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In
1976 I went with a friend
to a thing called a "Gaming Convention", ostensibly to play a miniature
wargame called Seapower. I never did play any Seapower. Instead, I
discovered a thing called D&D. By the end of the weekend I had
bought the game, dice and several miniatures to go with it.
It
was hardly the
end of the matter. By the time I was done (and as of yet I am not) I
had filled many a box with the miniatures, two four-drawer file
cabinets with paper and a good deal of my hard drive as well. (Once the
personal computer was invented.)
D&D,
and its
later incarnation AD&D has become a life time hobby. I have
gamed
in the same setting for Three Decades now. RPG gaming has brought
valued friends, confidence, and yes, even love my way. So yes, I am
fond of the game, and expect to be playing when they haul me away to
bury.
In
the process of
playing the game I have created a large number of items for the game. I
offer a selection of those creations for your persual here. A few
races, fantasy religions for your clerics, and a class or two that has
worked out in the long run.
Many of my
documents are in Adobe PDF format. While proprietary formats are not my
favorites, PDF allows me to more accurately present the documents as my
own players see them. If you don't have the Acrobat Reader you can get
it at Adobe
Acrobat Reader
I
also offer a few
sites with answers for those people that might have problems with the
idea of RPGs, or might be having problems with those that have problems
with RPGs. Destroy the myths, check the facts.
"D&D",
"Dungeons & Dragons", "AD&D", and "Advanced Dungeons
&
Dragons" are of WotC. Some fantasy materiels posted here are derivative
of the D&D and AD&D game. Original materiels are
copyrighted
© by the author or authors, and have not been sold to WotC or
any
one else. Permission is granted for private use only.
On
Thud
and
Blunder This excellent essay by Poul
Anderson is hosted on
the Science Fiction &
Fantasy Writer's Association web
site. I strongly recommend a read of this essay by anyone that attempts
to write fantasy or a fantasy RPG. It is a reality check and good one.
Yes, even fantasy needs a grounding in reality. Read it, it will do you
good.

File links in bold type
are HTML documents for easy reading
on-line. File links in Italic
type are in PDF format which
lets me get things up here quicker.
Many
of my Files are in AD&D 1st/2nd
Edition terminology. I have incorporated many aspects of Third Edition after
poking them well and seeing if they bite. (Hey an old D&D
player
has to do something with all those ten-foot poles in the closet.) I am converting as fast as I think of it.
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Creatures
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The
creatures presented here represent a good deal of work and love on my
part, please treat them gently.
With
that request I also
issue a warning. Fantasy creatures removed from their natural
environment can prove to be dangrous, even deadly to the local ecology
of another finely crafted fantasy world, so use them with extreme care
for the flavor of your world and the balance thereof. What works for me
might not work for you. So as much as I like my creations and like
other people to like them too. Be careful what you use.
The
Avians
-- A bird-man
type creature in five varieties. These creatures are prevlant in my
game world as Non-player Characters and also seen as Player Characters.
They are highly magical and fairly powerful creatures. Handle with
extreme care.
The
Centaur
-- My
take on the classic fantasy creature. I like Centaurs, and this will
show it.
The
Centaur
My
Monstrous Compendium Sheet in PDF format.
The
Leoman
-- A cat
man creature, something warm and friendly. A creature that doesn't
prefer human flesh, amazing that. This should fit into most games with
little alteration. It is not powerful, just different. cultural and
religious details included.
The
Sauroi
--
Royal Saurian, "Sauoi" as they call themsleves. A dragon-human cross.
This creature is very powerful, and should be handled with extreme
care. That is a warning label.
The
Vampire
-- A
different view of the Vampire from the AD&D standard. Much less
the
cartoon monster, and more the cunning ancient being. Inspiration taken
from Saberhagin, Rice, and Yarburrow.
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Cultures
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I
do not believe in the use of real religions in any RPG game. It is
after all a game, and not real life in any form. I do not consider
using real Faiths respectful to those beliefs.
The
"religions" presented
here should never be considered an attempt to present a desirable
creed, or any any way reflect on my personal creed. They are a
framework upon which to hang a fantasy character. It should never be
considered anything more.
If
you are stupid enough to
look for the meaning of life in the ramblings of an old Dungeon Master
(hopefully no one reading this fits that category) on your own head be
it. Don't come crying to me when you mess up your life following "Ogg
the Inscrutable". If you are looking for proof of satanic influence in
role-playing games, do everyone a favor, get a life.
Author's
Note: The
specific details of the gods, and the relationships of the sects are
very much part of the in-gown development of my game and game world It
would take a good sized volume to explain the entire thing in enough
detail as to not entirely confuse you. Take it for granted that certain
elements are just not going to make sense, and if you use it, alter
what you must to make it work.
The
Vala
-- The
gods of the First Children, also known as "Elves". This is likely the
most important bit of myth on my game world.
The
The Magi of Abba Eecreeana
-- The Protective Order of Magi priest/magicians for the ethical use of
magic, and protection of magicians.
The
Centaur Gods
-- The ethics and morals followed by the Centaurs of my World, and the
powers that represent and back them.
Coran
the
Oathkeeper
-- Coran the Golden is also know as "The
Oathkeeper". Various people seek him or his priests out to have oaths
sworn that cannot be broken. This is his religious order dedicated to
Oaths and Soldiers. Most non-centaurs that worship him do so through
this order.
Hospitalers
of
the Rose
-- As Coran has his separate order, so does his wife
Suszan. This is a healing order that combines aspects of the cleric and
healer classes in the same way that the The Protective Order of Magi
does for cleric and magician.
The
Sect of Sharla
--
Sharla, god of the Leomans. This is presented as part of the Leoman
culture. Can be used as a templet for a racial patron god, or
small-scale single interest cult such as youth or a single trade.
The
Church of Kirt
-- The god of the Sauroi, Lord of life and death. Kirt is also a god
supporting adventurers and a highly libertarian point of view, for a
god.
The
Disciplines
-- An
urban religion. A patron for a city of less than upright character. A
sect for thieves and outcasts. Lastly a god for the changes of life,
birth death and what falls between.
The
Church of
Creation
[PDF fomat] -- The Three Brothers offer primal support
to the creative in terms of love, healing, and spiritual sustenance. A
general propose religion
The
Church of Heaven
[PDF format] -- How to get to Heaven by the powers that run the place.
A good works, reward and punishment, old testament style religion. Good
for those ernest Paladin types.
The
Church of
Mephistopheles
The pleasant face of evil. The oh so
reasoanble approach to getting exactly what you want, for a price, as
it sees itself. What I said in the introduction goes double for this
one. This is
not a guide on how to worship
the devil!
This is a fantasy
piece. You know, fantasy, as in not real.
Every game needs evil to oppose, this is one of the milder types.
The
Fellowship of Plenty
-- A merchant's creed. Great for that ambitious, but ethical shopkeeper
or caravan master. A capitalistic way to paradise.
The
Way of the
Sacred Self
A Zen Gnostic religion that treats everyone as a
god, yet worships no god. Something a little off center to offer your
players, or to throw at them.
The Fantasy
Religion Worksheet
[2K] -- A guide and blank to aid in creating fantasy religions in the
style I present them. Includes guildelines on questions to ask of your
creation, and a worksheet and gildelines for creating orders of Paladin
as well.
Leagion
of the Damned:
A group of immortal heroes from a late war against fell dark
powers. They go about the land fighting any such they
encounters.
Not a religion, but something to encounter or even provide
help.
The
Evil Slayers' Guild: A
slightly less than
clueful bunch. It started as a party recruiting joke.
When
ever they were looking for help they would get some big shouldered,
small brained guy that wanted to "SLAY EVIL!" Well I figure
they had
to come from some place.
Atlas of Law
-- A compendium of the law codes of several of the principle Empires of
Thindacarulle This is a PDF file.
"The
Pilot" 2nd Edition, Air
3.15 --
A sample
broadsheet newspaper from the City of Seahaven.
Obviously not universally useful, but it might be interesting
as
an example of a player handout. Yes there is information that
is
of some importance to the Player Characters, but certainly not all of
it. Most of the ads and about two thirds of the text are
drawn
from historical Victorian sources dates 1860 to 1880. I
printed
several copies. I was gratified by the way my players passed
the
papers back and forth digging into the contents. The file is
an
11"x17" broadsheet in PDF format.
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Classes
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Any
class presented here has gone through a good deal of testing and
refining. Some will be entirely new classes, others are derivatives on
the existing classes using the DMG's custom class rules. Each has
proved it's value and usefulness in play.
In
every case, the warning I
gave with the creatures applies equally here. Be careful what you allow
in your fantasy setting. The simple and innocuous seeming can have
devastating effects on your game balance. Read each class completely,
and consider well what you are introducing to your game.

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System
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As
an old gamer that had his start in wargaming, I game by the principle
that there is
a better way, and I will find it. Therefor I am
always looking for an improvement, a way to make my game better.
The
system changes below
represent those ideas that have stood the test of long game play, and
have worked, and worked well. they also reflect my philosophy of RPG
gaming; The less system, the better. You will not find tons of rules,
but what I hope is the most transparent method for ingratiating the
necessary system needed to run the game, without disrupting the flow of
the role-playing.
Maps
- In my long
history with the D&D game I have created a great many maps,
both
wilderness and dungeon. Here is a slection for you enjoyment.
Artifacts
-- Major and minor artifacts in the game. At least the ones I
have used.
Greyhawke
Campaign Player's Manual
Below are the
chapters of the "MD&D 2.8 Edition
Player's Manua". This is the latest effort for my game. This is a work
in progress and each chapter will be posted as I finish it. Even
"finished" chapters are a work in progress and subject to change. All
files are PDF format. The PDFs are
primarily for my players to download and print out. some colors that do
not look good on the screen look good on paper.
Cover
Title Page
Table
of Contents
The
Physical World
Chapter
One:
Introduction and Cultures
Chapter
Two: Ability Scores
Chapter
Three: Player Character Races
Chapter
Four:: Character Classes
Chapter
Five: Character Skills
Chapter
Six: Money & Equipment
Chapter Seven: Combat
Chapter
Eight: Magic
Chapter
Nine Psionic Abilities
Appendix
A -- Other Races
Appendix
B -- Other Classes
Greyhawke
Campaign Dungeon Master's Guide
My personal DMG. I
only work out the
chapters I frequently find a use for, so this is by no means a complete
work. It is primarily a reference for an old Dungeon Master
that knows his stuff. You will find no how to hints in here.
Sorry.
One note, I am
somewhat
different in how I handle experience. I
award experience based on story only. To aid me in getting the amount
of experience right for the level of the character I created this
table. It is based in the Second Edition AD&D Experience tables
plus the classes used in my game. I award experience base on the
average level of the party and the percentage of an average level I
think they have earned in that session. Usual awards are from 10% for a
slow night to 40% for a major campaign changing event. This is the
Experience page herein
DMG
1: Experience
DMG 2:
Treasure & Magic
DMG-A1:
Wand of Wonder Effects.
DMG-A2:
Generating Books, and Rare books.
DMG-A3:
Bag of Tricks Animals.
Other
Articles and Essays
Basic
GMing Rules
Some of the things I have learend
over three decades as a GM.
Out
of the Box; The Conundrum of Alignment.
Alignment; one of the most contested and
contentious
elements in the D&D game. My comments and approach to
same.
Gaming
the Horse
These
pages
are crafted from an article Susan and I wrote for the Roleplaying
tips news letter writen by John
Four. If you don't get it
you should.
Gaming
the Horse is a
systemless document atempting to express in game terms the real actions
and reactions of Horses. Read it and judge for yourself.
Generating
Books
These
pages
are crafted from an article I wrote for the Roleplaying
tips news letter writen by John
Four. If you don't get it
you should.
Here
I take a
look at books within RPGs. What books are made from, and how they are
put together along with tables to create fictional books for your RPGs.
One better, I have illastrations too. This article's tables
plus a lot more books are condensed into the DMG chapter above.
Crucifying Elminster
An outside link to an excellent
article by Telas on how to run a game in a popular or well known
setting.
Evolution
of Role-Playing Games
I started this series of
articles for Big Iron Vault. Well they folded the magazine 3
articles in. I didn't want to give up the momentum
so I decided I'd put them out myself. An old Grodnard's look
at at the D&D game and its evolution. They are still in the
process of being written. I'll put up each as it is finished.
The Beginning
Ability Scores
Character Races
Fantasy Fiction
The Battle:
By Garry
Stahl --
Shandis the Leoman faces the greatest battle of his life.
Return: By Garry Stahl -- Shandis
returns. On the way he encounters a murder and finds that things are
not as he thought they were.
Just
hit any search engine, type in "D&D" or "AD&D", and
you'll find more
sites
than you can shake an orc at. Below are a few of my personal favorites.
Please,
if you find a dead link
on this or any of my pages mail
me
and
let me know
.
CAR-PGa
-- for those worried about RPGs or needing support
Role-Playing
Tips Newletter --
A great resource for all roleplayers. Good tips every issue for all
RPGs.
Pen & Paper Games
-- An active forum for all role playing games as well as a
player
and GM search tool. It has discussion forums, on line RPG
games
for those to distant to attend gaming sessions and blogs for those
inclined.
Tri-Tac Games
-- Friends of mine, I can leave them out. They
produce Bureau 13, Fringeworthy and other games.
Steve
Jackson Games
-- GURPS official site
Wizards
of the
Coast
-- the Wizards of the Coast website, D&D and d20
system.
Flying
Buffalo
-- Great Game Supplments
Chaosium
-- Call of Cthulhu, and other games
The
Great NetBook Archive
-- unofficial
material to spice up your game.
Other
Mailing Lists
Other
mailing lists I am a member of that are concerned with one of more
games. All are part of the YahooGroups system.
DM
Advice -- Primarily D&D
GM
Mastery -- The list accosicated with the Role-Playing Tips
Newsletter. All games are welsome
STRPG
Discuss -- Star Trek role playing.
Bureau
13 -- A list for the Tri-Tac game Bureau 13, or Stalking the
Night Fantastic
The
Greyhawke Campaign has had
adventuerers drop in since August23,1999.
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Webring Links
I
have been forced by a flaw in the webring java to isolate the webring
links. Otherwise you get an automatic redirect to the webring
page.
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