March 21st, 2010
Recently I was involved in something that made me think...what is the most important element to good gaming? What elements need to go along for you to actually be able to play?
January 19th, 2010
Recently in a large online game/community I encountered DRAMA. I loathe drama. At least the OOC variety. In Character it's all good. This was the sort that starts because some people can't tell the bloody difference. So, tell me, as inquiring minds want to know...
What is your least favorite type of drama?
December 17th, 2009
Can anyone point me to decent 4th Ed. D&D resources? I'm thinking particularly of things like adventures and modules, but anything else useful for 4th Ed. newbies would be handy too.
August 1st, 2009
Is anyone playing 4E?
If so, you need to check out Masterplan
This is a VERY nice set of tools to make and run adventures for 4E. I am even using it for d20 Future, so it can work for other systems with little problems.
I know this is a shameless plug but I can say it's not my program and since it's free, I get nothing out of it. I have created some plug ins for it, though, and enjoy that!
Basically, you can import in 4E monsters, dungeon tiles, create a map, put the monsters on the map, and then run the encounter. It has a wiki-like encyclopedia for campaign notes. It has the ability to use two monitors at the game table. It can show pictures and text in the player screen, again really helpful with the two monitors. It even lets you export it to html as a rough draft of an adventure!
Ever since I found it, I have only found more and more uses for it. I highly recommend it!
July 31st, 2009
I can be such a ditz...ok...basically, inquiring minds,ok?
What do you all think of those shiny online multiplayer things? The ones that combine rp, meters for combat, and graphic worlds?
which do you like? Which not? Do you hate or love them all? Why?
April 9th, 2009
Mr. Dave Arneson, the co-creator of D&D with Gary Gygax, passed away on April 7th, 2009 from a battle with cancer. He was 61.http://scifiwire.com/2009/04/dungeons-dragons-dave-arn.php
February 22nd, 2009
Current Music: Breaking Benjamin - So Cold
While this bit of magic is contained in the D&D manual Frostburn
, I think it would make a great spell-trap in a “Warm” location (i.e. a ruined desert locale, a temple dedicated to evil Elemental Fire, etc.).
Then it becomes a race against time for the victim’s companions!
Flesh to IceΩ
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. 10 ft./level)
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried
gear, turns into a mindless,
inert ice sculpture. If the sculpture
resulting from this spell is broken,
melted, or damaged, the subject (if
ever returned to its original state) has
similar damage or deformities. The
creature is not dead, but it does not
seem to be alive either when viewed
with spells such as deathwatch. Only
creatures made of flesh are affected
by this spell.
Material Component: Water and a
drop of blood.
February 21st, 2009
Current Music: Cold - Suffocate
I came up with this to include in my D&D 3.5 update for the Against The Giants module.Ω
I was thrilled with how it not only met but exceeded my expectations.
(The) Abominable Snow-slasher
(Multiheaded Cryo-Girallon = Savage Species, p.125 & MM I, p. 126-127)
Large Magical Beast (Cold)
Hit Dice: 9d10+33 (67 hp)
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 17 (–1 size, +3 Dex, +1 due to extra head, +4 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Claw +12 melee (1d4+6)
Full Attack: 4 claws +12 melee (1d4+6) and 2 bite +12 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d4+9, Breath Weapon
Special Qualities: Darkvision 90 ft., immunity to cold, low-light vision, scent, vulnerability to fire
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 22, Dex 17, Con 16, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +2, Move Silently +8, Search +2, Spot +8
Feats: Iron Will, Toughness (2), Improved Multiattack, Improved Initiative, Combat Reflexes
Environment: Cold mountains or Cold forests
Challenge Rating: 9
Alignment: Always neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
This creature looks like an albino gorilla with a purplish tinge to its fur, but it has four arms and two heads. It also has razor-sharp teeth and long claws.
Slashing Yetis are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong. When moving on the ground, a Slashing Yeti walks on its legs and lower arms (one head controls the upper pair of arms while the other head controls the lower pair). An adult Slashing Yeti is about 8 feet tall, broad-chested, and covered in thick, purplish-white fur. It weighs about 800 pounds.
Cold Subtype (Ex): Slashing Yetis are immune to cold damage and take a -10 penalty on saves against fire attacks. If a fire attack does not allow a saving throw, the creature takes double damage instead.
Slashing Yetis attack anything that enters their territory, even others of their kind. Their senseless belligerence is the one characteristic that keeps their numbers in check. Still, the creatures show some cunning.
A solitary Slashing Yeti usually conceals itself under a pile of snow and ice, with only its nose showing.
When it spots or scents prey, it charges to the attack. A Slashing Yeti picks up prey that is small enough to carry and withdraws, often vanishing into the frozen wastes before the victim’s companions can do anything to retaliate. Against larger foes, a Slashing Yeti seeks to tear a single opponent to bits as quickly as it can.
Breath of Hail (Su): Slashing Yetis can breath jets of frost 10 feet high, 10 feet wide, and 20 feet long. Both heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head; a successful Reflex save (DC 14) halves the damage.
Rend (Ex): A Slashing Yeti that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.
Skills: A Slashing Yeti has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Q & A @ 11:25 pm
Current Music: Motörhead - No Remorse
I’d love to use this as the coup de grace of a seemingly innocuous pit trap.
[This is from the D & D manual Sandstorm
Mundane volcanic lands sometimes feature black sand
composed of ground-up cinders. Other than its striking
color, such sand is no different from any other. However,
magical black sand is a vile peril, whether on the scoured
surface of Minethys in the Tarterian Depths of Carceri
(where the Plane of Shadow overlays the Elemental Plane
of Earth) or in lands cursed by foul magic.
Black sand is infused with shadowstuff and negative
energy. A region of black sand literally swallows light;
magical darkness rises to a height of 20 feet over the
surface. Nothing short of a sunburst spell can disperse this
darkness, and even then only for a period of 1 hour per
caster level. In addition, creatures that come in contact
with the sand take 1d4 points of damage per round from
negative energy. Upon reaching 0 hit points, they crumble
and join the black sand.
Do you interpret the last line as flowery prose or that the victim’s remains become black sand itself?
[x-posted in other appropriate communities]Ω
December 21st, 2008
So, in keeping with that, I'm going to ask: Ever work that sort of thing into your gaming? Ever see it done? Was it an holiday similar to ours, or unique to your game world? What sort of problems/issues may have come with it?
If you've not done it/seen it done, might you consider doing so? What might happen if you did?
(And sorry for the long absence. RL and my bad, as was chasing shinies...)
PS: Hope you are all having a wonderful, fun, and safe holiday season, online and IRL both!