We’re back in Vestitas, but you can probably tell that this was adapted from an oWoD adventure.
The Toxic Pods
An unexpected dip back into Vestitas, this time dealing with a natural hazard that lurks deep within the jungle.
A Shiverpeaks Bestiary, Part 3
This entry contains the first monstrously effective healer, so let’s talk about the difference between D&D combat and Guild Wars combat. Although they use the same system, the common abilities of each make them actually very different from one another. This is not to say that D&D characters can’t fight Guild Wars monsters, nor that Guild Wars characters can’t fight D&D monsters, just that the way the Guild Wars characters/monsters fight is very different. In Guild Wars, healing is common, effective, and limited by recharge rates, not uses per day. Thus, when fighting Guild Wars monsters (or for GMs fighting Guild Wars characters, who will be a thing after we wrap up the monsters), you must either focus fire to drop an enemy before the healer gets a turn – preferably focusing that fire on the healer themselves so you won’t have to worry about them going forward, although the enemy’s front line might take issue with that strategy – or else stunlock or otherwise mitigate the healer’s effects on the battle, usually by having a member of your party dedicated all of their actions and reactions to stuns and interrupts.
A Shiverpeaks Bestiary, Part 2
Today we have minotaurs, dryders, and ice drakes. The first two have entries in the Monster Manual, but their Guild Wars incarnations have significant differences.
The Prosimii Clans
We are concluding both April and finals week with a look at the Prosimii clans. These are the least advanced but most adorable primate clans, and will wrap up Monkeys With Guns, which means actual usable stats for games that already exist and which you can play will resume tomorrow.
The Platyrrhini (Part 2)
We finish up with the New Monkeys today, which means we’re just about done with this foray into the fluff of Monkeys With Guns. At some point I’d like to finish up the actual rules (they’re about 2/3s finished) and release the game, but I’m not promising to work on that any time soon, since I have plenty of other unfinished projects I’m trying to tie off right now.
And also yeah, this blog is a one-man show right now, which defeats the original point and is probably also having a negative impact on quality.
The Platyrrhini (Part 1)
Today we dig into the generally smaller, more agile New Monkeys.

The Catarrhini (Part 2)
Today we finish up with the Old Monkeys. Tomorrow, we’re going into the New Monkeys.
The Catarrhini (Part 1)
There’s a lot of monkeys. Like, a lot of monkeys. This is good news for me, since I’m trying to stretch this across finals week. The monkey clans are split into two groups, old and new, and we’ll be further splitting those groups into two posts. Up first, the first half of the Catarrhini Clans, the Old Monkeys.
Monkeys With Guns: The Hominoidae
In an effort to keep our buffer from being chewed completely to pieces by finals week, we’re going to post some fluff from an old project, Monkeys With Guns, a war game about monkeys scavenging the remains of human machinery and weapons after the apocalypse. Specifically, we’re going to be posting the clan descriptions. Up first: The ape clans.
