Mystic Weapons
Friday, June 13th, 2008 (1 votes, average: 2.00 out of 5)
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Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.
Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.
Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses [...]
The Isle of Dread
Wednesday, May 30th, 2001 (2 votes, average: 4.50 out of 5)
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by BAHUMUTH
Duch Year: 982
The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw [...]
About Hollow World Creatures
Wednesday, May 23rd, 2001 (No Ratings Yet)
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Bugbears: Bugbears are very proud of being bugbears. They hold honor over anything else. Dying honorably is the best thing that could happen.Gnomes: Gnomes are insane little creatures. They talk so incredibly fast it’s very hard to understand them.
Goblins: Goblins keep themselves cleaner and better looking here. They are [...]
The Wizard's Codex
Saturday, February 17th, 2001 (1 votes, average: 5.00 out of 5)
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Originally published by February 2001, the Wizard’s Codex contains a collection of custom spells created by authors at Heroes Only. All of these spells have been used and tested within the gaming environment, but of course you should consider their effects on your own campaign before [...]
Optional Rules for Classic Games
Monday, September 6th, 1999Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.
























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