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SD DM's page

545 posts. Alias of therealthom.

About SD DM

Wilam Tayhorn
Kuva Azul

Future Game Char Gen rules:

The Matrix. Or dumping below 8 only adds one point per point dumped.

Fighters: 4 skill points per level. Expanded Class skill list. Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Ch), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (history) (Int), (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Monks: Flurry is not TWF; it is its own thing.

Rogues: Add Ride to class skills. Any knowledge.

Wizards: Spell books are fair game. (This does not mean that I will target the spellbook often, but that I may target it.) Take care of it. Keep it dry and away from fire. Reasonable precautions should suffice. Spellbook counts v. WBL. Spares are counted 50%. Spells can be cast like a scroll directly from the spell book. The spell is wiped from the spellbook if used this way.

Witches/Wizards/Sorcerers: d4 hit dice.

Hit dice: Roll for hp. Minimums -- d12 4, d10 3, d8 2, d4 1. There is also a mystery minimum by % of average class hit points.

Despite how characters are generated, the average population's ability scores more or less conform to a 3d6 distribution. People of up to third level are fairly common. Sixth level characters are worthy of popular notice and fame.


A51. North Attic: The contents of this room are similar
to those of the main attic, but much dustier. The door to
this room is kept locked (DC 35 Disable Device to pick the
lock). The secret door to area A53 can be found with a DC
25 Perception check.
A52. Empty Storeroom: The walls of this empty
storeroom are scratched, as if by fingernails, although no
other clue to the room’s original use remains.
A53. Entrance to the Asmodean Knot: The only feature
of this bare room is what appears to be a pair of double doors
made of flat gray metal in the northern wall. The surface
of the doors seems moist and reflections in the doors look
more like vague shadows and smears of light. Those who
stare at the doors for too long note that the “reflections”
seem to writhe and move of their own accord. A DC 25
Perception check by a character with trapfinding reveals
that what appears to have been a magical trap once warded
the door, but that the trap is currently deactivated (2 days
ago by Sian). The doors themselves do not actually open,
but any characters who touch a door feel a sudden sense of
vertigo as they are transported into the Asmodean Knot,
arriving an instant later in area B1.
Story Award: For finding the entrance to

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