Roleplaying games typically do an excellent job of defining exactly what game skills and specific abilities can accomplish. However, a common dilemma arises at the table: what happens when characters who lack these applicable skills or abilities attempt something that reasonably ought to have a chance of success?. Various RPGs define this default probability in […]
Import New Character Via URL
Overview This is a simple feature that allows members to import character data via a URL. You can use any/all of the parameters noted below. You must use one of the corresponding values from the table below or the will ignore the parameter. The first parameter/value pair is required: x_3p=1 An Example /character-new/?x_3p=1&x_system=2&x_class=paladin&x_name=Strongheart The above […]
Module – Custom Spell Research
Points to Emphasize This module very closely follows the 1e DMG as laid out on pages 115 – 116. I would direct you there to get an understanding of how it works. There are a few things I would like to stress in regards to researching custom spells and the related module. I think they […]
AD&D Toolkit
What is ? is a variety of Dungeon Master tools that integrate with digital Character Sheets. It greatly enhances in-person and online play by speeding up and automating the more interesting, yet cumbersome mechanics of AD&D. supports First Edition(1e), Unearthed Arcana(1e), Second Edition(2e), and some Homebrew elements that can be toggled on or off by […]
In the Beginning was developed singularly for me and my family in our regular campaign play. We’ve been playing a homebrew campaign of my own design that most closely adheres to core 1e. We wanted to make use of Encumbrance, its limitations, and how it impacts movement; character disease contraction and parasitic infection; and many […]
Module – Manage Cities and Shops
Each city you submit into your campaign can be managed via this module. Only one can be active at a time so activating one will deactivate all others. This usually represents the city nearest to where the party is adventuring. Only the active city will have its attributes effect the campaign. From here you can […]
Module – Create City
Why Create a City? Cities are created in as a means-to-an-end. You create cities(or villages or towns) to represent those on your kingdom or regional campaign map. These cities should each have their own population-size, climate and terrain as determined by you. These attributes factor into other systems and calculations made by the . Creating […]
Module – Lockpicking
Lockpicking Check Sequence This module will import all characters with thief skills. The character with the highest Lockpicking skill will be the default, unless you choose otherwise. Select a thief and either use the pre-rolled percentage or roll your own. You also indicate if there is a trap or not. The module will tell you […]
Module – Illusions
Homebrewed Handling of Illusions Illusions (Illusionist spells in particular) and the way they are intended to be handled are as enigmatic as they are wonderful in their engenderment of creativity and diversity in roleplay. Experienced AD&D players can get quite liberal in their attempted use of illusions and it requires an equally experienced DM to […]
Module – Evasion Calculator
Outdoor Pursuit The Evasion Calculator pertains to outdoor pursuits only. Indoor pursuits are a different/simpler process. The input fields are fairly self-explanatory. The module uses mechanics and values noted in the official DMG p69 for Pursuit And Evasion In Outdoor Settings.
