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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,

    [email protected]

    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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    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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    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 

    1,200 

    Sleet cloud 

    1,200 

    Stinking cloud 

    13

    6 2,400   Cloudkill  17

    6 2,400   Waves of fatigue 17

    7 3,200   Acid fog  19

    4,800 

    Waves of exhaustion 

    20

    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.

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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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    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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    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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    All games available at

    (Click on the name to visit their site) 

    RPGNow.com

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    wargamedownloads.com

    wargamevault.com

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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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