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Below are descriptions of the first 50 issues of Iridia, as well as the date of publication and the systems supported. To print your own copies, a duplexing printer is recommended.
October 8, 2007; Iridia No. 50;
Generic
At long last! Issue 50 is here. This week's offering features a comprehensive
index of all the articles published to date. I hope that this index helps you to
find your favorite articles and NPCs.As mentioned in this issue's
introduction, this will be the last single-sheet Iridia. (Since then, I have
changed my mind. Please listen to the podcast for details.)
October 1, 2007; Iridia No. 49; D&D
3.5
The notorious Kel Darbec returns. In this issue read about Numrikan, Kel's
storied blade. Art by Ed Bourelle and Daniel Williams. On the back page,
James Stubbs presents Daya, a skilled escort. She seduces, then robs her
unwitting victims, using their lust and penchant for drink against them. A
stat block and illustration is included for the lovely Daya.Art
by Mikhel Whelan.
September 24, 2007;
Iridia No.
48; D&D 3.5
One of my favorite third-party d20 feats is presented in this issue. The
Create Fetish feat allows primitive or artistically-inclined spell caster to
fashion a mystical charm. The fetishes remind me a great deal of Shadowrun,
which I think is great. Design by Christopher Jones. On the back page is a
disgusting villain ready to wreak havoc in your campaign. His name is Samuel Snells and he is a despicable blackmailer with sexual appetites that shock
the conscience. Art by Dan Smith.
September 17, 2007; Iridia No.
47; D&D 3.5
In the last issue you were introduced to a patrol of watchmen. But where do
those hard-working men and women go at the end of a shift? The Market Street
Station is a watch headquarters that overlooks a busy market square. This
issue comes with maps (1st
floor,
2nd floor)
of the station, as well as room descriptions. If you prefer, you can use the
station as a headquarters for a mercenary group or as a base for PCs.
September 10, 2007; Iridia No.
46; D&D 3.5
The town watch has quite a load on their shoulders. They investigate crimes,
handle disagreements between neighbors and club unruly drunks. It's quite a
life. In this issue of Iridia you'll meet a patrol of four watchmen,
complete with illustration and stat blocks. The next time the Rogue in your
campaign gets sticky fingers, you'll be ready with the long arm of the law.
Art by Jason Fletcher.
September 3,
2007; Iridia No. 45;
D&D 3.5
This week the Iridia
zine again travels to the
Freelands of Mirrym, this time to the Freecity. Hoist
a pint with the patrons of the Sleeping Sentry tavern, a rather exclusive
watering hole that caters to members of the City Watch. William Gale, the owner,
has his finger on the pulse of the city, but he won't disclose the juiciest
rumors and gossip to just anyone. Text by
Michael Hammes, art by
Christoffer
Saar, stat blocks and
map
by yours truly.
August 27,
2007; Iridia No. 44;
D&D 3.5
In the previous
issue, Samuel Keller's warehouse was detailed. This week you get to meet the man
himself. Samuel's biography and stat block are included, as well as an excellent
illustration by Ed Bourelle of
SkeletonKey Games. There's also an article on building an authentic campaign
history. Encourage the players in your campaign to write letters home that
detail their character's exploits. I also share some reader mail.
March 19,
2007; Iridia No. 43;
D&D 3.5
Small by the standards of most warehouses, Samuel Keller’s
business also differs in the type of items stored. Where most warehouses store
large amounts of bulk goods relatively low in value on a per item basis, Samuel
Keller offers customers a place to store their smaller, yet highly valuable
goods. In this issue you'll find a description of Keller's warehouse, map and
suggestions for use in your campaign.
March 12,
2007; Iridia No. 42;
D&D 3.5/Miniatures/GURPS 4e
On the front page is
a story about how getting lost can lead to gaming goodness. While wandering
aimlessly through an unfamiliar city, I happened upon the Japanese equivalent of
a 99 cent store. Inside the store were bargain bins that yielded some awesome
terrain. On the back page, my GURPS bestiary project continues. I went big last
week with an ogre, so I decided to go even bigger this week. The giant is an
imposing threat with a 7d/cr club attack. He can also lob rocks, cows or
unfortunate PCs.
March 5,
2007; Iridia No. 41;
D&D 3.5/GURPS 4e
The
"Chronicle of the Winter War" continues at long last. In this installment I
present Sir Loren, a brave knight who was first introduced in Iridia 8. Even
though Sir Loren knows that the glory of Mount of Celestia awaits, he is
reluctant to meet his end just yet. On the back page my GURPS bestiary project
continues. Even though the ogre weighs in at a meager 6 points, it packs a
serious punch. The ogre's -9 to reaction rolls ensures that it will leave a
lasting impression upon PCs!
February 26,
2007; Iridia No. 40;
D&D 3.5/Generic
"Faces in the Crowd"
is a regular feature that takes a look at NPCs from a homebrew setting. This
month you will meet Fletcher, a young archer who has lost his path in life. (You
read about his sister in Iridia 32.) Fletcher would make an excellent young
hireling for a party of adventurers. On the back page is another installment of
the "This, That and the Other Thing" random tables. Since I struggle to develop
interesting NPC personalities, I created 8 individuals that would be very easy
to role-play. These fellows will really leave a lasting impression!
February 19,
2007; Iridia No. 39;
D&D 3.5/Miniatures
"How does it feel to
get beat up by a girl?" This a question that Nicole - this month's Faces in the
Crowd NPC - frequently asks her victims. Preferring to fight with her fists,
rather than weapons, Nicole is an extortionist who works the Freecity of Mirrym,
which is located in the
Freelands
of Mirrym. Perhaps your
party has what it takes to bring her to justice? On the back page, the "I dream
in 25mm" column finally makes its return. In this installment you will learn how
to make a nifty battle-map designed to look like a
lava field. This terrain piece will be
perfect for infernal battles!
February 12,
2007; Iridia No. 38;
GURPS 4e
From
1997-98 I ran a GURPS campaign that lasted nearly 30 sessions. It was fantasy in
essence, but the addition of mecha, time travel, cloning technology and alien
invaders from another dimension gave the sessions a pretty weird flavor. Fun,
but strange. The goblins presented in this issue are one of the more tame
elements from the game. They were inspired by the goblins from SJG’s
Fantasy
Folk.
I tried to convert them to D&D 3.0 a few years back, but they just weren’t the
same. I think they came out pretty well this time around.
February 5,
2007; Iridia No. 37;
D&D 3.5/Generic
Another installment of "Exploring
the
Freelands
of Mirrym" awaits! The thriving town of Holsinger on
Streele is presented in this issue. On the front page is a history of the town, as well as a
description of the current political and economic climate. On the back page is a
map that can be used to guide you and your players through any number of urban
adventures. The six wards of Holsinger are briefly described to provide instant
flavor.
January 29,
2007; Iridia No. 36;
Star Frontiers/D&D 3.5
Gavin Light, who was introduced in
Iridia 19, returns. In this installment of "A Life Among the Stars" Gavin finds
himself in a bad way, wishing he'd stayed in prison rather than agree to enlist
in the military of a Dralasite planet. Time will tell if Gavin and his Dralasite
companions can survive a terrifying Sathar invasion. On the back page you'll
meet Kel Darbec, a clever rogue with a talent for framing others for his own
crimes. Kel makes up for his lack of physical prowess and advancing age by
planning elaborate thefts that no one can solve. Can the characters in your
campaign bring him to justice?
January 22,
2007; Iridia No. 35;
Basic D&D/GURPS 4e
The Iron Rations series of Basic D&D
articles returns. In this installment, Devon and his companions square off
against a deranged cleric. The cleric in question, Gareth, worships a crow god
called M'Kai. Gareth threatens all manner of doom upon the party. His stat block
is included, so feel free to drop him into your campaign. On the back page is an
NPC for GURPS. Her name is Tabitha and she has the ability to read minds.
Tabitha's nosy habit of reading minds, then blogging about the people she scans,
might land her in big trouble. Perhaps the PCs in your campaign could bail her
out?
January 15,
2007; Iridia No. 34;
D&D 3.5/GURPS 4e
Dragon #351 yielded a feat that I
found very intriguing. It's called Defiler and I think it'd be the perfect thing
around which to build an evil cabal of wizards. On the front page I present and
review the feat. On the back page is an NPC for GURPS that was inspired by a
book called
The Dark Hills Divide. The NPC, named
Sheridan, has been cruelly sentenced for a minor crime, so perhaps a group of
adventurers could bring him and his fellow convicts much needed aid.
January 8,
2007; Iridia No. 33;
D&D 3.5
The first issue of Iridia for 2007
presents some material from my new campaign. On the front page you'll find the
Bone Saw, a +3 Unholy Bastard Sword of Wounding. This nasty blade will strike
fear into the hearts of good-aligned warriors, regardless of their level. It's
the perfect blade for a high level Blackguard! On the back page is a
cave
infested with goblins. The map, room descriptions and stat blocks make this an
excellent encounter ready to be dropped into an existing campaign.
December 11,
2006; Iridia No. 32;
D&D 3.5
Laugh yourself silly with an
excellent episode of Dexter's Lab that is reviewed in this week's Iridia. On the
front page, you'll find "Waterseeker", an excellent spot of short fiction
from Steve Honeywell. I hope to contact Steve to see if he has some other pieces
he'd like to share. On the back page I present Marilyn, a surly serving girl
from the Quiet Thyme tavern in Camber Mill. (See Iridia 27) Madelyn is one of
the many NPCs adventurers can meet in the
Freelands of
Mirrym.
October 30,
2006; Iridia No. 31;
GURPS 4e
The story of a surf trip gone wrong
starts off this issue. I also invite readers to meet with me via Skype and
Screen Monkey so that we can do a bit of online gaming. Next up is the Ink Bug,
a clever little invention I found on rec.games.frp.gurps about 8 years ago. I
liked it so so much, I decided to hang onto it and have dusted it off for your
review. On the back page my GURPS bestiary project continues. This time I
present the stirge. I've modified the version found in GURPS Campaigns and have
expanded the stat block. I think you'll like it.
October 23,
2006; Iridia No. 30;
D&D 3.5
Recent issues of Iridia have mentioned a self-serving wizardess by the
name of Madelyn. For this installment, I decided to present the man who finally
brought her to justice. In this issue of Iridia you'll meet Micah, a road warden
charged with safeguarding the roads in and around the town of Holsinger on
Streele, which is located in the
Freelands of
Mirrym. Included are his bio, stat block and a
map to his cottage.
October 16,
2006; Iridia No. 29;
D&D 3.5
An infamous wizardess by the name of
Madelyn has been mentioned in recent issues of Iridia. As a result, I've decided
to finally present her. On the front page you'll find her bio, stat block and
illustration. As a 4th level Wizard, she's not too terribly powerful, but her
charisma and enchantment spells give her an edge over the gullible and
easily-duped. On the back page is a
map to her
home, as well as a description of each room. Basically, this issue offers a DM a
ready to play villain, complete with detailed lair. While native to the
Freelands of
Mirrym, Madelyn can be placed in any setting.
October 9,
2006; Iridia No. 28;
D&D 3.5
This week's issue offers a double
feature from the Modest Magicks column. First up is Hildebrand's Tome. Adorned
with the feathers of a bird that was reputed to addle the minds of those who
viewed it, this magical text adversely impacts those who attempt to read it.
Next up is a spell called Hidden Message, which is perfect for secure
communications. This spell safely embeds a message in the mind of a messenger
and cannot be recalled without a precise trigger. Johnny Mnemonic goes
fantasy...
October 2,
2006; Iridia No. 27;
D&D 3.5
The Quiet Thyme tavern in Camber Mill,
located in the
Freelands of
Mirrym, is
a popular stop-over for merchants and weary travelers. The stuffed grouse never
disappoints and the conversation is always lively. In this issue you'll receive
a
map, stat blocks for the two owners (Duncan and Hilda Faulk), as well as an
extensive description of the tavern. The Quiet Thyme is ready for use in nearly
any fantasy setting.
September 25,
2006; Iridia No. 26;
Classic Traveller
This issues leads off with more from the "This, That and
the Other Thing" series of random tables. This week I present ten different
cargoes that could be found in the back of a wagon, semi trailer or within the
hold of a free trader. Classic Traveller makes its debut in Iridia on the back
page. I present a rocky, remote world called
Micah, where the Institute of
Advanced Analytical Sciences makes its home. On Micah, the bleak surroundings
encourage the researchers to turn their thoughts and energies inward.
September 18,
2006; Iridia No. 25;
Generic
Another offering from the "This, That and
the Other Thing" series of random tables leads off this issue. This week I
present eight different ways to spice up a stay at an inn. And you think your
neighbors are a nuisance! On the back page you'll find The Hope Chest, an
offering from Liz Rich. To the person who opens it, the Hope Chest will reveal
an item far more valuable than gold. Finally, there's a brief review of the
Colonel Marbles Miniatures review, which is a vidcast from England.
September 11,
2006; Iridia No. 24;
GURPS 4e/D&D 3.5
Trees that lash out at lonely travelers
on dark, lonely paths are a staple of fantasy literature, so I thought it would
be a good idea to create an animated tree template for GURPS. The animated tree
is similar to the Whomping Willow from the Harry Potter books, or that
child-eating tree from Poltergeist. On the back page you'll find a grave robbing
NPC for D&D created by James Stubbs of Magnificent Egos miniatures. Merrick the
Grave Robber would be an excellent low-level villain for aspiring heroes to
apprehend.
September 4,
2006; Iridia No. 23;
GURPS 4e
This issue features another "This, That
and the Other Thing" random table. This time I present several personalities for
horses. My own campaigns have always featured mounted combat and I've found that
creating unique mounts has added to the quality of play. On the back page is a
new addition to the bestiary I've been working on for GURPS. Weighing in at an
impressive 395 character points is the treant! A treant's punch (4d+3 thr/cr)
will be sure to scatter foes.
August 28,
2006; Iridia No. 22;
GURPS 4e
The next time the
players in your campaign are sitting in a tavern, or back alley dive, use "This,
That and Other Thing: Not Your Average Lass." This random table describes six
waitresses or serving maidens that will leave a lasting impression on the
characters. Next up is an NPC inspired by Stan Lee's television show on the
Sci-Fi Channel, "Who Wants To Be A Super Hero?" Read this week's issue to learn
about Joseph Mora, copy-editor by day, aspiring hero by night.
August 21,
2006; Iridia No. 21;
D&D 3.5
Tired of
the savage warfare that has spoiled his home, Gaunt Willow, a treant, has claimed a section
of the Vesve Forest as his own and allows no one to enter. Those who do intrude
are either asked to leave, subdued with magic, or driven into the ground like a
stake. Gaunt Willow simply wants to be left alone so that he can tend to the
trees and vegetation that have been savaged by years of war.
August 14,
2006; Iridia No. 20;
D&D 3.5
Iridia returns to the shores of Lake
Quag! In this issue I dust off and revise some campaign notes from a 1e AD&D
game that was played back in the late eighties. This issue features an EL6
encounter with a marauding band of humanoids that were chased from the Vesve.
They have hidden themselves within a
cave in the hills above Perrenland and need to be rooted
out. A concerned gnome named Schepni is even offering a reward. This encounter
will fit nicely with content from Iridia 4, 5 and 16.
August 7,
2006; Iridia No. 19;
GURPS 4e/D&D 3.5
In Iridia 11, a lad named Miguel found
himself accosted by a rogue robot. Fortunately, his sister arrived just in time
and kicked it in the head. The young man's sister, Monica, makes her debut in
this issue. To assist GURPS GMs in need of beasties, I plan on presenting a
series of critters common to fantasy RPGs. I get things started with the giant
rat, one of my faves. Finally, I want to share an archery feat, Dead Eye, that
is a good companion to Cover Fire from Iridia 13.
July 31, 2006; Iridia No. 18;
D&D 3.5
The Modest Magicks column from the
retired Scrollworks zine makes a return. Discover the Tokens of Luck, created by
Dan Taylor. Tokens of Luck are unique magic items that will aid PCs without them
even knowing it! This issue also features a review of Bret Boyd's "Behind the
Spells - Dancing Lights." This excellent supplement presents an alternative
version of the spell, as well as detailing clever ways to use the cantrip in
combat. Wizards and Sorcerers will never overlook Dancing Lights again!
July 24, 2006; Iridia No. 17;
D&D 3.5
This issue features a revised article
from the old Scrollworks zine. Sharby's Sow, written by John Toppe, is a quaint
tavern that can be found within the
Freelands of Mirrym. (Mirrym was the setting
for the Srollworks.) The tavern, owned and run by Denz Sharby, would be an
excellent place for adventurers to meet for a drink as they plan their next
adventure. The issue includes a
map, description
of the tavern and stat block for Denz and his assistant.
July 17, 2006; Iridia No. 16;
D&D 3.5
Iridia 16 returns to the World of
Greyhawk by revisiting the shores of Lake Quag, a region written about in Iridia
4. With Disney's "Pirates of the Caribbean" in theaters, I thought I'd go with a
nautical theme. Read about Gabriel Karstula and the pirates of Fressa Cove. Stat
blocks, a map of their ship and a description of the pirates' tactics should
provide an action packed encounter! Arr!
July 10, 2006; Iridia No. 15;
D&D 3.5
The
Freelands of Mirrym was the setting
that linked many articles within the pages of my old Scrollworks zine. I've
decided to resurrect that setting starting with this issue. To get things
rolling, I introduce three NPCs that embody one of the themes of the Freelands,
namely, the idea that everyone deserves a second chance. Wistrom, Gideon and
Colin are three, low-level personalities suitable as followers or hirelings for
any D&D 3.5 campaign.
July 3, 2006; Iridia No. 14;
Basic D&D
This week's issue expands upon the
goblin lair presented in Iridia 12.
Specifically, I wanted to present a
map detailing the outside of the lair, another of the village nearby and
finally, a regional view. The
village of Combe is
briefly detailed with a map and a few NPC notes. There's even an adventure hook
that might be detailed in a later issue.
June 26, 2006; Iridia No. 13;
Star Frontiers/D&D 3.5
I finally dust off my Star Frontiers
material! This issue introduces Gavin Light, a convicted criminal seeking a new
life on the Frontier world of Groth. I review "A Dozen and Three Group Feats" by
Patrick Younts. This innovative supplement promises to turn a disorganized party
into a well-oiled battle machine! A feat from the supplement, Cover Fire, is
included in the review.
June 19, 2006; Iridia No. 12;
Basic D&D
I said I was going to take a break from
the Basic D&D series of articles, but I guess I fibbed. The Iron Rations column
is back! This month, Aithne of Far Isle, Devon Ashwood, Abel Artone and Apris
the Wondrous stumble into a
goblin lair. The issue reads as fiction with a very
short scenario that's easily converted into your favorite system.
June 12, 2006; Iridia No. 11;
GURPS 4e/Miniatures
This issue begins with a confession as to
why we'll never see high level D&D NPCs and monsters in Iridia. The short answer
is that all the math makes my pea brain hurt. The "I Dream in 25mm" columns
takes a look at using large easel pads for mapping dungeons. I finally crack the
spine of my GURPS 4e books when designing a creature inspired by a student
drawing. Behold the spybot, a surly TL9 robot that ends up getting his head
kicked off by an angry college student. It's hard to explain, really, so you'll
just have to read the issue!
June 5, 2006; Iridia No. 10;
D&D 3.5/Miniatures
The ruins of Brin terrain building
tutorial wraps up! This issue takes a look at the only intact structure within
the battle torn village - the command house. There's a photo of the model, as
well as a floor plan and a brief look at the village's tortured commander,
Brother Joseph. This issue also offers instructions on how to build cheap and
easy walls out of balsa. I also suggest a way to add stability to store bought
trees.
May 29,
2006; Iridia No. 9;
D&D 3.5/Basic D&D
Another Campaign Classics review leads
the issue. This time I take a look at "The Last Vault of Tsathzar Rho," an
excellent D&D 3.5 module from Goodman Games. The Iron Rations series of
Basic D&D articles continues the tale of Aithne of Far Isle, Abel Artone, and
Devon Ashwood. In this installment, the intrepid heroes explore an
abandoned
tower to rescue a besieged wizardess.
May 22,
2006; Iridia No. 8;
D&D 3.5/Miniatures
In this issue you'll find a step by step
tutorial on how to build a simple shed/small barn for 25mm fantasy gaming. All
you will need is foam board, paint, and cardstock. It's so easy to build good
looking terrain to enhance your game! The shed was built for my Winter War D&D
3.5 campaign, but it would also be useful for WFB, too.
May 15,
2006; Iridia No. 7;
D&D 3.5/Basic D&D
This week's issue offers
another random table under the, "This, That, and the Other Thing" banner. This
time, I offer a d6 worth's of odd followers. Next, there's a review of "Legends Are Made,
Not Born" from the excellent Campaign Classics line of modules by Goodman Games.
Discover what lays at the heart of Skulltop Hillock! Finally, the Iron Rations
story continues as the trio of Basic D&D heroes march toward the abandoned
watchtower where strange lights are said to dance after nightfall. What will
Abel, Devon, and Aithne find?
May 8,
2006; Iridia No. 6;
D&D 3.5/Basic D&D
Adventurers are always camping outdoors.
To add some excitement to this routine, I wrote a random table to suggest a few
options. You just never know when an intoxicated goblin will stumble into camp
with a bucket full of ale. The Iron Rations series of Basic D&D articles
continues with the introduction of Balnor the Dwarf, who is having a rather bad
day. Finally, there's a review of Bret Boyd's well-written, "Behind the Spells -
Animate Dead."
May 1,
2006; Iridia No. 5;
D&D 3.5 (Greyhawk)/Miniatures
This week's issue revisits the warehouse
at Piketon Way, which was presented last week. Since characters are always
looting, er, salvaging arms, armor, and trade goods, I suggest some
guidelines for selling their loot. The Chronicle of the Winter War series
continues with a look at a skeletal warband. The write-up includes tactics,
deployment, and suggestions for purchasing miniatures to represent the undead
host.
April 24, 2006; Iridia No. 4;
D&D 3.5 (Greyhawk)
Explore a warehouse at Piketon Way in
Perrenland's Traft. This week's issue presents a boon for the player characters
in your World of Greyhawk campaign. Surprise them with the deed to a warehouse,
complete with map, inventory, and stat block for the warehouse's single
employee! This issue also comes with a battle-ready map on a separate sheet of
paper for use with miniatures.
April 17, 2006; Iridia No. 3;
D&D 3.5/Basic D&D/Miniatures
The Chronicle of the Winter War series of
articles continues with a look at the ruined village of
Brin. In Brin, brave
warriors from the Northern Kingdom hold out against relentless assaults from
undead foes. The "I dream in 25mm" article shows you how to make good looking
boulders and rock outcroppings for table-top battles. Finally, the continuing
"Iron Rations" series presents stat blocks for some Basic D&D heroes introduced
last week.
April 10, 2006; Iridia No. 2;
Basic D&D/Miniatures
The "Iron Rations" series of articles
makes its debut with a look a trio of Basic D&D heroes I spent time with during
the summer of 1985. Meet Aithne of Far Isle, Devon Ashwood and the reserved Abel
Artone. The "I dream in 25mm" article shows gamers how to build
inexpensive, quality ruins using foam board, glue, and paint.
April 03, 2006; Iridia No. 1;
D&D 3.5
Meet Bondsman Keller, a soldier fighting
for his right to live in peace...and to be buried without fear of his corpse
being reanimated. This article is the first is a series called, "The Chronicle
of the Winter War." The "I dream in 25mm" series presents a blueprint that will
be used to build ruins for tabletop battles. Finally, there's a review of Joseph
Goodman Games' "Idylls of the Rat King." |
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