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=Combat Rules=
 
=Combat Rules=
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Online 3D Combat Rules
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01/16/01
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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.
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Thanks,
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Jerry
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-------------
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==Importance of Posting During Combat==
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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.
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Initiative:
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We use alternating group initiative.
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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.
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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.
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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.
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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.
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---------------------
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==Note on AC==
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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.
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==Role-playing During Combat==
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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.
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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."
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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.
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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."...
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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.
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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.
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Remember, it is ALWAYS the DMs right to come back later and apply different penalties and change the difficulty. Consider the following problem:
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Gareth calls a shot to the dragons eye and applies a -4 penalty to himself. He rolls a 19 and thinks that he succeeds.
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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.
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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.
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==Hitting Your Opponent==
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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.
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For example, you may say:
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Onrad:
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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.
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You may not say:
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Onrad:
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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."
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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.
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One example of a properly written combat action is as follows:
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Jus:
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"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)!
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The next pair of examples shows the difference between just listing the information and focusing more on the "story" aspects of the attack:
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Bear:
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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.
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Bear:
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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.
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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.
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==Other Die Rolls==
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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.
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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.
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Example of a spell with a save and damage:
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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.
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Again in all turns be sure to list:
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a) the number you rolled,
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b) any "unusual" adjustments to that attack roll,
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c) the AC hit with the modified roll,
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d) your damage if any, and
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e) any "unusual" adjustments to your damage roll.
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==Unconsciousness and Death==
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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.
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A PC will survive an extra segment for each hero point that he has.
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==Critical Hits and Fumbles==
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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.
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==Called Shots==
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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.
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==Parrying==
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This is another discontinued rule in 3D. Instead you have options like Total Defense (p. 127) and Fighting Defensively (p. 124)
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==Attacks of Opportunity==
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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.
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"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.
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"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)
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"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)
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"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.
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"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.
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"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.... : )
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Chris Lindsay"
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==Surprise==
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A term, which has a completely new meaning, is the term "surprise." I quote once again from Chris, who writes these helpful words:
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"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.
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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)
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DC 20 for Tiny
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DC 15 for Small (Halfling and Gnomes)
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DC 10 for Medium (Human, Elves, Dwarves, Half Elves, and Half orcs)
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DC 5 for Large...
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Any bigger, and the PCs are either blind or deaf... : )
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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.
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Chris Lindsay"
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==Partial, Free, Move-Equivalent, Standard, and Full-Round Actions==
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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.
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==Hero Points==
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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.
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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.
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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?)
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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.
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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.
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Example:
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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.
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A hero point must be used at the character's first opportunity or the situation has passed him/her by.
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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.
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==Collecting Missiles after Combat==
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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.
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Other thrown weapons such as daggers, nets, clubs, etc. are not destroyed when used in combat.
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==Special Attacks==
 
==Special Attacks==

Revision as of 09:04, 20 December 2007

Contents

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

Technical Issues

Tapestry Game Rules

Magical Seals

Shopping in the Catacombs

Black Genie Centre

Genie Rules

Genie Philosophy