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	<title>Fey Square</title>
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	<description>A Categorized Colloquim of Imagination</description>
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		<title>The Fairest &#8211; Bittersweet Adventures in the Fay Realms</title>
		<link>http://feysquare.com/?p=32</link>
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		<pubDate>Tue, 07 Sep 2010 04:27:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Official Campaign Setting]]></category>

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		<description><![CDATA[My name is Avin Ilibbin, scholar and retired adventurer.  If you&#8217;re reading this, I am dead.  Two score and five years ago I put experience to paper in the form of a primer to our lands.  This is a world of bittersweet adventure where beauty and horror coexist.  Haunted forests cast dark shadows on quiet hamlets.  [...]]]></description>
			<content:encoded><![CDATA[<p>My name is Avin Ilibbin, scholar and retired adventurer.  If you&#8217;re reading this, I am dead.  Two score and five years ago I put experience to paper in the form of a primer to our lands.  This is a world of bittersweet adventure where beauty and horror coexist.  Haunted forests cast dark shadows on quiet hamlets.  Shimmering lakes cast tangible reflections upon their surface in the light of a full moon.  Deep within serene forests pixies dance to their sonorous songs enchanting unfortunate travelers into their endless revelry.  This is Arkadya, The Fay Realms.</p>
<p>Our land is an old one but our existence is new.  Arkadya was once home to the ancient fay and still hosts the spirit of the long departed faerie lords.  Three centuries have passed since our colonization and emancipation from the Old Empire.  We have adapted, and in a limited sense flourished, by embracing the lingering magicks of the fay.</p>
<p>We are strangers in a strange land merging both new and old.  We have struggled to produce an identity for ourselves and seek isolation from the encroaching human settlements from realms far beyond.  We are a powerful but lost people.  Through brave adventurers, fighting men and magic-users, can we hope to scavenge the ancient sites of pre-history and uncover a new meaning to our existence.</p>
<p><strong>FAY VS. FAERIES</strong></p>
<p>Before I begin, you must understand this important distinction.  Fay, both singular and plural, is an all encompassing term for the supernatural or preternatural spirits that inhabit this world.  Faeries are the specific rulers of old, the lords and gentry who once ruled this ancient land.  All faeries are fay but not all fay are faeries.  More common fay are brownies, nymphs, gnomes, dryads, rusalka, elves, and the like.</p>
<p><strong>ARKADYA &#8211; A PRE-HISTORY</strong></p>
<p>Before human settlement, this land was ruled by the fay or more specifically the faeries.  The faerie lords of old were terrible and unpredictable creatures of raw emotion completely alien to human rationality.  Their empire expanded far across Arkady and consumed the lands of lesser races.  Humans were their preferred slave, beloved by faeries for our tenacity, hardiness, and swiftness to adapt to change.</p>
<p>The faerie lords were aloof and unpredictable.  They created monsters both strange and beautiful.  They fashioned castles of twisting stone and snaking vines with eternal snow drifting slowly through the white blanketed courts.  Their spirit and fay magics twisted the mortal creatures, turning them into comely elves and malignant goblins.  They were loved and hated and all in between. </p>
<p>Now, they&#8217;re gone.  Scholars cannot agree whether they died off or departed this world.  There is no evidence to their departure but what remains is their legacy, their creations, and their lingering magicks.  In their absence, the mortal races flourished, fought, and expanded.  Some died off, some evolved, while others were forced to adapt.  This chaotic but controlled environment makes up the basis of Arkadyan life; we exist in an eternal struggle not for good and evil, but ultimate law and unknowable chaos.</p>
<p><strong>THE PAST</strong></p>
<p>Our people, the current human settlers, came from an empire far to the East 300 years ago.  Long have we forgotten the name of the Old Empire and neither do we care to remember.  We were persecuted for our religious ideals and ethnic heritage.  We served as slaves, shock troops, and expendable entertainment.  Our babies were fed to lions, our women sold to nobles, the strongest men thrown to the lions, and the weakest men <em>fed </em>to the lions.</p>
<p>We escaped near genocide in a mass exodus from the Old Empire.  Seven hundred thousand people traveled hundreds of miles, heading forever West through impassable mountains, swamps, and fjords.  Two hundred thousand survived and settled in Arkady. </p>
<p>A decade past and the Old Empire followed.  They forced us into colonies and demanded the most ludicrous sums in monthly resources.  We complied, licking our wounds, but they did not begin to understand the depth of research we had made in that decade of isolation.  We quickly adapted to the faerie magick, drawing its power and using it for our own.  We clouded the minds of their spell casters, beset their horses with plague, spoiled their milk, and rotted their weapons.</p>
<p>We slew every Old Empire warrior in Arkady.  Three hundred years have passed and they have yet to return.  With no central government, we scattered across Arkady.  The old colonies became independent city-states with their own rulers and customs.  We are one-in-the-same but wildly diverse. </p>
<p>We are the New Arkadyans.</p>
<p><strong>THE PRESENT</strong></p>
<p>We coexist with the fay in a strained relationship.  Some five million humans call Arkady home and we grow swiftly.  The more civilized fay have begun to integrate themselves; elves and dwarves and gnomes.  We&#8217;ve become more conscious of the monstrous fay, goblins and giants and the like.  Adventurers far and wide brave the ancient faerie courts, eager to find remnants of their rule or lost treasure.  We&#8217;re a scattered, prideful bunch we Arkadyans, but even in this new age of exploration and enlightenment we are faced by three threats.</p>
<p>The first threat are travelers from the East.  They wear the clothing of the Old Empire and wear armor of glittering steel.  They call themselves the Rohmay and bring with them their strange gods and foreign ways.  They proclaim the Old Empire has fallen but that its legacy carries on.  Many of us have not forgotten our wounds and relationships with these people are unfriendly at best.  We tolerate them, for the time being, but prepare in secret for the day they bring with them armies that march over the Eastern mountains.</p>
<p>Second of our threats are immigrants far to the south.  These men, with their dark hair and dazzling jewelry, call themselves Puatans.  They hail from harsh deserts that lead to harsher jungles.  They bring even stranger religious concepts with them, believing that all living beings share the same spiritual existence with the earth.  They immigrate into our lands in droves and have instantly adapted to our strange fay magics.  Conservative minded individuals argue that they threaten our culture and identity; liberals proclaim that they have every right to peacefully exist as we did 300 years ago. </p>
<p>I ask &#8220;What identity?&#8221;  All humans are mongrels and vagabonds who feed off the earth.  Our only differentiating factor are the words we use to express hate.</p>
<p>The third threat comes from within.  The magic of the faerie lords was emotional; through their raw emotion, unhindered by concepts of human morality, they made wonders and horrors equally.  In these trying times as we Arkadyans rekindle our lost identity, feelings of hatred and sorrow and uncertainty arise.  They emotions take form and stalk us as the hunter stalks his prey.</p>
<p>We are being eaten away from without and from within.  Our superstitions grow with our xenophobia.  With no central leadership, we argue incessantly and some go to war.  The heavens and the earth are swallowing us whole and not a soul gives a damn to understand why.  This is a bright age and a dark age; an elightenment and a recession. </p>
<p>And so, I lay on my deathbed writing a primer to the beautiful and horrific world that is Arkadya.  Humans can only discover their identity if they truly seek it.  I ask that you, the reader, follow suit.  What is life but struggle and what is the fruit of our endeavours if it comes easily?  Seek the truth yourself and discover the magick within.  That is life.</p>
<p>I die a happy man &#8211; a man without regrets.</p>
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		<title>Monster of the Day</title>
		<link>http://feysquare.com/?p=31</link>
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		<pubDate>Mon, 06 Sep 2010 13:02:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[General]]></category>

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		<description><![CDATA[Banshee Climate/Terrain: Any Frequency: Very rare Organization: Solitary Activity Cycle: Night Diet: None Intelligence: Exceptional (15-16) Treasure: (D) Alignment: Chaotic evil No. Appearing: 1 Armor Class: 0 Movement: 15 Hit Dice: 7 THACO: 13 Attack: Touch (1d8) Special Abilities: Wail, +1 or better weapon to hit Magic Resistance: 50% Size: Man-size (5 to 6&#8242;) Morale: [...]]]></description>
			<content:encoded><![CDATA[<p><span style="text-decoration: underline;">Banshee</span></p>
<p><strong>Climate/Terrain:</strong> Any</p>
<p><strong>Frequency: </strong> Very rare</p>
<p><strong>Organization:</strong> Solitary</p>
<p><strong>Activity Cycle:</strong> Night</p>
<p><strong>Diet:</strong> None</p>
<p><strong>Intelligence:</strong> Exceptional (15-16)</p>
<p><strong>Treasure:</strong> (D)</p>
<p><strong>Alignment:</strong> Chaotic evil</p>
<p><strong>No. Appearing:</strong> 1</p>
<p><strong>Armor Class:</strong> 0</p>
<p><strong>Movement:</strong> 15</p>
<p><strong>Hit Dice:</strong> 7</p>
<p><strong>THACO:</strong> 13</p>
<p><strong>Attack:</strong> Touch (1d8)</p>
<p><strong>Special Abilities:</strong> Wail, +1 or better weapon to hit</p>
<p><strong>Magic Resistance:</strong> 50%</p>
<p><strong>Size:</strong> Man-size (5 to 6&#8242;)</p>
<p><strong>Morale:</strong> Elite (13)</p>
<p><strong>Experience:</strong> 4,000</p>
<p>Banshee is the undead spirit of an evil female elf.  They hate all living creatures, pained by the presence of the living, and seek to kill all they come across.  Banshees appear as floating, luminous versions of their prior selves with a face twisted in anguish and eyes that burn with an intense hatred.  They&#8217;re semi-transparent in the day (60% invisible) and glow brightly at night.  Banshee&#8217;s regularly cry or moan, which is indistinguishable from a normal woman&#8217;s cry, and can speak whatever languages they knew in life.</p>
<p>Any creature who sees a banshee must save vs. spell or flee in terror for 10 rounds, dropping any held items 50% of the time.  Once per day and only at night, banshee&#8217;s can emit a deathly wail forcing those within 30 feet to save vs. death or die.  Their wail withers small vegetation, causes trees and the like to twist and warp, and increases the growth of weeds, vines, and thistles.  Banshee&#8217;s are incorporeal, can pass through nonmagical barriers, and are only hit by +1 or better weapons.  They&#8217;re immune to charm, sleep, and holding spells as well as cold and electricity based attacks.  Holy water deals 2d4 points of damage to them, <em>dispel evil</em> destroys them, and they&#8217;re turned as &#8220;special&#8221; undead.</p>
<p>Banshee&#8217;s choose a lair (usually a place most important to them), can sense living creatures within 5 miles, and never venture outside this radius.  Animals and other nonthreatening living creatures are attacked relentlessly at night with wail and touch attacks.  Adventurers and other powerful creatures are attacked by an initial wail before the banshee retreats to its lair.  Only in its lair will the banshee fight powerful creatures to the death.</p>
<p><span style="text-decoration: underline;">Basilisk &#8211; Lesser/Greater/Dracolisk</span></p>
<p><strong>Climate/Terrain:</strong> Any land</p>
<p><strong>Frequency: </strong>Uncommon/very rare/very rare</p>
<p><strong>Organization:</strong> Solitary</p>
<p><strong>Activity Cycle:</strong> Day</p>
<p><strong>Diet:</strong> Carnivore</p>
<p><strong>Intelligence:</strong> Animal (1)/Low (5-7)/Low to Average (5-10)</p>
<p><strong>Treasure:</strong> F/H/C,I</p>
<p><strong>Alignment:</strong> Neutral/Neutral/Chaotic Evil</p>
<p><strong>No. Appearing:</strong> 1-4/1-7/1-2</p>
<p><strong>Armor Class:</strong> 4/2/3</p>
<p><strong>Movement:</strong> 6/6/9, Fly 15 E</p>
<p><strong>Hit Dice:</strong> 6+1 (25hp)/10 (40hp)/7+3 (31hp)</p>
<p><strong>THACO:</strong> 15/11/13</p>
<p><strong>Attack:</strong> Bite (1d10)/2 claws (1d6 + poison each) and bite (2d8)/2 talons (1d6 each) and bite (3d4)</p>
<p><strong>Special Abilities:</strong> Gaze/see below/see below</p>
<p><strong>Magic Resistance:</strong> None</p>
<p><strong>Size:</strong> Man-size (7&#8242; long)/Large (12&#8242; long)/Huge (15-20&#8242; long)</p>
<p><strong>Morale:</strong> Steady (12)/Champion (16)/Champion (15)</p>
<p><strong>Experience:</strong> 1,400/7,000/3,000</p>
<p>Basilisks are reptilian monsters that all possess some variation.  Their most potent ability is a gaze attack which extends into the Astral and Ethereal planes.</p>
<p><strong>Lesser Basilisk</strong></p>
<p>The lesser basilisk are eight-legged lizard-like monsters with dull brown scales, a yellowish underbelly, and pale green glowing eyes.  They have a slow metabolism, requiring little food to survive, but on the rare occasions they venture out to hunt they do so fiercely.  Basilisks use their gaze attack only in self defense as they can&#8217;t eat stone.  Creatures meeting its gaze within 50 feet must save vs. petrification or be turned into stone.  Astral creatures are killed by the gaze and ethereal creatures are turned into ethereal stone.  In at least torchlight and with a smooth, unbroken reflective surface (such as a mirror) a basilisk is subject to its own gaze.</p>
<p><strong>Greater Basilisk</strong></p>
<p>Larger cousins to the lesser basilisk, greater basilisks attack by rising on their rear legs and slashing with their two forward most talons which carry type K poison (save vs. poison with a +4 bonus).  Their breath is poisonous and any creature within 5 feet must save vs. poison each round (+2 bonus) or die.  Basilisks are subject to their own gaze but are nearsighted; unless the surface is within 10 feet they&#8217;re only affected 10% of the time.</p>
<p><strong>Dracolisk</strong></p>
<p>A dracolisk is a large, black cross between a black dragon and a dracolisk.  They have six legs, black scales, and can fly for up to two turns before resting.  Three times per day the dracolisk can spit a line of acid 5 feet wide and 30 feet long inflicting 4d6 points of damage (save vs. breath weapon for half).  The dracolisk&#8217;s gaze is weaker, only affecting creatures within 20 feet who meet its gaze, but they&#8217;re only susceptible to their reflection 10% of the time regardless of lighting or the surface used.</p>
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		<title>New Mechanic: Superstition</title>
		<link>http://feysquare.com/?p=28</link>
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		<pubDate>Sun, 05 Sep 2010 14:08:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Official Campaign Setting]]></category>

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		<description><![CDATA[Note: These mechanics are being designed specifically for my new campaign setting.  They can be incorporated into a normal game but reader beware. What is superstition? By definition, superstition is a belief or practice not based on reason or knowledge.  In realms were fay magic run lingers, the line between the irrational and the rational [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Note: </strong>These mechanics are being designed specifically for my new campaign setting.  They can be incorporated into a normal game but reader beware.</p>
<p><strong>What is superstition? </strong>By definition, superstition is a belief or practice not based on reason or knowledge.  In realms were fay magic run lingers, the line between the irrational and the rational does not exist.  Through superstition, mankind creates a connection with fay.  This connection twists reality in ways only fay can granting humans power over the darkness that encroaches upon them.</p>
<p><strong>How superstition works: </strong>Superstition is represented by a pool of points.  Because superstition is about the sheer power of one&#8217;s being connecting with alien forces, the maximum superstition points (spp) one can have is limited by their charisma.  All mortal creatures are born into this realm with 1d4 spp.</p>
<p>Superstition can be spent freely but no more than two points per hit die a day.  Multiclass characters use their highest level&#8217;s hit dice.  By spending superstition, mortals unleash the power of fay magics.  One point can be spent per round to grant one of the following:</p>
<ul>
<li>+1d4 to the next attack roll.</li>
<li>+1d4 points of damage to the next attack.</li>
<li>The next weapon attack is treated as a +1 weapon for overcoming weapon resistance.</li>
<li>+1d4 bonus to the next saving throw.  This is used before a save is rolled.</li>
</ul>
<p>Furthermore, superstition points allows one to tap into special fay powers.</p>
<p><span style="text-decoration: underline;">Fay Powers</span></p>
<p><strong>Elven Repose: </strong>Spend 2 spp to gain a full night&#8217;s rest in four hours of sleep.  Spend 4 spp to gain a full night&#8217;s rest in 2 hours of sleep.  Spend 6 spp to gain a full night&#8217;s rest in 1 turn of meditation.</p>
<p><strong>Nymph&#8217;s Charm</strong>: Add +1 to your next reaction roll per spp spent, max +6.</p>
<p><strong>Seek the True Path</strong>: If lost, spend 2 spp to to instantly discern the correct direction of travel to reach one&#8217;s destination.  This ability only works if the user knows the name or general location of their destination.</p>
<p><strong>Luck of the Leprechaun: </strong>Spend 6 spp to roll any single roll, including percentile rolls, twice.  Choose the roll most favorable.  This power must be used before the roll is made.</p>
<p><strong>Mind Over Matter: </strong>Spend 4 spp to bash doors and bend bars as a creature with 20 strength.  This ability is used before the roll is made.</p>
<p><strong></strong></p>
<p><strong>Voice of the Underground Dwellers: </strong>Spend X spp to speak with burrowing mammals as a gnome for one hour per spp spent.</p>
<p><strong>Know the Arcane</strong>: Spend 4 spp to learn the name of a spell being cast.</p>
<p><strong></strong></p>
<p><strong>Read the Arcane: </strong>Spend X spp to gain a +5% bonus per spp spent to copy a single spell.</p>
<p><strong>Snail&#8217;s Metabolism: </strong>Spend 2 spp to gain the benefits of having eaten and drank for the day.</p>
<p><strong>Perceive the Unseen: </strong>Spend X spp to see through illusions for a number of turns equal to the spp spent.</p>
<p><strong>One with the Shadows: </strong>Spend 10 spp to hide in shadows 100% even while being observed.</p>
<p><strong>Swiftness of the North Wind: </strong>Movement increases by 1 per 2 spp spent for 1 turn.</p>
<p><span style="text-decoration: underline;">Restoring Superstition Points</span></p>
<p>Superstition restores itself naturally by 1 point per day provided one does nothing but meditate, pray, or revel in the name of a faerie lord for every waking hour.  Superstition points can be restored faster by taking oaths.  Oaths are special rules that form a deeper bond with mortals and one of the great faerie lords.  Each of the eleven lords have their own oaths which are detailed in their description.  Oaths are declared upon waking, there is no limit to the amount one can make in a single day, and characters do not have to make an oath if they choose not to.  If an oath is accomplished, the pactmaker gains 1 spp per successfully accomplished oath.</p>
<p>To gain a superstition point, characters must be placed in a position where their oath is tempted.  Swearing an oath of silence means nothing if the character isn&#8217;t placed in a position where speaking would be helpful (such as combat or negotiations).    Fay magic is based entirely on oaths and &#8220;irrational&#8221; laws; breaking a sworn oath carries consequences.  If a pactmaker breaks an oath, willingly or not, he cannot gain any spp for the day regardless of other oaths sworn.</p>
<p><strong>Note:</strong> I don&#8217;t have any description of faerie lords written up but here are some example oaths.  Oaths are designed to be weird and inconvenient.  They shouldn&#8217;t be crippling or detrimental but remember they&#8217;re designed from a faerie&#8217;s point of view meaning they&#8217;re meant to be for the lord&#8217;s pleasure and the character&#8217;s discomfort.</p>
<p><strong>Do not disengage from melee.</strong></p>
<p><strong>Do not attack an unaware foe.</strong></p>
<p><strong>Ask no questions.</strong></p>
<p><strong>Kiss the knuckles of every woman you greet.</strong></p>
<p><strong>Spit over your left shoulder every hour.<br />
</strong></p>
<p><strong>Fight while looking through a mirror.<br />
</strong></p>
<p><strong>Speak no proper names.</strong></p>
<p><strong>Light your path only with candle or torch.  Stand not in the light of other sources.<br />
</strong></p>
<p><strong>Touch not dead flesh.</strong></p>
<p><strong>Announce all spells before casting.</strong></p>
<p><strong>Introduce thyself before all battles.</strong></p>
<p><strong>Receive not magical healing.</strong></p>
<p><strong>Strike only your opponent&#8217;s arm.</strong></p>
<p><strong>Walk, do not run.</strong></p>
<p><strong>Knock before walking through any portal.</strong></p>
<p><strong>Offer 3 gold to every shrine encountered.<br />
</strong></p>
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		<title>Creating A Campaign World</title>
		<link>http://feysquare.com/?p=26</link>
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		<pubDate>Fri, 03 Sep 2010 23:01:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[General]]></category>

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		<description><![CDATA[Ask any fan of 2E and they&#8217;ll likely tell you their favorite aspect; the beautiful campaign worlds.  More campaign material was released for 2E than any other game edition.  It was a mixed blessing, as some viewed it as TSR competing with themself, but I believe it helped attract a wider audience and shaped the [...]]]></description>
			<content:encoded><![CDATA[<p>Ask any fan of 2E and they&#8217;ll likely tell you their favorite aspect; the beautiful campaign worlds.  More campaign material was released for 2E than any other game edition.  It was a mixed blessing, as some viewed it as TSR competing with themself, but I believe it helped attract a wider audience and shaped the game system in its more family friendly image.  Likewise, I wish For Gold &amp; Glory to be seceded by a unique campaign world.</p>
<p>Going over the dozen plus unique campaign settings reveals a lot of set pieces.  You&#8217;ve got romantic high fantasy, high powered high fantasy, desert games, post-apocalyptic games, Gothic horror games, games set in Mesoamerica-style worlds, space opera, the planes&#8230; Out of all these different style worlds I noticed that the biggest thing missing is traditional <em>Western</em> European fantasy.  By Western Europe I mean prose that&#8217;s rich in faeries, superstition, and dark pacts made with darker creatures.</p>
<p>It&#8217;s always been assumed in D&amp;D that magic is treated as technology, that good must always oppose evil, and that gods are very real.  I propose something different&#8230; but familiar because removing people too much from their comfort zone causes problems.  I propose a world where humans are dominant but immigrants in a world once ruled by alien beings beyond their understanding.  No, I don&#8217;t mean Lovecraft, I mean fey.</p>
<p>Most importantly, I see a world that mirrors contemporary American society.  We were a country that came out of a decades long arms race against another world super power.  The resulting ten years was a period of economic boom.  The turn of the century saw one of the greatest tragedies in America as the average citizen regressed into something angry and fearful of an ideal they didn&#8217;t understand.  American society is very split as we&#8217;re faced with the looming darkness of the future; abortion, immigration, religion, philosophy, economy, and technology.  Both sides, liberals and conservatives, bring up excellent points but no one side has a solution that&#8217;s right for the country as a whole.</p>
<p>With this thought in mind, I can create several base assumptions for a world I want players to experience.</p>
<p>1. The land is a remnant of a fallen empire.  Once upon a time, faeries ruled the world.  They built fantastic courts, enslaved the lesser races, and bickered amongst themselves as beings in power tend to do.  <em>Something</em> happened and now their empires are no more.  Dungeons, ancient ruins, haunted forests, and the like are leftovers from faerie occupation.</p>
<p>2. Humans are immigrants escaping from an oppressive society they can no longer remember.  A thousand years in this new land has has blinded them to the troubles of their past as they build civilization upon the ruins of fey lands.</p>
<p>3. Superstition drives all &#8220;magic.&#8221;  Monsters exist because people believe they do.  Magic is what it is because people pour their faith into it.  A forest is only as haunted as the nearby village believes it to be so.  A new system based on superstition will be implemented.  Lands will become more dangerous (or less so), spells will increase in power, and special events may happen all based on how much the common man believes something that doesn&#8217;t exist truly exists.</p>
<p>4. Wizards make pacts to draw their spells.  While wizards retain their spellbooks and memorization rules, they must submit to one of the four faerie courts (spring, summer, autumn, winter).  The courts influence their personality, mannerisms, and rituals they use to memorize spells as well as grant minor abilities.</p>
<p>5. There are no gods.  Instead, obviously powerful monsters (such as dragons and demons) demand (if not <em>command</em>) worship through lesser mortals.  Any being of sufficient power can be a target of worship, even a notable hero.  The more superstition they command the more powerful the being becomes.</p>
<p>6. The demihuman races have a reason to exist and an excuse why they don&#8217;t rule.  Elves are the tainted humans, touched by fey blood, who were once natives to the land before the faerie kingdoms ruled.  Dwarves are the beings who threatened faerie rule by uncovering cold iron.  Halflings were slaves and jesters, another offspring of human and faerie taint mixture.  Gnomes are fey themselves but more benign.</p>
<p>I think that&#8217;s good for now to begin writing rough drafts and sketches.  A bittersweet world where magic is kept functional but mysterious.  I want to return to a more sword-and-sorcery style without the overt masculinity that dominated pulp fantasy adventures.  Essentially, I want to bring a little class to the bloody world of shirtless barbarians and bikini-mail clad vixens.</p>
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		<title>Monster of the Day: Devils</title>
		<link>http://feysquare.com/?p=24</link>
		<comments>http://feysquare.com/?p=24#comments</comments>
		<pubDate>Fri, 03 Sep 2010 18:08:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[For Gold & Glory News]]></category>

		<guid isPermaLink="false">http://feysquare.com/?p=24</guid>
		<description><![CDATA[In light of false demonic claims sweeping the news, TSR abandoned the swords-and-sorcery aspect of the original game for a more family friendly approached.  While the game wasn&#8217;t ruined as a result, and the censorship did offer some colorful lore, it feels like such a wimp move.  Let&#8217;s restore the devil to its former glory, [...]]]></description>
			<content:encoded><![CDATA[<p>In light of false demonic claims sweeping the news, TSR abandoned the swords-and-sorcery aspect of the original game for a more family friendly approached.  While the game wasn&#8217;t <em>ruined </em>as a result, and the censorship did offer some colorful lore, it feels like such a wimp move.  Let&#8217;s restore the devil to its former glory, yes?</p>
<p><span style="text-decoration: underline;">Devil</span></p>
<p>Devils are creatures born from the Lower Planes, embodying all things lawful and evil.  They exist in a rigid caste system where only power and station are officially recognized.  Devils are mortal enemies against demons and will stop at nothing to wipe them out.  The devils believe humans hold the key to winning their endless war and so tempt mortals, targeting their pride and ambition, into worshiping them and bolstering their ranks.</p>
<p>Devils are ranked as greater, lesser, and least.  Lemures are the lowliest of devils and are below the caste system.  All devils except lemures and neppuribo can cast <em>advanced illusion</em>, <em>animate dead</em>, <em>charm person</em>, <em>infravision</em>, <em>know alignment</em> (always active), <em>suggestion</em>, and <em>teleport without error</em>.  Devils can travel to the Lower Planes and the Astral Plane but must be summoned or called to other planes.  Devils can cast <em>gate</em> to call other devils but rarely rely on this ability as they&#8217;re loath to share glory and are naturally suspicious of their own kind.  Devils speak demonic but telepathically speak with any intelligent creature.  Greater devils can only be harmed by silver or magical weapons.  All devils have the following resistances:</p>
<p>Acid  -  Normal damage</p>
<p>Cold -  Half damage*</p>
<p>Electricity &#8211; Full damage</p>
<p>Fire &#8211; Immune</p>
<p>Gas &#8211; Half damage</p>
<p>Iron weapons &#8211; Normal**</p>
<p>Magic Missile &#8211; Normal damage</p>
<p>Poison &#8211; Immune</p>
<p>Silver weapons &#8211; Normal damage***</p>
<p>*Gelugon suffers half damage from fire and is immune to cold.</p>
<p>** Greater devils are immune to nonmagical iron weapons.</p>
<p>***Greater devils suffer half damage from nonmagical silver weapons</p>
<p><span style="text-decoration: underline;">Devil, Lesser &#8211; Barbazu</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Common</p>
<p><strong>Organization: </strong>Military</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Low (5-7)</p>
<p><strong>Treasure: </strong>None</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>20d6</p>
<p><strong>Armor Class:</strong> 3</p>
<p><strong>Movement:</strong> 15</p>
<p><strong>Hit Dice:</strong> 6+6 (30hp)</p>
<p><strong>THACO:</strong> 13</p>
<p><strong>Attacks:</strong> 2 claws (1d2 each) and beard (1d8); 1 weapon</p>
<p><strong>Special Abilities:</strong> Glaive, disease, battle frenzy, +1 weapon to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 30%</p>
<p><strong>Size:</strong> Man-size (6&#8242; tall)</p>
<p><strong>Morale:</strong> Steady (11-12)</p>
<p><strong>Experience:</strong> 6,000</p>
<p>Barbazu, or bearded devil, form the shock troops of the devil army.  They&#8217;re violent humanoid creatures with a long tail, clawed hands, sharp, snake-like beard, and moist but scaly skin.  Barbazu are traditionally armed with a saw-toothed glaive and fight with fierce tenacity.</p>
<p>A barbazu&#8217;s glaive inflicts 1d8 points of damage and causes the victim to suffer 2 points of damage per wound each round until bandaged or magically cured.  If a barbazu hits with both claws it automatically strikes with its beard inflicting maximum damage.  Furthermore, a barbazu&#8217;s beard has a 25% chance each hit to inflict a disease called devil chills.  After 1d4 days, the victim loses 1d4 points of strength each day.  3 consecutive days of complete bed rest or healing spells remove the disease.</p>
<p>Each round in combat a barbazu has a 10% cumulative chance to become frenzied.  Frenzied barbazu don&#8217;t make morale checks, their attacks per round are doubled, receive a +2 bonus on attack and damage rolls, and suffer a +3 penalty to AC.  In addition to normal devil spells, barbazu can cast <em>affect normal fires</em>, <em>command</em>, <em>fear</em> (touch attack), and <em>produce flame </em>at will.  Once per day, barbazu can cast <em>gate </em>to call 2d6 lemures (50% chance) or 1d6 barbazu (35% chance).</p>
<p><span style="text-decoration: underline;">Devil, Greater &#8211; Cornugon</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Very rare</p>
<p><strong>Organization: </strong>Solitary</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Exceptional (15-16)</p>
<p><strong>Treasure: </strong>D, S</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1d4</p>
<p><strong>Armor Class:</strong> -2</p>
<p><strong>Movement:</strong> 9, Flying 18 C</p>
<p><strong>Hit Dice:</strong> 10 (40hp)</p>
<p><strong>THACO:</strong> 11</p>
<p><strong>Attacks:</strong> 2 claws (1d4), bite (1d4+1), and tail (1d3); tail (1d3) + 1 weapon</p>
<p><strong>Special Abilities:</strong> Fear, wounding, stun, regeneration, +2 weapons to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 50%</p>
<p><strong>Size:</strong> Large (9&#8242; tall)</p>
<p><strong>Morale:</strong> Elite (13-14)</p>
<p><strong>Experience:</strong> 10,000</p>
<p>Cornugon, or horned devil, is a vaguely humanoid creature with tough, scaly skin.  It has large wings, powerful muscles, horns jutting from its skin, and fights with a barbed whip.  Cornugons serve as elite defense force or commanders of lesser forces.  They&#8217;re prized for their unswerving loyalty; an unusual attribute that&#8217;s almost unheard of in diabolic society.</p>
<p>Cornugons have 18/00 strength, granting them a +6 bonus to damage rolls.  Their tails cause bleeding which deals 1 point of damage per wound each round until bandaged or healed.  Creatures hit by their whip suffer 1d6 points of damage and must save vs. paralyzation or become stunned for 1d4 rounds.  Cornugons radiate an aura of fear; all creatures approaching within 5 feet must save vs. rod/staff/wand or flee for 1d6 rounds.  Cornugons regenerate 2 hit points per round.</p>
<p>In addition to normal devil spells, cornugons can cast <em>detect magic</em>, <em>ESP</em>, <em>produce flame</em>, and <em>pyrotechnics</em> at will, <em>lightning bolt </em>three times per day, and <em>wall of fire</em> once per day.  They can cast <em>gate</em> to summon either 2d6 barbazu (50% chance), 2d8 lemures (35% chance), or 1d3 cornugons (20% chance).  Each attempt can be made once per day.</p>
<p><span style="text-decoration: underline;">Devil, Lesser &#8211; Erinyes</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Uncommon</p>
<p><strong>Organization: </strong>Solitary</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>High (13-14)</p>
<p><strong>Treasure: </strong>See below</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1</p>
<p><strong>Armor Class:</strong> 2</p>
<p><strong>Movement:</strong> 12, Fly 21 C</p>
<p><strong>Hit Dice:</strong> 6+6 (30hp)</p>
<p><strong>THACO:</strong> 13</p>
<p><strong>Attacks:</strong> 1 weapon</p>
<p><strong>Special Abilities:</strong> Charm, fear, rope of entanglement, +1 weapons to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 30%</p>
<p><strong>Size:</strong> Man-size (6&#8242; tall)</p>
<p><strong>Morale:</strong> Steady (11-12)</p>
<p><strong>Experience:</strong> 7,000</p>
<p>Erinyes can appear as an attractive male or female of any race but commonly look like comely human females.  All erinyes sport a pair of feathery wings much like an angel.  Although they can communicate telepathically, erinyes prefer direct speach.</p>
<p>Erinyes are proficient with all weapons.  Any creature that looks at one must save vs. rod/staff/rod or run away in fear for 1d6 rounds.  All erinyes possess a rope of entanglement they use to bind potential victims.  Erinyes can charm any creature they gaze (even if the gaze isn&#8217;t returned) forcing them to save vs. spells at half their level to avoid it.  Charmed creatures serve the erinyes without question even suicidal acts.  An erinyes can only charm one creature at a time and the charm lasts until the erinyes is slain.</p>
<p>In addition to normal devil powers, erinyes can cast <em>detect invisibility</em>, <em>invisibility</em>, <em>locate object</em>, <em>polymorph self</em>, and <em>produce flame</em> at will.  Once per day they can cast gate to summon either 2d10 lemures (50% chance) or 1d4 barbazu (35% chance).</p>
<p>Erinyes exist outside the normal chain of command, reporting to the highest devils personally.  Unlike other devils, erinyes can bring back creatures to the lower plane and travel to other planes uninvited.  No equipment is brought back via this teleportation meaning both erinyes and the target are naked.  Erinyes charm powerful mortals and bring them back to the their where they usually die and become lemures to bolster the diabolic ranks.</p>
<p><span style="text-decoration: underline;">Devil, Greater &#8211; Gelugon</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Rare</p>
<p><strong>Organization: </strong>Solitary</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Genius (17-18)</p>
<p><strong>Treasure: </strong>A, W</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1d8</p>
<p><strong>Armor Class:</strong> -3</p>
<p><strong>Movement:</strong> 15</p>
<p><strong>Hit Dice:</strong> 11 (44hp)</p>
<p><strong>THACO:</strong> 9</p>
<p><strong>Attacks:</strong> 2 claws (1d4), pincers (2d4), and tail (3d4 plus paralysis); 1 weapon</p>
<p><strong>Special Abilities:</strong> Tail freeze, fear, regeneration, +2 weapons to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 50%</p>
<p><strong>Size:</strong> Huge (12&#8242; tall)</p>
<p><strong>Morale:</strong> Champion (15-16)</p>
<p><strong>Experience:</strong> 19,000</p>
<p>Gelugon, or ice devil, resemble a bipedal insect.  They have mantis like arms with claws, insectoid legs, pincers, and bulging multifaceted eyes.  Their prehensile tail is long, thick, and covered with sharp spines.  Gelugons serve as second-in-command and are trusted as both leaders and warriors.</p>
<p>Gelugons have 18/76 strength granting them a +4 bonus to damage rolls.  Their tails radiate frigid cold and creatures struck by it must save vs. paralyzation or become paralyzed for 1d6 rounds.  25% of gelugons carry long spears which deal 2d6 points of damage and victims must save vs. paralyzation or become slowed for 2d4 rounds.  Gelugons radiate a 10 foot aura of fear, forcing creatures to save vs. rod/staff/wand or flee for 1d6 rounds.  They regenerate 2 hit points per round and can see clearly in all forms of darkness.</p>
<p>In addition to normal devil spells, gelugons can cast <em>detect invisibility</em> (always active), <em>detect magic</em>, <em>fly</em>, <em>polymorph self</em>, and <em>wall of ice</em> at will.  They can cast <em>gate</em> to call 2d12 barbazu (50%, once per day), 2d4 osyluth (35%, once per day), and 1d2 gelugons (20%, once per day).  If encountered on their native plane there&#8217;s a 25% chance a pit fiend aids them if they&#8217;re losing.</p>
<p><span style="text-decoration: underline;">Devil, Lesser &#8211; Hamatula</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Uncommon</p>
<p><strong>Organization: </strong>Solitary</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Very (11-12)</p>
<p><strong>Treasure: </strong>None</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1 or 3d4</p>
<p><strong>Armor Class:</strong> 1</p>
<p><strong>Movement:</strong> 12</p>
<p><strong>Hit Dice:</strong> 7 (28hp)</p>
<p><strong>THACO:</strong> 13</p>
<p><strong>Attacks:</strong> 2 claws (2d4 each) and bite (3d4)</p>
<p><strong>Special Abilities:</strong> Fear, hug, +1 weapons to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 30%</p>
<p><strong>Size:</strong> Man-size (7&#8242; tall)</p>
<p><strong>Morale:</strong> Fearless (19-20)</p>
<p><strong>Experience:</strong> 6,000</p>
<p>Hamatula, or barbed devil, serve as diabolic guardians and patrolmen.  They are humanoid creatures covered from head to tail in sharp barbs.  Their claws are long and sharp and their eyes dart around giving them a nervous, paranoid demeanor.  They care only about advancing their station and are thus among the most fearless and zealous of devils.  Hamatula are the only devils who can&#8217;t leave their plane of existence.</p>
<p>Hamatula prefer to fight in melee.  If they hit with both claws they automatically hug their opponents and deal 2d4 points of damage each round.  A hamatula will release its grip if it suffers 15 points of damage in a single round (releasing at the end of a round) or if the opponent has at least 16 strength and rolls a successful check.  The first time a creature is struck by a hamatula in combat they must save vs. rod/staff/wand or flee for 1d6 rounds.</p>
<p>In addition to normal devil powers, hamatula can cast <em>affect normal fires</em>, <em>hold person</em>, <em>produce flame</em>, and <em>pyrotechnics</em> at will.  They can cast <em>gate</em> to call 2d6 lemures (50%, once per day) or 1d4 hamatula (35%, once per day).</p>
<p><span style="text-decoration: underline;">Devil &#8211; Lemure</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Common</p>
<p><strong>Organization: </strong>Horde</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Semi (2-4)</p>
<p><strong>Treasure: </strong>None</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>10d10</p>
<p><strong>Armor Class:</strong> 7</p>
<p><strong>Movement:</strong> 3</p>
<p><strong>Hit Dice:</strong> 2 (8hp)</p>
<p><strong>THACO:</strong> 19</p>
<p><strong>Attacks:</strong> Claw 1d3</p>
<p><strong>Special Abilities:</strong> Battle drive, regeneration</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> None</p>
<p><strong>Size:</strong> Man-size (5&#8242; tall)</p>
<p><strong>Morale:</strong> See below</p>
<p><strong>Experience:</strong> 120</p>
<p>Lemures are mindless, lowest form of devils.  They resemble misshapen blobs of melted flesh, vaguely humanoid with faces permanently frozen in anguish.  Some lemures maintain a fragment of their mortal existence.  They cannot communicate but follow orders implicitly.</p>
<p>Unless lead, lemures fight all non-devils to the death and never check for morale.  Lemures are immune to charm and illusions and can&#8217;t cast normal devil spells.  They regenerate 1 hit point per round and even their burnt ashes or scattered parts regenerate into a whole lemure.  Only a holy water, holy sword, or other holy blessed item can permanently destroy a lemure.  Lemures can be ordered in a battle drive, a wedge formation composed of at least 1,000 lemures granting them a +2 bonus to attack.</p>
<p><span style="text-decoration: underline;">Devil, Least &#8211; Nupperibo</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Common</p>
<p><strong>Organization: </strong>Army</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>None</p>
<p><strong>Intelligence: </strong>Unintelligent</p>
<p><strong>Treasure: </strong>None</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1d100</p>
<p><strong>Armor Class:</strong> 9</p>
<p><strong>Movement:</strong> 6</p>
<p><strong>Hit Dice:</strong> 1 (4hp)</p>
<p><strong>THACO:</strong> 19</p>
<p><strong>Attacks:</strong> 2 claws (1d2 each); 1 weapon</p>
<p><strong>Special Abilities:</strong> Regeneration</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> None</p>
<p><strong>Size:</strong> Man-size (5&#8242; tall)</p>
<p><strong>Morale:</strong> See below</p>
<p><strong>Experience:</strong> 120</p>
<p>Only slightly higher than lemures, nupperibo are used as little more than stock troops, food, and entertainment.  They&#8217;re amorphous creatures typically resembling morbidly obese humans.  Nupperibo are blind, deaf, and mute and can&#8217;t communicate telepathically.</p>
<p>Unless ordered, nupperibo fight all non-devils to the death and never check morale.  In armies they use simple weapons such as clubs.  They heal 1 hit point per round while in the Lower Planes and can only be destroyed through holy items.  They&#8217;re immune to all charm or illusion spells and the only devil spell they can cast is <em>cause fear</em> which is usable only when 10 nupperibo are  ordered to form a group.</p>
<p><span style="text-decoration: underline;">Devil, Lesser &#8211; Osyluth</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Uncommon</p>
<p><strong>Organization: </strong>Solitary</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Very (11-12)</p>
<p><strong>Treasure: </strong>None</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>2d4</p>
<p><strong>Armor Class:</strong> 3</p>
<p><strong>Movement:</strong> 12</p>
<p><strong>Hit Dice:</strong> 5 (20hp)</p>
<p><strong>THACO:</strong> 15</p>
<p><strong>Attacks:</strong> 2 claws (1d4 each), bite (1d8), and tail (3d4 + poison)</p>
<p><strong>Special Abilities:</strong> Fear, poison, +1 weapons to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 30%</p>
<p><strong>Size:</strong> Large (9&#8242; tall)</p>
<p><strong>Morale:</strong> Steady (11-12)</p>
<p><strong>Experience:</strong> 7,000</p>
<p>Osyluth, or bone devil, serve as jailors and police of evil planes.  They resemble large, bony humanoids with dried skin stretched tight and gaunt faces.  A large scorpion tail with a poisonous barbs trails behind them.  They&#8217;re the only devils with power above their station and serve to keep all devils in line.  If another devil kills an osyluth and it&#8217;s discovered, they&#8217;re forever reduced to marked lemures and are particularly hated by all.</p>
<p>Opponents struck by an osyluth&#8217;s poisoned tail must save vs. poison with a -3 penalty or lose 1d4 points of strength for 1d10 rounds.  In addition to normal devil spells, osyluths can cast <em>fly</em>, <em>improved phantasmal force</em>, <em>invisibility</em>, and <em>wall of ice</em> at will.  Osyluths radiate a 5 foot aura of fear forcing creatures to save vs. rod/staff/wand or flee for 1d6 rounds.  Once per day they can cast <em>gate</em> to summon 1d100 nupperibo (50% chance) or 1d2 osyluths (35% chance).  Osyluths can see normally in all forms of darkness.</p>
<p><span style="text-decoration: underline;">Devil, Greater &#8211; Pit Fiend</span></p>
<p><strong>Climate/Terrain: </strong>Lawful Evil Plane</p>
<p><strong>Frequency: </strong>Very Rare</p>
<p><strong>Organization: </strong>Solitary</p>
<p><strong>Activity Cycle: </strong>Any</p>
<p><strong>Diet: </strong>Carnivore</p>
<p><strong>Intelligence: </strong>Genius (17-18)</p>
<p><strong>Treasure: </strong>G, W</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1d4</p>
<p><strong>Armor Class:</strong> -5</p>
<p><strong>Movement:</strong> 15, Fly 24 C</p>
<p><strong>Hit Dice:</strong> 13 (52hp)</p>
<p><strong>THACO:</strong> 7</p>
<p><strong>Attacks:</strong> 2 wings (1d4 each), 2 claws (1d6 each), bite (2d6 + poison), and tail (2d4); tail (2d4) and 1 weapon</p>
<p><strong>Special Abilities:</strong> Fear, poison, tail constriction, regeneration, +3 weapons to hit</p>
<p><strong>Saving Throw: </strong>Warrior</p>
<p><strong>Magic Resistance:</strong> 50%</p>
<p><strong>Size:</strong> Large (12&#8242; tall)</p>
<p><strong>Morale:</strong> Fearless (19-20)</p>
<p><strong>Experience:</strong> 21,000</p>
<p>The highest ranking devils, pit fiends resemble humanoid Gothic style gargoyles with red scaly skin.  They wrap their huge bat wings around themselves as a cloak and their bodies produce fire when they&#8217;re excited.</p>
<p>Pit fiends have 18/00 strength granting them a +6 bonus to damage.  Their bite forces the victim to save vs. poison or die in 1d4 rounds.  Their bite also automatically inflicts a disease called devil chills; after 1d4 days the victim suffers 1d4 points of strength damage per day unless they receive three days of complete bed rest or receive a disease healing spell.  Creatures struck by their tail are constricted, suffering 2d4 points of damage per round until they roll a successful strength check to break free.  Pit fiends can carry spiked clubs that inflict 1d6+1 points of damage and replace a claw attack.</p>
<p>Creatures not native to the Lower Planes with less than 10HD who view a pit fiend run in fear for 1d3 days.  Creatures not native to the Lower Planes with more than 10HD must save vs. rod/staff/wand or flee for 1d12 turns.  All other creatures within 20 feet of the pit fiend must save vs. rod/staff/wand or run in fear for 1d10 rounds.  Pit fiends regenerate 2 hit points per round.  In addition to normal devil powers, pit fiends can cast detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire. Once per year pit fiends can cast wish.  Once per day they can cast symbol of pain.  Once per day they can cast <em>gate</em> to summon 2 lesser devils or 1 greater devil.</p>
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		<title>The Weird and the Useless I</title>
		<link>http://feysquare.com/?p=22</link>
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		<pubDate>Fri, 03 Sep 2010 06:04:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Homebrew]]></category>

		<guid isPermaLink="false">http://feysquare.com/?p=22</guid>
		<description><![CDATA[In a society were magic flows like water, we can assume wizards are crafting more than keen weapons and obliterating rods.  If simple cantrips can wash a floor or close a window then surely someone spent the handful of gold making an item that can do it permanently.  These magic items are designed to make life convenient and [...]]]></description>
			<content:encoded><![CDATA[<p>In a society were magic flows like water, we can assume wizards are crafting more than keen weapons and obliterating rods.  If simple cantrips can wash a floor or close a window then surely someone spent the handful of gold making an item that can do it permanently.  These magic items are designed to make life convenient and simple&#8230; if not a little odd and funny. </p>
<p><strong>Everclean Plate: </strong>This porcelain plate magically eradicates any foodstuffs left on it, leaving behind a fragrant scent of citrus.  The plate is activated by setting a fork and knife an inch from its side.</p>
<p><strong>Oral Care Paste: </strong>This paste has three functions; it instantly whitens and strengthens teet; it eliminates odorous breath; and it restores damaged or missing teeth per use.  A typical tube includes 2d6 applications.</p>
<p><strong>Clap On, Clap Off Torch: </strong>This everburning torch can extinguish or ignite its flame via any clapping sound made within 30&#8242;. </p>
<p><strong>Always Tied Laces: </strong>These magical laces can tie themselves in any knot upon command.  Mischievous apprentices enchant them to tie both shoes together upon a secret command only they know.</p>
<p><strong>Narrating Tome: </strong>A magical tome can be enchanted with a permanent magic mouth spell to create this effect.  The magic mouth will narrate any page upon command. Wizards can memorize their spell book without directly reading it.</p>
<p><strong>Biting Dentures:</strong> These strong, ivory dentures always remain clean.  The wearer can make a bite attack (piercing and crushing) dealing 1 point of damage plus strength.  Upon command, the dentures animate; they shuffle at a speed of 6 (30&#8242;), have AC 2 (18), 24hp, and attack as a 6HD creature (6 hit die construct with strength 14) dealing 1d3 points of piercing and crushing damage.</p>
<p><strong>Glass Wizard&#8217;s Eye</strong>: This glass eye only works when inserted in an empty socket.  It conveys normal sight but does not duplicate special sight such as infravision or darkvision unless enchanted.  Upon command, the eye animates and exits the socket.  It can fly at a rate of 12 (60&#8242;), conveying all seen information to the one who commanded it.  The eye can fly as commanded for one minute or up to a range of 500 feet.</p>
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		<title>Monster of the Day: Aboleth</title>
		<link>http://feysquare.com/?p=20</link>
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		<pubDate>Thu, 02 Sep 2010 03:25:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[For Gold & Glory News]]></category>

		<guid isPermaLink="false">http://feysquare.com/?p=20</guid>
		<description><![CDATA[As of this post, I&#8217;m neck deep in the 400 something spells spanning the PHB.  The Monster Manual is the last document I need to adapt and progress has been nil since I finished up the other two core books.  To keep myself busy while writing spells, I&#8217;m going to be writing up at least [...]]]></description>
			<content:encoded><![CDATA[<p>As of this post, I&#8217;m neck deep in the 400 something spells spanning the PHB.  The Monster Manual is the last document I need to adapt and progress has been nil since I finished up the other two core books.  To keep myself busy while writing spells, I&#8217;m going to be writing up at least one monster per day.  At least that way I feel like <em>some </em>work is being completed.</p>
<p><strong>Note: </strong>Because psionics aren&#8217;t going to be part of FG&amp;G, I culled abilities from other sources (like the srd) for psionic monsters so they&#8217;re not weakened.  In this case, the aboleth&#8217;s spells come from 3.5 rules.</p>
<p><span style="text-decoration: underline;">Aboleth</span></p>
<p><strong>Climate/Terrain: </strong>Tropical and temperate/Subterranean</p>
<p><strong>Frequency: </strong>Very rare</p>
<p><strong>Organization: </strong>Brood</p>
<p><strong>Activity Cycle: </strong>Night</p>
<p><strong>Diet: </strong>Omnivore</p>
<p><strong>Intelligence: </strong>High (13-14)</p>
<p><strong>Treasure: </strong>F</p>
<p><strong>Alignment: </strong>Lawful Evil</p>
<p><strong>No. Appearing: </strong>1d4</p>
<p><strong>Armor Class: </strong>4</p>
<p><strong>Movement: </strong>3, Swim 18</p>
<p><strong>Hit Dice: </strong>8 (32hp)</p>
<p><strong>THACO: </strong>13</p>
<p><strong>#Atk: </strong>4 tentacles</p>
<p><strong>Damage/Attack: </strong>1d6 (per tentacle)</p>
<p><strong>Special Attacks: </strong>See below</p>
<p><strong>Special Defenses: </strong>Slime</p>
<p><strong>Magic Resistance: </strong>Nil</p>
<p><strong>Size: </strong>Huge (20&#8242; long)</p>
<p><strong>Morale: </strong>Elite</p>
<p><strong>XP Value: </strong>5,000</p>
<p>Aboleth&#8217;s are intelligent, evil amphibious monsters resembling blue-gray fish with a fluke-like tail and three red slits for eyes.  Four tentacles grow from its head which it uses to slash at opponents.  They emit a rancid smelling slime from their bodies and wield powerful magics which they use to enslave intelligent surface dwelling creatures.</p>
<p>Living creatures struck by one of the aboleth&#8217;s tentacles must save vs. spells or have their skin transform into a clear, slimy membrane in 1d4+1 rounds.  Once the transformation is complete, the victim&#8217;s wound must be kept damp or suffer 1d12 points of damage each turn it remains dry.  <em>Cure disease</em> cast before the transformation is complete will stop the process and <em>cure serious wound </em>or other more powerful healing spell will revert transformed skin back to normal. </p>
<p>Aboleth&#8217;s can attempt to enslave a single target within 30 feet once per day.  If the target fails a save vs. spells, they obey the aboleth&#8217;s telepathic commands.  Enslaved creatures won&#8217;t fight for the aboleth or perform suicidal actions but will defend themself.  The enslavement can be negated by <em>remove curse</em>, <em>dispel magic</em>, the aboleth&#8217;s death, or if the victim moves more than a mile away from the aboleth granting it a new saving throw once per day to break the effect.</p>
<p>While underwater, aboleth&#8217;s emit a viscous mucus 1 foot thick.  A creature coming into contact and inhaling the mucus must save vs. spells or lose the ability to breathe air for 1d3 hours, suffocating in 2d6 rounds if exposed to air.  The victim instead gains the ability to breathe water as if they drunk a potion of <em>water breathing</em>.  This duration is renewed (but not added) by additional contact with the mucus cloud.  Wine or soap dissolves the mucus.</p>
<p>Aboleths are hermaphrodites and each parent produces 1d3 eggs which hatch after five years and become adults in ten.  Aboleths retain knowledge from their parents and obey them implicitly.  Aboleths feed mostly on fungus and microorganisms but prefer intelligent creatures as they absorb the knowledge from a consumed creature.</p>
<p>Aboleth&#8217;s can cast the following spells at will as an 11th level wizard: <em>hypnotic pattern</em>, <em>illusionary wall</em>, <em>mirage arcana</em>, <em>advanced illusion</em>, <em>programmed illusion</em>, <em>project illusion</em>, <em>veil</em>.</p>
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		<title>I&#8217;m Back!</title>
		<link>http://feysquare.com/?p=18</link>
		<comments>http://feysquare.com/?p=18#comments</comments>
		<pubDate>Wed, 01 Sep 2010 15:24:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://feysquare.com/?p=18</guid>
		<description><![CDATA[After a stupidly long hiatus, I&#8217;m back in action!  The break wasn&#8217;t completely in vain as I&#8217;ve managed to finish a great deal of work.  You can check the progress and download the latest version of For Gold &#38; Glory from its separate page (link is on the side of the website).  I want to [...]]]></description>
			<content:encoded><![CDATA[<p>After a stupidly long hiatus, I&#8217;m back in action!  The break wasn&#8217;t completely in vain as I&#8217;ve managed to finish a great deal of work.  You can check the progress and download the latest version of For Gold &amp; Glory from its separate page (link is on the side of the website).  I want to try and update this thing at least once a day, even if it&#8217;s something short and sweet like a monster or review of an old school product.</p>
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		<title>Steve Winter Speaks</title>
		<link>http://feysquare.com/?p=15</link>
		<comments>http://feysquare.com/?p=15#comments</comments>
		<pubDate>Sat, 13 Feb 2010 01:01:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://feysquare.com/?p=15</guid>
		<description><![CDATA[Steve Winter, one-half the development team for AD&#38;D 2E, enlightens some forum posters at the TravellerRPG forums (under the moniker &#8220;the angle&#8221;).  You have to be signed up to review the entire thread but I&#8217;ll re-post his more interesting quotes. Combat &#8212;&#8212;&#8212;- &#8220;2E was a narrative game. The combat sequence was kept vague intentionally so [...]]]></description>
			<content:encoded><![CDATA[<p>Steve Winter, one-half the development team for AD&amp;D 2E, enlightens some forum posters at the <a href="http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=21269">TravellerRPG forums</a> (under the moniker &#8220;the angle&#8221;).  You have to be signed up to review the entire thread but I&#8217;ll re-post his more interesting quotes.</p>
<p><strong>Combat</strong></p>
<p>&#8212;&#8212;&#8212;-<br />
<em>&#8220;2E was a narrative game. The combat sequence was kept vague intentionally so that DMs would have maximum leeway to interpret things for the best dramatic effect. In the example you cited, the key element is that the dwarf&#8217;s player just shouted &#8220;Charge!&#8221; and rushed in. He could just as easily have said, &#8220;I pause a moment to give the wizard a chance to hit them with a fireball, then charge!&#8221; &#8230; but he didn&#8217;t. His narration indicated that he wanted to hit the enemy as fast as possible, without waiting for the wizard, so that&#8217;s the way the DM ran it. That part of the sequence had nothing to do with the initiative roll itself.&#8221;</em></p>
<p><em>&#8220;The question of when things happen depends on the players&#8217; descriptions and the DM&#8217;s interpretation of the situation more than on the initiative rolls. Within the one-minute combat round, a lot of things are happening more-or-less at the same time. The initiative roll doesn&#8217;t determine exactly when any particular character does something, especially if you&#8217;re using the basic one-roll-per-side rule. Initiative is not synonymous with turn sequence as it is in many other rules. It is simply &#8220;which side has the slight upper hand this round?&#8221; That side gets to log its damage before the other guys. But they&#8217;re all in there swinging, dodging, maneuvering, and casting spells at the same time. It&#8217;s significant that in the example, the wizard cancels her fireball before the initiative dice are rolled. The dwarf is charging into melee without hesitation, so he&#8217;s bound to be in the target area before she can launch the spell. No particular rule dictates this; it&#8217;s part of the scene that the dwarf&#8217;s player created when he shouted &#8220;charge!&#8221;</em></p>
<p><em>&#8220;It&#8217;s meant to be chaotic; it&#8217;s intended that everything is happening at the same time. The initiative roll is a tool to help the DM decide whether the dwarf or the troll lands a telling blow* first, but they&#8217;re both hacking away and maneuvering the whole time according to the DM&#8217;s and players&#8217; descriptions.&#8221;</em></p>
<p><em>&#8220;This topic was hotly contested while we were working on 2E. I played a lot of Melee/Wizard and was a big fan of its rigid definitions for what a character could do and how far he could move under various circumstances. Zeb favored the exact opposite view, that the less these things were defined, the more the DM and players could bring the scene to life and adapt to anything. We debated that more and longer than anything else. The standard rule is Zeb&#8217;s; the individual initiative rule is mine. In the end, however, I came over to Zeb&#8217;s way of thinking. For a game like AD&amp;D, I now prefer the standard rule with its heavy dependence on narrative and interpretation. Which is not to say that I dislike or disavow the individual initiative approach. It serves very well for one, entirely valid style of play. I&#8217;ve simply come to appreciate a different style of play more.&#8221;</em><br />
&#8212;&#8212;&#8212;-<br />
This was always a debated topic at my game table; my friends were war gamers and I preferred a more cinematic approach.  Eventually I settled into a smooth, organic method of adjudicating battles that everyone agreed upon but it&#8217;s important to note how 2E was designed.  The system, by itself, is bare bones but came with dozens of optional rules to increase its complexity.  In my opinion, this is how RPGs should be written.</p>
<p>My biggest criticism with 3rd Edition was that Wizards tried to make it all inclusive but the more hard rules you create, the less you can add or change before the inevitable issue of balance comes into question.  4th Edition streamlined a lot of material with its exception-based design but their powers system left little room for easy homebrew.</p>
<p><strong>Magic Item Duration</strong><br />
&#8212;&#8212;&#8212;-<br />
<em>&#8220;As to swords, you&#8217;re right, there&#8217;s no indication. I&#8217;d go with one of two things. The default would be level 12, because that&#8217;s the minimum level needed to cast enchant an item. The rules, however, allow one wizard to cast enchant an item and another to cast the actual spells into the item. It&#8217;s possible that both light and protection from evil could have been placed on the item by a 1st-level apprentice. That leaves you free to make them any level you want. I&#8217;d probably tie it to the weapon&#8217;s bonus &#8212; assume the caster had three levels for every plus the weapon has, assuming it has any, or something along those lines.&#8221;</em></p>
<p><em>&#8220;That works, too. An attractive aspect of atpollard&#8217;s answer is that it leaves the door open for interesting developments down the road. Let&#8217;s say you tie the sword&#8217;s magical effectiveness to the character&#8217;s level but don&#8217;t tell the players that. They think they have a sword of low power. Then, after the characters have risen a few levels, suddenly the sword seems more powerful. Eventually, it turns out that the sword is a forgotten near-artifact whose power reflects the power of the wielder.&#8221;</em><br />
&#8212;&#8212;&#8212;-<br />
Something else that usually cropped up in play were how long item spells lasted.  I always used the &#8220;12th level wizard&#8221; rule but I do like Winter&#8217;s approach to tying magic items to the player.  Most people discard magic items after a certain point but if their powers increased with the wielder they&#8217;re more likely to hang onto them.</p>
<p><strong>Ranged Weapons</strong><br />
&#8212;&#8212;&#8212;-<br />
<em>&#8220;Sling bullets: Str bonus applies to all missile weapon damage except: crossbows (never) and bows (unless they&#8217;re specially made).&#8221;</em></p>
<p><em>&#8220;Dagger proficiency covers stabbing and throwing. The same goes for any weapon that can be wielded in melee or thrown, such as javelins, hammers, axes, and spears. The DM could make a case for splitting them, but it&#8217;s not intended that way. &#8220;</em></p>
<p><em>&#8220;The note on page 90 is wrong, and for some reason it was never corrected in subsequent printings. Only the Dex mod applies to the attack roll, and the Str mod applies to the damage roll.&#8221;</em></p>
<p><em>&#8220;I still work with Rich Baker, and he worked on C&amp;T (along with a lot of other 2E products, of course), so I asked him about this question in general and that C&amp;T passage in particular. His recollection (again, reaching back over a decade) agreed with mine that Str bonuses never applied to ranged attack rolls, and no one called that out explicitly in text because it was assumed everyone knew it. He did recall specifically writing the passage in C&amp;T about limiting the Str-based bonus on thrown weapon damage so that a high-Str character couldn&#8217;t throw half-a-dozen darts that cause 1d3+8 damage each. He didn&#8217;t restrict Str bonuses on thrown-weapon attacks because it never occurred to him that anyone would allow them.&#8221;</em></p>
<p><em>&#8220;I&#8217;m going by memory here, but I&#8217;m sure To Hit bonuses were meant to be split between Str = melee, Dex = ranged. I seem to remember that Str could affect damage (the assumption the character could use a stronger pull bow). Do I have any concrete proof of all this? No, but I do know my design preferences so I&#8217;m basing it on those. I certainly don&#8217;t remember anyone arguing that Dex + Str should apply.&#8221;*</em></p>
<p><em>*Zeb Cook, Designer AD&amp;D 2E</em><br />
&#8212;&#8212;&#8212;-</p>
<p>Another hotly debated subject.  There was always much confusion regarding missile weapons but here it is in stone.  Dex applies to THAC0 for all ranged/missile attacks, strength applies to their damage except crossbows and bows (unless they&#8217;re specially made).</p>
<p><strong>Secret Doors</strong><br />
&#8212;&#8212;&#8212;-<br />
<em>&#8220;Zeb hated the idea of secret doors being found with dice rolls. The only reason we kept the thing about elves and dwarves was because it was a legacy of 1st edition. This is hinted at (in a toned-down way, I assure you) in the DMG passage about elves and no one understanding how they notice concealed doors without looking.&#8221;</em></p>
<p><em>&#8220;This is closest to correct, only it&#8217;s not even meant to be automatic. Players are expected to tell the DM what they&#8217;re doing. Like the DMG states, &#8220;characters tap, thump, twist, and poke&#8221; until they hit the right combination. Further down the page, it states clearly that &#8220;It is a good idea to note how each particular secret door works and how it is concealed.&#8221; That&#8217;s the rule. To find a secret door, players must literally find it.</em></p>
<p><em>This goes back to the earlier discussion of narrative. We placed a heavy emphasis on it. Creative narrative always was meant to carry more weight than any dice roll.</em></p>
<p><em>This didn&#8217;t sit well with everybody, as evidenced by the Int check described in the DL product. That&#8217;s a kludge tacked on by someone who didn&#8217;t like the tap/thump/twist/poke approach. It&#8217;s not the &#8216;standard&#8217; rule.&#8221;</em><br />
&#8212;&#8212;&#8212;-<br />
I personally asked this question and the results more than satisfied me.  It&#8217;s interesting to note how a lot of D&amp;D material was carried over not because it had any mechanical value but purely because it was &#8220;tradition.&#8221;  Some people swear by &#8220;If it isn&#8217;t broke, don&#8217;t fix it&#8221; mentality but some material, especially if it&#8217;s detrimental to good play, should be removed.  Up to 4th Edition, nobody truly knew what elves were supposed to be because their abilities had been compounded over 20 years.</p>
<p><strong>Backstabbing</strong><br />
&#8212;&#8212;&#8212;-<br />
<em>&#8220;I don&#8217;t believe we put any restrictions on what weapons could be used, not even to those the thief has proficiency with. If you can sneak up behind someone with a guisarme-voulge without him noticing, you can backstab with it.&#8221;</em></p>
<p><em>&#8220;I don&#8217;t have a copy of First Quest anymore, so I can&#8217;t comment on what&#8217;s in there. But no actual d10 surprise roll is required in order to get a backstab. All that&#8217;s needed is for the victim to not know that he&#8217;s at risk of being stabbed in the back. That&#8217;s not likely to happen in the midst of a fight, but it can happen even if you know that the thief is behind you but you have no reason to suspect that he means you harm.</em></p>
<p><em>Now, this is unofficial, but were I the DM, I would allow the thief to ask for a surprise roll because he wanted to get the additional +1 bonus to hit with surprise. This would represent the typical movie moment where the thief does something like tapping the victim on the shoulder to make him look left before jamming in the knife with his right hand. If that roll didn&#8217;t result in the victim being surprised, however, then the whole maneuver would fail and the thief would lose the backstab bonus. I think this is a good example of how 2E allows flexibility in resolving situations.&#8221;</em><br />
&#8212;&#8212;&#8212;-</p>
<p><strong>Resting</strong><br />
&#8212;&#8212;&#8212;-<br />
<em>&#8220;We weren&#8217;t aiming for anything that dogmatic. That&#8217;s a fine way to break it down, especially in a situation like Dragonlance where characters are constantly on the move.</em></p>
<p><em>The basic idea, though, was that a character would recover 1 hp on the D&amp;D equivalent to a &#8216;slow day off work&#8217; (puttering around the garden, going for a walk, catching a movie), 2 on what amounts to a &#8216;sick day&#8217; that you spend mostly in bed or a recliner in front of the TV but not being waited on hand and foot, and 3 in what amounts to a hospital. And by &#8220;day,&#8221; we meant a 24-hour period. Compared to the high energy, high stress, high danger routines of heroic adventurers, traveling is a break, even by foot. Climbing cliffs or slogging across the Badlands or through the Okeefenokee wouldn&#8217;t be. The decision on what types of travel are &#8216;restful&#8217; lies with the DM, keeping in mind that heroes are a lot tougher than you or me.</em></p>
<p><em>Ultimately, the goal was to enforce periods of rest on characters. People who go on crusades and fight monsters need a lot of recuperative time off.&#8221;</em><br />
&#8212;&#8212;&#8212;-<br />
<strong>Miscellaneous Subjects</strong><br />
&#8212;&#8212;&#8212;-<br />
<em>&#8220;Multiple Attacks: I can see how this rule could be interpreted that way, but that&#8217;s not correct. A character that moves up to half his normal distance retains his full melee capability. If he has multiple attacks, he still gets them all, regardless of whether they come from using two weapons or striking with the same weapon twice as a high-level fighter.&#8221;</em></p>
<p>Fighters losing their multiple attacks in 3rd Edition is what killed that class.  2E straight up allows you to move and full attack.</p>
<p><em>&#8220;Speed Factors for Dual Weapons: Use the worst of the two speed factors. Don&#8217;t add them together.&#8221;</em></p>
<p><em>&#8220;That&#8217;s right. We weren&#8217;t quite as rigorous with jargon as we probably should have been. [small shields] can be used against two attackers would be correct.&#8221;</em></p>
<p>Something I have to remember to addendum in For Gold &amp; Glory.  Small shield AC isn&#8217;t used against two attacks, but up to two attackers.</p>
<p><em>&#8220;I&#8217;m afraid that my memory is no better than Zeb&#8217;s on that question. The hand ax certainly ought to be an S weapon, and the horseman&#8217;s mace probably should. I don&#8217;t recall any specific reason why they&#8217;re not.&#8221; </em></p>
<p>Another change I need to make in addition to how secret doors work.</p>
<p><em>&#8220;The parry rule is written entirely from the perspective of characters. I&#8217;d have to say that there is no hard-and-fast rule here. Going on the defensive implies that the creature possesses a sense of self and self-preservation. If you think that a huge spider has that, then it could conceivably go on full defense if it fears for its survival. Are we talking about Shelob here, or just some hoi-polloi giant spider in a random encounter? It really needs to be judged on a case-by-case basis.&#8221;</em></p>
<p><em>&#8220;If you choose to use them in your campaign, then the &#8220;Options&#8221; books such as Combat &amp; Tactics (and, to a lesser degree, the PHBRs and DMGRs) supersede the core rulebooks. For example, if you choose to use the Complete Fighter&#8217;s Handbook in your campaign, then where it conflicts with the PHB, you would go with what&#8217;s in the CFH. A DM could allow or reject things on a case-by-case basis if he wants, but it&#8217;s easier to just say &#8220;all in&#8221; or &#8220;all out.&#8221;</em></p>
<p><em>With that in mind, it&#8217;s not really a question of rationalizing what&#8217;s in one book in light of what&#8217;s in another. You defer to one or the other, not both.&#8221;</em><br />
&#8212;&#8212;&#8212;-<br />
A rather productive and fun to read topic with two months worth of juicy material.  I&#8217;ll end this post on my favorite game-related quote in that topic:</p>
<p><em>&#8220;It&#8217;s all about flexibility, really. Unlike a wargame, an RPG needs to be an open system that allows for anything to happen, and even to happen in different ways. That was my chief objection to 3rd edition; when you try to legislate everything, you turn everyone into a lawyer and nothing gets done.&#8221;</em></p>
<p>I&#8217;ve enjoyed every edition of Dungeons &amp; Dragons; they all have their individual merit and downfalls which make them enjoyable (and frustrating) in play.  While I won&#8217;t say one edition clearly trumps the other, I prefer the style of the old, pre-competitive gaming where roleplaying felt more personal and less about mechanics.</p>
<p>I like it when developers talk about their work.  It&#8217;s unfortunate that a lot of material ends up becoming lost during the creation phase.  I started the FG&amp;G project as a means to reference and bring 2nd Edition into the new century.  I hope the developer&#8217;s musings shed some new light on old material.</p>
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		<title>[3E] Prime Attribute Ability Scores</title>
		<link>http://feysquare.com/?p=11</link>
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		<pubDate>Tue, 09 Feb 2010 16:17:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Homebrew]]></category>

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		<description><![CDATA[Point buy is boring. The concept that every adventurer is crafted from the same cookie-cutter &#8220;Acme Adventurer Kit&#8221; is ridiculous. Heroes in fiction aren&#8217;t born from the same mold. Some people are clearly superior to others, but point buy completely eliminates this. All fighters have 16 strength. All wizards have 16 intelligence. Everyone has a [...]]]></description>
			<content:encoded><![CDATA[<p>Point buy is boring. The concept that every adventurer is crafted from the same cookie-cutter &#8220;Acme Adventurer Kit&#8221; is ridiculous. Heroes in fiction aren&#8217;t born from the same mold. Some people are clearly superior to others, but point buy completely eliminates this. All fighters have 16 strength. All wizards have 16 intelligence. Everyone has a stat they just don&#8217;t care about and likely bumped up to 10 only so they couldn&#8217;t claim a penalty.</p>
<p><strong>BORING</strong></p>
<p>Some people legitimately enjoy point buy because they prefer to have control over the character&#8217;s creation.  Other people hate roll-for-stats because they can&#8217;t handle a character with a prime ability score below 15 or having, heavens forbid, an 8 in an ability they don&#8217;t rely on. This system, which I dub <strong>Prime Attribute Method</strong>, is an attempt to allow the variance in characters while satisfying those who don&#8217;t get what they want.</p>
<p><strong>Step 1</strong>: Pick an ability score you want for your character concept. We&#8217;ll call this his <strong>Prime Attribute</strong>.</p>
<p><strong>Step 2</strong>: Pick your race as normal. Humans are awesome, so humans get an additional prime attribute.</p>
<p><strong>Step 3</strong>: Choose your class. Each class has one or more prime requisite. The prime requisite determines what ability score a character is expected to excel in while he&#8217;s training for his class and allows you to tag that ability score as a <strong>Prime Attribute</strong>. While anyone can choose any class, it&#8217;s understandable that strapping young lads would apply for fighter and crafty minds would take up the pointy hat of the wizard.</p>
<p><strong>Step 4</strong>: Roll 4d6b3 in order. That&#8217;s right, in <strong>order</strong>: strength, dexterity, constitution, intelligence, wisdom, charisma, then apply racial bonuses/penalties. This is you, Adventurer Jr., at the tender young age of puberty. This represents your ability scores when you begin training in your class of choice.</p>
<p><strong>Step 5</strong>: Remember those ability scores you tagged earlier? Take half the difference from that ability score and 18 (round it down) and add it in (an 18 changes nothing). If your ability score before step 5 is above 18 then no change is made; you&#8217;re already a <em>racial paragon</em> with an 18. You can&#8217;t be a super paragon!</p>
<p>Example: If you rolled a 10 for a prime attribute, then the difference is 8 / 2 = 4. Your final ability score for that prime attribute is 14. If you rolled a 16, you would have a final score of 17 (2 / 1 = 1). Basically, the more naturally <em>gifted</em> you are the less you <em>learn</em> from your Adventurer School &#8482;.</p>
<p>You can tag an ability score as a prime attribute <strong>more than once</strong>. Each time you tag an ability score, you add a +1 bonus <em>after</em> Step 5. Yes, this allows humans to have a 20 and demihumans to have a 21 but at the cost of a potentially lower ability score somewhere else.</p>
<p><span style="text-decoration: underline;">Core Classes and their Prime Attributes</span></p>
<p><strong>Barbarian</strong>: Constitution <em>and</em> strength or dexterity<br />
<strong>Bard</strong>: Intelligence <em>and</em> charisma <em>and</em> dexterity.<br />
<strong>Cleric</strong>: Wisdom<br />
<strong>Druid</strong>: Wisdom<br />
<strong>Fighter</strong>: Strength <em>and</em> constitution or dexterity<br />
<strong>Paladin</strong>: Strength <em>and</em> wisdom <em>and</em> charisma<br />
<strong>Monk</strong>: Strength <em>and</em> dexterity <em>and</em> wisdom<br />
<strong>Ranger</strong>: Wisdom <em>and</em> strength or dexterity<br />
<strong>Rogue</strong>: Dexterity <em>and</em> intelligence<br />
<strong>Sorcerer</strong>: Charisma <em>and</em> constitution<br />
<strong>Wizard</strong>: Intelligence</p>
<p><strong>Why don&#8217;t the classes have equal prime attributes?</strong><br />
Because nobody&#8217;s equal. The prime attributes of each class reflect what they would realistically train at. Strong men are expected to apply to the fighting position but they also train in bows and physical endurance. Bards are expected to be fleet of foot, knowledgable, and charismatic. Wizards, on the other hand, are expected to study, study, study. Druids hug trees and talk to beavers. Clerics pray all day and study their clerical duties.</p>
<p>In a way, you could say this system is designed to &#8220;nerf&#8221; the core casters. Shoot, I&#8217;ll come out and say it: I designed this to give a handicap to core casters! Magic is powerful and world shattering. Such studies should require dedicated and devoted focus at the expense of everything else.  Casters are normally older than other starting adventurers and their focused, intense training reflects that.</p>
<p><strong>Rerolls</strong>: No! Learn to accept your lot in life or do what every weak character in fiction does; use tactics to your advantage. Did Paris complain that Achilles was near-invincible and could beat him down in a one-on-one fight? No! Paris launched a poison tipped arrow into Achilles&#8217; heel and dropped that sucker like a bad hat. Likewise, a &#8220;weak&#8221; fighter (strength &lt;14) should stick with sword and board, polearms, or ranged attacks. Average intelligence rogues should focus on what they like best and provide flanking bonuses for their allies. Dull wizards should crossclass when they hit their magic limit and take feats like practiced spellcaster to ensure their low level spells at least remain potent for a few extra levels.</p>
<p>If you can&#8217;t deal with a 13 intelligence wizard, then the DM should allow you to change your character class to something more suitable to your skills (modifying your prime attribute score). If you really, really don&#8217;t want to play anything else and throw a tantrum then the DM should allow characters who don&#8217;t have at least a 13 in their <strong>class&#8217;</strong> prime attribute to reroll <strong>ALL OF THEIR ABILITY SCORES</strong>.</p>
<p>Yeah, in Dungeons and Dragons you can&#8217;t have your cake and eat it too. Deal with it or toss the cake aside.</p>
<p>&#8212;&#8211;<strong>EXAMPLE CHARACTER CREATION</strong>&#8212;&#8211;</p>
<p>I want to create a human fighter called Bob the Basher. I decide strength is important so I pick it as a prime attribute. I&#8217;m a human so I choose constitution as my second prime. As a fighter I choose strength and constitution again as a prime attribute. I now roll for my ability scores.</p>
<p>Strength: 11<br />
Dexterity: 13<br />
Constitution: 11<br />
Intelligence: 6<br />
Wisdom: 15<br />
Charisma: 12</p>
<p>Constitution is a prime attribute so it gets bumped up to 14 (difference between 18 is 7; 7 / 2 rounded down equals 3). My strength likewise gets bumped up to a 15; 14 from one prime attribute and +1 because I tagged it a second time. Bob the Basher&#8217;s final ability scores are</p>
<p>Strength: 15 +2<br />
Dexterity: 13 +1<br />
Constitution: 15 +2<br />
Intelligence: 6 -2<br />
Wisdom: 15 +2<br />
Charisma: 12 +1</p>
<p>Bob is essentially a 31 point buy character. He&#8217;s an effective fighter, clearly exceptional if a little dull in the brains, and he&#8217;s got some common sense.</p>
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