Ok. You guys are starting to scare me now.
kroh said:
In other news... Hey look! The Core Trilogy
Lol! Of course, everyone said that the second one was the best. I prefered the first though.
Frostmarrow said:
By the way, how is this EL thing going to work. I think it's a major hassle. Why not go with HD or level?
I'm sure it's a great adventure. Unfortunately my superior Linux-powered laptop can't read it because it's complaining about a place called "Helvetia". At least, I think that's what it says. Any chance you can use a different font? Thanks!
On the EL thing: Usually, Encounter Level equals Hit Dice, unless there's more than one critter attacking you in the same encounter, in which case add two to the HD for each doubling. Eg/ 2x1HD orcs = EL3. 4x1HD orcs = EL5. 8x1HD orcs = EL7. 16x1HD orcs = EL9. Hey, don't blame me. It's a SRD thing.
bytor4232: Thanks for the pocketbooks for the Spell Lists and Monster Manuals. We might need to redo them without colour though - the ink bleeds too much on yer average inkjets to make them readable at this size

Boo.
kroh: I haven't got the logos yet. Obviously eaten by the Email Tarrarasque. Can you resend please?
Re: the thread on rpg.net. I think we need an advocate there. They are attacking our vision without due defence!
µ20 is
tres geeky. I like.
Here's another snippet from the Temple of K'thu'uk:
The Temple Entrance
The entrance to the Temple is easily found; a stone outcropping shears out of the ground like a lunging dragon's maw. It is covered in a luminescent moss which gives it an eerie glow in the forested gloom. Beneath the outcropping is a small cavemouth barely 5' high.
It is not trapped in any way – but do not tell the players that! Let them search. This is intentional deception designed to inflict paranoia on unwelcome visitors. A stone tunnel leads downward to a battered wooden door. There is a grill set in the wood about 3' from the ground.
All doors are made of very old, almost rotten wood (12hp) unless otherwise specified. The walls of this temple are covered in patches of phosphorescent moss giving gloomy lighting to a 10' radius. This is in itself a kobold trap – roll (phys+STR) DC12 each hour or take 1STR damage from spore inhalation. Anyone who takes more than 3STR damage develops a noisy dry cough making hiding or moving silently difficult (-4 penalty). The kobolds are immune to it's effects. This damage heals when out of the Temple at a rate of 1STR/week.