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Game Geek, Issue 16, Apr 2011
An Avalon Games Product, All rig
reserved, Version 1.0, 2011
All comments, suggestions and
contacts can be made at…
Avalon Games,
avalon@comstar-games.com
Or visit
Avalon Games at…
www.avalon-games.com
Game design, artwork and layou
by Robert Hemminger
Some art by Sade and Art Fanta
Contents
Musing of the Avalon Stogie ................................................................................................
Behind the Game,
Robot Jocks ….........................................................................................................
Coral Thrown,
Interlude V ..................................................................................................................
Marks Musings ……………………………………………………………………………………
Junkyard Wars,
Strip #16 ......................................................................................................................
Raging Swan Gaming …………………………………………………………………………..
Avalon Pathfinder
Unseelie Rings............................................................................................................
Dept 13 Comic, Issue #1 ………………………………………………………………………..
Battle Axe,
Figures ……….…......................................................................................................Multi-Verse,
Tak …….…………......................................................................................................
Geek Profile ……………………………………………………………………………………….
She-Wolf by Megan Robertson ………………………………………………………………..
Taking out the Trash …………………………………………………………………………….
Leviathans
New Upgrades ………………………………………………………….…………………
Arcana,
Tower of Moab ……...........................................................................................
Reviews .................................................................................................................................
Whats New ...........................................................................................................................
Cool Stuff ..............................................................................................................................Free Stuff ……………………………………………………………………………………….….
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Page 3
Page 5
Page 6
Page 8
Page 10
Page 13
Page 14
Page 20
Page 23
Page 25
Page 26
Page 29
Page 30
Page 32
Page 33
Page 34
Page 37
Page 38
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Hey its top ten list time. This time around I will list my top ten fantasy movies of all time.
As always, this is my top ten list. If you disagree, fine, go make your own list.
Lord of the Rings. I can’t really pick one of the three as all are great and need to be seen together to truly get it. T
nothing else has brought fantasy back into the limelight. Of the three though, the first is the best, the Belrog is
onderful.
Willow. A lot of people have never seen this great movie or paned it, but as a fantasy movie it’s a great bit of fun.
ok a fresh look at the genre, made its own mythos and was serious in its goal of making a good movie. I recommen
yone that is looking for a great experience.
Any of the Sinbad movies by Ray Harryhausen. They were all great, with really cool monsters. See more on the
aster Mr. Harryhausen in this issue.
Legend, can’t stand Tom Cruise, but Ridley Scot’s legend is a true classic of the genre. Great effects, great monste
d the horns, Wow.
The 13th Warrior, another movie with an actor I could care less about, but Wow, what a great ride. The whole No
rriors against cavemen was very cool. If done wrong this could have blown, but instead it was done with great flar
Dragon Slayer. OK, what a great D&D movie. Good characters, great dragon. The whole wizard dragon battle ad was very good, worth all the effort to get there.
The Neverending Story. While it’s a children’s movie, it’s still a good bit of fun. The dragon with a dog’s head v
ol as are the Jin Henson creatures.
Time Bandits. Hard to classify this as a true fantasy genre, but its closer to that then another genres. The whole m
ough is a great time; every time I watch it I come away with something new. Course the Giant with a ship for a hat
st. I made a Warhammer army based upon that concept once.
Ladyhawke. Ya it’s a love story, but the movie is wonderful. Matthew Broderick is great as the thief, I try to play
ef like that all the time in D&D and never come close to it like he did,
. Highlander. The first was a wild ride with immortal swordsmen. While the rest of the movies were all dogs, the
s a true inspiration. The T.V series wasn’t too bad, fleshed out the whole mythos.
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Robot JocksI’m not a big card game fan, and while I have played them, it’s never my first
choice in games. Still as a game designer I know that card based games can
be quite fun for some folks and a big draw. You can do things with a card
based game that you can’t do in a tabletop or board game. With this in mind I
have always made it a point to include card games in my catalog of games
that I design and publish.
One of the first card based games I came up with was Robot Jocks. Now if
you have seen the movie of the same name (Robot Joc) from the 90’s with
Gary Graham , you will please forgive me. It’s a cheese of a movie, but fun
and the idea has always stuck in the back of my mind. Two giant robotspounding it out with all sorts of weapons in a big damn arena just seems like
good fun.
So that was the premise behind Robot Jocks. Now of course I had to come up with a game tha
would get that arena fight feel but do it in a card game format. At first I was going to make up
cards you played to build your robot and then have players go from there. This though sort of
didn’t sit well, so I turned to having the cards be weapons system and add on to your robot
instead. I then came up with a simple system of rolling dice to determine combat using these
weapons, and damage then effecting the cards in play. This worked out well as you ended up
getting both a deck building feel for the game as well as card play.
Popular, Robot Jocks is a fun game, simple to play and easy to get into. It has an expansion,
and the system used in this card game and then been used in several other, Kung-Fu U, Comic
Book Heroes and Conjurer to name a few.
We have some new cards for you this issue, so get your Robot on and play a game or two of
Robot Jocks.
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8/15/2019 Game Geek Issues 16
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Coral Thrown
Interlude V
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Mark’s Musingsby Mark L. Chance of Spes Magna Games
Wild Hunts & Degenerate Elves
In Game Geek 10, I talked about the importance of
tailoring adventure scenarios to the playercharacter's strengths. My starting point was the
ranger's favored enemy class feature. The basic
claim: If a ranger has undead as a favored enemy,
then that ranger needs to encounter undead
monsters often.
In my current We're Not in Arkansas Anymore!
campaign, one of my players runs Rob Braden, a
former baseball player turned ranger whose
favored enemy is fey creatures. Rob's player Wes
expressed concern that whatever favored enemy hepicked would turn into that type of creature Rob
would never bump into again. I assured Wes that
would not be the case, and fey enemies continue to
play a major role in the campaign's events.
Most recently, the PCs have been investigating a
criminal gang's attempts to fix the upcoming first
annual baseball tournament in Harvest, the region's
primary agricultural community. As part of their
investigations, Rob and his allies have discovered
that the renegade elves of the Wild Hunt areinvolved. At the same time, I introduced the Dark
Taint into the campaign lore.
The Wild Hunt
My campaign has a few god-like beings known as
Entities. One of these entities is the Wild Hunt, a
chaotic neutral being whose followers can be
chaotic neutral, chaotic good, or chaotic evil. The
Wild Hunt's domains are Animal, Strength, Travel,
and War, and the Wild Hunt is the main entity
worshiped by elves in the region.
Most elves are closer to the chaotic neutral and
chaotic good spectrum of alignments, and the Wild
Hunt's influence among them can be volatile but is
seldom malevolent. My campaign's elves aren't
sophisticated, effete tree dwellers. Instead, they are
a warrior people of strong passions ruled by codepersonal honor and divided into dozens of compe
clans, each led by their own elfking and elfqueen
These elves value strength of arms, the ability to
stalk and catch prey, and the comraderie of their
elfsovereigns's drinking hall.
The chaotic evil aspect of the Wild Hunt is differe
Those who follow this aspect revel in strong pass
but reject personal codes of honor. Instead, they s
all of life as a battle to survive. The strong prove
their worthiness by hunting the weak. Whateverhappens is the will of the Wild Hunt. Those destin
to prevail survive. Those not destined to prevail d
The consequences for surviving on the chaotic ev
side of the Wild Hunt are more than just spiritual
moral depravity. The monstrous acts also warp th
adherent's flesh and mind. Elves that serve the Wi
Hunt's chaotic evil aspect often become subject to
the Dark Taint.
The Dark Taint & Quick TemplatesThe changes associated with the Dark Taint
eventually lead to one of two transformations. Eit
the elf becomes a dark elf, or else he becomes a
grimlock. In my campaign, both dark elves and
grimlocks are fey creatures and degenerate forms
the Wild Hunt's chaotic evil elven followers. Unle
noted otherwise, transformations are cumulative.
Initial Stage Dark Taint - Dark Elf
Transformation
An elf on the road to becoming a dark elf first pasthrough a first stage transformation. The elf's
appearance changes slightly. His flesh darkens. H
hair become lighter. His eye color fades. Elves in
first stage of the dark elf transformation
have the following modifications:
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bility Scores: -2 Int, +2 Cha.
nses: Lose low-light vision. Add darkvision 60
ell-Like Abilities: The elf can cast dancing
hts once per day, using his total character level
his caster level.
ecial Attacks: The elf gains the Poison Use
ecial ability. This lets the elf use of poison
thout risk accidentally poisoning himself.eakness: The elf suffers from light sensitivity.
Final Stage Dark Taint - Dark Elf
Transformation
n elf that survives with the Wild Hunt's chaotic
il aspect long enough becomes a full-blow dark
. Apply the following modifications:
R: Increase CR +1.
pe: The elf's type becomes fey (elf).
bility Scores: +2 Dex.nses: Increase darkvision to 120 ft.
fensive Abilities: The elf gains DR 3/cold iron.
also gains Spell Resistance equal to 6 plus his
ss levels.
ell-Like Abilities: A dark elf can cast dancing
hts, darkness, and faerie fire each once per day,
ng his total character level as his caster level.
eakness: The elf no longer has light sensitivity.
tead, he suffers from light blindness.
st Racial Trait: The elf no longer has the Elven
agic racial trait.
ot all elves who acquire the Dark Taint become
rk elves. Some become grimlocks. These two
mplates represent this gradual transformation.
Initial Stage Dark Taint - Grimlock
Transformation
e elf becomes more muscular. His facial features
come more bestial, and his eyelids grow thicker,
ning his eyes into squinty slits. Apply these
odifications:
bility Scores: +2 Str, +2 Con, -2 Cha.
nses: The elf loses low-light vision. He gains
ndsense 40 ft. and scent.
ugh Flesh: The elf gains a +2 natural armor
nus.
st Racial Traits: The elf no longer has the
ven Magic and Keen Senses racial traits.
Final Stage Dark Taint - Grimlock
Transformation
The elf's transformation into bestial grimlock iscomplete. His eyelids have grown shut, and the
eyes behind them have atrophied. He becomes
strongly muscled and monstrous in both appearance
and appetites.
CR: Increase CR +1.
Type: The elf's type becomes fey (elf).
Ability Scores: +2 Str, -2 Int, -2 Cha.
Senses: The elf gains a grimlock's heightened
nonvisual senses. Lose blindsense 40 ft., and gain
blindsight 40 ft.Defensive Abilities: The elf gains DR 3/cold iron.
The elf also gains immunity to gaze attacks, visual
effects, illusions, and other attack forms that rely on
sight.
Racial Hit Die: The elf gains one racial HD (1d6).
He acquires skill points equal 6 + Int modifier. The
following are class skills for the racial Hit Die:
Acrobatics, Bluff, Climb, Escape Artist, Perception,
Sense Motive, Stealth, and Swim. Also, add Will
+2 to base saving throws.
Tougher Flesh: Increase the natural armor bonus to+4.
Lost Racial Traits: The elf loses the Elven
Immunities racial trait.
Links
We're Not in Arkansas Anymore! Campaign
http://www.obsidianportal.com/campaigns/wniaa
Universal Pathfinder Roleplaying
Game Monster Rules
http://www.d20pfsrd.com/bestiary/rules-for-monste
rs/universal-monster-rules
http://www.obsidianportal.com/campaigns/wniaahttp://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-ruleshttp://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-ruleshttp://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-ruleshttp://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-ruleshttp://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-ruleshttp://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-ruleshttp://www.obsidianportal.com/campaigns/wniaahttp://www.obsidianportal.com/campaigns/wniaa
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Mom! Stop being so mean. Ha, Ha, Ha, Did you see the look on his face, Ha, Ha, Ha.
Don’t worry, Mom was just having a bit of fun with you.
Gee, what fun?!
Maybe we could paint him blue, hate that greenpuke color he’s got on now.
I like the green color, sort of makes him
look mysterious.
Puke Green.
You two know I’m standing
right here?!
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So what did you
want little puke
green Bot?
My Mother sent me to ask you for al alliance
against them evil Yellow Bots.
Alliance! Last time I helped out that green
Botch it cost me half my battle Bots!
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Cavern HazardsBeyond the denizens both feral and foul and the harsh environment, other dangers often lurk
in the deep caverns of the world. Whether it be a sudden collapse, flash flooding or pockets
of bad air, explorers must constantly be on their guard.
Bad Air
Whether due to poor ventilation, noxious
outpourings from volcanic vents or an
accumulation of poisonous gas, the very air
in some caverns poses a threat to livingexplorers. Often creatures immune to the
air's negative effects (particularly undead
and constructs) dwell in such areas. Areas of
bad air make interesting additions to combat
encounters, but make poor encounters
themselves as most parties can simply walk
out of the area.
The table below presents a few of the
commonest kinds of bad air.
CR
XP
Gas Equivalent to Fortitude Sav e3 800 Fog cloud
4
1,200
Sleet cloud
4
1,200
Stinking cloud
13
6 2,400 Cloudkill 17
6 2,400 Waves of fatigue 17
7 3,200 Acid fog 19
8
4,800
Waves of exhaustion
20
9
6,400
Horrid wilting
22
When placing an area of bad air, consider its
characteristics - not all areas of bad air
comprise colourless, odourless gas. Some
gas may be invisible while others may
provide concealment or even block line of
sight in addition to the effects listed above.
CR and XP: The CR of the bad air and the
XP awarded if the PCs successfully traverse
the area or otherwise defeat the phenomena.
Gas Equivalent to: Each area of bad air has
effects equivalent to the listed spell. The bad
air, however, is not a magical effect.
Fortitude Save: The effects of some areas of
bad air can be resisted with a successfulFortitude save. Characters must make such a
saving throw every round they are within
the bad air.
Cave-Ins
Cave-ins can be incredibly dangerous.
Whether caused by the deliberate act of a
lurking monster or the natural result of
erosion, a cave-in can bury an entire
adventuring party. Unless deliberately set as
a trap, a cave-in does not normally occurwithout warning.
Warning signs of imminent collapse could
include:
Piles of rubble on the floor below the weak
section.
A fine network of cracks running throughout
the ceiling.
Dust and small stones falling from the
ceiling.
Grinding sounds in the rock as the ceiling
moves and shifts.
Warning sigils carved or daubed on the
walls of passageways leading to the area.
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Cave-In CR 8 (XP 4,800)
Dust and grit covers the floor of this cavern.
Craft (stonemasonry) or Knowledge
(engineering) DC 20 The character realises
the affected area is dangerously unstable.
This check can be made trained or un-
trained.
Perception DC 20 The character identifies
the affected area as dangerously unstable;
Stonecunning A dwarf using stonecunning
can make a check just by passing within 10
ft. of a weakened area.
Trigger location (removing half the pillars in
an area or a major impact or explosion could
trigger a cave-in); Reset no
Bury Zone (15 ft. radius) A cave-in buries
anyone in the middle of the collapsing area.
Characters in the bury zone take 8d6
damage (DC 15 Reflex save halves) and are
buried.
Slide Zone (10 ft. radius) A cave-in's slide
zone is roughly equal to the bury zone but
extends outwards in all directions.
Characters in the slide zone take 3d6
damage (DC 15 Reflex save negates).
Characters failing their saving throw are
buried.
Buried Characters A buried character takes
1d6 nonlethal damage per minute. A
character falling unconscious must make a
DC 15 Fortitude saving throw each minute
or take 1d6 lethal damage. Characters who
are not buried can dig out those buried.
Freeing Buried Characters In one minute, a
character using only his hands can clear
debris equal to five times his heavy load
limit (or twice that amount if armed with
appropriate tools). Loose stone filling a
5-foot by 5-foot cube weighs 1 ton (2,000
pounds). A buried character can free himself
with a DC 25 Strength check.
Variant Cave-Ins
These cave-ins are identical to the normal
version of a cave-in except as detailed
below. When placing these cave-ins con-
sider increasing or decreasing the size of the
bury and slide zones to take into account the
party's capabilities.
Minor Cave-In (CR 5; XP 1,600) This
cave-in deals 5d6 to characters in the bury
zone and 2d6 to those in the slide zone.
Major Cave In (CR 12, XP 19,200) This
cave-in deals 12d6 to characters in the bury
zone and 5d6 to those in the slide zone. A
DC 20 Reflex save halves or negates the
effects as appropriate.
Collapsing Floor (+1 CR for each 20 ft.
fallen) The floor of the cavern collapses
dumping the characters into a deeper area.
Apply the results of the fall before
determining the effects of the cave-in.
Characters in the collapsing area
automatically fall into the cavern below
unless they are within 10 ft. o a stable part
of the cavern (wall, floor and so on). Such
characters receive a DC 20 Reflex save to
avoid the fall (and the cave-in). Othercharacters automatically fall, taking the
appropriate damage and landing prone.
Flash Floods
Weather is rarely an issue deep
underground; however, sustained heavy rain
on the surface can wreak havoc in certain
underground passages as they flood with
rainwater. Such flash floods can sweep away
whole expeditions and/or render some
passages impassable for days at a time.
Some passages prone to flooding already
contain a watercourse while others do not
normally have water flowing through them.
Flooding rarely occurs without warning
(although travellers may only have a few
minutes to react before the flood waters are
upon them).
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Such warning signs could include:
A far off rumbling sound that draws quickly
closer.
A sudden, minor surge of water.
An existing watercourse could be flowing
swifter than normal or could already haveburst its banks.
Flash Flood CR 6 (XP 2,400)
A loud rumbling fills the air and moments
later a veritable wall of water bursts into the
cavern.
Perception DC 20 A character making this
check hears the distant roar of water fast
approaching.
Knowledge (dungeoneering) DC 20 A
character making this check spots the
tell-tale signs of periodic flooding dotting
the cavern.
Trigger location (heavy rain); Reset no;
Duration after 10 rounds, the characters are
deposited in a raised area above the
floodwater.
Water Level During a flood, the water level
rises by 1d10 + 10 feet and (if possible) the
watercourse's width increases by 1d4 x
50%.
Swept Away The floodwaters carry
characters 5 + 1d4 x 10 ft. downstream
every round. Such characters are swept
away and must make a DC 20 Swim check
to avoid going under. A character failing this
check takes 1d6 damage and is in danger ofdrowning.
Swimming A character making a DC 20
Swim check can move a quarter of his speed
as a move action or half his speed as a
full-round action. If a character makes a DC
25 Swim check, he arrests his motion by
grabbing onto the wall, ceiling or other
cavern feature.
Escaping the raging torrent requires three
consecutive Swim checks. Success indicates
the character has found a safe haven from
the floodwater (perhaps a small niche high
up in a wall and so on.
Variant Flash FloodsFlash floods can be of different intensity and
duration. To alter a flash flood, apply the
desired modifiers listed below:
Increased Duration (+1 per 4 rounds) The
flash flood lasts longer.
Reduced Duration (-1 per 4 rounds) The
flash flood quickly passes.
Rough Water (-1 CR) Characters must makeDC 15 Swim checks to avoid going under. A
DC 20 indicates the character has arrested
his motion downstream.
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.
Reducing or removing entry barriers,
simplifying pre-game prep and easing theGM's workload 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 of the 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
By Sean Wilt
This month we will be bringing you the first of a multi-part series on the Fey and their
mystic rings. So watch what you do when you come upon a ring of mushrooms in the
deep woods.
Get the full version in the Free section of this issue.
The Unseen world is full of hazards, one of which is Unseelie Rings. They can be found at a
variety of places: forests, beaches, plains, and farmland. Often, they will be in the center of
an area or at the natural border between two areas.
The Unseelie rings are made by the dark fairies. They are the most abhorrent,
black- hearted and evil of all the faeries. They will ally with all sorts of dark creatures. They
will use the rings to traps mortals and transform them into dark fae if they are wanting to
reproduce or if they need more soldiers to fight the Seelie Court. If not, then they harm
mortals for pleasure.
The Seelie Court and its counterpart, the Unseelie Court are often at war, and all of the
mortal races may get caught in the middle of such battles. They acquired the title "Court"
since groups of fae often share similar goals and will join together in an imitation of
mortal society. Not all fae are in one group or the other. In fact, the vast
majority of them prefer to live out their long existence
without being involved in any sort of war.
The presence of the fae naturally causes the creation of
the rings. Most of them can be seen as a circular area
surrounded by toad- stools. However, rings of stone or
other materials are possible as well. The ring is a portal
between the two worlds. The rings will have a variety of
effects depending on the area and what happens in
them. The power of the fae in the area will also
influence it as well. The ring is also empathic but
it cannot communicate with speech or telepathy.
It comprehends any spoken or written language
of the Perception roll will be higher then there
are specialized signs to search for.
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Bad Baby Productions, 2011 Art by Robert Hemminger Story by Jennifer Schoo
What if the Nazi regime could
be destroyed, Professor?I don’t know what you
mean, sir. And this is
certainly not the place to
discuss it.
“Professor I asked you to
meet me here to discuss your work, specifically the studies
regarding extrasensory perception.
We need you,
Professor. I know you have
found ways of using the mind to
defend and push away the
creatures of darkness. I am hereto help you escape from under
their cruel thumb and join the
side of right. You know the Fifth
Reich is hell-bent on destroying
our world. Come with me
now, and help us
save it!
Professor nod thinking to self. The Professor looked out
the restaurant window and found himself nodding, hope
quickening his sad heart for the first time in months. This
is not the America he wanted to grow old and die in.
Perhaps there was a chance for the human race after all.
Studies that our Nazi hosts have so
graciously allowed you to continue under their strict
supervision.
Yes, there is a
ntleman by the bar watching
u right now to ensure you do
ot meet with any unsavory
freedom cell leaders.
Yes.
Lets get out of
here.
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Through the kitchen…
Hurry u
Get in,
Professor.
Are you all right?”
Yes,
I believe so,
Madam,
thank you.
Your friend, however,
appears to have been
I’ll live. We’ll be at a sa
house shortly.
8/15/2019 Game Geek Issues 16
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On April 30,
1945
As Soviet forc
overran the stree
Berlin, Adolf Hi
committed suicid
an undergroun
bunker and w
cremated tha
evening.
Three days later on May 2, just as General Weidling wa
about to sign the surrender of Germany to Soviet leade
General Chuikov.
The horrific sight
caused many Soviets
flee, and those tha
stayed were destroy
by the monsters. Hit
himself feasted upoWeidling even as th
officer screamed fo
mercy.
Adolf Hitler approached, followed by several
thousand German soldiers with glowing red eyes.
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From there it was a bloodbath. Hitler’s unto
forces from Berlin numbered 22,000 and we
joined by more as they crossed the whole o
Europe. Hitler would not give any quarter a
millions were slaughtered by his freakish mili
Countries that immediately
surrendered to the undead
armies were merely “occupied”
those that tried to fight were
subjected to such atrocities tha
left even the most stalwart
quivering in fear.
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Joseph Stalin readily supported the fuhrer after the
annihilation of his troops in Berlin. He kowtowed to
Adolf and was himself responsible for millions of
deaths but it quickly became clear to Hitler and his
occult scientists that Stalin was trying to steal the
arcane power from Germany. Stalin vanished in 1951
and the Soviet Union was abolished that same year to
be called Western Germany.
Northern and western England had a worse time of itas Adolf consistently pushed toward Britain. It is
estimated that nearly 80 million soldiers and civilians
were killed between 1945 and 1952, the Jews and
Slavs all but extinguished, before the inhuman Fuhrer
was permanently destroyed in London by the early
members of Department 13.
We’re here.
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BattleAxe
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8/15/2019 Game Geek Issues 16
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Multi-Verse
New a character for Zero-GYep we have a great new character for this great S&G setting.
Tak (Solo)
Silent, ineffable and ever-wandering, Tak is a being only recently discovered by humanity. Tak is an
octopoid being that made first contact with the Federation when it suddenly materialized in the middle
of a battle on Horlon III, a remote Federation colony in the Fringe.
A group of Star Marshals was desperately outnumbered by a Hive invasion, but the appearance of the
strange being turned the tide of battle. Although only a single Marshal commander and two of his
androids remained, Tak was able to rout the Hive, saving the colony. Before the Marshal could learn
anything about his savior, Tak vanished.
Since that day Tak has appeared several times throughout Federation space, in each instance during a
battle against the Hive. Though none can say how it travels from planet to planet, it apparently
possesses PSI abilities, as a few human Psykers have reported brief communications with Tak. Through
these few instances it has been learned that Tak is the last of an ancient race eliminated by the Hive and
is now crusading against the Hive to protect the younger races.
Though powerful and wrathful against the Hive, Tak is a being of peace and life. Tak uses its abilities in
battle to heal the wounded, as well as to eliminate its enemies.
Cost: 40
Attack: 2
Defense: 3
Strength: 9
Speed: 7/5/3
Movement: 4
Adrenal: 6
Will: 2
Health 25
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Skills and Abilities
1. Life Wave (Special, 2)
Tak's protective instinct manifests in a purple spiral of energy that heals a single ally
within 3 squares for 1d6 wounds.2. Tentacles (Attack, 1)
Can attack at 2d6 against all enemies within 2 squares of itself.
3. Psi Talented (Skill Rank +1)
Tak is a gifted Psyker and has 8 Psi points at the beginning of the game and has a Skill
Rank of +1. Tak begins with 4 randomly chosen talents from the talent table.
Gear: 1
Limitations: May have only 1 per battle force. Will not join the Hive. Tak is far too
large to use vehicles and may not utilize gear other than Psi crystals. Tak will not join a
battle that is composed of fewer than 250 points on each side.
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Won’t play anything but RPG’s she will tell you,no tabletop battles for her, no card game will do
it, nope, the RPG Geek gets her joy in one wayand one way only, the character. She doesn’t
care what sort of RPG it is, she has a charactersomewhere for that system, she has played them
all after all. Maybe she will play her monkHalfling, ya the one with a limp and the magic
ring that makes her hands act like vorpal
swords. Nope, then how about her troll rigger,the one that drives around in the game in a giant
mecha tank, blasting runners all to hell.
Her lucky unic
her boyfriend
it for her last y
for Valentines
Leather bound
folder that she
made herself. Hereshe keeps a record
of all her
characters.
RPGNow t-shirt she
got at a con. She
doesn’t use the site,but she thought the
t-shirt was cool.
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The She-Wolf By Megan Robertson
ne day a group of young knights, who were out riding,
eeking adventure, as young knights are - or at least
were - prone to do, came to a valley. As the day was
rawing to a close, they decided to see if they could spend
he night.
hey rode along, and saw that although the valley was
ush and green, a fertile place, all the sheep were skinny
nd rather threadbare. When they came to the village,
hey found that the peasants were likewise skinny and
hreadbare; and all their houses were run-down and
habby, in a state of poor repair. Well, the young knights
new that not all lords were as concerned as they ought to
e about the health, wealth and welfare of their peasants,
et alone their sheep, so maybe the local lord was one of
hese. Undeterred, they rode on to the manor-house.
Now when they arrived at the manor-house, the sun was
etting and dusk's fingers spread across the manor yard.
arely a glimmer of light was to be seen at the windows.
he young knights jumped down from their horses and
anged on the door, hoping that someone would be in,
ecause it was getting quite chilly.
heir knocks echoed, and eventually they saw the one
meagre glimmer of light move from window to window
ntil at last the door creaked open. A stout man in a
hreadbare velvet gown peered out and, seeing a group of
oung knights, welcomed them in. Rather bare and dusty
he place might have been, shabby and down-at-heel, but
would be hard to fault the warmth of the welcome.
he local lord, for such was the stout man despite him
aving answered his own front door, offered wine and
ew, and a place for the knights to sleep - not to forget
abling for their horses. The stout man limped somewhats he showed the young knights the way to the stables and
hen indoors for their own comforts. Seeing their curious
ooks, he explained that as a young knight - why, such a
oung adventurer as were his visitors themselves - he had
een a keen participant in jousting contests, but had taken
nasty fall which had left him permanently lame. So
ome he'd come and settled here in his family manor.
ut a comfortable retirement was not to be. Surely the
oung knights had seen how rich the pastures were, and
et how thin and poor the sheep?
Yes they had, but being polite young men, they kept th
doubts about the lord to themselves, which was just as
well. The reason was, said the lame lord, the valley w
plagued by a demon, one which took the form of a wothough no normal animal it was. Nobody dared stay o
long or venture up to the best pastures with their shee
and so the valley's potential lay fallow. With one leg a
good inch shorter than the other, there was no way the
stout man could go forth and deal with the demon and
well, there wasn't anybody else to do the deed. Unless
course... and the stout man looked hopefully at the yo
knights.
Seekers after adventure that they were, and hopeful th
one day someone might tell the story of their deeds ofbravery, the young knights agreed to look into the ma
come morning. And on that note they retired to their b
The next morning dawned bright and fine and the you
knights were soon up and about. First of all, they visit
the village to find out what they could about the demo
or wolf, or whatever it was, that kept the peasants awa
from the best pastures. For in knowing what was know
perhaps a means to defeat it could be found.
In the village, they found a church; and in the churchthere was a priest who looked after the souls of the
peasants of the valley. The priest said he knew not of
local demons, but that there was a giant and ferocious
she-wolf who scared the shepherds, man and boy, and
kept all close to home. One there was, the priest said,
who might be able to tell them more; a young lad, the
youngest of the shepherds, who ventured farther and
longer than any other dared. The priest gave direction
the places that the young lad preferred for his herding
and off the young knights went to find him.
As they rode up the valley towards the higher pasture
they heard the sounds of pipes playing, a merry sound
the warm morning air. Rounding a corner, they found
young shepherd lad perched on a rock, his sheep graz
contentedly around him, playing his pipes. He didn't l
round as the young knights rode up, and they - being
well-mannered young men - waited until he'd finished
tune before, with a bit of throat-clearing and coughing
and a rattle of their stirrups, they managed to attract h
attention.
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The shepherd lad jumped up, for strangers were a sight
arely seen in the valley, and asked the young knights if
here was any way in which he could be of assistance.
They enquired about the demon, or wolf, or whatever it
was, that scared the neighbourhood and kept men and
heep close to home. Perhaps he'd seen it, being so
much further from the village than anybody else?
The shepherd lad smiled, and said that he'd be glad to
ell them what he knew. For yes, he'd seen this strange
eing many times, but found that with a shared love of
music there was no fear between them, if no friendship
ither. The creature that some called demon and some
alled wolf and all called terror came most times as a
iant she-wolf. She'd sit and listen when he played his
ipes and sometimes when the day was hot and still,
he'd somehow - and this bit he'd never figured
ut - shimmer and change into a beautiful young lady.
But should he stop playing or attempt to speak to her,he'd just change back into a wolf and lope off over the
illsides.
By now it was lunchtime, and the shepherd boy offered
o share the bread and cheese and apples that he had
with the young knights, who in turn offered pork pies
nd pickles, as that was what they had with them.
After they'd eaten, and traded stories of life as knight
nd shepherd, the shepherd boy suggested that if any of
he knights had talent at music, now was a good time toee if the wolf would come to listen.
Now the youngest of the knights could play the lute and
s luck would have it, he had his instrument with him.
o he settled on a grassy knoll with his lute upon his
nee and began to play. The other knights and the
hepherd boy retreated a way and watched.
The young knight played several tunes, both happy and
ad, a love song and a dance, a lament and a merry jig...
nd then he became aware that his audience had in-reased. Barely daring to glance up from his strings, he
aw not a wolf but a beautiful maiden perched on a
earby rock, listening to the music and smiling at him.
urprised, he almost stopped playing, but she gestured
hat he should continue and after a while, as he played
he sang along to his tune, improvising words that
escribed her state.
Many years past, she had been a young maiden of thi
very valley, beautiful and sought after by young men
from miles around. Uninterested in any, she'd amused
herself by pretending that one ugly and stupid boy wa
her choice. The poor boy, unpopular amongst his
fellows, had basked in her attentions. When this lad h
asked for her hand she had turned him down most
cruelly, laughing at his presumption and ridiculing hi
before all.
A passing mage had chanced to overhear and, furious
had set a curse upon her for her cruelty. The curse wa
that she should take the form of a huge and hideous
wolf, and remain here in the valley shunned by all un
some young man who was free to do so should offer h
marriage. And so she had remained, her only solace t
music that the shepherds played.
Now it so happened that of the party of knights, the
only one without a lady-love was the young lute playAt least, he thought, if she likes my music we have
some basis for a life together. So he arose from his
rock, still playing, and went down on one knee.
'My name, my love, is Gilbert. Knight of the realm an
adventurer free. There's no lady holds claim on me.
Perhaps you'd care.... well, you are passingly fair.... to
spend your life in wedded bliss? I may not have much
but I offer you this.' So singing, he played a gay tune
that soared high above the mountains, full of promise
and joy.
The she-wolf burst into tears. Release at last, and wh
a nice young man! Urging him to keep playing, else s
would revert to wolf-form, she began to walk by his
side down into the valley and towards the church. Th
others ran ahead to fetch the priest, and by the time th
musician-knight and the she-wolf reached the church
door, everybody was inside ready and waiting.
Inside, the priest stood by the altar. The musician-
knight dropped to his knees on the altar steps, and hislute fell silent. A shimmer of light, and his lady rever
to wolf-shape. The priest was startled but held his
ground. The congregation muttered. Nervously the
priest began to read the marriage-service. As Gilbert,
the musician-knight, repeated the words that pledged
his life, another shimmer of light and a lady stood
beside him once more. Smiling gently, she gave her
name as Anne, and her life to Gilbert that they might
live together the rest of their days.
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When the ceremony was done and the couple blessed, everybody went outside. Waiting was a tall figure, gaunt he w
n a black cape. Throwing the cape back, he smiled.
am Yebachai, the mage who cast the curse upon you, Anne. Know now that as you have learned your lesson, and
ound a man who would take you despite your past, you are now free. Go - love and live, enjoy your days. And this
alley too, which set more store on your beauty than your soul, it too is free, for no longer shall the she-wolf roam.'
he delight of all was so great that nobody noticed as Yebachai wrapped his cape around him and vanished.
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All the folks here at Avalon Games want to say have a wi-
witching good time and play a good game.
!"#$ &'()' *'+#$
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8/15/2019 Game Geek Issues 16
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T o w e r o f o a b
The pirate baron has a nice tower, which your players can raid
or escape from.
1: Main Gate
2: Town Gate
3: Courtyard
4: Stables
5: Privy
6: Entry Hall
7: Barracks & Privy
8: Stars to Basement
9: Stairs to 2nd Floor
2nd Floor
10: Stairs to 3rd Floor
11: Stairs to 1st Floor
12: Barracks & Privy
13: Officers’ Barracks
3rd Floor
14: Stairs to 2nd Floor
15: Stairs to 4th Floor
16: Audience Hall & Privy
17: Office
18: Office
4th Floor
19: Stairs to 3rd Floor
20: Stairs to 5th Floor
21: Feast Hall
22: Kitchen
23: Servants’ Quarters
1
2
3
465
7
89
34
35
36
37
10 11
12
13
14 15
16
17 18
1920
21
22 23
24 25
26
27 28
2930
31
3233
5th Floor
24: Stairs to 4th Floor
25: Stairs to 6th Floor
26: Private Study & Privy
27: Daughter’s Quarters
28: Daughter’s Quarters
7th Floor
29: Stairs to 6th Floor
30: Stairs to Roof
31: Baron’s Outer Chamber
32: Baron’s Bed Chambers
33: Vault
Basement
34: Stair to 1st Floor
35: Storage
36: Torture Chamber
37: Prison Cells
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By Megan Robertson
Codex Draconis: Black Lords of the MarshBy Super Genius Games
The introduction to this work explains not just the
pivotal role of dragons in fantasy role-playing, but
that with systematic advances that allow for
varying ages and sizes, dragons can now be
presented at a range of challenge levels appropriate
to any group of characters! Much of the
ground-breaking work and number-crunching has
been done by the people maintaining the
D20PFSRD website, and they have been kind
enough to allow their work to be used here.
Excellent cooperation in the true spirit of the game!
The good news is that this is just the first dragon
book planned...
So, this product is all about black dragons. They
live predominantly in swamps and marshes
whatever size or age they happen to be. They are
solitary in nature, liking caves beside (or even
under) fetid pools in which they wallow in mud
and dirty water... but can have some interesting
items in their hoards, should you find a way to get
at them. Their preferences for treasure tend
towards that which does not rot (so coins, gems,
and metal artefacts predominate) while they do like
their food, shall we say, well-aged... rotten, if you
prefer.
The bulk of the book is taken up with stat blocks
for black dragons of all sizes and ages from mere
wyrmlings little larger than a cat (and presenting a
CR of just 3) up to a great wyrm with a challenging
CR of 19. Each one comes with plenty of detail
including a run-down of likely items to be found in
its hoard, as well as combat tactics and variations
galore. The hoard data comes with gp values,
making it simple to swap things around without.
destroying balance, and there are also suggestions
as to how the dragon may actually use some of the
things he's got, rather than merely sit around
admiring them. A section called 'Upping the Ante'
gives ideas of how to make each dragon a
formidable, thinking, opponent; while there aresuggestions for variants on the basic build as well
All in all, this is a tremendous resource if you want
to challenge your characters at any level with a
black dragon specifically... or if you are building an
ecology in which black dragons feature, or intend
one to be a recurring enemy - or even acquaintance
- growing in capability as the party progresses and
becomes more powerful
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Cool Stuff
Ray HarryhausenStop model animation is dead as a form of special
effects these days, CGI is much better, just go
watch Avatar and you will understand. Still for ayoung boy that grew up in the 70’s, no one was
better at making special effects then Ray
Harryhausen. He was the master of monster
making, of bringing them to life and blowing my
young mind. They even hold up today, I just
watched for the millionth time the 7th Voyage of
Sinbad, and I’m still in love with the monster this
man made. If you want to truly get into Ray
Harryhausen, then check out some of his stuff on
Amazon …
http://www.amazon.com/Harryhausen-Collection-
Million-Saucers-Beneath/dp/B001D7T69K/ref=sr
_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2
!"# %&'&(# )* +,-
./'"0)12#( 3,45/')67# 89):%)
!"# %&'&(# )* +,-
http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2http://www.amazon.com/Harryhausen-Collection-Million-Saucers-Beneath/dp/B001D7T69K/ref=sr_1_2?ie=UTF8&s=dvd&qid=1275339085&sr=8-2
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FreezeGun
Condition Attack Dice Accuracy
FreezeGun
Condition Attack Dice Accuracy
HeavyFreezeGun
Condition Attack Dice Accuracy
HeavyFreezeGun
Condition Attack Dice Accuracy
RocketFist
Condition Attack Dice Accuracy
RocketFist
Condition Attack Dice Accuracy
ElectrolFist
Condition Attack Dice Accuracy
ElectrolFist
Condition Attack Dice Accuracy
PointDefense Gun
PointDefense Gun
PointDefense Gun
PointDefense Gun
Condition Effect
Condition Effect
Condition Effect
Condition Effect
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Tak
40 TakSolo
Gear:
1
Health
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Unseelie Rings
The Unseen world is full of hazards, one of
which is Unseelie Rings. They can be foundat a variety of places: forests, beaches, plains,and farmland. Often, they will be in thecenter of an area or at the natural borderbetween two areas.
The Unseelie rings are made by the dark fairies. They are the most abhorrent, black-hearted and evil of all the faeries. They willally with all sorts of dark creatures. They willuse the rings to traps mortals and transform
them into dark fae if they are wanting toreproduce or if they need more soldiers tofight the Seelie Court. If not, then they harmmortals for pleasure.
The Seelie Court and its counterpart, theUnseelie Court are often at war,and all of themortal races may get caught in the middle of such battles. They acquired the title "Court"since groups of fae often share similar goalsand will join together in an imitation of mortal society. Not all fae are in one groupor the other. In fact, the vast majority of them prefer to live out their long existence
without being involved in any sort of war.
The presence of the fae naturally causes thecreation of the rings. Most of them can beseen as a circular area surrounded by toad-stools. However, rings of stone or othermaterials are possible as well. The ring is a
portal between the two worlds. The rings willhave a variety of effects depending on thearea and what happens in them. The powerof the fae in the area will also influence it as
well. The ring is also empathic but it cannotcommunicate with speech or telepathy. Itcomprehends any spoken or written language
Ring Rules
The rings are hard to find but they can still
found before it is too late. A Knowledge
(nature) skill roll can be made to determine if a ring is present. Sometimes a Perception rollcan be made to detect them as well. The DC
of the Perception roll will be higher thenthere are specialized signs to search for.
A ring can have up to a one foot radius perCR of the ring. It will be triggered by action.Stepping into the ring starts the ring. Thecharacter (and anyone within sight of it) hasone round to try and notice the ring. Thenext action determine what happens insideof the ring. At that point, an initiative roll ismade and the ring is considered to have
rolled at Initiative rank 10. All rings are ableto detect any intelligent humanoids withinone mile of the ring.
All rings have at least one method to disablethem and another to permanently destroy them. A disabled ring will come back and
works its magic once again after a period of time. More action must be taken in order toget of the ring forever. It can take anything from pulling up the mushrooms, throwing
salt inside of the ring to slaying its guardian. The ways to do that should correspond to itseffects or makes sense within the campaign
world.
All rings will have a effect that is equivalentto a spell effect. The spell can do anything from causing momentary distress to thedeath and/or disappearance of the creatureinside of the ring. The effect will be far more
visually dramatic than the equivalent spell
effect. It will be up to the GM to determinehow the actual effect will look.
All rings continue to work their magic as long as a victim is inside of the ring. Removing the
victim from the ring maybe extremely easy orhard, depending on the method to disable ordestroy it.
All primary effects created by a ring befuddlethe senses. Lacking certain senses or having
immunity to sensory stimuli may prevent the
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befuddling of the sense but the spell effect will take place. Anyone who survives willforget what they were doing while under theinfluence of the ring.
Rings are presented in the following format.
Ring Name: The ring’s name is followed by its CR.
XP: This is the amount of XP to award thePCs for surviving the ring, as determined by its CR.
Area: This line gives the dimensions of thearea it infuses (up to 1 foot per CR).
Caster Level: This is the ring’s effectivecaster level for the purposes of dispelling any ongoing effects with dispel magic, and fordetermining the results of any spell effects itcreates.
Notice: This indicates the skill check andDC required to notice the ring in the surpriseround before it manifests. The sensory inputfor what a successful check notices—such asfaint giggling, the smell of stinkweed, or firebursting forth from the ring—is listed inparentheses after the DC.
hp: This lists the ring’s effective hit pointsfor the purposes of resolving damage. Aring’s hit points are equal to three times itsCR.
Weakness: Any weaknesses the ring mighthave, such as for rings that can be tricked by effects like invisibility or can be damaged by different methods, are listed here.
Reset: This is the amount of time that mustpass before a ring can attempt to reset. Untilit is destroyed, a ring can reset after thisperiod by succeeding on a DC 10 caster levelcheck—failure indicates the ring must waitthat amount of time again before making another attempt to reset.
Effect: This details the ring’s exact effects,including a description of how it manifests ,how to remove an opponent and to counter-act it.
Creating a ring
To make a ring like the examples below,follow these steps.
Step 1—Determine Base CR: A ring’s baseCR is equal to 2 + the level of the spell itduplicates.
Step 2—Determine Actual CR: Select theelements you want the ring to have and addup the adjustments to its CR to arrive at thering’s final CR (see Table 8–2: CR Modifiersfor rings).
Step 3—Determine Caster Level: A ring’scaster level is equal to its actual CR score.
Step 4—Determine Hit Points: A ring’s hitpoints are equal to three time its CR.
Step 5—Calculate Attacks and Save DCs: Aring’s attack modifier (if one is needed) isequal to its CR. If a ring’s spell effect allowsa saving throw to resist or negate the effect,the save DC is equal to 10 + the level of thespell + the ability modifier of the minimumability score needed to cast that level of spell.
TABLE 8—1: CR Modifiers of rings
Feature Type CR Modifier
Notice DC15 or lower –116–20 — 21–25 +126–29 +230 or higher +3
Reset Time
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1 minute +21 hour +11 day +0
1 week –1
Example WeaknessesSlow (manifests at Initiative rank 0) –2Susceptible to an additional –1 per addi-tionaltype of damage type
Tricked by hide from undead –2 Tricked by invisibility –1 Tricked by Stealth* –3 Triggered by touch –2
* The ring makes a caster level check in-stead of aPerception check to notice someone using Stealth.
Possible Actions
1. Transporting goods: The being sitting under the tree will hear an answer whis-pered into their ear if they think about theirproblem for at least five minutes. The
Augury spell is treated is if it was casted by a 20th level spell caster. That means they will know (most of the time) if their nextaction is immediately good or bad in termsof what will happen next.
2. Braggart: This person sits on the circleand starts to tell a story in which they arethe center of attention. They are subjectedto different spells depending on the type of story they are telling. If the circle is a lesser
one, then a summon monster spell willbring a creature from the place they aretalking into their vicinity. Depending onthe creature, it may be surprised but amica-ble or it may simply want to attack themright away. If the circle is of normal orgreater strength, then a teleport withouterror is cast on them if the place is in thesame plane of their existence. If the placeis outside of the plane they are in, then aplanar shift is cast on them and they are
send to the dimension they were speaking about in the story.
3. Praising someone: The person is sitting and talking about someone whom they admire. After talking about them for atleast a minute, he or she has a guidance spellcast on them but it lasts for an hour insteadof one minute. A circle of normal or great-er strength will also show everyone aroundthe circle a Silent Image of the person they are talking about but the image lasts foronly a second.
4. Fighting: If someone is fighting in thecircle, then one of two things will happen. They will either have a wall of force sudden-ly appear around the circle, allowing theperson inside the circle to rest but alsobecome temporarily imprisoned or if twoor more people are fighting, then a holdmonster is cast on everyone who is insidethe circle.
5. Hungry/thirsty: A unseemly amount of
food and drink appear before them. If they eat and/or drink, then they are sent into the world of the fey and they must find their way out. If they are able to resist tempta-tion, then they will arrange events so thatsomeone or something finds the person inthe circle and helps them. In the event thefey circle cannot arrange events, then it willcast a sleep spell on the person and thenteleports them back to a safe and familiarplace.
6. Depressed: The circle will have effectssimilar to that of an calm emotions spellexcept that feelings of sadness are alsotemporarily suppressed.
7. Happy: The circle will have the effect of Hideous Laughter on the person who isinside of the circle.
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8. Tired: The sleep spell will try to take ahold of them since the circle will believethey need to rest. It will not try to defend
the person if anyone wants to attack themor steal from them.
9. Curious: Sometimes it knows that a fey would interested in an item that the personin the circle possesses. The person will notnotice it is gone right away. After a periodof time, the item will be returned. Roll onthe table to see how long the item will bemissing.
Time an item is missing: Roll 1d6 to deter-mine the unit of time and then another 1d6to see how long. i.e. If someone rolls a oneand then a four, then the item will be gonefor four minutes after they realize it is miss-ing.
1. Minutes2. Hours3. Days4. Weeks
5. Months6. Years
10. Disbelief: One thing the circle cannotstand is someone who doesn't believe inthe existence of the fey. The person whoprofesses this will be subject to an Insanity spell as the truth of the fey is shown tothem all at once. If they are healed fromthis, they will not remember anything thathappened between the time the spell was
cast until the time they were healed.
* cast and broke spells * healed people * divined the future and the location of lost objects * danced and sang beneath the fullmoon * trafficked with the Devil * metamorphosized, levitated, or causedothers to fly or change shape
* stole unbaptized children * poisoned people * stole horses and rode them to exhaus-
tion during the night * avoided salt * were repelled by iron
Faeries have always interfere in the life of mortals and it is probably their reason of being among us. A lot of “evil” fairieshave been held responsible for the bad
weather and the resulting poor crops, dis-eases, disparitions and all the things that
men could not explain. Less harmful arethe “tricks”, the special jokes that they enjoy making us. As many traditional fairy-tales show, the Fairies preferably harassthose who deserve it. They rob the purseof the niggards, punish the wife-beating husband and give headache to the lazy
worker. Lack of generosity, rudeness andselfishness are all unpopular with fairies.
As a secret people, they tend to punish any
attempts at spying or infringements of fairy privacy, often to the utmost of theirpower. People who spied on the fairy rev-els or boasted of fairy favours were gener-ally punished, sometimes with blights andillnesses, and those who stole fairy trea-sures did so in danger of their lives. Inshort, the faults chiefly condemned by them are undue curiosity, meanness, slut-tishness, illtemper and bad manners.
Theft
Fairies have been used to borrowing fromtheir human neighbours since a long timeago. This is particularly frequent in Scot-land where they have a strong reputationfor taking things without the knowledge orconsent of the owners. They borrow grainand occasionally implements. They bor-
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(h) "You" or "Your" means the licensee in
terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice
indicating that the Open Game Content may
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Use. No terms may be added to or subtracted
from this License except as described by the
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15. COPYRIGHT NOTICE Open Game
License v 1.0a Copyright 2000,
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Document. Copyright 2000, Wizards of th
Coast, Inc.; Authors Jonathan Tweet, Mo
Cook, Skip Williams, based on material b
E. Gary Gygax and Dave Arneson. Path-
finder RPG Core Rulebook. Copyright 20
Paizo Publishing, LLC; Author: Jason Bu
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Monte Cook, and Skip Williams. The Booof Experimental Might. Copyright 2008,
Monte J. Cook. All rights reserved. Tome
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Games, Inc.; Authors: Scott Greene, with
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cations, author Stefen Styrsk
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Avalon’s premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
orcs, or blast off into the cold hard future with space marines and aliens.
Major
Glory
Lamia
Gyea
Weapons and Armor
Weapons As mod Damage mod Notes____
Scimitar -1 +1 -
Dagger +0 -1 -
Warlord Grom
Special Abilities
Health
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