Results for tag: D&D
Posted by: theunknownreturns on May 18, 2010 at 02:40:31 PM
Section 3:Skills, Feats and Spells- “True power is only an illusion, and I am the master of the art.” (Illusionist Vox)
A sea of change.
The Red Steel Campaign probably differs the most from regular D&D games in skills that are available and needed. Step-by-step I will explain where there are changes in present skills and spells and then list the new skills and their uses. This will not be a comprehensive list and it would be great if players would like to take time to add pieces of their own
Old skills with new tricks…
Some old skills from 3.5 will have to function in a new way in order to be useful and to cover the unique demands of this later age. Some skills might even become obsolete and those will be mentioned as...
Posted by: theunknownreturns on May 18, 2010 at 02:36:53 PM
Section 2: Classes “It is not the weapon, but the skill that makes a warrior.”
There were a lot of class kits in the Red Steel Campaign. Usually it would make sense to just drop them, but they are integral to this world. It has taken a great deal of effort to make these classes from scratch and there is a chance that their abilities may not blend well with the other standard classes. There are still many more classes to be made, but in the interest of getting this game going they have been postponed.
This is the list of class kits originally available in the Red Steel Module-
Posted by: theunknownreturns on May 18, 2010 at 02:34:03 PM
Section 1: Races “We must all band together as brothers.” (Lord Mardune; Conclave of the Brothers of Stone)
The people of the SavageCoast.
There are many new and unique creatures of the SavageCoast. They have many specialized attributes developed from years of adaptation and survival against harsh environments. Many of these attributes have yet to be game tested so it may become necessary to make adjustments as issues arise. The original races of the D&D realm are still welcomed in this wild land, too. The main difference is that none of their sub-culture (including language) exists. These races are considered to have acclimated to their new countries of origin.
Each race heading has personality and physical descriptions that will help...
Posted by: theunknownreturns on May 18, 2010 at 02:28:56 PM
Land of the SavageCoast
Originally Copyrighted by TSR 1994
Updated to 3.5 ed by Shaun Blanchard
Introduction: “In the beginning …” (Genisis; 1:1)
What is the SavageCoast?
The SavageCoast, Red Steel Module, is to D&D what New Zealand is to medieval movie makers. This place honestly has everything you could imagine to spur years of adventuring. There are many different races and countries rife with conflict. Those with ulterior motives and delusions of grandeur can play havoc pitting the unwitting against each other.
Even more interesting is the rich history. There are secret societies and god-like immortal beings that walk the lands. With so many people vying for power whole countries were swept from existence. Their remnants...
Posted by: theunknownreturns on May 17, 2010 at 05:59:55 PM
This is the background of one of my most original and favorite D&D characters. As epic as this story is, this all takes place before I even roll the dice to generate my character's stats. I attribute this character with getting me through high school. This is, of course, my original creation, as are all other characters and events portrayed in this story.