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Text of the page (random words):
magician s manse a doomed man needs no such elegant footwear jack vance eyes of the overworld tuesday march 12 2013 palace of the wind sultan part 1 maps for wednesday s heist game 2 more maps coming tomorrow afternoon outside level 1 level 2 3 posted by unknown at 3 46 am 130 comments email this blogthis share to x share to facebook share to pinterest labels google maps monday february 4 2013 12 goblin gadgets 1 steam powered cork screw multi purpose tool for aged wine and tonsured heads 2 u shaped electro magnet mounted u shaped turret that s great for those pesky armored warriors 3 rocket boots 1 in 6 chance per turn to crash into a wall 4 segway the newest in dungeon safe chariots 5 coffee maker orcs will pay handsomely for freshly brewed rage muck 6 flame thrower 3d6 fire damage to all within 15 cone explodes on natural one 7 steam powered grappling hook hauls up to 3000 gp in weight 8 robotic poodle 2hd 1d6 bite barks yips and enjoys its metallic tummy rubbed 9 jack hammer hard hat and yellow caution tape included 10 gyrocopter 2 seats plus 600 gp storage 1 in 6 chance per turn to crash into a wall 11 moddle train set goblins love their strange collections of odds and ends 12 fan turret redirects arrows 1 in 6 chance to blow away magic users posted by unknown at 1 10 pm 8 comments email this blogthis share to x share to facebook share to pinterest labels goblins items monsters tables wednesday november 7 2012 vats of mazarin maps level 1 the vats of mazarin a level 2 the vats of mazarin b level 4 the grottos of zzassurine posted by unknown at 3 54 pm 15 comments email this blogthis share to x share to facebook share to pinterest thursday september 27 2012 ad d spell overviews unfinished probably the most useful of the bunch this document crams all the essential information for ad d spells in just a few pages contains detail on range duration casting time spell components etc so far i have cleric spells up to 4th level druid spells up to 4th level magic user spells up to 4th level illusionist spells up to 2nd level click here to view and you should probably download it cause google hates displaying pdfs posted by unknown at 3 07 pm 1 comments email this blogthis share to x share to facebook share to pinterest labels advanced dungeons and dragons clerics druids illusionists magic users spells ad d magic user spell book sheet i always have trouble working out which spells magic user characters can and cannot learn it s a horrendous bookkeeping mess however i like the idea that not every magic user will know sleep charm person etc but will have some of the wonkier spells like fool s gold and write to make the bookkeeping a bit easier i went up and wrote up a sheet listing every magic user spell in the player s handbook with a little box next to each spell the idea is that if the box is checked the spell is in the character s spell book cross off any unknowable spells link here download it otherwise it s nearly unreadable posted by unknown at 2 40 pm 9 comments email this blogthis share to x share to facebook share to pinterest labels advanced dungeons and dragons magic users spells ad d class overviews i wrote this up to give new players an overview of each of the ad d classes high level abilities aren t always included in segeo ui font it fits cleanly on one page and is easily readable note that the bard has been rewritten as a first level class my games rarely make it that high so i figured i would throw those players a bone and let them go for it right off the bat character classes bards ask for handout 12 intelligence 12 dexterity 15 charisma bards are wandering musicians and storytellers combining combat thievery and magic bards can inspire allies and charm npcs with their music know a large number of languages and have a knack for legends and lore which may even allow them to identify certain magic items cleric pg 20 9 wisdom non true neutral alignment clerics bear a certain resemblance to religious orders of knighthood of medieval times they are skilled combatants but are forbidden by their religious codes from using edged and or pointed weapons that shed blood for their dedication clerics are granted a number of protective curative spells and the ability to turn away undead druid pg 20 12 wisdom 15 charisma true neutral alignment druids are a sub class of cleric that can be visualized as medieval cousins of what the ancient celtic sect would have become had it survived the roman conquest while similar to the cleric s druid spells are more offensive in nature and attuned to the outdoors but their spell casting ability power is spoiled by metal armor they are limited to the club dagger dart hammer scimitar sling spear and staff fighter pg 22 9 strength 7 constitution fighters are the best all around combatants processing skill with many weapons and increasing quickly in level paladin pg 22 12 strength 9 intelligence 13 wisdom 9 constitution 17 charisma lawful good alignment a sub class of fighter paladins take on a strict code of conduct in exchange for the ability to detect evil at a distance of 60 make all saving throws at 2 are immune to all forms of disease may lay on hands to cure 2 hp per level each day cure disease once per week per 5 experience levels and emanate continuous protection from evil ranger pg 25 13 strength 13 intelligence 14 wisdom 14 constitution any good alignment rangers are a sub class of fighter adept at woodcraft and giant slaying rangers add 1 per level to melee damage against giant class foes surprise opponents 50 of the time in the wilderness and have only a 1 in 6 chance to be surprised themselves finally rangers may track foes in outdoor and underground dungeon settings magic user pg 25 9 intelligence 6 dexterity magic users draw upon arcane power in order to exercise powerful spells of an offensive informational and utilitarian nature but are very week combatants unable to use armor or any weapons besides the dagger dart or staff illusionist pg 26 15 intelligence 16 dexterity illusionists are a sub class of magic user favoring glamour and phantasm to flashy offensive and utilitarian spells thief pg 26 9 dexterity any neutral or evil alignment thieves have a number of special skills pick pockets open locks find remove traps move silently hide in shadows listen at doors climb sheer surfaces and at 4th level read languages they may wear only leather armor but may wield clubs daggers darts slings and swords in combat thieves are most effective when using stealth to backstab foes for double damage finally all thieves know the secret thieves cant language assassin pg 28 12 strength 11 intelligence 12 dexterity any evil alignment assassins are a sub class of thief whose primary function is killing with surprise an assassin may attack on the assassination table which gives a roughly 50 of immediately dispatching the victim furthermore assassins may use any weapon and are skilled in disguise spying and gain the use at 3rd level of all the thief s special skills albeit at a lower chance of success monk pg 30 15 strength 15 wisdom 15 dexterity 11 constitution any lawful alignment monks are monastic ascetics and wandering eastern mystics monks may avoid missiles with a saving throw versus paralysis and gain increased unarmored ac movement speed armed unarmed damage and a decreased change of being surprised starting at 3rd level monks also gain the use of the thief s special skills and an odd conglomeration of seemingly unrelated special abilities of their own posted by unknown at 2 19 pm 12 comments email this blogthis share to x share to facebook share to pinterest labels advanced dungeons and dragons classes new ad d house rules i ve got a new game starting monday mostly new players i ve never gamed with but have know for a few years i can t decide whether to use ngr or ad d light but for now i m going to post some ad d house rules and other resoureces i ve written up over the years to make the game a little smother and less wonky ad d house rules character generation to generate stats roll 4d6 six times dropping the lowest die from each set arrange to taste or you can just assume you rolled 16 15 14 13 11 6 add 1 point to any score no demi humans at least not without some persuading twelve classes and a plethora of spells and weapons should be more than enough to play around with that and their extra abilities can b e a bit overwhelming at first roll hit points for first level if the initial roll of the die or dice for rangers and monks is lower than the number given below then the character is granted this number of hit points to begin his adventuring career cleric 4 magic user 2 druid 4 illusionist 2 fighter 5 thief 3 barbarian 6 assassin 3 paladin 5 bard 4 ranger 4 monk 5 alignment is mostly of secondary concern just choose one that sounds ok to you but don t worry too much about it unless you re a paladin then you don t get it so easy also no masonic like alignment languages note however that many magic items may only be used by characters of certain alignments rangers are professional giant hunters not aragorn protecting civilization from the wilderness types as such they have no alignment restrictions or code of conduct and the bonus to damage vs giant class foes may also be applied to missiles but have only 1 hd at 1st level magic users and illusionists gain bonus spel l s as clerics but with intelligence rather than wisdom as the governing stat in exchange all spell casters including clerics and druids may not prepare multiple copies of the same spell in a single payload a beginning magic user or illusionist character will know four spells one of these will automatically be read magic the second is chosen by the player from the list in the player s handbook the final two will be randomly determined from the same list coinage and equipment 100 copper pieces 10 silver pieces 1 gold coin it s just easier to keep track of that way electrum coins are also common in ancient cashes found in ruins or other regions of the wild being a mix of silver and gold two electrum pieces are equal to one gold coin not all weapons and armor are created equal some are just better than others longswords flails plate armor these are assumed to be newer technologies and like all new technologies will be surpassed in time ancient as they are magic weapons and armor will be of earlier fashion broad swords and rather than two handed swords battle axes instead of flails glaives and spear instead of halberds scale and leather instead of plate and so on combat armor versus weapon adjustments will be used only in when fighting human type foes only where armor can be accurately described by type the to hit adjustment will be based on the type of armor the opponent is wearing not the opponent s actual ac so a character wearing leather 1 armor and wielding a shield is considered to have ac 7 for the purposes of the armor versus weapon adjustment table not ac 6 experience and leveling no training and related costs are requires to gain new levels experience will be awarded for acquiring treasure slaying monsters and exploration treasure is worth 1 xp for every gp value including magic items monsters and treasure have a set xp value based on their hit dice or rarity respectively experience will also be awarded to characters who participate in finding new places causing major events arbitrarily based on how difficult it would be for a group at 1st level treasure spent with accordance to the character s roll will also award additional xp clerics paladins and monks donating money to their church order or giving money to the poor fighters rangers and thieves spending money building up their reputation or carousing at the local tavern magic user and illusionists researching new spells or improving their library druids performing sacrifices to the old gods assassin spending gold on training or reconnaissance etc would all quality magic potions and scrolls are the most common magic items available and may even be purchased in specific cases from major temples and greedy magicians although their stock and selection will generally be extremely limited and it s not a sure bet they ll have anything at all useful magic armors weapons and artifacts are rare such items exist in stories and legends but they are not common and quite ancient made in times long passed so no magical plate mail or long swords if you find such items there is no guarantee a magic user with the identify spell will be available to tell you about it such items are best learned through investigation questioning sages seeking lost knowledge and some trial and error posted by unknown at 2 13 pm 2 comments email this blogthis share to x share to facebook share to pinterest labels advanced dungeons and dragons house rules older posts home subscribe to posts atom feebleminded patrons ooo look od d 74 discussion dragonsfoot grognardia jeff s gameblog philotomy s od d musings grey elf s classic edition fantasy resources watch your step palace of the wind sultan part 1 thrones creating interesting spells part 1 thoughts on isle of the unknown d20 wilderness situations treasure map 2013 2 march 1 palace of the wind sultan part 1 february 1 2012 35 november 1 september 5 july 3 june 6 april 1 march 6 february 9 january 4 2011 74 december 3 november 12 october 1 september 3 august 10 july 16 june 16 april 4 march 9 2010 20 september 1 august 4 july 6 may 7 march 2 simple theme powered by blogger
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