D&D via AGE

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D&D via AGE

Postby Siroh » Wed May 26, 2010 4:09 pm

I am working on an "in spirit conversion" of the Mystara game setting, a high fantasy world created for the second run of box sets (Basic, Expert, Companion, Master) which were summarized in the Rules Cyclopedia in the time before AD&D Second Edition came out. So I think I'll lay out an outline of what I'm working on refining and what I'm trying to do. Things that are Mystaran specific, such as backgrounds will go in their own thread later as they build off of these items.

So using the Rules Cyclopedia as a base (henceforth referred to as RC) I will tack on what I think are rules items, tweaks and optional rules for playing a high fantasy game using AGE in the D&D mode. I'm not going to try to do generic high fantasy, but neither am I going to try to rewrite the RC in AGE terms down to the last spell. I'm aiming for iconic spell effects more than 1:1 conversions of every spell etc. When a later ruleset does something I think is appropriate for playing how I'd play, I'll include it. For example, I am not going to assume all Dwarves are Fighters and all Elves are Mages.

Immediate conversion notes: These are more raw number crunching and type based. Names in () denote a variant of the class, usually achieved by altering but not replacing class powers, or by adding specific talents. ? indicates that I have a desired direction, but not a solid plan.

Original D&D Classes
Cleric = *new class* Cleric
Fighter = Warrior
Magic-User = Mage
Thief = Rogue
Dwarf = Warrior
Elf = Mage (Forester)
Halfling = Rogue
Balancer/Druid = Cleric (Druid)
Mystic = Rogue or Warrior (Mystic)
Forester = Mage (Forester)
Rake = Rogue
Shaman = Cleric (Druid)
Horse Warrior = Warrior
Paladin/Defender = Warrior (Paladin)?
Hakomon/Wokani = Mage (Witch)
Merchant-Prince = Any (Merchant-Prince)?

AD&D Classes
Bard = Rogue
Ranger = Rogue or Warrior
Specialist Wizard = Mage

Converting Level
Convert the Original D&D character level up to 12 one to one. That is, a 5th level Magic-User is a 5th level Mage. Advance beyond this point by thirds, rounded down. For levels 13 to 36, divide the number above 12 by 3, round down and add to 12.

Treat Demi-Human Attack Ranks as levels, and convert all of their levels one to one. Thus a 14th level fighter is a 12th level warrior, but an 8th Level Halfling with Attack Rank D is a 11th level rogue, and a 10th Level Elf with Attack Rank D is an 11th level mage. These seem to have roughly equivalent experience point totals, so it seems to be as good of a mathematical check as you are going to get.

If converting AD&D characters, convert their levels straight over. A 4th level Ranger is a 4th level Rogue, or Warrior depending on how they are skewed.

Edit:
I have posted a PDF of my efforts here.
Download Mystara-The Known World
Now on Version 1.2 - Fixed typos in Ritual costs, added minor clarifications pointing mages to the Magic chapter and explaining the totals in ritual entries.
Previous Version 1.1 - Added bookmarks, corrected misspelling in setting overview chapter.
Last edited by Siroh on Mon Jan 17, 2011 6:47 am, edited 1 time in total.
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Postby Siroh » Thu May 27, 2010 4:10 pm

I want the Cleric to be a new class, but I want the Mystic, Forester, and Witch characters to be variants instead. A variant class uses the same basic powers (or replaces them one for one), weapon groups, has the same health, and access to the same talents. They may also have access to more weapon groups, and more specialized talents. I basically want to try not to reinvent the wheel unless the way the character plays suffers from the options besides creating a class. For example, clerics cast spells in armor without any penalties, have higher health, are more Communication focused, inspiring troops etc. have a few more weapon choices and in general cast completely different spells than mages, so they are a full class. Bards and Rangers may get some nods via specialized talents that make them more than mere rogues/warriors, but in general they have magical aids rather than mainstays as part of their repertoires, so I am going to try to aim for that, assuming I go that far into mimicking the AD&D game.

The Cleric Class (levels 1-5)
Cleric Spells & Talents

Because Paladins split the difference I am waiting to see how Templars work before proceeding. And again, in the original source Paladinhood is earned through gameplay and only available at mid levels.

Foresters are Warrior-Mages, skilled with bow and long blade, capable of casting spells while wearing armor with relative ease. It is an elven tradition, the character type assumed to be an adventuring elf throughout original dungeons and dragons material. More specifically, Forester refers to a human who has become a member of an elven clan and learned their ways. They receive two bonus weapon groups: Bows and Heavy Blades, and there are two talents that require one to have been trained by elves.

ARMORED CASTING
Classes:
Mage
Requirement: You must have been trained by Elves
You have mastered the harmonization with the universe required to cast more easily in armor.
Novice: Reduce your strain when casting in armor by 2. You ignore armor penalty to your Dexterity and Speed when fighting in Leather armor.
Journeyman: Reduce your strain when casting in armor by 4. You ignore armor penalty to your Dexterity when fighting in Mail armor.

COMBAT MAGE
Classes:
Mage
Requirement: You must be Novice or better in Armored Casting
You have begun to master the technique of performing multiple actions while casting.
Novice: You may use the Fast Casting spell stunt to perform any mundane action that requires a major or minor action. You may also use the Skillful Casting spell stunt twice in the same round.
Journeyman: You can perform the Fast Casting spell stunt for 3 sp rather than the usual 4.
Last edited by Siroh on Mon May 31, 2010 8:02 am, edited 3 times in total.
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Postby Dr. Halflight » Fri May 28, 2010 5:45 pm

Thanks for continuing to post your work. You might want to link to the Cleric threads for ease of access.
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Optional Rule: Backgrounds and Class Choice

Postby Siroh » Fri May 28, 2010 7:24 pm

Skirting race and class choices

Backgrounds and Class choice: Any background can become any class if the background story is well thought out. However, listed classes are those that are tolerated by the people of the predominant culture. If mage or cleric is not listed, then training in such a class may not be available locally, or it may lead to scorn. Such a character would be an outcast, or would have been forced to travel far afield to receive training.

To emphasize this, characters who take a class outside those offered by their background apply all the standard modifiers, but instead of rolling on the table from the background must choose a single ability focus. This choice is possible from any focus in the game, as it represents the character dedicating his effort to mastering one field without help from mentors, comrades or local resources.

Example: Fred wants to create a dwarven mage named Owlin. Dwarves are resistant to magic, and have a hard time shaping it because of this fact. Because of the cultural prominence of the iconic dwarven warrior, magic is seen as a cowardly combat skill. Owlin must eschew training with axes, and learning how to smith in order to find and memorize many long tracts on magic, which he undoubtedly had to steal or trade away precious resources for. Fred chooses Cunning (Arcane Lore) as his focus and makes his character a mage.
Last edited by Siroh on Fri May 28, 2010 7:40 pm, edited 1 time in total.
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Mage talents and new spellcaster actions

Postby Siroh » Fri May 28, 2010 7:39 pm

New Mage Talents

Divination Magic
Classes:
Mage
Requirements: You must have the Magic (Divination) focus.
You have mastered the keys to arcane information gathering.
Novice: You can see things hidden to most with ease. You may observe living magic as it is being woven, see rough outlines of invisible creatures and objects, and seeing at night with eyes equivalent to a cat. You only take penalties to actions in no light.
Journeyman: Your knowledge of Divination magic is profound. When you cast a Divination spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Divination spell.

Magical Adept
Classes:
Mage
Requirements: You must have a focus for an arcane magic school.
Novice: You have deepened your understanding of your chosen school(s) of magic. Once per day, you may cast a spell you do not know from any school of magic for which you have a Magic focus.
Journeyman: You gain one new spell. This spell must be from a school for which you possess the Magic focus.

New Spellcaster Actions

Detect Magic
All spellcasters can detect magic using their Magic ability as a minor action. The Target Number is determined by the GM, typically the higher the spellpower rating of the spell, the lower the difficulty. Characters who roll a 4-6 on the dragon die on this roll often learn what School of magic is in play as well. The GM may tell a player that their character can sense something when they are otherwise not busy, but is encouraged to wait for players to spend the action during combat, or other highly tense scenes.

Cantrip
Mages can expend a single Mana point as a minor action to produce a minor effect in line with spells they already know. This is much like starting a small fire in the hand after learning the Primal Magic talent. There is no Magic roll required, but the effect cannot be more useful than handling a simple chore for the mage, and the effect ends if the mage ceases concentration, is distracted, hurt, or casts a spell. It can be used to perform, so a mage could use a Cantrip action with a Communication (Perform) check.

Optional Rule: Learning Spells from outside your training:
Because of the setting, certain spell types are limited to specific types of casters, or limited by school. Any caster who learns and casts such a spell must pay additional mana points at the time of the casting to produce the effect. This additional cost is one-half the original Mana Cost.
This applies whether it is a unique spell of a particular sub-tradition, or is simply of a different power source. If the spell is normally not available to them, then they must expend more energy to use it. When learning such a spell, mark it in some fashion so that it is obvious that it is a crossover spell, and decide what school of magic it applies to in your character's tradition.

Example: A Cleric prays for divine inspiration for months and learns Shock. Her player writes it down as !Shock (Miracle, 6 mp) so that she remembers the school and the cost.
Last edited by Siroh on Fri Jun 11, 2010 12:48 pm, edited 2 times in total.
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Spells by School

Postby Siroh » Fri May 28, 2010 8:01 pm

Arcane Magic:

Spells belong to schools and are grouped by theme into specialties. There is no game mechanic for specialties, they simply help me put similar effects together, and help me make sure no school is terribly underserved.

There are 5 schools: Creation, Divination, Entropy, Primal and Spirit, and 50 different spells.

Creation has 3 specialties
Summoning (Cloud Kill, Light, Plant Growth, Summon Being)
Augmentation (Cat Eyes, Endure, Haste, Heroic Offense)
Transformation (Beastform, Beastform Curse, Fly, Shapechange)

Divination has 2 specialties
ESP (Fated Defense, Hear Thoughts, Query, Telepathy)
Sensing (Arcane Eye, Reveal, Scrying, Spirit Tracking)

Entropy has 2 specialties
Illusions (Cause Fear, Daze, Illusion, Phantasm, Sleep)
Necromancy (Drain Life, Mass Paralysis, Paralysis, Weakness)

Primal has 4 specialties
Air (Fly, Gust of Wind, Lightning, Shock)
Cold (Cone of Cold, Ice Storm, Winter's Grasp)
Earth (Earthquake, Stonefist, Petrify, Shards)
Fire (Flame Blast, Fireball, Meteor Swarm)

Spirit has 2 specialties
Abjuration (Anti-Magic Ward, Arcane Shield, Disrupt Magic, Spell Shield)
Arcane Control (Arcane Bolt, Control Undead, Enchanting Influence, Move Object)

Divine Magic:

There are 4 schools: Commune, Light, Miracle and Shadow, and 34 different spells.

Commune is a single specialty
Commune (Common Tongue, Find the Path, Query, Scrying, Spirit Tracking, Telepathy)

Light has 2 specialties
Blessings (Fated Defense, Fervor, Heroic Offense)
Channeling (Divine Weapon, Greater Turn Undead, Immolate, Light, Turn Undead)

Miracle has 2 specialties
Healing (Cure Ailment, Group Heal, Heal)
Interventions (Corruption, Disrupt Magic, Earthquake, Purification, Spell Shield)

Shadow has 2 specialties
Curses (Daze, Cause Fear, Mass Paralysis, Paralysis, Vulnerability Hex, Weakness)
Necromancy (Animate Dead, Control Undead, Death Spell, Drain Life, Negative Flow, Obscuring Darkness)
Last edited by Siroh on Sat Jun 12, 2010 5:15 am, edited 3 times in total.
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Rituals

Postby Siroh » Sat Jun 05, 2010 6:40 am

I know some people hate the rituals in D&D 4E, but for my money they separate seldom used or extremely powerful abilities from the spells a caster is going to use all the time.

The gist of my implementation of a ritual is that it is a spell that is an advanced action rather than a simple action of spell casting and rather than learning them via class powers or talents, they must be found or purchased, and you have to have the scroll or book on hand to use them. Just as with normal spellcasting in AGE, the issue of material costs is ignored.

When a roll is called for, (because if there is no duress or consequence for failure, the caster will eventually succeed) a ritual once begun must be uninterrupted or fail. This means that if the caster stops casting because of fatigue, attack, or lack of mana the ritual fizzles. Rituals tend to have low mana costs because that amount must be expended on each action. The casting time is the amount of time each casting action takes. If there is no need for a roll, but mana expenditure is important assume it takes the Threshold divided by 3, round down in number of actions to succeed.

Vision
Magic School:
Divination/Commune; Spell Type: Utility; Mana Cost: 2 MP
Casting Time: 10 Minutes; Target Number: 11; Threshold: 10
Test: None; Value: 25 gp
You use the ritual formula to enter a trancelike state and experience a daydream. You may let the higher powers or fate determine what you see, or you may ask a single question. The answer to this question will play out in the daydream, whether the events unfolding take place in the past, present or future. The daydream may even be a chain of related but separate events. A non-specific vision may be more chaotic and disjointed, but may cover multiple events which could lead to information the caster does not even know he or she needs to learn.
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Postby havard » Fri Jun 11, 2010 6:40 am

Looks interesting Siroh! :)

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Postby raskal » Sat Jun 12, 2010 1:19 pm

havard wrote:Looks interesting Siroh! :)

Havard

Hey Harvard, you will adapt Blackmoor Settings to DA game engine ? :P
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Re: Rituals

Postby ~hanzo~ » Mon Jun 28, 2010 4:37 pm

Siroh wrote:I know some people hate the rituals in D&D 4E, but for my money they separate seldom used or extremely powerful abilities from the spells a caster is going to use all the time.

The gist of my implementation of a ritual is that it is a spell that is an advanced action rather than a simple action of spell casting and rather than learning them via class powers or talents, they must be found or purchased, and you have to have the scroll or book on hand to use them. Just as with normal spellcasting in AGE, the issue of material costs is ignored.

When a roll is called for, (because if there is no duress or consequence for failure, the caster will eventually succeed) a ritual once begun must be uninterrupted or fail. This means that if the caster stops casting because of fatigue, attack, or lack of mana the ritual fizzles. Rituals tend to have low mana costs because that amount must be expended on each action. The casting time is the amount of time each casting action takes. If there is no need for a roll, but mana expenditure is important assume it takes the Threshold divided by 3, round down in number of actions to succeed.

Vision
Magic School:
Divination/Commune; Spell Type: Utility; Mana Cost: 2 MP
Casting Time: 10 Minutes; Target Number: 11; Threshold: 10
Test: None; Value: 25 gp
You use the ritual formula to enter a trancelike state and experience a daydream. You may let the higher powers or fate determine what you see, or you may ask a single question. The answer to this question will play out in the daydream, whether the events unfolding take place in the past, present or future. The daydream may even be a chain of related but separate events. A non-specific vision may be more chaotic and disjointed, but may cover multiple events which could lead to information the caster does not even know he or she needs to learn.


I completely missed this when I made my post. I really like how 4E rituals separate out spells for combat and those you most likely would not.
I think this is a good fit for the AGE system or at least for Porting dragon age to another fantasy setting.
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Re: D&D via AGE

Postby ~hanzo~ » Tue Jun 29, 2010 5:32 pm

Here is what I have for my home brew setting so far.

http://gamingronin.blogspot.com/
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Centaur

Postby Siroh » Sat Oct 16, 2010 11:33 am

Centaur
Humanoid
Abilities (Focuses)
1 Communication
3 Constitution (Stamina)
0 Cunning (Natural Lore)
3 Dexterity
-1 Magic
3 Perception
5 Strength
2 Willpower
Combat Ratings
Speed: 15, Health: 35, Defense: 13, Armor Rating: 0
Attacks
Battle Axe +5, 2d6+5
Kick +5, 1d6+5
Long Bow +3, 1d6+6
Powers
Favored Stunts
: Defensive Stance and Skirmish
Weapon Groups: Axes, Bows, Brawling
Equipment:
Battle Axe, Long Bow, Quiver, Pack


Centaurs are plains or forest dwelling humanoids that appear to be human-horse hybrids, with the upper body of a human attached to the body, sans head, of a horse. They are isolationist, and fiercely protective of their tribal communities. Centaurs have little use for the written word and maintain an oral tradition of ancestral history and knowledge.
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Displacer Beast

Postby Siroh » Sat Oct 16, 2010 11:36 am

Displacer Beast
Monster
Abilities (Focuses)
0 Communication (Deception)
4 Constitution
-1 Cunning
3 Dexterity (Acrobatics, Stealth)
2 Magic
1 Perception (Hearing, Seeing)
5 Strength (Tentacle)
2 Willpower
Combat Ratings
Speed: 12, Health: 40, Defense: 12, Armor Rating: 2
Attacks
Weapon Attack Roll Damage
Bite +3, 1d6+7
Tentacle +7, 1d6+5
Powers
Dark Vision
: Displacer Beasts can see in the dark as if it were daylight. They suffer a -1 penalty to their Perception ability and all attack rolls if total darkness suddenly becomes brightly lit.
Displacement: The creature generates a magical illusion that obscures its true location. This provides it a +3 Defense against ranged fire, and a 50% chance that a melee attack will miss. (Decide each round before attacks are rolled whether Even Number, Odd Numbers, 4 or better or 3 or less will hit, and examine the attacker's dragon die)
Favored Stunts: Defensive Stance and Lightning Strike
Language: They speak and understand common human languages.
Thick Pelt: A Displacer Beast's Thick hide provides it an Armor Rating of 2.

A displacer beast is an ugly looking creature that resembles a black panther with a long torso, four forelegs and two back legs, and tentacles that sprout from the upper back and end in wide pads that sport blunt spines on the underside. Their oddest trait is that they are never actually where they appear to be, presening an illusion that they are displaced by a matter of feet in some random direction. This illusion changes all the time, and thus they are hard to hit with melee or ranged attacks.
Last edited by Siroh on Sat Oct 16, 2010 11:43 am, edited 2 times in total.
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Kobold

Postby Siroh » Sat Oct 16, 2010 11:39 am

Kobold
Humanoid
Abilities (Focuses)
0 Communication
-1 Constitution
1 Cunning
2 Dexterity (Initiative, Traps)
1 Magic
1 Perception (Searching, Smelling)
0 Strength (Spears)
-1 Willpower
Combat Ratings
Speed: 10, Health: 16, Defense: 12, Armor Rating: 2
Attacks
Weapon Attack Roll Damage
Bite +2, 1d6
Dagger +0, (1d6+1)/2
Throwing Spear +2, 1d6+3
Powers
Favored Stunts: Defensive Stance and Sieze the Initiative
Scaly Hide: Their scaly, leathery skin provides them an Armor Rating of 2.
Weapon Groups: Brawling, Spears
Equipment
Dagger, Throwing Spear

Kobolds are burrowing, reptilian humanoids of small, lean stature. They are cowardly when factors are against them, (especially numbers or size and apparent power of opponents). They set traps in their tunnels and use guerilla tactics extensively. Because of their natural assets they are never truly disarmed, but kobolds without an advantage run at the earliest opportunity.
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Mummy

Postby Siroh » Sat Oct 16, 2010 11:43 am

Mummy
Undead
Abilities (Focuses)
3 Communication
4 Constitution (Stamina)
0 Cunning
2 Dexterity (Brawling)
3 Magic
2 Perception
7 Strength
2 Willpower
Combat Ratings
Speed: 6, Health: 60, Defense: 10, Armor Rating: 6
Attack
Weapon Attack Roll Damage
Fist +4, 1d6+7
Powers
Favored Stunts
: Dual Strike and Mighty Blow
Highly Combustible: Mummies catch fire and burn with intensity of one d6 less than the fire source that touched them each round until they are consumed or put out.
Horrifying Appearance: Characters who look upon the form of the mummy must succeed at a Willpower (Courage) test versus TN 15 or be paralyzed with fear for 1d2 rounds (use the Dragon Die result divided by 3 to determine). This power has no effect again within 24 hours.
Howling Madness: A mummy automatically passes any Willpower (Morale) tests it is required to take.
Mummified Flesh: The flesh of a mummy is solid and unyielding, and provides an Armor Rating of 6. Furthermore, only fire and magical damage can deal Penetrating damage or bypass this armor rating.
Mummy Rot: The mere touch of a mummy carries the a curse with it. Each round that the mummy touches, or is touched by, a character the character gets a rot token. Once the character has more rot tokens than its Constitution it has contracted the curse. The character suffers 2d6 damage at the end of that round, and takes on a -1 penalty to Dexterity and Constitution. This damage and the penalties to the character's Abilities cannot be healed or counteracted by any means until the curse is removed. Any character who dies while so cursed turns into a pile of dust which blows away at the first good wind.
Some Mummies were priests or noblemen before death. These characters tend to be elite versions of the monster with the ability to cast Divine Spells with a Shadow bias. Treat them as 10th Level Clerics.
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Re: D&D via AGE

Postby Siroh » Sat Oct 30, 2010 5:59 am

a selection of magic items:

Potion of Agility
This potion gives the character that imbibes it a +1 bonus to Dexterity for the rest of the encounter. When first imbibed the character will feel light on their feet and capable when moving about. (Lasts for 1d6+6 times 10 minutes)

Portable Spell
A portable spell is a scroll, runestone or other piece of writing with the effects of a spell or ritual embedded in it. Any spell that does not require continued direction can be prepared in this manner, and the user need only succeed at a Magic test versus TN 12 to invoke it. The user can control the spell immediately upon release, but not any further. Attempting this is a full round action. Portable spells cost varying amounts, a fair rate is the cost to hire the caster for one hour on retainer or the going rate of the ritual casting.

Wand of Lightning Bolts
This wand fuels castings of Shock and Lightning. Arcane Lances made with this wand become extremely long range, able to hit targets up to 25 yards away. (Has 2d6+3 pool of mana that refreshes daily)

Staff of Wizardry
This staff provides a +1 bonus to the casting and Spellpower of all Entropy and Spirit spells. Any arcane lance made with this staff deals +2 penetrating damage and is highly flexible. The bearer can use the Disarm stunt for 1 SP instead of 2, or the Lightning Attack stunt for 2 SP instead of 3 when making an arcane lance attack. The bearer ignores 2 damage from all magic while holding the staff and the staff deals the bearer’s Magic ability in additional damage on a successful strike. This is a normal staff to all but arcane casters.

I have limited wondrous effects mostly to potions, jewelry and wondrous items, thus the changes in how wands and staves work above. On the other hand, the Staff of Wizardry is now the holy grail item for any mage, levels 1 through 20.
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Re: D&D via AGE

Postby jonchappellnow » Sun Oct 31, 2010 2:27 pm

I really like the work you are doing here!

It would be great if someone would compile a bunch of these conversion rules into a shared, public domain book.
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Re: D&D via AGE

Postby Siroh » Mon Nov 01, 2010 6:24 am

jonchappellnow wrote:I really like the work you are doing here!

It would be great if someone would compile a bunch of these conversion rules into a shared, public domain book.


I normally don't announce things like this before release because I don't have a steady schedule to work on it, but I'm halfway done with writing and layout of my Known World conversion. The bulk of the doc is still ahead of me though, with overviews for each country in the Mystaran Known World region, plus backgrounds etc. unique to them.

My goal is pretty much to have everything a player at my table would need to create their own character, and still fit the unique flavor of the setting I'm working with. I've tossed in some stuff for other GMs like a handful of monsters, and magic items but the hypothetical Adversary Compendium I & II documents won't fill themselves up just from my own table's usage.

I'm always happy to have help with the content though. If anybody feels up to it, I have a list of magic items & creatures I haven't written up yet.
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Re: D&D via AGE

Postby Siroh » Fri Jan 07, 2011 4:01 pm

Here it is.

Code: Select all
http://dl.dropbox.com/u/7167214/Mystara-The-Known-World.pdf

13.6 mb PDF

I'm working on adversary compendium entries now, but that is moving at the speed of what I think I'll need, so don't expect much anytime soon (although I think I crested 50 pages of monsters a while back.)
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Re: D&D via AGE

Postby jonchappellnow » Fri Jan 07, 2011 8:05 pm

Wow! This is very impressive. Great job!
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Re: D&D via AGE

Postby Twin Agate dragons » Sat Jan 08, 2011 12:38 am

Very nice!
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Re: D&D via AGE

Postby raskal » Sat Jan 08, 2011 1:20 am

It's a wonderful works with a very professional way
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Re: D&D via AGE

Postby Siroh » Thu Jan 13, 2011 4:26 pm

Thanks for all the kind words
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Re: D&D via AGE

Postby HalWhitewyrm » Fri Jan 14, 2011 10:25 am

Siroh wrote:Here it is.

Code: Select all
http://dl.dropbox.com/u/7167214/Mystara-The-Known-World.pdf

13.6 mb PDF

I'm working on adversary compendium entries now, but that is moving at the speed of what I think I'll need, so don't expect much anytime soon (although I think I crested 50 pages of monsters a while back.)


Image

Seriously. Wow. I want to feature this on the Dragon Age Oracle. Would you be up for it?
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Re: D&D via AGE

Postby mindshadow2k » Fri Jan 14, 2011 2:14 pm

This was more then jaw dropping good! Utterly fantastic work!
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