Two-Tone Chocolate Fudge recipe

Two-Tone Chocolate Fudge recipe

Ingredients
(Makes about 2 1/2 pounds)
2 cups (12 ounces) semi-sweet chocolate chips
1 (11 1/2-ounce) package milk chocolate chips
1 (14-ounce) can Eagle Brand Sweetened Condensed Milk (NOT evaporated milk)
2 tablespoons coffee cream or milk
2 teaspoons vanilla extract
1 cup chopped walnuts

Directions
In saucepan, over low heat, melt semi-sweet chocolate chips with 2/3 cup sweetened condensed milk, 1 tablespoon cream and 1 teaspoon vanilla. Remove from heat; stir in 1/2 cup walnuts. Spread into aluminum foil-lined 9-inch square pan. In another saucepan, over low heat, melt milk chocolate chips with remaining sweetened condensed milk, 1 tablespoon cream and 1 teaspoon vanilla. Remove from heat; stir in remaining 1/2 cup walnuts. Spread over fudge in pan. Chill 2 hours or until firm. Turn fudge onto cutting board; peel off foil and cut into squares. Store loosely covered at room temperature.

Options
The chocolate can be melted in the microwave for quicker fudge

RPG: Dread Pirate King Borloff

RPG: Dread Pirate King Borloff

Borloff is a good generic Pirate Captain for D20 Fantasy games.

Description: Borloff was born into piracy. His father raised Borloff to replace him from an early age. By the age of fifteen he had risen through the ranks, doing every job possible aboard ship before taking command of his own sloop. Borloff is somewhat of a lovable swindler. He has friends and enemies in many ports, usually the same person. He knows it’s only a matter of time before finally being caught, and will quit piracy “after just one more successful capture.” Unfortunately that last job never quite turns out as successful as it needs to be, and he usually forgoes his own share of the loot to be sure the crew gets enough.

Stats:
Borloff, male human Rog12: CR 12; Size M (5 ft., 9 in. tall); HD 12d6-12; hp 39; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex); Attack +10/+5 melee, or +13/+8 ranged; SV Fort +3, Ref +12, Will +6; AL CE; Str 13, Dex 18, Con 9, Int 14, Wis 15, Cha 11. Languages Spoken: Common, Giant, Ignan. Skill points: Rog 165 Skills and feats: Balance +13, Bluff +11, Climb +16, Decipher Script +19, Disable Device +17, Hide +14, Jump +15, Listen +2, Move Silently +16, Open Lock +11, Search +15, Sense Motive +16, Spot +17, Swim +16; Blind-Fight, Deceitful, Diligent, [Evasion], Improved Initiative, Power Attack. Possessions: 27,000 gp in gear.

Adventure Hooks:

– Borloff “left” a map in the possession of one of his many acquaintances on shore. They’re pretty sure that it’s worthless and offer to sell it cheap a member of the party. The map can be as real or unreal as possible, but should include some seemingly nonsense and random directions. (Take the fifth up after the green door)

– The party needs a ship. Borloff has one and offers to rent it cheap.

– The party needs a job. Borloff happens to have one, he just needs some help delivering a trifling little trinket to one of his admirers. Unfortunately the young lady in question is the daughter of the local merchant who has lost many a ship to Borloff’s raids, and has put a large reward on his head.

– The crew has mutinied. Borloff finds himself captain of a crew-less ship and Shanghais the party to fill in “temporarily.”

RPG: Manor’s Mindsight Spell

RPG: Manor’s Mindsight Spell

Originally part of the Landforger Project on Fidonet. Written for AD&D, but with little modification will work in DND D20

Manor’s Mindsight
Alteration
Level: 5
Range: special
Duration: 1 Turn/lvl.
Area of Effect: Creature Touched
Components: V,S,M
Casting Time: 6
Save: None

By means of this spell, a wizard gains the ability to “see” everything within a range of 20′ plus 10/ per two levels of the caster, regardless of intervening objects of any sort. No actual sensory organs are needed for the spell to function, and thus the mage may be blindfolded or in a completely dark room while using the mindsight spell. Furthermore, everything within the radius of the spell is perceived simultaneously; hence there is no need for the mage to look up or down to “see” objects above or below him.

Mind sight does not light a darkened area, though, so the mage would still perceive a dark room as a dark room, not a lighted one. The mage may overcome this obstacle by using the mindsight spell in conjunction with a darksense, infravision, or ultravision spell.

When using Manor’s Mindsight, a mage may not perceive illusions or phantasms for what they really are (unless his intelligence would normally allow him to distinguish between the illusion and reality), nor may he distinguish between magical objects and non-magical items, or make distinctions of alignment. Similarly, the mage cannot see traps, tricks, pits, magical symbols, or other invisible or magically concealed items or objects, unless he would be able to detect such items normally. A mage may surmount the problem by casting spells such as detect invisible, detect evil, detect magic, etc. previous to the actual casting of mindsight. These spells may be used with mindsight even if the radius of such spells are not equal to the radius of the mindsight spell.

The mage maintain the mindsight spell without concentration, and may move, cast spells, and engage in other activities while mindsight is in effect. If the mage wishes to view anything through the spell, however, he must concentrate and is then unable to move, cast spells, or engage in any strenuous activities. If the mage is attacked while concentrating on the mindsight, the spell is not ruined and the caster may resume viewing after combat is resolved.

The material component of the spell is the preserved eye of a blink dog, which is reusable.

Random Fantasy Names

Random Fantasy Names

Originally posted from Fidonet, and saved by myself onto a floppy disc for future use. So Brian Kettering – who ever you are, thanks!
(original format preserved.)

From : Brian Kettering (POST 05-May-1993 19:12)
Subject: Names of the Month
Since people liked my post of many fantasy names, I have decided to post a
few more each month for everyone to use and enjoy. If one or three catch
your eye, write me back and tell me why (oooooh, a rhyme!).
Achiena Ejaena Kamithar Rechinar Valethar Cagoril Goruta
Adhereal Ethurael Kavaena Retaena Viorzha Chasetyr Halura
Akimar Farenal Kazil Rocamara Vuzarael Chidildra Henashal
Basemar Felethar Korithar Ruthamaal Worustan Cimiryl Ibohama
Cabistone Fuliurael Larostan Samithar Xaimar Daeros Icanal
Caera Gaudrael Lovumar Savaston Xalathar Darital Idenshield
Camara Hazuther Marael Sezerael Xemara Dawndale Ikajira
Chalutyr Ichama Nazarael Shamara Zirael Denecar Jaaor
Cuathar Isomar Oakethar Shirael Zothimar Elizaret Jacipur
Dachamar Izether Panduther Tarael Aeothor Elinilera Jenin
Darael Jacuraal Parither Thalastan Alalira Evidar Jimuril
Dejemal Jamara Pedimar Tharel Anaer Ezhuer Kaera
Dezim Jizarael Perom Theston Aviux Fezire Kajena
Dezir Joxiral Piur Tinuviel Balisaer Fosmar Karashal
Duthurael Jutham Ra’kirael Ulorael Barthon Gelesia Kavin

RPG: Random Starting Gold for DND Characters

RPG: Random Starting Gold for DND Characters

Taken from the 3.5 Players Handbook, Pg 111

Table 7–1: Random Starting Gold
Class Amount (average)
Barbarian 4d4 × 10 (100 gp)
Bard 4d4 × 10 (100 gp)
Cleric 5d4 × 10 (125 gp)
Druid 2d4 × 10 (50 gp)
Fighter 6d4 × 10 (150 gp)
Monk 5d4 (12 gp, 5 sp)
Paladin 6d4 × 10 (150 gp)
Ranger 6d4 × 10 (150 gp)
Rogue 5d4 × 10 (125 gp)
Sorcerer 3d4 × 10 (75 gp)
Wizard 3d4 × 10 (75 gp)