Game Geek Issues 20

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    Game Geek, Issue 20, Au 2011 

    An Avalon Games Product, All righ

    reserved, Version 1.0, 2011

    All comments, suggestions and

    contacts can be made at…

    Avalon Games,

    [email protected]

    Or visit

    Avalon Games at…

    www.avalon-games.com

    Some Game design, artwork and lay

    by Robert Hemminger

    Cover by Joe Calkins

    Some art by Sade, LPJ and Art Fant

    Contents 

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

    Behind the Game,

    3-D Printing …………...................................................................................................

    Junkyard Wars,

    Strip #20 ……….............................................................................................................

    Coral Throne

    Interlude VI ...................................................................................................................

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

    Addikits Advice …………………………………………………………………………………..

    Avalon Pathfinder ................................................................................................................

    Dept 13 Comic, Issue #5 ……………………………..……………………………………..…..

    Multi-Verse …………,,,…….…………....................................................................................

    Instant GM ………………………………………………………………………………………….Marks Musings …………………………………………………………………………………..….

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

    Battle Axe …….……….….......................................................................................................

    Arcana ………………………...................................................................................................

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

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

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

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

    Page 2

    Page 3

    Page 4

    Page 6

    Page 9

    Page 13

    Page 14

    Page 15

    Page 20

    Page 24Page 28

    Page 34

    Page 35

    Page 38

    Page 39

    Page 40

    Page 43Page 45

     

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    Just wanted to say thanks to some folks

    this time around.

    To Josh who is always willing to try out a

    new game with me.

    To Jamie who always has good ideas

    about gaming.

    To Gabby who makes me laugh.

    To William for making it all fun again.

    To Ramsey for showing me what a good

    game writer is like.

    To my wife for understanding

    hat I do what I do because I

    have some little monster in mehat say I must.

    To my little girl for loving me.

    To the old crew for some great gaming

    un.

    To the folks at GMI for giving me a

    econd chance to live my hobby.

    To Gary Gygax for giving me a life long

    ove affair with D&D, and to my Dad for

    giving me this addiction to fun.

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    3-D Printers

    in the near future with Desk Top 3-D Printing. Have you seen one of these printers? It looks

    like a tall box actually. You send a 3D image to it (via your computer) and the damn thing will

    produce a plastic resin version of the image, in great detail and even in full color. There are

    different versions of the system, which I will not get into, just leave it to say that the things are

    amazing!

    There are small desktop versions out now, but even the low end models can cost upwards to

    10K. This will change, however, and the future will bring an affordable version that anyone

    can buy. Think of it. You buy your game in a PDF format like you do now, push print and the

    printer drops out small game components, map boards, figures, dice, whatever you need to

    play the game. Think of the revolution this will bring to tabletop gaming. You can just printup as many miniatures as you want. Anyone can create a great tabletop system and the figures

    to go with it.

    Think of the game boards that could be created. No more flat fold up playing surfaces. How

    about boards with little 3D mountains and woodlands, or buildings and alleyways? Odd

    shaped dice and customer counters. The possibilities are quite endless and very fun to think

    about.

    When, you ask, can I do this? Well, not yet. The costs are crazy right now, but I would guess

    in 10 to 20 years you will see it become a reality. The technology is already there; it just has

    to get cheaper and more customer friendly. Think about it. 20 years ago the thought of buyinga full RPG or print-to-play board game online was just a dream. Now you do it all the time

    and from a bunch of different publishers. Give it some time and the next revolution in gaming

    will sneak up on you, and it’s going to be 3D printing.

    Here is a site that shows some of the stuff that was produced by just such a printer…

    http://printin3d.com/3d-printers/v-flash-personal-3d-printer

    I thought this month we would peer into the future and have a look at what

    gaming has in store for you.

    Technology is what drives the e-publishing field; technology is what created it,

    after all. The internet, cheap home-publishing software and good desk-top

    printers are driving the expansion of the e-publishing industry. This technology

    continues to find new ways for us to bring you great games.

    One of the drawbacks to e-published board games is the customer has to print

    up and assemble the game components. While some folks like to do this, most

    don’t, and thus the Print-to-Play board game field is a bit small. This will

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    You seem a bit down since

    we left the Factory. I’ve never been away from home

    before, I sort of miss my Mom.

    You don’t mind my

    saying, but your

    Mom seems a bit odd.

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    She wasn’t always thatway. At one time she was

    smart, wise,

    knowledgeable and built

    the best Bots around.

    Time and the lack of spare

    parts has made her dim

    and confused.

    That’s why I’m helping

    you out, we could use the

    parts we will win in a war

    with the Yellow Bots.

     

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    Coral Throne

    Interlude VI

    The demon sat upon a mound of bones and skulls, rivalshat it had devoured over the ages, all falling to its

    reater might and will. A sick green light fell across the

    emon’s brass colored scales while smoke that smelled

    f burning flesh floated past. The great beast sat there, a

    rince among its kind, it sheer power and magic the only

    means by which this could be evaluated. Demons ruled

    hose about them by force of will alone, any that dared

    hallenged were devoured, feasted upon and their

    ssence absorbed. Serve or be destroyed, this was the

    way of the demon realms. Time and matter held little

    meaning here, lust for more life, more essence, the thirstor power the real force that drove the many damned

    hings that called the abyss home.

    The demon prince watched as lesser ones of its kind

    attled, feed and grew, each taking the essence of its foe,

    making the victor stronger, more powerful, more

    unning. Few dared to challenge the demon prince itself,

    or it was now a being of terrible strength. It had spent

    ges in the gathering of that might, the essence needed to

    row in size and mind.

    Bored the demon prince spread its palms, time and space

    hifting about in the foul air as it gathered reality within

    ts cupped hands. The stink grew and the air shifted,

    rew bright and waved about, shifted till a window

    ormed. The demon looked through the eyes of the meat

    oy it had. It had been some time since the prince had

    aken interest in a mortal, had watched the world of men

    hrough the life and actions of one of these living things.

    The demon had to be careful though, this mortal was

    owerful, and it held many fates tied to it, many possible

    utures linked to the actions it would take.

    The demon meant to use this mortal tool, to manipulat

    into acting in ways that would shift the flow of

    possibility to one final outcome. The demon wanted to

    walk the world of men once more; it had been centurie

    since it last tasted the flesh and lust of a mortal. It had

    been a long time since it had feasted on the innocence

    and desire of human need. Yes, the demon would wor

    to open a way for it and others of its kind. The other

    lesser demons about the prince stopped in their struggl

    smelling the doorway and the fresh life force that flowfrom it. They wanted that life, that energy. They

    gathered about the prince, some fawning before the

    prince’s brass scaled feet, others offering sex and pain

    payment for being allowed to be the first to swarm into

    the mortal sphere. All of the begging to be let through

    all thirsting for the life that flouted before them.

    “Soon, wait and be ready,” the prince commanded.

    “Time will come when we all will ravage this world of

    mortal flesh and feast on their need for us and the terro

    we will bring to them.” The prince offered, quelling th

    growing thirst of those gathered about it. The prince h

    to be careful though, while it could stand before many

    those gathered, it could not defeat all of them should th

    attack in mass, not all at once. The gather demonic ho

    would wait, would remain patient for a time, but not

    forever. Soon it would have to let them have this mort

    world, that or watch as they rebelled and brought the

    prince down

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    WHAT'S FOR SALE, ANYWAY?

    By Creighton Broadhurst, Publisher at Raging Swan Press

    THORP

    Ring force shield (8,500 gp)

    THORP

    Potions & Oils bear's endurance (300 gp),

    shield of faith (50 gp)

    Wondrous Item elixir of love (150 gp)

    THORP

    Scroll (Arcane) ray of enfeeblement, spectral

    hand and touch of idiocy (325 gp)

    THORP

    Scroll (Divine) detect undead (25 gp)

    HAMLET

    Potions & Oils remove paralysis (300 gp),

    resistance (25 gp), shield of faith (50 gp)Ring protection +1 (2,000 gp)

    Weapon +1 light crossbow (2,335 gp)

    HAMLET

    Potions & Oils remove fear (50 gp)

    Scrolls (Arcane) misdirection (150 gp), web

    (150 gp)

    Scroll (Divine) bless (25 gp)

    HAMLET

    Armour +1 heavy wooden darkwood shield

    (1,257 gp)

    Potions & Oils protection from good (50 gp)

    Scroll (Arcane) hypnotic pattern (150 gp)

    HAMLET

    Armour +1 heavy steel shield (1,170 gp)

    Scrolls (Arcane) silent image (25 gp),

    summon swarm (150 gp)

    VILLAGE

    Potions & Oils arcane mark (25 gp), mage

    armour (50 gp), protection from law (50 gp),

    rope trick (300 gp), shatter (300 gp)

    Scroll (Arcane) fox's cunning, message and

    rage (537 gp, 5 sp)

    Your PCs have final emerged from the dungeon laden with loot prised from the clutches of

    their slain foes. Heroically returning to civilisation, they divide up the choicest items, sell the

    dross and unwanted treasures and gleefully count their share.

    Then, they ask “so what's for sale in this town, anyway?” At that point, likely or not, the game

    grinds to a halt as the GM frantically generates what items are available for purchase or he

    simply says “anything up to the gp cap.” After all, most GMs have better things to do with

    their prep time than generate what the PCs might want to buy.

    Next time you get caught in this situation, simply use an appropriate listing

    from those presented below.

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    VILLAGE

    Potions & Oils magic stone (50 gp), spider

    climb (300 gp)

    Scroll (Divine) enthral and speak with plants

    (525 gp)

    Scrolls (Arcane) command undead (150 gp),

    eagle's splendour (150 gp), summon monster

    III (375 gp)

    Weapon +1 darkwood longbow (2,405 gp)

    VILLAGE

    Potions & Oils continual flame (350 gp)

    Ring climbing (2,500 gp)

    Scroll (Arcane) mirror image (150 gp)

    Scroll (Divine) lesser restoration (150 gp)

    Staff  charming (17,600 gp)

    Wondrous Item bracers of armour +4 (16,000

    gp)

    VILLAGE

    Armour +1 tower shield (1,180 gp)

    Potions & Oils enlarge person (50 gp), status

    (300 gp)

    Scroll (Arcane) ventriloquism (25 gp)

    Scroll (Divine) summon monster III (375 gp)

    Wondrous Item feather token (whip) (500 gp)

    SMALL TOWN

    Armour +1 heavy wooden shield (1,157 gp)Potion & Oil make whole (300 gp)

    Rod lesser metamagic extend spell (3,000 gp)

    Scroll (Arcane) detect poison (12 gp, 5 sp)

    Scrolls (Divine) aid (150 gp), flare (12 gp, 5

    sp)

    Weapons +1 club (2,300 gp), flame tongue

    (20,715 gp)

    Wondrous Item hand of the mage (900 gp)

    SMALL TOWN

    Potions & Oils bull's strength (300 gp), curemoderate wounds (300 gp), hide from undead

    (50 gp), light (25 gp), obscure object (300 gp)

    Ring minor energy (fire) resistance (12,000 gp)

    Scrolls (Arcane) confusion (700 gp), detect

    secret doors (25 gp) and flame arrow (375 gp),

    resist energy (150 gp)

    Wand shillelagh (42 charges, 630 gp)

    Wondrous Item necklace of fireballs type VI

    (8,100 gp)

    SMALL TOWN

    Armour +1 heavy wooden shield (1,157 gp)Potions & Oils protection from chaos (50

    gp), resist (cold) energy (300 gp)

    Scrolls (Arcane) obscuring mist (25 gp),

    shield (25 gp)

    Staves defence (62,000 gp), frost (41,400 gp)

    Wand enlarge person (27 charges, 405 gp)

    Wondrous Items cloak of resistance +2,

    necklace of fireballs type IV (5,400 gp)

    SMALL TOWN

    Armour Rhino hide (5,165 gp)Potions & Oils reduce animal (300 gp),

    reduce person (50 gp), remove paralysis (300

    gp), sanctuary (50 gp), status (300 gp), wood

    shape (300 gp)

    Rings protection +1 (2,000 gp), protection +3

    (18,000 gp)

    Rod flame extinguishing (15,000 gp)

    Scroll (Arcane) arcane eye (700 gp)

    Staff defence (62,000 gp)

    Wands aid (31 charges, 2,790 gp),

    comprehend languages (25 charges, 375 gp)

    LARGE TOWN

    Armour +1 studded leather armour (1,175

    gp)

    Rods flame extinguishing (15,000 gp),

    wonder (12,000 gp)

    Scrolls (Arcane) detect poison (12 gp, 5 sp),

    hold portal (25 gp)

    Scrolls (Divine) barkskin (150 gp), remove

    disease (375 gp), summon nature's ally I (50

    gp)

    Staves necromancy (82,000 gp), passage

    (206,900 gp)

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    LARGE TOWN

    Potions cure light wounds (50 gp), enlarge

    person (50 gp), rage (750 gp), sanctuary (50

    gp)

    Rings improved jumping (10,000 gp),

    protection +4 (32,000 gp)Rods metamagic lesser empower spell (9,000

    gp), python (13,000 gp)

    Scrolls (Arcane) dimension door (700 gp),

    dominate person (1,125 gp), erase and

    expeditious retreat (50 gp), fireball, rage and

    sepia snake sigil (1,625 gp), rope trick (150 gp)

    Wondrous Items ivory goat figurines of

    wondrous power (21,000 gp), necklace of

    fireballs type IV (5,400 gp), robe of blending

    (8,400 gp), robe of bones (2,400 gp)

    LARGE TOWN

    Armour adamantine breastplate (10,200 gp)

    Potions cure moderate wounds (300 gp), owl's

    wisdom (300 gp), stabilize (25 gp), tongues

    (750 gp)

    Rings force shield (8,500 gp), minor spell

    storing (18,000 gp)

    Scroll (Arcane) invisibility (150 gp)

    Staff fire (18,950 gp)

    Weapons +1 quarterstaff (4,600 gp),

    +4 punching dagger (32,302 gp)

    LARGE TOWN

    Armour +3 energy (fire) resistance tower

    shield (27,180 gp)

    Potions delay poison (300 gp), hide from

    animals (50 gp), virtue (25 gp)

    Rings evasion (25,000 gp), invisibility (20,000

    gp), protection +1 (2,000 gp)

    Scroll (Divine) comprehend languages (25 gp)

    Staff  defence (62,000 gp)

    Wands phantom trap (39 charges, 3,510 gp),restoration (32 charges, 16,640 gp), summon

    nature's ally I (14 charges, 210 gp)

    Weapon +3 ranseur (18,310 gp)

    Wondrous Items amulet of natural armour +1

    (2,000 gp), bird feather token (3,000 gp), pale

    green prism ioun stone (30,000 gp)

    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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    Addikt’s Advice By Jason Collier

    The Power of Description

    Let’s see if this situation sounds familiar.

    You sit down with a new Gamemaster to start

    playing. You’ve got your character sheet, dice, all

    of your books and resources at hand. The GM has

    all of their tools set up. Then the game begins. The

    next ten to twenty minutes consist of you and the

    other players sitting around trying not to yawn as

    the GM describes every miniscule detail of

    everything you see around you, right down to the

    number and shape of the zits on a teen’s face.

    Description is, in my opinion, the most

    powerful and most likely overused tool a GM has.

    Without being able to describe environments,

    NPCs, items, etc., role-playing games would be

    nothing more than math-based versions of paper,

    rock, and scissors.

    The challenge for GMs is learning to use

    description properly. There is always the danger of

    using too much, like in our example above, or using

    too little. If you didn’t mention the stack of

    shipping containers in the middle of a warehouse

    and now your gang members are using them ascover while shooting the PCs full of holes, bad

    things are probably going to happen (and not

    necessarily just to the characters.).

    As you become a more experienced GM,

    you will naturally figure out how much description

    you can use to bring the environment to life

    without putting your players to sleep or receiving a

    blow to the head with a bag of game books. When

    it comes to describing locations and surroundings, I

    tend to use the following guidelines:

    The basic layout of the area (unless I am

    providing maps) and any important props,

    such as the shipping containers mentioned

    above.

    All NPCs get mentioned, but just brief

    descriptions until they interact with the PCs

    in some way, good or bad.

    A few pieces of fun ambiance fluff like

    rainfall, car horns, the homeless guy in the

    cardboard box arguing with himself, etc., to

    make things more fun.

    All of this may take a couple minutes, but

    when I’m done my players know what and who is

    around them and have a little artistic impression of

    the area. Apply similar guidelines to NPC and item

    descriptions. Give the players enough information

    to know what’s there without beating them over

    the head with it.

    A special note for GMs who run sci-fi

    games: I do not need to know how the gun

    pointed at me operates, how it was manufactured,

    how many pretty lights it has on it, or anything

    along those lines. All I need to know is if it’s been

    fired yet and how big of a hole it’s going to make!Fantasy author David Eddings put it best

    when he said “They [sci-fi writers] get all bogged

    down in telling you how the watch works; we

    [fantasy writers] just tell you what time it is and get

    on with the story.”  This applies to GMs as well as

    writers. Learn to use the right amount of

    description in your games and you will find the

    pace is much better and your players much less

    grumpy.

    Jason Collier is the head writer/designer of

    GameAddikts, an indie RPG company specializing in

    inexpensive, easy-to-print games and products.

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    Kobold Hallows

    THis month we will be reprinting one of our older Pathfinder Adventures, so you get tw

    great adventures this month. Look in the free section for the full adventure and look to

    other Avalon Pathfinder products for additional adventures, encounters,

    magic and treasures.

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    Wake up Professor.

    Uh? What?

    We need to

    talk Professor.

    Who are you?

    You may call

    me Lilith.

    My God?

    What are you?

    Hum, let us say an something old,

    a very old evil my dear Professor.

    Are you going to

    kill me?

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    It would not be the first time

    I have stood against the Elder Gods and

    the fools that would help them escape their

    prison. The Nazis thought are the only

    ones I have seen that stand a chance of

    actually freeing these monsters.

    Kill you, no my dear,

    well not yet at least. No Professor I need

    your help. You see I have walked this earth a

    very long time, made it my playground, my

    personal feast.

    I have no interest of allowing the Elder

    Gods and their Nazi minions to lay waste

    to my domain.

    You want to help

    us in our fight against

    the Nazi madmen?

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    What do

    you have

    in mind?

    Information

    dear Professor. I

    know many things

    that could help you

    in your fight.

    Well for instance did you know that the

    Nazis are, as we speak, in the final stages of locating

    of the Archways which hold the

    Elder Gods imprisoned.

    My God

    we have to

    stop them!

    Yes you do. Take this and

    throw it into the Archway when

    it is opened.

    What sort

    of lore?

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    A seal, old

    and powerful. Be

    careful with it

    professor, that very

    stone was responsible

    for ancient Atlantis

    singing into

    the sea.

    What is it?

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    What a

    day…

    The Sun is rising

    and this humble vampire

    must be off before its

    purifying rays turn

    me into dust.

    What do I tell the others

    in Dept. 13?

    Tell them nothing or

    say what you want, it does notconcern me in the end. Stopping

    the Nazis is my only concern for

    the present.

    Can the Professor and the rest of Dept.

    save the world before its to late?

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    Multi-Verse

    Spaghetti Western

    By

     Steve Lopez

    This month we will be bringing you the second part of Spaghetti Western, a brand new S&G setting. You

    will find new characters, cards and counters in the Free Stuff of this issue.

    SAY ADIOS  AND PRAY!

    The Spaghetti Western Genre

    by Steve Lopez 

    Sweeping panoramic vistas, interspersed with

    quick cuts to sweaty, uncomfortable,

    claustrophobic closeups, set to a musical score

    of tuneless whistling punctuated by vaguely

    Hispanic grunts and gutteral utterances. That's

    what most American film viewers think of

    when they hear the term “spaghetti western”.

    That's not a completely inaccurate picture (asfar as it goes), but it tells only part  of the story.

    Similarly, I've conversed with more than a few

     people who claim they've seen “every spaghetti

    western ever made” because they've watched a

    handful of Clint Eastwood films; that assertion

    is dead wrong. The “spaghetti western” genre

    (also known as “Italian-style westerns”)

    encompasses literally hundreds of movies and

    makes up a larger (and more important) part of

    film history than many people realize.

    It's difficult to pinpoint an exact starting point

    for the genre, but critics and historians usually

    set the start at sometime around 1960. After a

    half-century of moviemaking the Western genre

    seemed pretty well played out, especially to

    American filmmakers and audiences. Westerns

    had fallen into a stereotypical rut in which

    flawless heroes (typically wearing white hats

    and riding light-colored horses) fought against

    impossibly evil adversaries (on dark horses andsporting black hats). Moviegoers of the 1950's

    were beginning to refer to westerns as “horse

    operas” in light of their predictable plots and

    characterizations and, as the decade progressed,

     box office numbers for these movies dwindled.

    A few adventurous filmmakers, primarily

    Italian, decided to explore the dying genre for

    reasons both practical and aesthetic. Westerns

    were traditionally quite cheap to produce, andmany locations in Italy and Spain bear a close

    resemblance to the desert terrain of the

    American Southwest and northern Mexico. The

    revolutionary content of these films lay in their

    fresh approach to plot and characterization. The

    typical “spaghetti western” character is an

    “anti-hero,” neither completely moral nor

    totally evil (as was the case in the tired

    stereotypical American western of the 1950's),

     but was always notoriously self-serving. Asavage gunfighter might take up for the “little

    guys” who are being bullied by a corporation or

    rich individual, while a clergyman might betray

    his own congregation for a sack of stolen

    Mexican gold. The plots of these movies often

    centered around revenge or greed, with even

    the main character displaying a great deal of

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    morally flawed behavior. Characters often form

    alliances, they betray their allies at the drop of a

    hat. A filmgoer might find himself rooting for a

     particular character for an hour of a film, only to

    discover that he (or she) is a ruthless murderer

    who has been playing for sympathy as a ruse to

    further their own brutal ends.

    These Italian and Spanish filmmakers took

    America's precious western genre and stood it on

    its ear, destroying the comfortable stereotypes

    which moviegoers had come to expect, while at

    the same time revitalizing the dying genre (and,

    arguably, creating a more realistic picture of the

    “true West”). While film critics generally panned

    these new “Italian-style” westerns, audiences in both Europe and the U.S. flocked in droves to

     buy a ticket. These “new” westerns were so

    successful that approximately six to seven hun-

    dred  of them (no one is really sure of the precise

    total) were produced and released between the

    early 1960's and early 1970's. Some characters

     became so popular that entire series of films were

    made about them, decades before the current

    Hollywood trend of “movie series”; names like

    “Trinity”, “Sartana”, “Django”, and “Sabata”, became box office gold.

    Movies of this genre typically featured

     primarily Italian actors, headlined by an Ameri-

    can actor or two. Several actors became famous

    as a result of their work in spaghetti western

    movies, most notably Clint Eastwood, Lee van

    Cleef, Klaus Kinski, and Claudia Cardinale.

    Other actors who were “on their way out” did

    some fine work in “Italian-style” westerns;Gilbert Roland (who'd once been an matinee idol

    as “The Cisco Kid” in the 1940's) made the most

    of some choice roles he landed in a few late

    1960's Italian westerns. And, when the budget

     permitted, some truly “big names” ended up in

    spaghetti westerns,

    occasionally (and notoriously) cast “against type”,

    the most famous (and startling) example being

    Henry Fonda's appearance as a cold-blooded killer

    in Once Upon a Time in the West . Heretofore

    little-known Italian actors also achieved varying

    measures of fame as a result of their work in the

    genre, including Gianni Garko (the Sartana series)and the beautiful Rosalba Neri (who played a

    variety of roles in several westerns).

    By the mid-1970's (coincidentally at the time most

    European filmmakers started to lose interest in the

    genre), American film producers started to adopt

    the tropes and mannerisms of the Italio-Spanish

    westerns in their own films of the genre, often

    with dreadful results. Although the genre was

    usually critically derided in the U.S., copying itssuccess was a feat easier said than done for

    American filmmakers. However, the lessons of the

    genre were very successfully applied to movies of

    other  types; many film historians credit the

    spaghetti western's popularity for hastening the

    rise of the “anti-hero” in U.S. films (such as

     Bonnie and Clyde) in the mid-to-late 1960's. The

    genre's influence eventually made its way to other

    countries as well; observant viewers can even find

    traces of Italio-western's style in later Japanesefilms such as the popular anti-heroic Street

     Fighter  series (starring Sonny Chiba as Japan's

    version of Dirty Harry).

    For American viewers who are interested in ex-

     panding their knowledge of the spaghetti western

    genre beyond the famous Sergio Leone “Man with

     No Name” trilogy (starring Eastwood and van

    Cleef) or Leone's later Once Upon a Time in the

    West , there's both good news and bad news. The

    good news is that dozens of these films are readily

    available and easily obtained on DVD in the

    United States. The bad news is that these films are

    sometimes ridiculously expensive if the video

    transfer is made from a good copy of the movie;

    the extremely inexpensive boxed sets (often $5 to

    $10 for as many as twenty films) are often of

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    horrendously bad quality (often duplicated from

    grainy and damaged third or fourth generation

    16mm prints). Ultimately you get to “pick your

     poison” as far as the “cost vs. quality” argument

    goes.

    It's also difficult to know where to begin viewing,

    since there's no complete and authoritative list of

    spaghetti westerns available (compounded by the

     problem that many of these movies carry

    multiple titles in English) and no single definitive

    reference work on the genre has been produced

    (the few books which are available are typically

    British imports and hard to find in the U.S.). Fans

    of the genre don't even agree on a specific

    definition of a “spaghetti western”; if you want tostart an argument among a group of fans, ask

    whether the movie High Plains Drifter  qualifies

    as a “spaghetti western” or just as an American

    “knockoff”, then sit back and watch the fur fly.

    At the risk of starting a gunfight of my own,

    here's a short list offered as my starting point for

    S&G Spaghetti Western players interested in

    viewing some movies of the genre:

    Sergio Leone's “Man with No Name” trilogy (a

    “trilogy” in name only, as the films actually have

    no plot points or characters in common; good

     prints are currently available in a fairly

    inexpensive boxed DVD set): A Fistful of Dollars;

     For a Few Dollars More; The Good, The Bad, andthe Ugly; plus Leone's other westerns A Fistful of

     Dynamite (a.k.a. Duck, You Suckers!) and Once

    Upon a Time in the West .

     A Minute to Pray, A Second to Die

    The Sabata Trilogy (available in a moderately-

     priced boxed set)

    The Sartana films (particular favorites of mine,

    with bad prints available cheaply as part of a

     boxed set called The Spaghetti Western Bible Vol.

    2)

     Any Gun Can Play (with Gilbert Roland having a

    great time, available in many cheap boxed sets)

     Find a Place to Die (starring Jeffrey Hunter and

    the exquisite Pascale Petit, also a regular offering

    in cheap boxed sets)

     

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

    The Swamp Isle of the Croaking Priestess

    Lately I've become enamored of a lot of the Old

    School Gaming (OSG) stuff I've seen on theInternet. I'm especially impressed with the

    cartography featured on many OSG sites. (For an

    appetite-whetting taste, visit Dyson Logos's A

    Character for Every Game blog.) I decided to jump

    into the dungeon-crawly, monster-bashing arena by

    offering a very simple adventure.

    The Swamp Isle of the Croaking Princess isn't an

    adventure scenario properly speaking. I've not

    included all the stat blocks, for example (although I

    do include stats for the Croaking Priestess).Instead, I've provided a simple cross-section map,

    some background information, and descriptions of

    the major areas. While the game rules presented

    assume use of the Pathfinder Roleplaying Game,

    I've also tried to keep such rules to a minimum. I

    hope the scenario I describe is sufficiently generic

    that it can be adapted to your favorite fantasy RPG.

    The Backstory

    Near the very center of a trackless, dangerousswamp is a murky lake covered with monstrous

    lilypads. An island of limestone steeply rises from

    the lake's brackish waters. Dozens of tunnels and

    caves honeycomb the island, but most are too small

    for creatures much larger than the melon-sized

    frogs that inhabit the lake.

    A few of the caves and tunnels, however, are large

    enough for humanoids. Years ago, a boggard oracle

    known as the Croaking Priestess led her army of

    fanatical followers to the region. They fought a

    series of bloody skirmishes with the lizardfolk that

    had long claimed the caves as their home. The

    lizardfolk lost; their captured female and young

    were the first of many sacrifices offered by the

    Croaking Priestess to her dark gods.

    The evil creatures that live in the swamp have

    developed a healthy fear of the Croaking PriesteThey also respect her ability to brew magic potio

    which she trades for sacrificial victims.

    Hooking the Players

    Here're three ways to get your players to take the

    and confront the Croaking Priestess:

    1. A friend contacts the PCs and asks for their he

    Someone close to the friend and/or the PCs has b

    kidnapped by swamp-dwelling monsters. The ini

    rescue effort failed, but did reveal that the friend

    loved one has been taken deeper into the swamp

    an offering to the Croaking Priestess.

    2. The PCs have heard tales of the Croaking Prie

    that include rumors of her cache of magic potion

    and treasure cave full of tribute given by

    swamp-dwelling monsters seeking to win her fav

    3. While traveling through the swamp, the PCs w

    ambushed by swamp-dwelling monsters wanting

    capture a few new victims for the Croaking Pries

    One of the defeated swamp-dwelling monsters te

    the PCs about the Croaking Priestess and her trea

    cave.

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    e Adventure Begins!

    er days of slogging through the swamp,

    atting at swarms of bloodthirsty mosquitos and

    s, you have reached the lake. Giant lilypads,

    st of them more than 10 feet across, cover the

    ire surface. Rising from the lake's center is a

    ged, steep hill of stone, taller than it is wide at

    waterline. Roughly 50 feet above the water,

    u see a cave opening that has stairs carved intostone rising more than 30 feet from that

    ning to another near the hill's top.

    Giant Lilypads

    rking in the lake are amphibious predators. The

    st dangerous are the 5 giant frogs. The monsters

    ically lurk just under the lilypads, floating with

    ir eyes and nostrils just above the surface.

    en they detect prey, the giant frogs submerge

    swim to within striking distance beforesting from the water to attack.

    e giant lilypads can support the weight of a

    racter. They don't, however, present steady

    ain, as each one bobs and shifts when moved

    oss. A creature traversing a giant lilypad at

    re than half speed is required to make a DC 10

    robatics check at the start of the movement.

    lure causes the creature to treat the lilypad as

    ficult terrain. Running or charging on a giant

    pad increases the DC by 5, with the same effecta failed skill check.

    d, yes, boggards can move normally across the

    nt lilypads thanks to their swamp stride

    raordinary ability.

    riant Encounter: Instead of giant frogs,

    arms of brightly colored, tiny poisonous frogs

    ld be fun. Use the stats for a spider swarm, but

    nge the climb speed to a swim speed. Get rid of

    1d6 swarm damage and up the save DCs forh distraction and poison by +2 each.

    A Perilous Ascent

    vious players may decide to approach the hill

    m the opposite side of the caves. It is possible

    climb the hill to reach the caves, but the climb is

    without its dangers. The sides of the hill are an

    ven surface with numerous cracks and

    tholds (Climb check DC 15).

    The sides of the hill away from the cave openings

    are riddled with holes. Aggressive daggerbeaks

    nest in many of these holes. Every minute of

    climbing runs the risk of upsetting a nest. Roll

    1d12 per minute per character. On a roll of 1 or 2,

    the character disturbs the daggerbeaks. (Druids,

    rangers, and other appropriately naturey

    characters add +1 to their respective rolls.)

    To create a daggerbeak, use the hawk's stats, but

    replace the talons attack with a beak attack that

    does 1d4-2/19-20. A nest contains 1d2 adult

    daggerbeaks at any given time.

    Defending oneself against daggerbeak while

    climbing a steep limestone hillside imposes the

    normal risks for falling. While the giant lilypadscan support a creature's weight, anyone falling

    onto one from more than 10 feet up will end up

    in the water.

    C. Stone Stairs

    The lizardfolk that inhabited the hill caves carved

    these stairs before the Croaking Priestess took

    over the area. The stairs lead down into the

    boggard army cave and the cave of treasures.

    They also zigzag up the hill's surface to the caveof sacrifices.

    The stairs are about 10 feet wide, uneven, and

    steep. They count as rough terrain, reducing

    movement to one-half normal and generally

    making it impossible to run or charge on them.

    Increase the DC of any Acrobatics skill check

    made on stairs by 4.

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    D. Cave of Sacrifices

    At the top of the rugged stairs, there is a large

    cave. The ceiling--dripping with stalagtites--rises

    between 15 to 25 feet overhead. Against the wall

    near the entrance are rickety wooden tablescovered with alchemical apparatus. A crude stone

    altar sits in the middle of the cave. Dark stains

    cover its surface. Behind the altar, several large

    stalagmites obscure the farthest reaches of the

    cavern from visual inspection.

    The Croaking Priestess lairs here with her two

    powerful consorts. The Croaking Priestess's stats

    are below. Treat the consorts as normal boggards

    with the advanced simple template.

    When intruders are detected, the consorts move

    into melee combat as quickly as possible,

    emitting terrifying croaks. They fight together,

    preferring to deliver their crushing morninstar

    attacks against the same target.

    The Croaking Priestess attempts to use stealth

    and cover from the stalagmites for protection

    while she attacks with her necromantic spells

    after summoning her armor of bones. She favors

    strong melee types as targets, preferably the sameones that her consorts are battling. The Croaking

    Priestess reasons that the quicker the melee types

    are defeated, the quicker the others will fall. If

    there are several enemies within range, she emits

    a terrifying croak.

    The boggard army in the cave below will hear the

    Croaking Priestess's terrifying croak and rush to

    protect her. They might not hear the consorts

    croaks.

    Treasure: This cave contains a masterwork

    alchemist's lab that the Croaking Priestess uses to

    brew potions. She has three potions of cure light

    wounds and three potions of shield of faith +2 in

    a small box ready for her next customer. Her

    consorts wearing matching platinum bracers (one

    bracer each, 100 gp per bracer).

    E. The Boggard Army

    The stairs lead down to a cave populated by 12

    boggards, all fanatically loyal to the Croaking

    Priestess. These boggards aren't big on tactics.They mob intruders and emit terrifying croaks

    before attempting to pound enemies into jelly.

    The resulting noise is surely heard by the Croaki

    Priestess, who dispatches her consorts to find ou

    what the racket is about. When applicable, one

    consort remains to join the battle while the other

    returns to the cave of sacrifices to alert his

    mistress.

    Treasure: The boggard army keeps their treasurein this cave, stashed here and there for

    safekeeping. All told, there are 600 gp in assorted

    coins, small gems, bit of jewelry, et cetera.

    F. Cave of Treasures

    Most of this cave is submerged in brackish water

    At the base of the stairs, there is a shallow pit du

    into the limestone. The Croaking Priestess keeps

    most of her treasure in the pit.

    Treasure: wand of detect undead (50 charges) an

    3,350 gp in assorted coins, gems, pieces of

     jewelry, et cetera.

    G. The Back Door

    The stealthiest way into the boggard caves is

    through this underwater tunnel. The tunnel,

    however, is not visible from the lake's surface.

    Indeed, the lake water is murky, limiting visibilit

    to 10 feet. Fortunately, the currents in the lake arsluggish.

    Getting through the tunnel does pose a challenge

    The tunnel is about 60 feet deep at its lowest poi

    and it is roughly 100 feet long.

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    The Croaking Priestess

    Female boggard oracle 4

    Bulbous eyes glare atop this creature's decidedly

    oad-like head. A multitude of orange warts and reddish

    bumps decorate its moist greenish skin.

    R 6; XP 600

    E Medium humanoid (boggard)

    nit +1; Senses darkvision 30 ft., low-light vision;erception +5

    EFENSE

    C 17, touch 11, flat-footed 16 (+1 Dex, +3 natural, +3

    hield)

    p 67 (9d8+27)

    ort +6, Ref +3, Will +6

    efensive Abilities armor of bones, near death, poison

    kin

    FFENSEpeed 20 ft., swim 30 ft.

    Melee masterwork morningstar +7 (1d8+3), tongue +1

    uch (sticky tongue plus poison), or

    Melee tongue +6 (sticky tongue plus poison)

    pecial Attacks poison, terrifying croak

    racle Spells Known (Concentration +9)

    nd (4/day): oracle's burden (Will 16)

    t (7/day): cause fear (Will 15), cure light wounds,

    oom (Will 15), shield of faith

    h: bleed (Will 14), detect magic, guidance, read

    agic, resistance, virtue

    TATISTICS

    tr 13, Dex 13, Con 14, Int 10, Wis 12, Cha 17

    ase Atk +5; CMB +6; CMD 17

    eats Ability Focus (poison skin), Ability Focus

    errifying croak), Brew Potion, Spell Focus

    ecromancy), Toughness

    kills Acrobatics +10 (+26 jumping), Knowledge

    eligion) +9, Sense Motive +10, Spellcraft +6, Stealth

    12 (+20 in swamps), Swim +9; Racial Modifiers +16

    crobatics when jumping, +4 Perception, +8 Stealth in

    wamps; Armor Check Penalty -1

    anguages Boggard

    Q hold breath, mystery (bones), oracle's curse

    louded vision), swamp stride

    EAR

    1 heavy wooden shield, masterwork morningstar, pearl

    f power (1st-level spell), potion of cure light wounds,

    otion of shield of faith +2, ivory and silver necklace

    0 gp)

    SPECIAL ABILITIES

    Armor of Bones (Su): The Croaking Priestess can conjure

    armor made of bones that grants her a +4 armor bonus as a

    standard action. She can use this armor for 6 hours per day

    This duration does not need to be consecutive, but it must b

    spent in 1-hour increments.

    Clouded Vision: The Croaking Priestess's eyes are obscure

    making it difficult for her to see. She cannot see anything

    beyond 30 feet.

    Hold Breath (Ex): The Croaking Priestess can hold her bre

    for 56 rounds equal before she risks drowning or suffocatin

    Near Death (Su): The Croaking Priestess has a +2 insight

    bonus on saves against diseases, mind-affecting effects, and

    poisons.

    Poison Skin (Ex): The Croaking Priestess secretes poisonthrough her skin. Any creature that comes in contact with

    her—as part of an unarmed strike or to attempt a grapple—

    that is struck by the her tongue attack must make a Fortitud

    save or be poisoned. The save DC is Constitution-based.

    Boggard Poison: Tongue or touch—contact; save Fort DC

    frequency 1/round for 6 rounds, effect 1 Dexterity, cure 1 s

     

    Sticky Tongue (Ex): A creature hit by the Croaking Prieste

    tongue attack cannot move more than 10 feet away from he

    and takes a –2 penalty to AC as long as the tongue is attach

    (this penalty does not stack if multiple tongues are attachedThe tongue can be removed by making an opposed Strengt

    check as a standard action or by dealing 2 points of slashin

    damage to the tongue (AC 11, damage does not deplete the

    boggard's actual hit points). The Croaking Priestess cannot

    move more than 10 feet away from the target, but she can

    release her tongue as a free action. Unlike a giant frog, she

    cannot pull targets toward her with her tongue.

     

    Swamp Stride (Ex): The Croaking Priestess can move thro

    any sort of natural difficult terrain at her normal speed whil

    within a swamp. Magically altered terrain affects her norm

     Terrifying Croak (Su): Once per hour, the Croaking Priest

    can, as a standard action, emit a loud and horrifying croak.

    non-boggard creature within 30 feet of her must make a DC

    Will save or become shaken for 1d4 rounds. Creatures that

    succeed at this save cannot be affected again by her croak f

    24 hours. Creatures that are already shaken become frighte

    for 1d4 rounds instead. The save DC is Charisma-based and

    includes a +2 racial bonus.

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

    Availablenow at

    RPGNow, E-23,

    Pazio

    and other

    great online stores.

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    The Historical Geek is of

    an older breed, going all

    the way back to the 70’s.

    Yep the Historical Geek

    still loves tabletop wars,but he doesn’t much care

    for fantasy or sci-fi flare.Nope his love is for mass

    ranks of Greek warriors

    looking across a

    battlefield at his foe’s

    Persian soldiers. He playsit all, Roman, Greek,

    English and French

    knights, he will even go as

    far as Napoleonic, which

    he feels is a whole

    different type of Geek, buthe will play his French

    forces if that’s all anyone

    want to play.

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    BattleAxe

    !"#$ &'()" *+ ,'()#(-+ *#)" #&./+$ '0 1#/-2+$ 3'- &.3 4+ .45+ )' -$+ #( 3'-2 6.))5+ 78+ /.&+$

     !"  :+2+ *+ ".;+ $'&+ /'45#(

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    %" F'2+ '() 30* 1*: 30'3 '4* ,++2(*> '4* (6:

    166) 164 30* 02(945 8,-?. /0* @6') +**38 AB C'58

    ,( 30,8 )'4?> 94,335 8*33,(9 164 30* DE 8583*+.

     

    F3*'+ &6:*4*) G'4 :,30 '

    94*'3 ?,3 7'80,(9 8583*+

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    Have a magical summer with Avalon Games

    Become Fan of Avalon

    Games and join our

    ewsletter. In each issue we

    offer insights into Avalon

    ames, the people that make

    a great little publisher and

    ll sorts of free stuff, specialoffers and access to Fan

    pecial Edition products. Go

    to our web site at,

    ww.avalon-games.com and

    sign up.

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

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

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

    !5&6(&'() &0

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

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    Heraldry of M i t h n i e r a  

    Gulimordi 

    Berindor  Dar umma  Dunmid  Gablloi 

    Himmo  Julinth Jumitha  Marth 

    Von Shudar  Vun Marddit 

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    By Megan Robertson

    Addiktion Issue No. 1

    By GameAddikts

    A new magazine is always exciting, when it's

    talking about a new game even more so!

    It starts with a bubbling editorial, explaining a little

    about what the company GameAddikts is working

    on right now, sounds like they are excited about

    their new science-fiction game Psypher 2430. At

    the time of writing, they were putting finishingtouches to the corebook, which has now just been

    released.

    So, to share the excitement, there's a sneak

    preview: some of the timeline that forms the

    background to the game. It's a delightful snippet of

    future history, with hyperdrive being developed

    almost accidentally in 2174 and mankind

    scampering off to explore and colonise forthwith.

    Eventually they encountered sentient life, and took

     just three months to manage to establishcommunication... fortunately they were quite

    friendly! The article goes on to talk about some of

    the other things in store. A believable alternate

    reality is laid out, with care being taken to explain

    what day-to-day life is like, not just those moments

    of cinematic high adventure. Naturally, there will

    be all the rules necessary to create, equip and play

    a character too.

    Initially, the game was intended to be a futuristicprison-break style game, and the prison world of

    Purgatory would have been the entirity of the

    setting. As the game developed, however, it

    became clear that many other options would be

    possible, and not everyone wants to play a criminal

    - certainly not one who's already been caught and

    banged up in gaol! So the scope has widened, with

    the development of the Terran Alliance and a

    whole galaxy to roam.

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    Next comes a short piece about the main settlement on Purgatory, a township called Bastik. It's

    controlled by three gangs, quite equally balanced, and so far the authorities are content to leave it that

    way - as long as their hilltop base is supplied with food!

    Finally, there's an appendix to the QuickStart adventure, for those who enjoyed it and would like to

    carry on playing. There are notes on character advancement, some extra gear to pick up, and two more

    scenarios to play. The equipment is nicely described, with a neat touch being that you're also told

    where it can be acquired and from whom - make that shopping trip part of the game, not downtimepicking from lists! As for the adventures, one is a bounty hunt and the other involves carrying out some

    investigative work on behalf of the authorities: fights have been breaking out at random for no reason

    that even the participants can give... perhaps the characters can find out what's going on.

    All neat and well-crafted, and a good taste of what is to come

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    Cool Stuff 

    There are but a few writers whose name I

    can remember, Asimov, Lovecraft, King,

    and Wells are a few. One more to add to

    that list of Larry Niven. I have read most

    of this man’s work, and I have to say, it’s

    always been a blast. Clean, crisp writing

    with a flare for humor, Niven has written

    a ton of stuff over the years. Even so one

    of his best, is the Legacy of the Heorot, a

    great tale of monster and struggle. I

    would recommend you check out hiswork, read some of his selected books

    and fall in love like I have.

    http://www.amazon.com/s/ref=nb_sb_nos

    s?url=search-alias%3Daps&field-keywor

    ds=Larry+Niven&x=0&y=0

    Larry Niven

     

    http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Daps&field-keywords=Larry+Niven&x=0&y=0

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    More Steam Powered fun is on the way with

    Airships 3. More war in the clouds.

    We also have two new journals comingout this month. Here!s a secret, so don!ttell. We just finished the text and maps

    for next years issues, so 16 more great journals are on their way.

     

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    How about some horror in your life. Well we have some

    great art this month with Hollywood Horror. Lots of great

    black and white clip art.

    While we are at it, we are happy to present the art of

    Michael Wolmarans. Ten full color images as well as grey

    scale versions

    No month is complete around here without some

    Avalon Pathfinder. Four new issues to play with, so

    have some fun.

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    Vol 1, Issue #3

    Kobold Hollows!"

    #$%&'( *&++,-.&'

    A fun fast adventure site for the tired adventuring group

    that needs a brake from battling dragons and dire world

    threats. What, you think Kobolds are too easy, well you

    might think again after this little gem of an adventure.

    An Avalon Adventure for a 2 - 3rd level party

    Background

    Setting off a small road or trail lays a warren of nasty,

    sneaky kobolds. While as a general rule these little

    beasties are of little trouble for most folks, the lonetravelers and the weak have been known to fall to their

    raids and desire to feast on fresh meat.

    On moonless nights they steel out of their little warren

    and search for unlucky travelers, lost cows and the late

    night snack. Small bands of these little dog like

    creatures then sneak about in the undergrowth and

    brush of the area, snatching up frogs and small

    creatures, all being thrown into the communal pot for a

    good cooking and a gusty meal among their fellows.

    These small bands of scavengers number anywhere

    from a few to a score, but all are cowards and will

    never go after a lager group of people, not unless they

    gain some reinforcements first.

    Near the warren lies a large

    cave and here sleeps and old

    ogre. Past his prime, Crag

    Tooth depends upon the

    kobolds to locate a fast meal.

    Then with his aid the all

    attack and gather what spoils they can. The ogre takes

    what meat or treasure he can gather while the kobolds

    take what scraps are left. This has worked out quite

    well for the ogre and the kobolds have gained a big

    ally when they need one.

     

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    The warren itself is a series of small caves and

    passages, dug low so that most normal sized invaders

    will have to stoop and crawl to enter. This gives the

    kobolds the advantage in a fight as they can scamper

    about while their foes are forced into small, confining

    spaces while the brawl goes on. Even more nasty, the

    kobolds’ have come upon a new tactic of late, taking

    small gourds and filling them with a caustic mixtures of

    urine, acid and small, smelly roots. This concoction

    when splashed upon a foe can blind and sicken just

    about anyone, making they dizzy and confused in the

    dark of the warrens caves and tunnels. groups of kobolds

    rushing their foes, flinging gourd after gourd at their

    foe’s exposed faces as they try to crawl about the caves

    and tunnels. While thus confused and vulnerable, the

    kobolds gather, ham string their foes and or bring them

    down by sheer numbers, piling on one after another until

    their foe is prone and ready for capture.

    (While crawling about in the dark, all characters suffer a

    -2 to all physical activities and are considered to be flat

    footed in combat, and those without light or infra-vision

    take a further -4 modifier)

    The Warren is home to several hundred kobolds, all led

    by their chief, Zigunggga, (Say that with a mouth full of

    kobold urine) who is a nasty and especially large kobold.

    He rules his fellows by nipping them in the butt and

    pushing them around, as we all know, the biggest

    kobold is always the one in charge. When things get

    really tough, this large kobold has no problem sacrificing

    his fellows pack members to save his own scaly hide and

    has set up an escape route which takes him out the back

    ways. A simple leaver will bring down the tunnel behind

    him, crushing all kobolds in the area, and burying, he

    hopes, any pursuers.

    Adventure Seeds

    There are several ways to get the adventures into the

    kobold warren. The easiest is to have the kobolds

    attack the party as they sleep at camp. Have the kobolds

    make a late night rid on the group of adventures, andthen bringing the old ogre into the fight when the time is

    right as a nice extra surprise. Of course the battle will go

    against the little scaly dogs creatures, but the next

    morning the party will of course have a surprise, when

    they find some item of value has been stolen by the

    fleeing kobolds, some tome or magic items snitched in

    the ni ht while the battle ra es.

    The adventurers will of course have to track the kobold

    back to their warren, enter and find the item in question

    defeating the kobolds as they defend their home.

    If you wish to expand this adventure, you can have

    Zigunggga escape at the last moment, which will requir

    the players then have to track him down once more (Go

     job for a ranger). Maybe the kobold flees to some evil

    mage’s tower seeking aid in exchange to the item stole.

    Another great adventures is to have some important lockidnapped by the kobolds. Maybe the local baron’s you

    son or daughter is missing and a rumor goes around tha

    they are being held by the kobolds. The adventuring

    group can be pressed into the search or volunteer to find

    the missing child. Tracking the kobolds to their lair and

    getting in is no real trouble, but getting back out with th

    child might be.

    Maybe the local lord has had enough of his cows stolen

    the dead of night and wishes the warren cleaned out.

    Might be a good job for some down on their luck

    adventurers. Course some pest control can be more

    difficult then first thought.

    Kobold Warren Population

    Zigunggga

    X30 Kobold Warriors

    X50 Females

    X60 Young of various ages.

    X10 Dire Rats

    (Note that the females and young will not fight invade

    into their warren and will gather what they can and flee

    the back way, escaping to return when

    the fighting is over)

    Urine Bombs

    A kobold may fling a single bomb a round (Ranged of

    foot), and all are armed with one bomb. Those hit by

    bomb (Use of such bombs uses the targets Touch AC

    must make a Fortitude save or suffer a -1 to all their

    activities for one hour. Effects of Bombs are

    commutative, thus if a character is hit by three

    bombs they would suffer a full -3 modifier.

     

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      Kobolds (X30)

    XP 100 (apiece) CR 1/4  LE Small humanoid (reptilian)

    Senses Darkvision 60 ft.; Perception +4

    Init +1

    Defense

    AC 15, touch 12, flatfooted 14 (+2 armor, +1 Dex, +1natural, +1 size)

    hp 4 (1d8)

    Fort +2 Ref +0  Will -1 

    Weakness Light sensitive

    Offense

    Speed 30ft

    Melee spear +1 (1d6-1) 

    Ranged urine bomb +1 (Special)

    Statistics

    Str 9  Dex 13  Con 10 Int 10 Wis 9  Cha 8

    Base Atk +1 CMB -1 CMD 10

    Feats Skill focus (Perception)

      Crag Tooth (Old Ogre)

    XP 800 CR 3  NE Medium plants

    Senses Darkvision 60 ft. low light vision; Perception +2

    Init -2

    Defense

    AC 17, touch 8, flatfooted 17 (+4 armor, -1 Dex, +5 natural, -1 size)

    hp 28 (4d8+12)

    Fort +4 Ref -1  Will +3 

    Offense

    Speed 30ft (40 ft base)

    Melee great club +5 (2d8+5)

    Statistics

    Str 18  Dex 6  Con 13 Int 6 Wis 10  Cha 5

    Base Atk +2 CMB +6 CMD 16

      Zigunggga

    XP 800 (apiece) CR 3  LE Small humanoid (reptilian)

    Senses Darkvision 60 ft.; Perception +4

    Init +2

    Defense

    AC 15, touch 12, flatfooted 14 (+2 armor, +1 Dex, +1natural, +1 size)

    hp 20 (3d8)

    Fort +3 Ref +1  Will +0 

    Weakness Light sensitive

    Offense

    Speed 30ft

    Melee spear +3 (1d6) 

    Ranged sling +3 (1d3)

    Statistics

    Str 10  Dex 15  Con 12 Int 10 Wis 10  Cha 9

    Base Atk +3 CMB +4 CMD 16

    Feats Skill focus (Perception)

    Feats Iron Will, Toughness

    Skills Climb +7, Perception +2

    Notes

    Being so old he has slowed down in his great age,

    as reflected by his altered stats

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    1 Square Equals 5 Foot

    North

    Cave Entranc

    Dire Rat Cages

    Urine Bomb StoraSmall Passages, notethat some are too

    small for a mediumsized person to fit

    through

    Escape Routes

    Main Cave

    Zigunggga!s Treasure Chest,Trapped of course, holds a

    few hundred gold

    Prison Cell whecaptives are tied

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    Darke the Undertaker(Ranchers)

    Since the Texas valley war began, the only man who's been profiting has been Darke, the townundertaker. Darke's business has been booming ever since all of these gun-toting strangers started

    arriving. The gambler Santana is a particular favorite of Darke's; the undertaker has allied himself withthe gambler and has gone far out of his way to keep Santana supplied with information which helps to

    keep the gambler alive. After all, a long life for Santana means a short life for his foes, which translatesdirectly into profits for Darke.

    Cost: 5Attack: 4Defense: 4Strength: 1Speed: 5 / 1Movement: 4Adrenal: 6

    Will: 5Health: 11 

    Special Abilities:

    1- Business is Booming (Special) – Each time any character (friend or foe) is eliminated within six

    squares of Darke, he regenerates 1 Adrenal point (up to his starting total of six). No line of fire isrequired; Darke doesn't have to see the eliminated character to regenerate the point.

    2- “He's a First-Class Pallbearer” (Move 1) – When Darke is within three squares of Santana (no lineof fire required), Darke may use a Move action and pay 1 Adrenal to increase Santana's Adrenal total

     by one point. (Note that Santana's Adrenal total can never be higher than his starting Adrenal value.)

    Special Rule:

    A player can't include Darke in his faction unless Santana is also in his faction at the game's start.

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    Rosalba(Ranchers)

    Rosalba is a Mexican saloon girl who is sympathetic to the plight of the small ranchers, especially sinceher brother was brutally murdered by Fitzroy's man Clancy and his cowboys. She can always be relied

    upon to aid any of the small ranchers and their allies. Although she tries to avoid direct confrontationwith any of the Fitzroy cattle baron faction, the small derringer she carries strapped to her thigh makes

    her quite dangerous if she's cornered.

    Cost: 5Attack: 4Defense: 4Strength: 2Speed: 5Movement: 4Adrenal: 6Will: 5Health: 11 

    Special Abilities:

    1- Derringer – 4 range

    2- “I'll Hide You Until You're Better” (Special 3) – When Rosalba begins her activation adjacent to afriendly character who has lost at least 1 Health, Rosalba may use one action and pay 3 Adrenal.

    Immediately heal the wounded character of two Health (to a maximum of the character's startinghealth) and remove it from the map. At the start of the healed character's next normal activation, place

    it in an empty square in any empty building on the map. If there are no empty buildings available,replace the character on any empty map edge square which is at least four squares away from any other

    character (friend or foe).

    3- Feminine Wiles (Special 1) – Opponents are often distracted by Rosalba's beauty, hesitating before

    attacking her. After Rosalba is hit by a successful attack, but before damage is scored, pay 1 Adrenal toroll 1d6; on a roll of 5+ Rosalba avoids the attack, taking no damage from it nor suffering any effects

    from special abilities.

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    Trey(Ranchers)

    Trey is a good-natured wastrel who wanders the West, trying desperately to avoid anything which

    remotely resembles work. He often finds himself accidentally caught in the middle of other folks' battles; in such cases Trey's strong sense of fair play leads him to side with the underdog and the “little

    guy”. Trey never considers a battle complete until he's double-crossed his opponent, typically in ahumorous and ironic way. Unfortunately he's not above double-crossing his own brother Babe, which is

    why Babe tries to keep as many miles as possible between himself and Trey. Somehow, though, the brothers' paths keep crossing...

    Cost: 15Attack: 2Defense: 4Strength: 2Speed: 7 / 3Movement: 4Adrenal: 4

    Will: 5Health: 15 

    Special Abilities:

    1- Pistol – 8 range

    2- Disarmingly Blank Look (Special 1) – Trey often smiles blankly at a foe, causing the foe tohesitate too long before attacking him. When a foe announces an attack on Trey, pay 1 Adrenal and

    cancel that opponent's action (the foe thus loses that action completely).

    3- Flurry of Slaps (Attack 2) – At the start of a melee attack action, Trey can pay 2 adrenal to make

    four attack rolls against the same foe (instead of just one), but each successful attack can deal amaximum of two points of damage, no matter how high the attack roll.

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    Holmes the Banker(Land Barons)

    Holmes is the president of the local bank; as such, he has “insider” access the Colonel (as well as to theColonel's money and plans). While he has thus far gone along with all of the Colonel's schemes (bothlegal and illegal) to seize control of the valley from the small ranchers, Holmes has plans of his own.After the ranchers are run off and the proceeds from the Colonel's first big windfall cattle drive hit the

    bank, Holmes plans to run off with all of the Colonel's money – as well as with the Colonel's wife.Until then, Holmes bides his time and goes along with whatever the Colonel proposes.

    Cost: 5Attack: 5Defense: 4Strength: 2Speed: 6 / 4Movement: 4Adrenal: 3Will: 5Health: 10 

    Special Abilities:

    1- Derringer – 4 range2- Fast Talker (Special 1) – When Holmes is attacked, he may pay one Adrenal to roll 1d6; on a roll of5+, Holmes ignores all damage and special effects done by that attack.

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    Anna Lee Fitzroy(Land Barons)

    Anna Lee was a New Orleans saloon girl when she met James Fitzroy. The southern “gentleman” wastaken with her charms in matters of the boudoir and decided to marry her, despite her sordid past. Onecan take the girl out of the saloon more easily than one can take the saloon out of the girl; shortly aftersettling in Texas, Anna Lee began a torrid affair with town banker Holmes. She is fully aware of

    Holmes' intentions and she plans to accompany him when the banker makes his escape. In themeantime, Anna “plays the game” and offers at least a small amount of support to her husband,knowing that she and Holmes will reap a financial reward later.

    Cost: 5Attack: 5Defense: 2Strength: 1Speed: 5Movement: 4Adrenal: 6Will: 4Health: 9 

    Special Abilities:

    1- The Husband or the Lover? (Special 2) – Before the game starts, choose either Colonel Fitzroy orHolmes as the character which Anna Lee will support. Pay two Adrenal to give whichever character shechooses two extra Adrenal points (which, once used by that target character, cannot be regenerated byrest or any other means). This special ability may be used just once and only at the game's start.2- Feminine Wiles (Special 1) – Opponents are often distracted by Anna Lee's charm, hesitating beforeattacking her. After Anna Lee is hit by a successful attack, but before damage is scored, pay 1 Adrenalto roll 1d6; on a roll of 5+ Anna Lee avoids the attack, taking no damage from it nor suffering anyeffects from special abilities.

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    Pacito(Land Barons)

    Pacito is a young teenaged Mexican orphan who does odd jobs on the Fitzroy ranch. He's developedquite a crush on Anna Lee Fitzroy and will do anything she asks of him. Pacito fancies himself herprotector and gets into frequent fights with any of Fitzroy's cowboys who make remarks about AnnaLee's checkered past; it's rumored that he's picked two or three of them off from a distance with some

    well-placed rifle shots while the cowboys did border work on the distant fringes of the Fitzroy ranch.

    Cost: 10Attack: 4Defense: 5Strength: 2Speed: 7 / 5 / 2Movement: 5Adrenal: 2Will: 5Health: 11 

    Special Abilities:

    1- Rifle – 10 range2- Crack shot (Attack 1) – Pay one adrenal to receive a -2 bonus to the Attack Score of a single attack.

    Special Rule:

    A player can't include Pacito in his faction unless Anna Lee Fitzroy is also in his faction at the game'sstart.

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    Strength 2

    Speed 5

    Movement 4

    Adrenal 6

    Will 5

    5

    3

    4

    Rosalba(Ranchers)

    4

    Special Abilities

    1. DerringerRange of 4

    2. “I'll Hide You Until

    You're Better”(Special, 3)

    See Description

    3. Feminine Wiles(Special, 1)

    See Description

    Strength 1

    Speed 5 / 1Movement 4

    Adrenal 6

    Will 5

    5

    3

    4

    Darke the

    Undertaker(Ranchers)

    4

    Special Abilities

    1. Business is Booming(Special)

    See Description

    2. “He's a First-Class

    Pallbearer”(Move, 1)

    See Description

    Health

    Health

    RosalbaDarke

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    Strength 2Speed 7 / 3

    Movement 4

    Adrenal 4

    Will 5

    15

    3

    4

    Trey(Ranchers)

    2

    Special Abilities1. PistolRange of 8

    2. Disarmingly Blank Look(Special, 1)

    See Description

    3. Flurry of Slaps(Attack, 2)Extra attacks

    Health

    Strength 2

    Speed 6 / 4

    Movement 4

    Adrenal 3

    Will 5

    5

    3

    4

    Holmes theBanker

    (Land Barons)

    5

    Special Abilities

    1. DerringerRange of 4

    2. Fast Talker(Special, 1)

    Avoids damage on 5+

    Health

    Tre Holmes

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    Strength 2

    Speed 7 / 5 / 2

    Movement 5

    Adrenal 2

    Will 5

    10

    3

    5

    Pacito(Land Barons)

    4

    Special Abilities

    1. Rifle

    Range of 102. Crack Shot

    (Attack, 1)-2 to Attack score on one range attack.

    Strength 1Speed 5

    Movement 4

    Adrenal 6

    Will 4

    5

    3

    2

    Anna Lee Fitzroy(Land Barons)

    5

    Special Abilities

    1.  The Husband orthe Lover?

    (Special, 2)See Description 

    2. Feminine Wiles(Special, 1)

    Avoids damage on 5+ 

    Health

    Health

    PacitoAna Lee

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    Avalon Games Survey

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

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

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    1… Never bought anything because of the ads2… Not real useful, I know most of this stuff already and where to get it.3… Ya some have caught my eye and I have looked into products showcased here.

    4… Ya I have bought stuff because I found out about it here in Game Geek.

    5… I buy stuff all the time and love that Game Geek helps me find it.

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

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    Behind the GameFiction (Any)

    Dept 13 Comic

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