The Captain/The Warlord Class for Heroes & Monsters

“Come, Mr. Frodo!' he cried. 'I can't carry it for you, but I can carry you.” 
― J.R.R. Tolkien, The Return of the King

CAPTAIN/WARLORD (HUMAN) (OPTIONAL: ALL RACES TO MAXIMUM LEVEL OF 8)·Starting HP: 8+1d6 ·HP Gained per Level: 4 ·HP Gained during Resting: 1d8 ·Weapons & Armor: Light & Medium armor; Shields. All weapons allowed. ·Attack Damage: 1d6/1d6 unarmed or Improvising SPECIAL FEATURES ·Battle Die/BD (Optional): If you are using the optional Mass Combat Rules, Captains provide a +1 bonus to BD roll and +2 at 10th level when leading troops in combat.·Commands: Each captain get to specialize at 3 different & distinct categories of shout commands. The ones based at the offensive values, defensive ones and finally the utility ones. Captain must choose to allocate UD of d8, d6 & d4 to each category to emphasize their specialization. Each shout, when indicated, has duration of 1 round per Captain Level and each shout must be tested accordingly to each UD allocated…

Hacked Monsters: Behirs

Last night I have spent time to take look at Monster Manual II for Ad&d 1st edition and I decided to shed a light to couple of monsters. For your pleasure, I reintroduce the Behir

HD: 12, HP: 12d8 (50), # Of Attacks: 5 Damage: 1d6 per attack. Swallow: If 3 or more attacks are successful, Behir will attempt to engulf the victim (DEX Save). Swallowed victim must succeed at a CON save each round to avoid an 10 ongoing damage. Lightning Bolt: Every 10 rounds Behir can breathe an electrical strike causing 24 points of damage (DEX save for half) Immunity: Behirs are immune to Poison and electricity

Where Heroes & Monsters encounters Dark age of Camelot.

Last night I watched a few videos from an old time favorite mmo , Dark Age of Camelot. Then me and my wife took the initiative and the nightshades became a reality.

NIGHTSHADE (Elf Mage/Thief)
·Starting HP: 6+1d6 ·HP Gained per Level: 3 ·HP Gained during Resting: 1d6 ·Weapons & Armor: Any weapon. Leather Armor and no shields ·All armor and shields. Attack Damage: 1d6/1d4 Unarmed or improvising
Thieves’ Skills: Roll against DEX with Advantage to open locks, remove traps, pick pockets, move silently, or hide in shadows. Roll against WIS with Advantage to hear noise. Roll against STR with Advantage to climb sheer surfaces.
Steal Spell: Once per day Nightshades can attempt to steal a magic effect from a creature. Before executing the attack action the hero must declare the intention. Only creatures with special abilities can be affected. You can try additional times at levels 4 and 8.
Keen Senses: Rolls with Advantage when listening and when searching for secret or hidden doo…

Rune Priests

What happens whene you try to combine Heroes & Monsters and the beloved Rules Cyclopedia? A small gift for both fans. For those interested you can acquire H&M here:

·Starting HP: 8+1d6
·HP Gained per Level: 4
·HP Gained during Resting: 1d8
·Weapons & Armor: Any light and medium weapons and battle axes, no other heavy weapons. All armors and shields.
·All armor and shields. Attack Damage: 1d6/1d4 Unarmed or improvising
Rune priests cannotbanish undead as Human ClericsExtra Attacks: As part of their action a rune priests can make up to 1 attack per 3 levels (4, 7 & 10) with any weapon.Axe/Hammer Fighter: Rune priests have Advantage on attack rolls when fighting with axes or hammers (Pick one weapon at rune priest creation).Fortitude: Rune priests have Advantage on CON rolls against poisons and diseases, and Advantage on INT rolls to avoid damage or effects from spells and magical devices.Min…

Lord Duvel, Ex Steward of Canal & Commander of the Canal’s Phoenix Guardians

After i have finished the Emerald Hack: Player's Handbook; it was time to start creating a few notably NPCs (You can check Player's Handbook here Lord Duvel, Art of War, Level 12Ex Steward of Canal & Commander of the Canal’s Phoenix Guardians
Lord Duvel’s is the lord commander of the Canal’s army. During the recent events of the Broken god & the siege of Canal, Duvel stand firm not only in resolve but also as a steward of the Jewel of the North. After the battle and with the help of the Heralds a new emperor took his rightful place leading the costly victory of the empire forces.
Duvel is reserved and calculating. Although he mistrusts the magic in either form it may take; he is deeply religious but he keeps it only for himself. He learned through experience how to lead the armies and during the siege he was actually slain at the last stand but he returned to life by the will …

Mathematics & Dungeon Questing

Well today discussion was about mathematics & Dungeon Questing. I suppose that you will wonder what a combination of themes is that. A beautiful RPG, such as Dungeon Questing, with the science of math.
If you are familiar with DQ is a classless RPG system based on skills and also is based on White Box rules. Before i get my hands on the printed books i didn’t believe that such a combination will ever exist, but Mikael Hassel did his miracle.
So every hero is buying his/her way to eternity by spending experience points on skills in hope to overcome future threats. In some point through our play session came an obvious question; what level am I? I spend some time thinking about the idea of an overall indicator such as level and here i present you my thought:
White Box has 4 different experience tables. Also as i own many of the White Box material out there, we can describe each XP table as a different gear of advancement.   White Box rules as based on a 10 level progression Each level …