New Landia Player's Handbook

ROLE-PLAYING GAME (RPG): An interactive adventure game played in the shared imaginations of at least two players. Gamers work their way through sci-fi and fantasy narratives, playing a character of their own design, fighting battles and gaining equipment that strengthens their character.

MODULE: A map for a D&D adventure. These story guides are not only published and sold officially by TSR and Wizards of the Coast, but painstakingly crafted by fans in the margins of graphing notebooks the world over.

DUNGEON MASTER (DM): Interpretive leader of the game. This player controls the world, story frame, and every non-player character (monster, townsperson, shop owner, etc). Bring them Twizzlers and Mountain Dew for +2 awesomeness points.

CHARACTER ALIGNMENT: This determines your character’s view of the world at large, their sense of right and wrong, and perception of the natural order. There are nine possible alignments, combining your allegiance to the larger social structure (lawful, neutral, chaotic) and inner moral code (good, neutral, evil). Every choice your character makes during gameplay is influenced by this alignment.

Are you Neutral Good? Chaotic Evil? Lawful Neutral? Find out with this online quiz from Wizards of the Coast.

DICE: Polyhedral dice avoid the “loopy bell curve” that happens when you roll two six- sided dice together (ones are impossible, fours, sixes and eights are common). Example: Roll 13 or higher on a 20-sided die to determine if the Lizard Man’s attack lands; then roll three 4-sided dice to determine damage incurred from his teeth and each of his claws.

STATISTICS: When building a character, players roll dice to determine the following characteristics and abilities:

STRENGTH: Raw muscle, brute force, physical attack power. Useful for bare-handed beating-heart-removal, and opening pickle jars.
INTELLIGENCE: Factual knowledge, crucial for casting complex spells and outwitting cheerleaders.
DEXTERITY: Physical agility, balance, hand-eye coordination, ability to catch Mentos in your mouth from ten feet away.
CONSTITUTION: Health, stamina and endurance, especially during those Twin Peaks marathons.
CHARISMA: Social skills, powers of persuasion, and ability to lead. Like Clooney on ER.
WISDOM: Willpower, common sense, and intuition - acquired after you got that tattoo.

HIT POINTS (HP): Value representing your D&D character’s physical stamina and health determined by their race, class, and constitution. When a character reaches zero hit points, they’re rendered unconscious; at -10, they die. Sorry.


Race of creatures native to the Chaotic Evil-aligned planes. Completely self-interested. Will attack and kill for the fun of it.




Dark Elves (Drow)

Nomadic, matriarchal race of desert warriors known for their beautiful fea- tures and ruthlessness in combat. Their stoic lack of emotion makes it diffi- cult to connect with other individuals. Most dark elves have evil alignments, though some have been known to change . . . .






Paladins are spell-casting holy knights in shining armor. Aligned lawful- good, Paladins lead the charge into battle in the name of light and righteousness.




The Huntington