Half-orc

By Michael Wallace on November 23, 2001

  • Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
  • Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
  • Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
  • Maximum Level: 12 (36, if optional rules are used.)
  • Armor: Any; shields permitted.
  • Weapons: Any.
  • Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell

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Druid Spell List

By Michael Wallace on June 23, 2001

First Level

  1. Cure Light Wounds (Cleric 1)
  2. Detect Danger
  3. Faerie Fire
  4. Locate
  5. Predict Weather
  6. Purify Food and Water (Cleric 1)

Second Level

  1. Heat Metal
  2. Obscure
  3. Produce Fire
  4. Snake Charm (Cleric 2)
  5. Speak With Animal (Cleric 2)
  6. Warp Wood

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Elf Spell List

By Michael Wallace on June 23, 2001

First Level

  1. Charm Person (MU 1)
  2. Detect Magic (MU 1)
  3. Light (MU 1)
  4. Locate (Druid 1)
  5. Predict Weather (Druid 1)
  6. Read Languages (MU 1)
  7. Read Magic (MU 1)

Second Level

  1. Continual Light (MU 2)
  2. Detect Evil (MU 2)
  3. Entangle (MU 2)
  4. ESP (MU 2)
  5. Locate Object (MU 2)
  6. Obscure (Druid 2)
  7. Warp Wood (Druid 2)

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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.

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About Hollow World Creatures

By Jeff Q on May 23, 2001

Bugbears: Bugbears are very proud of being bugbears. They hold honor over anything else. Dying honorably is the best thing that could happen.Gnomes: Gnomes are insane little creatures. They talk so incredibly fast it’s very hard to understand them.

Goblins: Goblins keep themselves cleaner and better looking here. They are a bit cute and have a very low self-esteem and cringe at threats, still smiling. Many have become merchants.

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Handling Poison

By Angelo on May 3, 2001

The purpose of this document is to provide the DM with a system for handling poisons that can be as complicated or as simple as desired. Different ways of handling poisons range from instant death (as found in the Dungeons and Dragons game) and the simple 1 point of damage per round (as found in video games like the Ultima series). These are both very simple, but not realistic ways of handling ALL poisons. Some games have cumbersome charts that still have their limitations. And even with a chart, poisons shouldn’t be completely random. So hopefully this document will help the DM come up with a satisfactory method of handling poisons. This is by no means a scientific analysis of poison or any attempt for reality. This is merely for game play. See the rest of this entry…

Topics: Rules Hints & Tips | 1 Comment »

Character Class Variations

By Angelo on June 8, 2000

This is based on the idea that players and the DM will build characters for a story line, not just to suit their gaming needs. In other words, characters should have some panache or style of their own. This means the items below are not rules but rather suggestions on how one might play his own character. The player should be able to freely choose to do this, these are not rule changes. The DM may want to offer “rewards” (some are described below, if you look closely). These rewards are not experience rewards, etc. but instead take the form of some sort of reward in the story, or “good luck.” For example, one reward for being an elf and not using your power to the fullest potential (as a ranger) is that you always seem to find food in the wilderness, you are able to befriend animals more easily (not attacked by bears), and you have a faithful pet (such as a dire wolf). And such rewards can increase as you go up level, because it’s one thing to start out as a “ranger” and then not keep up with it, but someone who has been a ranger for 9 levels should at least have a dire wolf to help him. Again, this is not a rule change.

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Magic Item Tables

By Angelo on September 9, 1999

Swords

1d100 Sword
01-13 sword+1, +3 vs dragons
14-26 sword+1, +3 vs lycantheropes
27-39 sword+1, +3 vs undead
40-49 sword+1, +3 vs spellcasters
50-59 sword+1, +3 vs regeneration
60-65 sword+1, cure lt wounds 1/day
66-71 sword+1, light 1/day
72-77 sword+1, darkness 1/day
78-82 sword+1, locate object 1/day
83-86 sword+2, flames on command
87-90 sword+2, charm person on hit
95-97 sword+1, haste user 1/day
98-99 sword+1, drain life energy (1d4+4)
100 sword+1, wishes (1d4)

For type, roll 1d20:
1-3 two-handed
4-6 short
7-10 bastard
11-20 normal

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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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Prudence Decor

By Angelo on September 24, 1996

Prudence found herself in darkness and silence. A splinter of light split the abyss with a radiating warmth. What had been moist, dark, and cold was dispelled by an awesome power, giving a dry and warm light. Prudence drew her sword, the Luckblade, in preparation for what might come. Though she was in fear, she could sense that there was no danger here.

A misty cloud formed. At its center, a clear pool. Prudence gazed into its still waters, a forever deep baptismal font. She seached forward with her fingers. Their dance formed rings upon the water, disturbing the stillness. Within the waters she witnessed a cave amidst a grassy plain with but one tree directly in front of her. The tree was dry and withered with moss and fungi feeding off of it. Yet it stood. Entwined about it was a serpent who had sucked the life from it and from the man who now lay at the base of the tree.

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