Strangers in a Strange Realm
A Dungeons and Dragons Cartoon RPG Suppliment
So you're going about your daily life thinking everything is fine: you're enjoying a day at the amusement park, or you're maybe lying down at night for a peaceful rest. But suddenly, before you even know what hit you, you find yourself running from gruesome lizard men, to fighting against 5 headed dragons! What just happened? It turns out you are one of a select few Earthlings who have unfortunatly stumbled into another dimension. No, not the Twilight Zone. The Realm of Dungeons and Dragons!
For those of you who are fans of the D and D cartoon, you know that one of the more interesting aspects of the show is the fact that certain people of Earth ended up in the Realm! Now you can play an Earthling using the information below! I have presented 3 player kits which will help you flesh out your character. But before we get to the actual character kits, you must set about creating your character's basic skills first. Roll up your six stats as you normally would. Go ahead and choose your character's height, weight, and age as well.
Editor's Sidenote:
Even though you are rolling up an Earthling, I reckomend against roleplaying yourself being transported to the Realm. The point of any roleplaying game is to take on a different persona, (much like an actor would) and not to play yourself. Strive to have your Earthling be fun and unique; in other words: be creative!
Take notice that for the rules of the game, we are considering Earthlings a seperate race from the humans of the Realm. Characteristically, they are exactly like the Realm's humans. But a human of 20th century Earth is much more intelligent then their Realm counterpart. On the flipside though, they are in a strange world, filled with magic and monsters they know nothing about at first. For example, a human of Earth knows that a lightning bolt during a storm is not the fury of a god, (unless Thor is on the loose for some reason). However, an Earthling will not as quickly be able to grasp that a Giant can live on a floating island, or that a race of small bears can talk.
What this translates to in game terms is that Earthlings get a +1 to intelligence, but a -1 to wisdom. This rule can be optional if your DM wants, but if you do take the +1 to Intelligence, you should be made to take the -1 to wisdom.
Alas, what it also means to be a human of 20th century Earth is that you have no concept of what one would call "medievil warfare", and therefore your character doesn't get to start out with any weapon proficencies. But for non weapon proficencies, you do get reading/writing automatically, (the language of humans in the Realm is strangely the same as that of the people of Earth).
Besides reading and writing, each character gets 3 non weapon proficencies of their choice. But they can only be skills learned on Earth, and therefore not neccesarily helpful. Such skills as Local History, Blind Fighting, and Gem Cutting for example, would be unknown to an Earthling. But swimming and Rope Use might not nessicarily be. Have your Dungeonmaster pick out the skills with you.
Quick Sidenote: What's with all the Children?
As seen in the Cartoon, most people who journey to the Realm happen to be children. This is probably because children have a natural tendency to believe in fantastic things, such as a Realm of Dungeons and Dragons. Grown ups have naturally out grown that sort of thing. So maybe being transported to the Realm means typically having to be a child. Of course, this isn't totally true; just look at the character Yosef Mullier. But his case may be different because he was sucked right out of the timestream.
Anyway, what this means for the players is that their characters should start off 1st level in the Realm as a teenager, (which is similar to what age most players have their character start off with anyway). But should your DM allow playing an older of perhaps younger character sucked into the Realm, you should have the character start off at 1st level at that age.
You may want to hold off on picking your character class until your read over the following character kits. The kits aren't truly fighter kits/wizard kits/etc., but they are more designed to help you create the type of Earthling you want to run in the Realm.
Destined One Kit:
Destiny's calling. Your character has been summoned to the Realm for a specific purpose. The person doing the summoning happens to be a little bald headed guy who goes by the name of Dungeonmaster. You see, Dungeonmaster is the Force of Good in the Realm, and he sometimes needs people from Earth to come and perform a task for the cause of Good. Sometimes the goal isn't clear cut and defined, (like simply having the 6 young ones go about doing good deeds) and sometimes he has a specific goal in mind, (for instance, according to Michael Reaves, the kids are there to return Venger, the DM's son, to the side of Good).
Whatever the Goal, the Dungeonmaster will usually provide incentive for performing the task, (such as saying something like "and if you defeat this monster, a portal to your homeworld will open").
The DM only summons children (or possibly adults) of Good Alignment, so make sure your character is. This doesn't mean your alignment couldn't eventually shift of course, but such a thing usually results in a falling out with the Dungeonmaster.
If you don't want DM to be heavily involved in your campaign, you may wish to simply say another being of great power summoned your group to the Realm. For instance, what if Zandora used her Box to summon a group of Children? Or for an evil campaign, perhaps what if Venger summoned a group of Earthlings?
Editor's Sidenote:
Whatever your feelings about the DM, he is, when it comes down to it, a force for Good. Though some feel that he blackmails people into doing his dirty work, the truth is that the DM simply helps usher fate along whatever road it may take. He doesn't keep Earthlings from getting home. It is usually the choices of the Earthlings that keep them in the Realm. (After all, the six young ones had the chance to go home several times, but decided to stay behind for a good cause, like saving someone else's butt. The DM didn't make them stay!)
But good deeds yeild a good reward, as the DM has hinted several times. So by choosing to stay in the Realm, the kids were eventually going to reap what they sowed.
Weapons of Power
The Dungeonmaster doesn't summon people to the Realm and then leaves them high and dry. To keep people from getting slain by dragons the instant they enter the Realm, the Dungeonmaster is gracious enough to assign them a Character Class, and then to hand over a Weapon of Power to each of his "new students".
This weapon should be unique and reflect the character it's given too. The DM of the game should create the weapon appropriate to the character before hand. However, if the group wants to save time, and simply roll up a weapon, the following charts will help to do so.
Notes on the Weapons of Power:
Though each weapon is intended for one person solely, they can be used by others, (as seen in The Prison of Agony). The Weapons of Power will not work on Earth either by the way.
The Weapons are, (at least in the actual cartoon) not intended for killing, but this may be counter productive for your actual game. Some people actually felt that the kids were getting to the point where they would have to take lives anyway. So having Dungeonmaster ask your group not to take lives is purely optional in your campaign.
Roll 1d6 to see what type of weapon:
1or2: Offensive Weapon
3or4: Defensive Weapon
5or6: Strange Weapon
Now roll 1d6 on the chart corresponding with the previous roll. Some are taken from the 6 young ones weapons; others are seen in the Dragon's Graveyard or are my own creation. Once again, you may wish to create your own.
Offensive Weapons:
1. Energy Bow
2. Thunder Club
3. Energy Whip
4. Whirlwind Star
5. Lightning Trident
6. Super Sword
Defensive Weapons:
1. Energy Shield
2. Staff of Reshaping
3. Cloak of Invisibility
4. Ring of Illusion
5. Amulet of Elemental Protection
6. Super Armor
Strange Weapons:
1. Hat of Many Things
2. Magic Rod
3. Horn of Summoning
4. Net of Healing
5. Helm of Telekinesis
6. Super Spellbook
Descriptions and Powers
Offensive Weapons
1. Energy Bow: See Hank's entry on the Character's Page
2. Thunder Club: See Bobby's entry.
3. Energy Whip: This looks like a simple rod, but by concentrating, one can make a whip formed of energy appear. The whip does 1d4 pts. of damage. It can also extend to any length desirable and be used as a rope also. It gives +1 to hit.
4. Whirlwind Star: This is a morningstar (aka Spiked Ball and Chain), but with a slight varience. The Morning Star itself does 1d6 points of damage, but upon spinning it around repeatedly, it creates a small whirlwind which can be directed toward an opponent. It usually does 1d4 pts. of damage, but perhaps throwing stuff into the whirlwind can increase the damage, (like sharp, jagged rocks). It's possible to use the whirlwind for other purposes probably. It also gives +1 to hit.
5. Lightning Trident: One of the more powerful weapons from the Dragon's Graveyard, the Trident can do 2d6 pts. of damage by itself, but by concentrating, it can be used to shoot forth a lightning bolt, equal in damage to the level of the user, (similar to the Wizard Spell). It also gives +1 to hit.
6. Super Sword: This sword can cut through anything, whether it be rock, metal, wood, or gold. The catch is if only does one point of damage to human flesh. It gives +1 to hit though. If the DM of the game wants, the sword can do 1 point of damage to human flesh, but 1d6 pts. of damage to monsters, or perhaps to undead.
Defensive Weapons
1. Energy Shield: See Eric's entry
2. Staff of Reshaping: See Diana's entryAnd yes, the weapon is offensive and defensive...
3. Cloak of Invisibility: See Shiela's entry
4. Ring of Illusion: This looks like an ordinary ring, but by twisting the gem on it, and by concentrating, the user can change his apperance. He can disguise himself as anything of his size, (like an orc, but not a dragon). The ring can also be used to disguise an object or another individual through concentration, but only 1 person or object at a time. Take note that they only look different, the person doesn't actually grow orc skin or anything...
5. Amulet of Protection: This amulet protects against elemental attacks. This includes fire, ice, and lightning, (and is of great use in some of the more extreme envoirments of the Realm). It also can deflect wizards spells of the same sort, (so lightning spells bounce right off). But it of course doesn't protect against swords and spears. Other magical affects can be determined by the DM if desired.
6. Super Armor: Donned in this powerful outfit, a person is immune to all sorts of damage. Weapons have no affect on the man, and many spells do no damage either, (like perhaps fireball and lightning bolt). Other more clever spells might do damage though. An optional rule the DM might want to use it that Magic Users of higher then double the armor user's level can use all spells to do regular damage. Also, the user can't go swimming through lava or something like that. The armor is used to protect, not to place himself in danger.
Strange Weapons
1. Hat of Many Things: See Presto's entry
2. Magic Rod: A wand with unlimited charges, but the spells aren't always useful. It may be similar to the Hat of Many Things. Or the Dm can give it a variety of low level spells.
3. Horn of Summoning: Blowing into this horn can summon forth a monster to fight for you. The trick is that to control it, the monster must have equal or less hit point levels then the summoner, (similar to the Monster Summoning spell). This weapon could be a blessing or a curse.
4. Net of Healing: Not really a weapon at all, except maybe to trip up enemies. The nice thing about the weapon is that it can heal a person at a rate of 6 hit points per minute that they are draped in it. A good device to have if the party has no priests with any cure spells.
5. Helm of Telekinesis: This helmet grants the user a variety of telekinetic abilities. These include lifting up rocks or people, or levitating oneself. The user does have to concentrate solely on the action desired, and any interruption usually ceases the affect desired, (thus, a levitated person could fall several feet if interrupted, and etc.).
6. Super Spellbook: This spellbook comes in real handy. It starts off with no spells in it, but the first time a new spell is cast towards it, (or simply around it), the book can be used to "suck" up the spell. From then on, the spell is written in the book, and can be cast by a wizard if he is high enough level for that particular spell.
Of course, an Earthling can learn to use a different, regular weapon over time, but the Weapon of Power is what they start out with. They are automatically proficient in their Weapon as well. And last, the Dungeonmaster usually tells the person what character class they will be in the Realm, (although I suppose one could change class over time). Get to work, and remember: the faster you finish your destiny in the Realm, the faster your character gets to go home.
Gifted One Kit:
Being summoned to the Realm may have been an accident, or it may not have. But simply being here in the Realm has somehow changed you. The transition between two worlds has left you with remarkable powers or abilities. And in the Realm, you'll definently have a chance to put them to use. The key example of this in the series is Terry, the Girl who Dreamed Tommorow.
There are several ways to get your character to the Realm for this Kit, like a stray portal or spell. Or they could be summoned possibly by some being. Take Terry for instance. She arrived by the same method as the kids, but her arrival seemed an accident. However, she did seem to serve a purpose for the Dungeonmaster, and that is that she gave hope for the kids through her last dream. Now wether she was summoned for exactly that purpose is unknown.
Unlike the weapon for the Destined One Kit, the power for the gifted one kit should be totally random when first creating your characters. The reason for this is that the Destined Ones have been summoned for a specific purpose, and are therefore given a specific weapon to carry out that purpose. The "Gifts" or "Powers" that the Gifted Ones recieve are simply a work of fate, and could be of either beneficial or possibly even harmful use.
Also unlike the first kit, where you have a person telling you what character class you have to start out with, a gifted character can choose whatever character class they want. However, the ability or power they recieve will usually be associated with a character class, but they don't have to choose the related class. Take note that going back to Earth removes the power.
To see what power your character recieves, roll 1d100 on the following table once. Then check the entry below for a description.
1-30 Gain Wizard Spell
31-60 Gain Priest Spell
61-80 Gain Fighting Technique
81-90 Gain Psionic Power
91-93 Know all Languages
94-95 Gain Elf or Dwarf Abilities
96-97 Gain Orc or Lizardman Abilities
98-99 Max out one stat
100 Roll twice on table
1. Gain Wizard Spell: The magical nature of the Realm has granted this character with knowledge of Wizardry. The character automatically knows at least 1 wizard spell by heart.
Now roll 1d4 to see how many spells you learn. Then roll 1d6 once for as many spells learned. This represents the level that spell is. (sorry, no spells higher then level 6).
For example: Jimmy rolled 1d4 and got a 2. He rolls a D6 twice to see what level his 2 spells are. He rolls a 1 and a 5. He then goes over the Player's Handbook with his DM and they both decide on a first level spell and a fifth level spell for Jimmy's character to know.
The spell learned doesn't need to be written in a spellbook; the character knows it automatically, but can only cast it once per day, (or 3 times per day if the DM allows).
Defects: This ability has soaked the character with magic, and thus the character stands out like a Christmas Tree to certain creatures and wizards. The spell Detect Magic will detect the character as if he were a magical item. The character should also be on the look out for those rare monsters that eat magic, for they may try to eat the character!
2. Gain Priest Spell: Upon finding themselves in the Realm, this character finds themselves empowered by a particular God, or perhaps a mystical force. The Character automatically knows at least 1 priest spell by heart.
Roll 1d4 to see how many priest spells they know. Then roll 1d4 to see what level each spell is. (Sorry, the highest level of Priest Spells one can gain through this ability is level 4). See the example above if needed. The character knows the spell automatically, and can cast it 1 to 3 times per day, depending on the DM's say so.
Defects: This power may be a good plot device, since the God or Force that bestowed this power may feel the need every once in a while to call a favor from their "chosen one".
Also, worshippers and creatures that serve a god who is an enemy of the character's god, may see the character as a mortal enemy, and will usually attack on site.
3. Gain Fighting Technique: All that stuff about beginning Earthlings not knowing any weapon proficencies? Forget about that when your character gains this power. This character suddenly feels like they were born to fight with sword and shield. It's almost like the character should have been born in the Realm to begin with. The character automatically specializes in one weapon, and is proficent in 2 others.
Roll a d100 on the following table 3 times to see what weapons (or extra talents) he knows. The first roll is his specialty. The next two rolls he is only proficent in. Reroll if you get the same slot twice.
1-10 Sword
11-20 Axe
21-30 Bow and Arrow
31-40 Crossbow
41-50 Mace
51-60 Warhammer
61-70 Dagger
71-80 Staff or Club
81-90 Spear
91-95 Gain Blind Fighting Proficency
96-97 Gain Wrestling Technique
98-99 *Gain Martial Arts Technique
100 Roll 1 more specialization
*= To put the martial arts skill to real use, the DM should use the Ninja's Handbook, and assign 2 or 3 power techniques.
Defects: This character loves battle so much he runs a risk of going into a berserker rage if a battle goes on for 10 rounds or more. The character should roll an INT. check every round starting with the 10th. If failed, he or she goes berserk. See the rules on Berserker Rage in the Player's handbook and in the Complete Fighter's Handbook for more details. (No, the character cannot willingly induce the Berserker Rage).
4. Gain Psychic Power: The shift between two worlds has given this character Psychic Powers. Psychic's are optional in some campaigns, and if the DM wants, the character should reroll. However, if there is a place for Psychics in the campaign, feel free to use the Complete Psychic Handbook, (I hear a new, improved version is to be released by TSR this fall) to assign 1d4 psychic abilities.
Defects: The character could possibly suffer from nightmares brought on by their psychic powers in the form of visions. Or the character could suffer from periodic, disabling headaches. Other psychic defects could be given by the DM.
5. Know all languages: A character with this power suddenly finds himself able to understand and speak all languages, Monsters and Demihumans, written and spoken alike. They are also able to read the language of magic, and are thus able to read from Wizard Scrolls. This is a simple power, but could come in extremely handy at certain points.
No Obvious Defects.
6. Gain Elf or Dwarf Abilities (Your Choice): If your character was born in the Realm, he or she probably would have been an elf or a dwarf. But he's an Earthling, who suddenly finds he has powers and tastes similar to one of the two above mentioned races. Use the Players Handbook to assign racial bonuses, (like Infravision) and take note that for the race chosen, when around your character, will take an uncanny liking to you, (similar to a high charisma score).
Defects: This character also seems to somehow encourage dislike and hatred among Orcs and Lizardmen. They will strive to kill the character usually upon contact.
7. Gain Orc or Lizardman abilities (Your Choice): Same as above, just reversed. Use the Monster's Handbook to assign certain characteristics of the chosen race. And yes, Orcs or Lizardmen take a strong liking to you, but...
Defects: Elves or Dwarfs dislike or hate you upon contact.
8. Max out one stat: Raise one stat to 18 and roll 1d6. Then add up the bonuses given, (as seen in the Player's Handbook). The DM and player should decide which stat to raise, or use the following table.
Roll 1d6.
1. Strength
2. Dexterity
3. Intelligence
4. Wisdom
5. Constitution
6. Charisma
Defects: Well, uh...the character may be prone to bragging about his high stats, and thus making fellow adventurers dislike or hate him.
9. Roll twice on the Power table: Instead of one power granted, the person gains two! Or if they (for instance)roll twice under wizard power, then they gain even more spells!
As you can seee, the "gift" can be a blessing as well as a curse. Characters can either search for a way home, or choose to make the most of their lives in the Realm.
Lost One Kit:
The 3rd and final kit really isn't much of a kit at all. But it is still an option for the player's in a campaign, (with the DM's approval). The chief examples of this type of character from the cartoon are Yoser Mullier and Jimmy Whittaker. They were transported to the Realm, but didn't recieve powers or weapons. In fact, both encountered their fair share of trouble!
A character of this kit doesn't know how or why he ended up in the Realm, but he or she's here now. And they have to make the best of it.
Although not given any Weapon's of Power or "gifts", these characters still has some good points. This character doesn't have to take "orders" from Dungeonmaster, or any other summoner. He or she doesn't have to deal with the curses that usually accompany the gifts bestowed by the Realm as well. In truth, these characters are a blank slate. But that means they can choose whatever type of character class they want. They can go where they please. They can either search for a way home, or make the most of their life in the Realm.
For all Earthling Kits, the following will apply: Upon being transported to the Realm, the character will soon find it is in their best interest to take up a character class, (unless already assigned one by the Dungeonmaster of the Realm). Upon picking a class, they immediately start at level 1. They of course have no weapon proficency, (unless given a weapon by the Dungeonmaster or by a peculiar gift). So the character will have to over the next few weeks learn how to use a weapon This process could be time consuming, (yet make for interesting roleplaying). If the DM wishes, he or she could simply start the campaign at level 3, (where I think most true adventuring starts anyway), wherein the Earthlings have been in the Realm for a few weeks, and have worked their way up and learned at least one weapon proficency.
One Last Sidenote:
This is also somewhat represenative of the cartoon. In the opening sequence, we see the characters get transported to the Realm. But the first episode starts up with the characters seemingly having been there for a few weeks. Sure, the six young ones were still beginners at that point, but they were seemingly past their initial shock.
So by whatever means the characters in a campaign arrive in the Realm, playing an Earthling can yield many rewards and adventures for him or her. Just be sure to be on the lookout for Venger and any 5 headed dragons on the loose.
THE END
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