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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,
avalon@comstar-games.com
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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6
10
15
17
21

Page 25
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Page 27
Page 29
Page 31
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33
34
36
38

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
its the game that got me started as a game nut. I have
written before about this game and me and my Dad, so
I wont 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. Its the original, it
spawned a whole gaming industry and for good or
bad, its 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 havent 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 Metegamings 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!!!

Available
now at
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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.

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.

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 Hitlers
closest affiliates, one of whom
helped cremate the Fuhrers 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 Europes 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
Hitlers deal
with the
alien gods?


Not much.

Then let me fill you in


on the terrible secret of
the Nazis rise.


It wasnt 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 Fuhrers 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 Hitlers instructions.
The Hitler-thing seemed interested solely in
opening some sort of gateway between the
earth and somewhere else. The free the
Elder Gods.

Thisthis does not


sound like very good
odds.


I wont lie to you; it is very unlikely


that we will stop these creatures from
crossing overbut 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.


Marks 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:

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:

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.

Andres Canals
We have some great art for you this month from yet another great artist.

17

18

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
andacai@hotmail.com
http://www.bluewave.fsnet.co.uk/

19

20

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)

21

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)

22

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.

23

UpcomingreleasesbyAvalonGames
supportingtheIn:initeFuturessystem.
!

In:initeAliens2.ThenextintheIn:initeAliens
series10fullydetailedalienracesfor
useasPCsorNPCencounters.
!

!"#$"%&"&'(#)*'*+(,#-./0",&1"#

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

In:initeMysteries.BringsomemagicintotheFuturewith
thisgreatexpansion.Newclasses,feats,
andmagicalpowers.
In:initeStarships.ArevisionofAvalonGames
popularD20starships,thisversionbringsthat
greatproductinlinewithIn:initeFutures.
Newshipsandfullcolordeckplans
areincludedinthisversion.
!

Pandemic.Thefuturemaynotbeasbrightaswehoped.
Theworldhavebeenoverrunwiththeinfected,andthe
fewthatareimmune,arenowfoodforthehungrysick.
TheRoadmeets24Daysinthisdark,
grittysettingfortheIFsystem.

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.

25

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.

26

Battle
Axe
Thismonthwecontinuewiththereleaseonewmagiccards.Awholenewschoolof
magictooverpoweryourfoes.
Thefullsetcanbefoundinthefreesectionofthisissue.

!
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

27

Have a magical summer with Avalon Games

Become Fan of Avalon Games


and join our Newsletter. In each
issue we offer insights into
Avalon Games, the people that
make it a great little publisher
and all sorts of free stuff, special
offers and access to Fan Special
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site at, www.avalon-games.com
and sign up.

SpesMagnaGames
AffordablePDFsfor
StrongerGames
Availableat
DriveThruRPGandPaizo.com

28

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.

29

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...

30

!
Hes seen it all, the Old TSR Geek has played it, seen it, been
to the first Gencon and to every one since. Yep hes 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 its 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.
!

31

Available
now at
RPGNow, E-23,
Pazio
and other
great online stores.

Dragons 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.

2
3

1: Yivvith-Mon
2: Tull-Mon
3: Ashmargurth-Mon
4: Fig-Mon
5: Durith-Mon
6: Carirren-Mon
7: Dullon-Mon
8: Sherith-Mon
9: Shurrath-Mon
10: Charth-Mon
11: Qui-Mon
12: Verth-Mon
13: Narrowmith-Mon
14: Burith-Mon
15: Xerim-Mon
16: Kith-Mon
17: Ashamr-Mon
18: Xermith-Mon

6
8

10

11

13
12

16

14
17

15
18

MorestuffforIn:initeFuturesthis
monthwiththereleaseofIn:inite
Mechas.Moremechagoodies,anew
prestigeclass,featsandgear.Yepits
amechaloversdream.

Arcanaisrunningstrongandwehave
anewjournalscomingoutthis
month.Thewesternreachesseesthe
lightofdayforthenextfewmonths
withthisandforthcomingjournals.

34

CoursewehaveanewHowTobookthis
monthwiththesecondintheserieslooking
atfantasyRPGclasses.
AnewS&Gsettinghitsthismonthaswell,
Magitakesusintothehiddenwarbetween
modernmagesandtheirelementalties.
Quitethebitoffunwiththisone.
!

Omar
Hessian

Itzumi Moa

Ivan Rastin

Moreartwithclipartcollection2,clip
artcharactersandothergreatart
fromyourfriendsatAvalonGames
Ofcoursenomonthwouldbe
completewithoutdomenew
path:inderstuff.Wehaveanew
adventures,encounter,treasure
andmagicissuethismonthforyou,so
getyourgameonandhavesomefun.

35

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 TSRs 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 Broms 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

36

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
Hemdog560@hotmail.com.
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, its geared to much towards Avalons 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 cant stand it to 5, love it)
Behind the Game
Junkyard Wars cartoon strip
Fiction (Any)
Artist Showcase
S&G
Battle Axe
Leviathans
Arcana
Marks Musings
Raging Swan
Avalon Pathfinder
Cool Stuff
Whats New Previews
Map of the Month by Claudio

Terror

40

Terror

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Hive

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"

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$  
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Health


Gear:
0


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.

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.

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

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