Monday, June 4, 2012
Open Quest Magic Point Store - House Rule
Being that the first Chapter of our Open Quest PBEM game just finished and my players were eagerly ready to spend some improvement points I thought it was a good time to drop in this house rule, intended to fill in a big hole I spotted in the rules system:
A spell caster must bind themselves to a magic point store in order to use it.
The process takes 1d20 hours to complete (and a successful skill check). Once this is complete the caster has access to the magic points in the item. PC's and NPC's can have no more than 3 bound magic point stores at any 1 time.
This rule will stop PC's (and enemy NPC's) from having endless magic point stores (granting them pretty much unlimited magic points).
This rule only applies to magic point stores that a caster can use to fuel his own spells. If an item has the ability to cast a certain spell (wand of flame arrows) then the caster can use it until it runs out of points and it doesn't count against his 3 bound magic point stores.
Next up I'm coming back to my work on S&W house rules. I'm working on Clerics and Wizards next. I don't think I'm actually going to make many changes here, just new spells and different flavors that would be realms specific.
*Pricelessly awesome bonus quote from the website where I found the picture:
"crystals are on the "dew line of consciousness," meaning that they are going to assist us in bringing in the New World which everybody in the New Age community knows is destined to be. That's why so many crystals that went to sleep after Atlantis was destroyed, are now waking up and reemerging, and finding their way back to their keepers. In Atlantis, crystals had a much different role than they do now. There, they functioned as these huge monoliths that powered cities. Nowadays, crystals also power our world, not as these huge monoliths, but rather as small silicon chips in our computers and our time pieces."
This quote was not from an RPG gaming website, real live people actually seem to believe in the power of these crystals and that the crystals are alive and are somehow communicating with them...
I really can't say any more about magic point stores in Open Quest or about crystals. This quote is so awesome, I will let it stand on it's own.
All your stupid crystals R belong to us!!!
Saturday, October 9, 2010
PBEM Update
into a large sack with a grimace. The rest of the party flexes, prepares, and
tenses for battle. Just then a cry is heard from the outside of the Chateau.
"An army of goblins are coming, and they brought a giant!!!!" Comes a cry from
Lo'Stranner.
Turning quickly, Leinen leaps quickly to the window and catches a glimpse of
Lo'Stranner running past the Chateau from the north side and heading toward the
south. He leaps into the underbrush of the forest just as a group of barbed
arrows slam down into the soft earth of the Chateau's lawns.
This army must be at his heels.. which means you only have moments to decide how
to react!!!
Tuesday, April 13, 2010
Recent History and Strange Observations
paint (you can see where it was scraped off in some spots. Also in the chests
there are more pants, shirts, bandages, a jar of what looks to be a salve of
some sort, and a light cudgel.
The rest of the room is bare except for a deck of cards on one of the small
tables. There are two doors in the back of the room one on the wall to the left
and one on the far wall. Esmeralda hears a slight buzzing noise on the other
side of the door to the far wall.
Monday, March 15, 2010
Updated Game Map and Related Information

Sunday, March 7, 2010
My new player
Monday, February 15, 2010
PBEM Resource

Thursday, February 4, 2010
Clockwork Wasps
Tuesday, January 19, 2010
New Monster: The Hextasaur
Hextasaur
Creature Type: Mutant (insect - reptile hybrid)
Size: Large
No. Enc.: 2d10
Alignment: Neutral
Movement: 30 ft
Armor Class: 6 (4 from the front)
HD: 4d8
Attacks: 1 or 2
Damage: Bite 2d4, Tail 1d12
Saves: P
Intelligence: Animal
Treasure: Nil
Special: Feelers, hard to knock prone
Description: Hextasaurs are desert dwelling hybrids with insect and reptilian features. The creature has six legs on the torso, propelling forward the crocodilian like head that is plated with chitinous armor ridges. It can attack with either its bite or by lashing out with its serpentine tail which has sharp edges like blades running down it.
Hextasaurs live in caves where they lay eggs. Their eggs suffer a low birth rate due to feeding by the adult pack combined a complete post-copulation parental detachment. The low birth rate keeps the population typically less than two dozen of a pack. The Hextasaurs have a pair of long feelers that come off the head of the beast and can be used to track scents with the same efficiency as a bloodhound. They will track wounded creatures for hours or even days if the wounds are not bound or healed.
Hextasaurs emit a high pitch shriek when startled or when defending their food source from another predator. When they shriek the plates around their head come up similar to a lion’s mane from their normal position of lying flat along the neck.
Hextasaurs were created for my Greyhawk campaign and were placed in the Bright Lands desert where they are inhabiting a small portion of this sunken city my PC’s are investigating. The PC’s were shaken somewhat by their appearance and did not decide to engage them in combat. My explanation for the generation of these creatures is by mutation of indigenous reptiles by evil magics from an otherworldly visitor lying beneath this sunken city for centuries.
Friday, January 15, 2010
Greyhawk PBEM Update
Saturday, January 2, 2010
Example - combat vs. skeletons
Rolling the Dice
When I first started playing games over the internet I decided to play them over a chat client (mIRC) and we used a dice roller that would allow for rolls to be generated in the screen. You could also program scripts into the client, such that I could pregenerate all of the room descriptions for my map such that if the PC's entered room 12 I would go to lvl1-12 description in the client (using a short cut key like cntrl+shift+0112) and the room description would drop right down into the window. If you wanted to roll some dice you typed /roll 3d6 and you got some results. All my players were able to roll their own dice for saves and attacks and we color coded the text such that descriptive text was one color and command text and bot output was another color. This allowed you to focus on the descriptive text but reference the mechanics as necessary. I also played a couple of fudge campaigns and you could preprogram common tasks like roll 4 fudge dice.