"Few things can match the fury of a dragon. It takes our strongest magic to get close."
Here's a 9th level spell, I've been thinking about dragons lately and made this.
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Wings of Doom -- Jeff Butler art for Dragon magazine 146, June 1989, introducing a section of articles with many new dragon types
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if you as a dm aren't giving your players spooky ominous dreams every so often then what are you even doing
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What are your thoughts on letting your players choose their two saving throws, but they have to choose one common and one uncommon.
Common would be Dexterity, Constitution, and Wisdom. Uncommon would be Strength, Intelligence, and Charisma.
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When I die I plan to become a muse that drives people mad with divine inspiration just like mine did to me. Start with small, achievable goals.
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Several weeks ago, I played in a D&D one-shot titled “The Ruins of Highwatch”. Here’s the party (from right to left):
Marleene Sutcliffe, the human necromancer (played by S’Aafir)
Mordecai “Mockery” Chant, the tiefling monk (played by me)
Nadja Izar, the human rogue (played by @liathcat)
Alexandrei Raccer, the human fighter (played by mopspot)
Annike “Storm” Viridian, the elf bard (played by Haila)
Vorabas Karden “Morion”, the human ranger (played by Sarumoth)
We explored some ruins, fought some goblins (but then befriended them), recovered an artifact and escaped a horde of undeads. Just another day at the office.
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Let's never forget the time my players found a very old grave that had the words "Here Lies Asmodeus" on it and dug it up.
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Ruana Rulane with her magic sword in single combat vs the dragon (Janet Aulisio from eluki bes shahar’s story “The Ever-After” in Dragon 146, June 1989)
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A group of strangers in for a series of unfortunate events.
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There really is no shortage of weird ass games out there, but Lords of Creation (1983) is definitely in the running for the weird ass-est crown. This is the work of Tom Moldvay, he of B/X D&D and Isle of Dread. It is billed as a “Role-playing adventure game of travel through time and space.” Mechanically, it feels very 1983, with a percentile skill system sitting on top of a D&D-like framework. This is supplemented by a variety of strange powers — some are available to all characters relative to their level, some are selected from a pool. At 10th level, you become a demi-god (similar to the Immortals of BECMI, actually). All the skills and powers are tiered, which establishes some odd truths about the game setting — every Wizard starts out learning Animal Control, then moves on to Necromancy; everyone who knows how to Teleport also knows how to manipulate Gravitational Fields? None of the systems are unified, so the rules are pretty high density. You know, like you’d expect from 1983.
Philosophically, though, this game is 90s all the way. Even though the rules really only account for making characters in the modern era, the game obviously wants to run the gamut from fantasy to science fiction, making it the first real attempt to my knowledge at a cross-genre RPG. In trying to do that, it become wildly unhinged. You can see it from the box’s monster booklet — most of the pix are taken from there. Cowboy dogs and fascist mantises and pipe-smoking T-rexes from the future are the easy ones to explain. I don’t know where to start with woman-whose-face-is-a-snake or whatever it clinging to that guy’s back or the octopus war machine. This is not Rifts, but you can feel the same punchy spirit in Lords of Creation.
Oh, and Dave Billman does all the art for the entire line. I haven’t a clue who he is outside of this, but I love his stuff, super clean and bold.
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When you’re not sure if it’s a monster/enemy or just a funnie creature:
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its almost a year since his birth
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In light of the news that Hasbro is considering using multiple properties it owns for NFTs, including D&D, I would just like to remind everyone that PDFs of virtually all D&D source books are available online for free if you look and it's always moral to pirate from WotC
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