Tuesday, February 5, 2013

HOLMENTZER THIEVES

HOLMENTZER THIEVES

Thieves are humans* with special abilities to strike a deadly blow from behind, climb sheer surfaces, hide in shadows, filch items and pick pockets, move with stealth, listen for noises behind closed doors, pick locks and remove small traps such as poisoned needles. Every thief has these abilities, but as they progress in experience they become better and better at it... Thieves are not truly good and are usually referred to as neutral... so that other members of an expedition should never completely trust them and they are quite as likely to steal from their own party as from the Dungeon Master's monsters. Thieves can wear nothing stronger than leather armor and can not carry shields. They can use all the weapons of a fighting man including magic swords and magic daggers. Thieves above the third level of experience can read magic scrolls and books and 80% of languages so that treasure maps, etc. are easy for them. - Holmes, pg. 6


* Halflings, dwarves, & elves, can also be thieves.


Monday, February 4, 2013

HOLMENTZER FIGHTING MEN

HOLMENTZER FIGHTING MEN

Any human character can be a fighting man and all halflings and dwarves are members of the fighter class, unless they opt to be thieves.* Elves are a combination of fighting man and magic-user...^ Fighting men can use any weapon and wear any kind of armor including magic weapons and magic armor. They can not do other kinds of magic, however. As they advance in experience they increase their "hit dice" and are harder to kill. After they reach the fourth level of experience they also increase their ability to get hits on an opponent... - Holmes, pg. 6

* Halflings & dwarves can choose to be paladins or healers (if they qualify), instead of a fighting man or thief.

^ An elf character may choose to be a magic-user only, not advancing as a fighting man. If they do multi-class, but not as a fighting man/magic-user, they can be thief/m-u, paladin/m-u, or healer/m-u (provided they qualify).


HOLMENTZER CLERICS

HOLMENTZER CLERICS

Clerics are humans who have dedicated themselves to one or more of the gods. Depending on the god, the cleric may be good or evil, lawful or chaotic. Clerics have their own special spells... They may... wear armor, including magic armor, and carry non-edged weapons such as the mace or the quarter staff.  No swords or bows and arrows can be employed, for the cleric is forbidden by his religion from the drawing of blood. Good clerics can often dispel the undead - skeletons, zombies and their ilk... As they advance in experience levels they gain the use of additional spells. Spells for evil clerics differ slightly from those of good clerics... Clerics have the ability to turn away the "undead," and higher level clerics can dispel them. If the cleric turns the undead away they retreat before him, will not touch him and flee from his immediate vicinity if they can. When a higher level cleric dispels an undead monster it disappears and is gone forever. - Holmes, pgs. 6 & 12

Whenever a cleric character tries to Turn undead monsters, the player will roll 2d6 and compare the total to the Turn Undead chart... If the attempt at Turning the undead is successful, the player will then ask you how many monsters are affected. - Mentzer DMR, pg. 21

Note in Cleric Experience Table that I allow 1st level clerics one 1st level spell a day.



Sunday, February 3, 2013

HOLMENTZER HALFLINGS

HOLMENTZER HALFLINGS

Halflings are short, 3 feet high, little folk with several special abilities. Out-of-doors they are difficult to see, having the ability to vanish into woods or undergrowth. They are like dwarves in their resistance to magic.* Halflings are extremely accurate with missiles and fire any missile at +1. They can use all the weapons and armor of a fighting man as long as it is "cut down" to their size. - Holmes, pg. 7

Further specifics from Mentzer DMR, pg. 16:

A halfling character has special skills at hiding. This is because of the halfling's small size and ability to "freeze," or hold very still, not moving, for short periods of time. A halfling is also harder to hit when attacked by any creature larger than man-sized... [gaining] a bonus to their Armor Class.

* Holmentzer uses the Saving Throw Chart from inside the back cover of Mentzer Basic DMR, a chart by way of Cook Expert.



HALFLINGS IN FURTHERMOOR

Long ago, the largest community of halflings in Furthermoor was among the hills of Hoppling Downs, in NW Furthermoor, until the Shadow War took place nearby, in the zone now known as the Enchanted Waste. Today, the largest communities are the Halfling Ghetto within Furthermoor City & the hilly region of Duck Hill. Halflings are known for their excellence in the leisure arts, namely the brewing of beer & the growing of potent leaf.



HOLMENTZER DWARVES

HOLMENTZER DWARVES

Dwarves are about four feet tall, stocky of build and weigh 150 pounds, shoulders very broad, their skin a ruddy tan, brown or gray. They wear long beards. They are sturdy fighters and are especially resistant to magic as shown by their better saving throws against magical attack*. They have infravision and can see 60 feet in the dark. Underground, they can detect slanting passages, traps, shifting walls and new construction about one-third of the time. Dwarves can all speak the languages of gnomes, kobolds and goblins. - Holmes, pg. 6

The traps a dwarf can find are those involving large dungeon features, such as a falling ceiling, floor pit, and so forth. The traps a dwarf may discover does not refer to all traps. For example, a dwarf would have no chance at detecting a small dart trap on a chest; this could be detectable only by a thief.^ - Mentzer DMR, pg. 15

* The resistance to magic a dwarf enjoys is most beneficial using the saving throw table from the back of Mentzer DMR, i.e. Holmentzer. The Mentzer chart comes from Cook Expert.

^If a dwarf is a thief, these abilities will be in addition to their thief abilities.



DWARVES IN FURTHERMOOR

The origin of the dwarf in Wild Earth, published in Hooded Periscope #2, is mostly concerned w/ the realm of Kush, which is west of Furthermoor. In Furthermoor, dwarves come from various places, but mainly the SW, the magnificent, loud city of Moloch, or the nearby Mines of Turnip Skull. Though the dwarves have other places, unknown to non-dwarves, all over & through the mountains.


HOLMENTZER ELVES

[so I plan to sweep through races for Holmentzer - class & race generally comes from Holmes Blue Book, i.e. Holmentzer Player's Handbook; however, there are a few key spots where Mentzer DMR adds a nuance to make it something singular - this race is a good example]
HOLMENTZER ELVES

Elves are five or more feet in height, slim of build, weigh about 120 pounds and have fair to tan skin. They can use all the weapons and armor of the fighting man*, including all magical weapons, and can also cast spells like a magic-user. They can detect secret hidden doors about one-third of the time. They have infravision; like dwarves, they can see 60 feet in the dark. They are not paralyzed by the touch of ghouls. Elves can speak the languages of orcs, hobgoblins and gnolls as well as Elvish and the Common speech they share with men, dwarves, and halflings. Thus, they have the advantages of both fighting men and magic-users as well as certain special capabilities of their own*.

Elves progress in level as both fighting men and magic-users*, but since each game nets them experience in both categories equally, they progress more slowly than other characters. - Holmes, pgs. 6-7.

*This is true, unless a player decides their elf is a magic-user only, or in place of fighting man, choose a different class, like thief, which has its own limitations, e.g. cannot wear plate armor, etc.

If an elf player wishes their elf to be a magic-user only, they follow THESE RULES for determining spells in their 1st level spell book, referring to the FIRST LEVEL ELF SPELL LIST. Also, they will progress solely on the experience path of a magic-user.

Otherwise, all other elves, which are multi-classed, i.e. Fighter/Magic-user, Thief/magic-user, etc. will follow the Spell Book rules from Mentzer Dungeon Masters Rulebook. The reason for this, is that while all elves grow up learning magic to some degree, those that have focused on other talents, don't have the same magic experience as those dedicating everything to magic. The Mentzer rules are as follows:

When a player starts as a... elf character, the player will ask you what spells the character has in the spell book. The magic-user's teacher is a higher level NPC magic-user, and the spells come from the teacher... The first spell given should always be Read Magic. This allows the character to read scrolls found, and would be a basic part of the character's training... You may give any "second spell" to a beginning elf character. The elf's many talents keep that character class balanced with the others, whatever spells are known. The player of an elf can feel useful in many ways; the spell is an additional bonus, not the character's only specialty. - Mentzer Basic DMR, pg. 18.

If a multi-classed elf has a high enough INT, they have more than two spells in their book at the beginning of a game, e.g. INT of 13-15 = 3 spells, 16-17 = 4 spells, 18 = 5 spells. Also, these spells are selected by the DM, and may not always be from the elf list.



ELVES IN FURTHERMOOR

Like Holmes mentions in his monster section, in Furthermoor, there are both high elves & wood elves. As of now, all elf PCs are considered high elves. For high elves as monsters, I'm using Mentzer's monster description, & for wood elves, Holmes. In addition, wood elves of Furthermoor are green. Currently thinking about this, but it's gotta be good.

Saturday, February 2, 2013

PALADINS

Paladin class is per OD&D Greyhawk: Supplement I (17+ CHA Lawful fighter, 1d8 HD). Now that we have a paladin, here's that info, plus additional scans from AD&D Player's Handbook. Any conflicts? We'll figure it out. It works well w/ Holmes, b/c while Holmes isn't an expansion of Greyhawk, like AD&D, Greyhawk OD&D is its gamey core.
For now, any paladin in Furthermoor will be assumed a paladin of the Great Church, unless the player has something else they'd like to work in.