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0

Okay. I'm not really into some games like that, but I can tell you one thing: I put myself through the alignment test, and got a very heavy Chaotic Neutral. So, I'm using myself as an example. I don't personally steal. If I don't have the money, I work to get something. I would only steal if the opportunity is way too good to pass up: items left by people ...


-1

Buy a game mat, Draw the map as they progress through it You can buy a vinyl or laminated play mat for a bit of money from certain websites. Plan out your dungeon layout beforehand, and as your group explores your megadungeon, draw in the features of the map as they arrive at certain places in the dungeon. This is the best way I've found to keep ...


3

This answer uses only ft., as these units are much more familiar to me in the context of D&D (since the version I play only ever uses 5-ft. squares for distances). Convert as necessary (using the definition of squares in your version of D&D, rather than real-world conversion, if applicable). So this is a +1 distance heavy crossbow (8,350 gp) with a ...


5

Why is the Solar so powerful compared to other beings from the planes? Short answer: It's a tradition, since the introduction of that creature in Dragon Magazine issue #64, 1e edition AD&D, and subsequently Monster Manual II. (A lot of stuff rolls over from edition to edition). A Solar is the most powerful of spirits, usually directly ...


13

Solars are not cognate to pit fiends Solars are angels, or aasimon, beings of generic goodness and service made and invested with power by the gods but independent of them. They have no canonical counterpart in Law, Chaos or Evil. They are so powerful because they are the highest non-proxy, non-avatar servants of the gods themselves. Planetars and devas ...


-1

This probably has more to do with the Judeo-Christian origins of the monsters concerned. Solars are arch-angels and the direct instruments of God. Demons and devils are fallen angels and lost souls and the minions of Satan. Biblical references portray arch-angels as second only to God in power and majesty. Lucifer is a fallen arch-angel so the correct ...


1

This naming convention is found in Jack Vance's Dying Earth novels (the term "Vancian magic" comes from here). The reason a wizard allows "their" spell to be learnt by others? Because they are enormous attention-seekers.


6

Just because wizards don't share their spells with every Tom, Dick, and Harry to come along doesn't mean that they never do. A long-lived archmage has a variety of ways that their spells can become commonly known. As an illustration, it is instructive to follow along the Canonfire! entry for the probably best known mage that has spells named after himself, ...


18

Tributes and Legacies for Characters in Olde Greyhawk I find it hard to understand how a convention like this could come about, Background on Named Spells Named spells were first published in books in 1e AD&D. The original spell list published in Men and Magic (1974, OD&D, TSR, p. 21) had no named spells. All spells titles were ...


4

I would disagree with your assumption that wizards are stingy with sharing spells. There are many campaign settings where there are wizard organizations or guilds. In such settings, sharing of knowledge freely (or discounted) would frequently take place. The dungeon slogs are entirely about gaining the "experience" necessary to learn how to control higher ...


4

The wizards that have a lot of spells named after them, had apprentices. Some of those apprentices became big names in their own right. Also, those wizards were actually player characters of the founders of original D&D. Sitting around the table, it was very likely for them to teach each other's spells to each other. Apprentices learn from their ...


73

It began with "Dungeon Crawl" during the development of the game Dungeons and Dragons. According to Gary Gygax (in an interview with Dungeon #112), the first dungeon crawl1 was part of a wargame in which the invading force entered the enemy's castle through a former escape tunnel dug from the fortress's dungeon. The group had so much fun with this ...


12

Each edition has different rules with respect to this. D&D 5e removed all restrictions and made alignment a general thing for characters. There is flavour text indicating which classes tend to do what, however the customization aspect allows for things like chaotic-evil Paladins. For other editions, the easiest way to find out is to look up the class ...


0

Sadly, my D&D books are in storage so I'm going off of memory here: In the Dungeon Masters Guide 3.5, there is a chapter dealing with other planes of being; one of those planes is the central plane around which all the other planes are arranged as though they are the spokes of a wheel. If I remember correctly, on this plane time flows differently from ...


20

First of all, you don't need any rules precedent to integrate time travel into your campaign, as D.M. its your prerogative to add any feature into your world that you please. That being said, there is some precedent that is applicable in this situation! In the source book The Plane Above - The Secrets of the Astral Sea we get a direct, although short, ...


0

What was the cloak tower before it disappeared? Where was it? Where did it go? What happened to the mages? I think those questions were left open on purpose, so that each DM could fit the answer to their personal campaign. It fills the same slot as asking "what caused the Day of Mourning" on Eberron. If the tower is based on something from previous ...


8

Ley Lines are the "veins of Mystra" in the Forgotten Realms. Basically, they connect Earth Nodes. See Underdark and Champions of Ruin about Node Magic. The Geomancer also has Ley Lines as a special ability, increasing his caster level in certain terrains (nodes). Weaves Weave: The Weave, controlled by Mystryl or one of her successors, was a way through ...


4

ANY edition? Really Old Stuff: Ask your DM. This can't be done without homebrewing and a lot of work. Much of the rules are expected to be homebrewed, though, and it's expected the GMing will involving significantly more work making rules than in later editions. AD&D 2e: Same as above, but with somewhat less cultural support. 3.0/3.5/Pathfinder: ...


10

Swarm, Divine Wrath: Book of Exalted Deeds page 188. When Thassel Tallstak, a halfling paladin of the church of Pelor, returned home to find his family sucked dry by his vampiric nemisis, he prayed to his god to send a swarm of sunflies to reduce the vampire to ashes—a wish so unbrideled in its hate that Pelor had no choice but to refuse.


8

Answer for D&D 5th Edition. Am I allowed to play as Animated Armor? And if "yes" how would I go about making such a character stronger? Answer 1 to Question 1 You'll have to work with your DM, and perhaps consider a Warforged character. There is no Player Character Class in the Players Handbook with the description of animated armor you called ...


0

As mentioned by Bryant in a comment: http://donjon.bin.sh/4e/encounter is pretty good too.


2

AFAICT, the only official mentions of Maleffluent are in the 2E modules Castle Spulzeer (TSR-9544) and The Forgotten Terror (TSR-9537). The rest appears to be fan-made content. Therefore: bad news: you have to make it up yourself (or borrow from someone else). good news: you get to make it up yourself (or borrow from someone else).



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