Rules

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House Rules

PURPOSE OF DOCUMENT

This document is designed to serve the local face-to-face game and the online game, being a bridge between the two.

OFFICIAL BOOKS

The PHB3.5, DMG3.5, and the MM3.5, and EHB3.0 [EpicHB] (with EHB 3.5 online update) are the only books that are considered official. Any other books are out of bounds and not allowed. Material from the EpicHB is available for characters of level 15 and above. Original Woldian material -- such as spells, items, prestige classes, classes, races, skills, and feats -- is available online in the Oshirr House. If it is online, it is considered official and you may use it.

ABILITY SCORES

We will use the standard method of ability score generation presented on p. 7 of the PHB3.5. If the scores rolled are not high enough, ask permission to re-roll or adjust the high scores to the minimums needed. At least one 17 is desired to balance the new character with other Woldian characters. In addition, if two or more numbers are below 10, then the character may be too weak to perform at Woldian levels of competency. If the rolls are not satisfactory, the DM will tell you to re-roll or to perform surgery upon the new character. Ability scores must be rolled in the Loot and Booty board. If the rolls fail to appear in the Loot and Booty, they are not official. In the local group, ability scores must be roll in front of the Campaign DM and logged in his logbook.

STARTING LEVEL

All new PCs will begin with the same number of experience points as the lowest character in the party. Starting money is found on p. 135 of the DMG. This listed money includes money with which to buy magic items. It is, in effect, the total worth for an average character at that level. The local group is currently operating at 1.5 the listed amount on p.135 to play-test that level of wealth.

RACES, CLASSES, AND PRESTIGE CLASSES

All 3.5 PCs will follow the rules within the PHB3.5. Some Woldian races are available for use on the website. Original Woldian material is played as presented online on our Web site. Online material is subject to change at any time.

Priests may be generic as a cleric and worship some or all of the gods within the Gods of Wold. If a player desires a character to worship one of the Gods of Testing or a Power, then approval must be granted from the Campaign DM. Powers and their rules are listed online. Some of the Gods of Testing and The Powers are generally evil in nature and thus not approved for PC use. Clerics may remain pure or they may join a Sect. There are advantages to both routes.

The rule on p. 45 of the PHB3.5, which states that Paladins who gain new classes to lose the ability to continue to advance as a Paladin, does not apply to prestige classes. The rule on p. 42, which limits Monks in the same way again does not apply to PrCs. The rule on p. 60 concerning uneven levels (applying a 20% xp penalty for each class that is not within one level of a PC's most experienced non-favored class) does not apply to prestige classes.

Psionicists of all types are not allowed. The Dragon Disciple PrC is not approved for play in The Wold. No creature can change into a dragon by any ways or means.

HIT POINTS AND ARMOR CLASS

All classes get maximum hit points at 1st level. At levels above the 1st, all ones are re-rolled. Online, all hit point rolls must be rolled in the Loot and Booty. In the local group, all hit points must be rolled in front of the Campaign DM. A hero point can be used to re-roll the score. In this case, the best of the rolls will be used. Keep records of how many hps are rolled at each level noting any Con Adjustments.

FOLLOWERS ETC.

At the appropriate level, followers may be obtained as per the 3.5 rules. However, except for special circumstances, they will not travel with the PC group. You must keep them busy with other activities: errands, shopping, and research, keep upkeep, etc. Hirelings and Henchmen will usually not be role-played by the PC's player. Instead, the PC's player must select a different person to role-play each NPC. The person selected should be noted on the PC's character sheet.

ALIGNMENT

There is no official listing of alignments in the Wold. All characters, however, must be good. This includes Druids since Woldian Druids are not neutral. Permission must be granted for any non-good alignment situations and logged in the DM's log as an official decision.

If at any time a PC becomes non-good without permission, that PC immediately is taken over by the DM and is played by the DM until the alignment reverts to normal (if that occurs). If three evil acts are committed during the same adventure, alignment change may occur. Players will be informed quickly of any evil actions being counted against a character. Online this will occur via email. Locally, the player will be drawn aside and informed as soon as is practical.

EQUIPMENT AND UPKEEP

Characters above may buy what ever they wish at The Catacombs including Original Woldian Materials listed online. The following weapons do not exist for use in the Wold: kama, katana, nunchaku, sai, shuriken, and siangham. Monks in the Wold are proficient with the following weapons: club, crossbow (light or heavy), dagger, handaxe, javelin, kukri, quarterstaff, sickle, and sling. Monks may use the following weapons when making melee flurry of blows attacks (not ranged attacks): dagger, handaxe, kukri, quarterstaff, sickle.

All equipment is assumed to be on the character unless arranged otherwise during role-playing and written on the character sheet. Anything not on the character is subject to being stolen, rained on, fireballed, etc. If the location of an item is not shown, the DM may determine the location of the item when needed. There will be an upkeep fee of about 50gp per PC and NPC to take care of general repair, wear and tear, and replacement of things carried on person. This is applied at the end of each module. This will vary with the economy, activities of the characters involved, and the lifestyle desired.

SPELLS AND MAGIC ITEMS

Only spells that are listed in the PHB3.5 and on the website, as Original Woldian Spells are available for use in Woldian games. If the spells granted to a wizard are not sufficient, the character may buy more in the Catacombs.

Any ones rolled during any type of healing are re-rolled until something other than a one is obtained.

In general, any item that may be created using the DMG3.5 rules is available for purchase or creation on the Catacombs Board.

WILDSHAPING

Note on Forms Known: A Shifter (or any other character, for that matter, from a mage casting Alter Self to a wildshaping druid) can only assume familiar forms. A form is familiar if the shifter has encountered a creature of that form, through combat, conversation lasting more than one minute, or physical inspection lasting at least a minute.

It is assumed that if the character can summon a creature, then the shifter has summoned and studied that creature. Therefore a shifter is familiar with all creatures it can summon. If a friendly spellcaster in the group can summon other creatures, the shifter can be assumed to be familiar with them too.

Creatures encountered in Tapestry games, the Giggling Ghost, and the Catacombs do not count toward familiarity. the DM has final say on whether or not the PC has enough knowlege of a particular creature.

Other creatures encountered in game probably do count towards familiarity. The game archives can be used to resolve questions about creatures encountered in the shifter's past.

If a character starts after first level, the DM can work with the shifter to compile a reasonable list of creatures that have been encountered in the past.

Notes on Using Wild shape:

  • No form is allowed that has been created via template (so no lycanthropes). No form is allowed that is "advanced" by adding hit dice to its base stats (so no huge-size ankhegs). And for monsters that exist in several varieties, such as centipedes and spiders, treat each variety as a seperate form. If you have studied a 7-headed cryohydra, then you can take that form, but that does not mean you can take the form of a 6 or 8 headed one.
  • In an assumed form, the character changing shape gains (1) all the sensory abilities of the form (including those such as Blindsense, Scent,Darkvision, etc.) (2) all the movement abilities of the assumed form, (3) the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores, and (4) proficiency with all the all the natural attacks of the assumed form, including extraordinary attacks. HOWEVER, a character changing shape does NOT gain the non-sensory, non-attack extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities. (Note that a 10th level Woldian shapeshifter gains all extraordinary and supernatural abilities of the new form, but not spell-like abilities.)
  • A wildshaper's assumed form can't have more hit dice than your druid levels (if you have at least five levels of druid) plus your shifter levels, to a maximum of 20 HD at 20th level. This is the primary restriction on shapeshifters, since, unlike druids, they can assume the form of creatures of any size.
  • Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further).
  • Any gear worn or carried by the shifter melds into the new form and becomes nonfunctional (except for armor and shields with the "Wild" ability). When the shifter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the shifter's feet.

FATE ITEMS

Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item.

MAGIC ITEM CREATION POLICY

All core PHB item creation feats are combined into one magic Item Creation feat except Scribe Scroll (because wizards get it for free) and Brew Potion (because witches get it for free). (This compensates for the presence of the Catacombs magic shop, which devalues item creation feats because it is so easy to buy items, rather than make them.)

All xp costs are waived when making a Wold-unique item found in the Oshirr House (both when making your own item or making another's), but not when making an item from the core rules. (This rewards people for making their own items and encourages people to use more Wold-unique items.)

Anyone who successfully researches an item in the BGC is allowed to place their name on the item and receives the full 10% commission on future sales, even if they do not have any item creation feats.

COMBAT AND DEATH

We will not use the rules in the PHB3.5 and DMG3.5 for firing into a melee. Instead, we will allow a missile to be fired at a chosen target. Firing into melee may be done with a -4 penalty plus an additional -1 for each figure between the attacker and his chosen target. Players with the Precise Shot Feat avoid the -4 penalty, but not the additional -1 per intervening figure. The player may choose to avoid these penalties; however, if the ranged attack misses, the DM will randomly select a target from those figures between the attacker and his target and have the player roll to see if the ranged attack hits that figure instead.

We will use a simple d12 simulating a clock for a scatter diagram. 12o'clock will represent the north end of the map.

In the local group, the DM will use group initiative while the players will use individual initiative. Casters must be able to supply statistics for any spells cast. If information is not readily available, the caster is considered to be "holding" until the information is found.

Death occurs at -10 hps. If a PC is down and losing a point a round, he dies during the round he hits -10, specifically during the initiative segment he rolls that round. A PC will survive an extra segment for each hero point that he has.

ROLEPLAYING

Role-playing will be awarded with experience during both play and when the story bonus experience is awarded.

CRITICAL HITS AND FUMBLES

We will use the 3.5E rules for critical hits. We add to that the rule that all rolled 1's automatically miss and all 20's always hit, on skills, saves, any roll of a one fails and any roll of a 20 succeeds.

HERO POINTS ETC

When a PC performs an action that is heroic according to his class etc. during a session, the DM will award a hero point when experience is given out. The number of hero points a PC has cannot exceed his current level. These may be spent to re-roll any roll once, or combined to add 10% per hero point to percentile roles and +2 to d20 roles. Once used, they are gone until more are earned. Other role-playing points of various types may be given which aid in role-playing only. Each Hero Point also comes with an automatic (30xp X character level) bonus.

SURGERY CLAUSE

If the Campaign DM determines at any time that any PC has become too powerful in any way, he reserves the right to strip a PC of anything he feels is needed. If he decided to do this, the player may always choose to retire the character rather than undergo surgery. Retired characters may return with permission, subject again to possible surgery. Remember, D&D is a game. It is not as fun for your friends or the DM to play, if a PC is too dominant, overbearing or is exhibiting behaviors that the Campaign DM believes is contrary to the precepts with which he runs the game.

The Campaign DM retains the right to inform any player that they should find somewhere else to play. This Surgery Clause may be used if the actions of any player are preventing other players from enjoying the game and having fun. The Campaign DM also retains the right to change any House Rules without vote to preserve game balance and continuance.

SPORTSMANSHIP AND ETIQUETTE

All players and the DM are expected to control their tempers and language at all times. If you cannot do this, please remove yourself from the game until you remember that we do really "like" you and it is just a game. Honesty is expected from everyone at all times. Failure to control yourself is reason for player discipline.

EPIC POLICY

The Wold does not use the Epic Handbook. Characters may take the epic feats listed in the DMG upon reaching 15th level, if they qualify for them.

In the Wold, player characters may not advance beyond 21st level. When all the characters of a game reach 21st level, then the game is retired. Retired characters can continue to be played in special epic Tapestry games. They may also be used as extraordinary NPCs. They are honored and reknowned all over the Wold, and may receive special awards of titles, land, and so forth upon retirement.

When the 21st level characters of a game retire, they have the option of starting over in a new game. The characters of this new game may be the 21st level heroes themselves, "reborn" at first level, or they may be descendents, followers, or others linked to the hero.

THE CONSEQUENCES OF THE RETURN OF THE FEY KING

-- Ebryon, king of the fey, slept for many ages of the Wold. But he was awakened, defeated, and pardoned for his crimes -- on the condition of REFORM and ATONEMENT. The following house rules reflect his influence on the Wold.

A) CHARACTERS

(1) Druids and rangers gain Lesser Planar Ally as a 4th level spell. Druids and rangers can only use the spell to call a fey from the Fae Realm. Druids gain Planar Ally as a 6th level spell and Greater Planar Ally as an 8th level spell. Druids can cast these Planar Ally spells spontaneously, just as they can cast Summon Nature's Ally.

(2) The Cradled Emissary, Lost Child, and Defender of the Awakened prestige classes are now available in the Wold. The Cradled Emissary takes the place of the Thaumaturgist prestige class in the DMG.

(3) Certain Fey-oriented spells and magic items are now available in the Wold, such as Ebryon's Tears.

(4) Witches, druids and clerics may honor Immortal Powers. Some Powers are nature or fey related, including the Fae King Ebryon, and his Queen Maab. Some natural regions are Powers, such as the Culverwood. There are special rules for clerics who honor an Immortal Power.

B) CREATURES

Animals, plants, and other natural creatures are thriving in the Wold. Fey creatures are more common. There are rumors about talking animals.

C) GEOGRAPHIC AREAS

(1) Many geographic areas have alignments. All creatures in the area who share the area's alignment gain a bonus on all d20 checks.

(2) Nature is not neutral in the Wold; the Fae King's influence makes places more aligned, and even self-aware. Aligned places have ways of influencing the creatures within their domains. The more strongly a place is aligned, the greater its self-awareness, the more complex its personality. Some self-aware places have become Immortal Powers, and clerics, druids, and witches honor them.


Character Creation

Online Character Creation Instructions (3.5) Last Update 03 /13/06


Basic Instructions

1. Decide on a concept for your character. This includes designating your class, race, etc. Send this to your DM for approval. (You should have received his email address with your welcome message. He should also have contacted you. Also you should have received our current address list with your batch of information.) Your DM will approve, disapprove, or begin a discussion with you concerning your concept until you come to an agreement we can both be happy with.

2. Use the standard method (roll 4d6 six times, ignoring the lowest dice, totaling the other three, and assigning them to an ability score) from the PHB3 to roll your ability scores. Once the Woldian Webmaster sends you your ID and password, go to the Games Page and then to the Loot & Booty Board. Enter that board, log on and make a post saying that you are rolling your ability scores. Say hi to everyone while you're doing this. ;) The dice buttons are pretty self explanatory.

3. Next, send your DM an email noting these things: a) the arrangement of your ability scores and b) any changes you wish to make to your character concept. Your DM will look at these things and send you an email in response.

4. You may then flesh out your character, using D&D 3.5 Rules, following the example form below as precisely as possible, as it applies to your character. You can buy PHB 3.5 stuff on your own. Your DM can approve it on your sheet, but do list the costs on your character sheet at least the first time so that your DM does not have to look up your PHB3.5 supplies and do the math. It is evil to make people do math. For any magic items you wish to buy at the start from the DMG3.5, you must shop on the Catacombs Message Board near the top of the Games Page.

5. At the bottom of the character sheet, write a BACKGROUND LEGEND for your character. This will appear online for everyone to read so write it as you wish for it to appear. See the section entitled Adventurer's Repose below for more details on how to lay this section out and what details to include. Send this sheet in to your DM and you're ready to play. Your DM may ask for some changes, when she or he scrutinizes the character, but that can come after you begin to play. After the character sheet if officially approved, send your background to the webmaster. Your DM can give you his email address.

Detailed Instructions

-- The Taur (centaur, minotaur, liontaur (wemic) races have been approved. These are available only on a case by case basis and must be approved by both the Campaign DM (Jerry), and your game DM. We do not use subraces, except as a role-playing device. All members of a race receive abilities etc. as described in the PHB.

-- All characters, including monster classes, begin at 1st level unless the DM states otherwise. (There are special "House Rules" for monster classes so that they are not more powerful than the other races.)

-- The following weapons do not exist for use in the Wold: kama, katana, nunchaku, sai, shuriken, and siangham. Monks in the Wold are proficient with the following weapons: club, crossbow (light or heavy), dagger, handaxe, javelin, kukri, quarterstaff, sickle, and sling. Monks may use the following weapons when making melee flurry of blows attacks (not ranged attacks): dagger, handaxe, kukri, quarterstaff, yand sickle.

-- 1st level characters receive maximum starting money. Characters beyond that are given a starting amount of gold from the Game DM.

-- All characters begin with 1 Hero Point. See your 3.5 Online Combat Guidelines Document for more details on Hero Points.

-- 1st level characters receive maximum hit points. When rolling for levels after the first, you may re-roll all 1's. Hero points may be used to re-roll hit points, but only at the time of the initial achieving of the level, not weeks later. See your 3E Combat Guidelines Document for more details on Hero Points.

-- All characters must be original to The Wold. They cannot have been used at some other time or in some other campaign.

-- Priests must worship one or more Woldian Gods. Only the Gods of Wold are available for worship without permission. If you want to worship one of the Gods of Testing you must have special permission from the Campaign DM. These are listed on the website at www.woldiangames.com/cathedral

-- All characters must be good in alignment unless special permission is granted by the Campaign DM (Jerry.)

-- Please consult the latest version of the other online documents often for other rules that can affect your character once it is in play. It is up to you to take advantage of what is there at http://www.woldiangames.com/constabulary/

-- As your character advances, please list his or her "hit points trail": i.e. the number of hit points rolled at each level. Otherwise your character will lose the maximum possible if hit by level draining creatures or devices.

-- Starting characters whether 1st level or higher, must use only the 3.5 Players Handbook. Alternate sources for characters may NOT be used with Woldian characters. You may visit the Oshirr House section of the website for original Woldian material which you may use with your character. After your character is created, you may visit the Black Genie Center Message Board and work with fellow players to develop original material for your character and others.

-- The following DMG Prestige Classes are approved for Woldian play:

Arcane Archer -- available unmodified Arcane Trickster -- available unmodified Archmage -- available unmodified Assassin -- NOT available (NPC ony) Blackguard -- NOT available (NPC ony) Dragon Disciple -- NOT available (due to uniqueness of dragons in the Wold) Duelist -- available MODIFIED (because the Wold does not use initiative) (See Jerry for what the mods are) Dwarven Defender -- available unmodified Eldritch Knight -- available unmodified Hierophant -- available unmodified Horizon Walker -- available MODIFIED (for use with the pacifistic LG monk organization called Walkers) Loremaster -- available unmodified Mystic Theurge -- available unmodified Shadowdancer -- available unmodified Thaumaturgist -- currently under redevelopment for post DFR use

In game, if you want training in one of these, try approaching the Star Mages (for Loremaster, Mystic Theurge, and Archmage), the WLA (for Eldritch Knight, Duelist, Arcane Trickster), specific Temples (for Mystic Theurge, Hierophant), etc.

For a full list of Woldian Classes, Prestige Classes and Organizations see Oshirr House (http://www.woldiangames.com/oshirr/index.htm).


Example Character Sheet

Here is an example 3rd Edition Character and Sheet. When you detail your character, please follow this form as closely as possible. No character sheet is perfect. Neither is this one, but it is formed correctly enough for your kindly DMs to follow. It is helpful for all sheets to be of the same format when you deal with 70+ players as we do. We kept it very generic since our players have differing programs available for word processing. Please ask if there is a notation you do not understand as we are always trying to make this document more exact and helpful.

Also of importance is the format of the character description at the end. You will need to follow this format when submitting your details to the Adventurer's Repose.



Lemberno (Kent Lewis) Date Updated: 07/26/03

Name: Ingrge Nightseer Age: 75 Experience Race: Elven (wood elf) Height: 4ft 6in Class: Mage (divination)/Fighter Weight: 90 lbs 51,891 (3200 to 11 level) Level: 10 (2nd fighter - 8th mage) Campaign: Emerald Forest Hero Points: 3 Preferred Diety:

S: 18 (L) +4 D: 20 (18r) +5 C: 17 (15rLm) +3 I: 18 (16rm) +4 bonus spells (1-1st, 1-2nd, 1-3rd, 1-4th) W: 10 Ch: 8 -1 (*) original rolls (L) level (m) magic (r) racial (Tome of Clear Thought +2, Manual of Health +2)

Hit Points: 72 (7th-3, 8th -4, 9th -3, 10th -4) Armor Class: 20 (23) (+2 leather +2, +5 dex, +1 boots of speed) (+3 staff) Alignment: Neutral Good Base Speed: 30 feet

Saving Throws: Immune to sleep spells. +2 versus enchantment spells. Fortitude: +8 (+11) (base: +2 wiz, +3 fighter, +3 Con.) (+3 when staff in use) Reflex: +7 (+10/11) (base: +2 wiz, +0 fighter, +5 Dex.)(+3 when staff in use /(+1 speed)) Will: +6 (+9) (base: +6 wiz, +0 fighter, +0 Wis.) (+3 when staff in use) (immune to sleep, +2 vs. enchantment)

Combat Attack Bonuses:

Melee: +10 (base: +4 wiz, +2 fighter, +4 Str.) (+1 speed) Missile: +11 (base: +4 wiz, +2 fighter, +5 Dex.) (+1 speed)

Weapons:

1) Rapier puncturing* +2 Tot. Att. +13 (w, wf, Wf) Dam. 1d6 (+6s,w) Crit. x2 (15-20) Range --- 2) Short Bow* (mighty composite +2, +2) Magic Arrows – 50 (+2) Tot. Att. +15 (w,w,d) Dam. 1d6 (+8s,w) Crit. X3 (20) Range 60 ft Master Work Silver Arrows – 24 (+1) Tot. Att. +12 (w) Dam. 1d6 (+5w,s) Crit. X3 (20) Range 60 ft

3) Staff * +3, Tot. Att. +14 (w,Wf) Dam. 1d6 (+7 s, w) Crit. X2 (20) Range ---

'w' indicates a weapon bonus. 'wf' indicates weapon finesse 'Wf' weapon focus ‘*’ indicates a magic weapon ‘s’ strength bonus

Weapons (4 total): Dagger, Rapier, Short Bow, Staff

Languages: Common, Elven, Draconic, Sylvan, Orc

Skills: (88 points)

Skill Total Mod Ability Mod Ranks Climb 7 (+4 STR) 3 Concentration 14 (+3 CON) 11 Jump 9 (+4 STR) 5 Knowledge Arcana 15 (+4 INT) 11 Knowledge History 9 (+4 INT) 5 Listen (racial +2) 6 (+0 WIS) 4 (8 ½ ranks) Profession 8 (+0 WIS) 8 Ride 8 (+5 DEX) 3 Search (racial +2) 5 (+4 INT) 3 (6 ½ ranks) Spell craft 13 (+4 INT) 9 Spot (racial +2) 8 (+0 WIS) 6 (12 ½ ranks) Use Rope* 9 (+5 DEX) 4 (8 1/2 ranks)

Feats:

Fighter: Mage: Weapon Finesse (rapier) Summon familiar (class bonus) Empower Spell Weapon Focus (rapier) Scribe scroll (class bonus) Spell mastery (4) Weapon Focus (staff) Quicken Spell Improved Critical (rapier) Spells: (normal, bonus, specialist) Specialist – Divination Prohibited School - Enchantment

0 Level (4+1) Detect Magic*, Read Magic, Ray of Frost, Light*, Resistance, Disrupt Undead*, Ghost Sound, Prestidigitation, Arcane Mark, Dancing Lights, Detect poison*, Flare, Mage hand, Mending, Message*, Open/Close

1st Level (4+1+1) Hold Portal,* Magic Missile (sm.), Identify*, Jump, Unseen Servant*, Magic Weapon, Enlarge person True strike**, Alarm, Cause, Fear, Mage Armor, Obscuring Mist*, Climb, Summon Monster 1, Protection from Evil, Comprehend Languages, Detect secret doors, Reduce Person

2nd Level (3+1+1) Knock, Mirror Image, Web**, Rope Trick, Melf's Acid Arrow, Scare, Ghoul Touch, Blur, Whisper Wind, Spectral Hand, Alter Self, Summon Swarm, Glitterdust*, Flaming Sphere, Fog Cloud, Shatter, Bull's Strength, Cat's Grace, Invisibility, Arcane Lock, See Invisibility, Blindness/Deafness, Leomund's Trap, Prot. Normal Missile, Continual Flame, Summon Monster 2, Locate Object*, Spider Climb, Detect Thoughts, Scorching Ray*, Blur, Misdirection, Bear’s endurance, Fox’s cunning, Owl’s wisdom

3rd Level (3+1+1) Flame Arrow, Dispel Magic*, Fireball* (sm), Vamp. Touch, Displacement, Gaseous Form, Lighting Bolt (sm)*, Phantom. Steed, Stink Cloud, Clairaudience /Clairvoyance (sm)*, Wind wall*, Fly, Summon Monster 3, Major Image, Halt Undead, Explosive runes, Tongues, Protection from energy, Invisibility sphere, Haste, Shrink Item, Slow, Water Breathing

4th Level (2+1+1) Remove Curse, Detect Scrying, Scrying, Arcane Eye*, Stoneskin, Phantasmal killer*, Globe of Lesser Invulnerability*, Locate Creature, Greater Invisibility, Rary’s Enhancer, Ice storm*

  • these are the normally memorized spells ** = memorized twice

Components: 2 months components (50gps) Spell books: 2 'sm' indicates spell mastery

Equipment:

Left side: Sm. belt pouch (left rear), Rapier (+2) in sheath

Right side: 1 small pouch (front right on belt), M.C. short bow +2 (over right shoulder) caltrops, (24 in pouch)

Center: belt (worn), Heward’s Handy Haversack (on back), +2 Leather Armor, Periapt of wound closure (around neck), (gray) soft high boots, hooded robe (gray with 6 interior pockets), Staff (+3)* carried in hand (sheath on pack opposite bow) Wand of magic missiles (46 - level 5), Boots of speed (on feet) In haversack: 3 week's food, 2 large sacks, 1 small sacks, 2 skins of water, 2 traveling spell-book (50pgs), 50 ft silk rope bundled on bottom of pack and 1 quiver on either side of pack (silver arrows on right side, +2 arrows on left) 1 spare robe, 8 iron spikes, 5 oil flasks, tinderbox, utility hammer, 2’X4’ scrying mirror, 1- potion of love, potion of non-detection, potion of endurance, CLW potion, 4 CSW potions

Money: gold: 157, silver 44, copper: 28

Light War horse - (Moon Shadow) riding pad with stirrups, staff sheath, and bow holder, halter, bridle, medium saddlebags, horse food, feed sack and water bucket AC 13, HP 25, DAM. (2 x 1d6), (1x 1d4)

Magic: • Scrolls (party) - Summon Swarm level 2 (2) Fog Cloud Whispering Wind - Spider Climb (2) Glitter Dust Anti-plant spell - Discern Lies Dispel Magic • Scrolls (Ingrge) - Detect magic (6) Identify (6) Cat’s grace (6) Bull’s strength (6) - Dispel Magic (4) Stone Skin (4) Remove Curse (4) Owl’s Wisdom (4) - Fox’s Cunning (4) Bear’s Endurance (4) Eagle’s Splendor (2) Haste (6) • +2 leather armor • +2 Rapier of Puncturing (wounding) - deals 1-6 points of temp con damage (3x/day) - additional 1 point damage / wound / round of blood loss • Potions: - Non-Detection Gaseous Form Love - Blur CLW (3) CSW (5) - Endurance • Silver Arrows of Quality (12 +1) • Seals: - Whooping - +4 to hit for all party for 4 rounds - Liquid sharing – all party members get potion effect for 2 rounds - Invisibility all party members invisible for 3 rounds • +2 Arrows (50) • Wand of Magic Missiles (level 5) 3d4 + 3 / charge (46 charges) • Heward’s Handy Haversack • Mighty Composite Short bow (+2, +2) • Boots of Speed - +1 AC 1 extra attack - +1 to hit +1 reflex save • Periapt of Wound Closure • Staff - +3 to Hit / Damage / AC while in use - Protects wielder from extra damage attacks - Staff has ability to learn up to 10 levels of spells and can cast them 1/day

  • Color Spray - level 1 (shade-in-hue) * Rainbow pattern - level 4 (rainbow shield)
  • Mirror Image 1d4+4 - level 2 (copies-of-me) * Displacement - level 3 (shift-to-side)

Staff history: "Next we have Ingrge Nightseer. For you Roscoe has a staff. Apparently it is a good fighting staff (+3), but it also can protect you while it is in your hand (+3 ac, resistance and deflection). Roscoe is also certain that it has other magical properties as well, but you will have to discover those over time." Roscoe stands up and whispers something to Mycroft. "Oh, he tells me that he has discovered one of its powers. It will cast the spell "color spray" when you hold it and say shade-in-hue. Ingrge later spent quite a bit of cash to find out more about his staff and was told that it could actually learn spells taught to it and then could cast those spells twice per day. The staff can learn up to ten spell levels of spells, in varying combinations as long as the total does not exceed ten levels and as long as the spells are not higher than 4th level. Once a spell is learned it cannot be replaced until the ownership of the staff changes. Spells are cast at a caster level of 12.

Spells known by staff (all illusion school spells)

  • Color Spray - level 1 (shade-in-hue)
  • Rainbow Pattern - level 4 (rainbow shield)
  • Mirror Image 1d4+4 - level 2 (copies-of-me)
  • Displacement - level 3 (shift-to-side)

Ingrge's Staff of Casting This is a beautifully crafted ironwood staff etched with a quicksilver inlay and capped with a mithril foot and topped by a mithril fist. (Base Cost 550 gp.). The staff gives its wielder an attack bonus enhancement of +2 to melee, and while in hand has a defensive bonus to AC and saving throws, of +2 as well. Due to its quality construction and the magic contained within it, the staff weighs less than it appears, weighing only 3 pounds. Moreover, do to its special construction and marriage of wood, quicksilver and magic it is highly resistant to damage, having an armor class of 15, 20 hit points, a hardness of 10 and a break DC of 30.

Special Abilities: Spell ability (see above, but similar to a ring of spell storing) Protects the wielder from any attacks that cause extra damage. (In game terms, the bearer of the staff cannot be flanked, and is immune to critical hits. He is still susceptible to a thief's extra damage if caught flat-footed, or in a situation when he would lose a DEX bonus.)

Caster Level: 12th; Prerequisites: Craft Staff, Craft magic Arms and Armor, Ironwood, Imbue with spell ability, Shield of Faith, Resistance. Total price 81,150 gp.

Masterwork base cost 550 gp Armor bonus 3,000 gp Deflection bonus 3,000 gp Resistance bonus 3,000 gp Weapon bonus 3,000 gp Imbue with spell ability 9,600 gp Hardness enhancement 5,000 gp Spells (command words) 54,000 gp Total Cost 81,150 gp

Ingrge Nightseer Character: Ingrge Nightseer. Player: Kent Lewis. Campaign: Emerald Kingdom. Classes: Mage / Fighter. Race: Wood Elf Gender: Male Age: 275 Height: 4 ft. 6 in. Weight: 135 lbs. Hair: Coppery-colored, shoulder length

Appearance

Ingrge is a fairly typical looking wood elf with fair skin and light emerald eyes. He is very stoutly built and yet he moves with a grace that belies his bulkiness. He is normally found dressed in gray colors that have a tint of green in them. From a distance he has all the fairness of appearance typical of the elven folk, but when approached one sees the facial scars left by some past horrific wounds that did not heal well.

He wears leather armor of the same color and a gray-green hooded cloak over it all. At most times, a bandolier of daggers peeks out from the opening of his cloak and the pommel of a rapier is at his waist. At his back is hung a bow and quiver of arrows. Always at hand and most often in hand is a beautifully crafted ironwood staff etched with a quicksilver inlay and capped with a mithril foot and topped by a mithril fist.

Personality

Due to his early childhood traumas, Ingrge is very reserved when dealing with those he considers friends, though he is extremely faithful and protective of those he now considers his family. Normally as dour as many a dwarf, Ingrge is a grumpy pessimist, given to fits of brooding and mild depression. Due to his early years he has never learned to be very comfortable around the same group of people for any length of time, and has a difficult time forming attachments of any length of time. At the same time he is soft-spoken and extremely gentle with children of all kinds and will put himself in danger to protect any child.

Intrigued from an early age about the whys and how of everything, he puts forth extreme efforts to learn all he can about as many things as possible which oft times leads to his not making very wise choices, but did lead him into his study of magic, which he is exceptionally talented at.

History

I am told that I must write a history about myself, so that people might come to know me. In truth there is little to tell that would be of much interest to anyone. My life has been pretty boring, but I will make the attempt.

I guess my story should start back as far as I can remember, so I will start it from the day I was found. Yes, I said found, for I truly remember nothing before that except for vague memories of my mother and a small village. I was found at the very young age of 8, which is extremely young for a woods elf, along side my dead parents, by a group of Folbre's tavern maidens as they were coming south to aid in the running of his inn, in the Tree of Parting. I don't remember anything about my parent's death or even what might have caused their deaths. The maidens brought me to the Inn, where, Folbre made the decision to take me in. I was always very quick-witted, very nimble. And while trying to be helpful around the inn, I tended to be underfoot a lot. You would think that being exposed to the excitement of a famous inn would be a never ending source of entertainment for a growing boy, no matter what race, but I tended to be a loner and some what morose. Many children tried to befriend me, but none wanted to be around someone who did not want to play. As I grew, I became more withdrawn and sullen and what friends I had managed to acquire over the years wanted little to do with me. Finally after living for 30 years at the Inn, Folbre decided that they were not going to be able to care for me any longer. Having made this decision they sent me northward to an enclave of elves, in the Culver wood, for integration into elven society.

Back in the North and surrounded, totally, by my own kind (sort of), I went about the daily grind of becoming a functional and beneficial part of elven society. This, for me, was not an easy thing to accomplish. There were still times where I was extremely morose and the elves just didn't understand how this could be. I did, however, manage to make a few lasting friends and like all youths we got into normal troubles and scrapes. But, I must admit that, more often than not I was the instigator of these events. It seemed as though I was always looking for trouble. And usually I could find it. As I grew in to adulthood it was obvious to all that my talents lay in both the arcane arts as well as the martial ones. After many years of studying magic and weapons, and several forays against highway men and such, for which I gladly volunteered for, I was chafing to do something new ... anything as long as it was away from there. So in my 75th year, when my instructors allowed that I was ready, I packed up my few belongings and headed back south to the only place I ever really considered his home. I headed back to the Tree of Parting and Folbre's Inn.

Of course, like the best, laid plans of mice and men, I was unavoidably delayed in my arrival at "The Tree." As I was making my way southward towards "The Tree," and traveling through the Emerald Kingdom, I came across a liveried individual beset upon by three poorly armed bandits. While holding his own against two of them, I could see that he was about to have a turn for the worse as the third bandit was cranking up a crossbow. So being the cranky individual that I am, and being one who is always looking for a fight, I quickly strung my bow, notched an arrow and fired, all in the time that he was cocking the crossbow. Having always being outstanding with the longbow, my arrow took him square in the throat. As he gasped and fell, the messenger, bleeding from several wounds, thrust his sword through one of his opponents. The third, realizing he was now out numbered, fled. As I approached the messenger, he fell to his knees and died. Not knowing what else to do, I quickly went through his things finding that all he was carrying was a note of some import from someone calling himself Parnoth of Emerald City. I buried the messenger where he fell and set about returning the message to this Parnoth individual, so that the message could then be sent to the proper recipient. Gods! If only I had known then what I know now, things would have been different. Upon arrival at the city, I located a gate guard and pulled out the letter, so as to gain entry, in order to return it to the writer. Almost immediately upon viewing the letter I was surrounded by several guards and hustled off to the palace and placed in a room with several other individuals and told to wait ... Sometimes I wonder how things might have turned out had I not intervened in the messengers struggle.

Since that day things have gotten more than a bit interesting. I have become a member of an adventuring group now known as the Talons. They may be the first group of true friends, no make that family that I have known.

Anyway, back to my story. We met with the Ruler of the Emerald Kingdom, The Green dragon known as Parnoth, where we agreed, with little other option, to perform a "favor" for Parnoth. We were to search for two groups within the borders of The Emerald Kingdom without his blessing: The first, a religious group known as the Hands of Love and the second, a couple of travelers who go by the names of Grey and Joe.

Parnoth gave us the ability to awaken a powerful beast to aid us in this quest if needed or necessary. Of course, things are never so simple. An underground group who oppose Parnoth, known as "The Tines," recruited us as well. The Tines wanted us to find The Hands of Love before they caught up with Joe and Grey, whom The Tines claim to be heroes and great enemies of Parnoth The Green. We went by river-barge to the easternmost edge of the Emerald Kingdom and a place simply known as "The Tree of Parting," hoping to arrive before The Hands of Love. They however had laid an ambush along the river so the battle was joined. Eventually we found Joe and Grey and just as we did, the Hands of Love attacked yet again. Eventually we won the day and we all got to see Joe meet with his dead wife Claudia (but that is an entirely different story). We also managed to get ourselves exiled from our own land, and under a penalty of death. We all went to Plateau City, met and dined with the Gold Dragons.

However, all good things come to an end, and we were informed of a horrid disease that was afflicting the elves of the Emerald Kingdom. A vaccine was found, but there was a catch. They needed someone to deliver it. Of course we volunteered to go back and save our people. We delivered the vaccine and then the Tines found us once again. They needed someone to break into Parnoth's High security prison and breakout an important member of the Tines that was being held prisoner there. This of course led to us being imprisoned again by Parnoth after we rescued his other prisoner. It seemed like every time we turned around, there was Parnoth wanting us to do another small favor for him.

This time there was some problem with one of his dwarven mines. Of course, we were to go and fix whatever the problem was. When we got there we found that some wizard had cooked up some magically enhanced beetles that were killing the dwarves and slowing down the mining. The bonus was that these beetles were also producing a special metal that the dwarves used to forge a sword. We also met and lost members of our party here. We added Bertram to our family as we lost Dakar to some madness.

Since then much else has happened. Domi is dead and we are once again doing something for Parnoth. It seems there is a new God in town named Marteus and we are to infiltrate his temple and rescue several prisoners from there. It is very likely that Parnoth will be the death of us but I guess we will have to wait and see.

Well that is just about everything that hasn't already been recorded by the scribes for the archives. I hope I haven't bored you all to death but then again I warned you.


Appendix 1: The Adventurer's Repose

Once your character sheet has been approved by your DM, you will need to send your character description to the Adventurer's Repose. You can either send these details directly to Carl White, or to your DM who will forward the information on to him.

Please follow the format outlined below when creating the details for your character sheet (Appearance, Personality and History) and Adventurer's Repose entry (Character, player, campaign details etc, and Appearance, Personality and History)..

Character: Obvious, really. Your character's full name, as well as commonly used nickname(s). Player: This is your full name. No email addresses please. Campaign: Just the campaign name. Classes: Don't include levels please. Race: Gender: Age: Height: Feet and inches please. Weight: And weight in pounds. Hair: Include color, cut, facial hair etc.

Appearance

This section is the key to how other players will see your character, so please try to make it as complete as possible. Essential things to include here are features, build, skin color, clothing, armor, weapons, key equipment, and overall appearance. You might want to include how your character moves ("clumsy as an ox", or "She moves with a grace and elegance that belies her 22 stone frame"), if they have any distinguishing features (scars, tattoos, body piercings, missing limbs etc), and anything else you think will help other players conjure an instant mental image of your character. Please complete this section in prose rather than points. An example of how it might read can be found on the sample page (link below).

Personality

Here you need to cover such intangibles as Intelligence, Wisdom and Charisma, but try to do so in a manner that doesn't simply read "He is clever, not very wise, and of average charisma". How does your character relate to others? Are they reserved, chatty, an optimist, pessimist, a practical joker, a dour servant of a grumpy God or a drooling village idiot? What are their beliefs? Their motto? Do they have a particular creed they live by? Does they have pastimes and interests outside of adventuring? What motivates them, makes them angry, or sad, or happy?

History

Your character's back story. Detail how they were brought up, key events in their early lives, significant figures (family, friends, foes), how they came to join with their current party, and if applicable a brief summary of their adventures so far with the party. Some will want to really flesh this section out. You can write in the third person, the 1st person, as a tale told by a wandering bard: be informative, but have fun if you wish! Try to write something that you will be happy to leave as your character's back story for the foreseeable future.

These are the mandatory sections. You can also add optional sections, for example to give details of an animal companion, or a description of an alias for characters that operate under assumed identities.

For an example of how you should complete the details, take a look here:

http://www.woldiangames.com/repose/repose_characters/gordo_ironhand.htm

All of the above added


Appendix 2: Woldian Abbreviations

These are the official abbreviations to be used when explaining modifiers on your character sheets. The modifiers' abbreviations should be shown in parentheses with commas separating them. EX. (s, r, m, Wf)

General Abbreviations:

"s" - strength "i" - intelligence "w" - wisdom "d" - dexterity "c" - constitution "ch" - charisma "r" - racial "cl" - class "m" - magic "it" - item "w" - weapon

"General Feats"

"Ac" - Acobatic "Ag" - Agile "Al" – Alertness "AA" – Animal Afinity "AP" - Armor Proficiency (Light) medium (APm) heavy (APh) "At" – Athletic "AS" – Augment Summoning "BF" - Blind-Fight "CS" - Combat Casting "CE" – Combat Expertise "CEid" - Improved Disarm "CEif" – Improved Feint "CEit" - Improved Trip "CEwa" – Whirlwind Attack "CR" - Combat Reflexes "De" – Deceitful "DH" – Deft Hands "Di" - Diligent "D" - Dodge "Dm" - Mobility "Dsa" - Spring Attack "E" – Endurance "Edh" – Diehard "EM" – Eschew Materials "EWP" – Exotic Weapon Proficiency "ET" - Extra Turning "GF" - Great Fortitude "ICs" – Improved Counterspell "ICrit" - Improved Critical "IT" – Improved Turning "IUS" - Improved Unarmed Strike "Ida" - Deflect Arrows "Iig" – Improved Grapple "Isf" - Stunning Fist "Isa" - Snatch Arrows "I" - Investigator "IW" - Iron Will "L" - Leadership "LR" - Lightening Reflexes "MA" – Magical Aptitude "MWP" – Martial Weapon Proficiency "MC" - Mounted Combat "MCa" - Archery "MCrb" - Ride by Attack "MCsc" – Spirited Charge "MCt" – Trample "NS" – Natural Spell "N" - Negotiator "NF" – Nimble Fingers "P" – Persuasive "PBS" - Point Blank Shot "PBSfs" – Far Shot "PBSps" – Precise Shot "PBSrs" – Rapid Shot "PBSm" – Manyshot "PBSsor" – Shot on the Run "PBSi" – Improved Precise Shot "PA" - Power Attack "Pc" - Cleave "Pib" - Improved Bull Rush "Pio" – Improved Overrun "Pis" – Improved Sunder "Q" - Quick Draw "RR" – Rapid Reload "R" – Run "SS" – Self-Sufficient "ShP" - shield proficiency "ShPB" – Improved Shield Bash "ShPT" – Tower Shield Proficiency "SWP" – Simple Weapon Proficiency "SkF" - Skill Focus "Sm" - Spell Mastery "SpF" - Spell Focus "SpFg" – Greater Spell Focus "SP" - Spell Penetration "SPg" – Greater Spell Penetration "S" - Stealthy "T" - Toughness "Tr" - Track "TW" - Two-Weapon Fighting "TWd" – Two-Weapon Defense "TWi" – Improved Two-Weapon Fighting "wf" - weapon finesse "WF" - weapon focus "WFs" - weapon specialization "WFg" – Greater Weapon Focus "WPgs" – Greater Weapon Specialization

"Item Creation Feats"

"IBP" – Brew Potion "ICAA" – Craft Magic Arms and Armor "ICR" – Craft Rod "ICS" – Craft Staff "ICW" – Craft Wand "ICWI" – Craft Wondrous Item "IFR" – Forge Ring "ISS" – Scribe Scroll

"Metamagic Feats"

"MEmS" – Empower Spell "MEnS" – Enlarge Spell "MExS" – Extend Spell "MHS" – Heighten Spell "MMS" – Maximize Spell "MQS" – Quicken Spell "MSiS" – Silent Spell "MStS" – Still Spell "MWS" – Widen Spell

Posting Guidelines

Online 3E Posting Guidelines

02/01/01

Greetings Woldians!

Below I will discuss the rules we have concerning posting as well as strategy points with regard to posting. I am more than willing to answer any questions you may have about posting at any time. Posting is an art, just like roleplaying is. It takes time to learn the nuances of playing D&D on a Message Board.

Read carefully below and I'll try to save you from many of the pitfalls that beginning posters often make.

Jerry Phelps

Campaign DM and originator of The Wold

Gericko@gmail.com


Posting Rules

Each character is to post only once each day. Watch for your DMs posts to know when the next day begins. If the DM obviously misses a day, (hey it happens to all of us) you may go ahead and post again the next day. Your DM has editing capabilities if things should get confusing.

We play weekdays. We don't play on the weekends. The reason for this is that some like to play from work rather than home. Also, we've discovered that people just don't tend to post on the weekends.

In all games, "consider" it Fri. morning until your DM completes his

"Friday" post. In that same vein, "consider" it "Monday" for the rest of the weekend after your DM completes his "Friday" post.

Turns are considered due at 5PM CST. The DM will post sometime between then and 8AM the following morning. This varies from game to game and you'll get to know your DM's habits soon enough.


Help! I'm too busy to post!

If you are going to miss more than one day of posting per week on a regular basis (including outside of combat), you should do the honorable thing and go inactive, for the good of the group. Going inactive is what we call quitting for a short period of time. We have another inside term for this which is "going walkabout." The other characters suffer in combat and role-play when one player is missing. When your schedule allows, you will be welcome to return to The Wold. A player in this situation, who does not volunteer to go inactive, but begins to miss posts on a regular basis, may be asked to do so.

If you are going out of town, on vacation, or are not going to be able to play for a short period of time, there's no need to quit or go 'walkabout" for that. Simply contact your DM and together you can plan for one of the other players to play your character until your return. Everyone needs to do this from time to time. It's normal. We'd rather you take the time off when you need it and return to us, than to try to squeeze everything in when you're busy and burn out. Real life affects us all and we all need a few days off from posting from time to time.

If your computer goes down and you can't email your DM to notify him, call Jerry at 940-691-1078 and he will get the message to your DM and fellow players.


Technical Problems

Notify your DM if you experience any technical problems.


Dice rolling on the Game Boards

You'll notice that there are dice rolling hot keys above the Action Field in the Posting Area of the board. Click on the dice you need and it rolls. It's that simple. It can get confusing for the DM, though, if you don't list your dice rolls in your post below.

Here's an example of how to add the dice results to your post in the message field:

Onrad takes a few steps back and full of confidence and determination, runs forward hurling his body across the 15' chasm. Time seems to stop for him as he reaches the apex of his leap. He pumps his feet and stretches his body, willing himself to the other side. He suddenly realizes (jump check of 17 and needing a DC19 or higher) that he's not going to make it. He let's the air out of his lungs hoping that the difference in weight will see him across. His fingers miss the far side by two inches. "NOOOOaaaaaauuuughhhhh!" His demented scream seems to echo forever as he falls into the bottomless darkness below.

Notice how the roll is included in the post by putting it in parenthesis? Sometimes several rolls will need to be made in one turn. Listing each number clearly in your message post keeps it simple so that the DM and other players can see what roll goes with what action.


Guidelines for role-playing on the board

1) Don't post a second time in a day. The new day begins when the DM posts. So you should only have one post for your character between each DM post.

2) Stay in character on the Game Boards. Out of character comments etc. are to be handled by email, private posts, or in the Loot 'n Booty Inn. Now, there may be an occasion where you feel you just have to say something out of character. If so, go ahead, but understand if your DM, after reading it, edits it out and send you an email asking you to strongly consider sending such comments via email.

3) Posts are considered to happen in sequential order.

This means that if one person posts that he drinks the potion sitting on the table, that the next person can't say that he's going to put the same potion in his pocket. Your DM may occasionally overrule sequential order for the sake of the story line. However, this should be a rare thing.

4) As in a "live" game, do not resolve your own situations. Many MUDS allow for the player to not only state his action, but to resolve it himself. Here in The Wold, we attempt to recreate the "live" game as closely as possible. So you may say that your character is going hunting for some food, and make your appropriate rolls to catch something; however, it is up to the DM to post the results of the hunt. Players post actions. The DM posts the results of such actions.

5) Roleplaying 101--It has been determined through trial and error that posting in 3rd person is superior than posting in 1st or 2nd person.

Example of 1st person posting:

Valdor:

I grab my sword, which is sticking in the spine of the dragon, and pull for all my might. (Strength check of 18+4=DC of 22) If I pull it free, I spin, trying to get out of the way of the poisonous spikes of the dragon's tail. (Dexterity check of 12+1=13DC)

Example of 3rd person posting:

Valdor:

Valdor grabs his sword, which is sticking in the spine of the dragon, and pulls it with all his might. (Strength check of 18+4=DC of 22) If he pulls it free, he spins, trying to get out of the way of the poisonous spikes of the dragon's tail. (Dexterity check of 12+1=13DC)

3rd person posting makes it easier to be descriptive with your post and to make it truly outstanding.

6) Role-playing 102--It has also been determined that a truly great character is one whose posts allow one to identify the character just by the style of the post. In other words, the character has a strong and simple "hook." Something simple that identifies that character's personality. A good hook helps to distinguish your character from the others in the group. All we have to communicate with on a Message Board are words. So what you write will determine the worth and notoriety of your character.

For instance, the character of Guido in Game 6 is a prime example of a character that has a strong "hook." You would know which posts were Guido's even if his name was not listed above the post.

Guido's hook is that he is sarcastic. Here is a typical Guido post.

Guido:

Guido sneers as the beggar crawls back into his corner. "Get a job," he mutters as they pass. He spots a nearby trashcan with trash thrown all around the can. Guido looks inside and sees that it is empty. He turns and shouts to the beggars up and down the street. "I've got a gold piece for whoever cleans up this mess."

DM Jerry:

Not one of the beggars moves a muscle. In fact only one or two actually turn their heads to look at the ornery Dwarf.

Guido:

"Figures. The Wold's going to hell in a backpack."

A good hook can be anything from being heroic, to an unusual outlook on life, to emphasizing a certain aspect of your character.


The Red Wyrm Inn

We've added a separate game board called The Red Wyrm Inn where the characters, not the players, from all the games (including JKF's now defunct Morantia campaign) can gather, meet and chat in character. There we talk, have shared adventurers and some occasionally are invited to visit The Maw, a huge dungeon underneath the inn. All posts in this inn are done in character. With permission from the Campaign DM, you may occasionally introduce or play an existing NPC on this board. You may begin to post here just as soon as you've sent the first draft of your character sheet to your DM. If you have some questions about using this page, email your DM.

All characters entering the RWI find themselves at the 6th level of experience, yet with their current equipment. The only exceptions to this are characters who have joined the ranks of the Dragon Consortium. They may enter the Inn at their current rank of experience. Any equipment gained in the Inn will probably be lost when the character returns to "real life." Hit points used in the inn are spent for real and are lost to the character in his "real" place and time.

No one ever seems dies in the inn. At least not permanently. This seems to be handled in various ways depending on the circumstances. But thanks be to the Gods of Wold that such is the case, because I've seen them dropping like flies in there, each disappearing only to walk in again the next day!

No one knows how characters from various games, places, and times all end up at the RWI together at the same time and place. It is a grand mystery. Some suggest that the Inn summons those who are restless in their sleep to it's comforting environs. Supporting this is the fact that several characters have noticed that rewards earned in the RWI have occasionally appeared the next morning in their bed roll or under their pillow. Someday perhaps this mystery will be revealed.

One thing is for sure and that is that if your character is searching for more adventure, and wants to meet the characters from other times and places, then the Red Wyrm Inn is the place to be!


The Loot 'n Booty Pub 'n Inn

We've also added a game board called The Loot 'n Booty Pub 'n Inn for out of character posting. You can access the L'nB from either the Main Games Page, or by selecting the button at the top of each Message Board. Here, at the L'nB, players from all Woldian games talk shop, or anything else we want to discuss from movies, to philosophy, to game rules. Note that this inn is readable only when you sign in. This keeps the conversations within private.

I strongly feel that all truly great and successful D&D groups evolve past being just playing buddies to being true life-ling friends. One of the things that I hope sets our site apart from others of it's type is that we work hard on creating an atmosphere where friendship and a feeling of community is encouraged and fostered. Please get involved in the site by participating in the L'nB and the RWI when you can.

Combat Rules

Online 3D Combat Rules

01/16/01

The following rules and guidelines are in force to allow enjoyable player and DM interactions in the limited environment of the online message board game. Suggestions are always appreciated, but should not be made within the game boards. All suggestions for improvements, refinements, and other non-character subjects should be addressed to Jerry at gericko@gmail.com. Your suggestions and comments are always appreciated.


Thanks,

Jerry


Importance of Posting During Combat

In combat, it is extremely important to post every day. The mage who doesn't answer with the fireball at the proper time or the fighter who doesn't protect the cleric who has fallen can cause the death of a fellow adventurer or even of the whole group. If you know something is going to prevent your posting even for a single day during combat, make arrangements with your DM.

Initiative:

We use alternating group initiative.

There are two scenarios for initiative. The most common one is when one group attacks another. In this case the ones initiating the combat goes first. From this point on, initiative alternates back and forth until combat is over.

The second scenario for initiative is when both groups close and join combat at the same time. In this case, the DM will roll for initiative and announce whether the party or the opponents have won. From this point on initiative alternates back and forth until combat is over.

The DM will note the number of the round as it progresses for purposes of counting the duration of spells, etc. Usually, the DM will post the results of the parties actions and then, with a separate post, proceed with the opponent's initiative. After that, the DM will announce that the party has initiative once again as he concludes his posting.

Note that if the DM ends his post with 3 dots (. . .) it means that he's not done yet and that there will be another DM post entry shortly. You should wait to post until the DM makes that additional post and it ends with a single period.


Note on AC

The DM will either announce the AC of the monster(s) or, to heighten the mystery and suspense of the encounter, attempt to keep it a mystery for a short time, say until the monster is hit for the first time. If he does the latter, simply state what AC you hit with each attack so the DM can easily determine whether you hit or not without having to look up each player's To hit bonuses on your character sheet.


Role-playing During Combat

When you write your turn, COMPLETELY cover your actions. State in your post what AC you hit and the number you rolled. Then state how much damage you did. If it is a spell, list the damage from the spell, and list the DC that any victim must save against and the type of saving throw needed. List all the facts needed to resolve the action so that the DM doesn't have to pull out his PHB and character sheets 8 times a round to resolve each player's actions.

Once that is accomplished, get creative with your post. Even though it is combat and that requires that you post the numbers, continue to role-play adding details, descriptions and feelings. Go ahead and say "the man-bear hit with his claw rolling an 18 and hitting AC23 slashing the hairy Orc (#5) across his chest for 5 points of damage. Blood spurts from the wound matting in the man-bear's hide."

But remember, descriptive doesn't mean getting carried away. You are restricted by the rules as to what you can accomplish in one 6 second round.

It is beyond the acceptable realm of creativity to say "Geof flips over the orc, landing on the halfling's table. He then hurls his dagger over his shoulder at the orc. At first it looks as if he hopelessly missed, but then the dagger bounces off the floor (rolled a 18) and flies straight back and sticks right in the orcs chest doing 4 pts of dmg."...

You get the idea. If you stretch your "story" too far, or try to accomplish too much in one round, the DM will likely negate your actions. The one exception to this is in a bar fight or similar occasion when the DM's loosen up. At those times, its much more fun to swing by a chandelier, do a double flip, or walk on the top of a few orc heads than it is to duke it out toe to toe. Your DM will tell you when the combat is a "free for all" encounter.

You are always free to be creative. If something you are doing in your opinion requires an ability check, say at a penalty, apply it to yourself out of honor and try the maneuver.

Remember, it is ALWAYS the DMs right to come back later and apply different penalties and change the difficulty. Consider the following problem:

Gareth calls a shot to the dragons eye and applies a -4 penalty to himself. He rolls a 19 and thinks that he succeeds.

Then Onrad's following post gives himself a +4 to hit the dragon because it is blinded. Now the DM has to come back and explain that the eyes of the Dragon have a specialized type of Stoneskin spell applied to them and that neither Gareth's called shot nor Onrad's stroke did any damage.

These awkward circumstances can and do occasionally occur. Go for what you want to do and the DM will deal with things as he decides best.


Hitting Your Opponent

If you hit the opponents, you may describe how the hit looks. You can decide where the hit is, knowing that it doesn't matter, only hit points do. You do not have the right to make your opponent shiver with fear or look with scared "eyes" at you. Only the DM can do that. Make sure that you do not assign an emotion or a role-playing response from an opponent in combat. The DM will do this.

For example, you may say:

Onrad:

Onrad strikes out twice with his sword at the nasty goblin hitting once rolling a 15 and a 12. There is the sound of metal upon bone as the sword stabs him in the shoulder and pulls out again doing 7 points of damage.

You may not say:

Onrad:

The goblin falls to his knees in fear and respect before the almighty Onrad as the mighty warrior swings his sword toward him. The goblin shakes knowing death is near as he is hit (Onrad rolls a 15 and a 12 hitting once) in the shoulder for 7 points of damage just missing the goblin's dear old heart that is about to burst from all this activity."

Do not assume that just because your dice rolls appear in the dice field of the posting page that everyone will understand what the roll is for. Go ahead and INCLUDE the roll with the above information in your post to be as clear as possible. Then add the descriptive elements to your post.

One example of a properly written combat action is as follows:

Jus:

"Ouch!" Jus winces seeing the Fireball go off. He shudders for a moment realizing what probably would have happened to him. Jus then quickly pulls out his bow and takes aim across the stream at Orc #2, being extra careful not to hit Tiburon who is closed with him. He rolls an 18 (hitting AC of 20) (-5 to avoid hitting Tiburon) and buries the arrow in the Orc's thigh (3dmg)!

The next pair of examples shows the difference between just listing the information and focusing more on the "story" aspects of the attack:

Bear:

The bear hit Orc #5 with a 16 hitting AC18 for 6 points of damage, missed with his second claw attack (rolled a 3) and hit with his bite (rolled a 19, which hits an AC 19) for 8 points of damage.

Bear:

The bear lets out a roar of frustration and attacks Orc #5 again, tearing the flesh off of the Orc's back (h16/ac18/d6). He swings his other claw at the Orc's face, but can't connect (h3). Determined not to let this meal get away, the bear sinks his teeth into the orcs neck causing the blood to flow (h19/ac19/d8). The bear roars in triumph spinning in the sacred war dance of his ancestors.

If you use abbreviations in your turn (like h for to-hit roll, ac for armor class hit, and d for damage roll in the second example above), make sure your DM understands the terms you are using.


Other Die Rolls

Roll all spell effects, like points healed from Cure Light Wounds, and damage from your spells just like a fighter does. If you need to know the damage or effects from an item, email the DM.

If you cast a spell, use an item, etc. you must note in your post if the spell requires a save for the opponent. If it includes damage, that must be posted.

Example of a spell with a save and damage:

Jus realizes that his friend Onrad is about to be beset by 4 huge two-headed trolls. He quickly casts Fireball centering it on the centerpoint between the 4 trolls. (Save for half damage) Each one takes 29/15 points of damage! Jus shakes his fist at the crispy trolls and prepares for the next one to close on him by drawing his sword.

Again in all turns be sure to list:

a) the number you rolled,

b) any "unusual" adjustments to that attack roll,

c) the AC hit with the modified roll,

d) your damage if any, and

e) any "unusual" adjustments to your damage roll.


Unconsciousness and Death

Remember that binding someone's wounds requires a Healing Check with a DC of 15. This skill is an "untrained" one, meaning that you don't have to have ranks in the skill to use it. You should have a Healer's Kit in your equipment to do this.

A PC will survive an extra segment for each hero point that he has.


Critical Hits and Fumbles

We will use the rules in the PHB3 for Critical Hits. (see p. 97 and p.123) with the exception that a 1 is always a miss and a 20 is always a hit. Rolling a 20, though, doesn't mean that you have a critical hit. Instead you have a "threat." As per the rules, you must roll a second dice and hit the opponent's AC a second time or roll an additional 20 to get a critical hit.


Called Shots

I haven't seen any rules in 3D for Called Shots, so for now, we'll not use them. Instead, if there is an unusual action you want to attempt, just make your rolls as normal and the DM will decide if you succeed in your attempt or not.


Parrying

This is another discontinued rule in 3D. Instead you have options like Total Defense (p. 127) and Fighting Defensively (p. 124)


Attacks of Opportunity

This rule can be confusing. I "quote" below from Chris Lindsey, one of our players who was a playtester for 3D. His explanation of this rule is very clear.

"Ah yes... attacks of opportunity, the main thing to remember about attacks of opportunity is they occur under a specified set of circumstances. When we first starting play-testing, we took this rule, and broke it down into its component parts, listing out each plausible circumstance... here you go... "For melee combat, you provoke an attack of opportunity when you move into the threatened area of an opponent, and they are not in your threatened area... this is long hand for saying that their weapon can get to you, while yours cannot get to them. This most frequently occurs when dealing with weapons and monsters who have a reach greater than 5 feet.

"If you take a move, full or otherwise in a round, and you move from a threatened area to a threatened area, you do provoke an attack of opportunity from those who previously threatened you. The assumption being that as you move into a new threatened area, your attention shifts from the previous threat to the new one. ( If a player decides to be tricky and say that they are focusing on the old threat rather than the new... then the new threat gets the attack of opportunity... they may not deal with both at the same time)

"This is why when two creatures are attacking the same PC, one of them gains the flanking bonus... because a PC, and most monsters, can only deal with one threat fully at a time.(But that is neither here nor there)

"If you take a full move in a round (nothing but moving) and you move from a threatened area to a non-threatened area, you do not provoke an attack of opportunity from those who previously threatened you. Your attention can remain focused on those who were previously attacking you, and therefore, you are still defending yourself from those attacks.

"This is the most difficult part of the rule... the other circumstances are pretty cut and dry... They are described on Table 8-1 on page 122 of the PHB... The one thing to keep in mind regarding this table is that it is dealing with two different circumstances at the same time. One is whether or not you can move and perform a specified action, and the other is whether or not a specified action provokes an attack of opportunity.

"I hope that this helps... if not please fire your questions my way, and I'll try and help as best as I can... I usually use a combat map and miniatures when I describe this rule to someone... its not as easy to do that over email.... : )

Chris Lindsay"


Surprise

A term, which has a completely new meaning, is the term "surprise." I quote once again from Chris, who writes these helpful words:

"The other iffy part for me is the surprise round. We keep coming into circumstances where the rules don't seem to apply. Who knows about the other? Who gets those initial attacks before Round 1? That sort of stuff.

Surprise is all a matter of awareness.. when I do surprise... I determine at what point the PCs/NPCs have an opportunity to become aware of one other... whether one or the other are making sounds or marching into view(obstructed or otherwise). If both groups are just tramping along blissfully unaware of each other, then both of them roll either a Listen or Spot check whichever is more appropriate to notice the other group... whoever makes the check is not surprised... those who fail are... I use the following DCs based on the size of the creatures/PCs involved: (And I usually make these checks on my own behind the screen so as not to alert the players)

DC 20 for Tiny

DC 15 for Small (Halfling and Gnomes)

DC 10 for Medium (Human, Elves, Dwarves, Half Elves, and Half orcs)

DC 5 for Large...

Any bigger, and the PCs are either blind or deaf... : )

If someone is actively attempting to not be heard or seen then it is an opposed roll Listen vs. Move Silently or Spot vs. Hide... Whoever wins the roll determines the outcome... of who is and who isn't surprised.

Chris Lindsay"


Partial, Free, Move-Equivalent, Standard, and Full-Round Actions

Become very familiar with these terms. Table 8-3 and 8-4 on pp. 127-128 of the PHB3 is very helpful here. If you're not sure about whether an action is allowed or not, go for it. Your DM can decide during his post as to whether your action(s) succeed.


Hero Points

When a PC performs an action that is heroic according to his class, i.e. something that truly benefits the party, puts herself at risk for them, and is successful; the DM will award a hero point when experience is given out. The number of hero points a PC has cannot exceed her current "character" level. When you are awarded a Hero Point, you also receive 50xp times your level.

Hero points may be used to re-roll any roll one time. If you are striking the dragon and roll a 2 missing the beast, you may use a hero point to re-roll the attack roll. If you are saving vs. poison or die and you fail the roll, you may use a hero point to re-roll that save one time.

Hero points may also be used to increase a rolls chance for success by 10% or +2 on a d20. (Yes that's right old guys, it has been changed. 5% and +1 was too skimpy for what you have to do to earn it. Right?)

You may use a combination of those two as well. Let's say you miss your save vs. poison and have had that character for 5 years. You don't want to lose him. You have 9 hero points so you use one to reroll and the other 8 to give you a +16 to the roll -- virtually guaranteeing success. It also uses up all your hero points, however, leaving you without any more extra chances in the future until you can earn more.

If you fail a roll the DM makes, you may use a hero point to re-roll in your next post the following round. You will still be subject to the situation for one round until the re-roll is made, assuming that it succeeds. Hero points may not be used after following round.

Example:

During the NPC's initiative, an Entangle Spell has been cast upon you. The DM rolled, and you failed your save. The next turn, you can use a hero point to re-roll the save. If you succeed, you are instantly freed from the spell, which held you fast the previous round.

A hero point must be used at the character's first opportunity or the situation has passed him/her by.

If you would rather not be entangled at all, you must specify on your character sheet when the DM should use a hero point for you. Otherwise, the DM will only use a hero point to prevent your character's death.


Collecting Missiles after Combat

The PHB on p. 97, and in other locations, says that arrows, bolts, and bullets that hit their target are destroyed. Those that miss have a 50% chance to be destroyed or lost. The DMG on p. 184 states the same thing with regard to magical arrows. A magical arrow, bolt, or bullet that hits is destroyed. Magical arrows are thus cheaper in 3E than in 2E.

Other thrown weapons such as daggers, nets, clubs, etc. are not destroyed when used in combat.


Special Attacks

Special Attacks In The Wold

Summary

1) The following applies to Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip attacks, collectively called special attacks.

2) Making a special attack never provokes an attack of opportunity.

3) All creatures (characters and monsters) take a -4 non-proficiency penalty when making special attacks. However, this penalty is lifted if the creature has a feat that provides a bonus or expertise in the particular special attack. It is also lifted if the character is a Duelist, Hand of Domi, or Monk. For monsters, it is also lifted if the monster has a special ability or expertise in the attack, such as Improved Grab or Trip. Only attackers, not defenders, suffer the -4 penalty.

4) When defending against a special attack, it is assumed that the target of the attack takes ten on all opposed checks. If a player anticipates using a special attack, he or she should tell the DM as soon as possible so the DM can post a special attack DC (the opposed-taking-ten-roll) that the target uses. If a character habitually uses a special attack, the DM might want to post targets' special attack DCs when posting target armor classes. Note that player characters are also assumed to take ten when defending against special attacks.

5) When an attacker makes a special attack, the attack automatically fails if the attacker rolls a natural 1, 2, or 3 on the opposed check.

6) When a combatant is trying to escape a grapple, the combatant must make a different roll against each opponent separately. To escape, the combatant has to win all the rolls.

7) When an attacker using Trip or Disarm does not succeed then the attacker must make a reflex save vs the target's Trip or Disarm DC. Failure means that the attacker is disarmed, tripped, or possibly may choose to drop a weapon. This save also fails on a 1, 2, or 3.

8) In all other ways, the standard rules in the PHB apply to special attacks.

Calculating Your Special Attack DCs

These are the numbers for your opposed rolls assuming you take ten when you are attacked. Here's how to figure them out:

Bull Rush DC = 10 + Str Modifier + Size Mod + Stability Mod Disarm DC = 10 + Attack Modifiers + Size Mod + Object Mod + Gauntlet Mod Grapple DC = 10 + Str Modifier + Size Mod + BAB + Feats Overrun DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod Sunder DC = 10 + Attack Modifiers + Size Mod + Object Mod Trip DC = 10 + Dex or Str Modifier + Size Mod + Stability Mod Modifiers Size Mod = -4 if you are small; +0 if medium; +4 if large; +8 if huge. Stability Mod = +4 if you are a dwarf, liontaur, or centaur. Attack Mods = BAB + all usual attack modifiers, including Str, feats, weapon enhancement bonuses, size mods to hit, etc. Object Mod = +4 if you are using a two-handed weapon, -4 if you are using a light weapon. Gauntlet Mod = +10 if wearing locked gauntlets. BAB = Base Attack Bonus Feats = +4 if you have Improved Grapple or similar feat, +1 if you have Weapon Focus (Grapple). Also see Tables 8-5 and 8-6 in the DMG.



Complete Special Attacks Rules for Wold Use

The following applies the summary above to the core rules for special attacks. Now you do not need to refer to your books and then apply the Woldian changes -- instead, just consult the rules below, presented here in one easy place.

Bull Rush

You can make a bull rush as a standard action (an attack) or as part of a charge. When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.

Initiating a Bull Rush First, you move into the defender's space. This does not provoke an attack of opportunity.

Second, you make a Strength check against the defender's Bull Rush DC.

Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Bull Rush feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. Add a +2 bonus if you are charging. The defender's DC is 10 plus Str bonus plus the size modifier listed above. The defender also gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.

Bull Rush Results Note that your bull rush attack fails on a roll of a natural 1, 2, or 3. If you beat (not tie) the defender's Bull Rush DC, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender's DC. You can't, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.)

If you fail to roll above the defender's DC, you move 5 feet straight back to where you were before you moved into his space (defender wins ties). If that space is occupied, you fall prone in that space.


Disarm

As a melee attack, you may attempt to disarm your opponent. If you get multiple attacks, you can attempt to disarm multiple times (at successively lower base attack bonuses). If you disarm with a weapon, you knock the opponent's weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.

Initiating a Disarm You can attempt to disarm a melee weapon or other object. If the item you are attempting to disarm isn't a melee weapon, then the defender takes a penalty (see below) and there is no chance that you will drop your weapon if you fail.

First, you make an attack roll with your weapon -- using your usual BAB and modifiers -- trying to beat the defender's Disarm DC.

Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Disarm feat Add a +4 bonus if your weapon is two handed or add a -4 penalty if it is light (an unarmed strike is light). Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus his usual attack roll mods, plus the modifiers for weapon size and body size listed above. If the defender is holding an object other than a melee weapon, then the defender takes a -4 penalty on the DC. A defender wearing spiked gauntlets can't be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus on his disarm DC.

Disarm Results Note that your disarm fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, the defender is disarmed (defender wins ties). If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender's weapon is on the ground in the defender's square.

If you fail on your attempt to disarm an opponent's melee weapon, then make a reflex save vs. the defender's Disarm DC. This save fails on a 1, 2, or 3. If you fail the save, you drop your own weapon in your square. You do not need to make this save if you fail to disarm an object that is not a melee weapon.

Disarming Items You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.

If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, no reflex save is required if the attempt fails. This otherwise functions identically to a disarm attempt, as noted above.

You can't snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his DC to resist the attempt.

Grapple

Grapple Checks As a melee attack, you may attempt to grab and wrestle your opponent. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses). Repeatedly in a grapple, you need to make grapple checks against the opponent's grapple DC. A grapple check is like a melee attack roll. Your grapple check starts with your base attack bonus and then is modified as follows:

Add your Strength bonus (or penalty). Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk, or if you are a monster with the Improved Grab ability. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Grapple feat Add a +1 bonus instead of the -4 non-prof penalty if you have the Weapon Focus (Grapple) feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's grapple DC is 10 plus base attack bonus plus ALL the modifiers listed above EXCEPT the -4 non-proficiency penalty. Note that your grapple check fails on a roll of a natural 1, 2, or 3. Otherwise, you win the grapple check if you beat the defender's DC (defender wins ties).

Initiating a Grapple To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee touch attack.

First, you make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. Second, make a grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.

Maintaining a Grapple To maintain the grapple for later rounds, you must move into the target's space. (This movement is free and doesn't count as part of your movement in the round.)

Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.

If you can't move into your target's space, you can't maintain the grapple and must immediately let go of the target. To grapple again, you must begin over with a new melee touch attack.

Grappling Consequences While you're grappling, your ability to attack others and defend yourself is limited:

No Threatened Squares: You don't threaten any squares while grappling. No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling. (You can still use it against opponents you are grappling.) Rogues can sneak attack you. No Movement: You can't move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling. Subject to Missile Fire: If you fire into a grapple, roll randomly to see which grappling combatant you strike. That defender loses any Dexterity bonus to AC.

If You're Grappling When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses. While grappling, you can:

  • Activate a Magic Item: So long as the item doesn't require a spell completion trigger (no reading scrolls). You don't need to make a grapple check to activate the item.
  • Attack Your Opponent: Make an attack with an unarmed strike, a natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks. You can't attack with two weapons while grappling, even if both are light weapons.
  • Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don't have to make a successful grapple check to cast the spell.
  • Damage Your Opponent: You can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check. (Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.)
  • Draw a Light Weapon: Draw a light weapon as a move action with a successful grapple check.
  • Escape from Grapple: You can escape a grapple by winning a grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, make a different roll against each opponent separately. To escape, you have to win all the rolls.. (Opponents don't have to try to hold you if they don't want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
  • Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple. You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
  • Retrieve a Spell Component: Produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
  • Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
  • Break Another's Pin: If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
  • Use Opponent's Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn't require another action). You don't gain possession of the weapon by performing this action.

If You're Pinning an Opponent

You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent's weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking. You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt. You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa). You can't draw or use a weapon (against the pinned character or any other character), escape another's grapple, retrieve a spell component, pin another character, or break another's pin while you are pinning an opponent.

If You're Pinned by an Opponent When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you're pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. Treat your Dexterity as 0 (-5 modifier). Rogues can sneak attack you. At your opponent's option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you're still grappling.

Joining a Grapple If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that your melee touch attack to grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.

If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.

Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.

When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, you must make beat the grapple DCs of each opponent, rolling a check for each one.

Overrun

You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.

Initiating an Overrun First, you move into the defender's space. This does not provoke an attack of opportunity from the defender.

Second, does the defender choose to avoid you or block you? If you have the Improved Overrun feat, your target may not choose to avoid you.

If he avoids you, your opponent doesn't suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) The overrun attempt doesn't count against your actions this round (except for any movement required to enter the opponent's square).

If your opponent blocks you, make a Strength check against the defender's Overrun DC.

Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, a Monk, or a monster with the Trample ability. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Overrun feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus Dexterity or Strength bonus (whichever ability score has the higher modifier). The defender's DC is also modified by the size modifier listed above. The defender gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.

Overrun Results Note that your overrun fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, he is knocked prone and you can continue your movement as normal (defender wins ties).

If you lose, make a Reflex save vs. the defender's overrun DC. If you fail the save, you have to move 5 feet back the way you came and fall prone, ending your movement there. If your overrun fails but you are not knocked prone (because you made the reflex save), you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.

Mounted Overrun (Trample) If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier, rather than yours). If you have the Trample feat and attempt an overrun while mounted, you do not suffer the -4 non-prof penalty, your target may not choose to avoid you, and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.

Sunder

You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. If you're attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other than weapons or shields is covered below.)

Initiating a Sunder First, you make an attack roll with your weapon -- using your usual BAB and modifiers -- trying to beat the defender's Sunder DC.

Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, or a Monk. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Sunder feat Add a +4 bonus if your weapon is two handed or add a -4 penalty if it is light (an unarmed strike is light). Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus his usual attack roll mods, plus the modifiers for weapon size and body size listed above.

Sunder Results Note that your sunder fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, then, roll damage and deal it to the weapon or shield. If you fail the sunder attempt, you don't deal any damage.

Sundering a Carried or Worn Object You don't use an typical sunder attack roll to damage a carried or worn object. Instead, just make an attack roll against the object's AC. A carried or worn object's AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Apply the -4 non-prof penalty unless you negate it per the list above. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You can't sunder armor worn by another character.

Trip

You can try to trip an opponent as an unarmed melee attack or as a melee touch attack with a particular tripping weapon. You can only trip an opponent who is one size category larger than you, the same size, or smaller.

Initiating a Trip First, you make a melee touch attack against the target. If you fail to hit the target, the trip attempt fails. Second, if your attack succeeds, make a Strength check opposed by the defender's Trip DC.

Add a -4 non-prof penalty unless you are a Duelist, Hand of Domi, a Monk, or a monster with the Trip ability. Add a +4 bonus instead of the -4 non-prof penalty if you have the Improved Trip feat Add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender's DC is 10 plus Dexterity or Strength bonus (whichever ability score has the higher modifier). The defender's DC is also modified by the size modifier listed above. The defender gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.

Trip Results Note that your trip fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, the he falls prone (the defender wins ties).

If you fail on your attempt to trip an opponent, then make a reflex save vs. the defender's Trip DC. This save fails on a 1, 2, or 3. If you fail the save, you fall prone in your square. If you are using a tripping weapon, you can choose to drop the weapon rather than fall prone after a failed save.

Tripping a Mounted Opponent You may make a trip attack against a mounted opponent. The defender may use his Ride ranks and modifiers to determine his Trip DC in place of his Str or Dex modifier. If you succeed, you pull the rider from his mount.



Rationale for Special Attacks Revision

The problem with special attacks online is dealing with all the opposing rolls and attacks of opportunity that must take place in a single round to perform a special attack. In a live, table-top game, special attacks use simple and easy-to-understand rules and can be performed quickly. But online text gaming has its limitations, and adjustments need to be made. These house rules were created to give a more simple way to perform these actions by eliminating the extra die rolling. We want to keep those "IF this happens THEN that happens, BUT IF it didnt happen THEN this happens instead" posts to a minimum.

By removing the attacks of opportunity and assuming that defenders take ten on opposed rolls, we get rid of the back and forth that is so easy face to face and so annoying in message board play.

The complexity of the situation gets worse for an attacker with a high base attack bonus who can make multiple special attacks in a single turn. For example:

EXAMPLE ONE If I'm a fighter with three attacks, I could use the first action to start a grapple. If that works, I could use my second attack to pin. If it doesn't work, I can try to start the grapple again. For my third action, if I pinned him, I can hurt my opponent with his own weapon. If I just grappled him, I can try to pin him. If I didn't even start a grapple on the first two tries, I can try to start a grapple again. At the end of the round, there are four possible outcomes -- not grappled, grappled, pinned, pinned and injured by his own weapon.

The mage standing in the next square wants to know what happened! Because if the opponent is grappled, then the mage can start his spell with no fear of an attack of opportunity. Otherwise he might try to cast on the defensive. Depends on whether that grapple worked.

EXAMPLE TWO. Here's a simpler option: two fighters are fighting toe to toe. One fighter tries to disarm the other (standard action). If he succeeds, he uses a move equivalent action to pick up his opponent's weapon! If he fails, he takes his remaining two attacks as part of a full round action.

Even for a group without high BABs, the new rules make things simpler:

EXAMPLE THREE. A party of low-level PCs fights a potent enemy, say an ogre. One PC, posting right after the DM, grapples the ogre. Under the standard rules, no one knows if the grapple is a success. So the rest of the party attacks the ogre. If the ogre is grappled, per the PHB p.156, the ogre loses his Attacks of Opportunity, his movement, and his Dex bonus to AC. So as the rest of the party circles the grappling PC and the Ogre, do their attacks hit? Do the rogues get sneak attack damage (since it loses Dex bonuses)? Do they have to worry about the ogre chasing them?

In face to face play, everyone knows right away if the ogre is grappled, and they can act accordingly. That's because the DM can make the ogre's opposed roll immediately. Under the new rules, the party also knows immediately if the ogre is grappled or not, since it is assumed that his opposed roll is a 10. The new rules more closely simulate face to face play because the results of a given special attack are immediately known.

ALL of these situations are MUCH easier to resolve if the grappling/disarming player knows he succeeded or failed as he is writing his turn. That's what these house rules are designed for.

But one quirk we put into the revised rules was that all special attacks automatically fail on a roll of 1 or 2. Here's why:

When both defender and attacker are rolling, even when the defender is very weak, there are two chances in twenty for the defender to succeed -- if the attacker rolls a one, or if the defender rolls a 20. (Technically, these are not assured successes, but they are pretty darn good!) Thus the weak defender has a two in twenty chace to resist a special attack.

But with the new system, in which the defender takes ten on all opposed rolls, the defender loses his chance to roll a 20. The weak defender has his chances cut in half, with only one chance in 20 for success -- if the opponent rolls a 1.

Therefore, if the attacker automatically fails on both a 1 and a 2, the chance of success for the defender rises back to 2 in 20.

After debate and conversation on power balance, the auto fail chance for an attacker using a special attack is now on a 1, 2, or 3.



These rules approved by Development ACDM Cayzle on June 17, 2005.

Technical Issues

Greetings and Welcome to the Wold, The first portion of this document describes how to logon to WoldianGames and what to expect when you are logged in and other technical details. I will be sending you your logon information. You may have already received it. Please contact me anytime you have problems or questions concerning the site.

Enjoy!

John Klinger

(Master DM in charge of woldian.com programming)

jtklinger@usa.net


Finding Your Game:

To find your game, logon to the site by going to the games page at: http://www.woldiangames.com/games/index.html

Choose the game in which you are playing. At the top of the screen you will see a LOGON button. When pressed, this button will take you to a screen where you can enter your logon and password.


Logon Screen:

Note: cookies must be enabled to logon to the site. Some browsers also have a "session-only cookies" option that must be enabled. I will send you your logon information. You may have already received it. It should look something like:

Logon: santac

Pword: reindeer

Note that this is not a real logon or password, but just an example. Type in your logon and password in the proper fields. Note that the logon and password are case sensitive.

Below these fields, there is a toggle option to "Logoff when browser is closed." When this option is selected, you will automatically be logged off, once all your browser windows are closed. You may deselect this option. This causes a cookie to be stored on you computer. The next time you visit WoldianGames.com, this cookie will be read and you will be automatically logged on.

If anyone else in your household is a member of WoldianGames, please carefully consider whether you should have your logon remembered. Even if you choose to have your logon remembered, the site may periodically request you to verify your identity by logging on again.


Forgot Your Password?


If you've forgotten your password, you can enter your logon name at the bottom of the logon page, and we will see if we have an email address for you. If we do, we'll email your logon information to you. If we don't have your email address on file, you'll have to contact the Campaign DM, or myself (John) to find out what password has been assigned to you. (See the "My Profile" section below for instructions on how to specify your email addresses).


Basic Posting Fields

When you view an active game in which you have permission to post, you'll see a set of forms on the bottom of the page. These forms are where you enter your turn.


Post Name:


Enter your character's name here, followed by any active spells and other stats that may be useful to other players or the DM.

Example:

Tericus (hill giant strength, poision immunity)


Die Rolls:


This field contains the results of die rolls made using the buttons below this field. Obviously, you should decide what your character will do before you roll the dice and not let temptation cause you to change your actions when the dice don't land your way. -----------------------------------------------------------

Message:


Enter or "post" you character's actions here. There are instructions and advice below about posting. Read them carefully. You may write your post in paragraphs, however, such long posts are sometimes frowned upon depending on the situation.


Post Formatting:


All HTML within a post is ignored. However, everyone can use special tokens to perform basic text formatting and to insert links or email addresses.

The format statements are shown in the following examples.

[b] Bold text [/b]

[i] Italicized text [/i]

[u] underlined text [/u]

[center] this text will be centered [/center]

[link]http://www.woldiangames.com[/link]

[link href="http://www.woldiangames.com/games/"]Visit the Games[/link]

[email]jtklinger@noname.com[/email]


Private Posts


If the "Post Private to DM" option is selected, your post will only be visible to you and the site DMs.


Submit:


When you are done entering your "post," simply click the Submit button. A "you've posted" screen will load letting you know that your turn has been entered properly.


My Profile

Within the gaming arenas of WoldianGames, you can access your profile using a link provided at the top of the page. The "My Profile" pages allow you to review and modify your logon, password, and personal information.


Your Name:


This field contains your first an last name and is only available to the Campaign DMs, Site Administrator, and Master DMs. It is not viewable by the public.


Your Logon:


This field contains the logon name that must be used with your password in order to gain entry onto the site.


Your Password:


Your password is used with your logon to gain entry onto the site. For security reasons, your password will never be displayed to you. If you lose your password, use the "Send Profile" button, or see the "Forgot Your Password?" description in the "Logon Screen" section.


Your Public Name:


There are portions of the site where an individual is identified to other members of WoldianGames. In these places, your public name will be used for your identity. Your public name can be your first and last name, or anything else that can uniquely identify you to other players.


The Date You Joined:


This field shows when the day you first became a member of WoldianGames


The Number of Posts You've Made


This field shows the number of posts you've made on WoldiaGames, including public message boards like the Loot 'n Booty and the Red Wyrm Inn.


Your Email Adresses


You can associate up to three email addresses to your account. When you request your profile or logon information to be sent to you, they will be sent to these email addresses.


Editing Your Profile


For security reasons, you will be requested to provide your password whenever you make modifications to your profile.


Thanks for joining us, it should be a lot of fun. Let us know all the crazy ideas you have to improve the size and make gaming more enjoyable. We have a list of great enhancements, and would love to include yours.

John Klinger

Tapestry Game Rules

The Magic Tapestries 2.1

A number of Magic Tapestries hang on the wall of the GG (Giggling Ghost) which at times allow PCs to enter and live through an adventure inside the T (tapestry).

To enter the T and begin your game, all PCs in the game must touch the T or each other. This causes the T to shimmer taking all within its structure. The PCs will then find themselves in whatever location the DM has chosen. The Tapestry is not visible from within until the end of the adventure, or for a short time if a PC dies. If PCs choose to exit the T when a death occurs, the adventure ends.

If a PC dies within a tapestry the body floats out of the T, through the GG, and out the door. Players who die may not re-enter the GG for 24 hours. They may not re-enter the T after being ejected. Raise Dead and Resurrection have no effect in the Ts. Tapestry games normally will have a higher death count than Permanent games.

Both characters from our permanent games as well as temporary characters created just for a T game or from a previous T game may be used in the Ts. If a permanent PC is not 10th level, it must be altered to be that level. Allowing Temp PCs lets players try other types of PCs than the ones they play in our permanent games. Players may bring in a temp PC into the GG one week before the T scheduled module begins and it can remain until one week after it ends.

PCs can be in only 1 T game at a time. Players may be in two T games at a time. Players may only play 1 PC in any T game.

The Standard T adventure is offered at 10th level. T games may contain 4 or more PCs. XP is not given. PCs for a T game may obtain standard PHB supplies for free except for masterwork items. Permanent characters being altered for the Ts may keep their current skills and feats for simplicity or alter them for 10th level. The DM will supply magic for the adventure. Magic Items are lost at the end of the T module.

PC performance in T games will be rated on a Rubric System from 1-5. Treasure will be given in accordance with that. PCs that perform well will be rewarded with treasure to give to any Permanent PC that is active in a current Woldian Game. (See Appendix 2 for the standard rubric DMs will use.)

All T treasure is magical and group oriented. All T treasure comes with an expiration date. It must be used by then or bad things may happen. It is intended to be used by the player to affect the entire group for a duration of time. All T treasure is given in the form of "seals" which may be affixed to anything. It is touch activated and the recipient can use the seal. DMs will develop their own means for the delivery of the seals to the character. Creativity in doing this is encouraged. (See Appendix 1 for a few examples of T treasure.) Seals cannot be sold. Each is keyed to the character that receives it.

Each year, one player will be selected by the MDM over the Ts to receive the T Player of the Year Award. This player will have a plaque added to the Wall of Heroes in the GG in the name of their favorite T character.

Non-Woldian games may be offered in the T, but not as a "T Game of the Month." We must have DMs set to run the next 6 TGOTMs before we will allow a non-Woldian game. Get approval from the CDM and the MDM in charge of the Ts before planning a non-Woldian Game.

The GG becomes a non-monitored board. GG modules now move to the Ts. Occasionally, we will offer a GG module instead of a T Game of the Month. The GG now becomes a place of chat and friendly competition and wager. There are plenty of things to do in the GG to keep people who are not on current Tapestry adventures occupied and entertained. Any DM or ADM may post a binding post in the GG to resolve anything that needs resolving.

The T's MDM will recruit Woldians to DM T games so that one new Woldian T game will start each month. Tap games may be of any length. An unlimited number of T boards may be created. All people currently signed up to DM in the GG will now be reorganized to DM a monthly T game.

Any of the above rules may be waived or changed with permission from the CDM.


Appendix 1: Seals

All tapestry and other non-permanent game treasure will be in the form of seals. Seals consist of a thin wafer with an imprint of an Old-Woldian alphabet letter imprinted in it. It is an Official Woldian Magic-Item Type. Seals stick to clothing, armor, skin, and anything else that is considered being worn by the owner. It cannot be sundered or removed without the "will" of the owner. If the owner dies, they lose their magical properties forever and disappear. Seals can be activated in various ways such as tapping, breaking them into, tossing them, etc. The seal reveals its method of activation to its owner. Seals activated by tapping are activated as a Free Action. Seals that must be broken or thrown, etc. by the owner to activate them cost the owner a Move-Equivalent action when this is done. Once used, the item disappears.

Seals are normally group affecting one-time-use items that have very short durations and minor magical effects. They are usually considered less potent than potions, but this is not always the case. Seals that affect individuals only do exist, but they are rare. Some seals also can edge on the powerful. But this is very rare and goes against the spirit of the concept.

Obvious ideas for seals:


+1 to hit for 3 rounds for the group.

+1 to saves

+5 vs. fire for 3 rounds.

More Creative ideas for seals:

Group potions allowing group invisibility, water breathing, gaseous form and the like, but lasting for only a short time. Group can talk telepathically with each other for a short time. Group can all hide inside the item for a short time. Individual in group can get a +10 to any bluff check one time during the next 5 days of posting. Item acts as a boon gift for Gargul in case someone dies. It helps to appease Gargul when asking for the life of a comrade.


Appendix 2: Basic Rubric for determining Tap Treasures (Seals)

This is the standard rubric used to determine T Treasure. DMs may include their own criteria that are module based for their T Treasure Rubric, if they desire to.

Poor/Failure--fails adventure (no T treasure) 2. Below Expectations--succeeds in adventure, in some sort of partial way or unnecessary multiple deaths occur (no T treasure) Meets Basic expectations--beats module, but just barely (possible single Seal of weak power) Exceeds expectations--not only conquers module, but also does so with style, great role-playing, and creative thinking (2-3 seals per character) Above and beyond--incredible teamwork, heroism, great success in all areas of module, uses creative solutions, accomplishes tasks with great honor and aplomb. (3-5 seals per character)


Appendix 3: Expiration of Seals

Starting with an announcement about the end of January 2004, by the Master of Taps (Justin), all seals will expire after a time.

Official Seal Expiration Schedule (2nd revision):

All current "non-colored" or "clear" seals expired on December 31, 2004.

We now use a color system for the giving of seals:


white seals = Jan-June 2005 (expire June2006) green seals = July-Dec 2005 (expire Dec2006) golden seals = Jan-June 2006 (expire June2007) black seals = July-Dec 2007 (expire Dec2008) etc. Expiration dates will be set for one year after the seal has stopped being given.

Any seals listed by a player without their color explode causing any effect that the DM wishes.

The Master of Seals keeps a master seals list.

Everyone has to send all Seals actually given to the seals master with the following information:


-Name of seal -Color and Date of Seal -DM and game/situation for the award Thus any DM wanting to check the validity of a seal can ask for that information from the Master of Seals.

Any seals not on the Master Seal List explode causing the DM to undergo one full day of derision in the Loot n Booty Tavern.


Appendix 4: Grandfather clause involving clear to white seals Dec. 2004

(emailed to all Woldians on Dec. 30, 2004)

Ok, we're going to allow all seals given since July 1st of 2004 to be automatically changed now to the new "white" color.

This can only be done with your permanent game DM. They will note the change on your sheet and the color can only be changed with their permission. DMs note this on your board with a private post.

Ex: Sarah's character Goofus has had the following clear seals changed to white as they were given out after June of 2004.

Seal of Honor (Gold Tapestry given August 2004 by DM Dragon)

Seal of Forgiveness (Scarlet Tapestry given December 2004 by DM Demon)


The character sheet should note the date of the DM's private post. If the sheets do not show this, the change is not official.

The window of time for this change is now through Jan 31, 2005. After that, no further seals can be changed from clear to white.



This page updated 1 September 2005 by Kim McCoy. Text from Rulesmeister Kent Lewis.

Magical Seals

SEALS 3.0

Seals 2.0 answered all our problems concerning the power of 1.0 seals. They were very balanced. However, they were also boring as well as weak. Our Woldians want a useful creative "gift" as their reward for playing in a Tap game or winning the lottery. Useful and creative. The 1.0 Seals were creative, but too powerful. 3.0 seals will endeavor to combine both our need for balance of power within the game as well as being creative and fun to use. The latter is the more important, for without fun, why play the game?


Basic Parameters:

--Seals may not be given, traded, bought or sold. They may be used, however, upon another being.

--Seals will only affect an individual, not a group.

--No character may have more than 6 slots of seals. Level 1 seals take up one slot. Level 2 seals take up 2 slots. Level 3 seals take up 3 slots.

--If a character earns more seals than he has slots, he must choose which seals to keep so as to remain within the slot requirement. Seals are not / removed from their slots until the spell is actually expended. So a character cannot cast a Hobgoblin Seal and add more seals to his collection until the Hobgoblin Seal has been expended.

--Only one seal may be used in any combat.

Seal Levels:

There will be three levels of seals.

1st level or Goblin Seals.

Awards for lottery and birthdays and hey aren't you cute. They mimic low level potions. They resemble 0-1st level spells and may be used creatively. They either serve a "rare" purpose, or no purpose at all.

Rare purpose: [only works vs. an unusual situation, short term, single effect.]

Goblin Seal of Wild Healing: Heals the damage of one attack from a fey creature.

[No purpose: [creative use only, no game terms involved other than duration]

Goblin Seal of Purpleness: Turns the recipient purple for 5 min.

The object of these seals would be to FIND a way to use them creatively and usefully in roleplay and that would/could earn extra exp.

These seals do not really change in power for a higher level character. Creative is creative. A character does not need a more powerful seal here to be more effective at higher levels. It is all about creativity.

These seals are made by goblins so they are called such. Goblin seal of this and that. Using the name goblin is less confusing than saying that the seal is a 1st level seal since the term "level" is used for so many things in the game.

2nd level or Hobgoblin seals.

Awards that offer practical help. They are straightforward and non-creative. They are used for a larger reward. They still tend to be specific rather than general. They can be prepared early and remain active until used.

Seal of MM: adds 1d6 to a Magic Missile spell. Seal of Healing: adds 1d6 when casting your next cure spell. Seal of Listening: adds +2 to your next listen check.

These seals can be adjusted for higher level. They are automatically written for levels 1-7. If the character is levels 8-14, double the effect. If the character is levels 15-21, triple the effect. (So a Seal of MM would be 1d6x3 for a 20th level character.)

3rd level or Gnomish seals.

These rarely given seals are game shakers. They are magics that, when used by a creative and smart player, CAN unbalance a combat. As Anthony said, "Woldian DMs need these seals around. It keeps you on your toes. I KNOW. Gifts I have given have come back to bite me in the butt HARD."

These Gnomish seals when used correctly make the DM have to say, "I, your lovable DM, worked for 3 weeks on this combat and you ended it in 30 seconds!" However, the Gnomish Seal was used creatively and SMARTLY. The owner came up with the perfect use for it and waited for the perfect time. Then she used it and WHAM the DM cant do anything but say you win. These things should not be obvious. They should simply hold potential. Anthony continues, "One of the reasons Jerry and I love to work together is we absolutely LOVE the fact that the other one can turn our whole plan upside down and backwards and use it against us in about 30 seconds. It makes us better thinkers and better DM's."

There should not be many of these seals out there and they should be earned and individually selected by the DM, The DM of the Taps, and CDM Jerry. Any ADMs or new DMs to a game should be instantly aware of the presence of one or more of these seals and which character possesses it.

Note that these are not uber seals that can turn the tide of a combat in any situation. They must be used in a smart and creative way to take advantage of the magic they provide.

Also, because of the power and source of Gnomish Seals, there is an inherent chance of failure when each is used. Here's how that works. When player receives a Gnomish Seal, the permanent DM of the character that receives the reward also receives from the giving DM, an alternate result that will occur if the percentage roll is missed.

Note that Gnomish seals are still somewhat specific rather than general.

They can let a character use abilities and skills that are not normally his to use. They can simulate a spell or give a metamagic feat. They can acquire one ability of an enemy.

Examples:

--Cross Class Gnomish Seal -- +10 to any cross-class skill that has no skill points placed within it. 20% seal failure. Failure means that the characters suffers -10 to the class skill he has used the most during the last month.

--Acquire Super Gnomish Seal -- Acquire supernatural ability of melee enemy for 1d3 round. 30% spell failure. Failure means that your enemy acquires one of your abilities for 1d3 rounds.

--Double the Range Gnomish Seal -- Doubles the range of any weapon or spell up to the limit of the character's sight. 15% spell failure. Spell failure gives this ability to your opponent.

These seals are only for special awards. The following are examples of situations when Gnomish seals can be given:

1. Character is voted the MVP of hit tap game. 2. Character wins a tournament that has over 10 contestants. 3. Player participates in and survives 5 tap games.

Shopping in the Catacombs

Catacombs Policy (October 2005)

1. Only core items (from the PHB and DMG) or Wold original items (found in the Oshirr House part of the site) are allowed for purchase or exchange.

a. Items may not be bought from the Epic book, the Psionics book, other Wizards of the Coast books, other third party books, magazines, other Web sites, and so on.

b. Woldian seals, oriental weapons, and technology-inappropriate items from the DMG may not be bought or sold. Other items may also be placed on this no-trade list by the Campaign DM.

2. Pricing for standard items are listed as the Market Price in said book.

3. For all standard items in the DMG, the exchange rate is as follows:

a. Items sold in the Catacombs will receive 90% of their total value listed in the DMG.

b. Any change due to the customer will be given in either gold or gems, whichever the customer prefers.

4. Specialty order items should include the words RED TICKET in the Post Name field.

a. All specialty order items are pending DM approval. Specialty order items consist of the following options:

i) Scrolls not listed in the DMG (example: Scroll of Erase) ii) Potions not listed in the DMG EXCEPT for spells with a range of "personal" and target of "you" (example: Potion of Ventriloquism is okay, Potion of True Strike is not) iii) Wands not listed in the DMG (example: Wand of Water Breathing) iv) Staves not listed in the DMG (example: Staff of Acid that lets you cast Acid Splash and Acid Arrow) v) Weapons and Armor created with the DMG tables (examples: +1 whip of spell storing, +5 animated mithril buckler) vi) Non-core rods and rings are NOT allowed vii) Non-core wonderous items are NOT allowed EXCEPT for versions of core items that differ in body slot but do not break the rule for affinity. Such items cost 10% extra. (example: +4 Gauntlets of Strength are okay, +4 Goggles of Strength are not) viii) The policy on combo items (ones that combine the powers of two or more lessers items) is currently under review.

b. Restrictions

i. All specialty order items must be original (ie. it can't be an item that is found in another book.. ii. If a completely unique item is desired (ie, it does not fit a category above) the customer will be referred to the Black Genie Center to research the item. iii. The very first time that a particular specialty item or BGC-approved item is purchased, there is usually a 10 percent surcharge for lab and library use (see 5c below).

5. PCs Making Items

a. The PC's DM approves the manufacture of the item(s) and confirms that the PC has the required feats, spells, and skills (Or a friend who does and is willing to help)

b. Base cost is half market price

c. For items that require it (first time purchases of red ticket items and BGC-approved original spells and items), lab and research fees are 10% of full market price -- but may be waived if the PC's DM says the PC has access to a lab/library.

d. Time and xp costs must be logged as spent by the PC's DM.

i) Time and experience points used are exactly as detailed in the PHB and DMG for core items and specialty (Red Ticket) items. ii) For Wold-unique items from the Oshirr House, time spent is per the PHB and DMG, but xp costs are waived.

6. Identification of items in the Catacombs will be performed by a 1st level mage. The cost of identification is 10gp plus a pearl of at least 100gp value per item.

7. Purchase of Items from the Oshirr House

a. If a character researches a specialty item in the BGC and then purchases it for themself (for example, Renik’s Shades of Smooth Talking) before another character buys a copy, then the originator of said item is entitled to 10% of the profits from further purchases by any Woldian character. (So, if Renik purchases his glasses, and then Ashira comes in and buys a pair, Renik will be credited 10 percent of the market price) (Renik himself gets a 10% discount after the first time he buys his own item.)

b. The Catacombs Staffer who handles the transaction for the Oshirr House item will send a voucher for the 10% commission via email. The notice will be sent to the originator, the originating PC’s game DM and CC’d to the Catacombs Manager and the CDM.

c. A researcher gains this 10% commission regardless of whether the researcher has the item creation feat needed to make the item themself.

Black Genie Centre

Genie Rules

Researching in the Black Genie Center -- October 2005

The Black Genie Center is a public out-of-character board where you can develop original Woldian material for use by your character and, later, by other characters throughout the Wold.

Start by discussing your projects on the board with other players. Even if you are not developing something yourself, stop by the board to comment on other player's ideas. You may develop literally anything. Prestige Classes, Spells, Skills, Feats, Magic Items, etc.

However, you can only research projects that your character will personally create and use as soon as reasonably possible. If you want to research a magic item but you do not have the necessary feats (and maybe spells), then you can still do the research here, and then, if successful, purchase the item in the Catacombs for full market price.

You may not research projects that have been published or copyrighted by others. That means that in the Wold you may use only the Core 3.5 D&D Rules and original Woldian material. The supplemental books, Dragon magazine articles, items found on non-Wold Web sites, and so on are not allowed.

You may post as often as you want on the BGC board. As you work on your project, consider advice from others, including Development ACDM Cayzle, but ultimately the choice of what to include and not to include in your project is up to you.

Whe you are ready, prepare your proposal for submission and post it on the BGC board. Your proposal should include answers to the following questions:

1) What do you want to do? 2) Why is it necessary? 3) What will it change, or create? 4) Why is it Woldian? Why does it fit in with the Wold? 5) How has your character invested in the proposal? What role-play efforts has he or she made in game? What sacrifices will be made, or resources spent? 6) What is the actual project, written in rule form for posting on site?

When things are developed and ready for approval, send your proposal to Cayzle (cayzle@yahoo.com). He submits it to the Powers That Be, and it may be accepted, denied, or revised. If accepted, you may have to go through several drafts until it is up to the quality necessary to achieve Woldian approval.

Once you've been approved, you will be able to develop the approved proposal in the game.

-- If it is a feat, skill, or prestige class, you can add it to your PC sheet as soon as you qualify -- with an open feat slot, new ranks, a new level, etc. You may also be allowed to reshuffle your skills and feats so that you can take the new option right away.

-- If it is a spell, you can now research it, per the rules in the DMG. First, you have to have access to a well-stocked library. Second, research costs 1,000 gp per week of study, and one week per level of the spell. Third, at the end of that time, make a Spellcraft check of DC 10 + the level of the new spell. If you succeed, great. If you fail the roll, start over. Keep spending one week per spell level and 1,000 gp per week until you succeed with the check.

-- If it is a magic item, you can create the item in the Catacombs, or have the Catacombs create it for you (see above). Normal costs for doing so apply.

After your character is actually using the new material, a write-up for it will be added to the Oshirr House section of the Wold site, and others can use it. The name of the item will give credit to the creating character. If it is something sold through the Catacombs, the standard royalty will be paid to the creating character -- even if the creating character does not have the feats needed to make the item personally.

Note that all new creations are on probation as they are playtested in the Wold. It is possible that the item will be adjusted if necessary, even after final approval.


Genie Philosophy

BLACK GENIE CENTER PHILOSOPHY

It is not easy to get proposals accepted in the Black Genie Center. There are several high hurdles that must be passed. Proposals must be Necessary, Balanced, and Woldian.

In a regular face to face game, with a single DM and five to eight players, if one in eight players is creative and wants to make a few new spells or magic items, no harm is done. But in a game with 12 to 15 DMs and 100-plus players, one in eight creative players means ten or more people generating new content. And the Wold is a long-term game, so over time, more and more new things appear. Moreover, we rotate DMs regularly, and it is hard for a DM to take over a new game and get up to speed on eight new PCs -- it would be even harder if many characters sported lots of novel, unique, non-core items, spells, feats, weapons, and prestige classes.

In short, in a game like the Wold, a high level of new-stuff-generation makes all games harder to run. And after a while, with enough new things, the game grows to resemble D&D less and less. We add new players all the time. It is hard enough for a newbie to figure out the Wold -- how much harder it would be when everyone is using new spells, scrolls, races, classes, feats, and skills!

So the solution is to keep the level of new content generation down. The way we do that is simple. Not only do proposed new things have to be balanced for play, but they have to be necessary and they have to be Woldian. For example, yes, you could create the mattock as a weapon for humans to use. But would it be necessary? Would it enhance the flavor and atmosphere of the Wold?

By imposing all three tests -- Necessary, Balanced, and Woldian -- we keep new stuff to a minimum. Moreover, and most importantly, we make sure that the new things that ARE allowed in fact enhance the Wold experience for everybody!

A final factor is character investment. A high character investment means: (1) The proposal is created by a specific character. (2) The proposal really fits a character concept particularly well. (3) The proposal follows in-game effort (quest for components, research, roleplay, etc). (4) The proposal comes to the PC at a cost -- gold for spell research, feat slot used for an item creation feat, skill ranks devoted to the proposal, etc. A proposal that is directly tied to your Woldian character is more likely to be approved.

NON-CORE RULES ARE NOT ALLOWED

We stick to the Core books because we know some folks prefer not to buy every book out there. So if we let players use stuff from non-core books, we could get in a situation such that a DM has to make a ruling on something but doesn’t have the sourcebook for it.

We used to allow non-core rules if the player retyped the entire rule in his or her PC sheet. I remember Kim McCoy had about 20 pages of psionics stuff typed into his sheet! But there are copyright issues in going that route -- especially if we ever get around to putting all PC sheets up online at some point. Since we are getting more ambitious and are eyeing publication of some of our Woldian content someday, we decided to put a lid on that kettle of fish by sticking exclusively to core content plus Wold-only content.

It is also worth mentioning that the atmosphere and style of the Wold is important. For example, we do not allow oriental weapons in the Wold, and monks tend to be more wrestler oriented than martial artists. We also do not allow psionics. You cannot shapechange or polymorph into any dragon shape. These house rules, set down by the Gericko, are intended to preserve a certain flavor.

NEW PROPOSALS HAVE TO BE WOLDIAN

The Gericko gave a great explanation of why we want all proposals to be Woldian. He said:

“For me the issue is more of a quality issue. I see no need to just add ‘stuff’ to simply add it. If it doesn't enrich the world we play in, why waste time on it? We want to draw the line for quality as high as we can. That's why we spent so much time on the gods and their PrCs. We wanted the quality to be there. Plus if we were going to spend our valuable time on these things, then these things should be something that makes our world distinctive. Something that adds to the flavor of the world. In my opinion Forgotten Realms and Greyhawk have no flavor or very little. They are very generic. I hate generic. For that reason I've always liked the non-generic stuff better: Dark Sun, Ravenloft, Al Qadim. No area, spell, PrC nothing gets approved unless it helps us be ‘non-generic.’ When you say ‘The Wold,’ it should conjure up a specific set of images and flavors.”

So the question of "Is it Woldian?" boils down to: Does it make our world distinctive and add to the flavor of what we have already done?

How can you make a proposal Woldian? I think there are two ways. The first and best way is to come up with a niche or hole in the Wold and think of a way to fill it. Create a proposal specifically because you see that the Wold needs a particular something and your character wants to explore it. The second way is to have a good non-Woldian idea, and then find a way to make it fit the Wold. This can work too -- in fact, I suspect that most proposals have a bit of both in them.

Read through the Wold geography section -- make a prestige class that is tied to a local fact or legend. Maybe there is a secret society of rangers in Izen devoted to hunting orcs and goblins. Maybe they have a special Orc-Hunter PrC. Or in the Cinnamon Valley, some people are blessed with special magical Talents. Maybe a new PrC called the Talented would work there. Or maybe a few new feats for Talented people only!

Take a look at the Oshirr House section of the site -- tying a new PrC to a new Woldian organization is a great idea! A prestige class designed exclusively for Mailed Fist members would be way cool!

If you are interested in creating something that is not for your character, then there are options for that outside the Black Genie Center. There are secret development boards used to create new game settings, places, and organizations in the Wold. If you are interested in contributing to Wold development beyond your own character, please talk to Cayzle or Jerry.

My point is, look aroud the Wold, and build off of the work of others. Not only is it rewarding to build on others' foundations, but your ideas are much more likely to fit into the Wold.

ENCOURAGEMENT FOR THOSE WHO THINK ALL THIS IS RESTRICTIVE

These are hard policies when you have a nifty idea for a feat or spell that is not particularly Woldian, or when or you see a great item in a non-core d20 book, but you get shot down by the BGC rules. All I can say to creative people who feel stymied is, well, I'm really sorry about that, but please keep trying. The Wold needs creative people, and we want to encourage that -- but we also have to set a few limits. With some work, your creativity can be put to good use!

GRANDFATHERED STUFF

It is true that some things in the Oshirr House do not meet the current requirements -- because they were added to the Wold before the current guidelines were put in place. For example, Renik’s Shades of Bluffing, and the Euphoria spell. But these things have been grandfathered in, and so they remain.