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Heroic Fantasy: The Dragonlance Experiment: Wizards of High Sorcery

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Greetings Emerald GateKeepers This time we delve into the arcane arts of wizardry & sorcery of Krynn. Magic plays a vital part through Dragonlance history and we cannot just skip it with a few rules. That’s why I took the opportunity once again to “crash test” the flexible Aspests System. As always I will try to keep the rules as simple as they can be adhere to the spirit of Heroic Fantasy and Hack system as a whole. Before that let’s remind ourselves the 3 foundations of wizardry; taken from the Tales of The Lance (Box Set, TSR, June 1, 1992): ·          All wizards are brothers in their order. All orders are brothers in the power. ·          The places of High Wizardry are held in common among all the orders and no sorcery is to be used there in anger against fellow wizards. ·          The world beyond the walls of the towers may bring bro...

Heroic Fantasy: The Dragonlance Experiment

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Greetings Emerald Gatekeepers & Est Sularus Oth Mithas What follows is an experiment of the Aspects system and the results we are looking for are: can the flexible Aspects system cope with the rigid structure of one of the most famous knightly orders of rpg; that of the Solmanic Knighthood. Keep in mind that HF is using a 10 level progression where the most famous game of the world goes all around till 20. I suppose than everyone will come up with their own results. Sir Brandon; the story of a stable-boy Brandon was born at Solace where he grew up witnessing all the turmoil of the age we call War of the Lance. At the age 7 he encountered the Heroes of the Lance and he took care of their horses as that time he was working as a stable-boy at the Inn Of Last Home. That night one of the horse tired by exhaustion run wild. Brandon was determined to find and calm down the beast of burden. He finally found the horse and after an hour or so he managed to calm down t...

Heroic Fantasy: Class Acts: Druid

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Druids in Heroic Fantasy RPG system Nature, wilderness, flora & fauna are a few key concepts of the druid class. Time to add the druid class to our heroes roster Starting HP : 1d8+4 HP per level/resting :1d8 Weapons : Usually Quarterstaff, sickle and Scimitar. All the other weapons must be made of wood Armour : Gambeson or Heavy Clothes & Leather Armor Shields : All types made of wood Attack & Damage: 1d6 / 1d4 Unarmed or Improvising Special Features During the initiation to druidic circles, all druid learn the secret language only available to them. Druids roll at advantage for Tracking, Survival and Stealth in the wilderness . Druid’s attunement to nature allows them to shapeshift into a natural animal. Starting at 1st level they can change back and forth 2 times per day with additional times at 4th & 8th level. At each shift they gain 1d4 lost HP. Storytellers are encouraged to offer circumstantial benefits according to the type ...