The Isle of Dread

By Jeff Q on May 30, 2001


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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Topics: Myths & Legends | No Comments »

Random Encounters

By Angelo on May 23, 2001

Tired of the tedious wandering monster charts in the Rules Cyclopedia that take forever to roll, and seem to produce the same monster over and over?  Try out these encounter tables instead.

  1. Roll 1d20 per day to determine if there is an encounter on that day.  Compare this to the chance of an encounter based on the type of terrain (for example there is a 6 in 20 chance of an encounter).
  2. Roll 2d10 to determine the encounter below.
  3. The DM can assume a 10% chance of bad weather when the encounter occurs.

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Topics: Monsters | 1 Comment »

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 »

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 »

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.


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 »