I put this together for fun. Anyone have some A-Z thoughts of their own?
-Can't argue that Irongate and Keoland could have used a sourcebook. OTOH, it would be irritating to have one's Already-Filled-In-Blanks co-opted by a new canon source.
For Irongate, I've been thinking of having alternate Cobb Darg's (maybe two dozen). The DM can just pick.
I went lookin at some of the places you mentioned specifically maure castle. To bad its in 3.5 because i have never played that and don't understand the terminology.
Can someone plese tell me what these numbers mean in good old 1e/2e.
Fighter Fresco, human figter7, CR7; medium humanoid; HD7d10+14; HP52 each; init+5; spd 50'; AC22; touch12; flat footed21; base attack+7; Grp+10; attack +13melee(1d10+6/19-20, +1 bastard sword); Full attack+13/+13/+8 melee(1d10+6,19-20, +1 bastard sword); SQ haste; al N; SV fort +7, ref+12, will +3; str16, dex 12, con 14, int 10, wis13, cha8.
If you're also interested in HPL-inspired Kuntzian Greyhawk materials, check out AFS#2 @ http://hallsoftizunthane.blogspot.com/2012/12/afs-issue-2-is-released.html for Rob's article "Advent of the Elder Ones: Mythos vs. Man in the Lake Geneva Original Campaign, 1973-1976". (Some of this ties back to Maure Castle).
Can someone plese tell me what these numbers mean in good old 1e/2e.
Fighter Fresco, human figter7, CR7(used to figure out XP value; you will have to extrapolate that yourself, based on a Fighter 7); medium humanoid; HD7d10+14; HP52 each; init+5 (bonus to Initiative rolls); spd 50' (speed: it moves ten 5' squares); AC22 (AC: -2; figured by subtracting 3.X AC from 20; i.e. 20 - 22 = -2); touch12 (AC vs. attacks that simply need to hit, but not penetrate armor); flat footed 21 (AC while surprised/denied dexterity bonus); base attack+7 (base chance to hit; for fighters this is +1 per level); Grp+10 (total attack bonus when grappling); attack +13(1d10+6/19-20, +1 bastard sword) (+13 is the total chance to hit, which includes fighter level, strength, magic, and any other bonuses; afterwards are listed the damage and what weapon is being used; this is for one attack, such as when the character moves and then attacks); Full attack+13/+13/+8 melee(1d10+6,19-20, +1 bastard sword) (this is for when the character can attack for the whole round without having moved; each attack bonus is listed, so two attacks at +13 to hit, and one attack at +8 to hit); SQ haste (SQ = special qualities; in other words "special abilities"; the fresco fighter can haste itself); al N (alignment: Neutral; standard for a magical construct), ; SV (saving throws) fort +7 (bonus for saves that involve physical fortitude, like poison), ref+12 (bonus for saves that involve reflexes, like dodging a lightning bolt), will +3 (save bonus for effects that target willpower, such as a charm person spell); str16, dex 12, con 14, int 10, wis13, cha8 (stats).
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