Welcome to the first issue of our second year. As the band the Grateful Dead said, "What a long strange trip it's been." We've put together four issues and our process has gotten streamlined. A lot of folks have also learned a lot in the intervening time, too.
This time we're doing an issue focused on magic items. We talk about how they're made, provide some different options for them, and provide a lot of stuff for y'all to use in your games.
A wizard\'s tower and dungeon.
Thoughts from the publisher.
A guest editorial about the ramifications, if any, of the Old School Revival
Sword of Eloquence
A Sword of Eloquence is a +2 magical weapon.
Weapon of Change
Magic weapons are not always what they seem to be..
This sword has a +1 magical bonus.
The Use of Apprentices and Assistants
The wizard\'s apprentice is a common archetype in fantasy literature, and it exists in AD&D insofar as it is
Blade of Flowers
A Blade of Flowers has a polished metallic blade with engravings of twisting vines embedded with a dark, green
Catching the Magic
Magic alters things it flows through. For the caster, it opens the channels a bit more, so that he or she can
A Guild Master of Thieves, who chooses to remain anonymous, confided the existence of a set of lesser rings that
This rare blade is made of a dull, golden metal and is always a broadsword.
The Druid's Club
It\'s an iconic image – the hermit living in the woods, sandal footed and in a coarse robe, with wild
Creature Feature I: The Chihuahuasphinx
Chihuahuasphinxes are a rare magical breed specially designed by an ancient wizard to guard his treasure.
Creature Feature II: Ecology of the Bereaver
The first sight of a bereaver typically frightens the viewer, for this man-sized humanoid creature possesses a
A Guild Sword is a +1, +2 Against Non-Thieves.
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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