Thursday, February 28, 2013

International GM's Day is March 4th

GM’s Day is an annual day to show your GM (or DM, or Storyteller, or Referee) how much you appreciate them. Publishers and retail outlets across the world now join in GM’s Day, offering discounts, sales, and other cool stuff. From a single messageboard thread, GM’s Day now includes hundreds of publishers, websites, bloggers, and more!

It's coming very, very soon.

Closing Out February


My post count was close to 1 a day.  I think I'll have a better shot of hitting that in March.

I've worked up more fan material but still haven't returned to Masters of the Universe Monday.

I've been playing more DnD Next but have stalled a bit on Dead AGE.  I'll know in the next week or two if that game has a future.  Ironcloaks is back and the Sage of the Alabaster Bouquet ended tonight.  I'm looking forward to the next arc.

I'm due to start a story with John W.'s friday group and will probably run Dragon AGE.

I've been looking at Cinematic Unisystem, Adventure and New World of Darkness, as well.

The sad part is that I've only run two sessions for my two youngest kids and my son has dropped out of the Ironcloaks game for Tae Kwon Do.  I pushed him to make that decision, but it has left a hole.  I know the discipline of the Martial Arts is good for him, but I miss his presence at the table terribly.

Game on.

Tuesday, February 26, 2013

R.I.P.? Again?!!

So DC Comics is killing off Robin...Damian Wayne this time.  Apparently this was Grant Morrison's idea all along.  Does anyone truly believe that Grant's storyline was ever logically laid out enough to come to this conclusion?

It's a shame that Marvel and DC keep coming back to killing their intellectual properties to spur sales.  I guess either the editorial staff has forgotten the lengths they went to to bring Jason Todd back, or even sadder none of that staff were around a few years ago and might not know who Jason Todd or Damian is...

It's great when killing a character who is ten years old is seen as a "good move".  Maybe we can make Batman attempt suicide next.

And I wonder have the creative types or the editorial types thought about how odd it will be for Batman to have Robing die and Bruce Wayne's son disappear?  I guess I'm overthinking it.

Friday, February 22, 2013

Foundations of Geek: Blog Challenge

Over at the Wasted Lands, Grey Elf has issued a blog challenge. http://wastedlandsfantasy.blogspot.com/2013/02/the-foundations-of-geek-blog-challenge.html He wants bloggers to tell their formative experiences, and what brought us to the wonderful world of Geek.

So let's keep this rolling.

I was 5 when I saw Star Wars.  The opening sequence with the Star Destroyer changed me on a fundamental level.  But aside from the film, I got Han Solo's blaster pistol for my 6th birthday...and I still have it.  I remember when my neighbor from across the street got his Tuskan Raider and Death Star Trooper figures before I did and we spent an entire day on his porch talking about Star Wars.  We were 6.  I recall calling my local Children's Palace to see if the Jawa figure was in yet.  Star Wars was my Genesis and my Exodus.

Clash of the Titans was the next big moment for me.  It lead me to discover mythology.  However, it also taught me disappointment.  I hated the film and was greatly unimpressed with the action figures.  But over 30 years later, the re-make finally lived up to my expectations.

Then came the Dungeons and Dragons cartoon.  It felt different than nearly any other cartoon I'd seen.  I didn't know what DnD was, but the cartoon sang to me.  I remember one Christmas when the B. Dalton's in our local mall set up a display of all of the ADnD books.  I spent that whole trip looking through Monster Manual 1 and feeling this strong connection.  I didn't realize when my Mom said "no" about getting them from Santa that year, that her decision was shaped by the Mazes and Monsters TV movie.

Comic books were next.  Thanks to G.I. Joe I jumped into their four colored world of action and adventure.  It lead me to a store, Comic Book World, where I've been shopping for 30 years.  I work here now and I met my wife here, our kids our here with us most days.

I remember spending hours learning about Earth 1 vs. Earth 2.  Learning scientific concepts from the Guide to the Marvel Universe.  Learning how to draw by looking at the work of Arthur Adams.  It lead me into majoring in Art and getting my degree in Graphic Design.  I lived through the Secret Wars and the Crisis on Infinite Earths.  I watched the Watchmen.  The Dark Knight Returned to me, wholly new and he fought Superman to the death...mostly.  John Byrne and George Perez were drew a world for me to call my own.

Along the way was Thundarr and Transformers, Real Ghostbusters and Misfits of Science, Star Blazers and Robotech.  Each of these new periods was defined as much by toys as by the movies, cartoons, and books that shaped me.  But as I got older, I found that I was tormented for playing with toys.  So I hid who I was.  That's what a geek did.

Eventually, I learned to love to novels.  First it was the Martian Chronicles, then Pride and Prejudice , and finally Return of the Native, all for school though.  Then George R.R. Martin found me.  But wasn't Game of Thrones, it was Wild Cards.  George will always be about the Great and Powerful Turtle, Fortunato, and Dr. Tachyon to me.  Not Ned Stark.  After that it was Brian Lumley's Necroscope, which lead me to H.P. Lovecraft and Robert E. Howard and then back to Lumley's short stories and Dreamlands.  I found David Eddings' Belgariad long before Tolkien.

I didn't play my first miniature game until the summer after my freshman year at the College of Mount Saint Joseph.  It was Battletech, but we each played a single Mech and we ran our Pilots in and out of the armor.  By Christmas we were playing Champions and I never looked back.

Around the end of my sophomore year, I mentioned to my Mom that we were going to be playing AD&D.  She confessed to me that she worried about the "effect" it would have on me when I was younger and that's why I didn't get "those books" for Christmas.  Its the only concern she ever showed about my interest in gaming and comics.

As a Geek, I've gone through the stages.  I hid as a middle schooler and high schooler.  I began to let it shape me in college and fly my Geek flag once I got into the working world.  I asserted it even, in my late twenties.  But these days, I just like who I am and don't care to be someone I'm not.  If you get me, we're friends, if not then I'll be polite to you.  I don't need to accepted, because I accept who I am.
Sure, maybe Walking Dead is the king of TV and the latest blockbusters are comic books, but I don't need the mainstream to get me.  I'll say it again, I don't need the mainstream's acceptance, because I accept who I am.

My name is Mark and I am a Geek, enter freely and of your own will.


Tuesday, February 19, 2013

Masque of the Red Death NEXT Part 2


More Backgrounds for Masque of the Red Death in DnD Next

Medium

Skills: Bluf, Intimidate, Knowledge (Forbidden Lore), Listen.
Trait - From Beyond the Grave: Your talents let you, via ceremony, gain knowledge from the spirit world.

Calvary Man

Skills: Handle Animal, Ride, Survival, Track.
Trait - Military Rank: You are an office in the military and have access to pertinent intelligence and tactical support.

Journalist

Skills: Gather Rumors, Profession (Journalist), Sense Motive, Sneak.
Trait - Fourth Estate: Your newspaper allows you access to many unusual places and easy research for your stories.

Sailor

Skills: Balance, Climb, Swim, Use Rope.
Trait - Seaman: You are accustomed to life at sea and a varied crew to help you in a pinch.

Dandy

Skills: Choose any four.
Trait - Servant: You have a loyal butler who accompanies you everywhere.

Explorer

Skills: Disable Device, Knowledge (choose one field of study), Search, Survival.
Trait - Well-Travelled: You have travelled the world and have met a wide number of people and had unusual experiences.

Actor

Skills: Bluff, Disguise, Intimidate, Persuade.
Trait - Thespian: You are a trained actor and student of the human condition.







D&D Next: Sunrunner (Scimitar +1)

Sunrunner 
Celestial Scimitar
WieldedWeight 2 lbs

This scimitar is lighter than normal and it's blade is is covered in celestial script that is only visible in darkness.

Beacon: On command, this scimitar sheds bright light in a 10-foot-radius sphere.   Darkness within 10 feet of the sphere of bright light becomes dim light.   Speaking the command word again douses the light.

Property: You gain a +1 bonus to the attack rolls and the damage rolls you make with this scimitar.
Additionally, Sunrunner increases it's wielder's speed by 10 feet and you gain a +1 bonus to AC.
Rarity: Rare. 

Monday, February 18, 2013

Masque of the Red Death NEXT Part 1

Backgrounds for Masque of the Red Death in DnD Next

Physician

Skills: Heal, Listen, Persuade, Search
Trait - Medical Professional: You have access to a hospital's medical procedures and the ability to write prescriptions for medicines and medical treatment.

Occultist

Skills: Knowledge (Arcana and one additional field of study),  Sense Motive, Spot.
Trait - Occult Library: You have access to a large library of book on the occult and may even have access to ritual magic.

Stage Magician

Skills: Disable Device or Use Rope, Escape Artist or Tumbling, Perform, Sleight of Hand.
Trait - Celebrity: You are well know as a stage performer and a comfortable in the spotlight and at ease using your celebrity to gain special treatment.

Consulting Detective

Skills: Knowledge (Heraldry or Science), Gather Rumors, Search,  Sense Motive.
Trait - Contacts: You have access to a group of dedicated contacts who can help you find information and who you trust.

Big Game Hunter

Skills: Knowledge (Folklore), Knowledge (Nature), Spot, Track.
Trait - Club Member: You have our member of a gentleman's social club who's membership is diverse and can help you with their experience.

Scientist

Skills: Handle Animal, Knowledge (Sciences), Search, Spot.
Trait - Laboratory: You have access to a well stocked laboratory to aid in your endeavors.





WotC Reprints White Box OD&D

It's due this november an is set to reprint the original 3 booklets and Supplements I though IV.  Apparently you also get a wooden box and dice.

I'm pretty psyched.  I wonder if we'll get B/X DnD, BECMI DnD or the Rules Cyclopedia?

Psychic Brainstorming


I've gotten some feedback about the Psychic Warrior and have worked up a revision that focuses on melee combat.  Let me know if this better, worse or bleh?


Psychic Warrior
Your fighting style relies on your natural psychokinetic gifts.

     Suggested Equipment: Displacer beast hide, spear, throwing axe, adventurer's kit and 24 gp.

Level     Combat Maneuver
       1     Telekinesis
       3     Pyrokinesis
       5     Cryokinesis

Telekinesis
Your psychic gift allows you to telekinetically extend your weapon's reach when fighting in melee.
       Benefit:  When you make a melee attack against a creature, spend an expertise die to increase the reach of your melee attacks by 10 feet, until the end of your turn.

Pyrokinesis
You have mastered using your psychic gift to burn down your enemies.
       Benefit:  Once per turn, after making a successful melee attack against a creature, you may spend expertise dice to deal ongoing fire damage.  The ongoing fire damage is equal to the number of expertise spent this way.  The creature must succeed on a DC 10 Dexterity save to end the ongoing damage.

TK Shield
Your psychic training allows to create a barrier from the air around you.
       Benefit:  Once per turn, you may spend a single expertise die to create half cover in front of yourself.  The half cover lasts until the beginning of your next turn or you drop to 0 hit points.

Cyrokinesis
Your psychic training allows to freeze your enemies where they stand.
       Benefit:  Once per turn, after making a successful melee attack against a creature, you may spend a single expertise die to constrain your target.  The creature must succeed on a DC 10 Strength save to break free of being constrained.

Fearmonger
Your psychic training allows to frighten your enemies.
       Benefit:  Once per turn, after making a successful melee attack against a creature, you may spend a single expertise die to frighten your target.  The creature must succeed on a DC 10 Wisdom save to break free of being frightened.

Highlander

So saturday night, while hanging out with some friends, I watched the original Highlander.  I didn't realize how long it had been since I'd seen it, because there was a lot that I simply didn't remember.

Highlander, for me, was nearly as significant as seeing Star Wars (A New Hope) the first time.  I think it's because I was a teenager when I saw Highlander and it really spoke to quite a bit of how a teenager views the world and what I found cool at the time (trenchcoats and katanas).

I found the development of Connor through flashback very interesting, but didn't remember the segments set in "modern" New York as being as disjointed and grim as they were.  I'd also forgotten that those same modern set pieces reminded me of a music video (probably a good thing back then).
And Christopher Lamber was an...odd choice for leading man.  I felt that Sean Connery and Clancy Brown both did a much better job and in many ways felt that Roxanne Hart's Brenda Wyatt was a more compelling character than the 1980's Connor McCloud.

I was also struck with the thought that Highlander probably wouldn't be made today.  Hollywood has little interest in creating a new franchise and they probably don't believe that a move like it would find an audience.

I find that truly sad.

Saturday, February 16, 2013

Dead AGE: M

M (AKA Frankenstein's Monster, Adam, Kane, Monstrum)

Abilities (Focuses)
2 Communication

5 Constitution (Stamina)

4 Cunning (Academics, Medicine, Science)

2 Dexterity (Athletics, Handgun, Initiative)

0 Magic

1 Perception (Awareness)

6 Strength (Brawling, Edged Weapons Jumping)

4 Willpower (Self-Discipline)

Combat Ratings
20 Speed

50 Health

15 Defense

6 Armor Rating

Attacks
Weapon Attack Roll Brawling +6

Damage 1d6+6

Powers 
Favored Stunts: Knock Prone and Mighty Blow.

Wonders of Science: M's tough hide gives him an Armor Rating of 6.

The Strain Trilogy by Guillermo Del Toro & Chuck Hogan

The Strain, The Fall, and The Night Eternal.

I like good vampire fiction, but I don't read much of it.  Before this series my favorite vamp novel was King's Salem's Lot.  This is up there and at least neck and neck with it.

I picked up this series purely based on Mr. Del Toro's upcoming film, Pacific Rim.

The first two books are solid and move very fast.  A nice mixture of a good virus book with vampires thrown in.  What's interesting is seeing a vampire who IS trying to take over the world.

The second book's big reveal was something I'd seen coming, but it was still very interesting and added new depth to the character it's connected too.

The third book was slower...darker.  I'm sure that was the intent, but it was almost a chore to get through.  It was nice seeing the full story of the vampiric Master and it's end was shocking and emotional.  In fact, it's ending is what saved the book for me.

I recommend all three books and am glad I read them.


Witch: Maiden (D&D Next)


Witch: Maiden
Medium Humanoid (Human)

Armor Class 13

Hit Points 18 (4d8) 

Speed 30 ft.
Senses lowlight vision 50 ft.


Str 10 (+0)     Dex 13 (+1)    Con 11 (+0)
Int  15 (+3)     Wis 13 (+2)    Cha  16  (+3)

Alignment chaotic evil 
Languages common, infernal, witch's cant


TRAITS______________________________________
Beguiling: The witch gains advantage on all checks to persuade.

Daughter of the Moon: As long as it is after nightfall, but before dawn, the witch has advantage on saving throws against magical effects.

ACTIONS_____________________________________
Melee Attack—Nails: +1 to hit (reach 5 ft.; one creature). 
Hit: 3 (1d6) slashing damage.

Ranged AttackEvil Eye: +3 to hit (range 50 ft./100 ft.; one creature). 
Hit: 6 (1d8+2) psychic damage.

Wizard Spell: The witch can cast the followings spells once per day: 

Charm Person

Darkness

Spider Climb


ENCOUNTER BUILDING 
Level 4                      XP 500

D&D Next: Frostbite (Dagger +2)


Frostbite 
Painful Dagger of Elemental (Water)
WieldedWeight 1 lbs

This dagger appears to be made purely of ice and is even cold to the touch and painful to hold.

Property: You gain a +1 bonus to the attack rolls and the damage rolls you make with this dagger.

Property (Attuned): The dagger's bonus to attack rolls and damage rolls increases to +2 and it completely ignores a creature's resistance or immunity to ice damage.
 
Rarity: Uncommon. 

Tuesday, February 12, 2013

Dead AGE: The League of Shadows


The League has existed for millennia, shaping civilizations and excising them when they begin to rot from within, like a malignant growth festering on the globe.

Early in the previous century, the diabolical Fantomas, stepped down from his spot as leader of the League and was replaced by the man known as Ra's Al Ghul.

As this century dawned, the League not once, but twice failed to destroy Gotham, and lost a leader in the process.

Fantomas was deeply troubled by the incidents and began to question the League's capabilities and came very, very close to dismantling the group, once and for all.  His frustration came from lack of a good candidate to assume control.  The americans, Luthor and Osborne were to arrogant and held no appreciation for tradition.  Robur was dead and Nemo vanished.  The Professor's brilliance lost to madness.  No solution presented itself to him.

It was his old comrade, Vincent Frankenstein's Monster, now known simply as M, who found the solution to the League's stagnance. 

In his travels, the Monster, had discovered that a great and visionary man had been trapped somewhere on the Plateau of Leng and set about finding and evaluating him.

And so it was M who found the Devil Doctor, Fu Manchu, and set him free.  It was Fantomas, long an admirer of the mandarin's accomplishments who handed the League, confidently, into the doctor's hands.

But it was Fu Manchu that began the experiment with Virus C, using his Elixir Vitae as a source for the new strain that was developed:  Virus D.

It was also the Devil Doctor who had become aware of the work New Edison was doing and wanted it for the League's sake.

And so he led the strike on Starling, personally.  It was time for the League to do what they did best, destroy a city.

Achtung! Cthulhu Kickstarter

Modiphius Entertainment, Angus Abranson, and Chronicle City have a Kickstarter set up for a Keeper and Adventurer's book for the WWII/Mythos mash-up.

Be sure to check it out!

Monday, February 11, 2013

Ironcloaks: Karnifex for D&D Next


Karnifex the Hellforged  
Fiendish Vorpal Bastard Sword

WieldedWeight 8 lbs

Property: This +3 vorpal bastard sword is made of black iron and ornately deorated with it's blade inlaid with glyphs in infernal.  Anyone wielding Karnifex is resistant to slashing, piercing and bludgeoning damage. 


Property (Attuned): Karnifex has 7 charges and regains 1d6+1 charges at nightfall.  As an action, you can expend two charges to cast teleport.  In addition, as a reaction, you can expend one charge to gain advantage on a saving throw.

Rarity: Legendary. 

Sunday, February 10, 2013

DC Tries it's hand at the "Political Super Hero Genre"

In the wake of six titles currently part of DC's "New 52", the comics publisher announced The Movement and The Green Team as part of their replacements.

The former series seeks to identify with the so-called 99% and the latter to the so-called 1%.

I firmly believe a deft hand can make a politically-charged property work, however I don't feel that Gail Simone has that talent, but I'm unfamiliar with Art Balthazar.

Unfortunately both books seem to be symptomatic of what's wrong with american comic books these days.  Marvel and DC don't want the aging customers they have and aim their titles at the college age reader, who aren't reading their books.  They want the audience they care little for to read material that isn't aimed at them and can't understand what's going wrong.  So they generate crossovers, reboots, renumbering, costume changes,  and killing characters off (temporarily) in lieu of quality stories.

I understand that comics are often ahead of the curve on social issues and accept and even applaud it, but both companies really need to understand that the best comic book "published" in the last decade came out last may and was a film called The Avengers.  When hollywood nails your property better than you, it's time to realize you have a very, very big problem.

Techno-Fantasy Roleplaying!

The Mutant Chronicles RPG is set to return in the near future.  It's being published by Modiphius Entertainment, the people behind Achtung Cthulhu!

I've always loved the MC universe and rpg and am really, really looking forward to this.

So the family went to the bookstore today...

And my 11 year old son picked Monster Slayers by Lukas Ritter over the next book in the Spiderwick Chronicles!

A DnD young reader's book!  Huzzah!!!

I'll let you know how it is.

P.S. It inspired this.

D&D Next: The Witchcraft Tradition of Wizardry

Witchcraft

Cantrips: You learn four cantrips of your choice from the Wizard's and Cleric's cantrip list.

Wicked: You learn a rogue's skill trick of your choice.

Wyrd: You learn two 1st level spells from the Cleric's spell list.

Friday, February 8, 2013

D&D Next: More on Skill Dice and Martial Dice

I ran Ironcloaks last night and at 3 of the players were completely new to DnD Next.  I found the Skill Die rule easy to explain and all the players latched onto it very, very quickly.

While I was initially very uncertain about the new rule, I think it's a home run.

However, I'm beginning to question the number of Martial Damage Dice that classes have access to.
I won't change anything yet, but I'm looking very, very closely at them.

And finally, I'm contemplating bringing back Expertise Dice to fill the roll of Fate Points, Action Points and Force Points.  I've left them out of the rules so I can test them, but I feel my players and I would really enjoy their presence.

Overall, I've really warmed up to the current rules, which is saying quite a bit, since my initial reading of the rules left me very cool toward them.

D&D Next: Thorn Devil AKA Sindycate Devil

Devil, Thorn (Thornagon) 
Small Fiend (Devil)
Armor Class 15
Hit Points 34 (4d10+12); resistant to cold and nonmagical weapons
Immunities fire
Speed 20 ft., fly 30 ft.
Senses darkvision 100 ft.
Str 19 (+4)   Dex 17 (+3)     Con 16 (+3)
Int 11 (+0)   Wis 11 (+1)     Cha 8 (–1)
Alignment lawful evil 
Languages Common, Infernal 

TRAITS
Flyby: The spined devil doesn’t provoke opportunity attacks when it flies out of a hostile creature’s reach.

Magic Resistance: The spined devil has advantage on saving throws against magical effects.

Telepathy: The spined devil can communicate telepathically with any creature within 100 feet of it that can understand a language.

ACTIONS
Melee Attack—Claws: +6 to hit (reach 5 ft.; one creature). Hit: 11 (2d4 + 4) slashing damage.

Melee Attack—Wing Buffet: +6 to hit (reach 10 ft.; one creature). Hit: 7 (1d6 + 4) bludgeoning damage.

ENCOUNTER BUILDING 
Level 4                      XP 400

Thorn Devils are foot soldiers and body guards within the Sindycate.  Atlach-Nacha bred them with the permission of Glasya, after proving the importance of the Sindycate's service to the Blood War.

Wednesday, February 6, 2013

Dead AGE: The Si-Fan

Founded by Fu Manchu, the Si-Fan has haunted the civilized world like a vengeful ghost willing to release pain, suffering, and death in a seemingly random pattern. 

Unfortunately for the world's police and intelligence agencies, there is nothing random to the Si-Fan's goals.

The secret society is comprised of the world's top criminals and assassins and had been the Doctor's right hand in achieving his dark goals. 

In recent times, it has operated completely in the shadows and quietly manipulated events behind the scenes, as Fu Machu's daughter, Fah Lo Suee usurped leadership in 1986 and led a campaign to fool the world into believing it no longer existed.  In fact, what has been pieced together in the last 3 years that is that somehow, Fah Lo Suee managed to imprison her father in the legendary Siege Perilous, hidden away on the plateau of Leng.

Fah Lo Suee altered the organization's modus operandi to gain strength from it's reported demise and was content to operate completely in shadows until the bio-terroist attack on Lanshiang by Neo-Umbrella last summer.

It was at this point that she learned that her father had escaped imprisonment from the Siege Perilous, and in fact had allowed his Elixir Vitae to be used in the development of a new strain of the dreaded C-Virus.  That reserach led to the discovery of the D-Virus, an extremely fast acting agent with unique mutagenic factors, that birthed zombies and monsters within one minute of exposure.

The Devil's Daughter and her web of spies were able to learn that her father had a two-fold plan that would remind the world of his malignant presence and allow him to steal the C-Virus research that New Edison was working on at their Starling lab.

Fah Lo Suee directed a small team to capitalize on the devastation caused by her father's attack, to steal the information he sought, right out from under his nose.

As the smoke and monsters were cleared from the dead city, New Edison CTO Courtney Westlake learned that her top researcher had disappeared and the lab's entire main frame had been stolen.

And the world remembered Fu Manchu.



Monday, February 4, 2013

Witch: Mother


Witch: Mother
Medium Humanoid (Human)


Armor Class 13

Hit Points 18 (4d8) 

Speed 35 ft.
Senses lowlight vision 50 ft.


Str 12 (+1)     Dex 14 (+2)    Con 11 (+0)
Int  17 (+3)     Wis 14 (+2)    Cha  13  (+1)

Alignment chaotic evil 
Languages common, infernal, witch's cant


TRAITS______________________________________
Keen Senses: The witch gains +5 to all checks to detect hidden creatures.


Daughter of the Moon: As long as it is after nightfall, but before dawn, the witch has advantage on saving throws against magical effects.

ACTIONS_____________________________________
Melee Attack—Broomstick: +4 to hit (reach 5 ft.; one creature). 
Hit: 4 (1d6+1) bludgeoning damage.

Ranged AttackEvil Eye: +5 to hit (range 50 ft./100 ft.; one creature). 
Hit: 9 (2d6+3) psychic damage.

Wizard Spell: The witch can cast the followings spells once per day: 

Charm Person

Disguise Self

Darkness

Sleep

Phantasmal Force

Spider Climb


ENCOUNTER BUILDING 
Level 4                      XP 500

Sunday, February 3, 2013

Witch Hunters Chapter 1: Into the Wraithwood

The Cast
Cecile - 4th Level Rogue Scout
Lightning 4th Level Fighter Gunslinger (Marksman)

In the Duchy of St. Cuthbert, Agnes Bleach, the Sheriff of Graven and two of her Deputies were asked to look into the finding a missing shepherd boy and two of his flock.  Everret Frost's 3rd youngest son, Hampton had been missing for two full dawns and his flock was known to range dangerously close to the dreaded Wraithwood.

Cecile found Hampton's tracks and also the presence of some magical beast.  She and Lightning entered the gloom-filled forest and followed a rough path until it split in twain.

Cecile took the right and Lightning, very unsure of splitting up, took the left.  He soon found the skin of  one of the sheep hanging on a heavy branch, about 10 feet up in the area.  He climbed and investigated, before noticing a Displace Beast lounging less than 15 feet above him, in the same tree.  He narrowly avoided it's assault and was able to shake off the effects of it's strange enchantment.

After the beast suffered a hard fall to the ground, Lightning adroitly pounced on it and roughly handled it by it's weird tentacles.  He then used his gift of talking with animals to make it understand he meant no lasting harm and in fact, need it's help.  The beast agreed to the truce and quickly explained that the Witch had killed the sheep and taken the boy.  It even agreed to show him the way to her lair.

Lightning and Kitten, as he called the Displacer Beast, found Cecile on the other path and made their way to an old shack, surrounded by giant toad stoles.  Kitten bid them farwell and sank off.

Both of them quietly began spying on the shack and noticed the second sheep, skinned and hung outside.  Within moments, the Witch came outside and a large flying squirrel greeted her form the trees. After they communed, the Witch began sniffing the air and sent the squirrel stalking through the nearby trees.

Now the deputies would need to hid from this dreadful creature, quadruple the size of any squirrel they'd ever seen with it's mangy black hair and bright pink "wings".

_______________________________________________________

My 11 year old son and 8 year old daughter are the stars of this game.  I figured witches are a good antagonist and old forests the perfect place to start a game.

Friday, February 1, 2013

D&D Next: Bionic Bigfoot

I've been prepping a game for my 11 year old son and my 8 year old daughter.  I decided to work up a companion for them and settled on it being a sasquatch (we all watch Finding Bigfoot every sunday night).  I mentioned it to my son and he said, "Dad, what if bigfoot was a robot?".  First, pride filled my chest because the only thing cooler than a bigfoot was a robotic bigfoot, and second my mind went to The Six-Million Dollar Man.


Bionic Bigfoot  

Large Construct


Armor Class 13
Hit Points 42 (6d10 + 12) 

Speed 45 ft., climb 45 ft.
Senses darkvision 50 ft.


Str 19 (+4)     Dex 14 (+2)    Con 20 (+5)
Int   7 (-2)      Wis 15 (+2)     Cha  7  (-2)

Alignment neutral 
Languages


TRAITS______________________________________
Magic Resistance: The bigfoot has advantage on saving throws
magical effects.

Magical Construct: The bigfoot is immune to disease and poison,
and it cannot be charmed, frightened, paralyzed, stunned, or put to sleeep.
It does not need to eat, sleep, or breathe.

ACTIONS_____________________________________
Multiattack: The bigfoot makes two slam attacks.

Melee Attack—Slam: +6 to hit (reach 5 ft.; one creature). 
Hit: 11 (2d6+4) bludgeoning damage.

Ranged AttackRock: +4 to hit (range 25 ft./50 ft.; one creature). 
Hit: 12 (2d8+3) bludgeoning damage.


ENCOUNTER BUILDING 
Level 5 XP 700

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