I've finished the Mystara 5th edition guide, just waiting on art. While I wait for people to draw faster, I started a channel talking about the setting. Enjoy.
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Posted by TheGlen on 05 May 2016 - 03:35 PM
For Mystara Player's Handbook, the original sample character, Morgan Ironwolf along with a thoul from Mystara, whose comeback wasn't as triumphant though.
Posted by TheGlen on 26 August 2015 - 03:23 PM
File Name: Mystara Player's Handbook
File Submitter: TheGlen
File Submitted: 27 Aug 2015
File Category: PublicationsGenre: Fantasy
Our very own TheGlen, has been hard at work converting the Mystara world setting to Dungeons and Dragons 5th Edition.
He has kindly provided the file for our delight and enjoyment.
He is also on the look out for help to fund new art for this version. If you would like to help out please visit the GoFundMe.
Also - if you are an interested artist feel free to drop TheGlen a message to talk about the possibility of helping provide lovely art for this fan reworking of a classic setting.
Posted by TheGlen on 06 November 2014 - 12:16 AM
Long story short I got my hands on 5 cases of vintage D&D stuff. Like way more than I could ever possibly use, even my girlfriend took her share and we've still got boxes piled up. So I'm just selling it off. It's almost all 1st & 2nd edition but with just a few cases the stuff is pristine. Make me an offer if you see something you like, yes, I'll ship overseas and I do take paypal. This is what I got, and I've also got pictures. All the boxed sets are complete, though spelljammer has the ships punched out.
Manual of the Planes
Player's Handbook (poor condition)
Monster Manual 2
Unearthed Arcana (poor condition)
Legends and Lore
Dungeoneer's Survival Guide
Wilderness Survival Guide
Dungeon Master's Guide (original art)
Player's Handbook (original cover)
Player's Handbook (black cover)
Dungeon Master's Guide (original cover)
Dungeon Master's Guide (black cover)
Skills and Powers
Combat and Tactics
Legends and Lore
Tome of Magic
Spells and Magic
Pages from the Mages
Faiths & Avatars
Powers and Pantheons
All Things Magical
Monster Manual (black cover)
Priest Spells 1-3
Encyclopedia Magicka 1-4
Horde Campaign guide
Record sheets (2 complete, one partial)
Aurora's Whole Realms Catalog
Spell Compendium 1-4
Monster Manual 1-3 (binders, everything except Mystara)
Drow of the Underdark
Elves of Evermeet
DM's Screen (old)
DM's screen (new)
Sharn (with CD)
Power of Faerun (2 copies)
Mysteries of the Moonsea
Faiths of Eberron
Dragons of Faerun (2 copies)
Forgotten Realms boxed set
Spelljammer boxed set
Domains of Dread
Dragons of War
Dragons of Desolation
2nd Edition Handbooks:
Arms & Equipment
Gnomes & Halflings
Posted by TheGlen on 08 October 2014 - 11:59 PM
Rjagnjar convinced Brave, Brave Milo to worship Chiktika Fastpaws, god of racoons. So Brave, Brave Milo spent the rest of the campaign dressed like one. As far as things on the list, here's a few from the campaigns:
1010. Stone Giants don't have heat sinks.
1024. Slings make poor thongs. And vice versa.
1066. If the GM’s wife is in the party, I’m not allowed to hunt anything cute.
1078. If 48 straight hours of pistol whipping doesn’t convince the terrorist to spill his guts, another 48 hours probably won’t either.
1103. Just because I was paid in advance doesn’t mean I can let the incompetent expedition leader die.
1125. Letting the Red Shirt guard the plane is really frowned upon as it doesn’t leave anybody to sacrifice to the Shoggoths.
1056. There is no such thing as a Dwarven Battle Perm.
1164. I will wait for the GM to finish his incredibly complicated riddle before answering correctly.
1176. I will remember the spiked chain cheesemonster is allergic to the improved sunder feat.
1214. I will stop trying to put the Halfling in a diabetic coma.
1219. Penguins will not fit in the standard ether jar.
1246. It’s not possible to stampede dwarves.
1248. There is no such thing as a strap on beard.
1268. Dwarves are physically incapable of performed the Dance of the Seven Veils.
1276. Freeing slaves out of justice is good. Out of spite, not so much.
1343. If I have to explain to the halfling’s sister why we dressed him like a raccoon, we’re all in trouble.
1348. When attempting to lure the giant to sleep with a bardic lullaby, I will leave out the lyric “So we can kill you.”
1462. Dwarves do not have the racial ability to merge into a larger, more powerful dwarf.
1578. Every time the halfing gets a critical hit I don't have to feed him a snack.
1651. No teaching halflings how to fly.
1655. No using the halfling as a grappling hook.
1727. When facing the classic weight balance trap, can't use the halfling for ballast.
1826. Before we have the bard loot the dungeon, make sure he's clear on the spelling.
1827. No starting Fight Club.
1892. No matter what the module says, slaughtered and dissected scientists cause more san loss than frozen dogs.
1906. I will ask permission before performing an autopsy in another character's hideout.
1958. Dwarven breast milk is not 180 proof.
1974. Despite what the rules say, you don't have to be a 19th level bard to play Alice's Restaurant Massacre.
2084. We can't steal all the treasure from the giant magical scales, even if we do undertake an engineering project that dwarfs the Hoover Dam.
Posted by TheGlen on 14 July 2014 - 11:50 PM
Just got finished with the first game. 6 items were added to the List.
I will not name my character Bab Thaco.
If our expenses are to be reimbursed, we are not to turn the adventure into a transcontinental epic quest.
Especially if the adventure was originally clean out the goblins from the cave.
The Thaumaturgy spell is not to be used for: BRIAN BLESSED impersonations, slamming the door on people wanting to tell me about their religion, the clapper.
We aren't going to start 5th edition by waking up and finding Mystra in the shower.
Bring the goblins to justice doesn't mean knock them all out and then march them back for a public apology.
Posted by TheGlen on 08 July 2014 - 05:22 PM
I've gotten half the Guilds written up, so giving a little spoiler.
Society of the Blade: Professional melee fighters, proficient in every weapon they can get their hands on. Dueling to the death is illegal, but they have dozens of ways to duel including first blood, disarm, to the pain, to first to yield or even trying to get their opponent to spill their drink. Often used as bodyguards.
Grimguard: Watchmen that patrol the city. Known for their use of divination magic and enchanted armor that make everyone look like the same person making them impossible to bribe.
Order of the Line: Knightly order focusing on preparing the body and mind for a fight. The most numerous of all the knights in the city.
Protectorate: Knightly order known for its custom crafted magic arms and armor. Charged by the city to help those in need.
Zhakkaz: The army proper, means "Witch Men" in the language of their worst enemy. Fights as one and can manipulate both the elements and the environment.
Order of Thunder: Knightly order comprised of heavy cavalry. Using conjured elemental creatures for mounts, few in number but one of the most lethal fighting forces in the realm.
Free Range Acquisitions League: Privateers that serve as a proxy fighting force against the various empires with eyes on the city.
Aspis: Professional bodyguards that work for the rich and influential, also serve as watchmen for hire for merchants.
Sires of Azarkarde: The idle rich who show off their wealth with bizarre displays of magic and wasteful spending.
Rose and Blade: The Bard's guild, combination of storytellers and musicians. Rivals to the other artists but well liked by the rest.
League of Twelve: Historical nobility from the founding of the city. Not as powerful as they used to be, but with old money and connections still a force to be reckoned with.
Transmorphic Guild: Shapeshifters that try to get others to embrace their ability to use magic to throw off the bounds of their forms.
Grand Bazaar Member's Association: The merchants guild, always trying to monopolize trade in the city and keep trade routes open.
Seekers of the Ill: The plague catchers, medicine men charged to find people harboring illness and quarantine them from the rest of the population.
School of Thaumaturgy: The grand college, though covers all topics not just magic. Comprised of instructors from dozens of schools, they keep the city the best educated on the continent.
Odist's Collective: Poet's guild, known for their mercurial natures. Poorest of the artistic guilds, though in demand in the richer guilds.
Grand Library of Azarkarde: Building the size of several city blocks and even larger on the inside. Contains more knowledge than most nations can claim.
Fellowship of the Serpent: Doctor's guild, running the three largest hospitals. Very traditional and professional, but often overwhelmed by the number of patients.
Society for the Recently Deceased: Necromancer's Guild, takes care of body disposal. With no stigma on necromancy, tries to keep a positive spin on their role.
Foundation for a Better Azarkarde: The bureaucrat's guild, handles the day to day running of the city. Not well liked but needed.
Guild of Information Providers: Couriers that run messages and packages across the city. Known for their ability to run along walls and defy gravity to get their jobs done.
Church of the Holy Crossroad: The Grand Cathedral, maintains shrines to all the Exemplars. Also heavily involved in charities and dealing with tourists.
Eternal Carnival: An always open carnival that spans several blocks of the city. Overpriced, but always full with children and tourists.
Horizon Seekers: The explorers, rarely in the city they travel the known worlds and other planes of existence.
Guild of Negotiable Affections: Courtesans and ladies of the night, present throughout the city but return to their guild for safety.
Sisters of the Golden Note: Guild of healers that try to help as many as they can for free, badly overwhelmed by patients however. Known for being badly managed.
Keepers of the Accord: Smugglers all, they supply the city with untaxed goods and smuggle out the same. Tolerated because of their heavy anti-slaving activities.
Brotherhood of Wealth Reallocation: The thieves guild, a borderline benevolent society. Obeying a strict set of rules they also act as a sort of charity to the poorer guilds.
Followers of the One True Law: Anarchist's guild split between the libertarian types and the true anarchists. Constantly at war with itself, and the violence often spills over.
Provender's Freehold: Farmers and ranchers, make up the largest guild physically. Very conservative in their politics, extremely wealthy because of their exports.
Deathless: Humorless guild of mages that have greatly extended their lives through magic. Frowned on by the other guilds, but as old as the city itself.
Posted by TheGlen on 05 July 2014 - 04:30 PM
Looking for proofreaders and playtesters for an RPG I'm working on by the name of Azarkarde. You play citizens of a city atop the conjunction of all 12 leylines of magic. Every character is a member of one of 64 guilds, you take two schools of magic and see what guild that puts you in. Prowess + Status makes you a soldier. Guile + Luck makes you a thief. Fortitude + Vitality makes you a member of the Deathless, a cult dedicated on prolonging their lives. Still writing the gazetteer, about half way done for all the guilds. The mechanics are similar to WOD, rolling d8s vs a target number of 4. Three successes are an average target. Every time you roll a multiple of four you get a bonus success. If you get an in game advantage the die type goes up to d10 then d12. Penalties reduce the die type from 6 then 4. Lot of work to be done but looking for help.
Posted by TheGlen on 05 April 2014 - 01:03 AM
Jacques DuMont, an Amber character. Seemingly utterly useless, the 2nd born of the lord of Obsidian was a complete bon vivant and hedonist who took no effort in the daily affairs or politics of his siblings. Spent most of the game drunk or trying to get laid but had an enormous amount of good fortune (didn't spend all my points so my good stuff was through the roof). Only real enemy was the daughter he abandoned in another shard years ago, Jacques played both sides of the civil war after his older sister died and openly supplied both sides with info knowing that no matter who won they owed it to the information he provided. He showed no interest in the throne while his next youngest siblings destroyed each other fighting over it. Jacques became king for a day after he was the only surviving heir because of the war. His daughter showed up to challenge him for dumping her at an orphanage all those years ago. His response was to promptly abdicate the throne since he knew he would be a terrible king and he left her there to become educated, her desire for revenge taught her how to fight, and her raising the army against him taught her leadership. In short, she was the perfect monarch for the throne. He justed wanted a coronation party for himself. Other players didn't know whether this was the worst or best character I ever played.