Thursday, 26 January 2012
Next chapter in Mandorla: Gods and Elves available
Click on the link to the right to access.
Not a single comment about the story in this blog or scribd - so setting the world on fire... or not.
And here's an image of a Mandorla. A reasonable definition of a Mandorla, which is almond in Italian, is that it represents the intersection between two opposites. More on this topic next chapter upload.
Now, I owe Ark a short story by March!
Wednesday, 18 January 2012
Monster stand ins - KICKSTARTING
I was even more excited to find he is Kickstarting some Monster stand ins.
Last game I DM'd - I was running short of miniatures. Have a look at what he is making...
Sunday, 8 January 2012
Kids D&D - Rescue the Queen
The royal family happens to be incredibly unlucky. In session 1, my two children (girl 7 and boy nearly 5) had to rescue the Princess from a cave complex. You can read about it here. In session 2, now with cousins (boy 11, girl 9 and boy 7), the King was rescued. You can read about it here.
[My daughter used her speak with animals spell to good effect]
This snake just wants to eat!
The item might be in the room somewhere e.g. Pool in the room might need water breathing potion to be used, high shelf for levitating potion.
[The kids loved once again getting a magic item. I allowed quite a lot of freedom - they chose the type of item - shield, axe, wand, chain mail, bow - and I statted the item. Shield + 1 with protection from dragons (1/2 to 1/4 damage from dragon breath), Bow +1 with 10 +3 arrows, chain mail +1 (like Bilbo) with invisibility once per day, magic wand giving 2 extra spells per day up to third level - she chose two lightning bolts, axe +2 that always returns if thrown)].
[Party got initiative and did some damage, especially with lightning bolt. It breathed on my daughter but she had taken the protection from dragon breath potion she had chosen.]
Wednesday, 4 January 2012
New chapter upload.
But so far I have only had to proofread chapters that are already written - I've still got to start writing new original material.
2012, don't let me down... not like 2011, 2010, 2009, 2008, 2007 - you get the 20 year idea.
Sunday, 1 January 2012
Tinkering with Raggi's Specialist
So many make sense.
It started me thinking, what about bards?
Aren't they just characters who have specialised in entertainment and legend lore.
Or the mixed up 'Eastern' AD&D monk, specialists in unarmed combat.
Specialty
|
Starting
Value
|
Ability
Score Modifier
|
Notes
|
Architecture
|
1 in 6
(Dwarves
2 in 6)
|
Intelligence
|
Ability
to notice important features in construction. 1 turn duration per attempt.
|
Attack Bonus
|
+1
|
Strength
|
Not
allowed for fighters (they gain an automatic +1 attack bonus per level). Can
never have more skill points in this specialty then level.
|
Bushcraft
|
1 in 6
(Barbarians
start 2 in 6)
|
Wisdom
|
Used
for Foraging & Hunting
|
Climb
|
1 in 6
|
Dexterity
|
1 in 6
chance to climb surfaces without obvious handholds.
|
Entertainer
|
0 in 6
|
Charisma
|
Ability
to entertain an audience (juggling, singing, story telling - player chooses) and get money or
positive reaction. A 6 equals a possibility for a negative reaction. Roll per
turn.
|
Evade
|
+ 0
|
Dexterity
|
+1 to base unarmored AC.
Can
never have more skill points in this specialty then level.
|
Initiative Bonus
|
+ 0
|
Dexterity
|
Personal
Initiative bonus.
Can
never have more skill points in this specialty then level.
|
Jump (running) in feet
|
Strength
score
|
Roll
against dexterity (if fail fall short 1d6 feet)
|
+ 1’
per skill point.
If fail
to land smoothly (lose next initiative AND Dexterity AND shield bonuses).
|
Jump (standing) in feet
|
(Strength
score / 3)
|
Roll
against dexterity (if fail fall short 1d2 feet)
|
+ 0.5’ per
skill point. If fail to land smoothly (lose next initiative AND Dexterity AND
shield bonuses).
|
Language
|
0 in 6
|
Intelligence
|
Chance
to understand and be understood in a language. 6 in 6 means fully fluent. DM
modifiers may apply (exotic language, simple statement). When communicating
with others can be re-rolled multiple times, until the concept is understood
or the reactions turn negative.
|
Legend Lore
|
0 in 6
|
Intelligence
|
Chance
to know facts about a culture, legend or historic person.
|
Open Doors
|
1 in 6
|
Strength
|
Not
able to specialise in.
|
Unarmed Damage
|
1 - 2
|
Strength
|
Every
skill point increases damage by 1 maximum eg 1-3, 1-4, 1-5 etc. Can never have
more skill points in this specialty then level.
|
Search
|
1 in 6
|
Intelligence
|
One
turn per 10’ searched.
|
Sleight of Hand
|
1 in 6
|
Dexterity
|
Picking
pockets, hiding small objects.
|
Sneak Attack
|
x 1
|
Dexterity
|
When
attacking with surprise or from an unseen position. +1 multiplier to damage per skill point.
|
Stealth
|
1 in 6
|
Dexterity
|
Ability
to hide and sneak around unseen.
|
Tinker
|
1 in 6
|
Dexterity
|
Open
locks / small devices (without releasing trap)
|
More New Year Tinkering with Combat
![]() |
| All rule changes have unintended consequences |
Cleric = 11
Fighter = 12
Demi-human as per campaign world
Cleric = 11
Fighter = 12
Demi-human as per campaign world
Armor Class
|
Damage reduction per die
|
Leather & padded hood
|
-1 damage per die
|
Chain & coif/helmet
|
-2 damage per die
|
Platemail & helmet
|
-3 damage per die
|
Great Helm
|
Additional -1 damage, surprised on a 1-3
|
Strength
|
Movement
|
Penalty
|
Up to
1/4*Strength in Dungeon Stonea
|
120’
|
No
penalty
|
1/4 to 1/2*Strength in Dungeon Stone
|
90’
|
-1
personal initiative, -1 evade
|
1/2 to 3/4*Strength in Dungeon Stone
|
60’
|
-2
personal initiative, -2 evade
|
3/4 to Strength in Dungeon Stone
|
30’
|
-3
personal initiative, -3 evade
|
Greater
than Strength, up to double Strength in Dungeon Stone
|
10’
|
-4
personal initiative, -4 evade
|
[Encumbrance rules may enhance player choice. Is there a chance players may elect to go sans armor, or plate mail will no longer be the default?]












