained grammar, missing punctuation and
spelling mistakes. I found no clear indication
of how the player group would progress from
level one to level two, for example, and
assumed room 11 simply merged somehow
with room 12 (though no actual indication is
given beyond an obscure reference about
retreating kobolds 'from above'). Several room
references are innacurate, such as the kobold
zombies guarding pups in area 11, when area
11 is the shaman's treasury. If this kind of
thing occurred just once or twice, I could
forgive the author/editor team a momentary
lapse in concentration, but Blacktooth Ridge is
riddled with endemic errors and
inconsistencies too numerous to mention
litter the pages like rubble; the wrong module
title (Shades Beneath the Blacktooth) on the
bottom of each page is one of the least
amusing. Typos, syntax boobs, repeated
words, nonsense-text, the list goes on.
Unfortunately, since her name is placed
squarely in the credits for all to see, the blame
must surely fall upon the editor, Nicole
Chenault, whose job it was to check through
the title before approving it for publication.
But certainly, in a publishing effort where the
main writers are so prevalent in their output,
the writer and co-developers, not least
Stephen Chenault, should also shoulder a
percentage of blame.
At the risk of fueling discord over what is, let's
be honest, a one dollar title, let's just discuss
the general state of the pdf roleplaying
market a moment, (*clambering onto
soapbox) because releases like this, no matter
how liliputian, are, in the future, going to
make or break the genre. White Wolf's own
Steve Weick claimed in our last issue that the
merger between Drive thru and RPG Now was
designed to encourage development of the
RPG pdf market. This is commendable stuff,
but stands for nothing if the publishers
themselves do nothing to bolster the effort.
Yes, the price of Back to Blacktooth is low, but
does that mean a developer like Troll Lord
should feel at liberty to tout rough drafts as
finished products? Maybe the answer is quality
control at a distributor level, which entails a
pre-check of each title listed before sale.
Maybe the answer is a price minimum,
ensuring developers cannot fall back on the
poor excuse of low quality for low price. Drive
Thru used to impose this limit, by the way,
but since One Bookshelf took its first tentative
steps have dropped the limit considerably. We
should expect some self-regulation by
developers themselves. But the market lacks a
solid community with a common forum where

both developers and buyers can set the


standard, so self-regulation is only ever going
to be based on individual or company
integrity, and as we all know, nothing's fair in
love, war or business, not unless some kind of
authority imposes regulation. The
distributors, to their credit, have done their
best. We have a smart reviews system on both
the leading sites with buyers able to openly
criticise any problems. But a public reviews
system is open to abuse by the developers
themselves. In my opinion, some kind of
community regulated checkmark is required
to set the tone. Perhaps something like the
feedback system of eBay, where buyers can
leave their comments and sellers are awarded
pos or neg and appropriate stars in return,
with an open, clear and publicly available link
next to each title being sold leading to the
feedback page. This would encourage
integrity and establish quality control, but
one controlled by the gamers themselves.
This, of course, would lead to fewer titles on
the market as the chaff would soon be
seperated from the wheat, and this in turn
would lead to less profit for the One Bookshelf
project. But if, as Steve Weick says, the merger
is designed to encourage a strengthening and
evolution of the pdf market, profits would be
less important than principles.
In light of that suggestion, I'm afraid Back to
Blacktooth Ridge gets a neutral. I loved the
dungeon design. I loved the artwork, the
maps and the Castles & Crusades setting is
worth a look. But rough drafts as finished
products are not acceptable, as pdf
downloads any more than they are as books
in bookstores.
Art: 8/10. Peter Bradley is a talented artist
and lifts this title from the depths of utter
drudgery. Would have got a 9 if not for some
confusing aspects to the cartography.
Resolution: 7/10. Very small text makes it
hard to read on screen, but ideal if you plan
to print your file.
Writing: 2/10. Good prose is let down in
spectacular fashion by one of the worst
proofreading jobs I've ever seen. The two
points are for imagination.
System Relevance: 7/10. Set in a world
familiar to players of Castles & Crusades.
Value for money: 2/10. Should I let this title
off the hook because it sells for $1? In this
developing market, no. Titles like Back to
Blacktooth are more damaging than I think
their publishers know.
Overall: 4/10
[David Sharrock]

All opinions expressed are those of individual reviewers and not necessarily those of Wyvern. All files for review should be sent to
balrogsbane@foreverpeoplerpg.com Be warned- reviews are honest and frank. We do not promise glowing reviews in return for the file
you send us. All reviews are accompanied by a clickable link to a pdf, hard-print or POD URL where the reader can buy your product.

Available now at Drive Thru RPG


Buy now! Click the link below

http://rpg.drivethrustuff.com/catalog/product_info.php?cPath=602&products_id=23309

Christian Fasy (free product)

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,
can
didn't even know they
Monstrous Manuorl - The Cursed Rune Toilet
likedof laying RPG. But they sure
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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
Available now at Drive Thru RPG
throbbing by now. So I
was ver enis and put it in her
Buy now! Click the link below
anyway otroking it up and down
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with
kidn't know how much
a allall over Paris. Anyway, as
you can imagine, I'm looking
forward to my next game! I never
knew RPG was so much fun!
Yours Steve Beasley

Christian Fasy (free product)

Midwar is our regular column for players


and GMs using the Middlemist fantasy
campaign setting from Forever People.

Only the elves know the true origins of the


blade, which is now kept securely in the
vaults beneath the library of Elthastellithor.

The Sacred Swords


'Talon'

Many thousands of full seasons ago, when


the desert of Arnheim was still a realm of
thick vegetation friendly to the needs of
elves, the empire of Urmshiem threatened
the integrity of the Clanmarch borderlands
and the elves were forced to use the heart
stone Eurskellindor to defend themselves.

By David Sharrock
Talon is the third of the sacred swords
sought after by the Bleak Revival. This
magical elven blade was given to the famous
elvish explorer Gellert Aelandiar by the
Eladrin of Clanmarch.
Gellert was the son of the great elvish king
Elric Aelandiar, the true elf king of
Clanmarch between the full seasons 220pN
(pre-Nirgal) and 40pN. In 125 pN, trained as
a defender of his homeland and a paladin of
Aerdry, Gellert left the safety of the king's
city of Mahrsomn to travel the bredth of the
Clanmarch and meet the people he would
one day command as king.
The people loved Gellert and his father Elric,
whose term of rule had provided a new
lushness to the greenery of Clanmarch and a
thriving vitality to the elves living there. As
Gellert traversed the country he met many
different types of elf, from the Spire elves
who gave to him a staff made of
dragonstooth ivory, to the Bralani who gave
him a magical flute which would play
beautiful music of its own accord. The
Ghaele gave him the cloak of Nagador, a
magical artefact enabling the wearer to turn
invisible at will. The Valley elves trained him
in the complex art of hand to hand combat.
The sword of talon is the most well known
gift procured during Gellert's trek across his
homeland and has become the focus of
many elvish fables, stories and songs, the
most popular of which is the fair song of
Elmidrandill Mythaeloress (Gellert Aelandiar's
Sword).
Freth Elmidrandill laes khanlan
March randil Elrik Aelandiar clan
Lert middel, Elmidrandill ril Clanmarch
Efran middel, inthrim, mythtarch
Lansonelrik elnu enyatoerm
Speskeron Eladrin Oerm
Randillallimy negellindoryp
Aeloress Aerdketh eth darintip

The stone repelled the vast imperial forces,


but in so doing laid waste to a great swathe
of Middlemist now known as Arnheim. The
thick jungles and forests crumbled to dust
and, bereft of nutrients, the once-fertile
ground turned to sand.
Out of this new wilderness there came a
distant song, heard only by the Eladrin elves
of deep Clanmarch. They travelled far to find
the source of the beautiful song and there,
in the most distant part of the desert, found
a sword embedded deep within a stone
plinth. As the elves approached, the song
took form and words could be heard. Only
the true lord of the elves, so the song
proclaimed, could hold and wield the sword.
All others would fail to unsheath the blade
from the stone, and any unworthy who held
the blade thereafter would live a cursed life
within the tainted desert of Arnheim until
such time as the sword found a true master.
The scout party returned to their homeland
with news of the sword and in time many
champions, both mighty and courageous,
rode to Arnheim to claim the sword. All
failed with the exception of one; an elf by
the name of Aerdthen. He drew the sword
and carried it back to the cities of the
Eladrin, there to be hailed as lord of the
elves, Aerdthen Clanrandill Aelandiar, first of
the elf kings.
The sword remained with the Eladrin, though
the lineage of the royal family moved from
the heartland of Eladrin society to the safer
and more central command city of
Mahrsomn.
The magic of Talon (a name given the sword
by Gellert himself) is deep and mystical,
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
http://rpg.drivethrustuff.com/catalog/product_info.php?manufacturers_id=361&products_id=12294

Christian Fasy (free product)

PEN & PAPER

IS 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
Rule over the land of Thurgaar is in dispute.
The evil lord Scavengar, vying for the human
kingdom Thelinor, has enlisted the aid of the
humans' most ancient enemy; the Black
Dragons of Khrell. The human queen,
Maelindar, has been assassinated by a Black
Dragon rider and spiritual strength now ebbs
from the land of Thelinor. Much of the
queen's own army have fled for southern
lands, fearing death. Those who inhabit the
fields of north Thelinor expect swift
annihilation at any moment.
Thus, a small band of mercenary humans,
without a queen or an army, but intent on
saving their farmsteads and villages
nonetheless, have travelled to the far land of
Browfath and enlisted the help of strange
allies.
For centuries the Bright Dragons of
Browfath's borderlands have been enemies
of the Black Dragon scourge. Many years
have passed since the Brights and the
humans fought together against their
common enemy, but now the enemy is
returned in strength and
both must unite to save
their respective realms
from certain destruction.

has the Black Dragons of Khrell and the


chaos warriors of Scavengar and the other
player, or group, has the human mercenaries
of Thelinor and the Bright Dragons of
Browfath.
Next print, cut out and assemble the scenery
and distribute as stated below around a
tabletop space no wider than 20"x20" ideally.
The battle takes place in Thelinor pass, a
mountainous canyon on the border between
Thelinor and Khrell. Print multiples of the
mountain range images and line these along
two opposing lengths of your game table.
They represent the edge of the battlefield.
Allocate an open edge to both the Black
Dragons and the Bright Dragons and name
each edge Thelinor or Khrell respectively.
Place the villages and farmsteads along the
Thelinor edge of the table, within four inches
of the table's edge.
The object of Thelinor's player(s) is either to
wipe out the invading force of Black Dragons
or break their moral, causing them to flee
back across their own border. The object of
Khrell's player(s) is to destroy all villages and

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,

Christian Fasy (free product)

farmsteads and/or get at least 10 black


dragons across the border into Thelinor
(effectively moving them off the Thelinor
edge of the table).
No dragon or ground unit may cross the
mountains on either side of the pass. Any
Bright Dragons or Thelinor ground units
moving off the Khrell side of the table are
considered captured and effectively removed
from play.

The Battlefield
Your battlefield is set up as follws. The
Thelinor player(s) begin by building their
side of the table, which should be
approximately half the table on the Thelinor
side. The Thelinor group start with 50
scenery points and must spend those points
on the scenery as listed below.
A river can be included but must have at
least two bridges. The river can run across
the full width of the pass if all players agree
to this. Hedgerows should be placed to
create fields no smaller than 3x3 inches. Any
field thus created must have at least one
farmstead or village inside. Farmsteads and
villages may also be free standing, without
fields. Stonewalls may be placed end to end
(straight line or angled up to 90 degrees),
but must otherwise be at least 4 inches away
from one another. The same applies to
reinforced walls. Villages must be at least 5
inches apart and farmsteads must be at least
6 inches apart. Villages and farmsteads may
be placed anywhere within the 4 inches at
the edge of the game table on the Thelinor
side.
River section = 20 pts
River section with Bridge = 25 pts
1 lngth hedgerow = 1pt
1 lngth stone wall = 3pts
1 lngth reinforced wall = 5pts
1 village (minimum 1 req.) = 20pts
1 farmstead (minumum 1 req.) = 3pts
1 castle = 35pts
1 woodland = 5pts per scenery section
1 forest = 10pts per scenery section
After the Thelinor player(s) have placed their
scenery, the Khrell player(s) do the same on
their side of the table. An imaginary central
line should divide the table in half and this is
considered the border. If a dispute occurs, a
real line should be fashioned using string.

Build Your Armies


Each side starts the game with 150 army
points. These are spent on game pieces
which you'll find in this issue's Small World:
1
1
1
1
1
1
1
1

Melee/Ranged Dragon = 25pts


Melee/Ranged Wizard Unit = 25pts
Melee Ground Unit = 5pts
Melee Cavalry Unit = 10pts
Melee/Ranged Archery Unit = 3pts
Melee/Ranged Seige Engine = 50pts
Ranged Cannon = 35pts
Ranged Catapult = 20pts

Stats and Using Stats


All units have the following stats:
STR (Strength)
DEX (Dexterity)
DEF (Defence)
HPs (Hit Points)
Range (range of fire)
ATTKs (Attacks per round)
MOV (Type of Movement)
In melee combat (any type of melee unit,
dragon or engine vs another type of melee
unit, dragon or engine where hand to
hand/claw to claw/engine to sword combat
takes place) STR is matched against DEF.
Both sides roll 1d6 and add the number to
their respective stats. The higher total wins.
The loser deducts 1HP from their unit. At
zero HPs the unit is spent (all soldiers killed)
and removed from play. Units capable of
more than one attack per round may roll
2d6. Note: ranged units with no melee
capability, such as the catapult or the
cannon, cannot fight back. If they win the
roll the attacking unit does not suffer a HP
loss.
In ranged combat (any type of ranged unit
firing upon another unit) DEX is matched
against DEF. Both sides roll 1d6 and add the
number to their respective stats. The higher
roll wins. If the target loses, they deduct
1HP. If the firing unit loses, there is no
penalty.
Melee combat takes place when two units
are moved next to each other. Each unit has
four sides and attacks may occur on each
side, though the attacks take place
seperately and do not stack.
Dragons may move on the ground or in the

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air, leaving them free to ignore restrictions


imposed by scenery. Ground units must
move on the ground and all scenery
impositions apply. Seige weapons like the
catapult and cannon cannot move through or
over scenery. The seige engine, a huge tank
like machine, can crash through hedgerows,
woods, forests and stonewalls without a
movement restriction, but cannot move
through reinforced stone walls, villages or
farmsteads.
Range restricts the distance a unit may fire
their ranged weapon. Dragons shoot flame
from their mouths and two riders on their
back shoot two arrows per round. This
amounts to three attacks per round, or 3d6
added to DEX vs the targets DEF. If the
player wishes, they may distribute the 3d6
among different targets, adding only 1 or
2d6 to DEX. The first 2 HP damage are taken
by the riders who are killed, removing 2d6
from the attack.
Archery units can only fire at targets on the
other side of walls. They cannot fire through
or at villages, farmsteads or other scenery.
Melee units can meet on each side of a stone
wall to fight. Melee units other than the
dragons, catapult or cannon cannot attack
villages or farmsteads.
Dragons in close proximity (touching edges)
to an enemy unit, village or farmstead may
attack with their fiery breath (ranged) and
teeth and claws (melee), giving them 2
attacks per round. The 2d6 are added to DEX
and STR respectively, with each total being
compared seperately against the same DEF
score of the enemy.

Order of Play
The Bright Dragons and the Black Dragons
start the game together. Both players or
groups position their dragons along the
edge on their respective sides of the table.
Dragons hold two dragon riders which can
fire a maximum 2 arrows down upon the
enemy during a round. If a dragon takes a
hit, the riders count as the first two hit point
losses (they are killed), all subsequent losses
taken from the dragon itself.
Ground units on the Thelinor side also enter
the battlefield at the beginning of the game,
having emerged from the villages and
farmsteads. The Thelinor player(s) now
distribute the ground units along the edge of
the table on their side and move forward
accordingly in their next turn. Distributing

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the pieces counts as a turn.


Once the Khrell player has had at least 4
turns, their ground units arrive. At this point
they may move their dragons and distribute
the ground units along their edge of the
table. Doing so counts as one turn. They
may move their troops in the next turn.

Rounds
Rounds go as follows:
Movement - the player moves, starting with
the Khrell player who distributes his dragons
primarily. The Thelinor player distributes his
units and dragons, then the Khrell player
makes his first move.
Magic/archery - all ranged attacks and
magic casting takes place.
Melee - any touching units fight.
Retreat - any unit wishing to retreat may do
so at a loss of 1d6 HPs. Only a defending
player may do this and his unit must move in
the opposite direction from the attacking
unit.

Magic Spells
Both sides have access to magic users. Only
one unit of magic user per side may cast a
spell in any one round.
Fireball - causes 2HP damage. Target must
be within range. Treat as ranged attack.
Booster - fired at a friendly unit within the
magic unit's range. The friendly unit gets a
+1d6 boost to their DEF for the next round
only. Can be cast on self.
Dragon Repel - causes a dragon within
range to retreat automatically in his player's
next retreat round. Treat as a combat spell,
using DEX.
Crumble - causes 1HP damage to structures
such as village or farmstead. Causes 1
length of stone wall or hedgerow to collapse
(removed from play). Doesn't work against
reinforced walls. Treat as a ranged attack.
Storm - spans the whole battlefield. Causes
six random lightning bolts which deduct
6HPs from up to 6 enemy units or buildings.
Attacking player decides which. Costs his
wizard unit 1d6 HPs to cast.
Speed - gives a boost of double movement
rate to friendly unit. Can be cast on self.
Target must be within range.
Wall of Fire - sets one length of hedgerow
permanently on fire for duration of enemy's
next turn, making it impassable for ground
units during this time. Wizard unit must be
touching hedgerow.

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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
The group have just completed a rather
exhausting adventure and find themselves laden
down with a nice bit of treasure, or not as the case
may be, and travelling across wintery fields
covered in snow and icy mist, searching for a place
to shelter from the cold. Their path eventually
brings them to the crumbling carcass of a large
gothic-looking temple, stonework chalked white
with snow and frost, a chill mist swirling around
the old structure like a living thing.
This place is well known to locals as Black
Hoodlum's Chimney, a haunted ruin where bandits
and ne'erdowells hide out after jobs. The PCs give
the place a once over as they walk by and think
little of what they see; fallen columns, broken
walls covered in climbing ivy and choking lichen,
the odd carved face of some god or another.
Nothing of value, in short.
Then again, this is a ruined temple, these are
adventurers, and it is bloody cold. There could be
something here worth finding- a hidden crypt filled
with gemstones perhaps? A tomb containing the
remains of an old priest and all the gold plated
religious paraphenalia that entails? Somewhere to
light a fire and unravel a bedroll? So, like idiots,
the party investigate the temple a little closer,
which is when they come across Fatso The Red.
Fatso is a large bellied man dressed in red robes
fringed with fluffy white wool. His enormous beard
is equally fluffy and equally white, while his cheeks
glow the colour of cherries. He looks frightfully
cheerful despite being surrounded by an ugly gang
of evil bandits, two of whom are sharpening
vicious looking knives and grinning at him in a
none-too-wholesome way.
When Fatso spots the adventurers he pleads,
"please help me, you girls and boys won't get any
toys if you can't get me out of this pickle."
The bandits round on the PCs and draw swords.

GM Information
Fatso is not really this man's name, but it is the
name given to him by the bandits who found him
loitering here in 'their' temple and Fatso is honour
bound to accept as written any name given to him
by those who believe he exists. Thus, in this world,
he is Fatso the Red and from this day forth, he
shall always be known as such to all who choose
to believe in him.
If asked, however, he will state a preference for

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one of his other names; Saint Nick, Father


Christmas, Santa Claus, the list goes on. When the
PCs have despatched the bandits, Santa will
explain that he has no memory of a time before he
found himself at the temple. One minute he was a
figment of somebody else's imagination, now he
seems to be a real person in an apparently real
temple lost within... he isn't sure, but he thinks it
might be something rather odd.
Santa Claus believes the answer lies in the tunnels
beneath Black Hoodlum's Chimney. He isn't
entirely sure how he knows the tunnels are there,
nor how he knows the answer lies within, he just
insists that he does know, and will pay the PCs
handsomely in toys if they agree to find the
answers for him. At the back of the temple is a
huge sleigh carrying a payload of several tonnes
of toys - Bratz dolls, Playmobil, Scalectrix etc. - and
surrounded by a dozen or so reindeer (one of
whom has a bright red nose). Most of this stuff is
useless to the PCs, but anyone who finds the stash
of candy canes in the back of the sleigh and
sneaks a taste will realise payment is assured. The
candy will sell for a high price to a city
confectioner or provisions seller and is of the
highest quality. Actually the candy will sell for
around 300gp if touted to a store-owner. If the
PCs are enterprising enough to spend a few weeks
selling the candy themselves on the streets of a
busy enough city, they can expect to double this
figure.
"And that's not even counting all the artefacts
you're sure to find under the temple" Santa ho ho
hos.

What Lies Beneath


1 - a flight of stone steps lead down into the
tunnels from the temple floor. The bandits have
been using room 1 to store their loot and their
meagre supplies. Here are a few rusty weapons,
some stolen goods (GM can supply any items he
feels would be useful at this point), some meat,
turnips and caskets of ale.
2a - this vast cavern with its huge arcing roof
houses a wide lake of crystal clear water and 2a is
the north shore of the lake. Anyone casting a
lantern across the water will see all manner of
nasties swimming about down there: pirahnas,
fresh water crocodiles, electric eels and a whole
lot more besides. Anyone setting foot in the water
does so at great risk.
Luckily, help is at hand. A small creature with
gossamer wings descents from the roof of the
cave and alights on whatever shoreline (2a, 2b or
2c) the PCs occupy. At first glance she resembles
an aging fairy. Her grey hair is tied up in a rather

dishevelled bun and her face is a map of lines and


wrinkles. She takes out a small brown bottle and
takes a swig, wipes a hand across her mouth and
belches loudly.
"I am the fairy godmother," she slurs, "I forget to
whom," she swigs again, "my memory ain't what
once it was. Anyway, the point is, ask of me any
wish and it is within my limited powers to grant
your desire be true. With a wave of my wand," she
waves the bottle, sloshing super-strength ale all
over the nearest PC, "I shall realise your dreams.
Just in case any of that wasn't clear, you have two
wishes. Don't take too long comin' up with
something. I ain't got all bloody day."
The players will get very excited. Everyone
knows the system of wish-granting is open to all
sorts of abuse. For one thing, there's the 'I wish for
eternal wishes' wish.
"Can't do that. We got regs now, y'see. Not
allowed to grant any more 'more wish' related
wishes. I'd love to, but it's more than me
membership to the wish-granters guild is worth.
Nope. Come up with something else."
Then, of course, there's the 'I wish I was a genie
and could grant my own wishes' wish.
"Can't do that either. You don't even have a
genie certificate an' I don't even want to get into
all the 'elf an' safety issues." If asked, the fairy
godmother will explain that Ansafety the elf is
rather stringent when it comes to local fairy
bylaws and would come down on her like a half
tonne of bricks if she trod on his pointy toed
shoes.
What about the 'I wish for limitless treasure'
wish?
"Limitless treasure ain't possible. Not with my
expenses the way they are."
The 'eternal life' wish?
"Can't do it. Only demon types can do that one. I
don't have the right receipt book."
'Endless Strength?'
"If you don't mind me shrinking you to the size
of a gnat's arse. Only way I can do it see. Gotta
cover me expenses."
Eventually the PCs will realise the fairy
godmother is only capable of granting or willing to
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

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charms!", "Joggle me dingledanglies, whose stole


me lucky charms!", and "dangle me berries, if only
I could find me crappin' lucky charms!"
4 - This cave is eerily dark and smells of rotting
flesh. The bandits have given this place a wide
berth ever since they first started using the caves,
but in fact, their presence has been forcing the
inhabitant of this room to give them a wide berth.
He creeps out of the shadows as the PCs enter.
"I thay, you chapth, have you theen thome rather
botherthome banditth around here? Been trying to
get out of thith blathted plathe for monthth now,
but they keep clogging up the only way out."
The owner of this distinguished voice is a seven
foot tall slavering werewolf with bright yellow
eyes, drooling fangs and hooked claws as long and
sharp as steak knives. "It'th been a frightful
bother, don't you know. There'th really not very
much to eat around here, not to mention I can't
find a dethent thet of cutlery. I don't thuppothe
any of you have a glath of therry or port on you? A
thigar?
Every now and then the werewolf undergoes a
hideous transformation and turns into a six foot
tall, dashing nobleman dressed in a padded
smoking jacket. He fiddles with the monocle on his
eye and twitches his moustache before promptly
turning back into a slavering werewolf.
The wolf has no idea how he came to be here,
nor indeed where 'here' is. He just knows that his
constant
transformations
are
'a
terribly
botherthome bind, what' and he desperately
craves a comfortable leather chair, a log fire and a
glass or two of sherry.
If the PCs inform the werewolf the bandits have
been despatched, he will bound off into the
entrance chamber and exit the tunnels. If they ask
him whether he knows anything about Fatso the
Red, or the mysterious circumstances surrounding
the temple, he will just shrug, "who knowth."
If the group ask the werewolf to accompany
them as an NPC it will only be a matter of time
before he tries to eat one of them. He will be
terribly polite in this matter, tapping the meatiest
of the adventurers on the shoulder and asking
them very politely if they wouldn't mind awfully if

he bit one of their 'least used' limbs off. At this


point a battle will probably ensue.
5 - In this cave lives Rumplestiltskin, a mean little
gnome with a foul mouth and a nasty look in his
eye. He presides over the chamber from a ledge
high on one wall. Meanwhile, on the straw covered
floor of the cave, a fabulously beautiful wench
works ceaselessly at a spinning wheel, turning
straw into gold.
The gnome will spit and curse at the PCs when
they enter:
"You smell like an ogre's arsebelch!"
"You Sons of a nostril discharge!"
"You look like the back end of a soiled
jockstrap!"
"Here's a thought, my arse, your mother's face,
perfect match!"
"I got a phlegm ball right here with your name
on it" - hocks a big gob of phlegm at the nearest
adventurer.
"Ladies and gents, the world's ugliest, stupidest,
smelliest individual has entered the building!"
while the maiden will beg them to rescue her from
the gnome. Only the hardest heart could refuse
the girl. If her pleas fall on deaf ears she'll show a
bit of leg in an attempt to play the fabulously
beautiful wench card.
Rumplestiltskin is an easy foe to despatch, and
despatch him the party should. If he remains alive
he will bug the group throughout their dungeon
crawl from this point forth, setting silly little traps
in their path, rushing by every now and then to
spit at them and call them insulting names.
6 - A large cavern inhabited by THE BOGEYMAN!
The bogeyman is four feet tall, wears a dress and
prefers to be called 'Sally', though he will initially
introduce himself as 'the bogeyman'. "It's just not
fair," he laments, "nobody asked me what I wanted
to be did they? Nobody gave me the choice? Why
couldn't I be the fabulously beautiful wench? Look
- this is my own dress. She didn't have her own
dress. She had to borrow one from the tooth fairy.
Ttt, amateur."
If the confused PCs ask 'Sally' what he's
blithering on about, he'll just shrug and smile and
say "boo!"
7a - A deep chasm opens into the belly of the
world and is surrounded on three sides by
precarious ledges of crumbling rock. If the PCs
have met the bogeyman, he sits on ledge 7b,
dangling his legs over the edge and preening his
long green hair. "It's where we all came from," he
calls out, pointing down into the pit.
If the PCs send a light into the pit they will
illuminate a canyon far below containing hoardes
of fairytale folks; a fairy wearing a big white hat
shaped like a tooth, three little pigs smoking
cigarettes and chatting with a wolf, four little
children (one in a red cape, one slurping from a
bowl of porridge, and a boy and a girl chewing on
huge sticks of candy cane), six or seven witches
milling about the place picking their noses or
biting their fingernails. As the PCs watch, more
characters seem to come into existence, fading
out of the shadows and into the light; a giant
holding a boulder under one arm, a man in a green
cap surrounded by unseasonably merry men and
some kind of monk, a troll asking around if
anyone has seen a bridge, something like a large
egg with legs leaning casually against the wall of
the chasm while soldiers in red uniforms and a

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dozen horses hang around nearby.


If the PCs are yet to meet the fairy godmother,
there seems to be no way across the chasm and
they will need to figure out something using their
own smarts. If they have visited the subterranean
lake, the fairy godmother descends from the roof
of the cavern, hawks a huge blob of snot out of
one nostril, swigs from a can of special-brew lager
and asks if they want another wish granting. Thus
ensues precisely the same scenario as occured in
their previous meeting with this character. The
only wishes she'll grant is to teleport them across
the chasm or to leave them alone.
When the group finally reach the ledge at 7c,
something on the roof of the cavern catches their
eye and they look up to see several huge faces
looming above, staring down at them. The image
lasts less than a second, but leaves them feeling a
little disconcerted and nervous.
8 - Seven gnomes sitting in a circle in various
states of undress draw the eye upon entering this
cavern. A fabulously beautiful wench with snow
white skin sits among them smoking a pipe and
laughing raucously. Of the group, she is the only
fully clothed member. All of them hold playing
cards.
When the PCs are spotted, the gnomes leap to
their feet and rush over to say hi:
"I'm happy!" says happy, shaking the hand of
each PC in turn, his flushed cheeks red as
rosebuds. "Very happy to meet you."
"BleeeeaaAAAAATHEW" says sneezy, grinning
and wiping his hand on his breeches before
shaking hands.
"Mn" says bashful, turning a bright red. He
smiles shyly then hurries back to the girl's side
where he sits in a bashful manner, gazing at the
PCs with a look of utter bashfulness.
"Well, well, well," says Grumpy, "look what the
cat dragged in. About bloody time you lot showed
up, I say. What do you think this is, some kind of
family outing? You think we're enjoying any of this
cow-crap? If you want my opinion (which I don't
suppose you do, but tough luck because you're
gonna get it) you should have been here hours
ago."
"Uuuuh. Is you come to fix us up real good?"
chortles Dopey, shaking hands with his nose.
"Of course they have," says Doc, who shakes
hands last, "save us from," he points upward, "and
her," he jerks his bearded chin in the
direction of the wench. "Twenty
eight games down, and we're
yet to see anything more
than half a nipple," Doc
sighs, "the problem is,
we dwarfs suck at
poker."
If Doc is pressed
about his cryptic
remarks he will
explain further, "I
don't know the
wheres or howfors,
but you'll find the
answers on the
other side of the
chasm. One thing
I do know, you
lot are the only
ones who can

save us. Don't ask me how I know that, I just do."


9 - Sitting on a gold throne surrounded by
courtiers is a naked fat man wearing a crown and
holding a fan. He smiles at the PCs as they enter
and flutters his fan at them, "oooh, greetings.
Come to admire my new threads, I suppose? Very
well, very well." He stands and his courtiers bustle
and fuss around him. One or two give the PCs
meaningful looks, but it isn't clear what message
they may be trying to convey. "Grand aren't they?"
the man twirls and poses, flicking at imaginary
coat tails and adjusting imaginary lapels. "Note
the no-expenses spared paisley lining."
If anyone points out the fact that the man is
naked he will crumple to the floor and burst into
tears, "don't you *sob* think I don't know that? It's
stupid. Idiotic. A grown man, I am. A grown man.
Reduced to... to this! But what choice do I have? It
is written, therefore I must comply!" Moments later
he'll be back on his feet continuing the charade.
10 - This cave is empty save for a small desk and
chair lit by a single candle. An old priest sits in the
chair, reading a book. He glances up when the PCs
enter and smiles.
"Ah, I was wondering when you would come."

The Tale End


The priest explains:
"Many moons ago, we priests of the Chimney
inhabited the temple above. We believed a sacred
artefact, cast down to the world by our god, had
been buried in the ground hereabouts. A many
sided object covered in sacred symbols which was
said to grant the holder ultimate knowledge of life,
the universe and... well... everything really. So we
dug deep into the earth and found the artefact
and we brought it up from the ground and gave
the thing to our eldest priest. He took the artefact
and chanted the words of knowledge and within a
few seconds, he broke down crying with laughter,
pointing at the sky. He had seen the truth, you
see, the ultimate knowledge of life, the universe
and... well... everything. He found it quite amusing
really. Then he seemed to lose all his humour and
died."
"We were all very scared and tried to rebury the
artefact in the ground. One or two of us must
have touched one of the facets of the
object activated by the elder priest and
they were granted ultimate knowledge
too. They also laughed out loud, pointed
at the sky, and died. The last to die
managed to say something before his
demise, "the ultimate secret is very
demeaning. We don't matter a rat's
toss."
"We buried the artefact and covered
it with earth. But from that day forth
the faith of the priests died and with it
the temple. Most of the priests left, but I
remained, vowing to guard the
sacred artefact to ensure no
other fool would uncover its
hideous truths, and vowing
to keep my faith despite it all.
That was many many years
ago. I am old now, and tired.
I believe my continuing faith
has kept the power of the

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of the artefact at bay, but now my life ebbs away


and the artefact grows too strong for this world.
The burial pit has caved in and the artefact is laid
bare."
"I foresaw your coming in a dream. You will
destroy the artefact. You must. If you do not, the
creatures of the chasm will multiply and spread,
filling the world until there is no more room. But
beware. Only one of you should destroy the
artefact. He who does so will have a glimpse of
the ultimate truth, the meaning of life, the
universe and... well... everything really.
"It is not pretty, I am assured. It may drive you
mad. But it must be done. Will you take up this
quest? Will you choose one among you to destroy
the artefact and save the world? Only one, mind
you. And you others should do everything you
can to resist temptation. Do not look upon the
ultimate truth, for it will probably destroy you!"
The players should decide which of them will
destroy the artefact. If an NPC is chosen, he or
she will not be able to carry out the destruction,
will see the ultimate truth, burst into tears, utter
something about everything being a total waste
of time and promptly die. Only a PC can destroy
the artefact.
The object lies at the bottom of the chasm. The
PCs must climb down somehow (the fairy
godmother could come in handy here) and find it
among the many fairytale characters.
One player and one player only should be
selected to destroy the artefact unless all players
agree to touch the thing and learn the ultimate
truth. If only one or a select few players wish to
take the risk, the GM should take them to one
side, well out of earshot of the others, and tell
them what they see as they destroy the artefact.

Home Truths
The GM should hand the player in question a d20
and announce, "here is the sacred artefact. No
really, that's exactly what it looks like."
When (PC name) touches the artefact, the truth
becomes humiliatingly clear. He/she, and
everything he/she knows to be real, is
part of an imaginary roleplaying
game dreamed up by some
spotty nerd for the amusement
of a few geeks who get
together once or twice a
week and play their game
around a table in a fairly
nondescript room in a fairly
nondescript house in a world far
less interesting than the one
known to the PC.
The PC, in short, doesn't exist,
is merely a figment of a lesser
mortal's imagination. He/she is
not a hero, but a means of
escapism for a teenager with
too much time on his/her
hands.
Worse still, now that the PC
knows this, nothing he does
will matter. He knows he is
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.

Christian Fasy (free product)

RECOGNISING

NOT ONLY OUR OWN IN-HOUSE TALENTS BUT ALSO UP AND COMING TALENTS OF NEW
PRODUCTION COMPANIES AND INDIVIDUALS, THE BEST REVIEWED MATERIAL OF THE PREVIOUS SEASON AND
RECOGNISED ACHIEVEMENTS BY INDUSTRY LEADERS, SMALL PRESS AND PDF SPECIFIC DEVELOPERS. THE
FOLLOWING AWARDS HAVE BEEN DESIGNATED BY DAVID SHARROCK, FOREVER PEOPLE 'S FOUNDING MEMBER.

Before I begin, I would first like to thank


everybody who downloaded and supported our
products during the past year, but also all the
regular readers of Wyvern who have helped to
keep the eZine free and our writers motivated.
Our first award is the
Forever People Guild
of Master Craftsmen
Award for our in-house
Wilderness Encounters
projects and goes to
writer Steve Dean and
artist Wyn F Dawkins.
Between them, Steve
and Wyn have created
an exceptional series
of titles.
Our second and last inhouse award is the
Forever People Master
Maker Meritorious
Achievement Award
of the Year and it goes
to Steve Dean for all his
hard work, both in
producing written work
for Wyvern, by way of congratulations for his
published works and, of course, his efforts on
other Forever People projects. Thankyou Steve!
This year's Happy
Dwarf Creative
Achievement Award
for a reviewed
roleplaying product
goes to Beyond Belief
Games for their highly
original game Tales
From the Wood. Not
only was this title one
of our favourite
reviewed products of
2006, but we believe
Beyond Belief are one of the few small press
developers actively attempting to garner the
interest of younger players, for which they
should be commended. Congratulations BBG!

Christian Fasy (free product)

We will be sending higher resolution,


enscribed award images to all the winners
who may display the images freely on any
future pdf or published work they produce,
on websites, on promotional material and
on stationary.
I would also like to commend Drive Thru
RPG and RPG Now for their continuing
efforts to drive the pdf role-playing market
forward in an intelligent and principalled
way.
Penultimately I would like to give my
heartfelt thanks to the following people,
without whom the last five issues of Wyvern
would not have been possible:
Matty Rhea, for his dedication, hard work
and sense of humour; Wyn F Dawkins for
his tireless efforts and motivating emails;
Su Hope for impressing herself on
sponsors and interview subjects; Nick
Davis for his d20 advice and occassional
submissions; Peter Szabo Gabor for his
artwork and efforts on Middlemist;
Catherine Badjan for her everlasting
support, Ian Pirrie for his inspiring mind
and friendship and Kenneth Smith, Susan
Andersen and Terry Cooper for their
tremendous efforts in Novermber and
December on ongoing Forever People
projects.
Lastly, I would like to wish all readers a very
merry Christmas and a happy new year
and I look forward to seeing you all in the
first 2007 issue of Wyvern!
WOULD YOU LIKE TO BE ELIGIBLE FOR AN AWARD? WE
ARE ALWAYS LOOKING FOR NEW, TALENTED WRITERS
AND ARTISTS WHO WOULD LIKE EXPOSURE THROUGH
OUR SMALL PRESS TITLES AND/OR OUR EZINE
PUBLICATIONS. ALTERNATIVELY, IF YOU WOULD LIKE TO
SUBMIT YOUR PRODUCT FOR REVIEW, ANY ITEM WE
RATE IN BROKEN CHEST IS AUTOMATICALLY ENTERED
INTO THE HAPPY DWARF CREATIVE ACHIEVEMENT
AWARD AT THE END OF THE CALENDAR YEAR.
CONTACT balrogsbane@foreverpeoplerpg.com FOR
MORE INFORMATION.

Christian Fasy (free product)

Christian Fasy (free product)

Christian Fasy (free product)

http://www.drivethrustuff.com/catalog/index.php?cPath=602&sort=xa&page=3

Steve Dean continues our guide to alternative starting points for new games

The Lonely Tower


An alternative starting point for A GM
starting a new campaign with high level
characters.
PLAYER INTRODUCTION

On the very edge of woodland which soon


turns into the Forest of the Lost, by an ice
cold stream stands a dark tower. Weathered
grey stone has stood here for countless
decades. No one can now say who built it or
why.
Wide and stout across the base, the tower
has stood every test of nature, war and
magic. Behind its thin arrow slits, a yellow
light burns, dull and flickering, as if lit by a
single fire.
Many adventurers have stumbled from the
trees and looked upon the tower, many have
fallen upon the cold steps leading up to the
thick oak door. And many would have died, if
notf
ort
het
ower

st
wooccupant
s.
The druid Varque and his friend Hamelo have
dwelt in the tower these past few decades,
driven here by a need for solace and quiet.
Unfortunately, their time here is often
disturbed by the banging of the iron
knocker, or the shouting of raucous voices.
Of course they help, they always do. All
those injured are welcomed in and given the
best attention. Every year, at least one
adventurer has been saved .
They demand nothing for their time and
knowledge, but sometimes accept
interesting gifts if their donors insist.
Many adventurers now regularly pass this
way when heading to the forest, bringing
food and wine and other items not easily
found in this area.
You yourself have been healed, not once but
twice, by this pair, and they have since
become friends. Recently, after many years
of wandering, you have decided to retire.
You have plenty of gold, but lack a place to

Christian Fasy (free product)

spend it. Therefore, you have decided to


travel to the tower to visit Varque and
Hamelo, maybe for the last time, and to ask
their advice regarding your impending
retirement.
On the way to the tower, you spy a campfire,
next to which sits a huge figure roasting a
rabbit. He greets you and bids you share the
f
i
r
e.Hedoesn
tment
i
ont
her
abbi
t
.
It turns out he is also heading to the lonely
tower, to visit the two friends and deliver
some supplies.
The pair of you
decide to travel
together, and
the next day
you are riding
along the trail
when you hear
the sound of
galloping horses
to the rear. You
pull to the side
of the trail,
loosening your
weapons. Two
leather clad
figures come
into view, their
horses lathered
and breathing
heavily. They
slow when they
seeyoubutdon
tst
op,eachoft
hem
readying their own weapons.
Your new friend greets the pair as they pass,
shout
i
ngaf
t
ert
hem,
What

st
her
ush?

The last of the two riders turns his head and


r
epl
i
es.
Thet
oweri
sbesi
eged!
Then
disappears into the distance. The two of you
exchange glances. There is only one tower
around here as far as you know. The lonely
tower. Varque and Hamelo are in trouble!
GM NOTES

When the PCs arrive at the tower, they will


find an army of orcs camped around it. The
wooden door is wide open and more orcs are

queuing to get in.


TheGM shoul
di
nt
r
oducet
hegr
oup
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
behi
nd.Don
tf
or
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.
Hamelo quickly tells the party that the orcs
turned up several days ago and surrounded
the stronghold. A dark figure was seen, and
Varque spoke of a voice inside his head
urging him to surrender.

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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
ssi
de,Hamel
owasunabl
et
opr
event
his friend from being kidnapped. He has no
idea why Varque was taken alive.
Hamel
ocansensehi
sf
r
i
end
sl
i
f
ef
or
ce,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 orcinhabiting 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.

Order by clicking below and help keep Wyvern free!


http://www.foreverpeoplerpg.com/affiliatepokeorder.htm
Christian Fasy (free product)

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?

An ale and a chat at the cut-throat


Black Squid Inn. This month we chink
wooden toby jugs with Reverend
Graham P Taylor, author of the
bestselling Shadowmancer and
Wormwood novels, and ask him about
selling the film rights to his first
publication and his thoughts on rpgs.
(Win a signed copy of G P Taylor's
Tersias novel in this issue's Bazaar!)
Wyvern: The rights to Shadowmancer
were acquired by Universal Studios in
2004. How is the movie coming along,
and how much creative input will you
have?
GPT: It is moving along very well - I
have just got hold of a copy of the
script and it is amazing. Once I sold the
rights - I basically sold everything to
them. It's good to let something go and
let others develop it. A bit like a role
play game, someone comes up with an
original concept, but it is only when the
game is played that people get the full
blessing of it.
Check it out here
http://www.movieweb.com/news/58/3258.php

And find updates here


http://www.shadowmancermovie.com/

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
door opened I waited for the person to come out but
when I looked in the loo was empty...thus came another
idea.
Wyvern: As legend has it, you sold your prized Harley
Davidson to fund publication of your first novel. Was that
a difficult decision to make? Would you recommend selfpublication to other struggling writers?
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
one which I really enjoyed.
Wyvern: Are you a fan of roleplaying games? If so, what
have you played and what are your general thoughts on
the genre?
GPT: My role playing goes back to the days when it was
just being invented. I was a sort of punk/goth as a kid
and loved the whole thing. I used to play in the local
graveyard and it was very much Dungeons and Dragons. I
like the idea of the name Shadowmancer being used for
game playing.
Wyvern: Shadowmancer, Wormwood and Tersias http://www.tersias.co.uk/ - your latest novel, are all set in a
supernatural Dickensian England. Is this period close to
your heart?
GPT: Very much so - I would love to live there. I would
love to live somewhere [where] the barriers between the
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=81/qid=1166618704/ref=pd_bbs_sr_1/002-1230351-1929636?ie=UTF8&s=books

Christian Fasy (free product)

www. rpgnow. com

Christian Fasy (free product)

www.chaosium.com

www.chaosium.com

Last Issue
crossword
ACROSS
1. Man orc
4. Ghast
7. Tyr
8. Valar
9. Dice
11. Jetsam
13. Ladled
17. Tars
19. Grail
20. TNT
21. Thrud
22. Sinbad
DOWN
1. Mithril Shirt
2. Nerd
3. Coven
4. Gold
5. Arrows
6. Transmutated.
10. Idol
12. Thor
14. Dagger
15. Atlas
16. Bard
18. Stab

PRIZE GIVEAWAY

NEXT ISSUE
The New Year is upon us!

Science-ology
Wyn F Dawkins studies the
realities of terraforming. Just
how possible will
terraforming be and how can
you include this intriguing
concept in your crunchy sci-fi
campaign.

Kid Marvel
A superhero adventure with a
difference, designed for use
with the Squadron UK game
system.

Riddle
The 20 worth
of pdf giveaway
connundrum
was solved by
Eric Nail - the
answer being
that most
archetypal of
fantasy writers,
Conan creator
Robert E
Howard, of
course.
However, Eric,
we didn't get
your address to
send the CD
containing the
pdfs. Please get
in touch!!
The bogus
Pokemon was
Blobosaur.
Enjoy the book
Jamie Philips
from Cardiff!

Alter-fight
Pen & Paper returns with
some alternative and easy to
use combat systems for GMs
and players who just want to
get straight into the action!
PLUS MORE FROM:

HOOKED
BLACK SQUID

A signed copy of Tersias,


author G.P. Taylor's
atmospheric fantasy
thriller set in old London
town. Taylor is best known
for previous releases
Wormwood and
Shadowmancer.
"Wormwood is breathtaking
in scope. An extraordinary
achievement told by a
master story teller. The
book is quite simply
marvellous"
- Guardian
"Shadowmancer unfolds at a
vivid and breathless pace." Observer
"A compelling and dark
edged fantasy, highly
recommended"
- Independent

DAEMON
DISSENTER
MIDWAR
BEASTLY
BEHAVIOUR
BROKEN CHEST
SMALL WORLD
BAZAAR
Plus more prizes, giveaways,
offers, treats and outstanding
articles from some of Forever
Peopl
e
sbestwr
i
t
er
s.
We appreciate your
continuing support and look
forward to seeing you in the
new year!

Christian Fasy (free product)

It's Christmas, so we
thought it only fitting that
we give away something
really special. Thus, this
month there is only one
prize to win, and it's pretty
darned special!

ACROSS
1. First a bird,
then a token
without the lie
for a fantasy icon
(1,1,1,7)
6. Water for a
spaniard under
the shade and
engraving with
acid (8)
9. Short of
wisdom in a d20
game (3)
10. Bury the
bomb will be a
matter of tea (4)
11. Sounds like
the wheat on
horseback (4)
14. Angry beast
scarier than most
in Dungeons &
Dragons (4)

To win, simply solve the


following riddle:
Answers as ever to
balrogsbane@foreverpeoplerpg.com

FOR

ONE THING, I AM
WIDE . FIRST AND
FOREMOST, I AM A
BROTHER. ADDITION IS MY
NEXT BEST THING, THEN
THE SHARP BITING BLADE .
IT MAY SOUND A BIT
BACKWARDS, BUT A DARK
ELF MEETS AN END AFTER
A MEETING WITH THE
BOARD.

2 & 22 Across not


a fantasy but
worlds with more
than one tree (6)
3. Out of luck it
means a bag of
stuff (3)
4. Profit and
entangle for a fish
supper (3)
5. Bovine on a
leash wore a hood
(6).
7. Sack a dwarf's
best friend (3)
8. Upset the end
roll for a bookish
type without the
LOL! (4)
12. Medieval tax
on a horse's
handicap (6)
13. Eras tainted
with the plague (6)
15. Living in sin at
taverns with
rooms to rent (4)
16. A gang of
actors tell of a
stone fort (6)
17. Kid Rock's wife
walks backwards
and traces her
steps (3)
20. Santa's little
helper might be
Legolas (3)
21. First of a great
comic exclaiming
in pain! (3)

18. A pearl of a
game, and takes
just a second
(1,1,1,1)
19. Green
skinned and
awkward at the
start (3)
20. Fleeing
reality and
getting drunk on
fantasy (8)
22. White Dwarf
barbarian (5)
22 & 2 down. To
rent fog with an
absent mind (9)
DOWN
1. That bird
again is ejected
for one who
duels (7)

balrogsbane@foreverpeoplerpg.com

Christian Fasy (free product)

Visit the Forever People website for updates and forum discussion
on your favourite RPG topics. Go to www.foreverpeoplerpg.com
Copyright 2006 Forever People Games & RPG
All rights reserved
d20 and Wizards of the Coast are trademarks of Wizards of the Coast and in no way affiliated with Forever People
Reviews contained within this eZine are specific to the reviewer and do not necessarily reflect the general
opinion of Wyvern or Forever People.

Christian Fasy (free product)

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