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The Tol Haggerun Prophecy 3.5 D&D - [Ended]

Try attaching that as a thumbnail... it's not working when I try to follow the link.

Damn. I didn't check it in Explorer; it was working just fine in Netscape. How about now, does it display properly?
 

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Well, seeing as how all of the ones in my examples are martial weapons, it doesn't matter a whole lot in terms of which weapon proficiencies you possess. This is only going to matter for a few characters if any, and I believe the small sized character in question is a Fighter anyway, making this whole discussion moot.

But for argument's sake, I believe that not only would the wielder need to know how to use the weapon as someone for their size, they would also need to know how to wield the bigger weapon. They are essentially using one weapon as another, so from my point of view, they would need to know how to use both. One for using the weapon you actually are holding, and one for the "style" you are attemping to mimic.
 

Ambrus said:
Damn. I didn't check it in Explorer; it was working just fine in Netscape. How about now, does it display properly?

Yeah it looks fantastic!

That will work. The area you chose is in eastern Mitea, not far from the border with Lurien. Hrux is in Mitea, while Marisant is in Lurien. You could choose just about any of the Luri or Mitean languages, though I would stick with the 'lower' versions of these based on the background you have worked up so far.

EDIT: Got the kingdoms switched around.
 

I'm starting to work on the events for the first few weeks of the game, and I just wanted to post a word about how this is going to work. Basically, none of the characters will be together. We will be using the starting period to get the characters together, and the reasons for the group getting together will have everything to do with the background for the first few adventures.

While we are going to be playing this period out on the IC thread, you are each going to receive an initial email from me with the information you need to get started. Feel free to post any or all of this email if you wish, but you can also keep it quiet for now. It's up to you. The characters will use this initial information to get started, and after that, everything should be on the IC or OOC boards. Nothing 'happens' unless you post it - remember that. You can email me with questions if you have them.

You all will eventually get together to start the first adventure, but it may not be for a few weeks IRL.
 

One more reminder. Make sure you read through the rule changes I posted. For example, we are handling criticals differently due to the Vitality/Wounds system. Also, make sure you are not using Class Based Defense and Armor Bonus to AC at the same time. You get the Armor Bonus to AC when wearing armor, plus DR, otherwise you get CBD.
 

Insight said:
One more reminder. Make sure you read through the rule changes I posted. For example, we are handling criticals differently due to the Vitality/Wounds system. Also, make sure you are not using Class Based Defense and Armor Bonus to AC at the same time. You get the Armor Bonus to AC when wearing armor, plus DR, otherwise you get CBD.
Makes sense, and my character is from Lower Luri class and lived in Mitea, in the city of Mitra.
 

New Weapons - Simple & Martial

Here are some new weapons. Feel free to use these or those listed in the Core Rules, as befits your character.

SIMPLE MELEE WEAPONS
Heavy Glove (Light, D4, Bludgeon, Crit 20, RI 10, Cost 5gp): A gauntlet made from pig iron, this weighty glove is used to pummel an opponent. Gladiators use these on occasion. For obvious reasons, the Heavy Glove cannot be disarmed without serious effort (simple Disarm actions do not work).
Quickblade (Light, D4, Slashing, Crit 19-20, RI 10 Cost 2gp): A relative of the Dagger, the Quickblade is designed to be concealed and then quickly thrown when needed. It is slim and often enscribed with the initial of its owner. The Quickblade can also be used in melee combat.
Ravenspear (2H, D6, Piercing, Crit 20, RI 20, 10' Reach, Cost 3gp): A lighter version of the Utterspear, this weapon is adpated from those spears used among the barbarians, and sees service in many armies and militias. It can also be used from horseback.
Trifork (2H, D6, Piercing, Crit 19-20, Cost 5gp): Originally used by primitive fisherman in coastal waters, the Trifork has started to win acclaim as a melee weapon as well. It is about five feet in length and features a trio of barbed tines, excellent for spearing fish as well as people. Double damage when set against a charge.

MARTIAL MELEE WEAPONS
Chaos Flail (1H, D8, Bludgeon, Crit 20, Cost 8gp): A cruel weapon, the Chaos Flail is designed for maximum punishment. Its haft is about three feet in length, which is connected to a barbed chain, ending in an 18-inch spined rod, which is peppered with small points. +2 to Disarm attempts with this weapon.
Chaos Mace (1H, D8, Bludgeon, Crit 20, Cost 12gp): A cousin to the Chaos Flail, this weapon has a three-foot handle, which is usually wrapped in leather, topped with a large, bulbous metal head, which is ringed with tiny spikes.
Dire Lance (2H, D8, Piercing, Crit 19-20, 10' Reach, Cost 10gp): A weapon of the cavalry, the Dire Lance is generally only used from horseback. It is between eight and ten feet in length and requires a certain amount of precision and strength to use properly. It is usually black colored, made from hard steel, and features a bristles of tiny barbs or hooks at the end. Can be used one handed when mounted. Double damage when charging on a mount.
Gloomsword (2H, D10, Slashing, Crit 19-20, Cost 40gp): A heavy, double-sided blade, the Gloomsword strikes fear in the hearts of its opponents. The blade is typically between four and five feet in length and between six inches and a foot in width, with shallow curvatures in the blade. To accommodate being used in two hands, the Gloomsword has a thick handle of between a foot and 18 inches in length. Some Gloomswords have a furrow down the middle which causes blood to run onto the hands of the attacker.
Hooksword (Light, D6, Slashing, Crit 18-20, Cost 18gp): This short bladed weapon is not found in common use among the military or militia, but is often found in the hands of mercenaries, gladiators, and explorers. Though it is primarily a damage-dealing tool, the Hooksword can also be used to disarm an opponent. It is typically between two and three feet in length, and features a curved blade with a pronounced hook on its end that curves back towards the target, enabling easier disarming. +2 to Disarm attempts with this weapon.
Kingslayer's Axe (2H, D10, Slashing, Crit 19-20, Cost 30gp): Named for the renowed warrior Artmis Kingslayer, this double-headed axe is huge and intimidating. It measures between five and six feet in length, and the heads span two to three feet added together. Most Kingslayer’s Axes feature a spike at the very end of the haft.
Spinesword (1H, D8, Slashing, Crit 19-20, Cost 15gp): A staple of infantries and guard units, the Spinesword is of medium length, typically measuring between four and five feet. Curves or points are found all along the straight blade, creating an unusual appearance. The Spinesword is one of the most deadly weapons in the known world, and is found in many armies, and in many configurations.
Utterspear (2H, D8, Piercing, Crit 19-20, 10' Reach, Cost 15gp): This long spear is usually made with a six to eight foot wooden shaft, tipped with a metal (or in the case of its barbarian creators, bone) point. The main difference between the Utterspear and the standard variety is that the Utterspear has a tiny pair of backwards facing points just under the main stabbing point. These cause extra damage when the weapon is removed.
Warpike (2H, D8, Piercing, Crit 19-20, 10' Reach, Cost 15gp): This polearm is used primarily for footmen to defend against horsemen, and is particularly devastating when set properly. It is long ,measuring between nine and ten feet in length, with a spear-like tip at the end. Double damage when set against a charge.
Wedgebuster (2H, D6, Piercing, Crit 19-20, Cost 5gp): A weapon of the cavalry, the Wedgebuster is designed to be used during a charge to dismount an opponent. It is a large mallet-like device, which can be used one-handed when mounted. When dismounted, the Wedgebuster must be used two-handed due to its size.

SIMPLE RANGED WEAPONS
None.

MARTIAL RANGED WEAPONS
Halfbow (D8, Piercing, Crit 19-20, RI 70, Cost 75gp): Very common among military archers, the Halfbow is a fine ranged weapon, and requires a significant amount of training to truly wield properly. It measures longer than its cousin, the Sunbow, coming in at between four and five feet in length, but uses similar arrows (they are the same actually, but do more base damage than the Sunbow due to the bow itself). A Halfbow can be loaded as part of the normal attack process (it doesn’t require a separate action to reload).
Heavy Halfbow (D8, Piercing, Crit 19-20, RI 110, Cost 100gp): As the standard Halfbow, but this specialized weapon is custom-made to draw a pull equal to that of the strength of its possessor. A Heavy Halfbow comes in +1, +2, +3, or +4 pull varieties, and adds this bonus to arrow damage. Users can wield a bow of less than their own Strength modifier, but not more.
Sunbow (D6, Piercing, Crit 19-20, RI 60, Cost 30gp): This shortest of the bows in the known world, the Sunbow is ideal for closer ranged combat, and can be more easily carried than larger bows. It is typically between three and four feet in length. Some argue that the Sunbow is more accurate than the Halfbow, its larger cousin, though this is unproven. A Sunbow can be loaded as part of the normal attack process (it doesn’t require a separate action to reload).
Heavy Sunbow (D6, Piercing, Crit 19-20, RI 100, Cost 75gp): As the standard Sunbow, but this specialized weapon is custom-made to draw a pull equal to that of the strength of its possessor. A Heavy Sunbow comes in +1, +2, +3, or +4 pull varieties, and adds this bonus to arrow damage. Users can wield a bow of less than their own Strength modifier, but not more.


Let me know if you have any questions about any of these weapons.
 
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New Weapons - Exotic

EXOTIC MELEE WEAPONS
Axe-Spear (2H, D8/D6, Slash/Pierce, Crit 19-20, 10' Reach, Cost 28gp): This rare spear weapon features an axe head on the end opposite the spear end. The Axe-Spear typically measures between five and six feet in length. It is a double weapon, but can be used as a standard spear or polearm if need be (it is only considered Exotic when used as a double weapon). The axe side has a base damage of d8, while the spear side has a base damage of d6. When not used as a double weapon, the user must declare which side he is using.
Doomlash (1H, D4, Slashing, Crit 19-20, 10' Reach, Cost 10gp): This braided whip, usually made from horse or oxen tail, is an effective weapon, used either as a tool for punishment, or rarely, in combat. The Doomlash has a tail about six feet in length, and counts as a reach weapon (10’), though it cannot be used against an adjacent foe. +2 to Disarm attempts with this weapon. It can also be used to make Trip attacks.
Double Flail (2H, D8/D8, Bludgeon, Crit 20, Cost 20gp): The Double Flail is essentially a pair of normal flails bound together end to end. The weapon features a two to three foot central metal shaft, and at each end, a chain and cylindrical, spiky head. It is a double weapon, but can be used as a standard melee weapon if need be (it is only considered Exotic when used as a double weapon). This weapon can be used to make Trip attacks.
Hand Claws (Light, D6, Slashing, Crit 19-20, Cost 8gp): These weapons, worn on the hands, are normally deployed on both hands. Attached to a band that closes around the wrist, a pair of long, metallic talons protrude past where the fist would normally end, giving the wielder a wicked rake attack. Hand Claws cannot be Disarmed without extreme effort. +2 to Disarm attempts with this weapon (not cumulative if more than one worn).
Highmoon Axe (1H, D8/D8, Slashing, Crit 19-20, Cost 30gp): This unusual weapon is of curious design. Featuring a one-handed grip, the Highmoon Axe has one elongated axeblade on one side, with a very small, sword-like blade on the other. The weapon's unbalanced nature makes it nearly impossible to wield without training (standard nonproficiency penalty applies). When in the hands of a trained wielder, the weapon can be even more deadly when used mounted. It doubles damage when the wielder is charging on a mount.
Snakeblade (Light, D4, Piercing, Crit 19-20, RI 10, Cost 15gp): This rare weapon is normally only seen in two distinct and deadly situations. It is a favored weapon of assassins, who prize the Snakeblade for its ability to be concealed as well as its ability to store poison. The Snakeblade is also used by the Forces of Evil in certain sacrificial ceremonies. A trained user can coat the blade in poison without the normal chance for failure, even if the wielder is not an Assassin. The Snakeblade can be wielded in melee combat without penalty, although it incurs the nonproficiency penalty when thrown.
Twoblade (2H, D8/D8, Slashing, Crit 19-20, Cost 32gp): The Twoblade is essentially a pair of shortswords bound together end to end. The weapon features a two to three foot central metal shaft, and at each end, a short, wide blade. It is a double weapon, but can be used as a standard melee weapon if need be (it is only considered Exotic when used as a double weapon).

EXOTIC RANGED WEAPONS
Greatbow (D10, Piercing, Crit 19-20, RI 80, Cost 150gp): This large bow is not commonly found in standard militaries, but some mercenary groups and bandits find it quite useful, if unwieldy and hard to learn. The Greatbow measures between six and seven feet in length, and is almost always fired at a slight angle due to its size. Its arrows are longer than those used for the Halfbow and Sunbow (the arrows are not interchangeable), but are more deadly. A Greatbow requires a Move action to reload.
Heavy Greatbow (D10, Piercing, Crit 19-20, RI 120, Cost 200gp): As the standard Greatbow, but this specialized weapon is custom-made to draw a pull equal to that of the strength bonus of its possessor. A Heavy Greatbow comes in +1, +2, +3, or +4 pull varieties, and adds this bonus to arrow damage. Users can wield a bow of less than their own Strength modifier, but not more.
Spikeball (D4, Piercing, Crit 18-20, RI 20, Cost 5gp): This rare weapon is merely a hollow metal ball covered in tiny spikes. Not found in many places, the Spikeball is nevertheless an effective and intimidating weapon. Since it is a thrown weapon, the Spikeball adds any Strength bonus to damage. Only trained wielders should attempt to throw a Spikeball - those not proficient in its use take 1d3 damage each time it is used (and incure the normal nonproficiency penalty to hit).
 
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