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Lankhmar - any good?
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<blockquote data-quote="Emirikol" data-source="post: 3350961" data-attributes="member: 10638"><p>Here's a d20 House RUlebook for the campaign..plus I attached a map.</p><p></p><p>PLAYER GUIDE</p><p>Character creation: Standard 28 point buy or Method 1 PHB</p><p></p><p>Races (details at: <a href="http://lankhmar.pbwiki.com/RacesofNehwon" target="_blank">http://lankhmar.pbwiki.com/RacesofNehwon</a>) :</p><p>EEVANMARENSEER</p><p>GHOUL</p><p>KLESHITE</p><p>MINGOL</p><p>NORTHERNER</p><p>QUARMALLIAN</p><p>Lankhmart</p><p>Illthmart</p><p>Rime Islander</p><p>Easterner (the desert lands)</p><p>Southerner (kognab and the south ports)</p><p>Kvarin (lands of the Eight Cities)</p><p></p><p>Classes:</p><p>All classes that can cast spells require at least one level of a non-spellcaster class at 1st and every 5 levels thereafter. This simulates a "lower magic" approach. </p><p></p><p>Equipment</p><p>All standard D&D equipment is available except everburning torches</p><p></p><p>Magic & Spells</p><p>Classifications: There are two "classifications" of spells in Lankhmar: White magic (divine) and Black magic (arcane). The distinction, however, depends entirely upon social definitions, not game-mechanics. Spells for murder tend to be considered black magic.</p><p></p><p>Spells: spells take longer to cast in Nehwon. Spell casting times for all spells are raised to one round per spell level (normal at 0) or doubled if already at that casting time. Spell damage does not scale beyond the base amount (i.e. fireball will always be 5d6). If psionics are used, they are considered "magic is magic" (type: arcane) for all rules purposes.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>References</p><p> <a href="http://lankhmar.pbwiki.com/" target="_blank">http://lankhmar.pbwiki.com/</a>. There's a lot of good material that could be sorted from the chaff to put together a good amount of stuff.</p><p><a href="http://lankhmar.pbwiki.com/RacesofNehwon" target="_blank">http://lankhmar.pbwiki.com/RacesofNehwon</a></p><p><a href="http://www.dodgenet.com/~moonblossom/Nehwon3.jpg" target="_blank">http://www.dodgenet.com/~moonblossom/Nehwon3.jpg</a></p></blockquote><p></p>
[QUOTE="Emirikol, post: 3350961, member: 10638"] Here's a d20 House RUlebook for the campaign..plus I attached a map. PLAYER GUIDE Character creation: Standard 28 point buy or Method 1 PHB Races (details at: [url]http://lankhmar.pbwiki.com/RacesofNehwon[/url]) : EEVANMARENSEER GHOUL KLESHITE MINGOL NORTHERNER QUARMALLIAN Lankhmart Illthmart Rime Islander Easterner (the desert lands) Southerner (kognab and the south ports) Kvarin (lands of the Eight Cities) Classes: All classes that can cast spells require at least one level of a non-spellcaster class at 1st and every 5 levels thereafter. This simulates a "lower magic" approach. Equipment All standard D&D equipment is available except everburning torches Magic & Spells Classifications: There are two "classifications" of spells in Lankhmar: White magic (divine) and Black magic (arcane). The distinction, however, depends entirely upon social definitions, not game-mechanics. Spells for murder tend to be considered black magic. Spells: spells take longer to cast in Nehwon. Spell casting times for all spells are raised to one round per spell level (normal at 0) or doubled if already at that casting time. Spell damage does not scale beyond the base amount (i.e. fireball will always be 5d6). If psionics are used, they are considered "magic is magic" (type: arcane) for all rules purposes. References [url]http://lankhmar.pbwiki.com/[/url]. There's a lot of good material that could be sorted from the chaff to put together a good amount of stuff. [url]http://lankhmar.pbwiki.com/RacesofNehwon[/url] [url]http://www.dodgenet.com/~moonblossom/Nehwon3.jpg[/url] [/QUOTE]
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