Download - 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,
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
want, what you like and what you need. To that end we have put together this little
survey. Fill it out, clip and paste it into an email and send it to us at…
If you do that we will send you a free game of your choice. Just send in the survey and
the game you want and we will make it happen.
How many issues on Game Geek have you downloaded.
1… This is the first.2… 2 to 4
3… 5 to 8
4… 9 to 11
5… 12 or more
Have you found Game Geek to be a useful gaming magazine.
1… Not at all
2… Very little, it’s geared to much towards Avalon’s own products and games3… Some, but could be more
4…. Ya it has been a great value and full of stuff I use or need.
5… You bet, I use all the stuff in it, each and every issue.
I have found the ads in Game Geek to be useful and have bought products because of the
ads found in one or more issues.
1… Never bought anything because of the 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
1 to 5. (1 can’t stand it to 5, love it)
Behind the GameFiction (Any)
Dept 13 Comic
S&GBattle AxeArcana
Raging Swan Gaming
Avalon Pathfinder
Cool StuffWhat’s New Previews
Reviews
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(h) "You" or "Your" means the licensee in terms of
this agreement.
2. The License: This License applies to any Open
Game Content that contains a notice indicating that
the Open Game Content may only be Used under
and in terms of this License. You must affix such a
notice to any Open Game Content that you
Use. No terms may be added to or subtracted from
this License except as described by the License
itself. No other terms or conditions may be applied
to any Open Game Content distributed using this
License.
3. Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms
of this License.
4. Grant and Consideration: In consideration for
agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-
exclusive license with the exact terms of this Li-
cense to Use, the Open Game Content.
5. Representation of A