This gentleman's agreement was created many years ago, and I plan to revise and modernize it soon. But I'm posting it here and will add it to the featured articles in the left hand column for easy reference.
Player's must verbally agree to this agreement in order to be part of the game.
1. When playing you agree not to play Pun-Pun, to engage in infinite loops, and other things that completely takes all risk away from your character. There is no exact or complete list of things that for the sake of a coherent game should be avoided. That is not to say that your characters should not be powerful, they need to be and should be very powerful, but they and their actions should not become utterly game-breaking such as to remove the aspect of challenge in a game.
2. You agree to fully document your character's statistics, abilities, loot, etc. according to the game rules and the campaign rules completely and honestly at all times. You agree to have a fully updated
character sheet before play and not just "Wing It."
3. You agree to act in good faith towards others in the game and create a environment which supports having fun. You agree to act courteously and respectfully towards one another.
4. You agree to self-moderate your character builds and actions. D&D is an unbalanced game, plain and simple. Anyone who disagrees with this statement hasn't read enough optimization forums or played
enough.
5. The DM cannot audit every character sheet. You have to create and maintain your characters, possessions, etc. according to the rules and you are expected to be honest. You need to choose all of your characters stuff before creation and update as they level accordingly. This should go without saying. No "Oh, well I could choose to learn Orc right now since it'd help with the adventure." Similarly, not every DM is as familiar with psionic tricks, Tome of Battle combos, or whathaveyou tactics from the
plethora of available books as you are. It must be expected and understood that you both fully know and fully follow the rules of the mechanics that your character(s) utilizes.
6. We're all playing D&D because we all want to have fun. The fun of the group comes before the fun of the individual. There is no place for jerks here, we need to all act courteously toward one another
because of the innate respect each human being is due and secondly courtesy and respect toward each other are pre-requisites for group fun.
7. We have to have some guidelines and decisions to guide the easy transition from adventure to adventure. Some freedom in choice must be delegated away so that arguments are avoided and consistent standards are in place.
Contributors
Wednesday, November 27, 2019
Monday, November 25, 2019
Field of Nedles: ECL 2 Noname lesser magma genesis shield maiden fighter 2: Entry 2
I was useless. I couldn’t do anything against those swarming abominations. All I could do was offer a quick death to our companions. If it has not been for their sacrifices and poison gasses, we would not have made it out alive. Not sure if we are out of danger though. Ever since Melino accepted that succubus, she hasn’t been herself. She seems to be battling internally against that demon, and I can’t tell who is winning. Wilson is very weary of her. He asked for that lesser gem I found a while back and affixed it to his teeth. He said it would help us hurt the demons and entities that reside in this realm. He has said that the succubus could give us huge advantages, like wings for Melino, but they are inherently evil.
Saturday, November 23, 2019
Field of Nettles: ECL 1 Panix llao human fighter 1: Entry 1
Recently after my mission was overcome, I went into hiding with another fighter from my group, and then strangely we encountered a woman with a talking skull. After determining she was friendly, the skull was intelligent, and they were in need of assistance, we decided to join them. The pair seems a little erratic, but are commissioned by the same person my group was to complete the same mission. My upbringing compels me to want to complete what I started. I'm not wanting to stay in this wasteland any longer either, so I'm eager to join them, and hopefully we can establish a good repertoire. With my skills coupled with that of my remaining party member, I know we'd be a strong asset to their team. We both want to complete this mission. No sense in going at it alone with two halves of a party separately. I was raised that the more numbers on your side the better.
Field of Nettles - ECL 2 Melino Half Elf Druid: 1
So the love of my life died yesterday...I didn’t even get a chance to trick him into marriage. Sad. I grabbed some of his meat to consume later, so I guess he will be with me for a little while longer. I got stuck with his stupid skull friend who keeps threatening to fly off without me. Good thing I’m carrying all his stuff.
We came across one of the old groups that got sent out on this quest, which has me just a little worried. But if we die we die.
That one girl noname got a fat ass. I’m gonna tap that spicy lady in remembrance of Udrol.
We came across one of the old groups that got sent out on this quest, which has me just a little worried. But if we die we die.
That one girl noname got a fat ass. I’m gonna tap that spicy lady in remembrance of Udrol.
Field of Nedles: ECL 1 Noname lesser magma genesis shield maiden fighter 1: Entry 1
First time meeting this strange duo of a companionless Druid and floating skull with a belt buckle clip. We reached a large clearing with a tall tower in the middle. Saw a glimpse of a succubus and the skill floated a beeline to that ass.
Monday, November 11, 2019
The Marilith General, Alamanda (Lore)
The lore held within the mimir about the demon general, Alamanda, a marilith tanar'ri:
General Taramanda beheld her twin sister die in the fall of Malevolus. Taramanda now remains cloistered in her fortress, Gallowshill, on the 13th layer of the Abyss. So great was the loss of the demon general Alamanda to the hordes of tanar'ri involved in the Blood War, that many other marilith generals took up her banner in a show of defiance against her slayers. The banner of Alamanda at first became a sort of rogue gang of military tanar'ri generals and their underlings, skirmishing for their own causes against those who brought down Alamanda. Now however, they operate as a sort of mercenary organization numbering in the hundreds of thousands of demons, having served a myriad of demon lords--sometimes to further the cause of the Blood War against the baatezu, but often functioning as elite military for special operations.
The marilith atop this particular mound of dead fiends bears a tattoo-name on her should: Asaz-Aszix--a virtually unknown marilith, possibly taking on the banner of Alamanda in a bid to strengthen her own reputation among the tanar'ri.
[[Players that comment on this blog post before the next game session may dice-off for a special item discovered among the remains of Asaz-Aszix.]]
General Taramanda beheld her twin sister die in the fall of Malevolus. Taramanda now remains cloistered in her fortress, Gallowshill, on the 13th layer of the Abyss. So great was the loss of the demon general Alamanda to the hordes of tanar'ri involved in the Blood War, that many other marilith generals took up her banner in a show of defiance against her slayers. The banner of Alamanda at first became a sort of rogue gang of military tanar'ri generals and their underlings, skirmishing for their own causes against those who brought down Alamanda. Now however, they operate as a sort of mercenary organization numbering in the hundreds of thousands of demons, having served a myriad of demon lords--sometimes to further the cause of the Blood War against the baatezu, but often functioning as elite military for special operations.
The marilith atop this particular mound of dead fiends bears a tattoo-name on her should: Asaz-Aszix--a virtually unknown marilith, possibly taking on the banner of Alamanda in a bid to strengthen her own reputation among the tanar'ri.
[[Players that comment on this blog post before the next game session may dice-off for a special item discovered among the remains of Asaz-Aszix.]]
Friday, April 26, 2019
Aryathan Jiil Fan Content: Now Available for Free to Everyone.
Free Stuff
I am making a lot of my personal Fan Content for Dungeon & Dragons 3.5 freely available for everyone to download. Just follow this link to my google drive HERE. I have been making this material for the last 15 years and I'm still adding and modifying and creating more things for my personal D&D games. And now for the first time, I'm making most of it available to everyone for free.[Every book in this google drive link] is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Donations
If you feel like this content is useful to you, please consider a donation to my PayPal. It helps me to continue creating Fan Content. Thank you very much. It's my hope that someone out there gains as much enjoyment from this material as I have.
NEW BOOK: Quasichronicon
Along with the free stuff announcement is an announcement for my latest book, the Quasichronicon. This book is a compiled history of the D&D timeline designed with time-traveling chronomancers in mind, such as the Chronomancer class, the Timemaster class, and the new Extradimentionalist class, as well as some updated temporal creatures and the all new Chronolich. This book should help DMs and player's alike to role-play in various periods of D&D's history, including far, far back in primordial times, and all the way into the far flung future, and anywhen in between. A DM who wants to thrust their players in a temporal adventure may allow them to discover one of the mythical Chronojammer vessels that allows rapid travel through time and space simultaneously.My Free Google Drive Content
Most of the books that I write are Campaign Neutral, meaning you can use them (or parts of them) in just about any campaign setting. Mixed in with some of my own new material, there are a lot of compilations, indexes, calculators, and worksheets of D&D 3.5 stuff to help make your Dungeon & Dragons game easier to play.Books and spreadsheets available for free download include the following list (and more will be added over time).
Affiliations (18 pages)
Aryathan Jiil - Campaign Setting (123 pages)
Awakenings (12 pages)
Body Slots (1 page)
Business Sheet (1 page)
Classes and Prestige Classes (630 pages)
Codex of Armor (91 pages)
Codex of Class Options (113 pages)
Codex of Clothing (22 pages)
Codex of Invocations (19 pages)
Codex of Materials (32 pages)
Codex of Merchandise (in progress, currently unavailable)
Codex of Musical Instruments (13 pages)
Codex of Vestiges (87 pages)
Codex of Weapons (97 pages)
Domain Compendium (33 pages)
Feat Compendium (703 pages)
Flaw Compendium (11 pages)
Flaws and Feats (10 pages)
Gentleman's Agreement (1 page)
Improvised Traps (4 pages)
Index of Golems (5 pages)
Index of Soulmelds (3 pages)
Injuries from Falling (2 pages)
Libram of Magic I (80 pages)
Libram of Magic II (74 pages)
Libram of Magic III (84 pages)
Libram of Magic IV (69 pages)
Lich Lords and Death Pacts (9 pages)
Magic Item Creation (3 pages)
Magnus Arcana (934 pages)
Mind Switch Table (3 pages)
Modrons as Living Constructs (12 pages)
Plasmonomicon: The Book of Oozes (208 pages)
Polymorph Table (1 page)
Quasichronicon (73 pages) NEW
Race Templates (45 pages)
Races of Player Characters (25 pages)
Shatter and Baleful Utterance Notes (3 pages)
Shuriken Notes (2 pages)
Soulmelds and Spell Resistance (2 pages)
Summon Monster Compendium (160 pages)
Tauric Creature Notes (14 pages)
Tome of Monsters I (121 pages)
Tome of Monsters II (45 pages)
Tome of Monsters III (72 pages)
Tome of Monsters IV: Ravenloft (18 pages)
Tome of Monsters V: Diablo II (57 pages)
Tome of Monsters VI: Zendikar (in progress, currently unavailable)
Wild Shape Table (1 page)
Zero-Level Characters (8 pages)
Index of Affiliations.xlsx
Index of Classes and Prestige Classes.xlsx
Index of Magic Items.xlsx
Index of Martial Maneuvers.xlsx
Index of Races.xlsx
Index of Templates.xlsx
Index of Wildshaping.xlsx
Level Adjustment Calculator.xlsx
Lords of the Nine worksheet.xlsx
Mechanical Alignment.xlsx
Trap Calculator.xlsx
Thursday, April 6, 2017
Tomb of Horrors: Finale
After one final strike, the floating skull shatters and falls to the floor motionless.
Could this be yet another trick from this cursed tomb?
Is it really destroyed?
After some time, the silence in the tomb and lack of motion from the skull seem to indicate that this was indeed the final enemy in this place.
Among the objects lying about the skull can be found the following:
Ninety-seven 10 gp gems and three huge gems (a 1,000 gp peridot, a 5,000 gp emerald, and a 10,000 gp black opal).
Gems set in the skull: two jewels set into the eye sockets (5,000 gp rubies) and 6 pointed (marquis cut) diamonds set as teeth in the jaw (each diamond worth 500 gp).
Three potions of cure serious wounds, one potion of heroism, two oils of keen edge, two potions of fly and a potion of greater magic fang.
Two scrolls of command, one scroll of slow, one scroll of arcane eye, one scroll of shatter, one scroll of scorching ray, one scroll of dispel evil, one scroll of Melf’s acid arrow, and one scroll of power word kill.
A ring of feather falling
A lesser rod of silent metamagic
A staff of fire
A +3 defending greatsword
A cursed backbiter spear that at first appears to magic identification to be a +3 spear
And two –2 cursed longswords that at first appear to identify as +3 longswords.
A pair of goggles of lifesight (see Libris Mortis, page 78).
A wrapped tower (see Libris Mortis, page 76).
And finally, a shadow pearl floating above a pedestal. Removing the pearl from the pedestal disrupts the field of wild magic, allowing all forms of magic to function as normal once again within the tomb but drains the one who removed it from the pedestal of 1d6 points of ability drain to each ability score, drains 1d6 spells of each spell level prepared (or slots for spontaneous casters), drains 50% of any remaining power points, unmelds 1d6 soulmelds, and the victim cannot use supernatural or spell-like abilities for one hour (there is no save against these effects and each drain effect can be restored by magic that restores drained ability scores). Any other actions against the pedestal (such as attempting to take the pedestal with the pearl intact or removing the pearl by a mage hand) also takes down the field of wild magic and drains the one doing so.
---End
Could this be yet another trick from this cursed tomb?
Is it really destroyed?
After some time, the silence in the tomb and lack of motion from the skull seem to indicate that this was indeed the final enemy in this place.
Among the objects lying about the skull can be found the following:
Ninety-seven 10 gp gems and three huge gems (a 1,000 gp peridot, a 5,000 gp emerald, and a 10,000 gp black opal).
Gems set in the skull: two jewels set into the eye sockets (5,000 gp rubies) and 6 pointed (marquis cut) diamonds set as teeth in the jaw (each diamond worth 500 gp).
Three potions of cure serious wounds, one potion of heroism, two oils of keen edge, two potions of fly and a potion of greater magic fang.
Two scrolls of command, one scroll of slow, one scroll of arcane eye, one scroll of shatter, one scroll of scorching ray, one scroll of dispel evil, one scroll of Melf’s acid arrow, and one scroll of power word kill.
A ring of feather falling
A lesser rod of silent metamagic
A staff of fire
A +3 defending greatsword
A cursed backbiter spear that at first appears to magic identification to be a +3 spear
And two –2 cursed longswords that at first appear to identify as +3 longswords.
A pair of goggles of lifesight (see Libris Mortis, page 78).
A wrapped tower (see Libris Mortis, page 76).
And finally, a shadow pearl floating above a pedestal. Removing the pearl from the pedestal disrupts the field of wild magic, allowing all forms of magic to function as normal once again within the tomb but drains the one who removed it from the pedestal of 1d6 points of ability drain to each ability score, drains 1d6 spells of each spell level prepared (or slots for spontaneous casters), drains 50% of any remaining power points, unmelds 1d6 soulmelds, and the victim cannot use supernatural or spell-like abilities for one hour (there is no save against these effects and each drain effect can be restored by magic that restores drained ability scores). Any other actions against the pedestal (such as attempting to take the pedestal with the pearl intact or removing the pearl by a mage hand) also takes down the field of wild magic and drains the one doing so.
---End
Sunday, March 5, 2017
Tomb of Terror-ECL 13-Erimar Neirdre-1 Marshal/12 Truenamer-Entry 8
The mystery deepens. I feel like I was involved in a personally traumatic incident recently but it is like the dim memory of a childhood trauma.
We finally made a breakthrough using a combination of deductive reasoning and carefully worded divinations. We not only found a work around to the wild magic curse but also gained guidance to avoid the misty portals.
The mind behind this area is definitely devious. Room after room of magical traps. Doors and corridors that loop back on themselves.
More and more powerful demons attack every time we teleport.
We finally made a breakthrough using a combination of deductive reasoning and carefully worded divinations. We not only found a work around to the wild magic curse but also gained guidance to avoid the misty portals.
The mind behind this area is definitely devious. Room after room of magical traps. Doors and corridors that loop back on themselves.
More and more powerful demons attack every time we teleport.
Sunday, February 26, 2017
Tomb of Terror-ECL 12-Erimar Neirdre-1 Marshal/11 Truenamer-Entry 7
After an exhausting fight with demons, we tried dispelling the mist portal and searched the room we could see but never get to. There was nothing except when I tried to leave, the room stripped me of all of my possessions. I was quite stunned.
Subscribe to:
Posts (Atom)
