D&D Spell Critical Success Hit Chart

As much as I wanted to give a full 100 options to this one, I kept finding it difficult to introduce ways in which the spell worked without making it over-powered. It’s only a d20 (at this time.. I may revisit this chart and add more to it).
There also has to be the assumption that the Spell Critical Successful Hits are combat spells and not just a sucessfuly cast non-combat spell. For example:

Know Direction
Bards and Druids can cast this.
You instantly know the direction of North from your current position. The spell is effective in any enviornment in which “North” exists, but it may not work in extraplanar settings. Your knowledge of North is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

How would you define a Critical Success on that? Either it work or it doesn’t. Besides.. what GM is going to make you roll.. well.. okay, there ARE certain circumstances I suppose.. It’s windy, there is a sand-storm, at night, and you just woke up, it’ll be a DC check of.. 15? So yeah, I guess there could be an instance like that. But this chart does not go there. Instead it just applies to combat spells.

With that in mind, know also that the spell cast always works as intended with the following additonal effects:

1: You feel a twinge in your mind, you gain 1d100 exp.

2: You gain +1d8 to ALL saves for 2 turns.

3: Time stops for your enemies for 1d4 rounds.

4: You have no need for eating, drinking, or sleeping for 1d2 days. No spells are lost during this time.

5: You immediately are able to cast another spell on this same turn, but you cast it after all other initiatives have gone.

6: 1d4 lightning spheres bursts forth from the ground and each dealing 1d8 damage to your enemy.

7: Your target’s hands lose their bones for 1d2 rounds, if holding an item (weapon, wand, shield, etc) it is dropped and they are considered unarmed.

8: Your skin turns crimson for 1d8 hours and causes all enemies that see you to make a Fear check vs your Charisma. Should target fail this check, they are frightened.

9: A duplicate of yourself appears 1d5 feet away from you, they are an exact copy of you and for the rest of the battle each spell you cast they cast. Every roll you make applies to their actions as well.

10: Your spell does an additional 2d12 damage to your target.

11: Your eyes turn black for 2d5 days and you now have night-vision for the duration.

12: 2d100 small spiders erupt forth from the ground and mass attack your target, wrapping the target in webbing for 1d4 rounds. The tiny spiders seem to smile at you then march their way back underground.

13: After you finish your spell you notice a new ring on one of your fingers. It has within 1 limited Wish spell.

14: A random party member gains 1 point to their lowest stat, this is permanent.

15: You hear what sounds like a million voices cry out, then silence. All enemies are silenced for 1d2 rounds.

16: A shimmering Gate opens behind you. It is up to the DM to determine where it goes should you choose to enter. It will remain open for 1d4 hours.

17: All weapon on all party members glow blue for 1d4 rounds. While glowing the weapons deal as extra 4d6 damage.

18: Your target turns on his/her own party on the next round, if it is a solo fight then they attack themselves the next round. They return to normal the round after that.

19: Your attack deals 4x damage.

20: The area fills with whisps of black smokey tendrils, they weave among and around your party as if seeking something out. The tendrils come together and force their way into the mouth of your enemy. Your enemy is paralyzed for 1d2 rounds. At the end of those rounds, if your enemy is still alive, he/she will explode in a splash of black smoke. His/her gear is completely unharmed and can be looted.

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dndproductsfeature

New AD&D Products

Listed here are some new AD&D products.  Be sure to look at the release date as some of these are not out yet (as of March 19th, 2013).  These all take me back to my 1st days of Dungeons and Dragons, and these guys all look SHARP!  The 1st edition reprints all have gold gilded page edges, and of course are all hard-covers.  I’ve not seen the 2nd edition reprints yet, but I’ll let you know the details of them as soon as I can.  The big-daddy-goodie, however, is last on this list.. Scroll down to see it if you must, but please, don’t drool on your keyboard.  I’ll post more details about it when it is released!

Oh, and one more thing..  Hit up your local game store to get these products!  ALWAYS go to your local game store first!  Without your local game store, games like these would not exist!

dndphbkPlayer’s Handbook
1st Edition Premium Reprint
Gary Gygax

In 1974, the world changed forever when Gary Gygax introduced the Dungeons & Dragons role-playing game. The legacy of his innovative ideas and the extensive reach of his powerful influence can be seen in virtually every facet of gaming today.

To help honor his work and his memory, we created limited-edition reprints of the original 1st Edition core rulebooks: the Monster Manual, Player’s Handbook, and Dungeon Master’s Guide. These premium versions of the original AD&D rulebooks have been lovingly reprinted with the original art and content, but feature an attractive new cover design commemorating this re-release.

Your purchase of this monumental book helps support the Gygax Memorial Fund—established to immortalize the “Father of Roleplaying Games” with a memorial statue in Lake Geneva, WI.

Item Details
Item Code: 02410000
Release Date: July 17, 2012
Format: Hardcover
Page Count: 112
Price: $34.95
ISBN: 978-0-7869-6243-3
dnddmgDungeon Master’s Guide
1st Edition Premium Reprint
Gary Gygax

In 1974, the world changed forever when Gary Gygax introduced the Dungeons & Dragons role-playing game. The legacy of his innovative ideas and the extensive reach of his powerful influence can be seen in virtually every facet of gaming today.

To help honor his work and his memory, we created limited-edition reprints of the original 1st Edition core rulebooks: the Monster Manual, Player’s Handbook, and Dungeon Master’s Guide. These premium versions of the original AD&D rulebooks have been lovingly reprinted with the original art and content, but feature an attractive new cover design commemorating this re-release.

Your purchase of this monumental book helps support the Gygax Memorial Fund—established to immortalize the “Father of Roleplaying Games” with a memorial statue in Lake Geneva, WI.

Item Details
Item Code: 02390000
Release Date: July 17, 2012
Format: Hardcover
Page Count: 240
Price: $44.95
ISBN: 978-0-7869-6241-9
dndmmMonster Manual
1st Edition Premium Reprint
Gary Gygax

In 1974, the world changed forever when Gary Gygax introduced the Dungeons & Dragons role-playing game. The legacy of his innovative ideas and the extensive reach of his powerful influence can be seen in virtually every facet of gaming today.

To help honor his work and his memory, we created limited-edition reprints of the original 1st Edition core rulebooks: the Monster Manual, Player’s Handbook, and Dungeon Master’s Guide. These premium versions of the original AD&D rulebooks have been lovingly reprinted with the original art and content, but feature an attractive new cover design commemorating this re-release.

Your purchase of this monumental book helps support the Gygax Memorial Fund—established to immortalize the “Father of Roleplaying Games” with a memorial statue in Lake Geneva, WI.

Item Details
Item Code: 02400000
Release Date: July 17, 2012
Format: Hardcover
Page Count: 128
Price: $34.95
ISBN: 978-0-7869-6242-6
dndueUnearthed Arcana
1st Edition Premium Reprint
Gary Gygax

In 1974, the world changed forever when Gary Gygax introduced the Dungeons & Dragons role-playing game. The legacy of his innovative ideas and the extensive reach of his powerful influence can be seen in virtually every facet of gaming today.

To help honor his work and his memory, we created limited-edition reprints of the original 1st Edition core rulebooks. Now, the original Unearthed Arcana has been faithfully reproduced in a new premium edition with gilded pages. The cover design mirrors that of the premium reprints of the 1st Edition Player’s Handbook, Dungeon Masters Guide, and Monster Manual. This book includes errata published in Dragon magazine.

From the book’s foreword by Gary Gygax:

As the original volumes of the game system (Monster Manual, Players Handbook, and Dungeon Masters Guide) have altered from their first editions, so the game has changed in form and substance. This new material grew from my own campaign, articles published in Dragon Magazine, and input from many Dungeon Masters and players also. The book has a single purpose: Unearthed Arcana brings new dimensions to the AD&D game system. The compiled material which lies herein offers fresh new approaches to play without materially affecting any ongoing campaign adversely. This work does not alter former “laws of the multiverse,” but it does open insights and vistas beyond those previously understood and seen. . . .

Every Dungeon Master who has created a campaign milieu out of whole cloth, so to speak, can certainly understand that the more one learns, the more one comes to understand how little he knows. So too the multiverse of this game system. The farther afield one goes in exploration and discovery, the greater the realization of how vast is the realm of unknown knowledge which awaits discovery, as it were. However, such as with our actual world, the expanses of the game multiverse will always have frontiers and unexplored territories. This fact, indeed, is what makes the AD&D game system so wonderful and appealing.

Item Details
Release Date: February 19, 2013
Format: Hardcover
Page Count: 128
Price: $49.95
ISBN: 978-0-7869-6444-4
dndddDungeons of Dread
S-Series
Wizards RPG Team

Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules — S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth — complete with original black-and-white interior art.

S1: Tomb of Horrors: In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rest the evil Demi-Lich.

S2: White Plume Mountain: It has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. Now, the former owners of Wave, Whelm and Blackrazor are outfitting a group of intrepid heroes to take up the challenge of recovering these magical weapons from White Plume Mountain.

S3: Expedition to the Barrier Peaks: From the preface by Gary Gygax: “This module was begun early in 1976 when TSR was contemplating publication of a science fantasy role playing game. Jim Ward had already shown us some rough notes on Metamorphosis Alpha I thought it would be a splendid idea to introduce Jim’s game at Origins II, and introduce the concept to D&DO players by means of the tournament scenario. I laid out the tournament from old “Greyhawk Castle” campaign material involving a spaceship, and Rob Kuntz helped me to populate the ruined vessel.”

S4: The Lost Caverns of Tsojcanth: In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage—if you live!

Item Details
Release Date: March 19, 2013
Format: Hardcover
Price: $39.95
ISBN: 978-0-7869-6461-1
dndphb2Player’s Handbook
2nd Edition Premium Reprint

For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Player’s Handbook presents all of the information a player needs to create an AD&D character from scratch and advance the character in level.

Item Details
Item Code: 35740000
Release Date: May 21, 2013
Format: Hardcover
Page Count: 320
Price: $49.95; C$58.00
ISBN: 978-0-7869-6445-1
dnddmg2Dungeon Master’s Guide
2nd Edition Premium Reprint

For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Dungeon Master’s Guide presents all of the information a DM needs to run adventures, challenge players, and advance his or her campaign.

Item Details
Item Code: 35760000
Release Date: May 21, 2013
Format: Hardcover
Page Count: 256
Price: $49.95; C$58.00
ISBN: 978-0-7869-6447-5
dndmm2Monstrous Manual
2nd Edition Premium Reprint

For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Monstrous Manual presents hundreds of iconic monsters, each one presented with full-color art and a detailed one-page description.

Item Details
Item Code: 35750000
Release Date: May 21, 2013
Format: Hardcover
Page Count: 384
Price: $49.95; C$58.00
ISBN: 978-0-7869-6446-8
dndorigOriginal Dungeons & Dragons RPG
Original Edition Premium Reprint
Wizards RPG Team

A premium, deluxe edition of the Original D&D “White Box”!

The original Dungeons & Dragons boxed set was published by TSR, Inc. in 1974 and was the very first roleplaying game, introducing concepts that have persisted throughout later editions. It included three small rules booklets in a white box.

This deluxe, premium reprint of the original “White Box” features new packaging and includes the following seven booklets (plus, reference sheets):

  • Volume 1: Men & Magic
  • Volume 2: Monsters & Treasure
  • Volume 3: Underworld & Wilderness Adventures
  • Supplement I: Greyhawk
  • Supplement II: Blackmoor
  • Supplement III: Eldritch Wizardry
  • Supplement IV: Gods, Demi-Gods & Heroes

Each booklet features new cover art but is otherwise a faithful reproduction of the original, including original interior art.

Item Details
Item Code: 45390000
Release Date: November 19, 2013
Format: D&D Boxed Game
Price: $149.99; C$172.00
ISBN: 978-0-7869-6465-9

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D&D Melee Critical Hit Chart

Fans of this site have seen the Critical Spell Fumble Chart. Ever since, I’ve been getting requests for a Melee Critical Hit Chart. It’s seen some tweaks over the years, and I’ve recently updated to so that it could be incorporated into almost every edition of Dungeons and Dragons.
I knew right off the bat that I wanted to avoid % hits.
“Oh, I rolled a crit, let me roll a die and see how much additional % in damage I do!”
How boring.
I wanted something creative, fun, perhaps a touch on the comedic side, but most off I wanted something effective.
My first step was to determine the criteria for actually getting to the cart itself.
Melee Critical Hit Chart.
I roll my D20 and roll a natural 20.
Cool, that’s established, now what? Well, it’s a melee attack, so that’s combat close up, like with a blade or hammer, right? Yep. Does that mean that spells are out? I think so.
A Critical Hit is the best kind of hit you can do, and I knew I wanted a chart of 100 “things” that could happen. That means that rolling a 100 would have to be spectacular and a roll of a 1 would be just eehhh. Oh, a roll of a 1 is still a critical hit, it’s just not going to be as cool of a hit as a roll of a 100 would be.
Each of the things listed in the chart are IN ADDITION to the damage the player would normally do with their weapon on a critical hit. For example, let’s say your fighter is attacking with a Large Longsword +4, rolls a 20 to call up the CHC and then rolls a 62 (Your weapon hits the enemy doing maximum weapon base damage.) You, as the DM, will apply the damage as normal from the hit (large longsword +4 is 2d6+4 damage and crits on a 19-20/x2). Let’s say the d6 rolls were 4 and 5; that would be 4+4 + 5+4 for a total of 17 damage plus the x2 damage multiplier for the crit for a total of 34. THEN you add in the CHC’s effect from the roll of 62 (maximum base damage from a large longsword is 2d6 or 12); so you are dishing out a total of 46 damage. If you feel the effect is too much, drop the crit damage (in this case x2) or alter the effect itself. You’re the Dungeon Master, make it your chart. Most of these effects are geared towards the enemy being of a humanoid make. Adjustments can be made if you are fighting something of a different nature.
This chart is just there to add flavor, man. I realize that many DMs will need to alter some of the events that take place in the chart below. Just use it as a guide.
Okay, I’ll stop blathering and give you the chart.. Just keep in mind, ultimately it is up to the Dungeon Master to determine if this chart will work in your particular fight. Feel free to adjust any of these to fit your campaign or play style.
1. Your enemy tries to block your attack, however your attack is more powerful than they anticipated, they drop their weapon; it finds a weak spot in their footwear, they are unable to flee or move and are considered unarmed.

2. Enemy tries to block your attack without using their weapon (or shield); your attack slices their arm off at the elbow (or smashes the arm if a non-bladed weapon is used). Enemy’s Dexterity is halved until healed.

3. Enemy realizes a powerful blow is about to land and they know they can do nothing to stop it; they drop their weapons and offer no resistance to the attack. Add an additional damage die to the attack.

4. You attack finds a weak spot in the enemy’s armor; your attack ignores physical armor. Double the damage dealt.

5. Your attack stuns the enemy for 1D4 rounds.

6. You strike the enemy’s left leg, they fall to the ground.

7. You strike the enemy’s right leg, they fall to the ground.

8. You strike the enemy’s weapon, they drop it and must spend the next round picking it up.

9. You strike the enemy’s neck, they are incapacitated for 1d4 rounds and are dealt an extra d12 damage.

10. You strike the enemy’s crotch (there had to be a crotch shot). They drop to their knees and cry. They are incapacitated for 1d4 rounds, they take 1d6 damage immediately; then on next two rounds they take 1d4 damage each round.

11. You strike the enemy’s chest, breaking ribs. They are unable to swing a weapon or lift their arms above their chest. Enemy takes 1d6 damage.

12. Your hit does 2x damage.

13. Your attack exposes a weak spot in the enemy’s armor, next three attacks deal 3x damage.

14. Your attack mauls the enemy’s face, they take 1d12 damage this round, and an additional 1d6 damage each round until healed or dead. Their accuracy is reduced by half.

15. In your attack you feel a powerful wave wash over your, your hit strikes Fear (as the spell) into all enemies in a 15’ radius.

16. For a moment your weapon speaks to you as if it has gained Intelligence, it seems to guide itself and lands a blow dealing an additional 2d20 damage.

17. Your enemy tries to block your attack, but your weapon surges with power and breaks your enemy’s weapon.

18. Your attack removes 1D4 fingers from the enemy’s weapon hand; they suffer 1d4 damage per finger, and drop their weapon.

19. Your attack damages the enemy’s voice-box; they can no longer speak.

20. Enemy’s weapon arm is removed (or smashed if using non-slicing weapon) at the shoulder. They drop their weapon.

21. Your enemy tries to block your attack, but with a swift move you strike disarm your enemy and continue your attack. He is considered unarmed until weapon is picked up.

22. Your attack finds a critical part of the enemy’s armor and upon landing your blow the armor comes undone reducing it’s effectiveness on the next attack.

23. Your enemy is knocked to the ground and is stunned for the next 1d2 rounds.

24. Your attack ignores enemy’s armor. Enemy gets no armor saves.

25. Your attack breaks the enemy’s weapon arm, causing 3x weapon damage, and bounces off, landing on another enemy causing double weapon damage to them. If a second enemy is not within range ignore second effect.

26. Your attack hits with such force that the enemy’s armor is ripped apart and is knocked backwards.

27. Your attack stuns the enemy, enemy is dazed for remainder of round.

28. Your attack stuns the enemy, enemy is dazed for 1d4 rounds.

29. Your attack knocks the enemy down, they drop their weapon.

30. You feel a wind blow across your back as you make your attack. You are able to make a second attack with normal damage immediately. This second attack is treated as if enemy has been disarmed.

31. Your attack finds a vital organ in the enemy, they take an additional d12 damage every round until healed or dead.

32. Regardless of weapon type your weapon finds it’s way into the enemy and comes out the opposite side. Enemy dies instantly. You must spend next round trying to remove your weapon.

33. Your attack energizes you! In your minds eye you see yourself healthier! You are healed for 2d6 damage.

34. Your attack lands on a major artery of the enemy; they take an ongoing d12 damage each round until healed or dead.

35. Your attack lands a mighty blow; enemy suffers 1d4 Strength loss for 1d4 rounds.

36. Your attack lands a mighty blow to the enemy’s head; enemy suffers 2d6 Intelligence loss for 2d6 rounds.

37. Your enemy tried to block your attack but your attack is so powerful it causes the enemy’s weapon to smash back into their face. They are blinded for 1d4 rounds and in addition to your damage they also take their own weapon’s damage. No save throw.

38. Your attack causes the enemy to cower in fear for 1d4 rounds. During this time they are unable to attack or flee.

39. Your attack lands a concussive blow to the enemy’s head. They are knocked out for 1d4 rounds.

40. A flock of rabbits fly by. Yes, rabbits with wings. They fly in the air past you, confusing your enemy providing you an immediate attack of opportunity.

41. Your attack inspires the rest of the party with style and grace, each member gains 1d4 to their next initiative roll.

42. Your attack frightens the enemy so much that he craps himself. He is stunned for the next round.

43. Your attack lands successfully, but at the beginning of your next attack if there is an enemy within range, you deal weapon damage to that enemy as well as you rear up your weapon to attack again.

44. Your attack causes the enemy to cry out for his “maamaa!”

45. Your attack deals an extra 1d4 damage.

46. Your attack deals an extra 1d6 damage.

47. Your attack deals an extra 1d8 damage.

48. Your attack deals an extra 1d12 damage.

49. Your attack deals an extra 1d20 damage.

50. Your attack deals an extra 1d100 damage.

51. As your attack lands an arrow moves swiftly from somewhere behind you and strikes the enemy in the eye. Enemy staggers backwards and suffers 1d8 damage. Each time enemy tries to attack he must make a fortitude save or take an additional 1d8 damage. The arrow itself can be examined upon enemy’s death. It appears to be made of ornate carved bone and is hollow. Examining it closer reveals a note inside. The note reads: “The owls are not what they seem.”

52. Your weapon lands deep into the enemy’s side hip. The enemy falls in pain and as you remove your weapon you deal an additional 1d12 damage.

53. Your attack slices open the enemy’s belly, causing their intestines to spill forth. Enemy takes 5d12 damage and falls unconscious until he either is killed or bleeds out.

54. Your attack enrages the enemy causing them to rip off their armor and drop their weapon. On their next attack they charge you armorless and weaponless.

55. Your attack does an extra 2 points of damage this round, then 4 points of damage on the next round, 8 damage the next, 16 the next, 32 the next, 64 the next, and so on until enemy is dead. If one of the subsequent attacks is a miss then this exponential damage ceases.

56. Your attack causes the enemy to spin around dizzy, they lose their next attack.

57. Your enemy tries to parry but breaks their weapon hand’s wrist in the process. They drop their weapon and take 1d6 damage.

58. A feeling of nostalgia washes over your party and the enemy’s THAC0 suddenly appears and is set at AC 10 for the next 1d4 rounds.

59. Your weapon catches light and it glints off into the eyes of your enemy. Your enemy is blinded for the remainder of the round.

60. You feel rage build up within and as your weapon bites down upon your enemy you have a surge of Strength; add 1d6 Strength for the next 1d6 rounds. Damage this round adds this bonus as well.

61. You get a Called Shot on your next attack (as the 3.5e Feat). It hits automatically and there is no penalty. Maximum damage is made.

62. Your weapon hits the enemy doing maximum weapon base damage.

63. Your weapon clobbers the enemy’s jaw, he is treated as Wounded and cannot speak.

64. You strike a vital organ and do an additional 3d6 damage.

65. You suddenly feel a jolt in your legs and are able to make a free move and on your next attack you win initiative over your enemy’s attack.

66. You feel a sharp pain in the back of your head and suddenly are able to see your enemy’s next move. The pain causes 1d4 damage to you, but you automatically miss your enemy’s next attack and your weapon automatically deals maximum base damage (plus bonus damage if you have any).

67. Your weapon cuts deep into your enemy’s leg gouging his kneecap. Enemy takes 1d4 damage each round.

68. Your next attack will be an automatic Critical Hit, unless you roll a 1. If you roll a 2 to 20 roll on this chart and it is a beneficial effect for you. On a roll of a 1 roll on this chart and the resulted roll happens to you.

69. Your enemy is disarmed for 1d2 rounds.

70. In a swirling array of weapon swinging, your weapon dishes out an extra 6d4 damage, shatters your enemy’s weapon causing the shrapnel to explode, missing your party members but each of the other enemy’s get dealt 1d4 damage each.

71. Your attack is powerful! Your enemy is shoved backwards from the force of your blow and falls into the nearest (tree/wall/rock/ground) and takes an additional 2d6 damage.

72. Your attack stuns your enemy until he is successfully hit again. He then gets to attack on the round following that attack.

73. Your attack damage is doubled.

74. Your attack knocks the enemy prone and they fall on their weapon taking 1d4 falling damage in addition to their weapon’s maximum base damage.

75. Your enemy is in awe of your attack and must roll a save against your Charisma before he can attack again.

76. Make 5 Strength checks with a DC 15. Each success adds your Strength bonus to the damage.

77. You feel enraged, your attack is a frenzy; roll 5d4. On any rolls of 4 then roll 3d6. Add the numbers together and reference this chart; that is your Critical Effect.

78. You feel your Strength surge, add an extra 2d6 to your damage.

79. Your weapon strikes the enemy; roll twice on this chart and both effects happen.

80. As you swing your weapon the ground opens up beneath your enemy and he is swallowed whole. The ground closes up and there is no trace of the enemy. 1 Round later the ground barfs up every item your enemy had on him, fully in tact.

81. With this attack you feel enlightened with the ways of combat. Your strength gains a permanent +5 for the remainder of the battle.

82. Your attack deals triple damage.

83. By swinging your weapon you form a vortex that allows you to side-step into the nether, time has stopped for everyone except you. Inside the vortex you are healed to full, then you are spit back out and time begins again.

84. Your attack shakes your enemy to the core; his weapon falls from his hand, his shield strap breaks (if he was holding a shield), his armor falls off, and to top it off, his pants fall to the ground. He is, in all consideration, stunned for 1d4 rounds.

85. Your enemy sneezes and looses his next attack.

86. As you attack your enemy tries to parry, however, you are able to flip his weapon out of his hand and catch it in your free hand. You enemy is now disarmed and on your next attack you can swing with both weapons and deal half maximum weapon damage on your enemy’s weapon, unless you have two-handed weapon feat. If you are already attacking with a two-handed weapon you summon the fortitude and strength of a titan and are able to use the new weapon without penalty.

87. Your attack blow causes a spark against your enemy’s armor and sweeps into his eyes, your enemy is blinded for 1d4 rounds.

88. You cleave your enemy exposing bone and sinew, he shrieks in pain and cannot perform any actions other than writhing until healed or dead. Enemy takes 2d6 damage each round until healed or dead.

89. Your weapon deals an additional 4d6+4 damage.

90. With a swift swing of your weapon your enemy’s head is decapitated. Death is instant. There is no saving throw.

91. Your attack blows a concussive blow to the enemy knocking them out and reducing their HP to 1.

92. Your weapon slays your enemy, no saving throw. Your enemy’s soul becomes trapped within your blade and it is now considered sentient. It takes on the personality of your enemy, but does not consider you to be an enemy. From this point forward it will whisper to you telling you the vulnerabilities of your enemy’s race. You gain +7 damage bonus again all future enemies of that type.

93. Nothing happens. 1d4 rounds later your enemy drops dead.

94. You attack deals 6 times base weapon damage.

95. You phase out of the corporeal world during your enemy’s next attack, he automatically misses you, when you phase back in, you are standing behind him and are able to take an attack of opportunity.

96. Add your Strength and Dexterity together (base stats) and that is how much extra damage you deal to your enemy.

97. In a flurry of swings you artfully dismember your enemy’s arms and legs, leaving only his torso and head to deal with.

98. From now until end of combat you gain the Feat of Combat Reflexes each round. If you already have this Feat each attack you make is an automatic hit until end of combat.

99. You enemy dies in an explosion of gore. This causes all other enemies your party is fighting to cower in fear, each of your party members gains an attack of opportunity in addition to their regular attack.

100. You yell out after landing your blow and darkness fills the area, perhaps something was merely moving through the area, perhaps you chanced upon a ancient chant. All goes quit, and the darkness slowly fades. When the light returns all of your enemies are dead, their throats all cut. In addition, each of your party members (including yourself) are fully healed. Each party member now rolls a 1d20. Make note of each roll for each player. When next in combat, the number rolled for each party member will grant them vampiric abilities upon their weapon. When weapon damage is dealt the party member will gain that much health. In the event of a magic user using a spell however much damage that spell dishes out is how much health the magic user will gain. In the event of a healer casting a heal spell; that healer will gain the same amount of health that was provided. This effect lasts for X amount of rounds where X is the number rolled on the 1d20.

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March is D&D Month at GameMasters.com!

To honor the memory of Gary Gygax, the father of Dungeons and Dragons, GameMasters.com is going to only do posts relating to Dungeons and Dragons for the entire month of March.

Gary Gygax passed away on March 4th, 2008 and we simply want to remember all the fun that his imagination provides to us.

I can remember my very first D&D game.. (cue flash back sequence here)

I was at a friend’s house, his brother was looking over some books with some pretty cool artwork on them.  They were the Dungeon Master’s Guide and the Player’s Guide.  He briefly told us about what you do in the game and that it was more or less like playing a character in a movie.  We rolled up some very basic characters, seems to me that it probably took over two hours to make them, and we started playing.

I played a thief and we found ourselves in a room.  I went to disarm a trap and without warning I died.  I never found out what killed me (yes, obviously it was the trap, but I mean HOW did it kill me) because.. well.. I was dead.

I fell in love with the game and have been playing ever since..  (end flash back)

Over the years the game itself changed, D&D became AD&D, AD&D became 2.0, 2.0 became 3.0, and so on and so forth.  I played every incarnation of the game, but what I loved best was that YOU had the power to create WORLDS man!

I often found myself running the game, it seems that in the circles that I ran with everyone wanted to play and no one wanted to run the game.  I put on the Dungeon Master’s hat and away we went.  I quickly started developing my own world for my players to adventure in.  Yeah, we used modules every now and again, usually when I was too busy to sit down and think up an adventure for that week.

My first group consisted of 4 players.  I think the largest group I ever ran was around 16 players.  It became so big that I had to recruit an assistant DM to help me.  Eventually I had to get a 3rd DM and the group split into 3 groups; all the while players mixing and moving back and forth between all three DMs.  This was now beyond cool.  I mean here we had a steady group of about 16 players (and each one usually always showed up), and 3 guys running each group.  All three of us (the DMs) would meet up once a week, usually the day before the game, and discuss briefly what the night’s adventure was going to be.  About once a month we would discuss how to do a crossover so that players could move to a different group if they wanted.  Man, that was so much fun.  We even had a pizza place just a few doors down, what more could you ask for?  This went on for the better part of two years!

Eventually we started loosing players.  People started working, a few got married, a couple had kids, life man.  Life started to happen.  The three of us got together and decided to have one final epic battle; a three headed dragon vs all the players.  I think in the end only three players remained alive, but that dragon (and all three of it’s heads) died a horrid death.  To use the vernacular of today’s youth, it was epic.

A few players wanted to keep playing after that; they rolled up new characters and we continued to play.

My point in all of that is this; without Gary Gygax’s imagination there would be a major chunk of my own imagination that would have probably never developed.  At least not in the way that it did.

SO.. with that said, let’s have some fun this month with some good ol’ Dungeons and Dragons!  I’ve got loads of goodies to post for you: Melee Critical Hit Cart; reviews of some older modules; reviews of some new D&D books; Riddles; and perhaps some give-a-ways or two!  Bookmark us and keep checking back all month long!

Oh, and one more thing.. Be sure to support your local game store.  Without them gaming would not be what it is today.  I speak from experience that gaming retail is a difficult business to survive in.  Go buy a D&D book or at least some dice on your next game store run.

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Legions of Steel – Miniatures Game

I’ve always been a fan of miniatures. We used to buy the Ral Partha minis waaay back in the day and use them to represent our AD&D characters. We never thought of building terrain to help visualize our game campaigns, and we certainly never thought about building a game totally around the minis themselves.

That all changed for me back in the summer of 1994. I was introduced to the boxed game called Legions of Steel. It had little square tiles that would “snap” together. The game setting was the future, thus the tiles had a futuristic print applied to them, they looked like the innards of a space-ship or a future military base.
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There were two types of minis; human space marines and the robotic machines. You rolled dice, there were loads of little cardboard tokens that signified when you were shooting your gun, when you tossed up a shield wall, or when you threw out a grenade. The scenario (and there was countless scenarios you could play) we did was simple, the machines had taken over a bunker and were trying to implant a virus into the computer system. It was the job of the humans to reach the computer center and either take out the enemy or blow up the computer center.

los1I played the machines. There were 3 rounds left before the program infected the computers, I was down to 1 machine left. There were 2 marines coming at me from down the hall. I moved into a room and stopped. They approached and I tossed a grenade. I fumbled my throw and it dropped at my feet. Somehow I managed to kill the two marines and myself with that grenade. Game over right? Nope! With two rounds left and no marines to stop the program, the virus got sent and even though all my machines were now piles of scrap, I won the scenario!

I’ve been hooked on it ever since.

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After a month or so of playing, it sure did feel like this was a game of Humans vs. Terminators. I painted my machines to look like Terminators and the scenarios quickly morphed into something that John Connor would face. We even created special stats just for one marine and named his John Connor.

One day, while playing, a 3rd person wanted to play.  How could we do that?  We then decided to get a 2nd box of Legions of Steel and mesh the two games together.  This called for a different color scheme for the machines, this time they were painted red (just because red was my favorite color).  We used the same rules, no worries there, and just expanded the board by adding more tiles.  Now it was two factions of Terminators vs. Humans.

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Now I had many more tiles to work with but I wanted something big.  Something grand.  Something effing epic!  Then it hit me…  What if I added some Aliens to the mix?  Oh sure, a new set of rules had to be created for them, but hot damn this was going to be some hot-diggity fun!

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los8And then I ran across even more Aliens and like the red Terminators I gave these guys a different color scheme too.  Now we had enough board and teams for 5 players!  Yeah, the face-huggers couldn’t do squat to the Terminators, but the acid sure did work a number on them!  And oh yeah, everyone could team up and go after 1 specific team.  It was bloody chaos!

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But it wasn’t over yet.  My role in the game swiftly went to the sidelines because with so much going on, the rules got a little complicated.  I mean, shucks, we did deviate a bit from the main rules set.  Yes, the marines still used the same rules and the machine did as well, but now we had Aliens and multiple teams, it was getting crazy.  Yeah, I felt it best if I just mediated the game from now on.  We still played some one on one games, because I missed playing, but damn, it sure was fun to be the one who master-minded everything.

Then I had a grand idea…

Oh hell no.  During once scenario I told them there was a massive rumble felt deep within the facility.  When one of them went to check it out they found bleached skulls…

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And so introduced my newest game idea.   We had been playing for about an hour when I introduced him.  The players cheered and the Terminators immediately teamed up.  The two Alien players tried to team up, but team 1 ended up backstabbing team 2 and they all died (team 2).  The humans were trapped in the middle but did fairly well.. until they ran into this:

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Oh yeah, a Predator.  I never finished painting it but that didn’t stop us from having a grand game.  Humans were slaughtered, machines were reduced to slag, aliens oozed acid all over the place.

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Then in the end… everyone died.  There was no stopping…  HER.

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From 1994 up to about 2003 we played this game, the various “home-brew” scenarios, and we had FUN.  Eventually the cardboard tiles got pretty tired, they were cardboard after all.  Eventually we starting making out own terrain, players came and went, but the game itself was legendary in the game store.  I’d highly recommend picking this one up if you can find it.  I’ve still got mine along with all the minis and now me and my two kids play it…  Quite often.

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