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August 2011. Usually, I play Type IV D&D.

August 2011

It's the version I've learned to DM with, and its the one I'm the most comfortable with. That said, I don't think it's prefect or the best version of the game available. I mean, I started this blog because I felt that it could be improved with a few DIY touches. But now, after reading through James Raggi's game Lamentations of the Flame Princess: Grindhouse Edition, I'm very, very tempted to just up and ditch Type IV D&D all together in liu of his game.

Let me give you five reasons why I would. 5. As of right now, you can go to lotfp.com and pick up a copy of the game for only $47.00 CAD (plus shipping). Now you may be thinking "Wait, that's not inexpensive at all! ". Plus, if you're tight on cash, you can pick up the versatile PDF copy of the game for a scant $15.00 CAD. 4. Lamentations of the Flame Princess is often referred to as a 1st Edition D&D clone like Labrynth Lord, OSRIC, and Castles & Crusades.

Plus, if you want a map, you'll need graph paper. 3. 2. D&D Dungeons & Dragons. What is Fourthcore? For two years, Save Versus Death has published traps, monsters, advice, and adventures in a genre I call . I believe the design speaks for itself, articulating fourthcore better than any lengthy treatise. Downloadable Delve. Compilation: Combat Accelerators > What's a DM to Do? The plethora of threads bemoaning the length of combat encounters in 4e (especially at Paragon levels) usually involve someone presenting a suggestion for how to speed up combat.

Compilation: Combat Accelerators > What's a DM to Do?

This thread is intended to compile those suggestions into a one-stop shop for combat speed improvements. As you provide ideas in subsequent posts, I will update this first post to include them. -------------------------------------------------------------------------------------------Combat accelerators seem to fall into three main categories: Here are the PHB essentia, in my opinion:Three Basic Rules (p 11) Power Types and Usage (p 54) Skills (p178-179) Feats (p 192) Rest and Recovery (p 263) All of Chapter 9 [Combat] (p 264-295) A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. Pimp my Airship - D&D 4E - D&D - Okay.

Ok, my group does not have their own airship (yet), but I'm rather eager to convince our DM that one would be a lot of fun at mid paragon levels... which I admit are double our current level of 6. But why lot that stop a good overly complex plan? So an Airship costs the same as a level 18 magic item. It's 4 squares wide, 8 long, and 6 high. Power2ool. Stores, Shops & Treasure. A Guide to Free OSR Resources. The Hypertext d20 SRD (v3.5 d20 System Reference Document) Maure Continues! Complete Book of Skills - Implement Games-Dungeons & Dragons 4th Edition. Dungeons and Dragons Tools and DM Resources. Adventure Hook Generator AD&D DM Program by Torquil Gault Background Generator Campaign Suite from Mortality Chainmail Battle Sheets Chainmail Terrain Chainmail Comprehensive Rulebook (319 Kb ZIP) Chainmail Warband Generator 3a (481 Kb ZIP) Chainmail Warband Generator update 1.4 Chainmail Stat Cards City Generator by Robert Bottorff (ZIP 100 Kb) Combat Tracker ZIP by Eduardo Moranchei (no AV done) Cool Tools by Keith Uher (ZIP 688Kb) Cool Tools 2 Program to help DMs by Keith Usher Critical Hits Table by Orestto Robles (ZIP 103 Kb) Critical Hits Table by ??

Dungeons and Dragons Tools and DM Resources

(ZIP 39 Kb) Combat Generator (ZIP 160k) needs Java 1.3 Runtime Mak)e sure Java 1.3 is installed. Unzip the file to its own directory. DOS/Windows only: from a DOS prompt, type "setup" (without the quotes). DOS/Windows only: from a DOS prompt, type "run" (without the quotes). View Single Post - Crab's Update to the Veggie-Sama Framework. Monster 8th level Monster Conversions - EN World D&D / RPG News.

Adventures / Modules

Ethereal Winds [Work Thread] > Campaign & Adventure Workshop. The history of Tomahna begins several million years ago, long before even the eldest of gods can remember.

Ethereal Winds [Work Thread] > Campaign & Adventure Workshop

Records from its creation have long been lost to the ravages of time, and the truth about Tomahna’s creation is a mystery. It has existed for as long as the astral sea and many scholars believe it was around before the astral sea was created. Some scholars believe Tomahna is the birth place of all gods, and others believe it is the world where magic was first discovered. Whatever gods created Tomahna have long since abandoned it along with the rest of the multiverse, leaving behind no evidence of who they were. Astral Sea Freebooters. This page is devoted toward the development of a D&D 4th Edition campaign, to be played via the Maptool virtual tabletop.

Astral Sea Freebooters

Campaign Overview[edit] The Campaign is set in the Astral Sea aboard a Spelljammer ship. The characters are Freebooters -- treasure-hunters, explorers, heretics, swashbucklers, outlaws, mercenaries, renegade arcanists, and pirates. At the start of the campaign, the characters have just "liberated" a Varian Confederation (see below) penal ship, and have gone from being "honored guests" en route to a Astral Prison Island to becoming full blown Pirates. Campaign Themes[edit]

Born To Be Wilden. Our exploration of races in 4e continues with the Wilden. The Wilden are one of the new races found in the Players Handbook 3. As a race born of the primal fury of nature, the Wilden are the ultimate defender of nature. Similar to the Shardmind , which we looked at last week, the Wilden are awakened from nature itself. A new race they are a blank slate with no preconceptions or history. With only a primal desire to defend nature in all its forms, the Wilden is a powerful and intriguing new race. Astral Encounters: Crosswinds Keep and Environs.

The Astral Plane, perhaps the single-most traveled of the Transitive Planes, is a virtual sky of silver connecting all planes within the multiverse.

Astral Encounters: Crosswinds Keep and Environs

Fully detailed in the Manual of the Planes (pages 47-53), the Astral Plane is the home of the githyanki and the place where colossal hunks of dead and forgotten gods float and become foundations upon which the denizens of this plane build their civilizations. As the main connection point between all places, the Astral Plane sees a great deal of traffic from far-away realms.

The Core Mechanic: DnD. SPELLJAMMER intro page. [How To Host A Dungeon] Kuo-Toa and other Muck Dwellers « A character for every game. How To Host A Dungeon How to Host a Dungeon is an awesome solo game by Tony Dowler.

[How To Host A Dungeon] Kuo-Toa and other Muck Dwellers « A character for every game

Rules

The Residuum Must Flow [Points of Light Idea] - RPGnet Forums.