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    Game Geek, Issue 17, May

    An Avalon Games Product, All righ

    reserved, Version 1.0, 2011

    All comments, suggestions and

    contacts can be made at…

    Avalon Games,

    [email protected]

    Or visit

    Avalon Games at…

    www.avalon-games.com

    Game design, artwork and layout

    by Robert Hemminger

    Cover by Joe Calkins

    Some art by Sade, LPJ and Art Fant

    Contents 

    Musing of the Avalon Stogie ................................................................................................

    Behind the Game,

    Heroes for Hire .........................................................................................................

    Junkyard Wars,

    Strip #17 ......................................................................................................................

    Coral Thrown,

    Chapter X ..................................................................................................................

    Dept 13 Comic, Issue #2 ……………………………..………………………………………..

    Marks Musings …………………..………………………………………………………………

    Artist Spotlight, Andres Canals ………………………………………………………………..

    Raging Swan Gaming …………………………………………………………………….……..

    Avalon Pathfinder

    Unseelie Rings ...........................................................................................................Multi-Verse,

    Hive Terror …….…………...........................................................................................

    Battle Axe,

    New Magic Cards ……….….......................................................................................

    Reviews .................................................................................................................................

    Geek Profile ………………………………………………………………………………….…….

    Arcana,

    Dragons Bone Mountains …….................................................................................

    Whats New ...........................................................................................................................

    Cool Stuff ..............................................................................................................................

    Free Stuff ……………………………………………………………………………………….…. 

    Page 2

    Page 3

    Page 4

    Page 6

    Page 10

    Page 15

    Page 17

    Page 21

    Page 25

    Page 26

    Page 27

    Page 29

    Page 31

    Page 33

    Page 34

    Page 36

    Page 38

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    how about some more top tens. This time around

    s look at my top ten games of all time. This does

    t include popular family games like Risk and Clue,

    t hobby level games.

    Panzer Leader by Avalon Hill.  Ok, this may not

    the best game ever, although it was a solid hex and

    unter war game. Nope this one is at the top because

    s the game that got me started as a game nut. I have

    itten before about this game and me and my Dad, sowon’t go into details here, but as it was the first it

    ts the top slot.

    D&D.  What can you say; I have had a love affair

    th this game for over 30 years. It’s the original, it

    awned a whole gaming industry and for good or

    d, it’s still the best, even if 4th ed. is a dog.

    Squad Leader.  Wow what a game, I still have a

    py of it, even though I haven’t’ played it in years.

    ope of all the hex and counter war games to comet of Avalon Hill, this was the best. Ya it became

    me odd, complex monster that only a few die hards

    w play, but the first edition was a wild blast.

    Traveler. The fist real Sci-Fi RPG, this was a great

    of fun and I loved playing in the system. Over the

    ars it has changed, grown and been made into all

    rts of different things, but the first version is still the

    st.

    Gamma World.  This first version of this postocalypse game by TSR was a rip on an earlier type

    me, but Gamma World was by far better and much

    ore fun. Rolling up a crazy mutant was always cool.

    Champions.  The best super hero game out there,

    d possible still is, Champions allowed my comic

    ok fueled mind to really get into the act. What fun I

    d playing this game.

    7.. Titan. Another Avalon Hill game, this one has

    spawned all sots of copycat versions and ideas. Still a

    great game, I play a Java flash version all the time on my

    computer.

    8. Warhammer and 40K.  Hard to separate the two as

    they are both tabletop war games and both more or less

    share the same basic game engine. I get a lot of joy out o

    these two, even if they cost me a ton of money.

    9. Melee and Wizard.  Two of Metegaming’s old Micro

    Games, these two where my first introduction to an RPG

    like system. Soon after I started playing these I discovere

    D&D and they fell to the way side, but while I played

    them, I played the hell out of them. Great fun was had

    with these two games.

    10. Anything I Wrote.  Ok, a little selfless promotion,

    while the games I make may not be worth being on the

    list, I still like them all. I design games that I would like t

    play, so I love them all.

     

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    Now Mom you be nice. This little Bot

    walked a long ways s to talk to you.

    Yes dear.

    "#$ %

    $#&'()

    $*# +,

    )(-../ +&

    0*-)1(

    *()(2

    So what do you think Mom, should

    we help him out?

    What do you think dearWell it would be nice to teach those

    Yellow Rats a lesson or two.

    Of course that would mean we would

    lose a bunch of Battle Bots...

    But I think it’ worth

    the risk, so I say yes.

    Yes!!!

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    !"# %&'&(# )* +,-

    Availablenow at

    RPGNow, E-23,

    Pazio

    and othergreat online stores.

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    Coral Thrown

    Chapter 10

    eading back to the palace, Isadora watched the

    ndscape change as they rode through it. She could seee palace off in the distance; sitting atop the low

    mountain peak while lying all around it sat olive groves

    nd open pastures. Here and there she spied a cottage or

    rmstead, but most of the land about the mountain's

    opes was open grassland, dotted by outcropping of

    ocks and hardy scrub. Among these sat small groves of

    ees and low hilltops running along the peak's base.

    Who's lands are we riding through?” Isadora asked

    ulia as she rode beside her.

    These are the crown's lands,” Julia answered with a

    weeping hand. “Most of the island lies under the

    ueen's ownership. We have yet to actually leave the

    oyal estate.”

    All this belongs to the queen?”

    Aye, as does most of the island,” Julia answered. “Only

    e western peaks and their slopes lay in other's

    wnership. The other isles of the chain are under

    wnership of different noble houses though. The isle ofiguria mostly belongs to the Farthia family, while little

    ithar is under the complete control of the Gilliards. The

    ther two smaller islands fall under the sway of several

    minor noble families.”

    s they spoke Isadora watched as one of the outriders

    ame galloping back to the main party. He pulled up to

    on's horse where the two men spoke. Jon then gave an

    rder and turned his own horse and rode up to the two

    omen. Bowing in his saddle Jon turned to speak to

    ulia.

    “Milady, out scout reports that he has spied somethin

    odd in the field over to our left,” he said as he pointedthe large field. Isadora could see a large herd of goat

    grazing in the middle of the tall grass, but nothing

    seemed out of the ordinary. She looked some more a

    then discovered that there was no one watching over

    herd. No dog, or shepherd, no one to oversee the goa

    Isadora then returned to the conversation the two bes

    her were having.

    “What sort of trouble?” Julia asked, a slight frown on

    her face. It was clear she did not want anything to

    disturb her ride today.

    “I am not sure,” said the captain. “The scout says the

    are signs of a struggle, but no clue where the boy that

    should be watching the goats could have gotten off to

    “Should we have a look?” Isadora asked, not sure wh

    the normal response would be to this. Back home she

    would have investigated herself, taking several armed

    men with her. One could never be too careful in the

    wilds of her mountain home.

    “Well…,” Julia mused, indecisive. Inpatient, Isadora

    decided for herself, spurring her horse off to the left,

    riding out to meet the scout who was walking the

    middle of the field.

    “I guess we investigate,” Julia said with a pout, a bit p

    out by Isadora's action. Turning her horse she trotted

    off after Isadora. Captain Jon kept pace with the

    princess as they reached the site of the soldier and her

    sister-in-law.

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    “He could be hurt, or worse,” Isadora protested. “If

    go off and seek help at the palace, he could well be d

    by the time we return.” It was clear that Julia was in

    charge here, but she was also hesitant to act. Isadora

    fumed at this, swift action was needed, not indecision

    “We have several well armed soldiers with us and yo

    are a famed sorceress, we can more then handle any

    trouble that comes our way.”

    Julia stood there thinking it all over. Captain Jon fin

    offering a suggestion, one where Julia and Isadora

    would ride back to the palace to report what has

    happened. He would send one of his men to escort

    them. Meanwhile he and the other men would ride o

    to investigate the smoke. Julia smiled at the option a

    agreed with a nod. Isadora fumed all the more. As J

    was helped back onto her horse, Isadora leaped up on

    hers. Julia turned her mount and began to ride away

    one of the soldiers keeping pace beside her. Isadoraremained however. Julia halted and turned back but

    Isadora cut her off and waved her on. “I will remain

    here with the men.”

    Julia shrugged and waved a farewell, turning to ride

    away.

    Captain Jon paled at the idea. “Your ladyship, I

    would…,” he began, seeking to send Isadora on her w

    as well. Isadora cut him off mid sentence. “Captain

    she said, an authoritative voice on her lips, “I havekilled men twice your size, and faced down a demon

    with little more then a dagger. I think I can handle a

    few goat thieves.” With a laugh she turned her horse

    and rode off towards the smoke. “Besides, someone

    to look out for the royal goats.”

    **********

    Isadora watched as the soldier crawled back towards

    and the captain who lay beside her. They both had

    taken a place in a hollow a few yards away from thecamp they had spotted. Beside her lay two more of t

    soldiers while a third stayed behind to hold the horse

    As the scout slid over the log to join the others, he

    whispered in a low voice.

    “Six men sir,” he reported to Jon. “Each well armed

    They feast on a roasted goat. I saw no sign though o

    the boy.”

    ismounting Isadora walked the grass before her. She

    ould see what the scout had reported, here some blood,

    mong tramped down grass from a struggle. There was

    o sign of a dog, but some blood lay heavy in the grass

    ear by. Isadora was sure the animal had crawled off to

    e in the deeper grass to the left. Walking over in that

    rection she found the animal, a large collie like dog,

    haggy and quite dead, a knife wound to its chest.

    These are the crown's goats, everyone knows that,“ Julia

    id, some anger in her voice. “Who would be fool

    nough to attack our shepherd and kill his dog?”

    adora stood up and looked about the skyline, turning

    bout as she did so. To the northwest she saw the slim

    ail of smoke rising up out of a dense stand of trees.

    apping captain Jon's arm she pointed it out to him.

    Poachers maybe?” She asked him, watching the smoke

    it slid up into the sky. Had Isadora not been looking

    r it she would have never seen it at all.

    No one would have the need,” Julia offered. “Everyone

    well fed here on Avieragon.” Isadora could see though

    y the captain's eyes that such was not always the case.

    Someone has taken the shepherd and killed his dog,”

    adora replied at last. “I would offer that the smoke trail

    ould well belong to whoever it was.” Turning to Jon

    he asked him a question. “Do you know who the

    hepherd is for this flock?”

    n nodded his head no, but one of the other soldiers

    oke up.

    Milady,” the man bowed. “I think this herd is watched

    y a young boy named Jin. He is the youngest son of our

    ack smith Timmoth.”

    n smiled at the name. “I know the boy, a fine lad. He

    st received the job of watching one of the queen's

    erds. Till now I did not know which. He is a careful

    oy, he would not have just run off and left his duty, or

    s dog.”

    Then I suggest we investigate,” said Isadora.

    would rather return to the palace and report the boy's

    sappearance,” offered Julia as she shifted about at bit

    ervous.

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    ny ideas who they might be?” Isadora asked.

    rates milady,” the scout said, sitting up to have a look

    er the log. “I fought at your husband's side some years

    o when we chased off scum just like these. I could tell

    sort from a mile away. Hells I could smell them ten

    es away if the wind was right,” he offered with a

    ile.

    rates?” Jon mused.

    Why here, and stealing goats?” Isadora asked, Jon

    ugh did not know and shrugged his shoulders in a

    nt reply.

    hen we will just have to kill all but one and ask,”

    dora offered with a sly smile. “Soldier hand me your

    ord,” she asked of the man next to her. He looked at

    and hesitated, looking to Jon for direction. Jon

    dded and the man pulled his sword free of its scabbard.

    was a broad southern blade, short, straight and sharp.

    ant for piecing mostly, but it could be used to hack a

    in a desperate moment. Isadora hefted the blade and

    wned, she was used to a northern sword, both heavy

    d broad and twice as long. Such blades were made to

    and hew a foe, strength and skill needed for its use.

    l this short blade would do if it were all she had to

    rk with.

    rning to the others she dropped her voice to a low

    isper, but keeping it hard and firm. She meant for

    se men to know who was in charge here, and she was

    t person.

    aptain, you and these two men will come with me.

    u…,” she stopped to look at the scout. “What's your

    me? If she was going to send a man into a fight,

    dora wanted to know his name at least.

    hilip milady,” he said, ducking his head as he tried to

    w lying there in the dirt beside her. Isadora smiled at

    attempt.

    hilip, I want you to move around to the rear of their

    mp. When you hear us attack, you jump out and cut

    any that try to flee.” Turning to the rest she offered

    e more command. “We need one alive, but the rest die

    ess they throw down their swords.” She made sure

    h man knew the last order and was clear on what was

    expected of them, looking at Philip she added. “You wil

    the one to catch our prisoner.” She then pushed Philip on

    the shoulder and sent him off to the right, circling around

    camp as she herself slid over the log and crept up to the

    brush before the camp. She could hear the other three m

    beside her. Damn southerner's were loud as a herd of ho

    in a stampede she thought, still she knew the pirates had

    yet heard them as she and the other men readied for battl

    Creeping up and having a look through some brushes

    Isadora spied the pirates. Five though, not six as the sco

    had reported. All were sitting around a low fire, eating th

    fill of greasy goat meat, half cooked, burnt or both. The

    scout was right; these men could be nothing but scum. E

    was unwashed, a slob of a man. Each also had the hard l

    of a killer, one that would cut your throat as soon as they

    the chance, and for no other reason then they liked to see

    blood. She had seen plenty of men like this, barbarian

    raiders sweeping down from the northern wastes, seeking

    blood, booty and women to ravish. She had been fightin

    men like these her whole life, these pirates before her we

    the same kind of savage, just a different breed.

    Isadora looked to the left and then to the right to make su

    the others were ready. She was worried about the missin

    pirate, but could not wait much longer for him to show u

    Making up her mind not to wait anymore, she stood up in

    one fluid motion, raised the lance she had taken from one

    the soldiers and pulled back her arm. She took aim and

    threw the lance with all her might, leaping out of the bru

    as she did so, screaming the battle cry of her ancestors.

    The pirates looked up from their meal with Isadora's scre

    and watched as the lance arched straight into the chest of

    one of the men sitting by the small fire. As the impaled

    pirate stood up holding the lance tight in his chest with b

    hands, the other men began to scramble for their weapon

    Isadora leaped out from cover, leading the charge, her

    borrowed sword swinging high and hard. She hacked at

    first man before her, taking him in the throat with the bla

    edge. Spinning as she moved past him, Isadora watched

    the pirate's blood fountain out of his split neck like some

    fan. She though was moving on to the second man befor

    her, the first foe already forgotten. As the first man she h

    killed tried to scream, but only achieving a gurgling cry,

    ducked under the second one's clumsy knife thrust. Isad

    kicked the man's feet out from under him and thrust her

    sword deep into his chest, piercing his heart in one single

    killing blow.

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    hree men down, Isadora watched as Jon took down

    other and both of the other soldiers ganged up on

    e last pirate. She counted fast, that was five. She

    oked about but did not see Philip or the sixth pirate.

    amn she thought, she needed one of these scum

    ive. Pointing to Jon she told him to have a look to

    e back of the camp. “Find Philip and the other

    rate,” she ordered, her voice now full and loud.

    urning back she walked over to the first man taken

    own in the attack, the very lance that impaled him

    so propping him up. Clutching the shaft of the lance

    ght with both hands, he tried to keep himself from

    ding further down its length, his legs bent under

    m in support. He coughed as Isadora watched

    oody bubbles formed on his lips. A pierced lung she

    gured, she had seen men die like this before, held

    pright by the very tool that had slain them. They

    uld last for days this way. Once she had watched

    ter a battle as a barbarian held himself up on the

    word that had him pinned to a tree. The sword's edge

    uried in his chest cutting deeper and deeper as hisgs gave out. Every time he slipped he moved further

    own the tree, the sword's razor edge cut him a bit

    ore in two. She had to admit that the barbarian had

    uts; he had cursed her for three hours before he died.

    aking hold of the lance's wood, she wiggled it a little

    t, sending shutters through the man trapped on it.

    e vomited blood all over himself, gasping for air.

    Tell me what you were doing here,” Isadora offered

    m. “Tell me and I will allow you to travel on to one

    the three hells.” This all the mercy she wouldlow him.

    n returned then, standing behind her. “Philip is

    ad,” he reported. “One of the pirates must have

    en behind the brushes over there relieving himself

    hen we attacked. Took Philip from behind and then

    ed. We could track him, but I have little hope of

    tching up.” Standing there Jon looked down at the

    ying man, no sympathy in his gaze. “I found the

    oy, dead in the bushes as well. They used him

    oorly,” Jon said, kicking the dying pirate before him,te and disgust in Jon's face.

    adora looked the pirate in the eyes and asked him

    ain to tell her what he and his fellows were up to.

    Tell me and you can die now and easy, otherwise I

    ill see that the pain lasts hours.”

    “Go to one of the hells bitch!” He tried to spit at her but

    the bloody spittle fell short of her cheek. He coughed

    once more and turned pale. Isadora simply turned away

    as his last breath fell off his lips.

    Her hand shook, the battle shock rolling over her now tha

    the fighting was over. She looked over at the captain, for

    he too had seen battle before and knew what she was

    feeling. He would feel it soon enough as well she

    thought. It did not make you weak to feel this way; it jusmeant you were alive. All good warriors felt the same

    after a fight, the relief to be alive and unhurt, some even

    shamed at what they had just done.

    She saw respect in Jon's eyes as well, in all the men befor

    her. She had won some allies here today. They might

    come in handy later on she mused, as she began to walk

    out of the glade to their waiting horses.

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    After what seemed a lifetime

    of driving the car returned tohiladelphia and continued on

    east until it reached the

    warehouse district nearest to

    port. Most of it was dark.

    The garrisons are

    to keep Americans

    from getting out of line

    as the end of the world

    Welcome to

    Department 13,

    Professor.

    Is this really your

    headquarters?

    No, this is a satellite

    office so we can do

    business here in

    Philadelphia.

    I am Agent L.

    Professor, I am gl

    you could come

    Bad Baby Productions, 2011 Story by Jennifer Schoonover Art by Robert Hemminge

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    Over the next seven years these original German rebels

    worked from various secret hideouts throughout Africa

    and Australia, committing most of their energy onresearch to determine what the Fuhrer unleashed

    to give him power over death. It became clear that

    Adolf Hitler was not the thing that

    rampaged Europe’s countryside

    The secret society of freedom fighters

    grew and branched out, gaining members

    all around the world to become the Global

    Resistance, of which Department 13 is the

    key unit for Arcane Studies.

    Department 13 was able to stop the

    changed leader just as he opened a

    gateway in England for his dark masters.

    The group that became

    Department 13 was originall

    spawned by several of Hitler

    closest affiliates, one of whom

    helped cremate the Fuhrer’s b

    three days before. When it beca

    clear the choices were to join

    Hitler in welcoming these stra

    dark masters or become food them, these first three or fou

    cabinet members fled the burn

    city in search of ways to stop h

    They were able to find the cou

    of German occult experts Hitl

    had in his employ and togeth

    they escaped Germany.

    Whatever this creatur

    was, it was trying

    bring its masterearth and this

    was not the fi

    time in eart

    history th

    this attem

    had been

    made.

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    Many were killed by the

    resulting explosion on

    July 12, 1952 and the untoter

    fuhrer was destroyed.

    The entire London area was sealed off by the

    German forces behind a wall. Although the

    actions undertaken by the members of

    Department 13 did not eliminate the threat

    of Nazi domination, they successfully kept

    the world safe for a while longer and

    vanquished the monster thatled the domination effort.

    Tell, me,

    Professor,

    what you

    know of

    Hitler’s deal

    with the

    alien gods?

    Not much.

    Then let me fill you in

    on the terrible secret of

    the Nazi’s rise.

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    into the Fuhrer’s hand. “Destroy

    your enemies.” Hitler called for

    assistance in finding the strange

    man in the crowd but he had

    vanished. The book remained.

    It wasn’t until the Battle of Berlin

    began that Hitler knew everything

    was lost. His commanders had

    betrayed him and not followed his

    orders. There was nothing left.

    Except for a book. He had read

    many books over the years, but

    this one was special, handed to

    him some three months before

    by a hooded man in a Berlin crowd.

    Several saw the man with glowing

    red eyes who spoke three words in

    German as he pressed the book

    It was a hastily transcribed

    notebook, sewn loosely

    together with a false cover.

    Inside the scribbled German text

    was a set of instructions on

    how to completely destroy

    the enemy when all else had

    failed.

    The sentences almost did not

    make sense, discussing rebirthand the destruction of the flesh as it

    carefully detailed a horrific

    nightmare of directions. Hitler

    almost threw it out in disgust.

    But something had stayed his

    hand. Now, nearing the eve of his

    own demise, he cleaned his pistol in

    the bunker and happened to glance

    into a small crate filled with his books.

    The booklet with its plain brown leathercover was on top.

    He was going to die anyway. But

    the ritual did not require just h

    own death. It required several,including children, and this was

    where he had last closed the

    book. This time he did not stop

    reading and continued all the

    way to the end of the ceremony

    To the promise of live after deat

    and the power of a god.

    It is believed on that night he

    prepared the ritual, including his

    marriage to his mistress, Eva, andin the following two days, April

    30 and May 1 of 1945, the ritual

    was carried out. Hitler and Eva

    suicides. Soon after, Goebbels an

    his wife killed their six children and

    then themselves. The bodies were

    cremated, as per Hitler’s instructions.

    The Hitler-thing seemed interested solely in

    opening some sort of gateway between the

    earth and somewhere else. The free theElder Gods.

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    This…this does not

    sound like very good

    odds.”

    I won’t lie to you; it is very unlikely

    that we will stop these creatures from

    crossing over…but we must try. For

    the sake of our world, we must try.

    My God!. You built it.

    You built my machine?

    You may recognize it,

    of course, the Infinity Chair. W

    copied your notes, but we need

    you to help us understand what

    we are doing.

    Can you help us?”

    Of course, I will.

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    Mark’s Musingsby Mark L. Chance of Spes Magna Games

    Birds of a Feather Kill Together

    Since the earliest days of RPGs, mythology has

    provided fertile soil for the gamer's imagination.Recently, I started re-reading Samuel Butler's prose

    translation of The Iliad. Somehow, this bizarre

    passage from the beginning of Book III had

    managed to slip under my oddness radar during

    previous readings:

    "When the companies were thus arrayed, each

    under its own captain, the Trojans advanced as a

    flight of wild fowl or cranes that scream overhead

    when rain and winter drive them over the flowing

    waters of Oceanus to bring death and destructionon the Pygmies, and they wrangle in the air as they

    fly; but the Achaeans marched silently, in high

    heart, and minded to stand by one another."

    Yes, you read that correctly. Homer compares the

    Trojans to screaming flights of birds that kill and

    destroy Pygmy society every winter. Which got me

    to thinking: What would that look like in a game?

    Step the First

    Whenever I create a new creature, I look for an

    already made monster that I can reskin and refluff.

    In game terms, it's obvious Homer describes some

    sort of swarm. I searched through d20pfsrd.com for

    swarms, looking for those that could fly.

    After browsing through swarms of wasps,

    hellwasps, bats, botflies, locusts, and mosquitos, I

    decided that the bat swarm was the best place to

    start. Studying the bat swarm's stat block revealed

    several areas that needed to be changed.

    First off, the bats are too small. I don't want a

    swarm of Diminutive birds. Perilous parakeets or

    bloodthirsty budgies aren't what I'm looking. The

    largest creature that has swarm traits are Tiny.

    That's roughly the size of a housecat, which seems

    ri ht to me.

    So, I slap the Giant Creature simple template on bat swarm. This bumps the individual animal's si

    up to Tiny. I adjust ability scores and add a natur

    armor bonus. I don't bump up the swarm's damag

    however. Swarm damage is linked to swarm Hit

    rather than size. Next I remove the bat swarm's

    wounding special ability. I don't want it too obvio

    that my bird swarm is really just a bat swarm wit

    some minor modifications.

    Examining the altered stat block, I feel that I'm o

    a good start, but my bird swarm doesn't look likesomething that could "bring death and destructio

    an entire people. Civilization-threatening invasio

    of monsters should inspire a little more terror tha

    what a slightly tweaked bat swarm delivers.

    Since I like templates, I figured it wouldn't hurt to

    browse through the rest of them. I hadn't scrolled

    down far when I found what I was looking for: th

    Apocalypse Swarm template from Green Ronin's

    Advanced Bestiary. More stat block adjustments

    ensued.

    Adding the Giant Creature and Apocalypse Swar

    templates to a bat swarm should give me a CR 6

    monster. I need to compare the stat block to the

    parameters for that CR. Indeed it seems as if CR

    about right on target.

    Step the Second

    I've reskinned the stat block. Now it's time to refl

    the monster. I need some introductory descriptive

    text and to make sure my new stat block is comp

    and well-formatted. Here's the final product:

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     e sky goes dark. A cacophony of squawks, caws,

    d shrieks competes with the thunderous flapping

    a hundreds of wings. The birds! The birds have

    urned, and death comes with them!

    pocalpytic Flight of Wild Fowl

    R 6; XP 2,400

    Tiny animal (swarm)

    it +3; Senses low-light vision; Perception +17

    EFENSE

    C 19, touch 16, flat-footed 15 (+3 Dex, +1

    odge, +3 natural, +2 size)

     68 (8d8+32); fast healing 10

    rt +9, Ref  +11, Will +4

    efensive Abilities half damage from slashing and

    ercing weapons, swarm traits; SR 19

    FFENSE

    eed 20 ft., fly 120 ft. (average)

    elee swarm (3d6)

    ace 10 ft.; Reach 0 ft.

    ecial Attacks fear (DC 12), greater distraction

    C 19)

    TATISTICS

    r 7, Dex 17, Con 17, Int 2, Wis 14, Cha 7

    ase Atk +6; CMB --; CMD --

    ats Ability Focus (greater distraction) (B),

    odge, Lightning Reflexes, Mobility, Toughness

    ills Fly +14, Perception +17; Racial Modifiers

    Perception

    Q swarm traits

    PECIAL ABILITIES

    ar (Su): Each creature within 100 feet of a flight

    wild fowl that witnesses it bringing down

    other creature must succeed on a Will save (DC

    + 1/2 flight's HD + flight's Cha modifier) or be

    ghtened for 1 minute. Success leaves the creature

    aken for 1 minute but does not negate the need to

    ake a new saving throw for each such incident.

    ar is a mind-affecting fear effect.

    reater Distraction (Ex): A creature that fails its

    ve against a flight's distraction special attack is

    useated for 1d4 rounds.

    Splitting (Ex): When a flight of wild fowl takes

    more than 10 points of damage from a single attack,

    it splits into two identical flights, each with one-

    half the hit points that the original flight had when

    it split (rounded down). A flight of wild fowl with 1

    hit point cannot be split, and one with 0 hit points isdispersed as normal. Each piece of a flight of wild

    fowl can heal damage normally, up to the number

    of hit points it had upon formation. Healing damage

    does not allow the flights to recombine. For

    example, a flight of wild fowl with 68 hit points

    that takes 15 points of damage would split into two

    flights with 26 hit points each (one-half of the

    original flight's remaining 53 hp, rounded down).

    Each of these two flights of wild fowl can heal 10

    points of damage per round with fast healing, but it

    cannot exceed 26 hit points.

    ECOLOGY

    Environment any temperate or tropical

    Organization solitary, pair, flock (3-6 swarms), or

    apocalypse (11-20 swarms)

    Treasure none

    Step the Third

    Now that I've got a scary swarm inspired by one of

    the enduring classics of Western literature, I need to

    unleash these monsters on my unsuspecting play-

    ers. Fortunately, the next leg of my campaign takes

    the adventurers into a northern forest region where

    the PCs hope to thwart a dark elf plot to turn an

    annual winter festival into an orgy of death and

    terror. It ought not be hard to work at least one of

    my new swarms into the scenario.

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    Andres Canals

    We have some great art for you this month from yet another great artist.

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    Andres a UK artist who studied at the Arts Institu

    Bournemouth and University of Wales before

    embarking on a career in graphic design.

    During this time I produced graphics for numer

    sports, military and motoring magazines, whil

    following my passion for fantasy art.

    I enjoy creating art for various genres including high

    fantasy, urban fantasy, Sci-fi, post-apocalypse and

    cyperpunk.

    My artwork has appeared in rpgs such as Elemental

    Lands and magazines including ImagineFX.

    I am especially interested in character design and have

    created concept art for fantasy figures including Mini-

    Painters Miniatures.

    Constantly inspired by other artists, films, travel, his-tory and nature, I look forward to exciting future pro-

     jects which will fuel my imagination.

    You can use these contact details:

    Andres Canals

    [email protected]

    http://www.bluewave.fsnet.co.uk/

    mailto:[email protected]://www.bluewave.fsnet.co.uk/http://www.bluewave.fsnet.co.uk/http://www.bluewave.fsnet.co.uk/mailto:[email protected]:[email protected]

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    Warhorses

    RIDING HORSE

    Cost 91 gp, 20 cp

    Weight Carried 74 lbs. (plus rider);

    Carrying Capacity light 228 lbs., medium

    459 lbs., heavy 690 lbs., drag 3,450 lbs.

    RIDING HORSE  CR 1 (XP 400)

    N Large animal

    Init +2; Senses low-light vision, scent;Perception +6, Sense Motive +1

    Speed 50 ft.; Run

    ACP 0; Acrobatics +2 (+10 jumping)

    AC 11, touch 11, flat-footed 9; CMD 17 (21

    vs. trip) (-1 size, +2 Dex)

    Fort +6, Ref +5, Will +1

    hp 15 (2 HD)

    Space 10 ft.; Base Atk +1; CMB +5

    Melee 2 hooves -2 (1d4+1)

    Abilities Str 16, Dex 14, Con 17, Int 2, Wis 

    13, Cha 7SQ docile

    Feats Endurance, RunB

    Gear bit and bridle, riding saddle,

    saddlebags, feed (4 days)

    WARHORSE

    Total Cost 586 gp, 20 cp

    Weight Carried 139 lbs. (plus rider);

    Carrying Capacity light 399 lbs., medium

    798 lbs., heavy 1,200 lbs., drag 6,000 lbs.

    WARHORSE CR 2 (XP 600)

    N Large advanced animal

    Init +4; Senses low-light vision, scent;

    Perception +8, Sense Motive +3

    Speed 50 ft.ACP 0; Acrobatics +4 (+12 jumping)

    AC 18, touch 13, flat-footed 14; CMD 21 (25

    vs. trip) (-1 size, +4 Dex, +3 armour [mwk

    studded leather barding], +2 natural)

    Fort +8, Ref +7, Will +3

    hp 19 (2 HD)

    Space 10 ft.; Base Atk +1; CMB +7

    Melee bite +5 (1d4+5) and

    Melee 2 hooves -2 (1d6+2)

    Abilities Str 20, Dex 18, Con 21, Int 6, Wis

    17, Cha 11SQ trained for war (attack, come, defend,

    down, guard and heel)

    Feats Armour Proficiency (Light),

    EnduranceB

    Gear as above plus bit and bridle, military

    saddle, saddlebags, feed (4 days)

    Mounts are of little use when delving through dungeons and ruined castle, but are extremely

    useful when exploring wilderness areas or while trying to reach far-off mysterious places.

    Sadly, as adventurers become more powerful, their mounts become increasingly fragile -

    unable to survive even the easiest fight.

    This article presents not only the normal versions of horses and ponies, but also mounts

    suitable for more powerful adventurers. All are presented fully equipped and prices out so

    your players spend less time shopping and more time adventuring!

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    KNIGHT'S STEED

    This horse is better trained than a normal

    warhorse and can wear light and medium

    barding without penalty. Consequently, it

    costs more than a normal warhorse (400 gp)

    Total Cost 1,326 gp, 20 cp

    Weight Carried 139 lbs. (plus rider);Carrying Capacity light 459 lbs., medium

    918 lbs., heavy 1,380 lbs., drag 6,900 lbs.

    KNIGHT'S STEED CR  3 (XP 800)

    N Large advanced animal

    Init +4; Senses low-light vision, scent;

    Perception +10, Sense Motive +3

    Speed 35 ft., base speed 50 ft.

    ACP -3; Acrobatics +1

    AC 20, touch 12, flat-footed 17; CMD 23 (27

    vs. trip) (-1 size, +3 Dex, +6 armour [mwk

    breastplate barding], +2 natural)Fort +9, Ref +8, Will +4

    hp 38 (4 HD)

    Space 10 ft.; Base Atk +3; CMB +9

    Melee bite +7 (1d4+5) and

    Melee 2 hooves +0 (1d6+2)

    Abilities Str 21, Dex 18, Con 21, Int 6, Wis

    17, Cha 11

    SQ trained for war (attack, come, defend,

    down, guard and heel)

    Feats Armour Proficiency (Light), Armour

    Proficiency (Medium), EnduranceBGear as above plus bit and bridle, military

    saddle, saddlebags, feed (4 days)

    WAR PONIES 

    PONY

    Small-sized characters cannot effectively

    ride horses and similarly-sized mounts. Such

    characters prefer sturdy ponies, some of

    which are trained for war.

    Total Cost 46 gp, 20 cp

    Weight Carried 74 lbs. (plus rider);

    Carrying Capacity light 75 lbs., medium150 lbs., heavy 225 lbs., drag 1,125 lbs.

    PONY CR  1/2 (XP 200)

    N Medium animal

    Init +1; Senses low-light vision, scent;

    Perception +5, Sense Motive +0

    Speed 40 ft.; Run

    ACP 0; Acrobatics +1 (+5 jumping)

    AC 11, touch 11, flat-footed 10; CMD 13 (17

    vs. trip) (+1 Dex)

    Fort +5, Ref +4, Will +0

    hp 13 (2 HD)Space 5 ft.; Base Atk +1; CMB +2

    Melee 2 hooves -3 (1d3)

    Abilities Str 13, Dex 13, Con 14, Int 2, Wis

    11, Cha 4

    SQ docile

    Feats Endurance, RunB

    Gear bit and bridle, riding saddle,

    saddlebags, feed (4 days)

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    WAR PONY

    Total Cost 271 gp, 20 cp

    Weight Carried 109 lbs. (plus rider);

    Carrying Capacity light 129 lbs., medium

    453 lbs., heavy 390 lbs., drag 1,950 lbs.

    WAR PONY  CR 1 (XP 400)

    N Medium advanced animalInit +3; Senses low-light vision, scent; 

    Perception +7, Sense Motive +2

    Speed 40 ft.

    ACP 0; Acrobatics +3 (+7 jumping)

    AC 18, touch 13, flat-footed 15; CMD 17 (21

    vs. trip)(+3 Dex, +3 armour (mwk studded

    leather barding), +2 natural)

    Fort +7, Ref +6, Will +2

    hp 17 (2 HD)

    Space 5 ft.; Base Atk +1; CMB +4

    Melee bite +4 (1d3+3) and 2 hooves -1(1d4+1)

    Abilities Str 17, Dex 17, Con 18, Int 6, Wis

    15, Cha 8

    SQ trained for war (attack, come, defend,

    down, guard and heel)

    Feats Armour Proficiency (Light),

    EnduranceB

    Gear bit and bridle, military saddle,

    saddlebags, feed (4 days)

    HEROES' PONY

    Total Cost 666 gp, 20 cpWeight Carried 109 lbs. (plus rider);

    Carrying Capacity light 129 lbs., medium

    453 lbs., heavy 390 lbs., drag 1,950 lbs.

    HEROES' PONY  CR 2 (XP 600)

    N Medium advanced animal

    Init +3; Senses low-light vision, scent;

    Perception +9, Sense Motive +2

    Speed 30 ft., base speed 40 ft.

    ACP -3; Acrobatics +0

    AC 21, touch 13, flat-footed 18; CMD 18 (22

    vs. trip)(+3 Dex, +6 armour (mwk breast-plate barding), +2 natural)

    Fort +7, Ref +6, Will +3

    hp 25 (3 HD)

    Space 5 ft.; Base Atk +2; CMB +5

    Melee bite +5 (1d3+3) and 2 hooves +0

    (1d4+1)

    Abilities Str 17, Dex 17, Con 18, Int 6, Wis

    15, Cha 8

    SQ trained for war (attack, come, defend,

    down, guard and heel)

    Feats Armour Proficiency (Light), ArmourProficiency (Medium), EnduranceB

    Gear bit and bridle, military saddle,

    saddlebags, feed (4 days)ABOUT THE DESIGNER

    Creighton is a keen gamer who passionately believes in the Open Gaming License and is

    dedicated to making his games as fun and easy to enjoy as possible for all participants. Re-

    ducing or removing entry barriers, simplifying pre-game prep and easing the GM's work-

    load are the key underpinning principles of the products he releases through Raging Swan

    Press.

    Over the last 11 years, Creighton has worked with Expeditious Press, Paizo and Wizards ofthe Coast. He now releases his own products through Raging Swan Press. You can read his

    thoughts on game design at raging-swan.livejournal.com.

    Creighton lives in Torquay, England where, apparently, the palm trees are plastic and the

    weather is warm. He shares a ramshackle old mansion with his two children (“Genghis” and

    “Khan”) and his patient wife. Famed for his unending love affair with booze and pizza he is

    an enduring GREYHAWK fan.

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    Unseelie Rings

    Part 2By Sean Wilt

    This month we will be bringing you the second of a multi-part series on the Fey and

    their mystic rings. So watch what you do when you come upon a ring of mushroomsin the deep woods.

    Get the full version in the Free section of this issue.

    Theft

    Fairies have been used to borrowing from their human neighbors since a long time ago. This

    is particularly frequent in Scotland where they have a strong reputation for taking things

    without the knowledge or consent of the owners. They borrow grain and occasionally

    implements. They borrow the use of mills and of human fires.

    They borrow milk and butter and even whiskey. In the friendly intercourse of fairy

    borrowing, they sometimes beg for a suck of milk from a human breast for a fairy baby, or aloan of human skill to mend a broken tool such as a broken pot. They even had to hire human

    warriors to protect them against the hordes of monsters. Some argue that the first fairies were

    the remnants of a conquered people gone into hiding and yet creeping nervously around their

    conquerors for what pickings they could find. In some of

    the stories, such as the medieval tale of Malekin,

    the explanation might be that it

    was a human changeling who

    wished to return to the world

    again and so refrained from

    fairy food, but the instance

    are too frequent to allow ofthat as the sole explanation.

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    Multi-Verse

    New Hive Monster for Zero-GYep we have a great new character for this great S&G setting.

    Hive Terror

    (Hive)

    Often seen only on industrialized worlds, the Hive Terror is a monstrous life form used to destroy

    enemy fortifications and is a match for the largest walker or battle armor. Due to the length of time it

    takes to grow a Terror, many Hive invasions do not utilize them unless absolutely necessary.

    The Terror is as large as the largest Too-Nia Walker, and far more deadly. Resembling a giant bug, the

    Terror uses its claw cannon to devastating effect, and also functions as an armored carrier for smaller

    Hive forces that make use of its chitinous carapace for protection.

    Cost:  40

    Attack:  1

    Defense:  1

    Strength: 8

    Speed:  6/4/2

    Movement: 6

    Adrenal:  5

    Will:  3

    Health:  25

    Skills and AbilitiesClaw Cannon (Attack, 2)

    The Terror quickly clicks its claws together, and the resulting sonic boom causes a 2d6 burst attack up

    to 6 squares away.

    Chitinous Carapace

    The Terror's hard shell deflects a great deal of damage. All damage to the Terror and those riding within

    is reduced by -2.

    Carrier

    Up to two units may ride inside the Terror.

    Terrible Howl

    The Terror cries out with a horrible metallic shriek. All enemies within 2 squares of the Terror must

    pass a Will Test or suffer -1 to their Defense until the end of their next Activation.

    Gear 0

    Limitations: May only have 1 per battle force.

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    BattleAxe

    C*,) 0#'%* 5& 9#'%,'(& 5,%* %*& 4&1&/)& # '&5 0/6,9 9/47): H 5*#1& '&5 )9*##1 #$

    0/6,9 %# #=&4 3#5&4

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    Have a magical summer with Avalon Games

    !"#$ &'()' *'+#$

    !""#$%&'() +,-. "#$

    /0$#12)$ 3&4).

    !5&6(&'() &0

    ,$65)78$9:+3 &1% +&6;#

    Become Fan of Avalon Games

    nd join our Newsletter. In each

    issue we offer insights into

    Avalon Games, the people thatmake it a great little publisher

    and all sorts of free stuff, special

    offers and access to Fan Special

    Edition products. Go to our web

    site at, www.avalon-games.com 

    and sign up.

    http://www.avalon-games.com/http://www.avalon-games.com/http://www.avalon-games.com/http://www.avalon-games.com/

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    By Megan Robertson

    30 Haunts for HousesB Rite Publishin

    Taking a new tack for Rite Publishing's "30" series,this work looks not at items that you might find but

    a specific type of threat that you might encounter -

    the haunt. Indeed, not just any old haunts but those

    which have, for whatever reason, chosen to

    manifest in a house.

    The product opens with an overview of haunts,

    which were introduced in Paizo's GameMastery

    Guide - if you intend to make extensive use of

    haunts you may find a copy useful. Basically,

    haunts can develop in a location in which livingcreatures suffered in some way, and can be

    accompanied by undead. Despite having hit points

    and assorted capabilities, they can be thought of

    more as an atmosphere, an area in which effects are

    caused, than as actual beings in their own right.

    (I'm sure learned clerics and mages could argue for

    hours over that one!). They can only be removed

    from their location by performance of specific acts,

    based on the reasons why the haunt is there in the

    first place, although they can be damaged or

    negated such that they go away... but only for a

    while, they'll manifest again later. The really fun

    thing is that they manifest by duplicating a spell

    effect - which makes the game mechanics

    straightforward as you can treat the haunt's effect

    as if someone had cast the spell in question.

    Straight on, then, to a collection of haunts ready to

    use, beginning with minor haunts - the sort of

    restless spirit that slams doors, walks around with

    heavy feet, or plays an instrument. They usually

    cause annoyance rather than harm, and manifest in

    ways that suggest 'This place is haunted' to the

    average paranormal investigator. Perhaps the area

    gets very chilly all of a sudden or things start to

    move apparently of their own accord (as if an

    unseen servant  spell had been cast. For most of

    these, there's a standard riposte, the casting of an

    appropriate spell will negate the haunt... until it

    resets, that is.

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    Next comes the concept of 'associated haunts' - these are combinations of haunts that work

    together, and one example is given, in which a Fire Starter Haunt (which whispers in your ear

    that it would be a good idea to light a fire, with the effect of a suggestion spell) is combined with

    one called the Unrepentant Smoker, which causes a lit fire to billow smoke uncontrollably, and

    the Charred Man Haunt, where swirling smoke coalesces into what appears to be the form of a

    burned body... spooky indeed!

    This idea for effective uses of haunts is followed by some more substantial threats. These canactually hurt, rather than annoy or scare: perhaps possessing your familiar and causing the poor

    thing to bite you, or a shadowy form manifests and appears to reach out through someone to

    grab and squeeze their heart! Again, many of these haunts are resonant with the sort of things

    that happen in ghost or horror stories... and should terrify the characters which encounter them,

    at least until they find out how to stop the manifestation occurring.

    Finally, there's a fully-detailed NPC. Pers Veilborn studies haunts, he follows a goddess of knowledge

    and death, and can be persuaded to accompany adventurers who have encountered manifestations that

    need to be dealt with.

    If you like spooky, haunted places to investigate, this work will give you hours of fun at the

    expense of your characters: all in the very best horror story style. Very effective andatmospheric...

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    He’s seen it all, the Old TSR Geek has played it, seen it, been

    to the first Gencon and to every one since. Yep he’s old as

    dirt, a bit grey and a little fat, but he still plays D&D, (1st 

    edition, not some lame ass 4th ed) every weekend. His wife

    left him some years ago, but he figures it’s for the best, it just means he can paint his figures on the dining room table

    now. (Still would rather paint lead figures over these flashy

    pewter ones) Nope the Old TSR Geek can be seen in the

    gaming room of his local hobby store, telling some young kidhow he demoed the first copy of Gamma World at a con, or

    how he still has a copy of the first D&D rules.

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    Availablenow at

    RPGNow, E-23,

    Pazio

    and othergreat online stores.

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    D r a g o n ’ s o n e s M o u n t a i n s

    The mountains are old and only the elves remember their firstname, given to them by the long lost giants. Few in the north

    know these ancient names, but those that

    do say they offer power.

    1: Yivvith-Mon

    2: Tull-Mon

    3: Ashmargurth-Mon

    4: Fig-Mon5: Durith-Mon

    6: Carirren-Mon

    7: Dullon-Mon

    8: Sherith-Mon

    9: Shurrath-Mon

    10: Charth-Mon

    11: Qui-Mon

    12: Verth-Mon

    13: Narrowmith-Mon

    14: Burith-Mon

    15: Xerim-Mon16: Kith-Mon

    17: Ashamr-Mon

    18: Xermith-Mon 

    1 2

    3 45

    6

    10 9

    8

    7

    11

    12 14

    1316

    1715

    18

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    Omar

    Hessian

    Itzumi Moa

    Ivan Rastin

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    0-B ,0.(+ (%%6" 78(% ,$-78 '$# 2$6J %$

    ."7 2$6# .0," $- 0-B 804" %$," '6-

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    Cool Stuff Brom

    Few illustrators in the last few years have

    had as big an impact on the gaming art

    field then Brom. His work on TSR’s DarkSun setting brought his work to the

    forefront and ever since he has been a force

    to be watched. Dark moods, dark

    foreboding colors and muscles carved from

    stone, all of Brom’s work is stunning, a bit

    shocking and dark in mood and light.

    I have become quite the fan of his work

    over the last few years and look forward to

    seeing more of his twisted appeal in the

    future.

    http://www.bromart.com/index.html 

    962&sr=8-1

    http://%22/http://%22/http://%22/

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    Avalon Games Survey

    Avalon Games is looking to make you happy. To do that we need to know what you want, what

    you like and what you need. To that end we have put together this little survey. Fill it out, clip

    and paste it into an email and send it to us at…

    [email protected].

    If you do that we will send you a free game of your choice. Just send in the survey and the game

    you want and we will make it happen.

    How many issues on Game Geek have you downloaded.

    1… This is the first.

    2… 2 to 4

    3… 5 to 8

    4… 9 to 11

    5… 12 or more

    Have you found Game Geek to be a useful gaming magazine.1… Not at all

    2… Very little, it’s geared to much towards Avalon’s own products and games

    3… Some, but could be more

    4…. Ya it has been a great value and full of stuff I use or need.

    5… You bet, I use all the stuff in it, each and every issue.

    I have found the ads in Game Geek to be useful and have bought products because of the ads

    found in one or more issues.

    1… Never bought anything because of the ads

    2… Not real useful, I know most of this stuff already and where to get it.

    3… Ya some have caught my eye and I have looked into products showcased here.

    4… Ya I have bought stuff because I found out about it here in Game Geek.5… I buy stuff all the time and love that Game Geek helps me find it.

    What sections of Game Geek do you like, dislike or find helpful. Rate each on a scale of 1 to 5.

    (1 can’t stand it to 5, love it)Behind the Game

    Junkyard Wars cartoon strip

    Fiction (Any)

    Artist Showcase

    S&G

    Battle Axe

    Leviathans

    ArcanaMark’s Musings

    Raging Swan

    Avalon Pathfinder

    Cool Stuff

    What’s New Previews

    Map of the Month by Claudio

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    Terror

     

    40  TerrorHive

     

    Gear:

    0

    Health

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    Theft

    Fairies have been used to borrowing from their

    human neighbors since a long time ago. This is

    particularly frequent in Scotland where they

    have a strong reputation for taking things

    without the knowledge or consent of the

    owners. They borrow grain and occasionallyimplements. They borrow the use of mills and

    of human fires.

    They borrow milk and butter and even

    whiskey. In the friendly intercourse of fairy

    borrowing, they sometimes beg for a suck of

    milk from a human breast for a fairy baby, or a

    loan of human skill to mend a broken tool such

    as a broken pot. They even had to hire human

    warriors to protect them against the hordes of

    monsters. Some argue that the first fairies werethe remnants of a conquered people gone into

    hiding and yet creeping nervously around their

    conquerors for what pickings they could find.

    In some of the stories, such as the medieval

    tale of Malekin, the explanation might be that

    it was a human changeling who wished to

    return to the world again and so refrained from

    fairy food, but the instance are too frequent to

    allow of that as the sole explanation.

    On the other hand, Fairies have kindly lent toman many time in the history. When a loan is

    returned to them, they accept only the fair

    equivalent of what they have lent, neither less

    nor more. If more is offered they take offence,

    and never give an opportunity for the same in-

    sult again.

    In their strange fashion of stealing, there are

    some strong differences with the behavior of

    the dishonest people.

    The Fairies do not take their booty away

    bodily; they only take what is called in Gaelic

    its toradh, i.e. its substance, virtue, fruit, or

    benefit. The outward appearance is left, but the

    reality is gone. Thus, when a cow is elf-taken,

    it appears to its owner only as suddenly smitten

    by some strange disease. In reality the cow is

    gone, and only its semblance remains, a

    simulacrum that yield no edible milk. Similarly

    when the toradh of land is taken, there remains

    the appearance of a crop, but a crop without

    benefit to man or beast, the ears are unfilled, the

    grain is without weight, the fodder without

    nourishment.

    A still more important point of difference is, that

    the Fairies only take away what men deserve to

    lose. When mortals make a secret or grumble

    over what they have, the Fairies get the benefit,

    and the owner become a poor man, in the midst

    of his wealth. Particularly articles of food, the

    possession of which men denied with oaths

    became Fairy property.

    Kidnapping

    Most frequently it was women and their babes

    that the Fairies abducted. On every occasion of a

    birth, therefore, the utmost anxiety prevailed to

    guard the mother and child from their attacks. It

    is said that the Fairy women are unable to suckle

    their own children, and hence their desire to

    secure a human wet-nurse. “Howdies”, as they

    are called, taken in the way of their profession to

    the Fairy dwelling, found on coming out that the

    time they had stayed was incredibly longer or

    shorter than they imagined, and none of them

    was ever the better ultimately of her adventure.

    The first care was not to leave a woman alone

    during her confinement. A house full of women

    gathered and watched for three days, in some

    places for eight. Various additional precautions

    against the Fairies were taken in various

    localities. A row of iron nails were driven into the

    front board of the bed; the smoothing iron or

    reaping hook was placed under it and in thewindow; an old shoe was put in the fire; the door

    posts were sprinkled with urine, a liquid

    extremely offensive to the Fairies. The presence

    of the Bible and the recitation of many prayers

    were considered a form of exorcism similar to

    vampires, werewolves and demons. The name of

    the Deity solemnly pronounced over the child in

    baptism was an additional protection.

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    Changelings

    When they succeeded in their felonious

    attempts, the faeries left instead of the mother,

    and bearing her semblance, a stock of wood

    and in place of the infant an old mannikin of

    their own race called a changeling. In

    European folklore, a changeling is an imbecilicor deformed offspring of dwarves, elves, or

    faeries surreptitiously substituted by them for a

    human child. The belief in changelings seems

    to have arisen from the idea children are

    susceptible to demonic possession. Some

    believed faeries preyed only upon unbaptized

    infants. In legend, the abducted human

    offspring are either used to strengthen faerie

    stock or are given to Satan.

    The changeling can be easily identified byseveral traits due to his faerie condition.

    He always cries and complains

    He does not grow as other children

    He drinks a lot of water and is hungry all the

    time

    He can play the pipes with and dance with sur-

    passing skill

    He looks like an ill-conditioned and helpless

    brat

    He makes unguarded remark as to its own age.

    To get rid of him, one had to resort to the most

    extreme means. The return of the original child

    "may be effected by making the changeling

    laugh or by torturing it; this latter belief was

    responsible for numerous cases of actual childabuse".

    The changeling was converted into the stock of

    a tree by saying a powerful rhyme over him, or

    by sticking him with a knife. He could be

    driven away by running at him with a red-hot

    ploughshare; by getting between him and the

    bed and threatening him with a drawn sword;

    by leaving him out on the hillside, and paying

    no attention to his shrieking and screaming; by

    putting him sitting on a gridiron, or in a creel,

    with a fire below; by sprinkling him well out of

    the maistir tub; or by dropping him into the

    river.

    A mother had her child taken from the cradle

    by elves. In its place they laid a changeling

    with a thick head and staring eyes who would

    do nothing but eat and drink. In distress she

    went to a neighbor and asked for advice. The

    neighbor told her to carry the changeling into

    the kitchen, set it on the hearth, make a fire,

    and boil water in two eggshells. That should

    make the changeling laugh, and if he laughs it

    will be all over with him. The woman did

    everything just as her neighbor said. When she

    placed the eggshells filled with water over the

    fire, the blockhead said:

    Now I am as old

    As the Wester Wood,But have never seen anyone cooking in

    shells!

    And he began laughing about it. When he

    laughed, a band of little elves suddenly

    appeared. They brought the rightful child, set it

    on the hearth, and took the changeling away.

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    According to the popular belief of changeling, malformed and retarded children were likely not

    human at all, but rather the offspring of some demonic being, offspring that could be neglected,

    abused, and even put to death with no moral compunctions. It was then easier for the unfortunate

    families to get rid of the abnormal child that represents a burden in those hard times.

    Deformities

    Many of the deformities in children are attributed to the Fairies. When a child is incautiously left

    alone by its mother, for however a short time, the Fairies may come and give its little legs such a

    twist as will leave it hopelessly lame ever after. To give them their due, however, they sometimes

    took care of children whom they found forgotten, and even of grow up people sleeping incautiously

    in dangerous places.

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    Battle

    xe

    Summon

    Shadow

    Illusions

    Common

    Have the spell caster make 4” move

    And

    Play another War Band Card on

    this spell caster, or on one of his or

    her summoned shadows or shadow

    beasts

    Or

    Yellow 0

    Remain in Play

    Summon a shadow

    Battle

    xe

    Summon

    Shadow

    Illusions

    Common

    Have the spell caster make 4” move

    And

    Play another War Band Card onthis spell caster, or on one of his or

    her summoned shadows or shadow

    beasts

    Or

    Yellow 0

    Remain in Play

    Summon a shadow

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    Battle

    xe

    Summon

    ShadowIllusions

    Common

    Battle

    xe

    Summon

    Shadow

    Illusions

    Common

    Have the spell caster make 4” move

    And

    Play another War Band Card on

    this spell caster, or on one of his or

    her summoned shadows or shadow

    beasts

    Or

    Yellow 0

    Remain in Play

    Summon a shadow

    Have the spell caster make 4” move

    AndPlay another War Band Card on

    this spell caster, or on one of his or

    her summoned shadows or shadow

    beasts

    Or

    Yellow 0

    Remain in Play

    Summon a shadow

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    Battle

    xe

    Invisible

    Illusions

    Common

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Any one character becomes

    invisible

    Battle

    xe

    Invisible

    Illusions

    Common

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Any one character becomes

    invisible

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    Battle

    xe

    Invisible

    Illusions

    Common

    Battle

    xe

    Invisible

    Illusions

    Common

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Any one character becomes

    invisible

    Have the spell caster make 4”

    moveAnd

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Any one character becomes

    invisible

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    Battle

    xe

    Fog ofCloaking

    Illusions

    Common

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Place the Fog Template anywhere

    within sight of the spell caster

    Battle

    xe

    Fog of

    Cloaking

    Illusions

    Common

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Place the Fog Template anywhere

    within sight of the spell caster

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    Battle

    xe

    Fog of

    Cloaking

    Illusions

    Common

    Battle

    xe

    Fog of

    Cloaking

    Illusions

    Common

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Place the Fog Template anywhere

    within sight of the spell caster

    Have the spell caster make 4”

    move

    And

    Play another War Band Card on

    this spell caster

    Or

    Yellow 0

    Remain in Play

    Place the Fog Template anywhere

    within sight of the spell caster

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    Battle

    xe

    Misdirect

    Illusions

    Uncommon

    Battle

    xe

    MisdirectIllusions

    Uncommon

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster

    Or

    Yellow 0

    Interrupt

    Force a ranged attack aimed at the

    spell caster to instead target any one

    character of your choice who is within

    6” of the spell caster

    Have the spell caster make 4” move

    AndPlay another War Band Card on this

    spell caster

    Or

    Yellow 0

    Interrupt

    Force a ranged attack aimed at the

    spell caster to instead target any one

    character of your choice who is within

    6” of the spell caster

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    Battle

    xe

    Misdirect

    Illusions

    Uncommon

    Battle

    xe

    Summon

    Shadow Beast

    Illusions

    Uncommon

    Have the spell caster make 4” moveAnd

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Summon a shadow beast

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster

    Or

    Yellow 0

    Interrupt

    Force a ranged attack aimed at the

    spell caster to instead target any one

    character of your choice who is within

    6” of the spell caster

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    Battle

    xe

    SummonShadow Beast

    Illusions

    Uncommon

    Battle

    xe

    Summon

    Shadow Beast

    Illusions

    Uncommon

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Summon a shadow beast

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Summon a shadow beast

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    Battle

    xe

    Shadow

    Blade

    Illusions

    Rare

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Summon a shadow blade, which hits

    like magical weapon and always hits asif the tar et had no armor

    Battle

    xe

    Shadow

    Blade

    Illusions

    Rare

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Summon a shadow blade, which hits

    like magical weapon and always hits as

    if the tar et had no armor

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    Battle

    xe

    ShadowTerrain

    Illusions

    Rare

    Battle

    xe

    Shadow

    Terrain

    Illusions

    Rare

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Place a 4” terrain of your choice

    anywhere on the battlefield

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster, or on one of his or her

    summoned shadows or Shadow beasts

    Or

    Yellow 1

    Remain in Play

    Place a 4” terrain of your choice

    anywhere on the battlefield

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    Battle

    xe

    Illusionist

    Illusions

    Uni ue

    Have the spell caster make 4” move

    And

    Play another War Band Card on this

    spell caster

    Or

    Yellow 1

    Interrupt

    Void any one attack just madeagainst the spell caster