The Dark Eidolon by Clark Ashton Smith A grim tale of wickedness, revenge, and doom. Not a single decent, moral character in the entire story, everyone is evil. Strange to read a tale where no one is good and there is no side you instinctively want to succeed. What's in a name? The word 'eidolon' is only used once in the text. Sure, it's evocative, but maybe it is pointing to a moral lesson or truth in the story. Looking up "eidolon" in the Oxford English Dictionary, makes you think... https:// oed.com/dictionary/eid olon_n?tab=meaning_and_use#5785452 … Most, if not all, characters in the story have some dark (evil) obsession that ultimately destroys them when manifest. When these fatal, evil flaws are brought to the surface and exposed, they spell doom for all. I think about how each of the characters met their ultimate doom: Namirrha - driven mindless and slashing an image of himself in the mirror until his magic sword crumbles. --> He lost h...
The Urban Crawl A specific procedure is not compiled and detailed in a step by step order in any of the AD&D core rulebooks. So, I've attempted to gather together my best attempts at understanding the different portions of the rules and how they would apply to the adventurer in an Urban Environment. The way to handle sessions within a Urban Environment really depends on what the Party is attempting to do. There are a number of reasons a session can utilize a Settlement: Overland Travel - Just passing through, resupplying, or resting/healing. Exploration - they actually want to know what's in the Settlement and engage with the environment or this could take on a few different aspects: Investigation - Searching for a specific person, item, or information Spell Research or Magic Item Creation Cure for Disease or Resurrection Carousing - Spending all that loot they just acquired, trying to level up through training or improved equipment and spell casting ability ...
When developing Non-Player Characters, one of the factors to determine is Bravery. GG defines this on DMG 102: To randomize the attribute for an NPC, two methods are given: PERSONAE OF NON-PLAYER CHARACTERS - TRAITS TABLES on DMG 101: And NON-PLAYER CHARACTER ENCOUNTER/OFFER REACTION ADJUSTMENTS on DMG 102: Interesting insight in an unlikely place, DMG 82: Seems pretty clear to me that +1 Bravery equals +5% an Morale checks while +4 Bravery equals +15% on Morale. However, we know from the Reaction adjustment table above the max % adjustment is 20%, so how would you tie these together? If the descriptions from the Traits table were combined with the possible Morale adjustment percentages and ordered them may look like this: 1. Foolhardy +20% 2. Fearless +10% 3. Brave +5% 4. Normal 0% 5. Normal 0% 6. Normal 0% 7. Cowardly -5% 8. Craven -10% If we look at as a s...
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