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An Avalon Games Product, All rights reserved, Version 1.0, 2011 Game Geek, Issue 17, May All comments, suggestions and contacts can be made at… Avalon Games,
[email protected] Or visit Avalon Games at… www.avalon-games.com
Game design, artwork and layout by Robert Hemminger Cover by Joe Calkins Some art by Sade, LPJ and Art Fantasy Contents Musing of the Avalon Stogie ................................................................................................ Behind the Game, Heroes for Hire ......................................................................................................... Junkyard Wars, Strip #17 ...................................................................................................................... Coral Thrown, Chapter X .................................................................................................................. Dept 13 Comic, Issue #2 ……………………………..……………………………………….. Marks Musings …………………..……………………………………………………………… Artist Spotlight, Andres Canals ……………………………………………………………….. Raging Swan Gaming …………………………………………………………………….…….. Avalon Pathfinder Unseelie Rings ........................................................................................................... Multi-Verse, Hive Terror …….…………........................................................................................... Battle Axe, New Magic Cards ……….…....................................................................................... Reviews ................................................................................................................................. Geek Profile ………………………………………………………………………………….……. Arcana, Dragons Bone Mountains ……................................................................................. Whats New ........................................................................................................................... Cool Stuff .............................................................................................................................. Free Stuff ……………………………………………………………………………………….….
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So how about some more top tens. This time around lets look at my top ten games of all time. This does not include popular family games like Risk and Clue, but hobby level games.
7.. Titan. Another Avalon Hill game, this one has spawned all sots of copycat versions and ideas. Still a great game, I play a Java flash version all the time on my computer.
1. Panzer Leader by Avalon Hill. Ok, this may not be the best game ever, although it was a solid hex and counter war game. Nope this one is at the top because it’s the game that got me started as a game nut. I have written before about this game and me and my Dad, so I won’t go into details here, but as it was the first it gets the top slot.
8. Warhammer and 40K. Hard to separate the two as they are both tabletop war games and both more or less share the same basic game engine. I get a lot of joy out of these two, even if they cost me a ton of money.
2. D&D. What can you say; I have had a love affair with this game for over 30 years. It’s the original, it spawned a whole gaming industry and for good or bad, it’s still the best, even if 4th ed. is a dog. 3. Squad Leader. Wow what a game, I still have a copy of it, even though I haven’t’ played it in years. Nope of all the hex and counter war games to come out of Avalon Hill, this was the best. Ya it became some odd, complex monster that only a few die hards now play, but the first edition was a wild blast.
9. Melee and Wizard. Two of Metegaming’s old Micro Games, these two where my first introduction to an RPG like system. Soon after I started playing these I discovered D&D and they fell to the way side, but while I played them, I played the hell out of them. Great fun was had with these two games. 10. Anything I Wrote. Ok, a little selfless promotion, while the games I make may not be worth being on the list, I still like them all. I design games that I would like to play, so I love them all.
4. Traveler. The fist real Sci-Fi RPG, this was a great bit of fun and I loved playing in the system. Over the years it has changed, grown and been made into all sorts of different things, but the first version is still the best. 5. Gamma World. This first version of this post apocalypse game by TSR was a rip on an earlier type game, but Gamma World was by far better and much more fun. Rolling up a crazy mutant was always cool. 6. Champions. The best super hero game out there, and possible still is, Champions allowed my comic book fueled mind to really get into the act. What fun I had playing this game. !
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So what do you think Mom, should we help him out?
Now Mom you be nice. This little Bot walked a long ways s to talk to you.
Yes dear.
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Well it would be nice to teach those Yellow Rats a lesson or two.
What do you think dear?
Of course that would mean we would lose a bunch of Battle Bots...
But I think it’ worth the risk, so I say yes.
Yes!!!
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Available now at RPGNow, E-23, Pazio and other great online stores. !"#$%&'&(#$)*$+,-$ ! ! !
Coral Thrown Chapter 10
Heading back to the palace, Isadora watched the landscape change as they rode through it. She could see the palace off in the distance; sitting atop the low mountain peak while lying all around it sat olive groves and open pastures. Here and there she spied a cottage or farmstead, but most of the land about the mountain's slopes was open grassland, dotted by outcropping of rocks and hardy scrub. Among these sat small groves of trees and low hilltops running along the peak's base. “Who's lands are we riding through?” Isadora asked Julia as she rode beside her. “These are the crown's lands,” Julia answered with a sweeping hand. “Most of the island lies under the queen's ownership. We have yet to actually leave the royal estate.” “All this belongs to the queen?” “Aye, as does most of the island,” Julia answered. “Only the western peaks and their slopes lay in other's ownership. The other isles of the chain are under ownership of different noble houses though. The isle of Figuria mostly belongs to the Farthia family, while little Yithar is under the complete control of the Gilliards. The other two smaller islands fall under the sway of several minor noble families.” As they spoke Isadora watched as one of the outriders came galloping back to the main party. He pulled up to Jon's horse where the two men spoke. Jon then gave an order and turned his own horse and rode up to the two women. Bowing in his saddle Jon turned to speak to Julia.
“Milady, out scout reports that he has spied something odd in the field over to our left,” he said as he pointed to the large field. Isadora could see a large herd of goats grazing in the middle of the tall grass, but nothing seemed out of the ordinary. She looked some more and then discovered that there was no one watching over the herd. No dog, or shepherd, no one to oversee the goats. Isadora then returned to the conversation the two beside her were having. “What sort of trouble?” Julia asked, a slight frown on her face. It was clear she did not want anything to disturb her ride today. “I am not sure,” said the captain. “The scout says there are signs of a struggle, but no clue where the boy that should be watching the goats could have gotten off to.” “Should we have a look?” Isadora asked, not sure what the normal response would be to this. Back home she would have investigated herself, taking several armed men with her. One could never be too careful in the wilds of her mountain home. “Well…,” Julia mused, indecisive. Inpatient, Isadora decided for herself, spurring her horse off to the left, riding out to meet the scout who was walking the middle of the field. “I guess we investigate,” Julia said with a pout, a bit put out by Isadora's action. Turning her horse she trotted off after Isadora. Captain Jon kept pace with the princess as they reached the site of the soldier and her sister-in-law.
Dismounting Isadora walked the grass before her. She could see what the scout had reported, here some blood, among tramped down grass from a struggle. There was no sign of a dog, but some blood lay heavy in the grass near by. Isadora was sure the animal had crawled off to die in the deeper grass to the left. Walking over in that direction she found the animal, a large collie like dog, shaggy and quite dead, a knife wound to its chest. “These are the crown's goats, everyone knows that,“ Julia said, some anger in her voice. “Who would be fool enough to attack our shepherd and kill his dog?” Isadora stood up and looked about the skyline, turning about as she did so. To the northwest she saw the slim trail of smoke rising up out of a dense stand of trees. Tapping captain Jon's arm she pointed it out to him. “Poachers maybe?” She asked him, watching the smoke as it slid up into the sky. Had Isadora not been looking for it she would have never seen it at all. “No one would have the need,” Julia offered. “Everyone is well fed here on Avieragon.” Isadora could see though by the captain's eyes that such was not always the case. “Someone has taken the shepherd and killed his dog,” Isadora replied at last. “I would offer that the smoke trail could well belong to whoever it was.” Turning to Jon she asked him a question. “Do you know who the shepherd is for this flock?” Jon nodded his head no, but one of the other soldiers spoke up. “Milady,” the man bowed. “I think this herd is watched by a young boy named Jin. He is the youngest son of our black smith Timmoth.” Jon smiled at the name. “I know the boy, a fine lad. He just received the job of watching one of the queen's herds. Till now I did not know which. He is a careful boy, he would not have just run off and left his duty, or his dog.” “Then I suggest we investigate,” said Isadora. “I would rather return to the palace and report the boy's disappearance,” offered Julia as she shifted about at bit nervous.
“He could be hurt, or worse,” Isadora protested. “If we go off and seek help at the palace, he could well be dead by the time we return.” It was clear that Julia was in charge here, but she was also hesitant to act. Isadora fumed at this, swift action was needed, not indecision. “We have several well armed soldiers with us and you are a famed sorceress, we can more then handle any trouble that comes our way.” Julia stood there thinking it all over. Captain Jon finally offering a suggestion, one where Julia and Isadora would ride back to the palace to report what has happened. He would send one of his men to escort them. Meanwhile he and the other men would ride over to investigate the smoke. Julia smiled at the option and agreed with a nod. Isadora fumed all the more. As Julia was helped back onto her horse, Isadora leaped up on hers. Julia turned her mount and began to ride away, one of the soldiers keeping pace beside her. Isadora remained however. Julia halted and turned back but Isadora cut her off and waved her on. “I will remain here with the men.” Julia shrugged and waved a farewell, turning to ride away. Captain Jon paled at the idea. “Your ladyship, I would…,” he began, seeking to send Isadora on her way as well. Isadora cut him off mid sentence. “Captain,” she said, an authoritative voice on her lips, “I have killed men twice your size, and faced down a demon with little more then a dagger. I think I can handle a few goat thieves.” With a laugh she turned her horse and rode off towards the smoke. “Besides, someone has to look out for the royal goats.” ********** Isadora watched as the soldier crawled back towards her and the captain who lay beside her. They both had taken a place in a hollow a few yards away from the camp they had spotted. Beside her lay two more of the soldiers while a third stayed behind to hold the horses. As the scout slid over the log to join the others, he whispered in a low voice. “Six men sir,” he reported to Jon. “Each well armed. They feast on a roasted goat. I saw no sign though of the boy.”
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“Any ideas who they might be?” Isadora asked. “Pirates milady,” the scout said, sitting up to have a look over the log. “I fought at your husband's side some years ago when we chased off scum just like these. I could tell the sort from a mile away. Hells I could smell them ten miles away if the wind was right,” he offered with a smile. “Pirates?” Jon mused. “Why here, and stealing goats?” Isadora asked, Jon though did not know and shrugged his shoulders in a silent reply. “Then we will just have to kill all but one and ask,” Isadora offered with a sly smile. “Soldier hand me your sword,” she asked of the man next to her. He looked at her and hesitated, looking to Jon for direction. Jon nodded and the man pulled his sword free of its scabbard. It was a broad southern blade, short, straight and sharp. Meant for piecing mostly, but it could be used to hack a foe in a desperate moment. Isadora hefted the blade and frowned, she was used to a northern sword, both heavy and broad and twice as long. Such blades were made to cut and hew a foe, strength and skill needed for its use. Still this short blade would do if it were all she had to work with. Turning to the others she dropped her voice to a low whisper, but keeping it hard and firm. She meant for these men to know who was in charge here, and she was that person. “Captain, you and these two men will come with me. You…,” she stopped to look at the scout. “What's your name? If she was going to send a man into a fight, Isadora wanted to know his name at least. “Philip milady,” he said, ducking his head as he tried to bow lying there in the dirt beside her. Isadora smiled at his attempt. “Philip, I want you to move around to the rear of their camp. When you hear us attack, you jump out and cut off any that try to flee.” Turning to the rest she offered one more command. “We need one alive, but the rest die unless they throw down their swords.” She made sure each man knew the last order and was clear on what was
expected of them, looking at Philip she added. “You will be the one to catch our prisoner.” She then pushed Philip on the shoulder and sent him off to the right, circling around the camp as she herself slid over the log and crept up to the brush before the camp. She could hear the other three men beside her. Damn southerner's were loud as a herd of horses in a stampede she thought, still she knew the pirates had not yet heard them as she and the other men readied for battle. Creeping up and having a look through some brushes Isadora spied the pirates. Five though, not six as the scout had reported. All were sitting around a low fire, eating their fill of greasy goat meat, half cooked, burnt or both. The scout was right; these men could be nothing but scum. Each was unwashed, a slob of a man. Each also had the hard look of a killer, one that would cut your throat as soon as they had the chance, and for no other reason then they liked to see blood. She had seen plenty of men like this, barbarian raiders sweeping down from the northern wastes, seeking blood, booty and women to ravish. She had been fighting men like these her whole life, these pirates before her were the same kind of savage, just a different breed. Isadora looked to the left and then to the right to make sure the others were ready. She was worried about the missing pirate, but could not wait much longer for him to show up. Making up her mind not to wait anymore, she stood up in one fluid motion, raised the lance she had taken from one of the soldiers and pulled back her arm. She took aim and threw the lance with all her might, leaping out of the brushes as she did so, screaming the battle cry of her ancestors. The pirates looked up from their meal with Isadora's scream and watched as the lance arched straight into the chest of one of the men sitting by the small fire. As the impaled pirate stood up holding the lance tight in his chest with both hands, the other men began to scramble for their weapons. Isadora leaped out from cover, leading the charge, her borrowed sword swinging high and hard. She hacked at the first man before her, taking him in the throat with the blade's edge. Spinning as she moved past him, Isadora watched as the pirate's blood fountain out of his split neck like some red fan. She though was moving on to the second man before her, the first foe already forgotten. As the first man she had killed tried to scream, but only achieving a gurgling cry, she ducked under the second one's clumsy knife thrust. Isadora kicked the man's feet out from under him and thrust her sword deep into his chest, piercing his heart in one single killing blow.
Three men down, Isadora watched as Jon took down another and both of the other soldiers ganged up on the last pirate. She counted fast, that was five. She looked about but did not see Philip or the sixth pirate. Damn she thought, she needed one of these scum alive. Pointing to Jon she told him to have a look to the back of the camp. “Find Philip and the other pirate,” she ordered, her voice now full and loud. Turning back she walked over to the first man taken down in the attack, the very lance that impaled him also propping him up. Clutching the shaft of the lance tight with both hands, he tried to keep himself from sliding further down its length, his legs bent under him in support. He coughed as Isadora watched bloody bubbles formed on his lips. A pierced lung she figured, she had seen men die like this before, held upright by the very tool that had slain them. They could last for days this way. Once she had watched after a battle as a barbarian held himself up on the sword that had him pinned to a tree. The sword's edge buried in his chest cutting deeper and deeper as his legs gave out. Every time he slipped he moved further down the tree, the sword's razor edge cut him a bit more in two. She had to admit that the barbarian had guts; he had cursed her for three hours before he died.
“Go to one of the hells bitch!” He tried to spit at her but the bloody spittle fell short of her cheek. He coughed once more and turned pale. Isadora simply turned away as his last breath fell off his lips. Her hand shook, the battle shock rolling over her now that the fighting was over. She looked over at the captain, for he too had seen battle before and knew what she was feeling. He would feel it soon enough as well she thought. It did not make you weak to feel this way; it just meant you were alive. All good warriors felt the same after a fight, the relief to be alive and unhurt, some even shamed at what they had just done. She saw respect in Jon's eyes as well, in all the men before her. She had won some allies here today. They might come in handy later on she mused, as she began to walk out of the glade to their waiting horses.
Taking hold of the lance's wood, she wiggled it a little bit, sending shutters through the man trapped on it. He vomited blood all over himself, gasping for air. “Tell me what you were doing here,” Isadora offered him. “Tell me and I will allow you to travel on to one of the three hells.” This all the mercy she would allow him. Jon returned then, standing behind her. “Philip is dead,” he reported. “One of the pirates must have been behind the brushes over there relieving himself when we attacked. Took Philip from behind and then fled. We could track him, but I have little hope of catching up.” Standing there Jon looked down at the dying man, no sympathy in his gaze. “I found the boy, dead in the bushes as well. They used him poorly,” Jon said, kicking the dying pirate before him, hate and disgust in Jon's face. Isadora looked the pirate in the eyes and asked him again to tell her what he and his fellows were up to. “Tell me and you can die now and easy, otherwise I will see that the pain lasts hours.”
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The garrisons are to keep Americans from getting out of line as the end of the world After what seemed a lifetime of driving the car returned to Philadelphia and continued on east until it reached the warehouse district nearest to port. Most of it was dark.
Welcome to Department 13, Professor.
Is this really your headquarters? No, this is a satellite office so we can do business here in Philadelphia.
Bad Baby Productions, 2011
I am Agent L. Professor, I am glad you could come.
Story by Jennifer Schoonover Art by Robert Hemminger
The group that became Department 13 was originally spawned by several of Hitler’s closest affiliates, one of whom helped cremate the Fuhrer’s body three days before. When it became clear the choices were to join Hitler in welcoming these strange dark masters or become food for them, these first three or four cabinet members fled the burned city in search of ways to stop him. They were able to find the couple of German occult experts Hitler had in his employ and together they escaped Germany. Over the next seven years these original German rebels worked from various secret hideouts throughout Africa and Australia, committing most of their energy on research to determine what the Fuhrer unleashed to give him power over death. It became clear that Adolf Hitler was not the thing that rampaged Europe’s countryside
The secret society of freedom fighters grew and branched out, gaining members all around the world to become the Global Resistance, of which Department 13 is the key unit for Arcane Studies. Department 13 was able to stop the changed leader just as he opened a gateway in England for his dark masters.
Whatever this creature was, it was trying to bring its masters to earth and this was not the first time in earth history that this attempt had been made.
Many were killed by the resulting explosion on July 12, 1952 and the untoter fuhrer was destroyed.
The entire London area was sealed off by the German forces behind a wall. Although the actions undertaken by the members of Department 13 did not eliminate the threat of Nazi domination, they successfully kept the world safe for a while longer and vanquished the monster that led the domination effort.
Tell, me, Professor, what you know of Hitler’s deal with the alien gods?
Not much.
Then let me fill you in on the terrible secret of the Nazi’s rise.
It wasn’t until the Battle of Berlin began that Hitler knew everything was lost. His commanders had betrayed him and not followed his orders. There was nothing left. Except for a book. He had read many books over the years, but this one was special, handed to him some three months before by a hooded man in a Berlin crowd. Several saw the man with glowing red eyes who spoke three words in German as he pressed the book into the Fuhrer’s hand. “Destroy your enemies.” Hitler called for assistance in finding the strange man in the crowd but he had vanished. The book remained.
It was a hastily transcribed notebook, sewn loosely together with a false cover. Inside the scribbled German was a set of instructions on how to completely destroy the enemy when all else had failed.
text
The sentences almost did not make sense, discussing rebirth and the destruction of the flesh as it carefully detailed a horrific nightmare of directions. Hitler almost threw it out in disgust. But something had stayed his hand. Now, nearing the eve of his own demise, he cleaned his pistol in the bunker and happened to glance into a small crate filled with his books. The booklet with its plain brown leather cover was on top.
He was going to die anyway. But the ritual did not require just his own death. It required several, including children, and this was where he had last closed the book. This time he did not stop reading and continued all the way to the end of the ceremony. To the promise of live after death and the power of a god. It is believed on that night he prepared the ritual, including his marriage to his mistress, Eva, and in the following two days, April 30 and May 1 of 1945, the ritual was carried out. Hitler and Eva suicides. Soon after, Goebbels and his wife killed their six children and then themselves. The bodies were cremated, as per Hitler’s instructions. The Hitler-thing seemed interested solely in opening some sort of gateway between the earth and somewhere else. The free the Elder Gods.
This…this does not sound like very good odds.”
I won’t lie to you; it is very unlikely that we will stop these creatures from crossing over…but we must try. For the sake of our world, we must try.
My God!. You built it. You built my machine? You may recognize it, of course, the Infinity Chair. We copied your notes, but we need you to help us understand what we are doing. Can you help us?”
Of course, I will.
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Mark’s Musings by Mark L. Chance of Spes Magna Games
Birds of a Feather Kill Together
"When the companies were thus arrayed, each under its own captain, the Trojans advanced as a flight of wild fowl or cranes that scream overhead when rain and winter drive them over the flowing waters of Oceanus to bring death and destruction on the Pygmies, and they wrangle in the air as they fly; but the Achaeans marched silently, in high heart, and minded to stand by one another." Yes, you read that correctly. Homer compares the Trojans to screaming flights of birds that kill and destroy Pygmy society every winter. Which got me to thinking: What would that look like in a game? Step the First Whenever I create a new creature, I look for an already made monster that I can reskin and refluff. In game terms, it's obvious Homer describes some sort of swarm. I searched through d20pfsrd.com for swarms, looking for those that could fly. After browsing through swarms of wasps, hellwasps, bats, botflies, locusts, and mosquitos, I decided that the bat swarm was the best place to start. Studying the bat swarm's stat block revealed several areas that needed to be changed. First off, the bats are too small. I don't want a swarm of Diminutive birds. Perilous parakeets or bloodthirsty budgies aren't what I'm looking. The largest creature that has swarm traits are Tiny. That's roughly the size of a housecat, which seems right to me.
So, I slap the Giant Creature simple template on the bat swarm. This bumps the individual animal's size up to Tiny. I adjust ability scores and add a natural armor bonus. I don't bump up the swarm's damage, however. Swarm damage is linked to swarm Hit Dice rather than size. Next I remove the bat swarm's wounding special ability. I don't want it too obvious that my bird swarm is really just a bat swarm with some minor modifications. Examining the altered stat block, I feel that I'm off to a good start, but my bird swarm doesn't look like something that could "bring death and destruction" to an entire people. Civilization-threatening invasions of monsters should inspire a little more terror than what a slightly tweaked bat swarm delivers. Since I like templates, I figured it wouldn't hurt to browse through the rest of them. I hadn't scrolled down far when I found what I was looking for: the Apocalypse Swarm template from Green Ronin's Advanced Bestiary. More stat block adjustments ensued. Adding the Giant Creature and Apocalypse Swarm templates to a bat swarm should give me a CR 6 monster. I need to compare the stat block to the parameters for that CR. Indeed it seems as if CR 6 is about right on target. Step the Second I've reskinned the stat block. Now it's time to refluff the monster. I need some introductory descriptive text and to make sure my new stat block is complete and well-formatted. Here's the final product:
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Since the earliest days of RPGs, mythology has provided fertile soil for the gamer's imagination. Recently, I started re-reading Samuel Butler's prose translation of The Iliad. Somehow, this bizarre passage from the beginning of Book III had managed to slip under my oddness radar during previous readings:
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The sky goes dark. A cacophony of squawks, caws, and shrieks competes with the thunderous flapping of a hundreds of wings. The birds! The birds have returned, and death comes with them! Apocalpytic Flight of Wild Fowl CR 6; XP 2,400 N Tiny animal (swarm) Init +3; Senses low-light vision; Perception +17 DEFENSE AC 19, touch 16, flat-footed 15 (+3 Dex, +1 Dodge, +3 natural, +2 size) hp 68 (8d8+32); fast healing 10 Fort +9, Ref +11, Will +4 Defensive Abilities half damage from slashing and piercing weapons, swarm traits; SR 19 OFFENSE Speed 20 ft., fly 120 ft. (average) Melee swarm (3d6) Space 10 ft.; Reach 0 ft. Special Attacks fear (DC 12), greater distraction (DC 19) STATISTICS Str 7, Dex 17, Con 17, Int 2, Wis 14, Cha 7 Base Atk +6; CMB --; CMD -Feats Ability Focus (greater distraction) (B), Dodge, Lightning Reflexes, Mobility, Toughness Skills Fly +14, Perception +17; Racial Modifiers +8 Perception SQ swarm traits SPECIAL ABILITIES Fear (Su): Each creature within 100 feet of a flight of wild fowl that witnesses it bringing down another creature must succeed on a Will save (DC 10 + 1/2 flight's HD + flight's Cha modifier) or be frightened for 1 minute. Success leaves the creature shaken for 1 minute but does not negate the need to make a new saving throw for each such incident. Fear is a mind-affecting fear effect. Greater Distraction (Ex): A creature that fails its save against a flight's distraction special attack is nauseated for 1d4 rounds.
Splitting (Ex): When a flight of wild fowl takes more than 10 points of damage from a single attack, it splits into two identical flights, each with onehalf the hit points that the original flight had when it split (rounded down). A flight of wild fowl with 1 hit point cannot be split, and one with 0 hit points is dispersed as normal. Each piece of a flight of wild fowl can heal damage normally, up to the number of hit points it had upon formation. Healing damage does not allow the flights to recombine. For example, a flight of wild fowl with 68 hit points that takes 15 points of damage would split into two flights with 26 hit points each (one-half of the original flight's remaining 53 hp, rounded down). Each of these two flights of wild fowl can heal 10 points of damage per round with fast healing, but it cannot exceed 26 hit points. ECOLOGY Environment any temperate or tropical Organization solitary, pair, flock (3-6 swarms), or apocalypse (11-20 swarms) Treasure none Step the Third Now that I've got a scary swarm inspired by one of the enduring classics of Western literature, I need to unleash these monsters on my unsuspecting players. Fortunately, the next leg of my campaign takes the adventurers into a northern forest region where the PCs hope to thwart a dark elf plot to turn an annual winter festival into an orgy of death and terror. It ought not be hard to work at least one of my new swarms into the scenario.
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Andres Canals We have some great art for you this month from yet another great artist.
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Andres a UK artist who studied at the Arts Institute in Bournemouth and University of Wales before embarking on a career in graphic design. During this time I produced graphics for numerous sports, military and motoring magazines, while following my passion for fantasy art.
I enjoy creating art for various genres including high fantasy, urban fantasy, Sci-fi, post-apocalypse and cyperpunk. My artwork has appeared in rpgs such as Elemental Lands and magazines including ImagineFX. I am especially interested in character design and have created concept art for fantasy figures including MiniPainters Miniatures. Constantly inspired by other artists, films, travel, history and nature, I look forward to exciting future projects which will fuel my imagination. You can use these contact details: Andres Canals
[email protected] http://www.bluewave.fsnet.co.uk/
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Warhorses Mounts are of little use when delving through dungeons and ruined castle, but are extremely useful when exploring wilderness areas or while trying to reach far-off mysterious places. Sadly, as adventurers become more powerful, their mounts become increasingly fragile unable to survive even the easiest fight.
This article presents not only the normal versions of horses and ponies, but also mounts suitable for more powerful adventurers. All are presented fully equipped and prices out so your players spend less time shopping and more time adventuring!
RIDING HORSE Cost 91 gp, 20 cp Weight Carried 74 lbs. (plus rider); Carrying Capacity light 228 lbs., medium 459 lbs., heavy 690 lbs., drag 3,450 lbs. RIDING HORSE CR 1 (XP 400) N Large animal Init +2; Senses low-light vision, scent; Perception +6, Sense Motive +1 Speed 50 ft.; Run ACP 0; Acrobatics +2 (+10 jumping) AC 11, touch 11, flat-footed 9; CMD 17 (21 vs. trip) (-1 size, +2 Dex) Fort +6, Ref +5, Will +1 hp 15 (2 HD) Space 10 ft.; Base Atk +1; CMB +5 Melee 2 hooves -2 (1d4+1) Abilities Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 SQ docile Feats Endurance, RunB Gear bit and bridle, riding saddle, saddlebags, feed (4 days)
WARHORSE Total Cost 586 gp, 20 cp Weight Carried 139 lbs. (plus rider); Carrying Capacity light 399 lbs., medium 798 lbs., heavy 1,200 lbs., drag 6,000 lbs. WARHORSE CR 2 (XP 600) N Large advanced animal Init +4; Senses low-light vision, scent; Perception +8, Sense Motive +3 Speed 50 ft. ACP 0; Acrobatics +4 (+12 jumping) AC 18, touch 13, flat-footed 14; CMD 21 (25 vs. trip) (-1 size, +4 Dex, +3 armour [mwk studded leather barding], +2 natural) Fort +8, Ref +7, Will +3 hp 19 (2 HD) Space 10 ft.; Base Atk +1; CMB +7 Melee bite +5 (1d4+5) and Melee 2 hooves -2 (1d6+2) Abilities Str 20, Dex 18, Con 21, Int 6, Wis 17, Cha 11 SQ trained for war (attack, come, defend, down, guard and heel) Feats Armour Proficiency (Light), EnduranceB Gear as above plus bit and bridle, military saddle, saddlebags, feed (4 days)
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KNIGHT'S STEED This horse is better trained than a normal warhorse and can wear light and medium barding without penalty. Consequently, it costs more than a normal warhorse (400 gp) Total Cost 1,326 gp, 20 cp Weight Carried 139 lbs. (plus rider); Carrying Capacity light 459 lbs., medium 918 lbs., heavy 1,380 lbs., drag 6,900 lbs. KNIGHT'S STEED CR 3 (XP 800) N Large advanced animal Init +4; Senses low-light vision, scent; Perception +10, Sense Motive +3 Speed 35 ft., base speed 50 ft. ACP -3; Acrobatics +1 AC 20, touch 12, flat-footed 17; CMD 23 (27 vs. trip) (-1 size, +3 Dex, +6 armour [mwk breastplate barding], +2 natural) Fort +9, Ref +8, Will +4 hp 38 (4 HD) Space 10 ft.; Base Atk +3; CMB +9 Melee bite +7 (1d4+5) and Melee 2 hooves +0 (1d6+2) Abilities Str 21, Dex 18, Con 21, Int 6, Wis 17, Cha 11 SQ trained for war (attack, come, defend, down, guard and heel) Feats Armour Proficiency (Light), Armour Proficiency (Medium), EnduranceB Gear as above plus bit and bridle, military saddle, saddlebags, feed (4 days)
WAR PONIES PONY Small-sized characters cannot effectively ride horses and similarly-sized mounts. Such characters prefer sturdy ponies, some of which are trained for war. Total Cost 46 gp, 20 cp Weight Carried 74 lbs. (plus rider); Carrying Capacity light 75 lbs., medium 150 lbs., heavy 225 lbs., drag 1,125 lbs. PONY CR 1/2 (XP 200) N Medium animal Init +1; Senses low-light vision, scent; Perception +5, Sense Motive +0 Speed 40 ft.; Run ACP 0; Acrobatics +1 (+5 jumping) AC 11, touch 11, flat-footed 10; CMD 13 (17 vs. trip) (+1 Dex) Fort +5, Ref +4, Will +0 hp 13 (2 HD) Space 5 ft.; Base Atk +1; CMB +2 Melee 2 hooves -3 (1d3) Abilities Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 SQ docile Feats Endurance, RunB Gear bit and bridle, riding saddle, saddlebags, feed (4 days)
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WAR PONY Total Cost 271 gp, 20 cp Weight Carried 109 lbs. (plus rider); Carrying Capacity light 129 lbs., medium 453 lbs., heavy 390 lbs., drag 1,950 lbs. WAR PONY CR 1 (XP 400) N Medium advanced animal Init +3; Senses low-light vision, scent; Perception +7, Sense Motive +2 Speed 40 ft. ACP 0; Acrobatics +3 (+7 jumping) AC 18, touch 13, flat-footed 15; CMD 17 (21 vs. trip)(+3 Dex, +3 armour (mwk studded leather barding), +2 natural) Fort +7, Ref +6, Will +2 hp 17 (2 HD) Space 5 ft.; Base Atk +1; CMB +4 Melee bite +4 (1d3+3) and 2 hooves -1 (1d4+1) Abilities Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8 SQ trained for war (attack, come, defend, down, guard and heel) Feats Armour Proficiency (Light), EnduranceB Gear bit and bridle, military saddle, saddlebags, feed (4 days)
HEROES' PONY Total Cost 666 gp, 20 cp Weight Carried 109 lbs. (plus rider); Carrying Capacity light 129 lbs., medium 453 lbs., heavy 390 lbs., drag 1,950 lbs. HEROES' PONY CR 2 (XP 600) N Medium advanced animal Init +3; Senses low-light vision, scent; Perception +9, Sense Motive +2 Speed 30 ft., base speed 40 ft. ACP -3; Acrobatics +0 AC 21, touch 13, flat-footed 18; CMD 18 (22 vs. trip)(+3 Dex, +6 armour (mwk breastplate barding), +2 natural) Fort +7, Ref +6, Will +3 hp 25 (3 HD) Space 5 ft.; Base Atk +2; CMB +5 Melee bite +5 (1d3+3) and 2 hooves +0 (1d4+1) Abilities Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8 SQ trained for war (attack, come, defend, down, guard and heel) Feats Armour Proficiency (Light), Armour Proficiency (Medium), EnduranceB Gear bit and bridle, military saddle, saddlebags, feed (4 days)
ABOUT THE DESIGNER Creighton is a keen gamer who passionately believes in the Open Gaming License and is dedicated to making his games as fun and easy to enjoy as possible for all participants. Reducing or removing entry barriers, simplifying pre-game prep and easing the GM'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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Up coming releases by Avalon Games supporting the In:inite Futures system. !
In:inite Aliens 2. The next in the In:inite Aliens series 10 fully detailed alien races for use as PC’s or NPC encounters. !
!"#$"%&"&'(#)*'*+(,#-./0",&1"#
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In:inite Mysteries. Bring some magic into the Future with this great expansion. New classes, feats, and magical powers. In:inite Starships. A revision of Avalon Games popular D20 starships, this version brings that great product in line with In:inite Futures. New ships and full color deck plans are included in this version. !
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Pandemic. The future may not be as bright as we hoped. The world have been over run with the infected, and the few that are immune, are now food for the hungry sick. The Road meets 24 Days in this dark, gritty setting for the IF system.
Avalon Pathfinder Unseelie Rings Part 2 By Sean Wilt This month we will be bringing you the second of a multi-part series on the Fey and their mystic rings. So watch what you do when you come upon a ring of mushrooms in the deep woods. Get the full version in the Free section of this issue. Theft Fairies have been used to borrowing from their human neighbors since a long time ago. This is particularly frequent in Scotland where they have a strong reputation for taking things without the knowledge or consent of the owners. They borrow grain and occasionally implements. They borrow the use of mills and of human fires. They borrow milk and butter and even whiskey. In the friendly intercourse of fairy borrowing, they sometimes beg for a suck of milk from a human breast for a fairy baby, or a loan of human skill to mend a broken tool such as a broken pot. They even had to hire human warriors to protect them against the hordes of monsters. Some argue that the first fairies were the remnants of a conquered people gone into hiding and yet creeping nervously around their conquerors for what pickings they could find. In some of the stories, such as the medieval tale of Malekin, the explanation might be that it was a human changeling who wished to return to the world again and so refrained from fairy food, but the instance are too frequent to allow of that as the sole explanation.
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Multi-Verse New Hive Monster for Zero-G Yep we have a great new character for this great S&G setting.
Hive Terror (Hive) Often seen only on industrialized worlds, the Hive Terror is a monstrous life form used to destroy enemy fortifications and is a match for the largest walker or battle armor. Due to the length of time it takes to grow a Terror, many Hive invasions do not utilize them unless absolutely necessary. The Terror is as large as the largest Too-Nia Walker, and far more deadly. Resembling a giant bug, the Terror uses its claw cannon to devastating effect, and also functions as an armored carrier for smaller Hive forces that make use of its chitinous carapace for protection. Cost: 40 Attack: 1 Defense: 1 Strength: 8 Speed: 6/4/2 Movement: 6 Adrenal: 5 Will: 3 Health: 25 Skills and Abilities Claw Cannon (Attack, 2) The Terror quickly clicks its claws together, and the resulting sonic boom causes a 2d6 burst attack up to 6 squares away. Chitinous Carapace The Terror's hard shell deflects a great deal of damage. All damage to the Terror and those riding within is reduced by -2. Carrier Up to two units may ride inside the Terror. Terrible Howl The Terror cries out with a horrible metallic shriek. All enemies within 2 squares of the Terror must pass a Will Test or suffer -1 to their Defense until the end of their next Activation. Gear 0 Limitations: May only have 1 per battle force.
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Battle Axe This month we continue with the release o new magic cards. A whole new school of magic to over power your foes. The full set can be found in the free section of this issue.
! Summon Shadow Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or shadow beasts Or Yellow 0 Remain in Play Summon a shadow !
Common Battle Axe
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Have a magical summer with Avalon Games
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Spes Magna Games Affordable PDFs for Stronger Games Available at DriveThruRPG and Paizo.com
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By Megan Robertson
30 Haunts for Houses By Rite Publishing Taking a new tack for Rite Publishing's "30" series, this work looks not at items that you might find but a specific type of threat that you might encounter the haunt. Indeed, not just any old haunts but those which have, for whatever reason, chosen to manifest in a house. The product opens with an overview of haunts, which were introduced in Paizo's GameMastery Guide - if you intend to make extensive use of haunts you may find a copy useful. Basically, haunts can develop in a location in which living creatures suffered in some way, and can be accompanied by undead. Despite having hit points and assorted capabilities, they can be thought of more as an atmosphere, an area in which effects are caused, than as actual beings in their own right. (I'm sure learned clerics and mages could argue for hours over that one!). They can only be removed from their location by performance of specific acts, based on the reasons why the haunt is there in the first place, although they can be damaged or negated such that they go away... but only for a while, they'll manifest again later. The really fun thing is that they manifest by duplicating a spell effect - which makes the game mechanics straightforward as you can treat the haunt's effect as if someone had cast the spell in question. Straight on, then, to a collection of haunts ready to use, beginning with minor haunts - the sort of restless spirit that slams doors, walks around with heavy feet, or plays an instrument. They usually cause annoyance rather than harm, and manifest in ways that suggest 'This place is haunted' to the average paranormal investigator. Perhaps the area gets very chilly all of a sudden or things start to move apparently of their own accord (as if an unseen servant spell had been cast. For most of these, there's a standard riposte, the casting of an appropriate spell will negate the haunt... until it resets, that is.
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Next comes the concept of 'associated haunts' - these are combinations of haunts that work together, and one example is given, in which a Fire Starter Haunt (which whispers in your ear that it would be a good idea to light a fire, with the effect of a suggestion spell) is combined with one called the Unrepentant Smoker, which causes a lit fire to billow smoke uncontrollably, and the Charred Man Haunt, where swirling smoke coalesces into what appears to be the form of a burned body... spooky indeed! This idea for effective uses of haunts is followed by some more substantial threats. These can actually hurt, rather than annoy or scare: perhaps possessing your familiar and causing the poor thing to bite you, or a shadowy form manifests and appears to reach out through someone to grab and squeeze their heart! Again, many of these haunts are resonant with the sort of things that happen in ghost or horror stories... and should terrify the characters which encounter them, at least until they find out how to stop the manifestation occurring. Finally, there's a fully-detailed NPC. Pers Veilborn studies haunts, he follows a goddess of knowledge and death, and can be persuaded to accompany adventurers who have encountered manifestations that need to be dealt with. If you like spooky, haunted places to investigate, this work will give you hours of fun at the expense of your characters: all in the very best horror story style. Very effective and atmospheric...
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! He’s seen it all, the Old TSR Geek has played it, seen it, been to the first Gencon and to every one since. Yep he’s old as dirt, a bit grey and a little fat, but he still plays D&D, (1st edition, not some lame ass 4th ed) every weekend. His wife left him some years ago, but he figures it’s for the best, it just means he can paint his figures on the dining room table now. (Still would rather paint lead figures over these flashy pewter ones) Nope the Old TSR Geek can be seen in the gaming room of his local hobby store, telling some young kid how he demoed the first copy of Gamma World at a con, or how he still has a copy of the first D&D rules. !
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Available now at RPGNow, E-23, Pazio and other great online stores.
Dragon’s Bones Mountains The mountains are old and only the elves remember their first name, given to them by the long lost giants. Few in the north know these ancient names, but those that do say they offer power.
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More stuff for In:inite Futures this month with the release of In:inite Mechas. More mecha goodies, a new prestige class, feats and gear. Yep its a mecha lovers dream.
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Arcana is running strong and we have a new journals coming out this month. The western reaches sees the light of day for the next few months with this and forthcoming journals.
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Course we have a new How To book this month with the second in the series looking at fantasy RPG classes. A new S&G setting hits this month as well, Magi takes us into the hidden war between modern mages and their elemental ties. Quite the bit of fun with this one. !
Omar Hessian
Itzumi Moa
Ivan Rastin
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More art with clip art collection 2, clip art characters and other great art from your friends at Avalon Games Of course no month would be complete without dome new path:inder stuff. We have a new adventures, encounter, treasure and magic issue this month for you, so get your game on and have some fun.
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Cool Stuff Brom Few illustrators in the last few years have had as big an impact on the gaming art field then Brom. His work on TSR’s Dark Sun setting brought his work to the forefront and ever since he has been a force to be watched. Dark moods, dark foreboding colors and muscles carved from stone, all of Brom’s work is stunning, a bit shocking and dark in mood and light. I have become quite the fan of his work over the last few years and look forward to seeing more of his twisted appeal in the future. http://www.bromart.com/index.html 962&sr=8-1
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Avalon Games Survey Avalon Games is looking to make you happy. To do that we need to know what you want, what you like and what you need. To that end we have put together this little survey. Fill it out, clip and paste it into an email and send it to us at…
[email protected]. If you do that we will send you a free game of your choice. Just send in the survey and the game you want and we will make it happen. How many issues on Game Geek have you downloaded. 1… This is the first. 2… 2 to 4 3… 5 to 8 4… 9 to 11 5… 12 or more Have you found Game Geek to be a useful gaming magazine. 1… Not at all 2… Very little, it’s geared to much towards Avalon’s own products and games 3… Some, but could be more 4…. Ya it has been a great value and full of stuff I use or need. 5… You bet, I use all the stuff in it, each and every issue. I have found the ads in Game Geek to be useful and have bought products because of the ads found in one or more issues. 1… Never bought anything because of the ads 2… Not real useful, I know most of this stuff already and where to get it. 3… Ya some have caught my eye and I have looked into products showcased here. 4… Ya I have bought stuff because I found out about it here in Game Geek. 5… I buy stuff all the time and love that Game Geek helps me find it. What sections of Game Geek do you like, dislike or find helpful. Rate each on a scale of 1 to 5. (1 can’t stand it to 5, love it) Behind the Game Junkyard Wars cartoon strip Fiction (Any) Artist Showcase S&G Battle Axe Leviathans Arcana Mark’s Musings Raging Swan Avalon Pathfinder Cool Stuff What’s New Previews Map of the Month by Claudio
Terror
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Theft Fairies have been used to borrowing from their human neighbors since a long time ago. This is particularly frequent in Scotland where they have a strong reputation for taking things without the knowledge or consent of the owners. They borrow grain and occasionally implements. They borrow the use of mills and of human fires. They borrow milk and butter and even whiskey. In the friendly intercourse of fairy borrowing, they sometimes beg for a suck of milk from a human breast for a fairy baby, or a loan of human skill to mend a broken tool such as a broken pot. They even had to hire human warriors to protect them against the hordes of monsters. Some argue that the first fairies were the remnants of a conquered people gone into hiding and yet creeping nervously around their conquerors for what pickings they could find. In some of the stories, such as the medieval tale of Malekin, the explanation might be that it was a human changeling who wished to return to the world again and so refrained from fairy food, but the instance are too frequent to allow of that as the sole explanation. On the other hand, Fairies have kindly lent to man many time in the history. When a loan is returned to them, they accept only the fair equivalent of what they have lent, neither less nor more. If more is offered they take offence, and never give an opportunity for the same insult again. In their strange fashion of stealing, there are some strong differences with the behavior of the dishonest people. The Fairies do not take their booty away bodily; they only take what is called in Gaelic its toradh, i.e. its substance, virtue, fruit, or benefit. The outward appearance is left, but the reality is gone. Thus, when a cow is elf-taken, it appears to its owner only as suddenly smitten by some strange disease. In reality the cow is gone, and only its semblance remains, a
simulacrum that yield no edible milk. Similarly when the toradh of land is taken, there remains the appearance of a crop, but a crop without benefit to man or beast, the ears are unfilled, the grain is without weight, the fodder without nourishment. A still more important point of difference is, that the Fairies only take away what men deserve to lose. When mortals make a secret or grumble over what they have, the Fairies get the benefit, and the owner become a poor man, in the midst of his wealth. Particularly articles of food, the possession of which men denied with oaths became Fairy property. Kidnapping Most frequently it was women and their babes that the Fairies abducted. On every occasion of a birth, therefore, the utmost anxiety prevailed to guard the mother and child from their attacks. It is said that the Fairy women are unable to suckle their own children, and hence their desire to secure a human wet-nurse. “Howdies”, as they are called, taken in the way of their profession to the Fairy dwelling, found on coming out that the time they had stayed was incredibly longer or shorter than they imagined, and none of them was ever the better ultimately of her adventure. The first care was not to leave a woman alone during her confinement. A house full of women gathered and watched for three days, in some places for eight. Various additional precautions against the Fairies were taken in various localities. A row of iron nails were driven into the front board of the bed; the smoothing iron or reaping hook was placed under it and in the window; an old shoe was put in the fire; the door posts were sprinkled with urine, a liquid extremely offensive to the Fairies. The presence of the Bible and the recitation of many prayers were considered a form of exorcism similar to vampires, werewolves and demons. The name of the Deity solemnly pronounced over the child in baptism was an additional protection.
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Changelings When they succeeded in their felonious attempts, the faeries left instead of the mother, and bearing her semblance, a stock of wood and in place of the infant an old mannikin of their own race called a changeling. In European folklore, a changeling is an imbecilic or deformed offspring of dwarves, elves, or faeries surreptitiously substituted by them for a human child. The belief in changelings seems to have arisen from the idea children are susceptible to demonic possession. Some believed faeries preyed only upon unbaptized infants. In legend, the abducted human offspring are either used to strengthen faerie stock or are given to Satan. The changeling can be easily identified by several traits due to his faerie condition. He always cries and complains He does not grow as other children He drinks a lot of water and is hungry all the time He can play the pipes with and dance with surpassing skill He looks like an ill-conditioned and helpless brat He makes unguarded remark as to its own age. To get rid of him, one had to resort to the most extreme means. The return of the original child "may be effected by making the changeling laugh or by torturing it; this latter belief was responsible for numerous cases of actual child abuse".
The changeling was converted into the stock of a tree by saying a powerful rhyme over him, or by sticking him with a knife. He could be driven away by running at him with a red-hot ploughshare; by getting between him and the bed and threatening him with a drawn sword; by leaving him out on the hillside, and paying no attention to his shrieking and screaming; by putting him sitting on a gridiron, or in a creel, with a fire below; by sprinkling him well out of the maistir tub; or by dropping him into the river. A mother had her child taken from the cradle by elves. In its place they laid a changeling with a thick head and staring eyes who would do nothing but eat and drink. In distress she went to a neighbor and asked for advice. The neighbor told her to carry the changeling into the kitchen, set it on the hearth, make a fire, and boil water in two eggshells. That should make the changeling laugh, and if he laughs it will be all over with him. The woman did everything just as her neighbor said. When she placed the eggshells filled with water over the fire, the blockhead said: Now I am as old As the Wester Wood, But have never seen anyone cooking in shells! And he began laughing about it. When he laughed, a band of little elves suddenly appeared. They brought the rightful child, set it on the hearth, and took the changeling away.
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According to the popular belief of changeling, malformed and retarded children were likely not human at all, but rather the offspring of some demonic being, offspring that could be neglected, abused, and even put to death with no moral compunctions. It was then easier for the unfortunate families to get rid of the abnormal child that represents a burden in those hard times. Deformities Many of the deformities in children are attributed to the Fairies. When a child is incautiously left alone by its mother, for however a short time, the Fairies may come and give its little legs such a twist as will leave it hopelessly lame ever after. To give them their due, however, they sometimes took care of children whom they found forgotten, and even of grow up people sleeping incautiously in dangerous places.
Summon Shadow Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or shadow beasts Or Yellow 0 Remain in Play Summon a shadow
Common Battle Axe
Summon Shadow Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or shadow beasts Or Yellow 0 Remain in Play Summon a shadow
Common Battle Axe
Summon Shadow Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or shadow beasts Or Yellow 0 Remain in Play Summon a shadow
Common Battle Axe
Summon Shadow Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or shadow beasts Or Yellow 0 Remain in Play Summon a shadow
Common Battle Axe
Invisible Illusions
Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Any one character becomes invisible
Common Battle Axe
Invisible Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Any one character becomes invisible
Common Battle Axe
Invisible Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Any one character becomes invisible
Common Battle Axe
Invisible Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Any one character becomes invisible
Common Battle Axe
Fog of Cloaking Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Place the Fog Template anywhere within sight of the spell caster
Common Battle Axe
Fog of Cloaking Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Place the Fog Template anywhere within sight of the spell caster
Common Battle Axe
Fog of Cloaking Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Place the Fog Template anywhere within sight of the spell caster
Common Battle Axe
Fog of Cloaking Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Remain in Play Place the Fog Template anywhere within sight of the spell caster
Common Battle Axe
Misdirect Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Interrupt Force a ranged attack aimed at the spell caster to instead target any one character of your choice who is within 6” of the spell caster
Uncommon Battle Axe
Misdirect Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Interrupt Force a ranged attack aimed at the spell caster to instead target any one character of your choice who is within 6” of the spell caster
Uncommon Battle Axe
Misdirect Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 0 Interrupt Force a ranged attack aimed at the spell caster to instead target any one character of your choice who is within 6” of the spell caster
Uncommon Battle Axe
Summon Shadow Beast Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Summon a shadow beast
Uncommon Battle Axe
Summon Shadow Beast Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Summon a shadow beast
Uncommon Battle Axe
Summon Shadow Beast Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Summon a shadow beast
Uncommon Battle Axe
Shadow Blade Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Summon a shadow blade, which hits like magical weapon and always hits as if the target had no armor
Rare Battle Axe
Shadow Blade Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Summon a shadow blade, which hits like magical weapon and always hits as if the target had no armor
Rare Battle Axe
Shadow Terrain Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Place a 4” terrain of your choice anywhere on the battlefield
Rare Battle Axe
Shadow Terrain Illusions Have the spell caster make 4” move And Play another War Band Card on this spell caster, or on one of his or her summoned shadows or Shadow beasts Or Yellow 1 Remain in Play Place a 4” terrain of your choice anywhere on the battlefield
Rare Battle Axe
Illusionist Illusions
Have the spell caster make 4” move And Play another War Band Card on this spell caster Or Yellow 1 Interrupt Void any one attack just made against the spell caster
Unique Battle Axe