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An Avalon Games Product, All rights


reserved, Version 1.0, 2011
Game Geek, Issue 21, Sept 2011
All comments, suggestions and
contacts can be made at
Avalon Games,
avalon@comstar-games.com
Or visit
Avalon Games at
www.avalon-games.com

Some 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,
Nova Blast part 2 ...................................................................................................
Coral Throne
Chapter XII ...................................................................................................................
Junkyard Wars,
Strip #21 .............................................................................................................
Raging Swan Gaming ...
Avalon Pathfinder ................................................................................................................
Dept 13 Comic, Issue #6 ......
Multi-Verse ,,,.....................................................................................
Artist Spotlight ..
Battle Axe .........................................................................................................
Geek Profile .
Reviews ..................................................................................................................................
Cool Stuff ...............................................................................................................................
Whats New ............................................................................................................................
Arcana
Free Stuff ....

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10
11
17
19
25
27
32
35
36
38
39
41
44

Making a living versa having fun.


Many of you have heard this before, but its near impossible to make a living as an e-publisher. Avalon does very well
in this biz; we are one of the tops ten e-publishers out there. Still we dont make nearly enough for me to quit my job
and do this full time. I dont know too many folks out there that can say they are making a good living by doing this.
Running a small e-publishing house is a lot of work, many hours and some aggravation. Still I do it for one reason. Its
fun. If I never make a dime on this venture I would still be putting out game. Hell for years I did just that, creating
board games that just me and my friends played. For many more years I designed play by email games, which had a
large following. Now I sell my games, but I would still be doing it even if I did not make some sort of profit on them.
In the end its just about making fun games and having fun doing it.
So play a good game and have some fun with your friends.

Nova Blast Preview


Part 2
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Coral Throne
Chapter XII

Isadora saw Tommus walking toward her as she toured


the garden. She had needed time to think over what
Silvia had told her in the little chapel to the future. Here
in the strong sunlight of the open gardens Isadora felt
free of some of the worries that had come upon her in
that closed space. The palace gardens were quite
extensive, trailing off to the north of the palace and the
grounds about that end of the great wall. Here near the
sea wall stood the stables and the little path that lead to
the stairs and iron gate that she had used to leave Silvias
alcove and water filled basin. From there she had walked
the flag stone covered path out from behind the stable
and past the small smithy located in the north east corner
of the palace, along the sea wall. From there the gardens
opened up, Isadora walked there now, through the tree
lined paths and among the flowerbeds.

So as you had shown some interest in seeing the


library, he continued on. I thought to invite you
along. Isadora smiled; she would love to get out of the
palace she thought. Looking over at the gathering of
gossiping woman near by, all of whom made it a point to
avoid Isadoras eyes, but still continued to speak in low
whispers about her. I would love to go with you, she
said.

Isadora. Tommus called, waving a hand to get her


attention. He walked past a small group of courtly maids
as they stood gossiping near by, no doubt about Isadora
and her exploits. Isadora stopped and waited for the
young man to catch up.

Thank you, Isadora called as Tommus rushed off. I


will meet you at the front of the palace in a hours time.
She then, rushed off to find Sammual.

Maxis needs some information from the library, and has


asked me to go fetch it for him, Tommus told her. He
was a bit out of breath as he stood next to Isadora.
That's me, Tommus laughed, trained conjurer, skilled
warrior and prince, but now little more then the fetch boy
to the pretend lord of the realm. Isadora had to smile
with him at the joke. He had such a sunny manner, so
different then most of his other siblings. Only Paula
seemed to share his moods of laugher.

Isadora caught her husband as he was exiting the council


room. He was dressed in his naval uniform, Kimn close
behind on his heels. Both men stopped as she walked up
to them. Isadora gave Kimn a hard look and then turned
to Sammual, he handsome in his blue and black uniform
she thought.

Tommus smiled. Good, I will fetch us a carriage then.


Meet me in front of the palace in an hour. As he turned
to go Isadora reached out to stop him. Have you seen
Sammual around?
Aye, I just left him with Maxis. They are in the council
room.

**********

Can I talk to you? Alone please, she said, looking at


Kimn. The little giant bowed and left, smiling at Isadora
as he did so.

We need to talk, she said turning back to Sammual


again. He looked down at his feet and shuffled about a
bit nervous and then nodding in agreement. Yes
tonight. I, he tried to continue on, I am sorry about
how I have behaved.
She smiled at his efforts to be nice. I am sorry too, she
said, reaching up to kiss him, happy that they had put the
hard time behind them.
I am going to the library with Tommus, so I do not
know when I will be back, but tonight we will talk it all
out. I love you, she told him as she kissed him again.
Sammual smiled down at her and patted her rear. Have
fun then, he offered. As he walked away Isadora pouted
a bit. He had not said it, told her he loved her. She
fretted about this as she watched him turn the corner of
the hallway, meeting up with Kimn as they both
continued on their way.
*********
Isadora stood without a word as she looked up into the
great open space that was the main library of Avieragon.
Even in her home up north, she had heard of the great
library of Avieragon and had dreamed of seeing it
someday. All about walked sages and scholars, countless
numbers of them it seemed. The great hall was open to
any that wished to enter, while aids and scribes moved
about helping and offering their services.
Quite the place is it not, Tommus said. I actually like
coming here, he said as he guided her along. They
passed one sage after another as they walked into the
great chamber. Many of the sages had with them
attendants who trailed behind, each carrying arms full of
books and scrolls. Isadora stopped to look up into the
vaulted ceiling over their heads, for above great beams of
stone held up the dome of gold. Along the walls ran case
after case of books, scrolls, tablets and texts. In the
middle of the massive chamber lay more shelves of
books. She had never seen so many books, so much
effort placed into storing the lore they held. It was truly
one of the wonders of the world.
Now I will leave you to have a look around, Tommus
said. I am off to find the information Maxis sent me
after. If you need help finding anything, grab one of the
attendants and ask. Tommus then waved good-bye and
rushed off.

Isadora just stood there for a moment, taking it all in.


Soon enough and elder gentleman approached her, he
bowing deeply and respectfully. My ladyship, I hope I
am not imposing, he said, bowing again. I noticed that
you were alone, the prince having left your side. If you
need a guide, I would be more then happy to assist you.
Thank you, that would be so nice. I am Isadora, she
said smiling and holding out her hand in a greeting.
I know who you are milady, he offered, puffing himself
up, proud of his skills at identifying the royalty of the
realm.
Then you have me at a disadvantage, for I do not know
your name.
I am Barnibus your highness, the chief librarian, he
offered with another bow, Isadora laughing at his stiff
and uncomfortable pose. Good sir, you are too polite.
If you continue to bow to me all the time, I will only be
able to recognize you by the top of your bald head.
Barnibus smiles at that and rubbed the top of his hairless
head. Thank you my lady, I fear my back would not
take another, he complained with a smile, arching his
lower back to relieve some of the strain. Now, how may
I help you? Do you seek a specific book, or are you
more interested in some more general topic?
I dont know, she pondered, at a lose as to where to
star, this is the first time I have been here. Its so huge, I
never dreamed that this many books even existed in the
world. Turning about Isadora tried to gather another
look at the library. Barnibus smiled. Then good lady,
you have much more to be amazed at. This is the
greatest collection of lore in the world. Centuries have
been spent in the gathering of the wonders about you.
Texts as old as the Monoliths of Guidord lie within our
vaults, he said with pride. Which I believe predates
even Avieragons own glorious history. It was clear that
the man lived for the books and lore that were stored
here. Isadora could understand as she too had a passion
to read, to learn of places far away and events out of the
deep past. She had so little access to books over the
years though, no more then a few hundred resided within
her fathers entire realm. She had read almost all of
those. The harsh winters offering plenty of time to read
and learn, the trading of books quite common among the
lords and ladies of her homelands.
Now then, he said taking her arm in his own. Shall
we start with a tour, or do you wish to have me lead you
to a particular section or style of work..

She thought on the matter a moment. What about the


history of our fair realm? She asked, wishing to learn
more about the people of Aviergon and their past.
Barnibus smiled a broad grin. A historian at heart, I like
you more and more with each passing moment your
highness.
Then you will like me even more after you stop calling
me Your Highness and start calling me Isadora.
Barnibus nodding his head, a smile once more coming
over him, he taking her offer with a bit for pride. The
royalty of the realm were not so familiar with their
subjects as Isadora was and she had found her friendly
manners went a long way to winning over the common
folk. The two continued down a few isles of bookshelves, some so tall it took a ladder to reach the top of
the stack. Finally they entered a side chamber where
more books were held. Here there were fewer scholars,
only a hand full sat about at several tables used for
reading. All made it a point not to stare at her when the
two entered, but Barnibus puffed up all the more, his
place assured for months in the gossip of the library and
its caretakers.
Now here we have most of the texts concerning
Avieragon and its long history, Barnibus offered. Are
you looking for something in general or a more specific
period? I could suggest the treatise that Yorbo Mon did
in the fifth age on the brothers war, or possibly my own
work on the royalty of past days and their many
exploits.
Both please, Isadora said, sitting down at a long table,
it already covered in books. Barnibus hurried off to fetch
the works, returning soon enough with more then the two
he had offered. I dont think I can read all those today,
Isadora said with a smile.
No need, Barnibus offered. You may take them with
you, after all they all belong to the queen.
You mean all of these book, the whole library is part of
the royal holdings? Isadora asked, a bit surprised. I
thought the library was a part of the city, belonging to the
realms people.
No, all of it is the property of the queen, Barnibus said.
Of course she allows us common folk to use the library
at her pleasure. Still it does all belong to her, each and
every book, scroll and tablet.

Then I will take care of them and see that they are
returned after I have finished with each, she said,
looking through a few of the books. All were large texts,
some with hand drawn pictures. Each was written by
hand, a lifetime of work, toil and love. In some ways she
thought, they were a bit of immortality for the author, a
way to carry their name on into the future. Looking back
up to Barnibus she asked another question. What of the
palace, do you have anything on it, floor plans or the
like? The place was such a maze she thought. A simple
map would go a long way to her finding her way around
it.
Aye, he offered. We have the original blueprints, as
well as many other works on the great palace of
Avieragon. Would you care to see them?
Yes, that would be nice. Can I leave these here.
Isadora asked, pointing to the small mound of books he
had brought her already. Aye, I will have a minor
liberian wrap them and have them sent to the palace
today.
Taking her arm once more the two walked out of the
chamber and down several halls, finally coming to a
smaller chamber, this one locked.
We keep the more valuable and older works here, he
said. Bringing forth a large key he opened the door.
Isadora noted a musty smell to the room, like mold and
dust mixed and left to sit for years on end. She looked
upon the stacks of old texts, some little more then folios
of loose papers placed together. Here we go, Barnibus
told her, leading her over to a small stack of books. Each
was duct covered and old; some of the leather on the
bindings cracked and dry as old leaves. Pulling a large
folio from the shelf Barnibus took it over to a table and
opened it. Within lay hand drawn details of the palace,
as it had been when first built ages ago. She looked at
the papers before her, running her hand over the aged
papers before her. A sense of the palaces history and age
came over her as she looked down upon how the great
structure had looked when first built, those many years
ago.
Odd that you would look at the same folio as the
prince, Barnibus mused as he stood near the table were
Isadora sat. I do not believe another two people have
seen these blueprints more then a hand full of times
within the past few decades.

Someone else looked at these recently? She asked looked up from the folio.
Aye, just last month prince Lessiter was here. He spent several hours looking through this and other works. I
assisted him myself, said Barnibus as he looked over other works in the shelves beside the table. Isadora turned back
to the papers loosely stacked in the leather folder. What could Lessiter have been looking for here among these
drawings? She flipped through the papers, one at a time, looking at each in turn, spending long moments search each
for some clue. They all were done by hand, each drawn out with precise details, showing the placement of walls,
windows and stairwells. Wait she thought to herself as she came to one of the final pages, here on this map of the
basements. One area was circled in black ink, which itself was much darker then the other ink lines on the paper.
Clearly it had been drawn recently, well after the drawing themselves had been done. Turning to Barnibus Isadora
smiled. That will be all for now I think. Standing she folded the papers back into the leather cover and handed it
back to Barnibus. As she did so she asked one more question. Do you have any other works by the man that drew
these blueprints?
Aye, we have his original diary, Barnibus said. He then placed the folio back into the bookshelf and reached up to
pull down another text. This was a small leather bound book; thick and wrapped in an old bit of silk ripen. Barnibus
handed it to her. Looking inside Isadora saw that the script was by the same hand that drew the pictures she had just
seen. Within were many more small drawings, calculations and notes on his work. Can I take this with me? She
asked.
Barnibus thought on a bit and then nodded his head. We are not suppose to loan out these works, but of course being
one of the royalty and all, I cannot see why we could not make an exception in your case.
Isadora thanked him and left the room, carrying the small book at her side. She meant to study this diary fully and see
if she could not figure out what Lessiter was up to. Thanking the librarian, she took her leave then, returning to the
main chamber to find Tommus waiting for her, ready to return to the palace.

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Bot treads.
Wait, Shhhhh., I hear something.
We best find
somewhere to hide.
What?

Now be quiet.

Kill, Kill, Kill

10

The Undead
By Creighton Broadhurst, Publisher at Raging Swan Press
The shambling undead can be encountered almost anywhere; underground they lurk in ancient
crypts and corrupted fanes while above ground they could be the spawn of some fell
necromancer who has unleashed them upon the surrounding countryside or the slain warriors
of an ancient battle returned to wreck their revenge on the living.
This short article provides the time-crunched GM with the tools to create many interesting
encounters with these undead without spending hours creating stat blocks for creatures that
will likely not survive very long. When designing an encounter featuring undead decide the
EL and then simply select or randomly determine which group of monsters the PCs face.
The encounter groups below feature undead of predominantly human origin.
EL 1 ENCOUNTERS
(XP 400)
!
Human Fast Zombie (2)
Human Skeleton (4)
EL 2 ENCOUNTERS (XP 600)
Human Fast Zombie (1), Human Skeleton (3)
EL 3 ENCOUNTERS (XP 800)
Human Fast Zombie (4)
Heavy Horse Skeleton (1), Human Fast Zombie (1)
EL 4 ENCOUNTERS (XP 1,200)
Human Skeleton (3), Heavy Horse Skeleton (2)

11

HUMAN FAST ZOMBIE


CR 1/2 (XP 200)
The putrid stench of death emanates from this
shambling corpse. The creature's pale flesh is
rotting from its body and it regards you with
dull, hate-filled eyes.
NE Medium undead
Init +2 Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 40 ft.
ACP 0; Acrobatics +2 (+6 jumping)
AC 14, touch 12, flat-footed 12; (+2 Dex, +2
natural)
Immune undead immunities
Fort +0, Ref +2, Will +3
hp 12 (2 HD)
Space 5 ft.
Base Atk +1; CMB +4 CMD 16
Melee slam +4 (1d6+4)
Atk Options quick strike
Quick Strike (Ex) Whenever a fast zombie
makes a full-attack, it can make one additional
slam attack.
Abilities
Str 17, Dex 14, Con -, Int -, Wis 10, Cha 10
Feats Toughness

HUMAN SKELETON
CR 1/3 (XP 135)
This animated skeleton wears a rusted chain
shirt but its longsword is yet sharp and deadly.
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft.
ACP -2
AC 16, touch 12, flat-footed 14; (+2 Dex, +2
armour [rusted chain shirt], +2 natural)
Immune mind-affecting effects, death effects,
disease, paralysis, poison, sleep effects,
stunning, nonlethal damage, ability drain,
energy drain, damage to physical abilities,
exhaustion, fatigue, massive damage, any effect
requiring a Fortitude save (unless it affects
objects or is harmless), cold
Fort +0, Ref +2, Will +2
hp 5 (1 HD); DR bludgeoning/5
Space 5 ft.
Base Atk +0; CMB +2 CMD 14
Melee longsword +2 (1d8+2/19-20) and claw
-3 (1d4+1)
or
Melee 2 claws +2 (1d4+1)
Abilities
Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Feats Improved Initiative

12

!
HEAVY HORSE SKELETON
CR 1 (XP 400)
Shreds of rotting flesh hang from skeleton of
this large horse.
NE Large undead
Init +9; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 50 ft.
ACP 0; Acrobatics +5 (+13 jumping), Stealth
+1
AC 16, touch 14, flat-footed 11 (-1 size, +5
Dex, +2 natural)
Immune cold, undead immunities
Fort +0, Ref +5, Will +3
hp 9 (2 HD); DR bludgeoning/5
Space 10 ft.
Base Atk +1; CMB +7 CMD 22 (26 vs. trip)
Melee bite +5 (1d4+5) and 2 hooves +0
(1d6+2)
Abilities
Str 20, Dex 20, Con -, Int -, Wis 10, Cha 10
Feats Improved Initiative

The encounter groups below feature undead of humanoid origin.


EL 1 ENCOUNTERS (XP 400)
Bloody Goblin Skeleton (2)
EL 2 ENCOUNTERS (XP 600)
Bloody Goblin Skeleton (1), Wolf Skeleton (1)
EL 3 ENCOUNTERS (XP 800)
Ogre Plague Zombie (1), Bloody Goblin Skeleton (1)
EL 4 ENCOUNTERS (XP 1,200)
Ogre Zombie (1), Ogre Plague Zombie (1)
Bloody Goblin Skeleton (2), Wolf Skeleton (2)

13

OGRE ZOMBIE
CR 2 (XP 600)
Rotting flesh hangs from the corpse of this
shambling giant. Thick muscles bunch and
quiver as it raises its fists menacingly toward
you.
NE Large undead
Init -2; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft., base speed 40 ft.; staggered
Staggered (Ex) A zombie has poor reflexes and
can only perform a single move or standard
action each round. If it charges, a zombie can
move up 30 ft. and attack in the same round.
ACP -3; Stealth -9
AC 14, touch 7, flat-footed 14 (-1 size, -2
Dex, +4 armour [hide], +3 natural)
Immune undead immunities
Fort +2, Ref +0, Will +5
hp 33 (6 HD); DR slashing/5
Space 10 ft.
Base Atk +4; CMB +11 CMD 19
Melee slam (reach 10 ft.) +9 (1d8+9)
Abilities
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Feats Toughness
!

OGRE PLAGUE ZOMBIE


CR 2 (XP 600)
Rotting flesh hangs from the corpse of this
shambling giant. Thick muscles bunch and
quiver as it raises its fists menacingly toward
you.
NE Large undead
Init -2; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft., base speed 40 ft.; staggered
Staggered (Ex) A zombie has poor reflexes and
can only perform a single move or standard
action each round. If it charges, a zombie can
move up 30 ft. and attack in the same round.
ACP -3; Stealth -9
AC 14, touch 7, flat-footed 14 (-1 size, -2
Dex, +4 armour [hide], +3 natural)
Immune undead immunities
Fort +2, Ref +0, Will +5
hp 33 (6 HD); death burst
Death Burst (Ex) When a ogre plague zombie
is destroyed it explodes in a burst of decay. All
adjacent creatures are exposed to zombie rot as
if struck by a slam attack
Space 10 ft.
Base Atk +4; CMB +11 CMD 19
Melee slam (reach 10 ft.) +9 (1d8+9 plus
zombie rot [DC 13 Fortitude {2 consecutive
saves}; onset 1d4 days; frequency 1/day; effect
1d2 Con {this damage cannot be healed while
the creature is infected})
Abilities
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Feats Toughness

14

BLOODY GOBLIN SKELETON


CR 1/2 (XP 200)
Covered in blood and gore this goblin skeleton
yet wears its noisome, blood-drenched leather
armour and clutches a short sword in its bony
grip.
NE Small undead
Init +7; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft.
ACP -1; Ride +10, Stealth +10
AC 17, touch 14, flat-footed 14 (+1 size, +3
Dex, +2 armour [leather], +1 natural)
Immune cold, undead immunities
Fort +2, Ref +3, Will +2; +4 channel resistance
hp 6 (1 HD); fast healing 1; DR bludgeoning/5;
deathless
Deathless (Su) The bloody goblin skeleton is
destroyed when reduced to 0 hit points, but
returns to unlife 1 hour later at 1 hit point,
allowing its fast healing to resume healing it. A
bloody goblin skeleton is permanently
destroyed if it is destroyed by positive energy,
if it is reduced to 0 hit point in the area of a
bless or hallow spell or if its remains are
sprinkled with a vial of holy water.
Space 5 ft.
Base Atk +0; CMB -1 CMD 12
Melee short sword +1 (1d4/19-20) and claw -4
(1d3)
or
Melee 2 claws +1 (1d3)
Abilities
Str 11, Dex 17, Con -, Int -, Wis 10, Cha 14
Feats Improved Initiative
Gear as above

WOLF SKELETON
CR 1 (XP 400)
White bone gleams bright beneath patches the
moulding black fur of this skeletal wolf.
NE Medium undead
Init +7; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 50 ft.
ACP 0; Acrobatics +3 (+11 jumping)
AC 15, touch 13, flat-footed 12 (+3 Dex, +2
natural)
Immune cold, undead immunities
Fort +0, Ref +3, Will +2
hp 9 (2 HD); DR bludgeoning/5
Space 5 ft.;
Base Atk +1; CMB +2 CMD 15 (19 vs. trip)
Melee bite +2 (1d6+1 plus trip)
Trip (Ex) A skeletal wolf can trip its opponent
as a free action without provoking an attack of
opportunity if it hits with its bite. If the attempt
fails, the skeletal wolf is not tripped in return.
Abilities
Str 13, Dex 17, Con -, Int -, Wis 10, Cha 10
Feats Improved Initiative

15

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Avalon
Pathfinder
Guardian
A guardian is sacred watchmen or some holy or arcane relic or site, a bodyguard or other
keepers of a holy secret or oath. Guardians are called different things in different cultures
but they are all experts at self-defense and security. Guardians rely on observation and tactics instead of brute force. Many guardians serve as elite law enforcement officers or
guards for important officials.
Characteristics: Guardians are proficient with simple weapons, all non-lethal weapons,
and martial weapons. The guardian is also proficient with light, medium, and heavy armor,
as well as all shields. Guardians are tough and tenacious combatants that are difficult to
surprise. Over time guardians develop their combat techniques and become even more
dangerous.
Background: Most guardians hail from realms or
cultures with advanced arcane or religious orders and
institutions. In these cultures and realms they serve
as keepers of the truth, watch guard of holy rites
and sacred relics. They are often chosen form
the best warriors and noble family, and it is
often seen as an honor to be called on of
their order.
Prerequisites:
BaseAttackof+2
PerceptionSkillRankof4

17

Hit Die: d10


Class Skills
The guardian's class skills and their related abilities are; Diplomacy (Cha), Intimidate (Cha), Knowledge (military)
(Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex)
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill points at each additional level: 6 + Int modifier
Class Features
All of the following are class features of the guardian;
Weapon and Armor Proficiency: The guardian is proficient with simple weapons, all nonlethal weapons, and
martial weapons. They are also proficient with light, medium and heavy armor, as well as all shields.
Damage Reduction: At 1st level the guardian gains the extraordinary ability to shrug off a certain amount of
damage. At first level the guardian ignores the first point of damage from each injury he suffers. Damage reduction
increases by +1 at levels 5 and 10.
Alertness: At 1st level the guardian gains Alertness as a virtual feat.
Bonus Feat: At 4th level the guardian gains a bonus feat from the Combat List. He gains an additional feat at levels
3 and 9.
Fearless Nature: Guardians deal with fear and intimidation as a part of daily life. At 2nd level he gains a +2 bonus
to all saving throws involving fear and a +2 to level checks to resist intimidation. This bonus increases to +4 at level
8.

Level
1
2
3
4
5
6
7
8
9
10

BaseAttack

+1

+2

+3

+4

+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5

Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

DefenseBonus

+1

+2

+2

+3

+3

+4

+4

+5

+5

+6

Special

Damage reduction 1/-, alertness


Fearless nature +2
Bonus feat

Damage reduction 2/-


Bonus Feat

Fearless nature +4
Bonus Feat
Damage reduction 3/-

18

The Nubian Witch has gone by many namesthe


Sphinx, Bast, Sekhmet. She has fooled them all as
she uses her supple body to make herself more
leonine and feral. Thousands have idolized her
with statues and paintings depicting her as she
wants. Her wisdom is profound, the way of the
powerful woman. It is no wonder those who see
her only reveal her nature rather than her true
self. For if other women were to recognize the
gifts all women have to change shape and rule
men, men would be lost.
Bad Baby Productions, 2011

Story by Jennifer Schoonover Art by Robert Hemminger

So we need to go to Maine.
Maine, why Maine?

The Nazis are looking


for one of the gates,

which they believe is


located under a
school in Maine.

Deep under the school


lies a chamber.

And how did you come by this


information Professor?
You would not believe me if I told you.
The information is valid though, you will
have to trust me on this.

Trust is a hard
thing to come by
in this business.
Bad Baby Productions, 2011

Art and Story by Robert Hemminger

Never the less it is


essential that you do.

We need to throw this into the gate


as it opens.

I know it sounds
insane, but yes
that is exactly
what I am
proposing.

We need to get there before


the Nazis open the gate.

A Rook! You want to wait until


the monsters are crawling out an
open doorway and then throw
rocks at them?

The Elder Gods have tried


time after time to escape their
limbo prison, but time after
time a select few brave men and
woman have stood against
their plans.
The priest of Atlantis tried in
their mad quest for power to
release the trapped alien
horrors and paid for their
crimes.

Nero burned Rome in an attempt to stop


yet another Gateway from being opened.
The cultist all burned as the city was
consumed with flames.

Now the Nazis try to free these alien


monsters and only we few within the
Dept 13 have a chance of stopping them.

Youre really not


going to tell me how
you came by this rock
and the information
on the Nazis plans.

No my dear, I am not.

You would think


after all we have been
through that we could
trust each other.

It is not a matter of
trust Agent D, but
one of security.

And
 if I told you then
you would be in grave
danger from the
source.

Hours later.

We will be coming
up on the high
school anything time
now Professor.

Well I would
have told you.
Hum,
and this
gateway is
hidden
under a
typical
high
school?


Well from what we could gather,


the site was once sacred place to
the local Indians.


Maybe they could


help us out?

No go, they all died of Small Pox back in the


frontier days.

Hum, I think we are in the right place.

Shame, they might


have shown us
what to look for.

Multi-Verse
Spaghetti Western
By
Steve Lopez
This month we will be bringing you the third part of Spaghetti Western, a brand new S&G setting. You will
find new characters, cards and counters in the Free Stuff of this issue.

25

Available
now at
RPGNow, E-23,
Pazio
and other
great online stores.
!"#$%&'&(#$)*$+,-$
!
!
!

Gordon Napier
We have some great art for you this month from yet another great artist.

27

28

29

Now this is a California Fairy if I


have ever seen one.

30

Gordon Napier is an artist based in Buckinhghamshire, UK. His subject matter ranges from mythological &
romantic themes to gothic horror. He has recently provided illustrations for the Dragon Warriors fantasy RPG
franchise, and also produced pirate ship and map images, and Ancient Egyptian character designs for two Facebook
based games. He has also produced sc-fi book cover artwork for a re-issue of 'Midway Between' by Warren
Norwood, to be published in the near future by Battlefield Press. His work may be seen online at
http://www.dashinvaine.co.uk and enquiries regarding illustration or fine art commissions may be made by email to:
giaour94@hotmail.com

Battle
Axe
MoremagicschoolcardsforyouthismonthwithEnchantinghittingthebattleKield.
YoucanKindthefulldeckinthefreesectionofthisissue.

!
Enchanted
Weapon
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical

Common
Battle
Axe

32

a Multi-genre horror rpg

Dont be a clown, play a game from Avalon and have a great time.

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 Edition products. Go
to our web site at,
www.avalon-games.com and
sign up.

SpesMagnaGames
AffordablePDFsfor
StrongerGames
Availableat
DriveThruRPGandPaizo.com

34

Historical map of WWII.

Some times he is a snob, because he plays a real


war game, but others know the truth, he just
likes to move his little tanks around. He cant
paint for shit, so he pays some other geek to do
that for him. Nope, he likes Flames of War just
fine; its all he plays.
Let the others move around their blocked,
ranked up goblins or their elder tanks, he has
Flames of War and hes just fine with that.

Strange template used in the


game.

Table set with all sorts of terrain.

35

By Megan Robertson
Altered Earth
By Chaos Trip Studios
Opening with a Setting Introduction, which
describes the variety of game types that you can
play in this bleak yet chaotic apocalypic
future-Earth, a setting rich with a wealth of
opportunity for those brave, perhaps vicious,
enough to sieze what they want and defend it
against all comers. The background is explained, a
gradual decline brought about by wars, economic
catastrophes and environmental damage: no single
apocalyptic event but a succession of disaster after
disaster that brought once-green Earth to its present
state of barren wasteland scattered with giant
city-fortresses ruled by warlords.
Scene set, Chapter 2: Races looks at, well, the
races available to players. The default is, of course,
human beings - as described in the 'Humans'
section of the Dungeons & Dragons 4e Player's
Handbook. However, if 'fantasy' elements are
required, the use of this ruleset means that the
D&D fantasy races are compatible - even if they
are explained away as aliens or from another
dimension within your game. Or there are other
options here: you might want to play an android,
for example, a robot with artificial intelligence that
has developed self-awareness... a process which
tends to end in insanity. The formulae of D&D 4e
have been used to good effect with such as 'Play an
XXX if you want...' and powers for androids being
renamed 'skill programs' - very neat retooling of
the ruleset to suit the game setting. You could also
pick a cyborg, a human with a lot of prosthetic
enhancement and replacement. Stranger are the
experimentals, subjects of mind or body altering
biological experimentation, and gene freaks, who
are genetically engineered humans, altered to excel
in one specific area. Strangest of all, perhaps, are
the risen, who have died and been restored to life
by technogical means.

!"#$%"$&'#"(#)%&
*)+$,-+./#%0&
1%&(2$&'.3&'4(43$&

Next, Chapter 3: Classes examines the different


career paths that characters can follow. Different
races tend to be better at different classes, but you
can enter whichever one that you wish. There are
three to choose from: athlete, diplomat and
specialist. Fantasy classes from D&D can also be
used, the most suitable being those that draw on the
martial or psionic power sources... unless you want
to go really fantasy, of course. Athletes excel in
melee, specialists in ranged combat, whilst
diplomats use their minds and their charms to
achieve desired outcomes. For each, a wealth of
exploits and other features enable you to customise
the character within these broad categories to end
up with whatever you want. It's clear that plenty of
thought has gone into these.

36

Chapter 4 then presents some paragon paths for


those who reach 11th level and choose to specialise
further. These are based on past history and
inclinations, not on any specific class, and all are
available to any character. Relic hunter, killer,
high-tech gladiator, free agent, king of the streets,
tunnel rat... it's the style in which you go about
your adventures, the areas in which you wish to
excel, that determine which, if any, you choose.
Race and class decided, on to Chapter 5: Skills and
Feats. There are two new skills - Psych and
Science - to equip your character to deal with the
world as it is now, as well as notes on how to adapt
existing D&D skills to the setting, in particular
how to use knowledge of nature to forage in the
wastelands. There are plenty of setting-specific
feats to choose from as well. This is followed by
Chapter 6: Equipment and Vehicles, so that you
can kit out your newly-created character. In this
setting, each fortress-city has its own currency,
often held in electronic format: fine whilst you stay
in one place, but what if you are visiting, or travel
around a lot - or just have to leave in a hurry? Once
you move on, electronic funds need to be
converted into something more tangible.
Precious metals and gems are a standard, of
course, but drugs, medicines and ammunition
are also popular. Then on to armour and
weapons, and more general gear including
medicines, food, and the various necessities
characters are likely to need. An interesting
point is that gear is defined as the stuff your
character has that makes a difference to his
being able to complete the adventure.
Services - from lodgings to those of 'sex
workers' and even a scale of bribes - and
vehicles are also included here.

Next is Chapter 7: Experiments. Here are


described several protracted procedures that
characters might wish to undertake. They fit an
analogous position to the 'Rituals' of D&D
although they can involve the use of a wide range
of skills. So if you wish to reanimate a fallen
character, or persuade one of those archaic
satellites to give you a view of the world from
space... here's how. A character sheet blank, and
off you go...
Despite the overview of the setting given at the
beginning, the GM is going to have to engage in
quite a bit of pre-game designing: surroundings,
personalities, as well as whatever adventure is to
take place. This work gives you the tools and a
glimpse at the setting, but more work is needed
before you will be ready to stride forth and
adventure in the Altered Earth. What is here is
good, clearly presented, consistently thought out...
but it feels almost as if there's a second part to the
book yet to come.

!"#$%&'&()*$!"#$+,-'*$
./&($0,12)'/3*$

!"#$%&'(&)$*+'
!"#$%#"&'"()'*+,-"$%.("&'/.01"$'%('2%(%"$3-,'
34%(5'"(6'7%53-,4'"()'4,$$%(5'.7'6.3-'#8..4%(59'

8$$+:;;<<<9=,5%.(("%-,>"0,49#.0'

!""#!""$$$%&'()*++,)-'.,/'0%1*/2

?@A'"()'+-%($'B,-4%.(4'"B"%&"1&,''

Cool Stuff
Barry Windsor Smith
By far one of my most favorite artists,
Berry Windsor Smith. Stunned my little
boy mind the first time I picked up a copy
of Marvels Conan. The lines, clean work
and detail overwhelmed me and still does
to this day. What draws me to his work
are the lines. Lines everywhere, almost
like they where thrown down at random,
but when they all come together they
form this wild scene. Details out of lines.
Here is a, link to his site
http://www.barrywindsor-smith.com/men
u.html

The next in our S&G genre games will be out


next month. You have had a chance to see it
all in this very issue, so go get the full version.

More Arcana this coming month with Journal


#28. We are almost done with the south with
this issue, and then move up to the Dark North
for some goblin fun.

39

A new edition of How to comes out with the


next in our series of How to Be a Great GM.

No month is complete without some


Avalon Pathfinder. New adventure,
encounter, magic and treasure await.

Some Super Hero


fun this month with
the release of Super
Hero based
Counters. More
super powers then
you can handle.

A little horror is good for you. Too much and


you turn into a Zombie. Heres some Zombie
art for you sick folks.

40

The ruins of Gam-Erith


As found in hex 32

 

  



$

'


%
&
#

(

)

*
#"

##
+

#  
$ 
  
%  
& 
 
' $!

   



( %
) &
*  
+  
#"   
##  

Enchanted
Weapon
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical

Common
Battle
Axe

Enchanted
Weapon
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical

Common
Battle
Axe

Enchanted
Weapon
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical

Common
Battle
Axe

Enchanted
Weapon
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical

Common
Battle
Axe

Enchanted
Armor
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one characters armor become
magical and thus reduce all attacks
made on this character by -1
Category

Common
Battle
Axe

Enchanted
Armor
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one characters armor become
magical and thus reduce all attacks
made on this character by -1
Category

Common
Battle
Axe

Enchanted
Armor
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one characters armor become
magical and thus reduce all attacks
made on this character by -1
Category

Common
Battle
Axe

Enchanted
Armor
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one characters armor become
magical and thus reduce all attacks
made on this character by -1
Category

Common
Battle
Axe

Enchanted
Missiles
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5

Common
Battle
Axe

Enchanted
Missiles
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5

Common
Battle
Axe

Enchanted
Missiles
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5

Common
Battle
Axe

Enchanted
Missiles
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5

Common
Battle
Axe

Enchanted
Boots
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Increase the movement of any of
character by +3

Uncommon
Battle
Axe

Enchanted
Boots
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Increase the movement of any of
character by +3

Uncommon
Battle
Axe

Enchanted
Boots
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Increase the movement of any of
character by +3

Uncommon
Battle
Axe

Enchanted
Winds
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Prevent any one character from
being able to fly

Uncommon
Battle
Axe

Enchanted
Winds
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Prevent any one character from
being able to fly

Uncommon
Battle
Axe

Enchanted
Winds
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Prevent any one character from
being able to fly

Uncommon
Battle
Axe

Rune
Weapons
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Make a single weapon become
magical and hit at +1 Category

Rare
Battle
Axe

Rune
Weapons
Enchanting
Have the spell caster make 4
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Make a single weapon become
magical and hit at +1 Category

Rare
Battle
Axe

Rune
Armor
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Make one characters armor become
magical and thus reduce all attacks
made on this character by -1 Category
The character is also immune to
bleeding and Stun results

Rare
Battle
Axe

Rune
Armor
Enchanting
Have the spell caster make 4 move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Make one characters armor become
magical and thus reduce all attacks
made on this character by -1 Category
The character is also immune to
bleeding and Stun results

Rare
Battle
Axe

Enchanter
Enchanting

Have the spell caster make 4 move


And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remove from the game any one
Remain in Play card

Unique
Battle
Axe

10

Babe

Special Abilities

(Ranchers)

1. Bear Hug
(Attack, 1)
See Description

34

4
Strength
Speed
Movement
Adrenal
Will

4
6/3
3
2
5

Health

Rancher

Special Abilities

(Ranchers)

1. Pistol
Range of 8

34

4
Strength
Speed
Movement
Adrenal
Will

3
5/2
4
2
5

Health

Babe

Rancher

Clancy

10

(Land Barons)

Special Abilities

1. Rifle
Range of 10

34

2. Command
(Move, 1)
See Description

5
Strength
2
Speed
7/5/2
Movement 5
Adrenal
2
Will
5

Health

Cowboy

(Land Barons)

Special Abilities
1. Pistol
Range of 8

34

5
Strength
Speed
Movement
Adrenal
Will

2
5/3
5
2
5

Health

Clancy

Cowboy

Joachin

15

(Solo)

Special Abilities
1. Pistol
Range of 8

2. Slippery When Cornered

33

(Move, 1)
See Description

3. Treacherous
(Attack, 1)
See Description

4
Strength
Speed
Movement
Adrenal
Will

2
6/3
5
6
5

Health

Sheriff Brown

10

(Solo)

Special Abilities
1. Pistol
Range of 6

2. Bad Eyes

33

(Special)
See Description

3. Command
(Move, 1)
See Description

5
Strength
Speed
Movement
Adrenal
Will

3
7/3
4
2
4

Health

Sheriff

Disruptor Pistol
(Base Range of 2, +1 Damage)
Power Claws
(-2 AS in melee)

Deputy

Special Abilities

(Solo)

1. Pistol
Range of 8

34

4
Strength
Speed
Movement
Adrenal
Will

2
6/3
4
2
5

Health

Special Abilities

Gunman

10

1. Rifle

(Solo)

Range of 10

34

4
Strength
Speed
Movement
Adrenal
Will

2
7/5
4
0
5

Health

Deputy

Gunman

Babe
(Ranchers)
A great bear of a man, Babe is Trey's older brother. Babe's easygoing nature is in sharp counterpoint to
his great size and strength. He's slow to anger, except when Trey hoodwinks him into another
harebrained adventure. Consequently, Babe avoids Trey as much as possible it's better for both of
them. In the case of the Texas valley war, though, Babe stands alongside Trey in support of the
beleaguered small ranchers.
Cost: 10
Attack: 4
Defense: 4
Strength: 4
Speed: 6 / 3
Movement: 3
Adrenal: 2
Will: 5
Health: 15

Special Abilities:
1. Bear hug (Attack, 1)
When Babe scores a hit with a melee attack, spend an Adrenal point to place the target in a powerful
bear hug. The victim will take two hits of damage automatically at the start of Babe's activation. This
damage will continue until Babe is knocked out or the bear hug is broken with a successful Strength
test. While hugged, the victim cannot make a move action and must remain in the square adjacent to
Babe (who also cannot move while the bear hug is in place).

Rancher
(Ranchers)
The first settlers of the valley were small cattle ranchers who were attracted by the area's lush grassland
and plentiful water. Unfortunately these attributes also make the valley desirable to the newcomer
Colonel Fitzroy, who wishes to run the small ranchers off and claim the valley as his own. Now the
ranchers are fighting not only for their property, but their very lives, against the ruthless cattle baron.
Cost: 5
Attack: 4
Defense: 4
Strength: 3
Speed: 5 / 2
Movement: 4
Adrenal: 2
Will: 4
Health: 11
Special Abilities:
1- Pistol 8 range
Special Rules:
Ranchers are non-unique characters. You may enlist as many ranchers on your force as you have points
available to spend.

Clancy
(Land Barons)
Clancy is the ringleader of the cowhands and toughs who work on the Fitzroy ranch. In the past,
whenever there was dirty work to be done, Fitzroy always relied on Clancy to finish the job. But the
Colonel's confidence in Clancy has lately begun to wane in light of all the new talent (strangers and
gunmen) flooding the area. Clancy, desperate to get back in his boss' good graces, has started to take
some foolhardy risks and long chances, courting disaster in his quest to show that he's still the top man
around when an especially nasty job needs to be performed.
Cost: 10
Attack: 4
Defense: 5
Strength: 2
Speed: 7 / 5 / 2
Movement: 5
Adrenal: 2
Will: 5
Health: 11
Special Abilities:
1- Rifle 10 range
2- Command (Move, 1) - Clancy may command cowboys (allowing cowboys to be played on a force
at the game's start) but can't provide them with free actions.

Cowboy
(Land Barons)
Colonel Fitzroy's ropers and wranglers have the reputation of being some of the toughest men around.
Under the leadership of Fitzroy and Clancy, the cowboys are the Colonel's foot soldiers in his
campaign to drive off the small ranchers via terror tactics (including murder).
Cost: 5
Attack: 4
Defense: 5
Strength: 2
Speed: 5 / 3
Movement: 5
Adrenal: 2
Will: 5
Health: 11

Special Abilities:
1- Pistol Range 8
Special Rules:
Cowboys are non-unique characters. You may enlist as many cowboys on your force as you have points
available to spend, but only as long as Colonel Fitzroy or Clancy are also a part of your starting force.

Joachin
(Solo)
Joachin is a career criminal with an impressive list of offenses covering the gamut from horse theft to
singing bawdy songs in the public square on a Sunday. Everything has a price; Joachin will do nearly
anything if the price is right and, not coincidentally, he has a price on his head. Both attributes make
him a very dangerous character.
Cost: 15
Attack: 3
Defense: 4
Strength: 2
Speed: 6 / 3
Movement: 5
Adrenal: 6
Will: 5
Health: 15
Special Abilities:
1- Pistol 8 range
2- Slippery When Cornered (Move 1) Joachin may pay one Adrenal to receive a bonus of +1 die
when rolling to disengage from combat.
3- Treacherous (Attack 1) Joachin may pay one Adrenal to make two ranged pistol attacks on the
same attack action (instead of one attack), even against characters which are adjacent to him.

Sheriff Brown
(Solo)
Sheriff Brown has found himself somewhat caught in the middle of the Texas valley war; though sworn
to uphold the law, Brown also realizes it's in the best interest of his continued health to side with
Fitzroy (at least occasionally). Consequently, Brown tends to vacillate back and forth between the
Fitzroy camp and the small ranchers, generally acting in his own self interest as it applies to any given
situation.
Cost: 10
Attack: 3
Defense: 5
Strength: 3
Speed: 7 / 3
Movement: 4
Adrenal: 2
Will: 4
Health: 11

Special Abilities:
1- Pistol 6 range
2- Bad Eyes Any ranged attack made by Sheriff Brown with any weapon has a maximum range of
six squares.
3- Command (Move 1) The Sheriff may use his authority to command deputies within his force.
When this ability is used, the Sheriff may activate any one character named Deputy on his force who
is within five squares. This activated deputy may perform one action. (Note that the deputy may still
take its normal actions when its activation comes up in the cycle.) The Sheriff may perform this ability

only one time per activation.

Deputy
(Solo)
The deputies of the town are well aware of Sheriff Brown's vacillating loyalties; this is a source of
frustration for those lawmen who take seriously their oath to uphold the law, and a source of
opportunity for those deputies who are not above taking a bribe or selling their services outright. A
deputy will consequently occasionally find himself and the sheriff on opposite sides in the midst of a
confrontation; this weakness of the town's law enforcement plays nicely into Fitzroy's long-range plans
to ultimately control the entire valley.
Cost: 5
Attack: 4
Defense: 4
Strength: 2
Speed: 6 / 3
Movement: 4
Adrenal: 2
Will: 5
Health: 11

Special Abilities:
1- Pistol 8 range.
Special rules:
Deputies are non-unique characters. You may enlist as many deputies on your force as you have points
available to spend.

Gunman
(Solo)
Any time an armed conflict erupts in an area where law enforcement is weak, mercenaries and selfstyled bad men come pouring out of the woodwork for a piece of the action. Some come for the
money. Some come for the chance to raise a little hell. No matter what the motivation, it's certain that
the local cemetery will soon fill up after the streets run red with blood.
Cost: 10
Attack: 4
Defense: 4
Strength: 2
Speed: 7 / 5
Movement: 4
Adrenal: 0
Will: 5
Health: 11
Special Abilities:
1- Rifle 10 range
Special rules:
Gunmen are non-unique characters. You may enlist as many gunmen on your force as you have points
available to spend.

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Avalons premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
orcs, or blast off into the cold hard future with space marines and aliens.




Weapons and Armor

'

Warlord Grom

Weapons
Scimitar
Dagger

Damage mod
+1
-1





Notes____
-

Special Abilities

(
'

)



 
 

As mod
-1
+0

Health
(
*#&
)
)
)

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Lamia

 



Major
Glory
Gyea



Battle Axe is a simple to play tabletop system for skirmish level


battles. Using cards instead of dice, you will find the game to be
less luck based and much more tactical in nature. The rules and
cards provide here will be enough to get you started, and new
characters and rule expansions are on the way so you can continue
to increase both the size and composition of your War Bands.




 
 








  

  



  
   


Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.

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