Wyvern 05
Wyvern 05
Wyvern 05
A
Year to all our readers! May your Departments
halls be decked, your trees be
evergreen, and your chestnuts be Pen & Paper 18
well and truly roasted. But let's not Our new monthly department presenting a
forget the true meaning of this, the most
different, one off game system every issue.
festive of seasons, lest we forget in our
haste to unwrap gifts and guzzle mulled
wine. For this is the season in which we Daemon Dissenter 22
celebrate the birth of another rip roaringly Dissenter morphs! But who exactly does
good Wyvern issue! This month we have an the daemon intend to usurp?
exclusive interview with none other than
Graham P Taylor, author of Shadowmancer,
Wormwood and Tersias, telling us what it The FP Annual Awards 29
feels like to get a seven figure cheque from This issue only! Hooked returns next issue
Universal Studios for film rights to his first
published book! We have a Christmas Small World 30
special adventure penned by David Mini standies to go with Dragon Raiders!
Sharrock, 3 more of your pdfs reviewed in
Broken Chest, the annual Wyvern awards Black Squid 35
with one lucky small press publisher This month we ask author GP Taylor how it
receiving our first ever Happy Dwarf feels to bag a seven figure sum for film
achievement award, a one off game called rights to his Shadowmancer book
Dragon Raiders, all new Daemon Dissenter,
and loads, loads, loads more. December Bazaar 37
Wyvern, better than socks from Granny! Prizes, competitions and games!
Ed.
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.
WYN F DAWKINS
wyntersong@foreverpeoplerpg.com
As promised last issue, this Is there anybody out there? Some around us and more solid facts
time Science-ology considers seem to think so. In 1961 The gained from technological
that most popular sci-fi theoretical astronomers Carl Sagan advancements such as the Hubble
concept, the extra terrestrial. and Frank Drake decided to remove telescope, are less optimistic and
If you've ever played much of the ambiguity and most serious theoreticians put the
spacebound rpg like Star Trek guesswork involved in answering the figure of N at somewhere closer to a
or Traveller, you've probably question and devised an equation to rather paradoxical 0.08, while
met a few already. Wierd indicate the number of likely supporters of the cold hard science of
humanesque creatures with 'communicative civilisations' at large practical application insist N can only
ridged foreheads, sipping odd in the Milky Way. equal 1, because the only observable
beverages and indulging in communicative civilisation in the
intricate alien politics with a N =R* x fp x ne x fl x fi x fc x L galaxy is our own.
perfect English accent. Those
aliens are fun. But what if the Sagan himself, an eager proponent of
GM fancies injecting a little Where N is the number of ecological issues, speculated that all
more realism into his game? communicative civilisations, R* is the variables in the Drake equation would
What kind of alien lifeform, for number of stars in the galaxy; fp is be relatively high, but the leading
example, would evolve on a the fraction of stars which possess factor in whether or not an alien race
gas giant planet where the planetary systems; ne is the average would attain the state of an intelligent
crushing effects of dense number of Earthlike planets per and communicative civilisation
atmospherics and the vast size system; fl is the fraction of Earth-like depended on the figure of L, the
of the world might lend planets where life actually develops; fi average lifetime of the civilisation
strange attributes to an alien is the fraction of life-systems which expressed as a fraction of the life-
body? What interests would give rise to intelligent life forms; fc is time of the galaxy, or in other words,
consume the mind of such a the fraction of intelligent species the ability of the civilisation to survive
creature? What of the culture willing and able to communicate with not only the destruction of its
in which they evolved, the other worlds; and L is the average environment through natural disaster
society in which they now live? lifetime of a communicative but the destruction of itself from self-
What ambitions would such an civilisation expressed as a fraction of imposed cataclysms, such as nuclear
unimaginable form of life the life-time of the galaxy. war.
aspire to? Most importantly,
would this creature have any Many of the figures rely on This is an interesting theory for
interest whatsoever in guesswork, and there are a great deal roleplayers, because it suggests the
reaching for the stars and of differing views on the exact level of non-communicative alien life
communicating with other quantities of each variable, with is probably quite high and therefore a
galactic races? opinions changing from year to year. rich breeding ground for realistic
The conjecture. From simple biological
astronomer lifeforms to complicated, multi-
George Abell limbed, but non-intelligent,
believed that monstrosities roaming the wastelands
the likeliest of distant worlds. If there are no other
figures would spacefarers in our galaxy, there is at
give an least likely to be plenty of non-
answer for N intelligent aliens to encounter.
somewhere in
the 100 to Indeed, current thinking puts the
10,000 million figure of Earth like planets per
range. Current Galactic system at 2, which means at
trends, fuelled least two worlds per system where life
by a greater in its most basic form, that of the
understanding amoebic microbe, could potentially
of the exist.
universe
Where are the Signs?
In the last issue we looked at space habitats, and in
issue two we looked at space travel onboard
enormous space-arks, similar to those conceived by
Arthur C Clarke in his novel Rendezvous With Rama.
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:
www.hadesgate.co.uk
Imp erial Age: Magick
Imperial Well, apparently, Magick is inherently about
Adamant Entertainment $5.95 pdf language. We're talking about the origins of
http://www.rpgnow.com/product_info.php?produ Victorian magick which has a basis in efforts
cts_id=20352& to communicate with angels some 300 years
before the era in question. This theme is
Imperial Age: Magick, in the author's own explored in chapter 3, the Laws of Magick,
words, is about creating a period feel for where we learn the importance of names as
magick in an Imperial Age Campaign, whether magical triggers for control, and in Appendix
that involves faerie court intrigues in London, 1 where names of importance (Faust,
the private wars of occult secret societies in Solomon, Endor etc) are listed to give players
Cambridge or University Dons fighting eldritch and GM that authentic edge during spell
horrors in Oxford. With a firm footing in the casting. Authenticity and realism are key here.
d20 magic system, the goal of authors Scott
Carter and Walt Ciechanowski is to create a Sound details of magic
system specifically and inherently Victorian in and the origins of such,
tone, as opposed to Gygaxian, Modern, of course, suggest good
Egyptian or Atlantean. research and / or an
existing knowledge on
A bold ambition, so have they succeeded? the part of the authors,
In parts yes, in others no. This is a real double a rare quality in the
edged arcane dagger leaving the reader both small press writer.
enthused and disappointed. Perhaps fearing Realism for an unreal
retribution from buyers expecting an concept: magick is
extensive study of all things magic, the neither innate nor
authors are quick to point out their own easy... the traditional
restrictions and the focused nature of the fantasy spell caster who
book. In order to aid them in this matter, let can toss around a
me also warn anyone considering this book as certain number of fire-
a digital stocking filler, the context is d20 balls every day by
magic and Imperial Age specifically. There is simple virtue of class
no 'history of magic and witchcraft' here, and and level is innapropriate in most Victorian
rightly so. There are plenty such titles settings. Magick is an art and a science whose
available in the world of fiction, and this is a results are the product of study and struggle.
roleplaying book. So kudos and a bonus point Study and struggle? Hey, this sounds like real
to mssrs Carter and Ciechanowski for life! OK, what about in campaign terms? This
recognising their own limitations and the translates as effort and cost to the educated
category in which they have chosen to write. character, of course. The sheer amount of
letters, numbers, symbols and sigils
Remember that double edged dagger? associated with the Victoriana of magick
Layout/design is prosaic and listless with a means the magician must be well educated
single column scrolling format more akin to and intelligent enough to callibrate hyroglyph
an amateur website than a book. Public to spell. Some visuals of these symbols, by the
domain sketches and etchings mixed with way, would have been nice for the method
grey tint duplications of the cover-motif do roleplayers among us. See my earlier mention
not an exciting experience provide. Is this of lacklustre visuals.
purposeful, I wonder? the text is clearly the
juice in this particular title, everything else A combined price and practise system offering
(except that tantalising cover) being so much nine possible combinations which can be
pulp. A resource for the gamer who needs no suited to the power level of play sets up the
visual stimulus then. d20 splice. Most GMs will probably go
instinctively for the third practise matched
But enough about format, design, set ups and with first price, since very few GMs, in my
ambitions. If I'm gonna be talking to all those experience, like to restrict their games to a
hardcore magic fans with this review, let me single type of magical theme and the Magic
ask the all-important question: what about the Points style of the first price is both familiar
magick? and easy to implement. But good advice
follows on restricting magical flow to certain controlling of angels or fae creatures using
game arteries in order to achieve certain their secret names; the learning of secrets by
effects, atmospheres and outcomes. handling an article recently touched by a
Investigative campaigns, for example, are murder victim (the law of contagion); the need
easily ruined by high level divination spells. to find some lost and vital artefact in order to
Evocation magick entails a less than subtle cast a spell whose success depends upon the
game experience, which may run roughshod material nature of the artefact (law of
over the GM's intricately crafted adventures. similarity). But there are contradictions here
And with certain rigidities imposed on spell too, mostly in tone with the lack of
casting DCs by way of feats, the GM will want preparation in order to cast a spell, already
to give serious consideration before plunging highlighted as problematic. If a sketch of a
headlong into a campaign where the wrong flame is required to cast a fire spell, how can
spell can send his clever house of cards such a spell be cast without preparation?
tumbling to the persian rug. Furthermore, Sketching is a standard free action now?
power play settings using a mixture of class
based bonus feats and character level bonus In chapter four, skills feats and gear, we lose
feats per level advancement to restrict the our way completely. Magick related feats are
strength and focus of magic users at high welcome and appropriate. But Extensive
level should be well utilised. This highlights Library, Gentry (nobility), Infamy etc. are
attention to the GM's needs and providing superfluous. Skills are given the inevitable
ways to set a magick 'level' to the GM's game boost treatment to bring characters in line
before things get out of hand is with 'magickal' notions and Gear consists of,
commendable, and required. Good to see it count 'em, two items, one of which is tarot
hasn't been missed. cards. We close with a collection of resource
material, albeit in fairly uninspiring format,
Spell casting itself is lacking. Once a spell is related to magick and the running of a
learned, no preparation is necessary. In magickal campaign. Here are occultist
keeping with the original doctrine, societies, empires, and a few words regarding
preparation could, nay, should have been the Victorian era itself, with particular
included (concocting of materials, scribing of attention given to cults and their interaction
sigils or mere mental zen). 'Mentor NPCs, with society.
resources may be required' is mentioned on
the subject of learning, but for a book Fans of magic, and players who love magical
professing to explore the authentic nature of characters, will find much to enjoy. GMs will
Victorian magick, we need more. What kind of find inspiration and useful advice for running
mentors? Where the resources? Here the d20 an Imperial Age campaign with a magical
monster rages over the delicate traceries of theme. As a passing muse, Magick lacks on
roleplay, fixing the problem with appropriate too many fronts and will fail to engage with
but mindless feats. the curious or casual reader. The visual
element, in particular, is an area the authors
Of the prices, second is the most interesting, might consider revising, if only to maintain
draining from the character's abilities rather standards of quality in the pdf market.
than some magical reservoir of unspecified
energy. Thus the more magick the character Art: 3/10. Public domain stock images, no
casts the less vital they become. Much more in visual references, poor layout, redeemed
keeping with the genre in question than the slightly by nice cover art and typography.
simpler magic points idea, or the manna Resolution: 9/10. Just about as good as it
concept, which by the way belongs firmly in gets.
sword and sorcery and has no place in Writing: 7/10. Very good writing, top marks
Victorian London. The inclusion of leylines and for research and an understanding of subject
magical nodes is an interesting idea, but for matter. Contradictions and rushed chapters
some reason restricted to the third price, chop off two points.
suggesting a misunderstanding of the very System Relevance: 8/10. Sound knowledge of
nature of leylines- odd given the authors' d20 and how the system can be used on a
educated understanding of all other magical sliding scale to keep things in check. Some
aspects. superfluous feats and d20 takes over too
much in places.
In The Laws of Magick the authors warm to Value for money: 8/10. A decent price,
their subject matter. This chapter offers a possibly a little too high, but definitely worth
tantalising bag of exciting ideas for players a purchase if you're a d20 magic afficianado.
and game masters alike. A host of inspiration Overall: 7/10
for using magick in a game setting; the [Nick Davis]
Corsair: The Definitive d20 sourcebook isn't it? Did I blink and miss
d20 Guide To Ships a system revolution?
Adamant Entertainment
$7.95 pdf, $10.95 pod, $14.95 pdf & pod There is a point, under the 'Weather' sub-
http://www.rpgnow.com/product_info.php?produ heading, where a hint of roleplay teases the
cts_id=3755& rper with tastes of potential things to come,
albeit hastily written, unproofed things to
Corsair, a d20 system 'master kit', is come: "the GM should always have an idea
Adamant Games' d20 sourcebook guide to of the purpose of a storm before she
the inclusion of ships and high-sea incorporates it into her adventure" (by the
adventure in a d20 campaign, available as way, as a female roleplayer, this WotC-
both a pdf and a print-on-demand book. An inspired politically correct insistance on
existing staff RPG Now review comments on referring to players and GMs in the feminine
the solid nature of Corsair; 'enough detail is very annoying, highlighting the writer's,
and ship to ship combat fun to engage nay the publisher's, attempts to look 'right-
players in the imagined salt spray, without on' rather than encouraging the inclusion of
having to deal with the drudgery of sanding we strange lady-types in roleplaying games.
the barnacles of sailing minutiae.' This Use 'he' guys, it doesn't matter! We don't
popularising of a dummed-down roleplay care! We know what you mean and it isn't
experience seems askew, and in Corsair - a nearly so offensive as you think!) uh, where
book claiming to be 'definitive' by the way - was I... "incorporates it into *her* adventure.
the lack of 'sailing minutiae' is somewhat Is it going to scare the players and keep
contradictory. them aware of the dangers of the dea, or be
The main problem I a tough challenge for them, or does it need
have with Corsair, is to sink their ship so she can strand them on
the writer's a desert island for the next phase of the
attempt to whittle the adventure?" Bad syntax is included for your
magnificence of an benefit and you're sure to enjoy all that
ocean going vessel high adventure on the open dea. But I can
and one of the most overlook that, sort of. Even the next bit: "is
complex modes of it a plot decide to blow them off course?" a
transport down to an line written by Borat perhaps? But here we
(admittedly) seem to be talking about plots, adventures
manageable set of and desert islands! This is what I signed up
very simple attributes for! This is adventure on the high seas!
and rule subsets Bring on the coarse pirate captain, the sea-
based almost entirely monster encounter table, the whirlpool, the
on the subject of deck crushing tentacles of the leviathan,
battle. This is a blue blistering barnacles, bring it all on!
question of
subjectivity. I like roleplay over roll-play and Alas, the potential moment is short lived
so for me a definitive d20 guide should and we soon find ourselves in the next
include definitive detail, catering to all chapter: Battle On The High Seas. Welcome
levels of player and GM, from those of us back to the wargame. The combat section
who like to rattle off our combats in a hack- rattles on with an exceptionally solid series
and-slash manner to those of us who prefer of d20 compatible rules, and if you love to
a deeper level of gameplay. In Corsair, our sound those cannons, here's the chapter for
preference is decided for us. you. The advanced rules section follows,
providing additional details on repairing
Some of you are giving me funny looks. ships, making modifications (mainly for
Who needs suspension of disbelief? This is purposes of combat, of course), replacing
ship warfare for goodness sake. Great fun! crew (presumably lost during a battle) and a
Get with the program! No. What this is, is slightly more interesting bit about
supplemental d20 wargame rules, ideal for legendary ships. The ship feats are primarily
use with miniature lead ships instead of combat-based: bearing down, evasive
miniature lead orcs, knights and ogres, but action, bombard, expert gunners, and so on
roleplay? Market this as tabletop rules and and so forth.
you're being honest, but this is a 'definitive'
Tucked away at the end of the book is a
section on adapting to a fantasy setting, or Back to Blacktooth
rather, adapting a fantasy setting to the Ridge
swashbuckling era of Earth history favoured Troll Lord Games $1 pdf
by the author. Here the tone lifts for a brief Castles & Crusades
page or three, with some consideration http://www.rpgnow.com/product_info.php?produ
given to useful spells, and not just those for cts_id=20423&
winning the edge during battle. And finally,
we have some controversial Back To Blacktooth Ridge is a
deck floorplans allegedly short adventure module
accompanied by some rather written for the Castles &
worrying copy-right issues, Crusades setting and
which I have no intention of published by Troll Lord Games,
going into here. who - on their site - boast the
great Gygax himself as a team
player. This is a title
It's an interesting one. Not
reminiscent of those
least because another sort of
traditional dungeon crawls
gamer would write an entirely popular in Dragon and White
different, and probably Dwarf before GW effectively
favourable, review. From a eradicated the format in the
d20 perspective this is good early 90s. There is also
stuff, merging ship to ship something of the Complete
and crew to crew combat with Gamesmaster about this title. I
the rules of d20 in an was particularly reminded of the
apparently seamless fashion. From a hack Halls of the Dwarven Kings; a pleasant
and slash perspective this is also good reminder, I might add, which prompted me to
stuff. There's plenty for the fightingest dust off my old boxed set for a trip down
player to get their teeth into, and lots for memory lane. This is, I should say, down to
the GM to fall back on if their particular the artwork and general design direction of
player group like the rough-stuff. Peter Bradley, whose talents are, I can't help
Unfortunately for Adamant Games, I am the but feel, wasted with Troll Lords. All
remaining credit goes to Davis Chenault's
reviewer. I'll leave you to decide upon which
imagination. Note I say imagination, not
side your own stale ship's biscuit is
penmanship.
buttered.
I only wish I could say my Blacktooth Ridge
Art: 5/10. Some better than others. The experience was a good one. I wanted it to be. I
overall design is rather tacky, with a really really did! But this is bizarre stuff, with
horrible blue vignet throughout. Saved by a a certain visual and ideological charm tainted
magnificent array of ship illustrations and a by disastrous rhetoric and syntax so bad it
nice sumptuous cover. looks like someone set about it with a blunt
Resolution: 9/10. Easily readable. edged hatchet. A wonderful cavern system
Writing: 4/10. In most places, better than with some great cartography and artwork by
average. But why on Earth was this not the already mentioned artist Peter Bradley
proofread and/or spellchecked? A good lends some real tri-dimensionality to the
writer, let down by the editors. dungeon itself. There are ups and downs,
System Relevance: 9/10. Some grumbles ledges and gradients, stalagmites, stalagtites
from d20 experts suggest a few flaws and an uneveness you can almost feel
perhaps, but otherwise this is definitely d20 underfoot. Too many dungeon designers
approach their models as flat, multi-tiered
through and through. Might be worth
systems, with rooms and passages travelling
reading the RPG Now reviews if you're
on a straight plain and only deviating where
buying this for d20 rules alone. steps lead to upper or lower levels. Here the
Value for money: 5/10. Worth it if you like caves and tunnels truly inhabit the depths of
lots of war and fighting in your roleplay. the earth into which they have been
There's also something here for the d20 burrowed.
completist.
Overall: 6/10 But even Peter Bradley's talents cannot
[Su Hope] suppress the sheer naked incompetence of
the writing and editing. Sometimes a proper
proof read does wonders. Sometimes an
entire rewrite is necessary. The latter is true
of Back to Blacktooth Ridge, and for a serious
developer like Troll Lord, I'm astonished this
was even considered for release. It's that bad.
The mechanical flaws run as deep as the both developers and buyers can set the
sprained grammar, missing punctuation and standard, so self-regulation is only ever going
spelling mistakes. I found no clear indication to be based on individual or company
of how the player group would progress from integrity, and as we all know, nothing's fair in
level one to level two, for example, and love, war or business, not unless some kind of
assumed room 11 simply merged somehow authority imposes regulation. The
with room 12 (though no actual indication is distributors, to their credit, have done their
given beyond an obscure reference about best. We have a smart reviews system on both
retreating kobolds 'from above'). Several room the leading sites with buyers able to openly
references are innacurate, such as the kobold criticise any problems. But a public reviews
zombies guarding pups in area 11, when area system is open to abuse by the developers
11 is the shaman's treasury. If this kind of themselves. In my opinion, some kind of
thing occurred just once or twice, I could community regulated checkmark is required
forgive the author/editor team a momentary to set the tone. Perhaps something like the
lapse in concentration, but Blacktooth Ridge is feedback system of eBay, where buyers can
riddled with endemic errors and leave their comments and sellers are awarded
inconsistencies too numerous to mention pos or neg and appropriate stars in return,
litter the pages like rubble; the wrong module with an open, clear and publicly available link
title (Shades Beneath the Blacktooth) on the next to each title being sold leading to the
bottom of each page is one of the least feedback page. This would encourage
amusing. Typos, syntax boobs, repeated integrity and establish quality control, but
words, nonsense-text, the list goes on. one controlled by the gamers themselves.
Unfortunately, since her name is placed This, of course, would lead to fewer titles on
squarely in the credits for all to see, the blame the market as the chaff would soon be
must surely fall upon the editor, Nicole seperated from the wheat, and this in turn
Chenault, whose job it was to check through would lead to less profit for the One Bookshelf
the title before approving it for publication. project. But if, as Steve Weick says, the merger
But certainly, in a publishing effort where the is designed to encourage a strengthening and
main writers are so prevalent in their output, evolution of the pdf market, profits would be
the writer and co-developers, not least less important than principles.
Stephen Chenault, should also shoulder a
percentage of blame. In light of that suggestion, I'm afraid Back to
Blacktooth Ridge gets a neutral. I loved the
At the risk of fueling discord over what is, let's dungeon design. I loved the artwork, the
be honest, a one dollar title, let's just discuss maps and the Castles & Crusades setting is
the general state of the pdf roleplaying worth a look. But rough drafts as finished
market a moment, (*clambering onto products are not acceptable, as pdf
soapbox) because releases like this, no matter downloads any more than they are as books
how liliputian, are, in the future, going to in bookstores.
make or break the genre. White Wolf's own
Steve Weick claimed in our last issue that the Art: 8/10. Peter Bradley is a talented artist
merger between Drive thru and RPG Now was and lifts this title from the depths of utter
designed to encourage development of the drudgery. Would have got a 9 if not for some
RPG pdf market. This is commendable stuff, confusing aspects to the cartography.
but stands for nothing if the publishers Resolution: 7/10. Very small text makes it
themselves do nothing to bolster the effort. hard to read on screen, but ideal if you plan
Yes, the price of Back to Blacktooth is low, but to print your file.
does that mean a developer like Troll Lord Writing: 2/10. Good prose is let down in
should feel at liberty to tout rough drafts as spectacular fashion by one of the worst
finished products? Maybe the answer is quality proofreading jobs I've ever seen. The two
control at a distributor level, which entails a points are for imagination.
pre-check of each title listed before sale. System Relevance: 7/10. Set in a world
Maybe the answer is a price minimum, familiar to players of Castles & Crusades.
ensuring developers cannot fall back on the Value for money: 2/10. Should I let this title
poor excuse of low quality for low price. Drive off the hook because it sells for $1? In this
Thru used to impose this limit, by the way, developing market, no. Titles like Back to
but since One Bookshelf took its first tentative Blacktooth are more damaging than I think
steps have dropped the limit considerably. We their publishers know.
should expect some self-regulation by Overall: 4/10
developers themselves. But the market lacks a [David Sharrock]
solid community with a common forum where
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.
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
Terrible Bad Make Danger! and become one of the and in no time were
liked
many foursands who have already bought the book anties and then she got
and bitterly regretted doing so. her out and jiggled them!
iicked Britney on the
Available now at Drive Thru RPG throbbing by now. So I
Buy now! Click the link below was ver enis and put it in her
anyway otroking it up and down
http://rpg.drivethrustuff.com/catalog/product_info.php?ma
nufacturers_id=361&products_id=15865 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
Midwar is our regular column for players Only the elves know the true origins of the
and GMs using the Middlemist fantasy blade, which is now kept securely in the
campaign setting from Forever People. vaults beneath the library of Elúthastellithor.
Middlemist is now available as a one-off Big Meg file or as a series of smaller filesize eBooks. Get the core book free
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PEN & PAPERIS OUR NEW GAMERS SECTION PRESENTING A DIFFERENT MINI-GAME SYSTEM
EVERY MONTH. THIS TIME , DAVID SHARROCK, WYN F DAWKINS AND M ATTY RHEA PRESENT...
The Set
Set--up has the Black Dragons of Khrell and the
chaos warriors of Scavengar and the other
Rule over the land of Thurgaar is in dispute. player, or group, has the human mercenaries
The evil lord Scavengar, vying for the human of Thelinor and the Bright Dragons of
kingdom Thelinor, has enlisted the aid of the Browfath.
humans' most ancient enemy; the Black
Dragons of Khrell. The human queen, Next print, cut out and assemble the scenery
Maelindar, has been assassinated by a Black and distribute as stated below around a
Dragon rider and spiritual strength now ebbs tabletop space no wider than 20"x20" ideally.
from the land of Thelinor. Much of the The battle takes place in Thelinor pass, a
queen's own army have fled for southern mountainous canyon on the border between
lands, fearing death. Those who inhabit the Thelinor and Khrell. Print multiples of the
fields of north Thelinor expect swift mountain range images and line these along
annihilation at any moment. two opposing lengths of your game table.
They represent the edge of the battlefield.
Thus, a small band of mercenary humans, Allocate an open edge to both the Black
without a queen or an army, but intent on Dragons and the Bright Dragons and name
saving their farmsteads and villages each edge Thelinor or Khrell respectively.
nonetheless, have travelled to the far land of
Browfath and enlisted the help of strange Place the villages and farmsteads along the
allies. Thelinor edge of the table, within four inches
of the table's edge.
For centuries the Bright Dragons of
Browfath's borderlands have been enemies The object of Thelinor's player(s) is either to
of the Black Dragon scourge. Many years wipe out the invading force of Black Dragons
have passed since the Brights and the or break their moral, causing them to flee
humans fought together against their back across their own border. The object of
common enemy, but now the enemy is Khrell's player(s) is to destroy all villages and
returned in strength and
both must unite to save
their respective realms
from certain destruction.
The Basics
Dragon Raiders is a mini
tabletop wargame for
multiple players (minimum
2). Each player controls
one side of the table and a
hoard of miniature
combatants. The miniature
standies and scenery for
Dragon Raiders can be
found in this issue's Small
World. Print, cut them out
and assemble as shown.
Split your standies so one
player, or group of players,
farmsteads and/or get at least 10 black Build Your Armies
dragons across the border into Thelinor
(effectively moving them off the Thelinor Each side starts the game with 150 army
edge of the table). points. These are spent on game pieces
which you'll find in this issue's Small World:
No dragon or ground unit may cross the
mountains on either side of the pass. Any 1 Melee/Ranged Dragon = 25pts
Bright Dragons or Thelinor ground units 1 Melee/Ranged Wizard Unit = 25pts
moving off the Khrell side of the table are 1 Melee Ground Unit = 5pts
considered captured and effectively removed 1 Melee Cavalry Unit = 10pts
from play. 1 Melee/Ranged Archery Unit = 3pts
1 Melee/Ranged Seige Engine = 50pts
The Battlefield 1 Ranged Cannon = 35pts
1 Ranged Catapult = 20pts
Your battlefield is set up as follws. The
Thelinor player(s) begin by building their Stats and Using Stats
side of the table, which should be
approximately half the table on the Thelinor All units have the following stats:
side. The Thelinor group start with 50
scenery points and must spend those points STR (Strength)
on the scenery as listed below. DEX (Dexterity)
DEF (Defence)
A river can be included but must have at HPs (Hit Points)
least two bridges. The river can run across Range (range of fire)
the full width of the pass if all players agree ATTKs (Attacks per round)
to this. Hedgerows should be placed to MOV (Type of Movement)
create fields no smaller than 3x3 inches. Any
field thus created must have at least one In melee combat (any type of melee unit,
farmstead or village inside. Farmsteads and dragon or engine vs another type of melee
villages may also be free standing, without unit, dragon or engine where hand to
fields. Stonewalls may be placed end to end hand/claw to claw/engine to sword combat
(straight line or angled up to 90 degrees), takes place) STR is matched against DEF.
but must otherwise be at least 4 inches away Both sides roll 1d6 and add the number to
from one another. The same applies to their respective stats. The higher total wins.
reinforced walls. Villages must be at least 5 The loser deducts 1HP from their unit. At
inches apart and farmsteads must be at least zero HPs the unit is spent (all soldiers killed)
6 inches apart. Villages and farmsteads may and removed from play. Units capable of
be placed anywhere within the 4 inches at more than one attack per round may roll
the edge of the game table on the Thelinor 2d6. Note: ranged units with no melee
side. capability, such as the catapult or the
cannon, cannot fight back. If they win the
River section = 20 pts roll the attacking unit does not suffer a HP
River section with Bridge = 25 pts loss.
1 lngth hedgerow = 1pt
1 lngth stone wall = 3pts In ranged combat (any type of ranged unit
1 lngth reinforced wall = 5pts firing upon another unit) DEX is matched
1 village (minimum 1 req.) = 20pts against DEF. Both sides roll 1d6 and add the
1 farmstead (minumum 1 req.) = 3pts number to their respective stats. The higher
1 castle = 35pts roll wins. If the target loses, they deduct
1 woodland = 5pts per scenery section 1HP. If the firing unit loses, there is no
1 forest = 10pts per scenery section penalty.
After the Thelinor player(s) have placed their Melee combat takes place when two units
scenery, the Khrell player(s) do the same on are moved next to each other. Each unit has
their side of the table. An imaginary central four sides and attacks may occur on each
line should divide the table in half and this is side, though the attacks take place
considered the border. If a dispute occurs, a seperately and do not stack.
real line should be fashioned using string.
Dragons may move on the ground or in the
air, leaving them free to ignore restrictions the pieces counts as a turn.
imposed by scenery. Ground units must
move on the ground and all scenery Once the Khrell player has had at least 4
impositions apply. Seige weapons like the turns, their ground units arrive. At this point
catapult and cannon cannot move through or they may move their dragons and distribute
over scenery. The seige engine, a huge tank the ground units along their edge of the
like machine, can crash through hedgerows, table. Doing so counts as one turn. They
woods, forests and stonewalls without a may move their troops in the next turn.
movement restriction, but cannot move
through reinforced stone walls, villages or Rounds
farmsteads.
Rounds go as follows:
Range restricts the distance a unit may fire Movement - the player moves, starting with
their ranged weapon. Dragons shoot flame the Khrell player who distributes his dragons
from their mouths and two riders on their primarily. The Thelinor player distributes his
back shoot two arrows per round. This units and dragons, then the Khrell player
amounts to three attacks per round, or 3d6 makes his first move.
added to DEX vs the targets DEF. If the Magic/archery - all ranged attacks and
player wishes, they may distribute the 3d6 magic casting takes place.
among different targets, adding only 1 or Melee - any touching units fight.
2d6 to DEX. The first 2 HP damage are taken Retreat - any unit wishing to retreat may do
by the riders who are killed, removing 2d6 so at a loss of 1d6 HPs. Only a defending
from the attack. player may do this and his unit must move in
the opposite direction from the attacking
Archery units can only fire at targets on the unit.
other side of walls. They cannot fire through
or at villages, farmsteads or other scenery. Magic Spells
Melee units can meet on each side of a stone
Both sides have access to magic users. Only
wall to fight. Melee units other than the
one unit of magic user per side may cast a
dragons, catapult or cannon cannot attack
spell in any one round.
villages or farmsteads.
Fireball - causes 2HP damage. Target must
Dragons in close proximity (touching edges)
be within range. Treat as ranged attack.
to an enemy unit, village or farmstead may
Booster - fired at a friendly unit within the
attack with their fiery breath (ranged) and
magic unit's range. The friendly unit gets a
teeth and claws (melee), giving them 2
+1d6 boost to their DEF for the next round
attacks per round. The 2d6 are added to DEX
only. Can be cast on self.
and STR respectively, with each total being
Dragon Repel - causes a dragon within
compared seperately against the same DEF
range to retreat automatically in his player's
score of the enemy.
next retreat round. Treat as a combat spell,
using DEX.
Order of Play Crumble - causes 1HP damage to structures
such as village or farmstead. Causes 1
The Bright Dragons and the Black Dragons length of stone wall or hedgerow to collapse
start the game together. Both players or (removed from play). Doesn't work against
groups position their dragons along the reinforced walls. Treat as a ranged attack.
edge on their respective sides of the table. Storm - spans the whole battlefield. Causes
Dragons hold two dragon riders which can six random lightning bolts which deduct
fire a maximum 2 arrows down upon the 6HPs from up to 6 enemy units or buildings.
enemy during a round. If a dragon takes a Attacking player decides which. Costs his
hit, the riders count as the first two hit point wizard unit 1d6 HPs to cast.
losses (they are killed), all subsequent losses Speed - gives a boost of double movement
taken from the dragon itself. rate to friendly unit. Can be cast on self.
Target must be within range.
Ground units on the Thelinor side also enter Wall of Fire - sets one length of hedgerow
the battlefield at the beginning of the game, permanently on fire for duration of enemy's
having emerged from the villages and next turn, making it impassable for ground
farmsteads. The Thelinor player(s) now units during this time. Wizard unit must be
distribute the ground units along the edge of touching hedgerow.
the table on their side and move forward
accordingly in their next turn. Distributing
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'Tis the season to be jolly, drink lots, eat lots and save the world from certain doom. In the spirit of
all that, here's a special festive, one off adventure scenario for you to play prior to, or even on, the
big day. This is very much a tongue-in-cheek fantasy outing, not to be taken too seriously...
Written by David Sharrock, based on an idea by Suzanna Hope
Before I begin, I would first like to thank We will be sending higher resolution,
everybody who downloaded and supported our enscribed award images to all the winners
products during the past year, but also all the who may display the images freely on any
regular readers of Wyvern who have helped to future pdf or published work they produce,
keep the eZine free and our writers motivated. on websites, on promotional material and
on stationary.
Our first award is the
Forever People Guild I would also like to commend Drive Thru
of Master Craftsmen RPG and RPG Now for their continuing
Award for our in-house efforts to drive the pdf role-playing market
Wilderness Encounters forward in an intelligent and principalled
projects and goes to way.
writer Steve Dean and
artist Wyn F Dawkins. Penultimately I would like to give my
Between them, Steve heartfelt thanks to the following people,
and Wyn have created without whom the last five issues of Wyvern
an exceptional series would not have been possible:
of titles.
Matty Rhea, for his dedication, hard work
Our second and last in- and sense of humour; Wyn F Dawkins for
house award is the his tireless efforts and motivating emails;
Forever People Master Su Hope for impressing herself on
Maker Meritorious sponsors and interview subjects; Nick
Achievement Award Davis for his d20 advice and occassional
of the Year and it goes submissions; Peter Szabo Gabor for his
to Steve Dean for all his artwork and efforts on Middlemist;
hard work, both in Catherine Badjan for her everlasting
producing written work support, Ian Pirrie for his inspiring mind
for Wyvern, by way of congratulations for his and friendship and Kenneth Smith, Susan
published works and, of course, his efforts on Andersen and Terry Cooper for their
other Forever People projects. Thankyou Steve! tremendous efforts in Novermber and
December on ongoing Forever People
This year's Happy projects.
Dwarf Creative
Achievement Award Lastly, I would like to wish all readers a very
for a reviewed merry Christmas and a happy new year
roleplaying product and I look forward to seeing you all in the
goes to Beyond Belief first 2007 issue of Wyvern!
Games for their highly
original game Tales WOULD YOU LIKE TO BE ELIGIBLE FOR AN AWARD? WE
ARE ALWAYS LOOKING FOR NEW, TALENTED WRITERS
From the Wood. Not
AND ARTISTS WHO WOULD LIKE EXPOSURE THROUGH
only was this title one
OUR SMALL PRESS TITLES AND/OR OUR EZINE
of our favourite PUBLICATIONS. ALTERNATIVELY, IF YOU WOULD LIKE TO
reviewed products of SUBMIT YOUR PRODUCT FOR REVIEW, ANY ITEM WE
2006, but we believe RATE IN BROKEN CHEST IS AUTOMATICALLY ENTERED
Beyond Belief are one of the few small press INTO THE HAPPY DWARF CREATIVE ACHIEVEMENT
developers actively attempting to garner the AWARD AT THE END OF THE CALENDAR YEAR.
interest of younger players, for which they CONTACT balrogsbane@foreverpeoplerpg.com FOR
should be commended. Congratulations BBG! MORE INFORMATION.
Steve Dean continues our guide to alternative starting points for new games
Wide and stout across the base, the tower The pair of you
has stood every test of nature, war and decide to travel
magic. Behind its thin arrow slits, a yellow together, and
light burns, dull and flickering, as if lit by a the next day
single fire. you are riding
along the trail
Many adventurers have stumbled from the when you hear
trees and looked upon the tower, many have the sound of
fallen upon the cold steps leading up to the galloping horses
thick oak door. And many would have died, if to the rear. You
notf ort hetower ’stwooccupant s. pull to the side
of the trail,
The druid Varque and his friend Hamelo have loosening your
dwelt in the tower these past few decades, weapons. Two
driven here by a need for solace and quiet. leather clad
Unfortunately, their time here is often figures come
disturbed by the banging of the iron into view, their
knocker, or the shouting of raucous voices. horses lathered
and breathing
Of course they help, they always do. All heavily. They
those injured are welcomed in and given the slow when they
best attention. Every year, at least one seeyoubutdon’ tst
op,eachoft
hem
adventurer has been saved . readying their own weapons.
They demand nothing for their time and Your new friend greets the pair as they pass,
knowledge, but sometimes accept shout i
ngaf tert hem,“ What ’sther ush? ”
interesting gifts if their donors insist. The last of the two riders turns his head and
repli
es.“ Thet oweri sbesi eged!”Then
Many adventurers now regularly pass this disappears into the distance. The two of you
way when heading to the forest, bringing exchange glances. There is only one tower
food and wine and other items not easily around here as far as you know. The lonely
found in this area. tower. Varque and Hamelo are in trouble!
Hamel ocansensehi sf ri
end’ sl i
feforce,so
knows he is still alive, and can even lead the
party to the other druid. He cannot tell them
where they are going, only in which direction
their destination lies (directly into the forest).
The party will need to take Hamelo with
them to act as guide. However, Hamelo died
when he was pushed out of a window by one
of the orcs. He landed on a wagon, and his
life blood leaked onto a large cartwheel, and
it is to this that his life force is now bound.
Thus the party must take the wheel with
them wherever they go if Hamelo's orc-
inhabiting spirit is to assist.
GPT: It is moving along very well - I GPT: My role playing goes back to the days when it was
have just got hold of a copy of the just being invented. I was a sort of punk/goth as a kid
script and it is amazing. Once I sold the and loved the whole thing. I used to play in the local
rights - I basically sold everything to graveyard and it was very much Dungeons and Dragons. I
them. It's good to let something go and like the idea of the name Shadowmancer being used for
let others develop it. A bit like a role game playing.
play game, someone comes up with an
original concept, but it is only when the Wyvern: Shadowmancer, Wormwood and Tersias -
game is played that people get the full http://www.tersias.co.uk/ - your latest novel, are all set in a
blessing of it. supernatural Dickensian England. Is this period close to
your heart?
Check it out here
http://www.movieweb.com/news/58/3258.php GPT: Very much so - I would love to live there. I would
And find updates here love to live somewhere [where] the barriers between the
http://www.shadowmancermovie.com/ worlds have drawn close and things pollute from one side
to the other. That would be an experience.
http://www.amazon.com/Tersias-Oracle-G-P-Taylor/dp/0399242589/sr=8-
1/qid=1166618704/ref=pd_bbs_sr_1/002-1230351-1929636?ie=UTF8&s=books
Last Issue
crossword
ACROSS
1. Man orc
4. Ghast
7. Tyr PRIZE GIVEAWAY
8. Valar
9. Dice
11. Jetsam It's Christmas, so we
2 & 22 Across not
13. Ladled NEXT ISSUE thought it only fitting that a fantasy but
17. Tars we give away something worlds with more
19. Grail The New Year is upon us! really special. Thus, this than one tree (6)
20. TNT 3. Out of luck it
month there is only one
21. Thrud Science-ology means a bag of
22. Sinbad prize to win, and it's pretty
stuff (3)
darned special! 4. Profit and
DOWN Wyn F Dawkins studies the
entangle for a fish
1. Mithril Shirt realities of terraforming. Just A signed copy of Tersias, supper (3)
2. Nerd how possible will
3. Coven author G.P. Taylor's 5. Bovine on a
terraforming be and how can leash wore a hood
4. Gold you include this intriguing atmospheric fantasy
(6).
5. Arrows concept in your crunchy sci-fi thriller set in old London
7. Sack a dwarf's
6. Trans- campaign. town. Taylor is best known best friend (3)
mutated. for previous releases 8. Upset the end
10. Idol
12. Thor
Kid Marvel Wormwood and roll for a bookish
Shadowmancer. type without the
14. Dagger
15. Atlas
A superhero adventure with a LOL! (4)
difference, designed for use 12. Medieval tax
16. Bard "Wormwood is breathtaking on a horse's
18. Stab with the Squadron UK game
in scope. An extraordinary To win, simply solve the handicap (6)
system.
Riddle achievement told by a following riddle: 13. Eras tainted
Alter-fight master story teller. The Answers as ever to with the plague (6)
The £20 worth book is quite simply balrogsbane@foreverpeoplerpg.com 15. Living in sin at
of pdf giveaway Pen & Paper returns with marvellous" taverns with
connundrum - Guardian rooms to rent (4)
some alternative and easy to FOR ONE THING, I AM
was solved by 16. A gang of
use combat systems for GMs WIDE . FIRST AND
Eric Nail - the actors tell of a
and players who just want to "Shadowmancer unfolds at a FOREMOST, I AM A stone fort (6)
answer being
that most get straight into the action! vivid and breathless pace." - BROTHER. ADDITION IS MY 17. Kid Rock's wife
archetypal of Observer walks backwards
NEXT BEST THING, THEN
fantasy writers, PLUS MORE FROM: and traces her
THE SHARP BITING BLADE .
Conan creator "A compelling and dark steps (3)
Robert E HOOKED edged fantasy, highly IT MAY SOUND A BIT 20. Santa's little
Howard, of recommended" BACKWARDS, BUT A DARK helper might be
course.
BLACK SQUID Legolas (3)
- Independent ELF MEETS AN END AFTER
However, Eric, A MEETING WITH THE 21. First of a great
we didn't get DAEMON comic exclaiming
BOARD.
your address to DISSENTER in pain! (3)
send the CD
containing the
MIDWAR ACROSS 18. A pearl of a
pdfs. Please get 1. First a bird, game, and takes
in touch!! BEASTLY then a token just a second
BEHAVIOUR without the lie (1,1,1,1)
The bogus BROKEN CHEST for a fantasy icon 19. Green
Pokemon was (1,1,1,7) skinned and
Blobosaur. SMALL WORLD 6. Water for a awkward at the
Enjoy the book spaniard under start (3)
Jamie Philips BAZAAR the shade and 20. Fleeing
from Cardiff! engraving with reality and
Plus more prizes, giveaways, acid (8) getting drunk on
offers, treats and outstanding 9. Short of fantasy (8)
articles from some of Forever wisdom in a d20 22. White Dwarf
Peopl e’sbestwr iter
s. game (3) barbarian (5)
10. Bury the 22 & 2 down. To
We appreciate your bomb will be a rent fog with an
continuing support and look matter of tea (4) absent mind (9)
forward to seeing you in the 11. Sounds like
new year! the wheat on DOWN
horseback (4) 1. That bird
14. Angry beast again is ejected
scarier than most for one who
in Dungeons & duels (7)
Dragons (4)
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