The Isle of Dread

By Jeff Q on May 30, 2001

by BAHUMUTH

Duch Year: 982

The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.

The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.

See the rest of this entry…

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Topics: Myths & Legends | No Comments »

The Wizard’s Codex

By Angelo on February 17, 2001

Originally published by February 2001, the Wizard’s Codex contains a collection of custom spells created by authors at Heroes Only. All of these spells have been used and tested within the gaming environment, but of course you should consider their effects on your own campaign before adopting them.

This list of spells is updated from time to time, with the “last modified” timestamp appearing at the end of the article. See the rest of this entry…

Topics: Celestial & Arcane | No Comments »

Dungeon Master Tips from the Astral Plane

By Angelo on September 8, 1999

This is just a list of guidelines I made for myself as a young gamer. Most of these should be obvious, but maybe we need a reminder from time to time.

  • Concentrate on role-playing monsters, think less of numbers
  • Create characters with different personalities
  • Create strong villains who fight intelligently
  • Don’t let all monsters always fight to the death
  • Don’t tell the players everything
  • Don’t give the players suggestions
  • Don’t let the players be in control, be fair, and don’t go ahead until you’re ready
  • Keep game rythm in mind and have encounters as neccessary
  • Keep monster menu, not a chart, and choose from this
  • KISMIF (keep it simple, make it fun) – see Dragon Magazine issue no. 175
  • Action is more fun than architecture
  • People are more interesting than buildings
  • Don’t create lengthy battles with unworthy adversaries

Topics: Rules Hints & Tips | No Comments »

Optional Rules for Classic Games

By Angelo on September 6, 1999

Written by Angelo and Jeff

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. See the rest of this entry…

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Topics: Rules Hints & Tips | 1 Comment »