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Modur is an island in a world. Stuff happens there.

House Rules:

+200xp for showing up to game night.
+100xp to whomever buys food for the group.
+50xp for every nat 20.
+25xp for every nat 1.

Rolls must be on the table; if it falls on the ground, reroll.

-100xp if you’re being an asshole! (Out of game, of course.) So don’t be an asshole. This includes getting too drunk and being insufferable.

Nat 20 for checks: +2 to that skill for the rest of the night.
Nat 1 for checks: -2 to that skill for the rest of the night.

On a nat 20, roll a d6. Effects DO NOT STACK, but replace the previous effect.
1: Nothing.
2: Keen Eye – +2 to attack rolls against enemy you are fighting, or against new enemy if you killed previous one.
3: L’il Rage – +2 to damage rolls against enemy you are fighting, or against new enemy if you killed previous one.
4: Insight – +50xp
5: Kaching! – 20gp
6: Regain – heal 2HD if wounded, gain 2HD temporary HP (for 2d6 rounds) if not wounded, OR if spellcaster, regain use of one spell up to 1/2 your caster level.

On a nat 1, roll a d6.
1: Nothing.
2: Butterfingers – you drop your weapon. Move action to pick up.
3: Eye Crust – -2 to attack rolls against enemy you’re fighting.
4: Weakling – -2 to damage rolls against enemy you’re fighting.
5: Self-flagellation – You hit yourself for half die damage.
6: Clumsy – you automatically incur an Attack of Opportunity.

Creativity is encouraged, whether in combat or out!

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Adventures on Modur Island zornog