Hivemind, I need help!

Nothing worrisome, just I need some feedback on the “Heroes & Wizards” house rules my brother & I have been working on. They are an adaptation of Castles & Crusades, so I may be losing my Old School cred, but I can live with that. We’re co-DMing so we had to find a compromise set of rules we both like. Tom really likes C&C’s “SIEGE Engine” for task resolution, and I like it’s AD&D roots. I was pushing for OD&D or BD&D but our modifications basically make this sort of a hybrid. We expect to have players who may be new to C&C but have some D&D or other RPG experience, although recruiting players will come later. We figured we’d better know what we’re playing first.

Basically we mean to axe all the classes and simplify things to Heroes (including rogues, fighting men, etc.) and Wizards (spellcasters). We will also add a few races-as-classes (Elves & Dwarves for sure, maybe Woodwoses and Munchkins too). I’m a little bit on the fence as whether Woodwoses (wild men) and Munchkins (halflings) really need to be separate classes or if it would be better to make them “add ons” for the two base classes, perhaps you sacrifice one Prime stat for the racial abilities.

The major departure from normal C&C “SIEGE Engine” rules is that we are making characters get their level bonus to all ability checks rather than just a few class-specific ones, and instead of the target being 12 (for prime stats)/18 (for non-prime stats) we are just making primes add three to the roll, with a moving target (I think–Tom is the rules guy…). Choice of primes also provide the character with a special power/ability (or a choice of one of several) called “Prime powers,” which differentiate specific heroes & wizards.

Tom’s posted part of the draft at the Troll Lords forums, but I’d love to get some feedback here (different audience etc.). Anyway the draft rules are below. The formatting is a little jacked right now but I need all the input you can give me! Thanks.

There is no Thief or Cleric “class” but back stabbing and turning (undead, unseelie, and seelie) may be attempted by any hero or wizard.

Race is significantly changed. Half-orcs nad Half-elves use the normal Hero and Wizard classes, as they are mechanically identical to humans in all respects. Some social and background differences may apply. Elves and Dwarves are separate classes. Munchkins and woodwoses may be Heros but sacrifice one prime and gain their own racial abilities.

Hero

PRIME ATTRIBUTE: Pick Three

ALIGNMENT: Any

HIT DICE: d8

WEAPONS: Simple, Light, Thrown, Missile, and Long

ARMOR: Light and medium

Level HD BtH Skills &

Saves

Ability Experience
1 D8 +1 +1 3 Prime Powers 0
2 D8 +2 +2 Cleave 1,000
3 D8 +3 +3 Weapon Mastery 2,000
4 D8 +4 +4 Inspire or Demoralize 4,000
5 D8 +5 +5 Cohort 8,000
6 D8 +6 +6 16,000
7 D8 +7 +7 Weapon Mastery 32,000
8 D8 +8 +8 Inspire & Demoralize 64,000
9 D8 +9 +9 Lordship 128,000
10 D8 +10 +10 2nd attack 256,000
11 D8 +11 +11 512,000
12 D8 +12 +12 1,024,000

Hero Abilities

Cleave-As per 3rd edition May cleave up to level times.

Weapon Mastery: +1 to hit and +2 Combat maneuvers (parry, block, disarm, trip) while using the weapon, at seventh level he may choose a second weapon or gain +2 damage.

Inspire and Demoralize: A hero presence encourages allies and henchmen. While present, allies gain +1 to morale checks. Alternative he chooses to penalize enemies’ morale by -1. At 8th level he does both simultaneously. Mike maybe this should be people inconstant with the hero. Only the highest level hero ability is used.

Cohort: gains a 3rd level henchman and 2d6 men at arms. The henchman and men at arms will have equipment and primes determined by the CK.

Lordship: If the Hero establishes a stronghold, he will attract additional men-at-arms and also civilian tenants if he clears a suitable swath of land of monsters.

Prime Powers

StrengthMelee Bash: The hero is proficient with “heavy” and “great” weapon. They also gain +1 to damage with a -1 to hit up to their level.

WisdomFavored enemy: Chooses one type of creature as a favored enemy (Giants, humanoids, Fairies, Mortals, Dragons, Aberrations, Beasts, Magical Beasts, Undead, or Outsiders). The Castle Keeper should require the player to choose an enemy that is consistent with the past history and storylines involving the character. Knowledge of the favored enemy confers numerous bonuses to ability checks. When combating a favored enemy he gains additional combat bonuses due to an advanced fighting style developed through the experience of repeatedly fighting that type of creature. He gains a +2 bonus to hit against a favored enemy and receives a +2 bonus to armor class when fighting a favored enemy. Further, when tracking the favored enemy, he receives a +2 bonus to ability checks combating their special enemy. If their enemy is also able to make special attacks like poison or penalization the hero will know of some natural cure that will neutralize

DexterityNimble: The Hero can rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. So long as he is unencumbered or carrying a light load he gains +2 to his armor class.

Constitution- Tough: The hero is used to marching and drilling. May use Heavy armor and gain +1 HP/LV.

Charisma- Aura.The hero can emanate one of the following “auras”

Aura of Bravery (Prerequisite: None): The hero’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers (including the hero) within 30 feet of the hero gains a bonus of +1 to saving throws, and +1 to attack. This ability can be used, once per day and lasts a number of rounds equal to the Hero’s level. Use of the ability is not action in itself and usually tied to a heroic act performed by the hero.

Aura of Divinity (Prerequisite: Good): Here emanate a permanent divine aura that wards against attacks from outsiders, fairy, undead, or summoned and conjured creatures. It creates a magical barrier around the hero that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against “evil” creatures. The divine aura also prevents bodily contact by such creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. However, if the hero attacks the creature he loose this protection but retains the +2 save and AC)

Aura Animal Empathy (Prerequisite: Good) Character has an animal companion. It is a 2HD creature that gains 1 HD every 2 levels. (Higher hit dice animals are possible but are considered injured until the hero has sufficient level so that the animal has all his hit dice. During this period, the animal does ½ normal damage and moves ½ rates.) They may only have one companion at time if the companion dies the hero acts at -2 to all rolls for the remainder of the session. Of the animal dies or is dismissed the hero can enter the wilderness and in one week fine a new ally. This creature is gains 1 HD up to the creatures maximum HD (Hero level x ½ +2). Natural animals also finding the Hero no threatening and will not attack the hero unprovoked. Depending on the circumstances they may even approach or help the hero.

Aura of Encouragement (Prerequisite: None): This is the Hero’s ability to inspire companions and listeners, allowing them to surpass their normal level of performance. Some invoke this ability through song and music, while others do so through oration, battle cries or sheer acting and demeanor. With a successful attribute check, a bard can help allies succeed at a task. The ally gets a +2 bonus on any action requiring an attribute check, including ability checks, saving throws and standard attribute checks. This ability does not affect attack rolls. The allies must be able to see and hear, and must be within 60 feet. The Castle Keeper may rule that certain uses of this ability are infeasible. The hero can use this ability once per day per level, and can maintain the effect for a number of rounds equal to his level.

IntelligenceExpert choose one of the following

Martial Arts: The character has studied the ways of unarmed combat. He does 1d6 damage with unarmed attacks and gains +2 to grappling, overbearing, disarm, and trip attacks.

Death attack: If a Hero studies a victim for 3 rounds and makes a sneak attack (see below) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other actions, but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a constitution saving throw. If the saving throw fails, the victim dies instantly. If the saving throw succeeds, the attack is treated as a normal sneak attack.

Intuition: answer 1 question per level (Y/N) truthfully. EX: Do red dragons breathe fire? CK: Yes.

Suggested Hero character “builds”

Fighter (STR, CON primes)

Paladin (STR, CON, and CHA primes; choose Aura of Divinity and Good alignment)

Ranger (STR, DEX, and WIS primes)

Assassin (STR, DEX, and INT primes; choose death attack)

Thief (DEX, INT primes; choose intuition)

Monk (DEX, INT, CHA primes, choose martial arts)

THE WIZARD

PRIME ATTRIBUTE: Pick Three

ALIGNMENT: Any

HIT DICE: d4

WEAPONS: Simple*

ARMOR: Light*

Level HD BtH Skills &

Saves

Ability Experience
1 D4 0 +1 3 Prime Powers, cast spells 0
2 D4 +1 +2 Scribe scrolls 1,000
3 D4 +1 +3 2,000
4 D4 +1 +4 4,000
5 D4 +1 +5 Brew potions 8,000
6 D4 +2 +6 16,000
7 D4 +2 +7 Research new spells 32,000
8 D4 +2 +8 64,000
9 D4 +2 +9 Tower 128,000
10 D4 +3 +10 256,000
11 D4 +3 +11 Enchant items 512,000
12 D4 +3 +12 1,024,000

Wizard Abilities

Cast spells-Wizards can choose to learn White, Black, or Green magic. They can cast any spell from a scroll, but can only copy and memorize spells of their chosen color. White magic spellbooks are called “Prayerbooks,” Black magic, “Grimoires,” and Green magic, a “Book of Shadows.” Each type of magic has some restrictions. White magic can be cast only by Good or Lawful wizards. Green magic cannot be cast while wearing or holding any item of iron or steel (including most weapons and armors). Black magic cannot be cast wile wearing any kind of armor.

Scribe scrolls-At 2nd level wizards gain the ability to scribe scrolls <couldn’t find rules for this in PHB>

Brew potions-At 5th level, a wizard may brew potions.

Research new spells-At seventh level, the wizard’s mastery of magic has reached the point that he can research new spells.

Tower: The wizard may build a tower; the exact nature is up to the CK and player but should be based on the wizard’s background. The tower will attract apprentices who will join the wizard’s service for no pay but he must spend some time and resources training them.

Enchant items-An 11th level wizard can create magic items.

Prime Powers

StrengthMartial training: The wizard may use light, long, and missile weapons OR may use any blunt weapon (Good only).

DexterityPrestidigitation: The wizard has the ability to use slight of hand and misdirection (May make DEX check to pick pockets, retrieve small objects, force cards, and other magic tricks even while under observation). Magic tricks require appropriate preparation and/or equipment.

WisdomDetect evil

Constitution-Use d6 for hit dice, and choose either:

Yoga Master: The wizard may ignore the need to eat, drink, or sleep for up to 24 hours per level, but must remain relatively still (lotus position, etc.). He may also detoxify himself, delaying and then removing the effects of poison, but this takes 24 hours of uninterrupted meditation.

Martial order: May wear any armor.

Charisma- Aura The wizard emanates one of the following “auras”

Aura of Fear (Prerequisite: None): The wizard’s unearthly mien and strange demeanor instills unease and fear. Any enemies or hostile forces within 30 feet of the wizard take a penalty of -1 to saving throws, and -1 to attack. This ability can be used once per day and lasts a number of rounds equal to the wizard’s level. Use of the ability is not action in itself and usually tied to a spell being cast, a ritual being chanted, or a trick performed by the wizard.

Aura of Divinity (Prerequisite: Good): The wizard emanates a permanent divine aura that wards against attacks from outsiders, fairy, undead, or summoned and conjured creatures. It creates a magical barrier around the hero that conveys a +2 bonus to armor class and a +2 bonus on all saving throws against “evil” creatures. The divine aura also prevents bodily contact by such creatures. This causes the natural weapon attacks of such creatures to fail, and the creatures to recoil, if such attacks require touching the warded creature. However, if the hero attacks the creature he loose this protection but retains the +2 save and AC)

Aura Animal Empathy (Prerequisite: Good) Character has an animal companion. It is a 2HD creature that gains 1 HD every 2 levels. (Higher hit dice animals are possible but are considered injured until the hero has sufficient level so that the animal has all his hit dice. During this period, the animal does ½ normal damage and moves ½ rates.) They may only have one companion at time if the companion dies the hero acts at -2 to all rolls for the remainder of the session. Of the animal dies or is dismissed the hero can enter the wilderness and in one week fine a new ally. This creature is gains 1 HD up to the creatures maximum HD (Hero level x ½ +2). Natural animals also finding the Hero no threatening and will not attack the hero unprovoked. Depending on the circumstances they may even approach or help the hero.

Aura of Encouragement (Prerequisite: None): This is the wizard’s ability to inspire companions and listeners, allowing them to surpass their normal level of performance. Some invoke this ability through song and music, while others do so through oration, battle cries or sheer acting and demeanor. With a successful attribute check, a bard can help allies succeed at a task. The ally gets a +2 bonus on any action requiring an attribute check, including ability checks, saving throws and standard attribute checks. This ability does not affect attack rolls. The allies must be able to see and hear, and must be within 60 feet. The Castle Keeper may rule that certain uses of this ability are infeasible. The hero can use this ability once per day per level, and can maintain the effect for a number of rounds equal to his level.

IntelligenceArcane knowledge. Pick one of the following:

Intuition: answer 1 question per level (Y/N) truthfully. EX: Do red dragons breathe fire? CK: Yes

Detect magic: Being highly attuned to magic, the wizard can sense the presence of magic effects, magic items, and spell-users within 30’. He must concentrate and face the general direction in which he wants to detect.

Suggested Wizard character builds:

Fanatic/Cleric/Warrior saint-STR, CON and CHA primes (choose Blunt weapons, Martial order, and Divine Aura); White magic.

Druid-CHA, WIS, STR primes (choose Animal friendship); Green magic

Illusionist-CHA, DEX, INT primes (choose aura of fear or encouragement); Green magic

Sorcerer-CHA, INT primes; Black magic

Mystic-CON, INT, WIS primes (choose Yoga master); White magic

Other ideas:

Diversify: trade one prime for one more color of magic

The colors of magic: Magic comes in White, Green, and Black forms.

White magic is mainly protective and restorative. A wizard may not cast White magic unless he is good or lawful and does not use a pointed, spiked, or edged weapon.

Green magic is associated with the glamour of the fairy realm, and no wizard may cast Green magic while holding or wearing any object of iron or steel.

Black magic is destructive, causing damage and gating in extraplanar beings or matter. Because of this destructive nature, Black magic can only be cast by wizards wearing no armor.

Level 1 Spells
White Green Black
1 BLESS*

Allies gain +1 to hit and +1 on saves against fear.

OBSCURING MIST

Fog surrounds the caster.

UNSEEN SERVANT

Creates invisible force that obeys the caster’s commands.

2 CURE LIGHT WOUNDS*

Cures 1d8 damage.

BLUR

Attacks miss subject 20% of the time.

BURNING HANDS

1d2 +1/level fire damage.

3 PROTECTION FROM CHAOS, EVIL, GOOD OR LAW*

+2 AC and saves, plus other defences.

ALARM

Wards an area and alerts caster to intruders.

CHARM PERSON

Makes one person the caster’s friend.

4 REMOVE FEAR*

Protects from fear; grants new save vs fear.

ANIMAL FRIENDSHIP

Gain permanent animal companion.

FEATHER FALL

Objects or creatures fall slowly.

5 RESIST ELEMENTS

Grants +2 bonus to saves vs selected element.

CALM ANIMALS

Calms animals, beasts, or magical beasts.

FLOATING DISK

3 ft. diameter horizontal disk that holds 1000 lbs.

6 SANCTUARY

Opponents can’t attack the caster.

ENTANGLE

Plants entangle everyone in 50 ft. circle.

HOLD PORTAL

Holds door shut.

7 SHIELD OF FAITH

Aura grants +2 bonus to AC and saves.

FAERIE FIRE

Outlining light +1 to hit and cancels concealment.

SHIELD

Invisible disc raises AC and blocks magic missiles.

8 LIGHT

Object shines like a torch.

GOODBERRY

2d4 berries each cure 1 hit point (max 8 hp/day)

SHOCKING GRASP

Electric touch deals 1d8 +1/level damage.

9 DETECT MAGIC

Detects magical aura and its strength along 50 ft. path.

CHANGE SELF

Changes the caster’s appearance.

SLEEP

Put 2d4 HD of creatures into comatose slumber.

10 PURIFY FOOD AND DRINK

Purifies 1 cu. ft./level of food or water.

COLOR SPRAY

Knocks unconscious, blinds, or stuns 1d4+1 level worth of creatures.

MAGIC MISSILE

Strikes for 1d4+1 damage; +1 missile/two levels.

11 COMMAND

Subjects obey one-word command for 1 round.

SILENT IMAGE

Creates minor illusion of your design.

ALTER SIZE*

Object or creature grows or shrinks 10%/level (max 50%).

12 COMPREHEND LANGUAGES

Understands spoken and written languages.

VENTRILOQUIST

Throws sound or voice.

SPIDER CLIMB

Grants ability to walk on walls and ceilings.

Level 1 Spells
Level two spells
White Green Black
1 AID

+1 to hit, +1 on saves against fear, 1d8 temporary hit points.

BARKSKIN

Grants +3 AC, or caster looks like tree.

ACID ARROW

Make ranged attack to deal 2d4/ two lvls acid damage.

2 AUGURY

Learns whether an action will be good or bad.

CHARM PERSON OR ANIMAL

Makes one person or animal the caster’s friend.

SCARE

Panics one creature up to 5 HD.

3 CONSECRATE*

Makes location holy, turning and harming undead.

MINOR IMAGE

Image, plus some sounds and smells.

DARKNESS

Creates 20 ft. rad. supernatural darkness.

4 CONTINUAL FLAME

Makes a permanent, heatless flame.

MIRROR IMAGE

Creates 1d4+1 decoy duplicates of the caster.

DETECT THOUGHTS*

Allows “listening” to surface thoughts.

5 DELAY POISON

Stops poison from harming subject for 1 hour/level.

FIRE TRAP

Opened object deals 1d4 +1/level damage.

ENHANCE ATTRIBUTE*

Raises attribute score for 1 hr/level.

6 DETECT TRAPS

Reveals traps along a path 50 ft. long.

HEAT METAL*

Hot metal damages those who touch it.

WEB

Area fills with sticky webs, trap creatures in 20 ft. X 20 ft. area.

7 HOLD PERSON

Holds one person helpless; 1 round/level.

INVISIBILITY

Subject is invisible until it attacks.

MAGIC MOUTH

Speaks once when triggered.

8 LESSER RESTORATION

Dispels attribute damage effects for one attribute.

PRODUCE FLAME

Fire in hand deals 1d4+1 damage, touch or thrown.

KNOCK*

Magically opens door, item, chest, etc.

9 REMOVE PARALYSIS

Frees one creature from paralyzing effects or slow spell.

SPEAK WITH ANIMALS

The caster can communicate with animals.

LEVITATE

Subject moves up and down at the caster’s direction.

10 SILENCE

Negates sound in 15 ft. radius.

MISDIRECTION

Misleads divinations for one creature or object.

PROTECTION FROM ARROWS

Subject immune to most ranged attacks.

11 SPEAK WITH DEAD

Corpse answers questions.

WARP WOOD*

Bends and makes wood (weapons, door, etc.) useless.

PYROTECHNICS

Turns fire into blinding light or choking smoke.

12 SPIRITUAL WEAPON

Divine weapon attacks on telepathic command.

ALTER SELF

As change self, plus more drastic changes.

RAY OF ENFEEBLEMENT

Reduces Str by 1d4 points +1 point per level.

DARKNESS

Creates 20 ft. radius supernatural darkness.

SEE INVISIBILITY

Reveals invisible creatures or objects.

FOG CLOUD

Fog obscures vision.

ROPE TRICK

Up to eight creatures hide in extradimensional space.

INVISIBILITY

Subject is invisible until attacks.

SUMMON SWARM

Insect or vermin attack and disrupt foes.

SHATTER

Sonic vibration damages objects or crystalline creatures.

FOG CLOUD

Fog obscures vision.

REMOVE BLINDNESS/DEAFNESS*

Makes subject blind or deaf.

Level 3 Spells
White Green Black
1 TONGUES

Speak any language.

MELD INTO STONE

The caster and the caster’s gear merge with stone.

ANIMATE DEAD*

Creates and controls undead skeletons and zombies.

2 CONTINUAL FLAME

Makes a permanent, heatless flame.

SNARE

Creates and conceals magical trap that binds victims.

BLINK

Makes harder to hit and other effects.

3 CREATE FOOD AND WATER*

Feeds three humans (or one horse)/level.

PLANT GROWTH*

Grows vegetation, improves crops.

EXPLOSIVE RUNES

Deals 6d6 damage when read.

4 CURE SERIOUS WOUNDS*

Cures 3d8 damage.

PROTECTION FROM ELEMENTS

Absorb 12 points of damage/level from one element.

SCARE

Panics one creature up to 5 HD.

5 DISPEL MAGIC

Cancels magical spells and effects.

INVISIBILITY SPHERE

Makes everyone within 10 ft. invisible.

FIREBALL

1d6 damage/level in 40 ft. diameter sphere.

6 GLYPH OF WARDING

Inscription harms those who pass it.

SHAPE STONE OR WOOD

Sculpts stone or wood into any form.

FLY

Subject flies at speed of 90.

7 LOCATE OBJECT

Senses direction toward object (specific or type).

SPEAK WITH PLANTS

The caster can talk to normal plants.

GASEOUS FORM

Subject becomes insubstantial and can fly slowly.

8 MAGIC CIRCLE (Against Chaos, Evil, Good, Law)

As 10 ft radius protection spell.

WATER BREATHING

Subjects can breathe underwater.

GUST OF WIND

Blows away or knocks down smaller creatures.

9 NEUTRALIZE POISON

Detoxifies venom in or on subject.

BLINK

Causes move in and out of ethereal plane and is difficult to hit

HASTE*

Doubles move and number of attacks.

10 REMOVE BLINDNESS OR DEAFNESS*

Cures subject.

NONDETECTION

Hides subject from divination, scrying.

STINKING CLOUD

Nauseating vapors that make helpless & limit sight.

11 REMOVE CURSE*

Frees person or object from curses.

MAJOR IMAGE

As silent image, plus sound, smell & thermal effects.

SUMMON LESSER MONSTER

Calls 3 HD or less monsters to aid caster.

12 REMOVE DISEASE*

Cures all diseases.

SUGGESTION

Compels subject to follow stated course of action.

LIGHTNING BOLT

Electricity deals 1d6 damage/ level.

TINY HUT

Creates shelter for 10 creatures.

CALL LIGHTNING

Directs lightning bolts (1d10/ level) during storms.

CLAIRAUDIENCE/ CLAIRVOYANCE

Hear or see at a distance for 1 min./level.

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Published in: on June 17, 2010 at 10:37 am  Comments (3)  
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3 CommentsLeave a comment

  1. That all looks good to me. I like the idea of the wizard being able to swap a prime attribute for a second school of magic. Am I missing where it says how many spells you can cast per level? Also, maybe giving the ability to trade in a prime for extra spells/level?

    • Doh. The spells per level chart pretty much follows the C&C chart for Wizards, which is generous (2 1st level spells at first level) but very close to the AD&D chart. We are going to eliminate 7-9th level spells, at least for PCs.
      Trading a prime for more spells per level sounds like a good idea too. After all, the primes are basically giving non-spellcasting abilities, and you might just want to maximize your spells.

      Thanks for looking!

  2. It thought they would be able to cast all spells…
    But I think maybe you should get 2 types or magic and all 3 for cost of a prime.

    I cut the spell list down a bunch. by the way I meant all the spell of 2 and 3 level with a row # to be deleted. IE 12 spells per level.


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