Monday, January 21, 2013

 

Alas, being somewhat numb-skulled, it is fortunate that I have opportunities to use and revise these Knights of the All Mind-related materials. One of the neat aspects of getting all these open-license type rules presented in a malleable format is being able to make changes or add new information as a result of in-game experience.

I realized these booklets thus far have no magic items!

What's a judge to do when a magical tool is encountered without a detailed description of powers?

So here is another Knight of the All Mind resource based on the Revised (v.3.5) System Reference Document that will give Judges a plethora of standard magic items commonly used in The World's Most Popular Role Playing Game.

Monday, January 7, 2013


Huzzah! Tegel Manor was selected as an "Official" game for  6pm Friday night at DunDraCon #37, so I guess I didn't screw up too much last year (or the powers that be decided to give me a second chance).

I'll be running Tegel using 3.5 with the same house rules from the Knights of the All Mind supplement.

Provided this Tegel game doesn't totally crash and burn I'm already thinking of a Tekumel scenario for Friday night in 2014.  :~)