clipped from www.youtube.com |
Tuesday, March 31, 2009
A Gentlemen's Duel
From Games Information Blog
Now shoo, go read the full list.
clipped from www.gamesinfodepot.com
Fantasy Roleplaying Games
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Monday, March 30, 2009
Gaming Humor
clipped from www.wizards.com
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Sunday, March 29, 2009
Famous People Who Play Dungeons and Dragons
Wil Wheaton is still Playing D&D
clipped from thetorchonline.com
clipped from www.youtube.com |
Thursday, March 26, 2009
Freeport Shall Live In 4e
clipped from www.xrpshop.citymax.com
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The Obsidian Portal
clipped from www.obsidianportal.com
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Wednesday, March 25, 2009
Penny Arcade
clipped from www.penny-arcade.com |
Latest Art Gallery from Wizards
Monday, March 23, 2009
A Small Excerpt From Arcane Power
What are some uses you can think of?
For more on upcoming products follow the link below.
If you know of any other gaming company's I can share here let me know by leaving a comment.
clipped from www.wizards.com
Why bother with real servants when magical ones are so much more obedient?
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Dungeons and Dragons Shall Never Die New Blog on Wordpress
Sunday, March 22, 2009
What's Your Class?
Ability Scores:
Strength-13
Dexterity-16
Constitution-16
Intelligence-16
Wisdom-16
Charisma-14
Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
The Boggle
Boggle's are 3-foot tall, roughly humanoid creatures.
Their rubbery skin varies in color from blackish-blue
to dark gray. Boggles have large bulbous heads and
the rest of their body parts are disproportionate and
vary from individual to individual (arms of different
lengths, spindly legs, etc).
Boggle Skulk | Level 2 Lurker |
Small Aberrant Humanoid | XP 125 |
Initiative +8 Senses Perception +10; darkvision HP 29; Bloodied 14 AC 16; Fortitude 13, Reflex 15, Will 13 Resist fire 5 Speed 6, climb 6 (spider climb) |
Claw (standard; at-will) |
+7 vs AC; 1d4+ 3 damage |
Elongated Rake (standard; recharge 4,5,6) |
Reach 2; +7 vs AC; 2d4 + 3 damage Stretching it's limbs the Boggle rakes flesh |
Oily Secretion (minor; encounter) * Oil |
Close burst 1; +3 vs Reflex; Targets are knocked prone, oil does not effect Boggle and oil is not flamable. |
Slippery * Oil |
The Boggle gains a +2 racial bonus to all rolls to escape a grab, and to saving throws against immobilization and restraint. |
Combat Advantage |
The Boggle skulk deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. |
Dimension Door (standard; encounter) * Teleportation |
Teleport 10 squares. The Boggle Skulk cannot take other creatures with it. |
Alignment: Unaligned Skills: Alertness +2 to perception ; Stealth +6 Str 13 (+2) Dex 17 (+4) Wis 12 (+2) Con 11 (+1) Int 7 (-1) Cha 8 (0) |
Boggle Skulk Tactics
Though low on Intelligence the boggle has a variety of
ways they attack. Boggles often cling to the ceiling
and drop on their opponents as they pass underneath
them.
1st Edition AD&D
Dragonsfoot.org is an old school Dungeons and Dragons site dedicated to the 1st Edition gaming system. All the material they provide is free. However I suggest if you use their products give them a kind donation for what they have worked hard at for our gaming pleasure.
clipped from www.dragonsfoot.org
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Saturday, March 21, 2009
Stephen King's "IT" Remake
clipped from www.geektyrant.com
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Friday, March 20, 2009
Spellfury
Wednesday, March 18, 2009
The Mimic
clipped from www.dandwiki.com | Mimic Level 7 Elite Lurker | Large Aberrant Beast (Shapechanger) XP 600 |
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Initiative +8 |
Senses Perception +11, all-around vision, darkvision
HP 130; Bloodied 65
AC 23; Fortitude 25, Reflex 24, Will 22
Immune: Acid
Saving Throws +2
Speed 2
Action Points 1
Pseudopods (Standard; at-will)
+12 vs. AC; 2d8+5 damage, and the target is grabbed (until escapes). Checks made to escape the this grab take a −5 penalty.
Multiple Pseudopods (Standard; at-will)
The mimic can make 2 attacks per round with it's pseudopods. It can form up to 8 pseudopods at one time from it's body.
Crush (Free, grabbed targets only; at-will)
Each round the mimic holds it's grabbed prey it automatically causes 15 points of damage.
Snapping Maw (Immediate reaction, when missed by a melee attack; at-will)
+12 vs. AC; 2d6+5 damage.
Adhesive
Sunday, March 15, 2009
Fear of Girls 2
Wednesday, March 11, 2009
Coming Soon to Comedy Central: Krod Mandoon
Monday, March 9, 2009
Fear of Girls
Sunday, March 8, 2009
Dungeon Delve and Open Grave
The latest releases from Wizards is Dungeon Delve and Open Grave, Delve into the dungeons below and bring the undead to life on your gaming table. These are my favorite title's from the 4e Dungeons and Dragons collection.