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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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<blockquote data-quote="cavalier973" data-source="post: 8746965" data-attributes="member: 91595"><p>Going back a few pages, Morgan Ironwolf was the caller (until Silverleaf took over to talk to the hobgoblins), but her CHA score was 8. Interesting. </p><p>Also, Ironwolf wanted to kill the prisoners, because she was "Neutral", but in the character creation example, the player indicated that Ironwolf was aligned with Law.</p><p></p><p>My houserule for two-handed weapons (and crossbows) is roll 2d6, pick the higher roll for damage.</p><p></p><p>The Thoul made a comeback (along with the Rhagodessa!) in 4th Edition (Dragon #418).</p><p></p><p>Speaking of 4e, the "Nentir Vale" seems tailor-made for Moldvay B/X rules. You have a land that was once ruled by a competent and just empire, that fell to ruin a century prior. The vale is dotted with ghost towns and abandoned manors, filled with treasure and magical items that were accumulated during the empire's stable years. A century of cowering behind the walls of the few remaining villages and towns follows, but then brave adventurers begin to explore the ancient places, bringing out riches. As they grow in power and influence, the adventurers are given (or take for themselves) titles of nobility and other positions of influence. Eventually, they hire mercenaries and build small armies to protect what they have gained and built.</p></blockquote><p></p>
[QUOTE="cavalier973, post: 8746965, member: 91595"] Going back a few pages, Morgan Ironwolf was the caller (until Silverleaf took over to talk to the hobgoblins), but her CHA score was 8. Interesting. Also, Ironwolf wanted to kill the prisoners, because she was "Neutral", but in the character creation example, the player indicated that Ironwolf was aligned with Law. My houserule for two-handed weapons (and crossbows) is roll 2d6, pick the higher roll for damage. The Thoul made a comeback (along with the Rhagodessa!) in 4th Edition (Dragon #418). Speaking of 4e, the "Nentir Vale" seems tailor-made for Moldvay B/X rules. You have a land that was once ruled by a competent and just empire, that fell to ruin a century prior. The vale is dotted with ghost towns and abandoned manors, filled with treasure and magical items that were accumulated during the empire's stable years. A century of cowering behind the walls of the few remaining villages and towns follows, but then brave adventurers begin to explore the ancient places, bringing out riches. As they grow in power and influence, the adventurers are given (or take for themselves) titles of nobility and other positions of influence. Eventually, they hire mercenaries and build small armies to protect what they have gained and built. [/QUOTE]
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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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