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Tabletop roleplaying game monthly showcasing new products and Kickstarter campaigns. From Forever People Digital Press.
Citation preview
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This eZine is, more or less, a brazen method for us to
promote our latest titles and share with the RPG
community some of the cool stuff we're excited to be
working on right now and some of the projects our friends
and friends of friends have going on. We don't anticipate
shattering any boundaries or promise anything particularly
ground breaking in these pages, what we do hope to do is
give our fans and the folks who play our stuff some heads
up on future projects, some insights into the things we
already offer and, of course, coupons and discounts on our
titles (and possibly titles from our friends as well). All for
free and maybe more will emerge as we get comfortable
with the ezine format.
In the meantime, many thanks for downloading and I hope
you enjoy this first issue!
- DS
Forever Folio Issue 1, May 2015
© Forever People Digital Press, all rights reserved 2015
Graphic Design: David Sharrock
Written and produced by: David Sharrock, Wyn F
Dawkins, Sue Llewelyn.
Cover Art: Yarnia, world map from the Wyrd title Age of
Thaw, by David Sharrock
Art Credits: David Sharrock, Mark Hultgren
Thanks to: Dan Davenport and the chatters at #RPGNet
www.foreverpeople.co.uk
If you redistribute or share this electronic product please ensure
you do so for non-profit purposes and that no part of this PDF is
in any way altered from its original format and that all contents
in their entirety are included.
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New reduced price of just $4.98, available to download now at Drive Thru RPG
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Focus on FP's epic fantasy/horror system and
setting and an interview with the author.
An awesome Kickstarter project. FP looks
into Chris Raney and Zachary Amundson's
motion picture proposal
THE DWARVES OF DEMREL
Forever People's chilling new RPG ' a horror
experience unlike anything you've tried before'
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The Unsung Weave is a complete
campaign for your Wyrd game,
serialised from start to finish only in
Forever Folio.
Mazes, Maps & Monsters is a
serialised roleplaying game for a
younger audience. Humour, high
adventure and Lego. Introduce
your kids to the tabletop hobby!
Begins on page #
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Forever People's flagship roleplaying system and
setting, Wyrd is a genre-busting epic RPG, four years
in the making and, we believe, one of the most unique
roleplaying experiences available to the modern
gamer community.
The following annotated transcript is from the
#RPGNet Q&A session with author David Sharrock.
The full log can be found here
Dan: What would be the easiest way to break down the setting
a bit?
DS: The setting: this is going to be hard to explain in a sentence
because it‟s pretty vast. I suppose I‟ve taken the classic method
by starting with a mythology then building from there, up to the
present day, which is when the Age of Thaw setting is based and
where the game takes place.
Xyphoid: what do PCs do in this game? what‟s a „standard
adventure‟ look like?
DS: Well, to begin with PCs are not human. There are no
humans. The principle race are the wyrmen, humanoid but born
of a mixture of divine seed and oak.
Silverlion: Why do they not have noses in the cover art?
DS: the sensory organs of the wyrman are vision and most of
the rest of his interaction with his environment comes through
his „gia‟, a kind of fleshy hood that frames his head. The eyes are
literally windows into his soul, which is why they glow with a
divine light.
Silverlion: That‟s very different. I don‟t see a hood in the art?
DS: It looks different depending on the race. There are several
offshoots of the wyrman, including the Elkenwyr who are probably
more like Ents than anything else. Wyr-women are more
humanoid than the males. The image on the front of the
System/Setting book is of a Vanyirborn, which is an immortal
daughter of the gods, so she also looks a little different. Elkenwyr
are tall (12ft) powerful with bark-like flesh and long thin limbs.
Their faces are more elk like than anything and their gia extend
outward as antlers. They have the ability to generate plasma
between the antlers, which they can fire as a ranged weapon.
Dan: So tell me about the system, what is it like,
is it skill based?
DS: The system is skill based but uses a method
of multi-dice rolls which I don‟t think many
gamers will be used to. I‟ve tried to create
something unique.
Janus: What sort of multi-dice system?
DS: Rather than rolling dice aiming for a value,
there‟s a kind of binary system. So you might roll
a bunch of dice and you‟re aiming to roll
instances of (1) in order to succeed. The more
1's you roll, the more you succeed. All other
numbers are fails.
Janus: On how many sided die? d6? d10? d4?
DS: all the polygons. The number of sides on the
dice indicate the probability of success. So if you
possess high skill levels in a certain attribute,
you‟ll roll low polygons, d4 or d6,
Janus: so, if I had a 10 skill level, I would likely
rill 10d6 looking for as many 1‟s as I can get,
right?
DS: Right. The attributes are broken down into
Core Characteristics to give a base value
(number of dice in the roll) and then individual
skill sets belong to the parent Core
Characteristics (I called them Active Abilities
because they‟re actively used). The number of
dice is informed by the basic ability then
increased by focused skills. If a task is difficult the
GM can increase the polygons. If it‟s easy,
decrease them. The aim is to get as many
instances of (1) on any given roll. This allows
players to roll sometimes stupidly large handfuls
of dice without requiring a calculator.
Dan: So attribute = number of dice, skill = size
of dice?
DS: No, the number of dice is informed by the
value of the Core Characteristic + Active Ability,
then the polygons are increased or decreased
depending on certain factors.
Dan: Oh! Okay. And what die type is the
default?
DS: So the base dice are d6. There are four
levels of difficulty called Difficulty Dice (DD for
short) and the number is either 1,2,3 or 4
depending on how hard the task is. So DD1
changes the dice to d8, DD2 changes them to
d10, DD3 to d12 and DD4 to d20. Evident Ease
reduces difficulty. Difficulty Dice swaps all the
dice but Evident Ease swaps only a number of
dice with d4.
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Dan (examining the character sheets): Interesting
breakdown of the Core Characteristics. Now, I see
you have a detailed breakdown of where equipment is
carried. Wow… Right down to the rings on individual
fingers, no less! What was your thinking there?
DS: Equipment plays a major role. I‟ve tried to
embrace some of the more modern aspects of
MMORPGs as well as the old school tabletop classics.
Gear and the acquisition of shiny stuff is a large part of
the game and a large part of what turns a character
into an epic hero. There‟s no real levelling up system,
other than improvements in skill sets and combat
abilities. This was a risk because I know a lot of gamers
don‟t like the idea of mixing computer or online RPG
with tabletop.
Dan: Speaking of equipment, can you say a bit about
the tech level of the setting? What‟s the steampunk
aspect?
DS: The tech level differs depending on the location.
There are several civilisations, interspersed with
„badlands‟. There‟s steampunk, medieval, classic fantasy,
Victoriana, something akin to ancient Rome – tech
ranges from swords/sorcery to missiles and firearms.
Gunpowder has been invented/discovered. The use of
tech depends largely on the religious belief of the
nation in question. In the north where steampunk is
the theme, there‟s a monotheistic cult akin to
Christianity who abhor all forms of magic (in fact magic
is outlawed), giving rise to tech in its place.
Maxmahem: what is the magnitude of the typical die
pool?
DS: The number of dice can get crazy. In playtests I
think the most rolled were thirty at one go.
Xyphoid: what do PCs do in this game? what‟s a
„standard adventure‟ look like?
DS: I‟ve tried to produce enough detail that a group
can pretty much take on the setting as they like,
exploring freely or focusing on rumours. The choice of
character class (Creeds) will decide what the group do
for the most part. Whether they act as mercenaries or
explorers, travelling gentry or diplomats. The options
are pretty much endless
Dan: What prevents the higher-tech civilizations from
running over the lower-tech ones? Is magic a sufficient
check on technology, and do any civilizations use both?
DS: Yes, magic prevents technological supremacy. The
polytheistic cults have outlawed technology. Firearms
are considered an affront to the naturalistic ideologies
of those civilisations. The monotheists consider magic
in the same way. So there‟s a real schism between old
world and new world.
Dan: So how advanced is the tech in the high-tech
civilizations? Is it equivalent to stereotypical Victorian
steampunk, with zeppelins, ironclad ships, cartridge
ammo, etc.?
Meduselah, an immortal Elgan daemon
The Irgin Crone, a Fell construct made by Gungin,
the spirit of Chaos and lord of the Gungin Gap.
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DS: I‟ve tried to avoid stereotypes. The steampunk is
very much mixed up with the fantasy. Steamtech and
electratech (electricity – very much frowned upon by
magic users) is born in a sort of hotbed vertical high rise
city called Stratum. The entire city is like a giant steam
based power generator. There are no zeppelins but
there are giant tortoises which carry village-sized
gondoliers on their backs. It‟s the main form of transport
after the railway.
Dan: Slow and steady?
DS: Given their size, what they lack in speed they make
up for in stride. And if your transport is attacked it just
hides in its shell until the peril is passed.
Dan: I‟m afraid to ask what would attack a town-sized
tortoise.
DS: A perfect opportunity to introduce the Wyrd
Pandemonium (the setting bestiary). [A link is provided
to the Wyrd Pandemonium and pictures of some of the
monsters therein].
Dan: Those are some seriously freaky beasties. Fantastic
artwork, by the way. The only drawback is that there is
no way I could describe those things to my players. “You
see a… Well, it looks like a… Oh, dammit, HERE.”
*shows picture*
DS: Each entry in the bestiary comes with a picture and
a description to read aloud too.
BlasterKyubey210: Yea, though honestly, showing
your players a picture feels like a minor irritation so it‟s
nice that each entry has a picture and a description.
Dan: I see the words “Fell” and “Fae” there. Can you
explain what they mean in this context?
DS: Sure. The Fell are the spawn of Gungin, the spirit of
chaos. As a result of events that are a bit long winded to
cover in one sentence, Gungin has broken into the
corporeal world through a rift called the Gungin Gap.
The Fell are what come crawling out of that. They have
their own city, which kind of festers on the edges of the
gap. The fae are the indigenous (but no less bizarre)
lifeforms of the setting world, Yarnia.
Dan: A city of chaos-spawn? I suspect poor urban
planning.
DS: Very poor, though it has a weird symbiotic
relationship with the neighbouring wyrman civilisation
who have done their best to introduce some municiple
aspects. Luckily Fell don‟t generate sewage.
Dan: So, I have a bit of a general question… It seems
like Wyrd would have a similar issue to that with other
strange, detailed settings, such as Mechanical Dream and
Talislanta: namely, having players feeling lost and GMs
unsure of what to do. Any thoughts on the subject?
DS: Yes. The previous question about adventures is
addressed more in the books I haven‟t released yet (the
Overmaster's Companion), which tackles this more.
Players acquire more of a structured method of play
with a list of rumours to investigate, each rumour a
plot hook to a one session adventure which provides
some linear structure. The wyrmen are also a lot more
humanoid than alien in feel once you start playing them.
Players tend to forget the unusual visual aspects and
adopt regular character personalities.
Willows: From the art it seems like wyrmen are
basically just people without noses. Why make them
not-people at all?
DS: I‟ve tried to create something a little different.
There are a lot of games where humans take the
central role. I wanted to try something where humans
were actually unusual, if not omitted altogether,
without presenting something overtly alien that players
couldn‟t relate to.
Dan: But does it help with what looks like a steep
learning curve regarding the setting as a whole?
DS: A fair question. I‟ve tried to present the setting as
something that most gamers will find familiar to some
extent but with unusual aspects. I‟ve marketed the
game as something for experienced players who fancy
trying something outside their comfort zone for this
reason.
Dan: To be clear, I‟m certainly not criticising the game
for being strange. That‟s a big part of the appeal, as I
see it. It just seems like strange, unique settings are a
bit of a double-edged sword.
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DS: I‟m happy to field any viewpoints, critical or non
critical and I agree very much with that. However, I also
feel there‟s a lot of material out there and as a game
designer I feel a certain responsibility to keep what I do
fresh and interesting. RPG has a tendency to get stuck
in the mud sometimes. I get what you mean though,
expecting players to take on something completely new.
It can be daunting.
Dan: So in terms of the bestiary, for example, can you
give a rough percentage of the familiar to the unfamiliar,
assuming there‟s any of the former at all? Are there
dragons, goblins, etc., for example?
DS: For traditionalist gamers there‟s certainly the
familiar. You might say orcs are there, and goblins, in
different guises and sub-races. The type of creature is
less important than the way they behave. Some of the
behaviour patterns of the creatures, particularly those
that come from other planes, can be very bizarre. The
Naderfell are similar to dragons, in that there‟s a limited
amount of them, they‟re all named and extremely
powerful. They resemble dragons in some ways, and
have the seem feel about them. There‟s also certain
familiarities with MMORPGs. Fell, for example, revert
to the raw stuff of chaos when they‟re killed. These
chaos stones are then routinely traded and can be used
to create magical effects or energy.
Dan: Heh. That‟s rather clever.
DS: Players can spend their entire game, if they like,
grinding through Fell, then use what they collect to
generate wealth and gear.
Dan: Speaking of magic, what form(s) does it take, and
how powerful is it?
DS: Magic is a major aspect after equipment. Sorcery vs
technology is an important dynamic. There are
numerous schools of magic but all of them are based in
the use of runes. All characters can cast magic, but only
trained magic users can specify schools and get access
to the longest lists of spells. Geomancers, for example,
work with runestones, drawing magical energy from an
enormous mystical stone that stands at the heart of
their school (literally a school of magic). Wytches cast
elemental magic and Wythians use druidic magic,
standing stone portals and magic more familiar to the
D&D style.
Dan: What (if any) limiters are on magic? Is this a
magic point system, for example?
DS: The magic casting system is based on the same
multi-dice method. Dice, in this instance, represent
runes. Runestrings are determined using a set system,
or a reference given in the spell description, then
players roll a bunch of dice and attempt to match the
string. Nudges are awarded based on magical ability,
allowing the rolled dice to be changed so they can be
„forced‟ to match the runestring. There are also
magic points in the form of magical energy. A typical
manna system which prevents magic users from
becoming all powerful. Magical energy is either gained
through religion or, more easily, by converting chaos
stones collected from dead Fell.
Dan: Hmm. So all secular magic is dependent upon
slaying Fell creatures?
DS: Yes. Which, as you can imagine, puts the Fell in a
rather tenuous position. Luckily, when they die, they
merely „respawn‟ from the Gungin Gap. Over
harvesting is a problem though and as the chaos
stones tend to be a major form of currency in the
setting the wyrmen have lots of checks in place to
prevent over harvesting.
Warcabbit: That really doesn‟t sound like a system
that can have any potential drawbacks, ethically.
DS: Fell aren‟t considered equal by the wyrmen so
ethics don‟t matter. The Fell probably have their own
opinion
Warcabbit: Wait, do they respawn as themselves
or as new people?
BlasterKyubey210: Yea, how do Fell Souls work?
DS: Fell don‟t have their own souls. They are small
chips of the soul of Gungin, the spirit of chaos, and
represent a kind of blasphemy against nature by their
very existence in the universe, especially on Yarnia
which is considered the „cradle of creation‟ and
divine by right...
Jeffszusz: can you play as the Fell?
Dan: Only if there‟s not a secular wizard in the
party, apparently! “I need some more juice for this
spell. Sorry, Hank…”
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DS: You could, but you wouldn‟t last long unless all
players were Fell. As Dan said, Fell are an endangered
species, despite being (in real terms) immortal.
Warcabbit: Right, but do they respawn, or re-spawn?
As in, do they come back to life, or are you actually
offing the Fell and a new Fell is born?
DS: Some respawn as themselves. If Gungin decides the
Fell creature didn‟t work the first time around he might
produce something a bit different. There is the
infamous case in Gungingeth (city of the Fell) where a
Shabble warlord purposely recaptures the same Orflin
every time it respawns, then tortures and kills it for the
entertainment of the masses.
BlasterKyubey210: Ah but beyond that, anything can
happen when a Fell gets offed (temporary)
DS: Yes. If Gungin decides to create something new
and hellish for the mere fun of it he will. This makes for
a very flexible bestiary, potentially.
Dan: Gungin sounds a bit like Abhoth.
BlasterKyubey210: Yea… thus there are several
“Unidentified Fell” species running around thanks to
that in the mix. At least theorectically.
DS: Fell stones are also varied in their power. If you
slay a major Fell, like a Naderfell (equivalent of most
campaign dragons) you‟re looking at a lifetime of wealth
and magical energy. But then again, everyone is trying to
kill the big ones and few succeed. It‟s a form of
Darwin‟s Law.
Dan: heh
BlasterKyubey210: So on the matter of the
Unidentified Fell, any examples in the lore/stories
assosiated iwth the UFs?
DS: Unidentified Fell lore exists, certainly. There are
examples in the existing bestiary. Some pretty horrific
stuff wanders about on the northern banks of the
Gungin Gap. The city on the southern side tends to
monitor carefully what crawls out and if it‟s too hideous
they send it north. Even a city of pure chaos has to have
some standards.
Dan: *Chuckles* that's funny. “Okay, I don‟t like to
judge, but… that‟s just too many damn pseudopods.”
How would you describe the morality of the setting?
Black and white? Shades of gray?
DS: Morality is.. unique. Actually, theology is a massive
theme and one that led to plenty of discussion in play
tests (to my delight). I should also add that there‟s a
morality system, which rewards characters who play to
type.
BlasterKyubey210: Essentially, the answer of Morality
is “Good question”. or alternately “Covers the full
spectrum, including Blue and Orange”.
The Gungin Gap and the chaotic city of Gungingeth festering
on the southern (left of the picture) edge of the chasm.
From this rift in the reality of the corporeal plane crawl
forth the Fell horrors of Gungin's imagination. Central to
the Gap, rising into the stratosphere of Yarnia's sky is the
shaft of Yrmynsyl, all that now
remains of the fabled World Tree.
Dan: How about the level of action in the game? Would
you describe it as gritty? Cinematic?
DS: Action depends on the player group. I played with two
groups in playtests. One chose to play as Soul Reapers,
essentially mercenaries who spend their lives hunting Fell
and trading fell stones. That game was crazy. The other
group delved more into the cults, magic and travelled a lot.
They saw a lot more of the world and killed a lot less of it.
Dan: Well, I was thinking more in terms of what the system
supports rather than playstyle. Like, by default, how deadly
is combat?
DS: It doesn‟t really support any specific style, was my
point. Combat, for example, is reliant on the players
choosing their foes carefully. If they head out to the north
side of Gungingeth they‟re „gonna have a bad time‟ but
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if they take their time to establish how the world
works and what foes are within their capabilities they
can survive.
Dan: Ah, I see. So in what remains of “regular” time,
is there anything we haven‟t covered that you‟d like to
bring up?
DS: Sure. My website is: www.foreverpeople.co.uk
and if anyone wants to find out more about Wyrd and
about the things I have planned for Forever People
this year they are most welcome there. And a
reminder that the free system/setting for Wyrd is
here [see links to the right]. And just want to say
thanks for giving me the opportunity to talk about my
favourite subject (as in RPGs) and to meet some new
folks.
Dan: Absolutely, David! And please know that you
are always welcome to do so here.
#RPGNet, once the official chat room for
www.RPG.net, is now registered with Dan
Davenport who runs regular Q&A sessions
covering new releases and also moderates
general chat. The chatroom is here and a
schedule of upcoming Q&As with game
developers can be found here.
EXPLORE WYRD
The official product page on Forever People website
Free 'Wyrd Lite', System & Setting PDF. Download it
now. Everything you need to run a basic game.
Wyrd System & Setting full version
Wyrd Pandemonium (the Wyrd bestiary)
Chronicles of Yarnia 1 - The Age of Thaw (setting)
Visit the Forever People website and sign up for our
newsletter for details on future Wyrd releases including
an extensive campaign The Unsung Weave and the
GM's essential guide, The Overmaster's
Companion.
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In order to run this campaign successfully the
GM will also need the essential Wyrd
rulebooks including System & Setting, The
Wyrd Pandemonium and the first of the Wyrd
gazeteers: Chronicles of Yarnia 1 - Ereth in the
Age of Thaw.
PLAYER INTRODUCTION
The player group are assumed to be new to the
Wyrd setting and are also assumed to be playing
newly rolled characters, fresh from their respective
places of origin and seeking an itinerant lifestyle and
the mutual help of similar individuals.
At some point on the road the group have met and
a serialised adventure campaign for
the wyrd setting and elderune
multi-dice roleplaying system.
AUTHOR'S INTRODUCTION
Four years ago I began writing Wyrd, starting with
a mythology and following (with all due humility) in
the footsteps of Tolkien by constructing a language
from which the mythology would evolve. From
language and mythology came the Wyrd setting,
the epic world of Yarnia and the continents of
Ereth, the wyrmen and their rich civilisations. The
result was Chronicles of Yarnia 1 - The Age of Thaw
and the work you may already have seen me
discussing elsewhere in this issue of Forever Folio.
One year after putting pen to paper on Wyrd, I also began
working out the framework for a fully realised adventure
campaign which I intended to publish as part of a
gamesmaster's guide covering the setting. However, the
title in question (the Overmaster's Companion) has since
ballooned beyond my original plans and is unable to
sensibly support the campaign, which itself is sizeable and
no longer fits as a mere addendum to another title.
For a while I considered collecting The Unsung Weave
into a separate title for sale in the usual outlets, but then
decided instead to give those gamers who have gone out
on a limb to give Wyrd a try the break I think they
deserve and which I am only too happy to give them by
offering the campaign here, in the free pages of Folio.
Here it will be serialised over the coming issues into a
complete and unabridged volume.
Here, in issue #1, is an introduction to the campaign along
with a list of rumours which relate directly to the
adventures Forever Folio will run over the course of the
next ten issues. Also included in this issue are a list of
supplemental rumours (idle gossip) and incidents to beef up
the main adventures. Full background disclosure, for the
benefit of the GM, can be acquired from the Forever
People website as a short PDF. This full background is
provided as a separate file in order to ensure players
don't discover any major spoilers by leafing through
copies of Forever Folio. The GM Background is
priced at $1.98 in order to fund the continued release
of Forever Folio and to dissuade casual acquisition
of the file. Visit www.foreverpeople.co.uk
13
Never have you seen so many people or so
much activity in one place.
Using the city plan in the Age of Thaw (page 106 in
the PDF version) the GM can give a succinct
description of the city should the player group wish
to explore in a linear fashion, or players can engage
in zoomed out play and give the GM some idea of
what they'd like to achieve while in the city.
If players seem uncertain how to proceed the GM
should offer the following bait:
Several things catch your eye. To the south,
crushed between stately buildings and looking
homely by comparison, is a thatched tavern by
the name of the Ducal Rose. A figure in heavy
black robes emerges from the front door, his
features hidden by a cowl. He pauses at the
door then glides away, melting into the crowd
and is soon lost behind a large group of high
spirited wyrmen dressed in the colourful robes
of the Mistonian University.
Players won't find the sinister looking character if
they search for him but he is known to the barman
of the Ducal Rose as an unwholesome character
who typically drinks alone but occassionally meets
with others dressed in a similar fashion.
The students are on a 'bar crawl' to celebrate
Merrydew and intend to take in every bar in
Verdandi, starting with the Ducal Rose. They might
be a fun crowd to fall in with.
At some point the player group will come across a
torn note which seems, at some point, to have been
scribbled down in haste by someone then ripped
from a notebook or perhaps the page of a book. If
the GM wishes, the barman of the Ducal Rose will
present the note if player characters enquire
whether he has any information pertaining to local
work. Or the note might be found pinned to the
door of the tavern, an open invitation to any
mercenaries passing through.
It is assumed that the GM is playing this campaign in
a linear fashion rather than as a completed
campaign. If this is not the case then all rumours
associated with all adventures detailed in the
campaign may be presented to the player group at
once, giving players the choice of rumour to
investigate.
agreed to travel together for mutual safety. This
meeting occurs on the country roads of The Angle.
Characters from Santun Morvagh or Skytor are
assumed to have arrived in The Angle after a few
days travel aboard a Gigaerack. Characters from
Listholm came to the Angle on the Hyns-Horn.
The group assemble in Verdandi, capital city of the
Anglian counties, on the first day of Apryl at the
start of Merrydew, a series of spring festivities
celebrating the coming of summer.
The GM may choose to establish this initial
gathering in one of the city's many inns or taverns
(The Ducal Rose is a likely spot, the group entering
Verdandi from the Southern Gate) or may merely
open the game with a general description of the city
and a vague suggestion of where in the city the
group are currently to be found.
Alternatively the GM may read the following aloud,
the campaign subsequently starting in parkland
within the southern gates.
You arrive in the capital city of the Angle,
Verdandi - whose white walls of Gorzonite stone
and grand architecture loom and glisten in the
midday sun. Getting past the ostiary guard at
the main gate was difficult and you were forced
to watch as the guards rummaged through your
gear. But now you are inside and the city is
yours to explore.
You find yourself now on a large semi-circular
courtyard of white stone, a wide road dividing
segments of open parkland to north and south.
A tremendous fountain ornamented with
hulking stone figures of the various gods of old
stands centrally. Soil beds around the edges of
the parkland display the first flowers of the
season and on the grass beyond or between
copses of trees citizens and tourists bask in the
sunshine and stroll through the park.
Tents and stalls here and there offer food and
drink while street performers entertain small
crowds, marking the celebrations of Merrydew -
the coming of summer.
To the east the courtyard opens onto a main
thoroughfare crossing north to south, rows of
tall houses facing onto the parkland. Carts and
wagons rattle along the cobbles and people
bustle to and fro, all shapes and sizes, all creeds
and genders.
14
give players only the Idle Gossip rumours listed
below, along with the note from the previous page.
The visual aid featuring all rumours will be included
with the concluding part of the campaign.
Players should be given some time to study the
rumour sheet (or the torn note and city rumours as
applicable), which will give them some ideas for
exploration and investigation. Between scenarios
triggered by the following of rumours (or during)
the player group will also be able to freely explore
the setting and develop their characters.
At times events may arise that are not instigated by a
rumour and such encounters or scenarios will
require the GM think on her feet and use either the
gazeteer volume Chronicles of Yarnia 1 - Ereth
in the Age of Thaw, the Wyrd Pandemonium,
the System & Setting volume or The
Overmaster's Companion to moderate their
game on the fly. The GM should not shy away from
inventing events as they come to her, or embellishing
details of the setting without reference to a gazeteer.
Ereth is both highly detailed and highly adaptable,
allowing the imaginative GM to insert most spur-of-
the-moment inventions into the general melee of
background information.
Where reference to a gazeteer is preferred, the
Age of Thaw in particular contains a vast quantity of
essential information the GM will be able to use in
order to describe locations and introduce
consistent details, with all of the major cities of
Ereth and the various wilderness locations mapped
and described in exquisite detail.
During the initial session the GM should give
players free rein to explore Verdandi or the
outerlying land, study and follow rumours or merely
wander and establish themselves. Some characters
will be wealthier than others at the start of the
game and some players may wish to visit a store or
similar provisioner in order to equip themselves.
Others may wish to jump in with both feet and seek
out institutions, guilds and cultic temples in order
to explore the Allegiance aspects of their game.
The GM should give advice and information where
necessary but should avoid prompting players to
take any one course over another.
SETTING
The campaign begins in the central location of The
Angle, a largely civilized nation whose people live
under the benign rule of the Wythian cult and the
somewhat more austere and authoritarian rule of
the noble houses.
As players investigate rumours they will likely travel
beyond The Angle and experience the perils and
wonders of other lands.
The Angle is not a kingdom but a kingdom in
waiting, its capital city home to the steward of the
unified Anglian households, the melancholy Grand
Duke Triton Gwelenbryal and his ailing consort
the Duchess Coriola Eaglewood, adopted orphan
of a wealthy Skyssan Patrician.
The thriving and aristocratic cityport of Verdandi,
where the campaign begins, is a common draw to
aspiring and youthful travellers who, fresh from
apprenticeship or newly released from the bosom
of a protective family or community, come seeking
excitement and independence.
Such itinerants will invariably be daunted by the
overwhelming sights and sounds of the city, with its
glistening walls of white Gorzonite stone, golden
university spires and crystal towers. They may
linger nervously near the taverns and inns by the
city wall, finding solace in the more earthy patrons
of the outer wards and the anonymous nature of
those passing through on their way to somewhere
more important.
Such characters usually find one another as a matter
of course, banding into groups on the understanding
that numbers equal strength and allies make for a
more profitable existence. Once grouped, these
characters may then flock slowly inward toward the
city centre, the harbour and the promise of
mercenary work.
This is how the newly formed player characters
come to be where they are and how they come
now to share their company amidst the dizzying
bustle and confusion of Verdandi in this, the year of
1963 - the Age of Thaw.
FIRST SESSION
At the start of the first game session, players should
be presented either with the printed visual aid
showing a brief outline of rumours their characters
have picked up or heard and noted down during
their travels prior to the formation of the group (if
the GM is playing this as a completed work with the
fully serialised campaign already collected and all
rumours available to the player group) or should
15
CAMPAIGN RUMOURS
The origin of rumours is assumed to be irrelevant,
gathered together by the various player characters
during their travel to Verdandi and shared as
possible leads for mercenary work. The GM can
either present rumours as scrawled notes in her
own hand, or she may wait for the concluding part
of this serialised campaign in which the rumours will
be presented as a visual handout, all rumours
collected onto a single A4/Letter sized page for the
GM to print and give to players.
Note: if the GM chooses to offer players all
rumours immediately she will only be able to offer
scenarios related to those rumours for which she
has published adventures. The number of
adventures the GM has at her disposal will,
obviously, be dependent upon the number of
Forever Folio issues available at the time.
THE BEARING PIT
A break-in at the house of the noble Lord Gonville
Bromhead resulted in the theft of several red Soul
Stones which had been in the Bromhead family for
generations. A reward is offered for the capture of
the thief and the safe return of the stones.
Interested parties should attend the Ducal Order of
Abbraxists and ask for an audience with Lord
Bromhead.
Forever Folio #2
THE AURA OF CORIOLA
The Grand Duke's wife, Coriola, has not been seen
in Verdandi for many months. Some say she has lost
her mind and languishes now in the Salver's Asylum
of Listholm.
Forever Folio #3
THE GEOTANEUM MOLD
Something odd afflicts the Geotaneum of Gor,
otherwise known as the Quarry Master's Society.
The nature of the problem is vague, but rumours
seem to suggest some kind of fungal infestation in
the building itself.
Forever Folio #4
THE WOLVES OF ULYAN
Wolves are rumoured to have become
exceptionally bold in the south of the Angle, even
venturing into the cities of Pelgallo and Carnuntun
in search of prey. City masters seek mercenaries to
cull the packs and make safe the land once more.
Forever Folio #5
THE NIGHT WATCH
Verdandi's museum is at the centre of controversy
after a series of gruesome murders which mystify
local authorities. The library has been locked down
and managers refuse to disclose any information
about why or when the building will reopen. Students
and teachers at the Mistonian University are said to
be particularly affected by the closure. Some say the
Dean of Mistonia is actively looking for and willing to
pay anyone who can shed light on the mystery.
Forever Folio #6
SLEEPER AGENTS
The authorities of Tunturthis and Verdandi have
finally decided to make long needed repairs to the
ailing Hyns-Horn railway. Guards willing to face the
perils of Sanas Morcorm are called for and should
apply to Excubist's Order in the Ward of Orders.
Those who take this work face a difficult, terrifying
and tremendously perilous journey through Sanas
Morcorm's wastelands, deserts and forests. Repairs
will require regular stops in some of the most
dangerous places in Ereth, with trouble guaranteed
at almost every turn.
Forever Folio #7
BEASTS OF THE FIELD
Inhabitants of Elowen have been losing livestock to
a strange humanoid creature that emerges from the
treeline of Wõdoak at nightfall. Mutilated carcasses
are found outside the woods the following morning,
their bodies savaged in unspeakable ways. The
creature seems not to feed but only to brutalize. It
has been seen lurking on the outskirts of Elowen
and even as far south as the town of Drawn, though
so far it has made no attack against any wyrmen in
the region.
Forever Folio #8
MERCENARIES OF MENHIRNAR
Mercenary fighters and those undaunted by the
prospect of coming face to face with Fell horrors
are always needed to support Grenadier units
stationed in Menhirnar, the Anglian front line
against the perils of the Gungin Gap and the city
dwellers of Gungingeth. Applicants should attend
the Order of Excubists in the Verdandian Ward of
Orders where they will be given further instruction.
Forever Folio #9
THE RAVEN STEPS
Couriers are required to travel to Skyssa to collect
some items of considerable value and return them
to Verdandi. A handsome price is offered to the
winning applicant and travel expenses will be
16
IDLE GOSSIP
The following idle gossip is specific to the cities of
Ereth and can be introduced by the GM in any way
she sees fit. Most will likely be offered as part of
general conversation with NPCs, but the GM may
prefer to simply give players one or two items of
idle gossip per session, representing things the
group have heard during their travel or picked up
by listening in to the conversations of other people.
Gossip: the Albion wall of the Angle wasn't built to
keep out the Fell of Gungin. It was built to keep out
the strange folk of Santun Morvagh. Who knows
what dabbling with elemental magicks does to a
wyrman over a long period of time. Certainly the
Morvanians are a freakish people, so they
covered. Those interested in accepting the contract
should ask at the bar of the Blade & Lion in
Verdandi for the address of Lady Grame Orl.
Forever Folio #10
THE DUN WYTCH HORROR
Something sinister is said to lurk in the Sailing Hills.
Travellers in the area have reported sightings of
hideous creatures wandering in the hills at night.
Fires have been seen burning on certain hilltops and
an entire patrol of Grenadier from Dunkunom have
disappeared along with several people from the city
who were walking in the hills. Mercenaries have
been camping in the hills, searching for signs of Fell
enemies in the hope of earning a reward for their
capture and acquiring their Soul Stone, but thus far
there have been no confirmed reports to
substantiate the rumour.
Forever Folio #11
should know better than most.
GM's Eyes Only: this is true, in part. The Albion
Wall was originally commissioned by Lornir
Gwelenbryal, grand-daughter of Kenwythi who lies
in state on Ylyntor Hill. The wall was originally built
because Lornir feared the Morvanians and
anticipated an invasion from Santun Morvagh, at
that time a relatively new city whose people had
every reason to seek revenge on the Anglians. Later
the wall served to keep out the Fell threat and has
remained ever since as a barrier against the horrors
of Mortun Pandi.
~ Gossip: you should visit the Halig Plough in
Breetun. The barman has an interesting skull and a
story to tell about its origins.
GM's Eyes Only: see page 143 of Age of Thaw.
The skull is that of an Irgin Crone and hangs on the
wall behind the bar. The owner of the bar will
probably defer anyone enquiring about the skull to
one of the old gents who drink at the pub on a
regular basis and who will be only too happy to
recount the tale.
~ Gossip: if you travel in the Sailing Hills be certain
to stick to the Carnvale road. The land there may
look benign enough, but there are many old
mineshafts, abandoned and filled in. Few know
where these pits are but many a wanderer has
stepped on the wrong spot and plunged into the
dark, never to be seen again.
GM's Eyes Only: the mines of the Sailing Hills are
not the only peril; natural potholes, caves and sink-
holes where underground spaces have caved in are
also common, swallowing up the unwary and leaving
no trace of their fate.
~ Gossip: the people of Elowen in the northeast of
the Angle have never been what you might call
'regular Anglians'. They practise strange religions
and they have a troubling history. A place of
elemental wytches and unwholesome types.
Especially in the town of Drawn. Best to avoid the
place altogether.
GM's Eyes Only: the people of Elowen are
considered an enclave of elementalists, more
sympathetic to the folk of Santun Morvagh and their
way of life than to the common wyrmen of the
Angle. Queen Morvagh Elowen, founder of the city
of Santun Morvagh, and her brother Loren Elowen,
founder of Lorel, both came from this region, chased
out of the Angle during the civil war of 185AD.
17
Gossip: be cautious of the woodland known as
Wõdoak where animals walk and talk like wyrmen
and the trees are alive with daemons. They say the
place is full of strange twists and turns. If you don't
stick to the path you never know where you might
end up. Some say those who lose themselves in
Wõdoak walk right off the edge of the world itself,
or so I've heard.
GM's Eyes Only: Wõdoak is indeed a strange
place. See page 101 of Age of Thaw for further
details.
~ Gossip: there's a lighthouse down on the
southwestern headlands of The Angle, by Gondaras.
They call it Dunrevy. They say the place is haunted
and the lamp that lights the way to ships crossing
Fynereth lights and turns itself.
GM's Eyes Only: this gossip is false, born of
suspicious rumours. See also page 145 of Age of
Thaw.
~ Gossip: have you visited Jesterton? Sounds like a
jolly place, eh? There's a field there where the grass
is burned. Burned by the feet of a living daemon.
They say anyone who stands on the burned patch of
ground will hear the voices of Barrowomb and will
see the skull of old Kenwythi floating in the air.
GM's Eyes Only: the area where Barrowomb
manifested in 185AD and where Kenwythi
Gwelenbryal was slain stands in a fenced off field in
Jesterton, a strange hamlet which still seems to bear
the scars of that terrible event even after all these
years (see page 145 of Age of Thaw).
~ Gossip: beneath Ylyntor hill you'll find what
remains of Yseldyr, the house of Mot Elyeth, made
by him when he first came to Yarnia before even
the wyrmen were made. Only the Weavers are
allowed inside the hill.
GM's Eyes Only: Ylyntor will be of great interest to
any Wythians in the player group (see page 148 of
Age of Thaw).
~ Gossip: whatever you need, whatever you want,
the place to go to acquire services or goods is the
Ward of Orders in Verdandi.
GM's Eyes Only: the Ward of Orders is a place to
find representatives of most of the main industries,
professions and services offered in the city. See
page 115 of Age of Thaw.
Gossip: The wreck of Ereth's most famous ship -
the Argos - a vessel that purportedly circum-
navigated the world, lies wrecked on the east coast
of Listholm. Local folklore speaks of a terrible
creature dwelling in caves close to the wreck, a
great worm-like leviathan of vile proportions. Few
have seen this great beast, which locals refer to as
The Mere Wyrm (Worm of the Sea) yet rumour of
its presence is enough to have rendered the eastern
coast a barren place. Nobody lives or ventures
there unless to hunt the Mere Wyrm.
GM's Eyes Only: The Merewyrm is one of the
Naderfell, details found on page 84 of the Wyrd
Pandemonium. The Naderfell are an enemy beyond
the capabilities of most player groups, but the
Merewyrm is rarely in residence in its caves and the
rumour may prompt an interesting investigation of
the wreck of the Argos.
~ Gossip: Of the city of Tunturthis, people seem
often to speak about the mansion of Jugo Dracks,
heir to the estate of Captain Strongburg Dracks,
captain of the Argos, whose family would become
almost as powerful and wealthy as that of the Lairds
themselves. Jugo, last of his lineage, is strange and
isolated and many believe he has constructed a
bizarre underwater city whose bubble-like domes
contain him and those who serve him under the
waters of Tunturthis harbour.
GM's Eyes Only: though these rumours persist
and are even supposedly confirmed by the oyster
divers of Tunturthis, they are not true. Jugo Dracks
has excavated cellar levels under his mansion and is
shy of public exposure, but does not inhabit an
underwater city. He may be an interesting NPC to
bring into the game, having powerful contacts in the
aristocracy of Listholm. He may also be a way for
the GM to introduce her own plot hook for some
deed Dracks may require of the group at a future
point in the game.
~ Gossip: it is said that the Lairds of Listholm give
the gift of the White Elephant to those foreign
dignitaries they despise the most. The elephants are
as noble and beautiful a steed as any could wish for,
but so great is the cost of their keep that they
invariably bankrupt those upon whom they are
bestowed and are invariably returned after a time.
GM's Eyes Only: this is a true rumour, though
how such a snippet of information may become
useful to the player group remains to be seen. At
the least they may be intrigued enough by the idea
18
of the White Elephants to visit the Bargen Eboria
where the creatures are stabled and bred, or they
may simply file the information away as interesting
but ultimately trivial.
~ Gossip: The giant god of the northlands, Fingal the
Great, is no more, but his heart is said to prevail
beneath Blaedart Tower in Listholm. At night the
sound of the heart beating may be heard and
anyone who walks along the ridge line beneath the
tower can look down and see the giant's blood
pouring from the cliffs and down into the river
Nova.
GM's Eyes Only: such fables are an intrinsic part
of Listholm's mythological heritage. Full details can
be found on pages 59/60 of The Age of Thaw.
~ Gossip: the legendary Megdart of Mot can be found
on the summit of Mount Medrina in Listholm,
somewhere beneath the weeping rock.
GM's Eyes Only: see page 63 of the Age of Thaw
(PDF version) for further details.
~ Gossip: have you heard of the city of Drood-
Cynncarn? The empire of the Cornovish once
called that city its capital, but the people who lived
there have all perished and the city is now a place
of ghouls and heathen cults. Nobody knows what
killed old Jarl Megalamon, but they say his headless
corpse was found by the southern Weavers hanging
from a gibbet, the blood drained out. Strange magic
surrounds that place. I have heard there is a temple
dedicated to daemons and the dead of Tansys
wander there, seeking the blood of the living.
GM's Eyes Only: details to whet the appetite of
players who may be unaware of the nature of
Drood-Cynncarn and the role it played in creating
the wastes of Sanas Morcorm. For further
information see page 66 of The Age of Thaw (PDF
version).
~ Gossip: You have heard, no doubt, of the Anglian
Mariner's Shrine in the city of Arvortun. The Shrine
was once a cult in and of itself. The Weavers
disliked the cult's worship of the sea and Chersyan
conspirators worked with the Grand Duke at the
time to force the Shrine to take the status of a
guild. That's the origins of The Guild of Crewmen.
Those who live and die by the sea know her wrath
can be terrible. This so-called guild is the only way
those who fear the Elvia can show their respect.
GM's Eyes Only: a hint at the origins of the Guild
of Crewmen and the strange history of Arvortun.
Further information can be found on page 116 of
The Age of Thaw (PDF version).
Mikelbreg, the bane of Arvortun, from whose diabolical arse the local brew, Inksquit, is said to be derived.
19
Gossip: the castle on Garwan Tor, overlooking the
city of Arvortun, used to be the home of the
Chersyas but they moved to Dunkunom long ago.
The people still hold a grudge against that noble
family. The old castle is a prison now. A dark place,
best avoided.
GM's Eyes Only: referring to Tornyth Castle on
the summit of Garwan Tor outside of Arvortun.
~ Gossip: if you want an experience head to the
Merry Mikelbreg in Arvortun and ask for a flaggon
of Inksquit. Rinan knows You'll not find the stuff
anywhere else. Careful though, all Inksquit is old
and tar-like. Comes straight from Mikelbreg's arse.
GM's Eyes Only: Inksquit is a thick stout brewed
locally and served in The Merry Mikelbreg tavern.
Despite the urban myth, the stuff is brewed from
hops in the usual way but has a thick tarry
consistency and is rich to those unused to drinking
it. One flaggon (one pint) is equal to 8 units of
alcohol (see The Overmaster's Companion, Effects
of Inebriation).
~ Gossip: steer clear of Ragworm Docks in Arvortun
if you know what's good for you. That part of the
city belongs to the Redshields. A bad lot, in with
dark cults and wicked types. Anyone you ask from
that old city will tell you the same.
GM's Eyes Only: referring to the Mansion of the
Redshields. See page 120 and 124 of Age of Thaw.
The Redshields have fingers in most of the criminal
activity within Arvortun but are a powerful family
and a dangerous enemy to make.
~ Gossip: the City of the Dead is a Wythian
cemetary south of Arvortun in The Angle. The dead
lie there, but many are restless and might be seen
drifting in the moonlight. That place is the domain
of Gloose, spirit of the cairn. The living have no
right to be there.
GM's Eyes Only: referring to the great Wythian
cemetary outside Arvortun (see page 122 of The
Age of Thaw).
~ Gossip: on the top of Stourbrick Tower is a sundial
forged by the hand of Mot Elyeth himself. The
Weavers live there. That's why they call themselves
the Dial Keepers of the West.
GM's Eyes Only: referring to the tower detailed
on page 122 of the Age of Thaw (PDF version).
Gossip: you'll not find a more grand place of
worship than Arvor Cathedral in the city of
Arvortun, but they say the great foundation slab on
which the cathedral is built once supported a
temple from before the winter of discontent. Mot
Elyeth made the stone and the temple was his, back
when all these lands were covered by the sky-
reaching Wythywyr trees. Who knows what
wonders lie hidden beneath that old building.
GM's Eyes Only: this information is true, but
covenants and laws forbid anyone from tampering
with the foundation stone in an effort to find a way
into the cellar chambers rumoured to exist below.
See page 122 of the Age of Thaw (PDF version).
~ Gossip: they're a strange lot in Verdandi. The cats
of Cormislew are said to emerge hours before the
Gigaerack arrives. They stand in rows along the
landing ground and greet it as it comes in.
GM's Eyes Only: the locals of Cormislew insist
the cats are merely curious. In fact the cats think of
the Gigaerack as an enormous mouse they can
never catch, thus Cormislew has earned the
affectionate title of The Mousehole.
~ Gossip: if the tales of old interest you, head up to
Chippingstone Mine. There's a story there that
should grab your attention, though it might take
you a while to read it.
GM's Eyes Only: referring to the Chamber of
Secrets Underground wherein it is said the entire
story of creation is written on the walls of the mine
adit. Those who read the story in full will earn the
respect of the people of Carnuntun but the reading
can take many years. See page 127 of the Age of
Thaw (PDF version).
~ Gossip: visit the Stella Rotunda and look up. The
rafters of the open tower roof criss cross the sky.
They say each beam marks the route of a ship of
the Agg - the lights of the ships you see sparkling in
the sky when night comes. They say when the ships
cross the beams at a certain time and in a certain
way a prophecy will be fulfilled.
GM's Eyes Only: though the Stella Rotunda is an
observatory for measuring the movements of the
stars, all rumours of a prophecy are exagerated if
not fabricated. Any Stellamancer will know that the
tower is merely a method for measuring the
passage of stars, though the reason this
measurement might have been required by those
who built the tower is today unknown.
20
Gossip: the Banquet Halls of Dunbragh stands on
the western side of the city of Carnuntun, a city
built by the first wyrmen to walk the world. The
Halls used to house the hunting dogs of the gods -
the Black Brach. Mot Elyeth himself had such a dog.
They say the Ulyan Wolf is a direct descendant.
GM's Eyes Only: this is a well known piece of
local folklore, oft repeated but never proven.
~ Gossip: The Chersyas own a castle in the South of
Sanas Morcorm, but the place has supposedly
become a burden. Lord Edgar has found a use for
that old ruin though. He's sent his useless son
Conteth Cherubyn there to lord it over the quarry
workers at Trestun Mill. Cherubyn is a lazy swine
who cares nothing for the soldiers under his
command. You hear terrible stories.
GM's Eyes Only: see the section on Trestun Mill
on page 72 of the Age of Thaw. The Chersyan
family purchased Trestun Mill, Darras Castle and
Gorstone Quarry from the Gwelenbryals in 746AD
but shortly thereafter business at the quarry and
mill declined and the Chersyas lost a great deal of
their wealth. Many believe the Gwelenbryals knew
the deal would hurt the Chersyans but in those
days the Chersyans were direct competition for the
rule of the Angle, thus Darras is a bone of
contention even for the current Lord, Edgar
Chersya and a source of gossip for the common
Dunkunian citizen.
~ Gossip: Go to Dunkunom, the city of smoke
stacks. You can get whatever you want in the
Newtun district much cheaper than elsewhere, but
be careful of those migrant folk. They're thieves and
reavers to a man.
GM's Eyes Only: many are the suspicions and
prejudices the common people of Dunkunom
harbour against the impoverished of Newtun.
Nevertheless, it is true that the Newtun folk can
acquire most items for a greatly reduced price if
given time enough to 'find' the item.
~ Gossip: that great swirling thing on Fossil Hill in
Dunkunom is more than just some old rock. It
comes alive sometimes, climbing down off the hill,
uncurling like a millipede, and walking through the
streets. If you hear the sound of its many feet then
they say your dreams that night will be terrible and
in them you'll vanish into the Nether Dymension,
never to be seen again.
GM's Eyes Only: folklore surrounding the fossil
on Fossil Hill varies, but tends to run along similar
themes. The fossil is said to come alive and wander
through the city. The folklore is entirely
unsubstantiated and false, but entertaining to impart
and to hear.
~ Gossip: go to the tavern called the Pickled Egg and
when you go in shout out as loud as you can 'The
Gaffers Rule!'. The Pickled is a folkball pub the
Gaffers like to patronize. You'll get a free drink and
probably more from the good folk there.
GM's Eyes Only: a common trick played on
strangers to Dunkunom, a city obsessed with the
sport of folkball. This particular version of the trick
will be played by citizens from Norsia. The Pickled
Egg is a Dunkunom City supporters pub and anyone
announcing their love for the Gaffers (Norsia
Folkball Club supporters) or Rovers Folkball Club
will be greeted with a stoney, if not violent
reception.
The same trick is played by citizens of Sergon (the
South Ward) by directing strangers to visit Brume's
Closet (a Norsian tavern) encouraging the player
group to enter the tavern and announce their love
for Dunkunom City FC, The trick has become so
common, however, that the effect is greatly diluted.
Player characters who fall for the trap should make
a Spirit roll, and if successful their announcement
will be greeted by sneers and derogatory remarks
but nothing worse.
The citizens of Underlith are a more reserved and
kindly people and no such trick will be played on
strangers in their midst.
~ Gossip: the waters of Lake Sulis in the south of
The Angle have healing properties, but taking the
waters away is forbidden.
GM's Eyes Only: anyone drinking from the lake
heals one Life-Force point per day for every day
they take a drink. Removing the water in flasks or
bottles is forbidden, however, and anyone caught
doing so risks arrest by the city watch.
~ Gossip: the Pellodrome is a good way to make fast
wealth, but perilous and not for the weak of heart.
Make sure you know what you're signing up for
before you enter.
GM's Eyes Only: both a true statement and wise
advice. See page 139 of the Age of Thaw.
~ Gossip: the Catamite Falls of Carnuntun in The
Angle go down, but anyone who goes into the cave
where the river originates will see the water comes
21
up from below. Some kind of ancient magick is at
work, whether for good or for ill.
GM's Eyes Only: see Cattamite Falls, page 144 in
the Age of Thaw. This refers to the famous Middle
Mist cavern wherein the source of the river Carnun
can be found, a strange and enormous inverse
waterfall that thunders upward from the depths of
the earth and into the cavern to create a great
turbulent lake.
~ Gossip: the mountains surrounding the city of
Santun Morvagh are not a natural formation. They
were made when the Hammer of Merrlith was
thrown down by the All Father, Seth Elgan and his
son, the dark god Uselyorn. The great weapon of
the stars, Merrlith was used to destroy Mot Elyeth
and the world of the wyrmen. Santun Morvagh is
the core of that great detonation where the world
of old suffered its final days.
GM's Eyes Only: This is true, so far as scholars
can ascertain, though there are certain schools of
thought that believe the precise location of the
detonation was somewhere closer to the Hammer
Dwale.
~ Gossip: If you're a Soul Reaper take a gift to the
gate-keepers of Tollboreth Tunnel in Santun
Morvagh and they'll let you watch the wastes of
Mortun Pandi for Fell from the safety of their
barbican.
GM's Eyes Only: competition is stiff for the favour
of the gate-keepers who portion out time at
Tollboreth to those Soul Reapers who give the best
gifts. Alcohol, good food and trinkets the gate
keepers can take home to their wives will generally
win them over.
~ Gossip: Visit the Temple of Senses, the shrines
they call Alkoremmi in Santun Morvagh. There you
can indulge yourself. It is an experience no visitor to
the Morvanian city should miss.
GM's Eyes Only: information on the Temple of
Senses can be found on page 163 of Age of Thaw.
~ Gossip: be careful in the Ward of Golems, a
northern district in Santun Morvagh. Not all the
golems are tame.
GM's Eyes Only: true, and helpful information.
More on the Ward of Golems can be found on page
166 of the Age of Thaw.
Gossip: let me tell you of the Citadel of
Levenbrand in Santun Morvagh. A tower sealed so
that none may gain entry. Within stands a large
stone chest and within the chest is something so
terrible that none are allowed inside the Citadel, or
even upon the land near the tower. Whatever lurks
inside is too hideous to speak of and remains a
secret known only to conspirators at high level of
office in the city guilds, institutes and church.
GM's Eyes Only: Whatever is held in the Citadel
of Levenbrand, it may be as terrible as the rumours
suggest, or nothing so disturbing as a particularly
valuable treasure the owners wish to keep safe
from thieves.
~ Gossip: Gallo House in Santun Morvagh isn't just a
The Anglian city of Dunkunom,
home of the Folkball phenomenon
22
stately house or another guild but the Statehouse of
the Assassin's Guild. You'll not see the assassins
going in and out, but that's what it is. Just read the
inscription on the statue that stands in the front
courtyard. You'll see.
GM's Eyes Only: this is true, though most
Morvanians know better than to spread this idle
gossip unless they are either mad, drunk or
extraordinarily sure of themselves.
~ Gossip: Arnun Mened is an old fortress in the
southern mountains of Mortun Pandi. You can see it
by ship if you sail along the Fynereth Canal, but
most sailors avert their eyes. Evil festers there.
Spirits of the dead and the cursed dwell in that dark
place. Be wary if you go that way.
GM's Eyes Only: see page 171 of Age of Thaw for
details.
~ Gossip: do a good deed and visit the hapless
soldiers of Arn Merrtor in the mountains of
southern Mortun Pandi. Be sure to take food and
alcohol for them. They live a lonely, cold existence,
but the work they do keeping Santun Morvagh safe
is commendable.
GM's Notes: see page 171 of Age of Thaw.
~ Gossip: Lorel Elowen was the brother of the queen
of Santun Morvagh of old, Queen Morvagh herself.
Lorel's people lived in the south of Mortun Pandi,
but the dire folk of Gungin destroyed them. Some
still live, but you rarely see them. They call
themselves The Loremasters and can be dark in
their ways. If you cross their path it is best to be
wary. Some are better than others but they live a
desperate life and are known for banditry.
GM's Notes: all true and helpful information for
the itinerant intending to travel the southern lands
of Mortun Pandi. See also System & Setting, Creeds.
~ Gossip: they say Yrmynsyl was once a mighty tree,
grown from the acorn that fell as a tear from
Womad's eye when that ancient elemental spirit
sank to the earth and died. Look there, to the
highest point in the sky, where Yrmynsyl's tapering
end seems to vanish and you will see Karrekith, the
floating mountain. Upon the mountain summit, they
say, can be found Haligvalt, city of the gods. Some
say Seth, the All-Father, lives there still. But if that's
true he is silent and watchful. I would prefer to
think his kind are long gone.
GM's Eyes Only: Yrmynsyl's immense shaft looms
above Santun Morvagh and is visible from every part
of Ereth as a vertical sliver dividing the sky.
~ Gossip: It is said that nobody walks in Skyssa if they
can punt by boat or better still travel in style by
sky-tram.
GM's Eyes Only: see page 195 of the Age of Thaw
for details of the sky-tram.
~ Gossip: the government of the city of Stratum in
Skytor is labyrinthine. The Haligentsia and the
Temple of Forallum both know the real authority in
that city remains hidden and protected on the
highest levels where nobody can touch them. They
would storm the city if they could, and destroy
those who dwell in the upper reaches, but Skyssa is
too reliant upon the genius of the wyrlung to take
such reckless action. They won't unseat the evil that
hides upon the roof of Stratum so easily.
GM's Eyes Only: such gossip is idle indeed in the
city of Skyssa, where the words of citizens must be
carefully measured. Most would never dare to utter
such rumours (though almost every Skyssan citizen
has heard them) except within the safety of their
own home or somewhere equally secure.
~ Gossip: the vast city of Skyssa has its fair share of
secrets. The Mordran Hall is one. Not the only one,
but perhaps the most interesting for anyone who
hails from the south or the west.
GM's Eyes Only: see page 197 of the Age of Thaw
for details on the nature of the secret of Mordran
Hall.
~ Gossip: Leonid Stromm is a well known character
in the land of Skytor - a steamsmyth genius. But
some say he belongs to a secret underground
organisation of intellectuals, and I don't doubt it,
though I doubt I could ever join myself. In order to
become a member you must find the organisation's
headquarters by locating and solving a number of
puzzles Leonid has hidden in and around Skyssa,
each puzzle leading to the next, the last leading to
the headquarters of the group. I have never even
found the first of these puzzles, nor would I know
where to begin looking.
GM's Eyes Only: Idle gossip that might lead to
adventure. The puzzle of Leonid is detailed in
greater depth in the scenario entitled The Raven
Steps (issue 10 of Forever Folio).
23
Gossip: Maus Tower is probably the most unusual
location in the north of Annarr. A stranger place I
doubt exists in this part of Ereth, the land they call
Skytor. They say the island is ruled by rats and the
ghosts of the dead. I say stuff and nonsense, but to
my shame I would not set foot there. Nor should I
even speak of the place.
GM's Eyes Only: for more information on Maus
Tower see page 199 of Age of Thaw.
INCIDENTS
Incidents are spontaneous events designed to
provide a moment of action and intrigue
during the game.
Players will not experience incidents as a result of
following any specific rumour. The GM should
instead introduce Incidents as roleplay events as
and when she feels the need, though the use of
incidents to fill quiet moments in-game should be
avoided if the player group are making good use of
their down time.
If players are already bogged down with the amount
of rumours they've chosen to investigate (and
especially where they have embarked on more than
one rumour at a time) the GM should keep
incidents to a minimum or omit them altogether,
reserving them for times when the group are less
busy or moments when she needs something simple
to fill a half hour or so of game time.
In some cases incidents support campaign rumours
and will either be related to or will move forward
the background campaign story. Others will just
present moments of interest and enhance player
immersion.
A FESTER IN VERDANDI
Somewhere in the city of Verdandi the Craven
runespell Abominable Guardian is cast. A Plague
Golem (known less commonly as a Fester) is
summoned and unleashed upon the city. The
summoner is a Warlock called Duetonom
Damcrosser, a member of an underground Elgan
cult known as the Temple of the Black Dyad.
Shortly after this incident, Duetonom's body turns
up in the city, floating in one of Verdandi's
harbours. Pinned to Duetonom's body is an
apparent suicide note, apologising for the 'accidental
summoning' of the Fester. If the character of
Duetonom is investigated by the player group they
will discover he was a clerk at a local bank. His
colleagues remember him as a mean spirited man
with a creepy demeanour. Many examples of his
hand writing will be available in the form of his
administrative work and it will therefore be a simple
matter for players to determine that the suicide
note was written by somebody else.
Before any of this occurs, the Fester glides out of
the house of Duetonom and into the city, spreading
a diabolical terror throughout Verdandi.
This incident should occur when the player group
are present in Verdandi and will give them an
opportunity to face a challenging foe, thus the
incident may be worth introducing when the group
have had a chance to investigate one or two
rumours.
The location of the Fester's first appearance is left
to the GM's discretion but need not be within
immediate range of the player group. Instead, news
of its presence may reach them as the streets
empty of citizens and city guards rush to the scene.
THE FESTER
Festers are created by Craven rune casters using
the corpse of a victim slain and marked with the
appropriate runes. They cannot be controlled and
cannot be dismissed, remaining in the Entopic plain
until killed.
The Fester will not attack the summoner but nor
will it obey their demands, attacking anyone else
within range before gliding away in search of fresh
victims.
The golem's sole desire is to spread the plague that
festers in its core, its presence in the Entopic
serving no other purpose.
In appearance the golem is vaguely feminine, dark
and slender and seemingly enshrouded by tattered
black robes, though this leathery garb is in fact a
form of flesh and covers the creature from end to
end. Only the diseased whiteness of the withered
arms and clawed hands appear bare of the dark skin
which seems to ripple and flow with a life all of
its own.
The monster's head is a dark, oily shell, similar to a
leathery cowl, with a gaping hole in place of a face.
From this hole drools a steady stream of viscous
black ooze which slimes the front of the golem's
body and collects on the floor where it seethes and
bubbles like boiling pitch.
The creature hovers a foot or so above the ground,
the lower half of its strange upright body graduating
into a vile tail of prodigious length whose snake-like
form is covered in the same leathery black flesh
along with protruding thorns, spikes and pustules.
24
A smell so foul surrounds the Fester that anyone
within 10ft must make a successful AA Endurance
dice check or vomit, losing one Life-Force if
they fail.
The Fester is a deeply disturbing monstrosity whose
mere touch is capable of inflicting death and
pestilence. In combat she will either try to touch
her victims with her crone-like claws or with her
lashing tail.
The claws inflict Life-Force damage while the tail is
capable of dealing both damage and disease,
inflicting the plague on those grievously wounded by
its multi-barbed edge.
Once a victim contracts the plague from a wound
inflicted by a Fester they are then carriers and can
potentially pass the disease on to others in range.
The illness will cause them to lose d20 Life-Force
every in-game day they have the plague and anyone
who comes within 10 feet of them (or whom the
GM deems has touched items or surfaces the
diseased character has touched or used) will need
to make a successful AA Immune to Disease dice
check (one per in-game day) or contract the plague
themselves.
The plague causes loss of weight, ugly blisters and
pustules and ultimately death unless healed or
treated.
All claw based attacks are made using AA Brawl and
are opposed by AA Dodge in every instance. Tail
attacks may only be made using the Lash Combo.
The golem is slow and languid in her movements,
thus her touch can usually be avoided without too
much effort, while the tail will
prove the most dangerous of
her natural weapons.
The ooze that streams constantly
from the golem's gaping skull
also carries the plague and
should be avoided. Anyone touching
the stuff with bare skin will
immediately contract the disease.
The ooze will remain even after the
golem has been slain, though it
will gradually vapourize over the
course of 1d6+4 in-game days,
becoming safe thereafter but
leaving an ominous stain.
The Fester cannot be
dismissed, by either
the summoner nor another Craven spell-caster and
is immune to the effects of counterspells or spells
that would normally dismiss the effects of Craven
magick. It will remain indefinitely until killed, though
if it remains undetected it is unlikely to remain in
Verdandi and will drift out of the city to spread its
sickness as far afield as it can, a trail of sick and
dying victims in its wake.
At the GM's discretion the player group will either
encounter the Fester after local soldiers have
arrived to deal with it or before. If before, soldiers
will turn up 1d6 skirmish rounds after fighting
begins. The first to arrive will be 1d6+2 Grenadier,
followed by 1d6+2 White Thorn Guards.
After a total of 2d20+5 skirmish rounds have been
completed (from start of combat to end) the Fester
will be overwhelmed by a veritable army of White
Thorn guards and will be destroyed.
1d6+2 Grenadier will either already be battling the
Fester or will arrive 1d6 skirmish rounds after the
player group engage the creature. The GM should
treat them as NPCs who will ignore any commands
given them by the player group, though they will
fight bravely.
1d6+2 White Thorn Guards will arrive or will
already be on the scene and engaging the Fester at
the GM's discretion. The White Thorn are an elite
unit and stronger than the Grenadier. Once the
White Thorn arrive the Grenadier will start taking
orders from them.
White Thorn Guards will either carry a polearm or
two swords, one in each hand. For a randomized
guard GM rolls 1d4 and on a 1,2 or 3 the guard
carries swords, on a roll of 4 a polearm.
The GM may wish to allow players to make dice
rolls for the NPC fighters in order to
include players in the process of
battle between the Fester and the
guards. The GM may also wish
to allow players to decide
which Combos the White
Thorn use at what time. The
GM alone should determine
how the White Thorn and
Grenadier behave and how they
direct their attacks in general.
25
FESTER
Type: Metazoid (Magick)
Common Names: Plague Golem
Class: Single Entity
Allegiance: none
Temperament: sinister, slow but grim to behold
and surrounded by a reek of death and decay
Language: none
Challenge: medium to high
Rune School: none
Size Bonus: 9
Spirit: NA
Art & Expertise: 4
Brawl [+4], Sneak [+10]
Force & Form: 18
Physical Intimidation [+6]
Mind & Memory: 1
Sense & Sympathy: 1
Hear a Pin Drop [+3], Orphic Effect [+12], Spot
Secrets [+3]
Fate & Fortune: NA
Storm & Stamina: 5
STRENGTH
Life-Force: 84
Max Psychic Wounds: NA
Max Severe Wounds: 3 (all Severe Wounds
convert into double damage with no need to roll on
the Severe Wounds table)
COMBAT
Skirmish Smarts: 1
Weapons: Claws of the Diseased Touch (natural
touch, magickal melee weapon (AA Brawl, opposed
by AA Dodge in every instance) b+5); Tail of Festering
Doom (natural tail, melee weapon (Lash Combo only)
b+6, see description for plague damage)
Armour: none
Common Gear: none
COMBOS: Lash (3 Attacks)
GRENADIER
Size Bonus: 4
Spirit: 10
Art & Expertise: 7
Acrobatics [+2], Archery [+1], Bladed Weapons
[+2], Brawl [+3], Climb [+2], Combat Talent [+3],
Craft [+3], Dodge [+1], Engineer [+1], Firecraft
[+3], Hit Bullseye [+2], Leap [+2], Polearm [+1],
Rune Scribing [+2], Sling [+3], Sneak [+2], Swift
[+3], Swim [+4], Two Weapon Combat [+1]
Force & Form: 8
Mind & Memory: 8
Allure [+2], General Knowledge [+4], Immune to
Charm [+1], Intellectual Intimidate [+1], Learn [+2],
Meditation [+1], Orphic Knowledge [+3], Place in
the Cosmos [+2], Read Person [+2], Speak/Read/
Write Language [+2]
Sense & Sympathy: 8
Kinship [+3], Orphic Effect [+2], Sense Motive [+2],
Spot Secrets [+2], Taste & Smell [+3], Zone Out
Noise [+2]
Fate & Fortune: 10
Aesthete [+2], Courage [+3], Opacity [+1], Orphic
Talent [+3], Resistance to Evil [+2]
Storm & Stamina: 8
Endurance [+1], Hold Breath [+1], Immunity to
Disease [+1], Recover [+2], Skirmish Strength [+2]
MAGICK (Anarchaic only)
Nudge Bank: 13
Orphic Plasm: 24
STRENGTH
Life-Force: 80
Max Psychic Wounds: 5
Max Severe Wounds: 4
COMBAT
Skirmish Smarts: 20
Weapons: Pikestaff of the Forward Ranks (large
polearm, weapon (AA Polearm): b+2, 112w/75k);
Sweord of the Reserve Guard (large sword, weapon
(AA Bladed Weapon): b+1, 85w/28k).
Armour: Anglian Chain Hauberk b+6; Anglian
Grenadier’s Tabard b+2; Bronze Great Helm of the
Anglian Reserves b+6 (Ee5 to Granite Skull dice
checks); Kite Shield of the Anglian Reserves b+8;
Total Armour Bonus +22
Common Gear: see Grenadier Creed in System
& Setting (only applicable where the body of a fallen
Grenadier is robbed of spoils).
COMBOS: none
26
THE BANE OF WYRDORPH
If the player group investigate The
Bearing Pit, The Aura of Coriola or
The Raven Steps rumours, or if they
are seen investigating Duetonom
(see A Fester in Verdandi) they
come to the attention of an agent
working for the Temple of the Black
Dyad, a dark Elgan cult operating in
the city of Verdandi.
The agent will present himself as a
simple peddler selling various items
at reduced prices. The peddler will
describe himself as desperate, which
is why most of his wares are
cheaper than usual. Most of his
things will be of little interest,
broken and/or of poor quality, but
he will have two weapons in his
keeping, both of which he will seem
to have no idea of their true value.
Both weapons are fetishes marked
with the Bane of Wyrdorph
Anarchaic rune.
If any player character purchases
one or both Fetishes he will notice
his Orphic Plasm and any magickal
items he owns losing power and
points. The Fetish drains all
magickal energy possessed by the
owner, either from his own
Orphic Plasm or from items
imbued with magick, and then
transfers them directly to the
creator of the hex - in this
instance the high priestess of the
Black Dyad, Grame Orl (a
character players won't encounter
as a significant enemy until they
investigate the rumour, The Dun
Wytch Horror).
The rate of the magickal drain is
left entirely to the discretion of
the GM. As a rule of thumb 1xd10
points of Orphic Plasm per in-
game day and an equivalent from
any magickal items should prove
adequate. In addition, all Orphic
Plasm costs for spell effects are
doubled while the Fetish remains
in the caster‟s possession. One half
of this will be drained by the Fetish
itself and transferred directly to
the Fetish creator.
WHITE THORN GUARDS
Size Bonus: 4
Spirit: 12
Art & Expertise: 9
Acrobatics [+4], Archery [+2], Bladed Weapons [+6], Brawl [+5], Climb
[+2], Combat Talent [+8], Craft [+3], Dodge [+5], Engineer [+1],
Firecraft [+4], Hit Bullseye [+3], Leap [+2], Polearm [+6], Rune Scribing
[+2], Sling [+4], Sneak [+2], Swift [+4], Swim [+4], Two Weapon
Combat [+6]
Force & Form: 8
Bludgeon [+2], Might [+2], Pitch [+2], Sturdy on the Feet [+2]
Mind & Memory: 8
Allure [+5], General Knowledge [+4], Immune to Charm [+4],
Intellectual Intimidate [+1], Learn [+3], Meditation [+1], Orphic
Knowledge [+3], Place in the Cosmos [+2], Read Person [+2],
Speak/Read/Write Language [+2]
Sense & Sympathy: 8
Hear a Pin Drop [+2], Kinship [+3], Orphic Effect [+2], Sense Motive
[+2], Spot Secrets [+3], Taste & Smell [+3], Zone Out Noise [+4]
Fate & Fortune: 12
Aesthete [+2], Courage [+6], Opacity [+4], Orphic Talent [+3],
Resistance to Evil [+10]
Storm & Stamina: 10
Endurance [+6], Hold Breath [+1], Immunity to Disease [+1], Recover
[+4], Skirmish Strength [+5]
MAGICK (Anarchaic only)
Nudge Bank: 13
Orphic Plasm: 24
STRENGTH
Life-Force: 95
Max Psychic Wounds: 5
Max Severe Wounds: 5
COMBAT
Skirmish Smarts: 32
Weapons: Ferrule Mace of Reaching (2 handed polearm, large melee weapon
(AA Polearm) b+1 [Reach: 6, A long wooden staff of unexotic wood
furnished at the end with a detachable ferrule of lead connected by a short
length of chain] 23w/35k); or 2x Thelion Blade (1 handed divine sword, large
melee weapon (AA Bladed Weapons) b+2 [Thin-bladed sword with an
ornate silver hilt, wide cross-guard and pommel fashioned to resemble the
symbol of Wythia, the Cosmic Tree Yggdruskyl] 43w/18k).
Armour: x2 Ailette of Adamantine Steel b+36; Gorget of Tempered Steel
b+3; Habergeon Shirt of Light Chain b+3; White Satin Great Helm of the
Chivalrous b+12 (EE5 to Granite Skull dice checks); White Satin Plate of the
Chivalrous b+12; White Satin Plate Solarets of the Chivalrous b+4; White Satin
Gauntlets of the Chivalrous b+4; Total Armour Bonus +74
Common Gear: White Thorn guard carry only their weapons and
armour, weight considerations preventing them from carrying much else.
COMBOS: Backslash (2 Attacks, requires guard is armed with a sword,
not polearm), Barbed Lunge (4 Attacks, requires guard is armed with two
swords, not polearm), Polearm Cyclone (3 Attacks, requires guard is
armed with polearm, not swords).
27
A LOOSE ARROW
This incident should include the player group and
occurs, in a similar fashion to the Fester incident, as
the group are exploring or staying in the city
of Verdandi.
The group hear sounds of turmoil on the road
ahead and are suddenly greeted with citizens
dashing toward them, some screaming, others
yelling incoherent warnings as they hurtle past.
If the player group investigate they will come face to
face with a Sandlew Tiger prowling down the
middle of the now deserted road.
The tiger belongs to Trevana the One-Armed
Tamer, a Beast Master who specializes in training
and showing his three Sandlew Tigers on a nightly
basis at the Blade & Lion inn, one of Verdandi's
most popular drinking holes and one of the largest
inns in the city. This particular tiger, whose name is
Arrow, has somehow gotten loose and is now
abroad in the city.
The tiger is exceptionally tame, having been raised
from a cub by Trevena and accustomed to the
crowds of the Blade & Lion, but will attack if
cornered or if she feels threatened. She is also
hungry and may seem agitated as a result. If the
tiger is called by name, or coaxed with some raw
meat she will happily allow a collar or chain to be
placed around her head and will then wait to be led
back to Trevena.
Trevena himself is unaware of Arrow's break for
freedom. His assistant, a somewhat incompetent
young wyrman called Ophus, left the door to the
tigers' pen unlatched then fell asleep on the job.
Trevena will be infinitely grateful to the player
group if they manage to capture Arrow without
bringing harm to the tiger. He will give the group
free tickets to nightly shows at the Blade & Lion,
along with instructions for bar staff to charge any
drinks the player character's order to Trevena's
own expansive tab, an offer that will remain open
for so long as they remain in Verdandi.
Trevena also knows some of the most interesting
characters in the city personally. These include
the beautiful Ethenan siren-songstress Xanadu
Nucissus (another performer at the Blade & Lion)
and the celebrated Bard of Avalon, Hamnet
Chamberlain, frequent patron of the B&L and a
potential doorway into celebrity circles if the
player group can befriend him.
Grame stores all transferred Orphic Plasm in a
variety of orphic sinks which she keeps in her lair in
the Sailing Hills (see Forever Folio issue 11).
The only indicator that the owner is in possession
of a cursed fetish will be apparent when casting
spells as all orphic investments will remain at double
the cost, interpreted in-character as an exhausting
effort when casting usually standard spells. In the
meantime the GM should ask to see the player's
character sheet and note down in secret the
player's Orphic Plasm and any Orphic Plasm
associated with carried gear, deducting from these
values as necessary but making no alterations to the
character sheet. If the player tries to spend Orphic
Plasm he doesn't have, only then should the GM
make the adjustments to the player's sheet and
announce that his Plasm has somehow been
drastically reduced.
The Fetish cannot be destroyed and can only be
passed on to a new owner. See page 231 (Hex of
the Fetish) in System & Setting for further details.
The weapon fetishes offered by the peddler
include:
Quadric Blade of the Assassin (large sabre, 1 handed
melee weapon (AA Bladed Weapons) b+3 [curved,
razor-sharp sabre with a rectangular vamplate. The
hilt is encrusted with gems and the blade is etched
with runeforms, those of the Hex of the Fetish
hidden among them - successful passive AA Orphic
Knowledge dice check with Dd1 to spot the
Anarchaic runes] 38k/normal Wealth value 423w
but the peddler will sell the sword for just 120w).
Flanged Mace of the Titan-Slayer (large mace, 2
handed melee weapon (AA Bludgeon) b+10 [sturdy
uber-mace furnished with four dull-edged flanges
surrounding a thick head of solid brass. A brass
knob on the end of the hilt unscrews if the owner
makes a successful passive AA Spot Secrets dice
check with Dd2 when handling the weapon. The
Hex of the Fetish runes are etched into the end of
this knob, hidden when screwed into the hilt]
68k/normal Wealth value 525w but the peddler will
sell for 180w).
28
If the player group slay or harm Arrow, Trevena's
wrath will know no bounds. He will expend all his
energy on a campaign of vengeance, seeking the
help of the Assassin's Guild and his powerful friends
in Verdandi's celebrity and aristocratic societies.
Whatever the reaction of the player group, 1d12
skirmish rounds after they encounter Arrow
prowling through Verdandi's streets the city watch
and a unit of White Thorn guards will turn up.
These will recognise Arrow and send a runner for
Trevena who will subsequently arrive to round up
the tiger. If the player group are deemed to be
responsible for containing Arrow prior to this point
Trevena will be grateful, as detailed above.
UNDER THE WEATHER
A bitter storm front rolls in over the Angle. The sky
blackens and over the course of 24 hours the land
is assailed by ferocious winds, heavy rains,
hailstones and monstrous waves that batter the
coast.
Perils facing the player group might include waves
crashing over sea defences, trees falling in their
path, tiles flying off rooftops, debris blown along
roads, exposure to cold and flash floods or tidal
bores along the Angle's rivers, The city of Verdandi
will also be particularly prone to flooding.
FREE THE GIGAERACK
This incident occurs somewhere either in the Angle,
in Skyssa or in the city of Santun Morvagh. It will not
occur in Listholm. It can be played in one of two
ways. Either the player group stumble across a
strange object which turns out to be a bomb. Or the
player group witness the bomb exploding. This latter
option is most likely to occur at a distance, the
player characters hearing the sound of a distant
report, the ground underfoot shaking momentarily
followed by a rising mushroom cloud of smoke on
the far side of the city. The GM should not impose
the explosion on the player group within their
proximity, thus injuring them, or even killing them
without giving them fair warning and fair time to
get clear.
The bomb, if found, is an iron sphere with a strange
device on top consisting of various magnifying
lenses over a series of taut cotton threads and
metallic clamps. At a certain time of day the light of
the sun will fall on the lens, the focused rays
burning the taut cotton which will, in turn, cause a
small bowl of kindling to ignite. This will then light a
fuse of gun-powder which will subsequently cause
ARROW (SANDLEW TIGER)
Size Bonus: 8
Art & Expertise: 8
Acrobatics [+4], Brawl [+6], Climb [+6], Combat
Talent [+2], Dodge [+5], Leap [+7], Sneak [+9],
Swift [+9], Swim [+4]
Force & Form: 16
Bludgeon [+3], Granite Skull [+2], Might [+3],
Physical Intimidation [+2], Sturdy on the Feet [+6]
Mind & Memory: 3
Allure [+8], Immune to Charm [+2], Learn [+3],
Place in the Cosmos [+4], Read Person [+2]
Sense & Sympathy: 2
Hear a Pin Drop [+9], Spot Secrets [+4], Taste &
Smell [+12], Zone Out Noise [+6]
Fate & Fortune: 5
Courage [+2]
Storm & Stamina: 6
Endurance [+10], Immunity to Disease [+12],
Recover [+6], Skirmish Strength [+5]
STRENGTH
Life-Force: 80
Max Severe Wounds: 3
COMBAT
Skirmish Smarts: 11
Weapons: Slashing Claws of the Big Cat (natural
claws, melee weapon (AA Brawl or AA Bludgeon)
brawl b+6, bludgeon b+0); Fearsome Bite of the
Saber Toothed Cat (natural bite, melee weapon (AA
Brawl) b+16 [one use per skirmish round only]
Armour: pelt b+1 (doesn't deplete when reducing
damage); Total Armour Bonus: +1
COMBOS: Maul (2 Attacks, target Size Bonus
cannot exceed 6).
the bomb to explode. On the side of the bomb are
scrawled the words
and beneath this
The device is planted by a Gigamyrwen agent of the
terrorist organisation known as the Togaedere (see
page 281 of System & Setting, PDF version).
29
The bomb will most likely be planted somewhere
significant to the gigaerack's relationship with
Verdandi. It is large and extremely destructive, with
a Splash value of 60 and causing 6d20+120 Life-
Force damage at ground zero. If the bomb is inside
a building anyone in the same building will incur an
additional 3d20+30 Life-Force damage as a result of
the structure collapsing around and upon them.
They may also be buried alive under rubble and
debris, requiring rescue.
Anyone outside the Splash range must make a Spirit
roll and where the roll fails they are hit by shrapnel,
incurring 1d20+20 Life-Force damage.
The same level of damage can also be applied to
structures where the GM requires a specific
evaluation of how much damage occurs. Otherwise
damage should be assumed to be violent and
extensive, any building within which the bomb is
situated being largely destroyed, with additional
structural damage to nearby objects and buildings.
If the bomb detonates in a public location the GM
should determine NPC deaths as equal to 1d10 for
an out of the way or quiet part of the city, 2d20+10
for a relatively well travelled part of the city and
4d20+80 for a popular part of the city.
The bomb's ignition system requires the sun is high
in the sky and the detonation is therefore most
likely to occur at midday. The bomb will probably
be situated on a flat roof, or somewhere it won't be
found, as the lens assembly is extremely delicate
and easily defused. The gunpowder inside is very
stable and the bomb is highly unlikely to explode
without applying fire to the fuse.
If the GM wishes, the player group might be roped
into hunting down those responsible, though no set
scenario is provided for such an adventure.
Next Issue...
THE BEARING PIT
Introducing players to Dunkunom and the industrial
culture of that city. The Bearing Pit focuses on
magickal rules and is a particularly useful scenario
for player groups with numerous rune-casters. This
scenario also introduces buy and sell methods
typical of Wyrd, giving players the opportunity to
garner wealth by procuring and selling apparently
mundane materials.
A break-in at the house of the noble Lord
Gonville Bromhead resulted in the theft of
several red Soul Stones which had been in
the Bromhead family for generations. A
reward is offered for the capture of the thief
and the safe return of the stones. Interested
parties should attend the Ducal Order of
Abbraxists and ask for an audience with Lord
Bromhead.
30
It's a simple premise: bring some of the most
popular tropes of the steampunk and fantasy
genres to the big screen. Simple, but costly.
Thankfully, we live in the age of the crowdfund
when projects which, ten years ago would be
tossed aside by studio execs, can today appeal
directly to the end-user for funds. Ultimately,
its future audience will decide if the Dwarves
of Demrel find gold on the silver screen.
In this steampunk fantasy adventure, a collapse imprisons three dwarven
miners who must now work collectively to combat starvation, despair, and a
mysterious creature. Further complications arise when one of the dwarves
learns of their shared, morbid fate, and must decide whether to tell the truth,
or keep it a secret and preserve their hope.
ORIGINS OF AN IDEA
While finishing up at Ohio State in 2012, Chris Raney (Director/
Writer/Producer) and Zachary Amundson (Writer/Producer) saw the first
of three Hobbit films, attending a 3:30am screening which would galvanize
them to emerge blinking into the dawn light with the nugget of an idea forged
and shining in their minds.
Zachary explains: "Walking out of that theatre, there was this epiphany
moment - we would concentrate our filmmaking efforts toward making a
studio-quality fantasy film... but we weren't going to wait until we had
millions. We started referencing different one-location films as inspiration to
tell a gripping story in a singular setting. This would enable us to keep
production costs down.
"Rodrigo Cortés "Buried" (2010) was particularly inspiring because of the
intense, fast-paced drama the creators were able [to] achieve with just one
character and his cellphone, trapped
underground, in a 7 X 3 ft. casket.
"We thought - 'How entertaining would it be to
take some of these same filmmaking principles
into the fantasy genre?'...And hence "The
Dwarves of Demrel" was born.
"The coolest part is... this is only the first film
we have planned for the 'universe' we've
created. You're not just investing in one film, but
a new fantasy franchise. The script is written.
The characters and their costumes are set. The
equipment needed to shoot is already
assembled. We have the time. We've found the
perfect mine to shoot in. All we need, is your
help in bringing the mine to life."
YEAR OF THE DWARF
With the last of the Hobbit trilogy now available
on DVD and Blu-Ray, 2015 truly does look set
to be the year of the dwarf. Zachary gives other
reasons for the timing of their movie release.
"There aren't many fantasy films being made, and
we plan on this being the first of many films to
remedy that. We'll do it by telling smaller-in-
scale stories, that are equally as gripping to
watch as a summer blockbuster.
Muscular, tattooed, and rugged, Brenn has been a
miner all of his life and a pretty good one at that.
Think of him as your veteran factory worker. Relying
on alcohol and tobacco to deal with life's problems.
31
Because the film takes place in one setting (the mine), we have this great
opportunity to tell an engaging, beautiful fantasy story without it costing an
exorbitant amount.
"Fantasy films are very difficult to produce because of the many expenditures
involved in creating a completely immersive world e.g. costumes, make up,
set(s) design, etc. We believe the most important element in the fantasy
genre is escapism. The mine can give the film an epic, authentic space for our
story to take place in. But it needs your help.
WHERE YOU CAN HELP
The team behind this project still need your support to finish the work
already started. Set designs, additional armour, weapon designs and labour
costs all need funding, along with the transformation of a real mine into an
epic underground dwarven kingdom.
Zachary explains: "We've self-financed everything to date and with only four
main actors, we've been able to afford top-of-line costumes for each
character. We've taken great strides in ensuring that everything is authentic
to the world so that the audience will remain completely immersed. We
can't suspend disbelief unless the mine looks convincingly dwarven. [The
crowdfunding] help is the last piece we need in order to do just that.
"The script calls for some key set pieces that are essential to the film's plot.
These include pillars, frames, stone tables, a giant steampunk electric
generator, circuit breakers, dwarven inscriptions, a 'creature's lair', The Pit
(the capital's garbage site in the mine) and styrofoam rocks (for rock
collapse). There are also the less exciting, but equally as important
expenditures, such as airfare and labour costs the pledge money will help us
pay for."
If there was a black sheep within the mining
company, Calcas is it. As an ex-accountant with a
questionable past and questionable loyalties; he is
an enigmatic, cryptic figure.
Married early with five kids, Odryd is a "family
dwarf" by default. Although he floats from job to
job. Odryd is also probably the most charming due
to his natural optimism.
A styrofoam core, just itching to be carved into something Dwarven
32
Zachary goes on to talk about preshoot tests. "As with any film, there are a
number of things that can happen to hinder a project. The good thing for us
is, we've ironed out most of the foreseeable delays because we've already
shot in the mine for the teaser!"
OBSTACLES
"As with any film, there are a number of things that can happen to hinder a
project. The good thing for us is, we've ironed out most of the foreseeable
delays because we've already shot in the mine for the teaser!
"Time - The mine is not an easy place to shoot in. Travel within takes a long
while and safety is always a concern. Fortunately we've worked there before
and have a strong sense of what we can accomplish in a days shoot!
"Weather - As you can imagine, snowfall in the Michigan's Upper Peninsula
is brutal. This is why we have decided to shoot in the fall. It allows us enough
time to prepare properly for the production, while also keeping us out of the
UP's harsher winter months.
"Lighting - As with any mine, there is no light. We will be utilizing excellent
low-light cameras, fast glass, natural flames and portable battery powered
LED's to cost effectively strike our sets!
If you would like to read more about this project and see more images of set
pieces, costumes, cast, crew and location, or if you would like to pledge your
help, visit the official Kickstarter page:
https://www.kickstarter.com/projects/257801402/the-dwarves-of-demrel
A byproduct of nepotism, Drusso is a human from
the "Capital" -- the largest metropolis in Rye.
She came into a position of power when her uncle bought the mining company.
A collection of costume pieces already ready to be used on set Circuit Breaker design
33
The player edition comes with
everything players need to embark on
a game, while the Overseer edition
includes a free player edition plus a
license to print and distribute up to
eight copies of the player edition to
players in the same gaming group,
saving all players in the group the
expense of a separate reference file.
Included with both editions is an
extensive and essential equipment
catalogue listing state of the art ghost
hunting gear, from EVP recorders to
antiqe spirit boxes, from Ovilus and
God Helmets to Ouija boards and
tipping tables.
Emphasis is firmly on the mechanics
and logistics of paranormal
investigation, drawing on the author's
personal experiences as well as a
wealth of media sources, from
mainstream television shows like
Ghost Adventures and Ghost
Hunters International to YouTube
favourites like Live SciFi.
Introducing Forever People's
latest release. EVP is a subtle
modern horror RPG which puts
players in the shoes of a ghost
hunting team investigating some
of the world's most notoriously
haunted locations.
Chilling to the core and with a
brooding atmosphere and mounting
sense of anticipation, EVP sessions
will have players on the edge of their
seat as they use all the means at their
disposal to record evidence of the
paranormal.
Complete with an easy to learn and
easy to implement game system, EVP
follows the exploits of a group of
paranormal investigators gathering
evidence for a college degree in
parascientific theory. Scenarios are
limited entirely to on-site
investigations where players will need
to use equipment, wiles and courage
to capture the data they need.
Each month Forever People will be
releasing a new 'Haunt', a free
investigation site for your EVP game,
giving GMs (Overseer) the
opportunity to run a monthly session
with options to play a different
location every month.
In-game progress is reliant upon the
gathering of compelling evidence, first
and foremost, but later might also
encompass the acquisition of an
internet based audience and then
even a television show, the efforts of
players switching from the gathering
of evidence to the generation of
ratings and viewer interest.
Horror is the underlining theme
throughout, with each Haunt
presenting a new and different
mystery to solve, thrilling new
locations to explore and bone chilling
new phenomenon to experience.
As the efforts of players are inevitably
rewarded by the acquisition of kudos
and funds, they will be able to delve
into the huge index of ghost hunting
gear to purchase ever more technical
and ever more impressive items for
recording and revealing ever more
profound aspects of the spirit realm.
But equipment is also supplemented
by the skill sets of the hunters
themselves which can be both
technical and spiritual, the game
allowing for either approach with
plenty to keep skeptics and debunkers
happy while those players who wish
to explore the psychic, empathic and
spiritualist possibilities will find
enormous scope for entertainment.
Visit the Forever People publisher
page at Drive Thru RPG, or the
Forever People website to get your
copy of EVP. We recommend the
Overseer Edition is acquired by your
gamesmaster and the cost of the PDF
is then spread between GM and
players, who will subsequently have
access to the accompanying free
player editions.
www.foreverpeople.co.uk
34
You know... for kids. Want something that will
tear them away from the iPad, the app store and
the TV? Want to spend some quality play time with
them but feel stupid dressing up as a Power Ranger?
Want to give them something that will test their
brain-power, their imagination and their creativity?
Mazes, Maps & Monsters is a serialised fantasy
roleplaying game for you and your minions.
Designed with an old school structure but using
new-school methods to engage a younger audience,
MM&M will introduce them gently to the roleplay
hobby while simultaneously giving them something
substantial to cut their teeth on.
The system is designed to appeal to, and to be
understood by, players between the ages of 6 and
14. This is a considerably broad brushstroke, but
the system has been thoroughly playtested, with
successful sessions including players belonging to
the full spectrum of suggested age groups.
CHOOSING CHARACTERS
Your players will need a pencil, a copy of the
character sheet (see below), an eraser and the
following dice: 1d4, 2d6, 1d12, 1d20.
To begin with players choose a 'Character' and may
choose from The Wizard or The Sorceress, The
Virtuoso, The Champion or Heroine, the Gnome
or the Fairy.
The Enchanter or Enchantress is a talented
magician who can use magic. Players who choose to
play as this character will get to cast plenty of spells.
The Virtuoso is an expert in the use of mystical objects,
including rings, talismans, amulets, wands and any other
kind of magical item. This character will get to collect
lots of special and interesting items of equipment.
The Brave is a mighty warrior or warrioress whose skill
lies in the ability to use a sword, or any other kind of
weapon. These characters can expect to be involved in
lots of fighting and will be able to use their strength and
bravery to protect the other characters in their team.
The Shortling is a small, shy characters. The Shortling's
speciality is climbing, tumbling and hiding. The Shortling
can also hover using their wings and can turn invisible if
they need to.
The GM should read out these Character
descriptions, giving players a chance to choose one
character each. Characters can either be taken at
the start of the first session then used for
subsequent sessions, or players can try a different
Character each session. Where some players wish
to change their Character but others wish to keep
theirs, the GM should be flexible and allow this,
though any equipment collected by previous
Characters in previous sessions should not be
carried over to the new Character.
ROLLING ABILITIES
Each player rolls dice to generate the following
abilities:
Agility =1d6+6 Representing the character's skill and natural ability.
When using Agility the player rolls 1d12 and aims
to roll a value which is the same as, or lower than,
his Agility value. If the roll is successful the player
gains a Character Point. Agility might be used
where the character is climbing a stone wall, fighting
an enemy, dodging out of the path of a rolling
boulder or swinging across a pit on a rope.
If the Agility roll is made and fails (the roll is higher
than the value of Agility) the player may spend
Character Points to change the result. The dice roll
value may be reduced by one for every Character
Point spent until the value is equal to or less than
Agility.
35
Life Points =2d6+12 Representing the character's health. If the character
is hurt or becomes sick they might lose Life Points
and if Life Points are reduced to zero the character
has been killed. Life Points are replenished by eating
food, resting and sleeping, by drinking healing
potions or by using magical items.
Fate =1d6+6 Representing the character's luck and good fortune.
When using Fate the player rolls 1d12 aiming to roll
the same as, or less than, his Fate value. Whenever
Fate is used and the roll is unsuccessful the value is
reduced by one point. Fate cannot be reduced to
less than 1 and is replenished by spending character
points, resting, eating food or using magical items.
Character Bonus =1d4+2 The Character Bonus determines the value of
abilities associated with different Characters. These
are:
Enchanter/Enchantress: Luck, Blessing, Spell
Casting, Speak to Animals and Knowledge of
Monsters.
Virtuoso: Power Bonus, Ring Lore, Wand Lore,
Problem Solving, Detect the Presence of a Trap and
Identify Magic Item.
Brave: Acrobatics, Use Magical Weapon, Dodge
Attack, Resurrect Other Character, Defence
Bonus, Damage Bonus.
Shortling: Hide From View, Spot Hidden Secrets,
Hypnotise Monster, Hover, Vanish.
See Character Details for more information.
Endurance =1d4 Endurance makes the Character stronger and able
to resist damage. When the Character incurs
damage he adds his Endurance value to his Life
Points and then rolls 1d20. If he rolls equal to, or
less than the total of Endurance+Life Points he
resists damage and doesn't lose Life Points. If he
rolls greater than Endurance+Life Points he incurs
damage and Life Points are reduced accordingly.
Destiny =1d6 The player's Fate value increases by a number equal
to his Destiny value at the start of every game.
CHARACTER DETAILS
Each Character type has its own special abilities and
strengths. Players should be encouraged to try
different styles of Character if they don't enjoy
playing with their initial choice.
ENCHANTER / ENCHANTRESS
The Enchanter/Enchantress gains the following
special abilities.
Luck When making a Fate dice roll, the Wizard/
Sorceress player may deduct their Character Bonus
from the dice roll.
Blessing The player's Destiny value is increased by 2.
Spell Casting Spells, once acquired and learned, are kept forever
but may only be cast a number of times per game
session equal to the Character Bonus value.
Speak to Animals The Wizard/Sorceress may speak to animals. When
attempting to do so the player rolls 1d6, aiming to
roll the same as or less than their Character Bonus.
If they succeed they understand what the animal
says and may speak to the animal.
Knowledge of Monsters The Wizard/Sorceress has knowledge of monsters
which they learned during their magical training.
When they encounter a new monster they may roll
1d6, aiming to roll the same as, or less than, their
Character Bonus. If they succeed they can speak the
monster's language and can also intimidate the
monster, causing it to turn around and run away.
The successful roll only works on one monster (if
there are a group of the same monsters, for
example, only one runs away) and monsters will
only flee if they have 5 Life Points or less.
VIRTUOSO
The Virtuoso gains the following special abilities:
Power Bonus When using any magic item which possesses a
magical effect with a limited amount of uses the
Virtuoso may add his Character Bonus to the
36
number of times the magic may be used. For
example, if the item magical effect can be used
twice, and the player has a Character Bonus of 2,
the magical effect can be used a total of four times.
This does not apply to potions or items which
vanish when their magical effect has been used
once.
Ring Lore Only the Virtuoso may use magical rings.
Wand Lore Only the Virtuoso may use magical wands.
Problem Solving When the group encounter a problem for which
they can think of no obvious answer, or where they
are faced with a puzzle or a riddle which has them
mystified, the Virtuoso may roll 1d6 and compare
the result with his Character Bonus. If he rolls the
same or equal to his Character Bonus the GM
should award the player with a clue. If he rolls
greater than his Character Bonus he gains no
insights into the problem.
Clues should be considered carefully by the GM
who should try to achieve a balance wherein he
lessens the difficulty of the puzzle without simply
giving away the answer.
Detect the Presence of a Trap Where the Virtuoso suspects there might be a trap
hidden somewhere, behind a closed door for
example, or under a stone floor, the player may roll
1d6 and compare the result with his Character
bonus. If he rolls a value the same as or equal to his
Character Bonus he detects a trap if a trap is there
to be detected. The Virtuoso can only detect traps
and cannot disarm them.
Identify Magic Item The Virtuoso is an expert in magical items and
when he comes across a mysterious object he will
be able to identify any magical aspect and where a
magical effect is attached to the item he will be able
to use it. Alternatively he may unlock the magical
aspect and give the item to another player to use.
No dice rolls are required when using this ability.
BRAVE
The Brave gains the following special abilities:
Acrobatics The Brave has increased agility. When making an
Agility roll the Brave may deduct their Character
Bonus from the dice roll.
Use Magical Weapon Only the Brave may use magical weapons which
have a weapon bonus.
Dodge Attack If the Brave is damaged during combat the player
may roll 1d6 and if the value is equal to or less than
the value of their Character Bonus they successfully
dodge the attack and do not incur damage after all.
Resurrect Other Character Because of his honour, the Brave has acquired the
blessings of the great gods. They bestow upon him
or her the ability to restore life. The Brave may
bring any one dead player character back to life.
The ability can only be used once per game but
renews at the start of the next game.
Defence Bonus Bonuses from shields, armour and helmets are
doubled when used by the Brave.
Damage Bonus Any damage roll of 6 results in a mighty blow and
double damage. Damage is doubled after any
weapon bonuses or ability bonuses are added.
SHORTLING
The Shortling gains the following special abilities:
Hide From View Whenever the Shortling wishes to hide from an
enemy or some other kind of peril the player
should roll 1d6 and compare the result with their
Character Bonus. If the result is the same as or less
than their Character Bonus they successfully hide,
melting into the shadows or curling up beneath
their cloak so that they appear to be a part of the
landscape.
Spot Hidden Secrets The GM might ask the player to roll a dice when
there is something hidden within the Character's
vicinity which the Character might spot but which
the player is unaware of. Or the player might
request a dice roll when he or she wants to search
37
a room for hidden items or secret doors. 1d6 is
rolled and compared with the Character Bonus. If
the roll is equal to, or less than, the Character
Bonus the hidden item or secret door is found or
noticed by the Character.
Hypnotize Monster The Shortling can use their special empathic powers
to put monsters into a trance. The player rolls 1d6
and compares the result with their Character
Bonus. Where the result is equal to or less than the
Character Bonus the monster enters a trance and is
stunned for a few in-game minutes, giving the group
a chance to escape. If the monster is touched,
attacked or moved in any way he will emerge from
the trance immediately.
Hover The Shortling may hover for a few seconds using his
or her wings. This should not be mistaken for flight.
If the Character falls from a height they will still
plunge to their doom in the same way as any other
character and they will be unable to fly to any
considerable height. Instead they may use their
wings to hover upward to a height of one foot and
from there may then fly in any direction a distance
equal in feet to their Character Bonus before they
must land again. If this distance carries them across
a great drop (a pit for example, or chasm) and
allows them to reach the other side they will be
able to fly across the span safely.
Vanish The Shortling may disappear, using their special
magical abilities to turn invisible at will. The effect
lasts only a few in-game minutes and is exhausting.
For this reason the ability can only be used once
per game.
FINDING AND CASTING MAGIC
Magic comes in a variety of different forms in the
game universe and only certain types of magic can
be used by certain Characters. In some cases magic
can be used by anyone, but the way in which the
magic is used will be different depending on the
type of Character.
Spells Spells within the game universe are small hovering
creatures which, when found and captured, can be
added to the player's character sheet.
To capture a spell, the player must make a
successful Agility roll. If they fail the roll, the spell
flies away and vanishes into the dimension of magic
where it is lost forever. If the roll succeeds, the
player catches the spell and may add it to his or her
character sheet under 'Spells'.
When the Enchanter or Enchantress catches a spell,
that spell is theirs forever. They are deemed to
have learned the spell but they may only cast it a
maximum number of times per game session equal
to their Character Bonus value. For example, if
their Character Bonus is 4 they may only cast any
given spell four times per game.
When any other character catches a spell they may
use that spell only once, after which the magic of
the spell is deemed to be spent and the spell
vanishes into the dimension of magic.
Magical Potions Magical Potions may only be used once but can be
used by any type of Character. The Character
drinks the entire potion and enjoys the effect as
specified in the potion description.
Magical Rings Only Virtuoso Characters understand how magical
rings work and so only they may wear and use the
magic of a magical ring. The spell connected to any
magical ring can only be used once per game, the
magic renewed at the start of the next game.
To any other Character a magical ring will merely
be of interest as an item they might sell for gems.
Magical Wands Only Virtuoso Characters understand how magical
wands work and so only they may use them. When
a Virtuoso has a magical wand they may increase
the number of times they can use any spell on their
character sheet by an amount equal to the wand's
bonus value. Once the spell has been used up it
vanishes in the usual way.
Magical Items Magical items can be any type of object, from
something as mundane and boring looking as a
potted plant to an object more likely to be magical,
such as a staff or a wizardish cloak.
Only the Virtuoso Character will immediately
recognise a magical item and will be able to identify
its magical effect. All other Characters must make a
Fate roll and if successful correctly recognize the
object as magical and spot the hidden magical effect
which they may then use.
38
Magical Weapons Any weapon which comes with a weapon bonus is
deemed to be magical. Only the Brave may use
magical weapons and therefore only Brave
Characters will benefit from weapon bonuses.
Magical Scrolls Magical scrolls provide spells which can be kept and
used by anyone. The scroll has a number of charges,
with each charge powering one cast of the spell
written upon the scroll. Once the charges are
spent, the scroll crumbles to dust.
COMBAT
When player characters encounter monsters or
other enemies they may find they must engage that
enemy in combat.
When attacking a monster any player who steps
forward and makes an attack is then deemed to be
'engaged' in combat and cannot retreat without
incurring a penalty unless his retreat is aided by
another player (see Retreating, below).
When a character and a monster are engaged in
combat the following three steps occur.
1) Both the monster and the character roll 1d6.
The highest roll goes first in combat order and
becomes the 'attacker'.
2) The attacker rolls 1d12, attempting to roll a
value greater than or equal to the enemy's Agility
value. If they succeed they land a blow and roll 1d6
for damage. Damage is deducted from the target's
Life Points. If the attacker rolls less than the
enemy's Agility they miss and no damage is inflicted.
3) The defender becomes the attacker and vice
versa. Step one is repeated and then the round is
deemed to be complete. The next round begins
with the next set of combatants (which might
include one of the combatants from the previous
round) and all three steps repeat. Rounds proceed
until one fighter wins by reducing his enemy's Life
Points to zero.
If the attacker is carrying a magical weapon, the
weapon bonus is added to the damage roll.
If the attacker is a Brave and rolls 6 the result is a
mighty blow and damage is doubled (damage is
doubled after bonuses are added for weapons
and/or abilities).
If the target is using a shield, armour or helmet the
bonus associated with that item is deducted from
the damage roll.
Retreating Once a Character is engaged in combat they may
retreat from their enemy but their enemy lands an
automatic blow and deals damage without needing
to roll vs their target's Agility. By retreating the
character is able to run away and is safely out of
range unless their enemy chases them.
A Character (or monster) may retreat if one of its
allies (another player character for example) moves
forward and 'distracts' the enemy. This requires the
ally engages temporarily in combat for one round
while the retreating character flees. Afterwards the
ally may also retreat without penalty and both he
and his friend may escape the battle.
Shooting Arrows and Crossbow Bolts
The GM must determine whether a target is in
range or not. Any given Character may only fire an
arrow a maximum distance equal in feet to their
Endurance value x 10. If the GM decides the target
is further away than this the player may attempt to
shoot but the arrow will fall short.
If the GM is unsure whether a target is too far away
to be struck by an arrow he may call for a Fate roll,
though the player may opt to simply not fire if he
doesn't want to risk losing Fate points.
Crossbow bolts always fire 50ft regardless of the
strength (Endurance value) of the firer.
GOLD, GEMS AND GEAR
Items of equipment, when found or purchased, are
added to the player's inventory box on their
character sheet. The player may only carry as many
items as there are inventory slots and if they amass
too many items they will need to either forego new
items or swap them for old items.
Items of equipment can be traded in at any time.
Regardless of the value of the item when purchased,
items are always sold for 1 Gold. If the item is
magical it will sell for 5 Gold and if the item has a
bonus (such as armour or a weapon) the item will
sell for 6 Gold.
Gems are valuable jewels which have a value equal
to 20 Gold. Gems can be converted into Gold at
any time during the game.
39
40
This introductory adventure is designed to bring
players gently into the fantasy world of Mazes, Maps
& Monsters, cutting straight to the meat of the
action. No reason need be given for why the group
are adventuring together beyond the friendship of
the various Characters and their desire to see
justice done. In later scenarios players will be given
the opportunity to start their game in a local village
or town in order to buy gear and talk to locals to
discover rumours about adventure to be had in the
nearby region. To begin with the game lands our
intrepid party in the middle of a story which most
players will find easy to pick up and run with.
PLAYER BACKGROUND
To be read aloud to players at the start of their first
game and after Characters have been created.
You are summoned before the wizard master
Adagio LeSpell who has heard of your heroics in
other lands. He tells you that the great Keys of
the three Dwarf Kings, which were in his safe
keeping, have been stolen by the evil Lord
Rankinphile.
The keys are powerful and important, for they
can be used to unlock the chambers of the
hidden cities of the Red, Green and Golden
Dragons. If ever the doors were unlocked, the
dragons would fly free and might burn all the
towns and cities of the good people who live in
the valley.
Adagio tells you that Lord Rankinphile has
taken the keys to his hideout in the mountains,
an old ruined castle known by locals as the
Ruins of Peril. Adagio wants you to go there to
find the keys and defeat Rankinphile.
You begin your quest by travelling the long road
into the mountains above the valley and soon
come to the entrance of the Ruins of Peril.
Before you stands an open doorway, crumbling
and cracked. But you cannot simply go through
the door because standing in front of it is a
giant guard dressed in armour!
GM INFORMATION
The 'evil Lord Rankinphile' will feature heavily
throughout the player group's game as a familiar
and oft-recurring villain. This familiarity will establish
a comfort zone, ensuring the group are never
overly fearful of the villain they must face.
Rankinphile is a stereotype, but necessary for
various reasons. His presence as a familiar 'overlord
of evil' antagonist will reassure players who are
entirely new to the tabletop roleplaying experience
of a certain stability and comfort zone which they
will recognize and will find easy to assimilate. Later,
when the cliché has been established, the GM might
play with the stereotype and introduce twists and
turns. For now the comfort level of players and
their ability to absorb the workings of roleplay and
the game rules are far more important than
introducing original elements to the adventure
story.
USING LEGO
The GM may wish to use LegoTM floorplans to
enhance his game. In playtests Lego was used
extensively and provided a much needed visual aid
to younger players who were then able to focus
their imagination on something solid.
41
1" scale plastic miniatures should be used with the
Lego floorplan, their bases neatly compatible with
the standardized Lego brick sizes and their inclusion
another way to grab the imagination of younger
players. Monsters, NPCs and rooms will come to
life this way for players who might otherwise
struggle to form an image in their minds eye of the
scenes their GM describes. This, of course, is not
always the case, and some players might have ample
imagination to envisage the fantasy world in which
their Character has been immersed. In other cases
Lego and miniatures will only create a distraction.
Ultimately the GM must decide, based on the
knowledge he or she has of his or her own young
group which the author does not, whether Lego
and miniatures are appropriate.
In any case ground rules should be laid down when
using visual props. Players should be informed that
they may not touch or move figures unless the GM
says they may do so. Similarly the Lego may not be
touched without the express permission of the GM.
It should be made clear that the visual props are
there to give players a good idea of the shape and
layout of the place their Characters are exploring,
of the exact position of monsters and of the
Characters themselves, and that the props are not
provided as a kind of toy to be used in the way
players might be used to using toys for imaginative
gameplay.
These instructions which, at first, might seem harsh,
will soon be accepted and will ensure the GM does
not spend his or her game keeping the Lego props
and miniatures under control.
THE RUINS
The following key and maps detail the Ruins of Peril
and provide the GM with everything he or she
needs in order to run the adventure from start to
finish. The GM should anticipate several game
sessions to complete the adventure, ideally running
each session for no more than one to two hours
depending on the likely attention span of the group.
One key will probably be recovered by the group
LOWER FLOOR UPPER FLOOR & ROOFTOPS
1
2a
2b
3 pool
4
up up
up
5
5a
5b
6
7 7a
8 9
10
11
12
13 14
15a
15b
15c
16 17
18
19b
19a
42
for every session they undertake, the final session
seeing them confront the evil Lord Rankinphile.
Images included below show the Ruins of Peril
constructed out of Lego and in the midst of playtest
action. It should be noted that particular efforts
were made to build this Lego model in order to
showcase what can potentially be built, and a great
deal of Lego was used in the construction. By no
means should the GM reading this feel they are
required to present anything so intricate or
expansive for their own group (unless, of course,
they relish a challenge and, like us, have a great deal
of Lego to play with). One layer of bricks can be
used effectively enough to outline the edges of
rooms and passageways, with standard Lego doors
used for thresholds and simple offset bricks used to
indicate stairs. Players will need to be informed that
the Lego merely indicates and does not precisely
represent the place they are exploring in order to
prevent younger players from mistakenly assuming
they can step over walls in order to reach adjacent
rooms.
1 Dung, the Philosophical Giant
As the players approach, Dung scratches his head
and demands they answer his riddle in order to
pass through the door and into the Ruins of Peril.
Dung may seem to be an ignoramus but his riddles
will suggest hidden depths. The GM should choose
a riddle based on the perceived ability of his group.
As a rule of thumb the GM should never
underestimate the intelligence of his players, but on
the other hand should avoid giving them a riddle
they have no hope of answering. The level of riddle
varies from 1 to 3, with 1 being suited to 6 to 8 yr
olds, level 2 suited to 9 to 11 yr olds and level 3
suited to 12 to 14yr olds (or older). This level
system is used throughout the adventure.
Dung prefers the right answer but will accept any
answer provided it is philosophical. Regardless of
whether the riddles are answered correctly or
incorrectly, Dung will step aside and allow the
group to enter the ruins. He is not a guard but
merely lives at the entrance where he finds he is
more likely to meet people who seem willing to
listen to riddles and give philosophical insights.
Level 1 Riddle
Q. The queen in her castle had six sons and two
daughters. How many princesses lived in the castle?
A. two.
Level 2 Riddle
Q. What invention lets you look right through a
wall?
A. A window.
Level 3 Riddle
Q. If a debt, subtracted from zero, is a fortune and
a fortune, minus zero, is a fortune, what is a debt
minus zero?
A. A debt.
2 Boulder Trap of Inevitable Cliches
Hidden in the floor here (2a) is a small catch which,
if trodden on, will trigger a boulder trap. The
boulder will emerge from a place at the opposite
end of this long corridor (2b) and will rumble
toward the player group.
Any Character passing location 2a makes a Fate roll
Dung, the Philosophical Giant
43
and if unsuccessful they lose 1pt of Fate in the usual
way and step on the catch. They will hear an
ominous click and then the boulder will start to
rumble toward them.
The boulder can be easily outrun but the group will
need to decide if they are going to go back the way
they came or try to run for the door to room 3. If
they go back the way they came the boulder will
smash into the corner, blocking the way ahead. The
group will need to find the necessary spell to
dislodge the boulder before they can proceed.
The GM should not allow players too long to
decide, hurrying them to reach a decision before
the boulder hits them.
3 Mutant Sea Bass
This room is divided into three parts. The part just
inside the door is a stone platform with a retaining
wall. The wall retains a pool of water filled with
angry mutated sea bass (no lasers) which will attack
the feet and ankles of anyone wading through the
water. This will cause 2d6 Life Points damage to
anyone who doesn't 'take precautions'.
On the other side of the pool is a small raised
porch which leads to room 4.
A treasure chest stands just inside the door leading
to the corridor. In the chest are six normal swords
and a Sword of Legend (magical weapon +2 bonus).
The chest also contains 15 Gold.
4 Mel Kholly, the Convenient Store
The door leading to room 5 is locked from the
outside, while the door leading to the porch in
room 3 is unlocked but the pool of angry mutant
sea bass prevents easy crossing of that room.
Here is a fairly comfortable chamber with a
fireplace, a table and a chair. Various odds and ends
stand on shelves around the room and sitting at the
chair, supping from a cup and eating dry bread is a
solemn looking old man who introduces himself as
Melon, seller of things. This, he will explain, is his
convenient store, conveniently placed in the middle
of the evil Lord Rankinphile's headquarters in order
to provide the adventurers who come questing
here with things they might buy in exchange for
gold. Melon turns a fairly good profit as adventurers
are plentiful, even if they don't live very long.
Melon's wares:
Battleaxe of Astounding Might +2 (magical
weapon) costs 6 Gold.
Potion of Healing (one draught heals 10 Life
Points) costs 4 Gold.
Spell in a Jar (the spell is Fireball and allows
the caster to fire a fireball as though it were a
crossbow bolt. The fireball causes 4d6 damage)
costs 5 Gold.
Spell in a Jar (Freeze Monster, allows the
The Boulder of Inevitable Cliches
44
caster to freeze any monster for long enough to
land two free blows) costs 1 Gem.
If the players engage Melon in conversation and, for
example, wonder aloud why he looks so solemn
and unhappy, he will explain that he is forced to
work in the store by the evil Lord Rankinphile who
has kidnapped Melon's daughter and holds her in
some hidden part of the ruin.
If the players offer to help Melon escape he will
explain that he cannot, for if he does Rankinphile
might never return Melon's daughter to him.
Instead Melon will ask the players to find his
daughter and if they return her to him he will then
escape with them. He will also give them a special
spell which he keeps hidden for special occassions.
The spell is Return Life to the Dead and Melon will
give it to the players if they save his daughter and
release him from this room safely so that he can
escort her out of the ruin. The spell returns any
dead Character back to life, restoring the
Character's Life Points in full. The spell is worth 2
gems.
5 Lazy Goblin Guards
Four goblins are stationed here, guarding the locked
door to Melon Kholly's room. As soon as the player
group appear they will rush to attack.
Lazy Goblin Guards x 3
Agility 6
Life Points 6
Endurance 1
Goblin Commander
Agility 7
Life Points 10
Endurance 2
The Goblin Commander is carrying a Club of
Doom which is a +2 magical weapon (the +2 bonus
applies to damage the Goblin inflicts using the club).
Along with this club the goblins are carrying 4 Gold,
a joint of smelly rancid meat, A copper token
shaped like a wheel and an iron token shaped like
square.
5a Strongbox
An iron strongbox embedded in the wall. A square
shaped slot will accept the square iron token
carried by the goblins (see location 5 above) and
this acts as a key, unlocking the box.
Inside is a gem and a lever which, when pulled,
unlocks the door to room 4. Here also is a
triangular token marked 'Level 2'.
5b Ladder
A ladder lies against the wall here. The ladder can
be propped up against the wall of the structure
housing room 4 and the players will then be able to
climb to the roof of that structure (location 8). The
ladder can also be taken into room 6 and used to
reach the wheel situated on the wall there.
6 Tower of Tempting Wheels
The door into room 6 is furnished with a locked
copper padlock which has a slot shaped like a
wheel. The slot accepts the wheel shaped token
held by the goblins in room 5.
Inside this room, which is housed in a free standing
tower of considerable height opposite the tower
housing room 7 (the two towers connected by a
bridge which is too high to be reached by the
ladder in room 5) is a tall thin room with tiled walls
and pipes running horizontally at various heights. A
wheel is situated in the wall opposite the door,
higher than can be reached from the floor but low
enough to be reached using the ladder in room 5.
If the wheel is turned counter-clockwise it shuts off
the water flow into room 3 and the pool there will
drain. If the players return to that room they will
find the pool has emptied and is full of dead mutant
sea bass.
If the wheel is turned clockwise again the water
flow is switched back on and the pool will refill,
45
though the mutant sea bass will remain dead.
7 Were Hamster of Doom
This room is occupied by a monstrous giant Were-
Hamster. The Hamster is voracious and will attack
anyone who dares either to open its door and let it
loose or to enter its room.
Were-Hamster
Agility 9
Life Points 10
Endurance: 1
Thick Fur (acts as armour with a +1 bonus)
If the Were-Hamster is released when the goblins
are still in room 5 he will attack them first.
If the Were-Hamster is slain and players search the
creature's squalid straw covered lair they will find 2
Gold and an Ancient Shield of Defence which has a
+2 armour bonus).
7a Small Cupboard
This cupboard is on the corridor side of the wall
and cannot be accessed from room 7.
If the cupboard is opened a snake springs out and
bites whoever opened the cupboard unless the
player makes a successful Agility dice roll. The bite
causes 1d6 Life Point damage.
In the snake's nest is a gem worth 20 Gold and a
Potion of Good Fortune which restores one
Character's Fate to its original level.
8 Roof of Sudden Fear
The ladder at location 5b must be propped against
the wall of the building housing room 4 in order to
climb up to the flat roof here.
When the players arrive and if they head toward
the stairs leading up to location 9 a ghost appears at
the other end of the roof and starts to moan in a
ghoulish way. Everyone who sees the ghost must
make a Fate roll and if they fail the roll are so
frightened that they lose one point of Agility.
The ghost vanishes shortly afterwards and does not
return.
9 Roof of the High Tower
The steps from location 8 lead up to the roof of the
high tower housing room 6. Up here players can
access the bridge which spans the gap between this
tower and the one housing room 7.
On the floor of the roof lies a skeleton dressed in
the tattered clothing of an adventurer. Next to the
skeleton is a backpack within which is a jewelled
tiara worth 25 Gold, a mouldy old jar filled with
biscuits, a pipe (for smoking) and a note. The note
reads:
"Day 6 - The ruins are overrun with goblins and
I'm stuck here and can't get off the roof in case
they get me. Thank goodness I have my pipe to
smoke. It's a terrible habit to break, a really
A cupboard snake - bad times - and a gem - good times!
46
terrible habit to break, but it is a comfort in this
difficult time."
"Day 7 - uh oh. I've run out of food. I only have
these dry biscuits and I really hate dry biscuits."
10 Bridge Over the Span
In the middle of this bridge is a tower of stone
which blocks anyone from simply walking across.
Instead anyone who tries to get past the tower
must sidle around a very narrow ledge, holding
onto the flat walls of the tower as best they can.
Any player who attempts this must make an Agility
roll. If they fail the roll they slip and fall. They may
then make a Fate roll and if successful manage to
grab the ledge and pull themselves back up. If they
fail they fall to the ground below, incurring 1d6+6
Life Point damage.
If the player edges around the tower or pulls
themselves back up after slipping they may continue
to location 11.
11 The Master Switch
This is the rooftop of the tower housing room 7. At
the back of the roof is a plinth upon which rests the
Red Key of the Dwarven Kings, one of the three
keys the players have come to find.
Behind the plinth is a lever which, if thrown,
switches off all the traps in the ruins. The boulder
trap at location 2a/2b will deactivate; the pool in
room 3 will drain; and the pivoting floor at location
17 will lock so that it no longer triggers when
stepped on.
12 Lava Pit of Further Cliches
Stairs rise to this pit which is approximately 10ft
wide. The sides of the pit are sheer and there is
apparently no way to get across by going around
the edges.
Note: a goblin archer keeps watch on this part of
the ruin from the battlements above (see location
14) and will fire down on anyone who enters this
area without first dealing with him. His arrows will
cause 1d6 damage if they hit their mark.
Some fifty feet below the players will see a bubbling,
seething lake of lava and a considerable heat will
rise from this to their position above.
A narrow platform extends out from the stairs to a
point halfway across the pit, apparently reducing the
distance a person must jump to cross the pit to the
other side from 10ft to 5ft. However, the platform
is hinged underneath on the stairs side and any
weight placed on its unhinged end will cause it to
pivot, dumping anyone standing upon it into the lava
The ghost of Adventurer's past makes an appearance
47
where they will perish.
The hinge is visible to anyone who inspects the
platform thoroughly and the platform will give way
if anyone tests its stability by putting something
heavy on the unhinged end or the centre but not if
weight is merely placed on the hinged end.
The ladder from room 5 is too short to span the
gap and anyone who tries to jump across will fall
short by a distance of a few feet at least and even if
they are able to jump across using magic or some
kind of rope the searing heat from below will boil
them before they can reach the other side, causing
1d6+10 Life Point damage. The lava pit should be
considered impassable for this reason.
13 Landing and Locked Door
A halfway landing in this stairwell. Here is a treasure
chest containing a magical ring of Fire Blast (shoots
a blast of fire at enemies, using crossbow rules,
causing 1d6+2 damage if it hits them) and a spell in
a jar. The spell is 'Stone to Dust' and will turn any
boulder from solid rock into a small pile of ash. The
spell only works on unworked stone, not any kind
of stone that has been 'worked' such as bricks or
stone blocks used in construction (i.e. the spell will
not cause walls to crumble).
The door at the top of this stairwell is locked. The
padlock is furnished with a triangular shaped slot
and is unlocked using the triangular token found at
location 5a.
14 Snotspreader the Goblin Archer
Keeping watch on the lava pit and the long passage
where Lord Rankinphile dwells is Snotspreader the
Goblin archer. He patrols up and down this stretch
of battlements, looking down on the area below.
Anyone who climbs the stairs to the battlements
will be fired upon by Snotspreader as soon as he
sees them. He is an abject coward, however, and
will run away if his arrows miss and he realises he
must fight his target in hand to hand combat.
Snotspreader will throw down his bow and arrow
and jump over the parapet, landing awkwardly on
the edge of the lava pit before falling headlong into
the pit itself. His cowardice will, therefore, be his
downfall in more ways than one.
The bow and arrow may then be picked up by the
player who was brave enough to storm
Snotspreader's battlements. Hanging from the bow,
attached by a piece of string, is a tiny silver token
marked with a key symbol.
15a The Dangerous Gate
This area is a battlement overlooking the front of
the ruin. If players peer over the walls of the
battlement they will see the road leading to the
front door below and the head of Dung the
philosophical giant as he stands guard.
A huge iron gate set into a stone arch bars the wall
opposite the edge of the battlements. Beyond all is
in darkness beneath a high tiled roof. A lever juts
from the wall next to the gate and if this is pulled
the portcullis at location 15c will rumble open and
the giant spider Limbtangle will scramble to
freedom. If Snotspreader the goblin archer prevails
at location 14, Limbtangle will eat him before
heading off to follow the scent of the player group.
If the lever is thrown again the gate will shut, but by
then Limbtangle will be free.
15b Limbtangle the Giant Spider
Lurking in the darkness is Limbtangle, the Giant
Spider. He is extremely voracious and eager to
escape this prison cell where he has been trapped
by Lord Rankinphile.
Limbtangle the Giant Spider
Agility 10
Life Points 16
Endurance: 2
In the desolation of Limbtangle's cobweb strewn lair
anyone who performs a search will find a bag
48
containing 5 Gold, some old bones and a jar
containing a spell. The spell is 'Alchemy' and when
cast upon anything edible the spell effect transforms
the food into 5 Gold. Food to be transformed
should be treated as single items where they are
listed as such (for example - a loaf of bread, or
some dry biscuits would both be treated as one
item of food).
If the player group wish to get to the second
Dwarven Key and rescue the imprisoned daughter
of Melon Kholly they will need to deal first with
Limbtangle.
They can achieve this by posting the Rancid Meat
found in room 5 through the bars of either gate
leading to Limbtangle's cell. Limbtangle will be
drawn by the smell of the meat and will be busy
eating it. The player should then pull the lever next
to the same gate which will open the opposite gate,
allowing Characters who should be waiting there to
hurry through to room 16.
There may be other methods to get past
Limbtangle, including a fight with the spider to the
death, but this is the method Rankinphile's minions
use when they need to access room 16.
15c The Other Dangerous Gate
A gate identical in every way to that which can be
found at location 15a. Next to this gate is another
lever which, when thrown, causes the gate at 15a to
rattle open, allowing Limbtangle the giant spider to
scurry free onto the battlements there.
It should be noted that Limbtangle is a spider and
therefore able to crawl over the walls and rooftops
of the ruin. He will not be restricted by locked
doors and once free he will soon catch the scent of
the player group and will come looking for them.
If the lever is thrown again the gate will shut, but by
then Limbtangle will be free unless he can be
somehow lured back into his cell.
16 Deidre's Cell
Inside this dank and darkened cell, Deidre, daughter
of Melon Kholly, has been imprisoned. There is no
lock upon her door, for the giant spider Limbtangle
guards the passage outside and keeps her from
venturing out.
Deidre will be extremely grateful if rescued. She will
explain to the players that Lord Rankinphile dwells
beyond the lava pit which is impassable. He can be
reached only by opening the pivoting floor in the
room next to her cell (room 17). But before the
players do that they will need to lock the pivoting
A player character peers into Limbtangle's lair
Snotspreader Meets Limbtangle
49
floor in order to reach the strongbox there, which
contains the second of the Dwarven Keys.
The lever for locking and unlocking the pivoting
floor at location 17 is found at the back of Diedre's
cell. If the lever is in the up position the floor is
locked in place and if the lever is in the down
position the floor is unlocked and will drop away if
anyone stands on the weak point directly in front of
the strongbox.
Note: if the master switch at location 11 has been
thrown the reverse will be true and the floor will
be locked when the lever is in the down position.
When the players first enter Diedre's cell the lever
will always be in the down position.
17 Pivoting Floor
A short stretch of corridor leads to a dead end. On
the wall at the end of this corridor, built into the
wall of the structure housing Diedre's Cell (location
16) is a strongbox. The box is furnished with a slot
marked with a key symbol and is opened by using
the silver token that Snotspreader the goblin archer
keeps tied to his bow for safekeeping (see location
14).
The floor of this short corridor is hinged on one
side and will drop out from beneath anyone who
stands in front of the strongbox and who has not
first deactivated the trap. The trap can either be
deactivated by using the master switch at location
11 (which turns off all traps in the ruin) or by using
the lever in Diedre's cell (location 16). The GM
should note that if the master switch is thrown and
then the lever in Diedre's cell is also thrown the
second lever will reactivate the trap rather than
deactivate it (see location 16).
When the floor pivots anyone standing upon it will
drop down into the room below, landing withour
injury on the sloping platform (location 18) before
sliding into Lord Rankinphile's lair (location 19). The
floor will immediately spring back into place.
If only one Character falls through, leaving the
others behind, he will be dazed from his fall and will
be grabbed by Rankinphile's guards and chained up
in the lair. He will be found there when the rest of
the party reach that room. If this occurs early on in
the adventure the GM should contrive to have the
captured player character delivered to the goblins
in room 5 instead where he will be shackled to one
of the walls in that room. When the rest of the
group enter that location for the first time they will
be able to kill the goblins and rescue the captured
Character.
The pivoting floor may seem to be a trap but is in
fact the method used to enter Rankinphile's lair and
the players will need to use the floor to achieve
this, switching it on and off as required.
Pivoting floor madness
50
Inside the strongbox is the Green Dwarven Key,
second of the artefacts the players have come to
find and recover.
18 The Slide of Doom
A slide which offers a safe ride down from the
pivoting floor above (see location 17) into the lair
of Rankinphile. The slide will also present a surprise
to any player who manages to somehow cross the
lava pit, the character failing to anticipate the slide
and probably expecting more stairs to match those
on the other side of the pit.
19a Lord Rankinphile's Evil Lair
Seated in his throne of bones is the evil Lord
Rankinphile, an enemy the GM may describe as he
or she sees fit, though the description should be of
a dark and powerful foe, bristling with spikey
armour plating and probably with glowing red eyes
or something of that ilk. Horns of some kind should
probably be included as well.
To one side of Rankinphile's throne is a great heap
of stinking compost and sticking out of this is a
plinth upon which lies the third Dwarven Key, this
being the Golden key, most fabulous of the trio.
Rankinphile will stand as the player group arrive to
greet his worthy adversaries. When performing the
voice of Rankinphile the GM should attempt his or
her most gravelly and sneering role to date.
"Ah, puny and pathetic adventurers. I wondered
how long it would be before my splendid traps
and guardians were defeated. How is the
Wizard Adagio LeSpell? I assume you come on
his command?"
Regardless of the response...
"It matters not who pulls your strings, for you
are nothing to me, mightiest and darkest of all
the lords of the black mountain! I shall smite
you now. Or perhaps I shall have my final and
most terrible guardian smite you for me. Hm,
yes, that's what I'll do. Emerge CHAOSIA, my
most loyal warlord!
If Chaosia is defeated he transforms into a pile of
three gems, each worth 20 Gold. His tone
somewhat less confident, Rankinphile will resume
his narcisistic rant:
"Bah! Foiled again! But this time I'm not going
to let you confounded adventurers get away
with it. I expect you know what a birthday is?
Well today we celebrate something else. Not
the day you were born but the day you will die!
Bwahaha. Let me give you your present now.
His name is Stenchblossom. ARISE
STENCHBLOSSOM!"
The compost heap next to the throne seems to
heave upward and takes on the form of a great
shambling mound of rotting vegetables and moldy
grass cuttings. Bits of apple core and banana peel
scatter as the great monster reaches for the Golden
Key, brings it up to his mouth and swallows it
whole, belching loudly afterwards. He then lurches
forth to attack the player group. His stride is
extremely slow and as he comes Rankinphile will be
unable to resist further gloating, giving away a vital
secret in the process...
"Wonderful isn't he? He's utterly invulnerable to
your pathetic weapons and magic. Only one
thing will give him pause for thought, and that is
a command letter. Only one thing will stop him
and that is a command word which turns him
back into a pile of rubbish. A shame only I know
the command letter and word, and I'm not
going to help you by giving you any clues, like
for example, if you take a bit away from
something that's very hard to break, you'll get a
little bit of help. You might be able to get both
the letter and the command word from that
clue if I was stupid enough to give it to you, but
I'm not so dumb as to... Aaaargh. What have I
said!? Stenchblossom! Attack them, protect the
Dwarven Key!"
The GM should repeat the pertinent aspects of the
rant if players request it.
The solution to Rankinphile's clue is H for the letter
and Habit for the word. If you take a bit (ABIT)
away from something that's very hard to break
51
If the word Habit is shouted, Stenchblossom
transforms back into a heap of rotting compost and
the Gold Dwarven Key will rattle across the floor
where players can recover it.
Rankinphile will roar with indignation and will sneer
in his very best defeated dark lord tones:
"Aaargh, you have bested me and my greatest
guardians. Return now to your wizard master
and tell him of your victory, but know this. You
have not heard the last of me, for I shall return.
Spell casting RETURN TO SOURCE!"
As Rankinphile utters these words he will seem to
transform into a whirling tornado of dust which
gradually vanishes into the air, his disappearance
accompanied by a fading malevolent laughter.
19b Chaosia, a Most Loyal Warlord
From this alcove steps forth Chaosia to attack any
who dare to enter the lair of Lord Rankinphile.
Chaosia is a huge chaos golem made of stone and
metal plates. He carries a huge warhammer
furnished with spikes and has fists the size of
boulders.
Chaosia
Agility: 11
Life Points: 18
Endurance: 2
Aftermath
Once Rankinphile is defeated, the player group may
wish to return to Melon Kholly to help him escape
the ruins. They will then return to the road and
head back into the valley to visit with the wizard
master Adagio LeSpell.
LeSpell is overjoyed to receive them and to have
the Dwarven Keys safely back. He will offer the
player group a choice of one of four rewards.
Players must discuss between them which reward
they will choose and which of them will take the
reward. All players except the player who accepts
the main reward will be given 40 Gold each by
LeSpell.
Sword of Divine Fire (magical weapon with a
weapon bonus of +3 which may only be used by
Brave characters).
Healing Potion of Power (a potion which, when
consumed, raises the drinker's Life Points to 24, the
maximum allowable).
Spell in a Jar (the spell is Formidable Fate and
when cast on any Character, including the caster
himself if the caster wishes, Fate is raised to a value
of 12).
Wand of Wizardly Power (+2 bonus to this
wand which may only be used by Virtuoso
characters).
Written by David Sharrock, playtested by David (41), Cate (age undisclosed), Cerin (6) and Annie (13).
(habit) you'll get a little bit of
help (H). The command word is
therefore Habit.
When the letter H is uttered
Stenchblossom will freeze for a
few minutes, allowing players a
chance to think about the rest of
the clue. If the player group are
smart they will merely shout out
the letters of the alphabet until
they hit the right one, buying
themselves enough time to solve
the rest of the riddle.
52
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