Wednesday, March 20, 2019

Vigilante City: MODOK

MODOK for Vigilatne City
STR: 20 
INT: 24 
WIS: 11
DEX: 9
CON: 16 
CHR: 14
Armor Class: 16
Hit Dice: 8 (48 HP) 
Move: 12 
Actions: 3
Attack Damage: Energy Beam (3d6), Slam Attack (d8 to two targets)
Special: Outsmart x6 a day
Bonuses: +5 to attacks, +2 to Melee Damage, +1 to Initiative, 
+8 to all non- Physical skills, +10 to Spot, +10 to Listen
Morale: 14 
Terror: 14 
HDE: 8

Tuesday, March 19, 2019

Dungeons & Dragons 5th Edition: Devil Dinosaur

Devil Dinosaur
Huge beast, unaligned

Armor Class 12 (natural armor)
Hit Points 13 (11d12 + 4) 
Speed 40 ft.
   Str                  Dex                Con           
23 (+6)          9 (-1)         17 (+3)  
   Int                  Wis                Cha
3 (-4)          12 (+1)         9 (-1)

Skills Perception +4
Senses Passive Perception 14
Languages --
Challenge 6 (2,300 XP)


Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
Hit: 28 (4d10 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the devil dinosaur can't bite another target.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
Hit: 25 (4d8 + 7) bludgeoning damage.

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Monday, March 18, 2019

Vigilante City: A.I.M. Agent

Advanced Idea Mechanics Agent for Vigilante City
Armor Class: 15
Hit Dice: 2
Move: 15
Actions: 1
Attack Damage: Pistol (1d6+2)

Bonuses: +1 to Melee attack, +3 to Range attack, Computers +2, Knowledge: General +3, Science +3
Morale: 9 
Terror: 7 
HDE: 2

Wednesday, March 13, 2019

Vigilante City: Hydra Agent

Hydra Agent for Vigilante City
Armor Class: 13
Hit Dice: 2
Move: 16
Actions: 1
Attack Damage: Pislto (d6+1)

Bonuses: +2 to Melee attack, +2 to Range attack
HDE: 2

Tuesday, March 12, 2019

Back This: Arcana of the Ancients on Kickstarter

Monte Cook Games makes some well written and gorgeous books. And the setting of Numenera, the Ninth World, is exceptional.

They have taken the last several years of working in science-fantasy and have a new Kickstarter for Arcana of the Ancients to bring all they have learned to Dungeons and Dragons 5th Edition.

The KS is live and I urge you to back it. They are already very close to funding.

You can back it here.

Saturday, March 9, 2019

Dungeons & Dragons 5th Edition: Beast Man

Warriors of the vine jungle who have hired onto the Horde.

medium humanoid (beast man), neutral evil

Armor Class 15 (natural armor)
Hit Points 13 (2d8 + 4) 
Speed 35 ft.
   Str                  Dex                Con           
16 (+3)          13 (+1)         15 (+2)  
   Int                  Wis                Cha
10 (+0)          12 (+1)         11 (+0)

Skills Animal Handling +3, Perception +3, Stealth +3, 
Survival +3
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1/2 (100 XP)

Beast Master. A beast man has advantage on Wisdom (Animal Handling) skill checks.


Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 7 (1d8 + 3) bludgeoning damage.

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Wednesday, March 6, 2019

Dungeons & Dragons 5th Edition: Cosmic Enforcer's Blaster

Magic weapon (laster pistol), Very rare
• The blaster deals 3d8 force damage (range 40/120, reload 50 shots)

• When you hit with an attack wielding the blaster and roll a natural 18-20, the target is knocked back 10 feet.

Tuesday, March 5, 2019

Dungeons & Dragons: Aquatican Buccanneer

Warriors of the Sea Kingdoms who have hired onto the Horde.

medium humanoid (aquatican), lawful evil

Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12) 
Speed 35 ft., swim 40 ft.
   Str                  Dex                Con           
14 (+2)          12 (+1)         15 (+2)  
   Int                  Wis                Cha
11 (+0)          13 (+1)         10 (+0)

Skills Perception +3, Survival +3, 
Senses Darkvision 120 ft., passive Perception 13
Languages Common, Primordial
Challenge 2 (450 XP)

Amphibious. The aquatican can breathe air and water.

Fish Telepathy. The aquatican can magically command any fish within 30 feet of her, using a limited telepathy.


Multiattack. The aquatican buccaneer makes two attacks.

Long Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

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Monday, March 4, 2019

Dungeons & Dragons 5th Edition: Cobra Infantry

Foot solders for the COBRA terrorist organization.

medium humanoid (human), lawful evil

Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2) 
Speed 30 ft.
   Str                  Dex                Con           
12 (+1)          14 (+2)         13 (+1)  
   Int                  Wis                Cha
11 (+0)          13 (+1)         12 (+1)

Skills Perception +3, Survival +3
Senses Passive Perception 13
Languages Common
Challenge 1/2 (100 XP)


Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Hunting Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

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Sunday, March 3, 2019

Dungeons & Dragons 5th Edition: Deadite

A "Deadite" is a evil demonic zombie hybrid.

medium undead, chaotic evil

Armor Class 11 (natural armor)
Hit Points 13 (3d8) 
Speed 30 ft.
   Str                  Dex                Con           
11 (+0)          10 (+0)         11 (+0)  
   Int                  Wis                Cha
10 (+0)          11 (+0)         10 (+0)

Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Common, Abyssal
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the deadite to 0 hit points, it must make a Death saving throw. On a success, the zombie drops to 1 hit point instead. On a failure, it is dead.


Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
Hit: 3 (1d6) slashing damage.

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Saturday, March 2, 2019

Dungeons & Dragons 5th Edition: Chainsaw Hand

Magic weapon (chainsaw), Very rare (requires attunement)

• This magic item replaces one of the wielder's hands permanently.

• The chainsaw deals 2d8 slashing damage.

• When you hit with an attack wielding the chainsaw and rolls a natural 19-20, the target gains a level of exhaustion.

Dungeons & Dragons 5th Edition: Gar Magus

The Gar are evil beings from another dimension who serve Hordak and his Horde in his effort to rule the Polyverse.

medium humanoid (gar), lawful evil

Armor Class 13 (leather armor)
Hit Points 22 (5d8) 
Speed 30 ft.
   Str                  Dex                Con           
13 (+1)          12 (+1)         11 (+0)  
   Int                  Wis                Cha
16 (+3)          14 (+2)         10 (+0)

Skills Arcana +5, History +5
Senses Darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Infernal
Challenge 1 (200 XP)

Spellcasting. The gar magus is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

Cantrips (at will): chill touch, mage hand, shocking grasp

1st Level (4 slots): cause fear, magic missile

2nd Level (3 slots): darkness, hold person


Havoc staff. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 5 (1d8+1) force damage.

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Thursday, February 28, 2019

Dungeon Mastering 101: The Eureka Moment

This week we went back to DnD 5th Edition from Deadlands. As much as I enjoyed Savage Worlds, it wasn't as fast or fun as I had hoped.

I've been struggling with focus and inspiration for the last few months and I've been analyzing what I've been doing and what I'd like to improve.

One thing I did prior to this past session was spend more time on prep and focused less on detailing the rooms as the players entered them. When running a campaign the size of Dungeon of the Mad Mage I found myself spending more time reading the room to the players and acting as a narrator than a DM. That's on me and I think the added prep time helped me overcome that. 

My eureka moment came while simply observing the players decide how best to sneak past two sleeping chimeras to get to their treasture: I'd been spending most of the last few months focusing on combats and less time on exploration and role-playing. I sat back and watched my players enjoy flexing their role-playing muscles and took notes on what they wanted to accomplish for future plots and less time thinking about the current scene as an "encounter".

I'm not sure how I became so fixated on combat, but it happened. Which is fine, every DM, session, and group is different. But for me, right now, I need to react to the players goals and less on the action of the fight.

We happened to have an entire session without combat. I'm not saying combat is bad and should be avoided, but in my current process, it was just what I needed. I found it to be a good session and energized me going forward, something that hadn't been happening lately.

Wednesday, February 27, 2019

Dungeons & Dragons 5th Edition: VOTOM

VOTOMS are ancient war machines that have been recovered and restored.

Large construct, unaligned

Armor Class 17 (VOTOM armor)
Hit Points 142 (15d8 + 60) 
Speed 50 ft.
   Str                  Dex                Con           
18 (+4)          16 (+3)         19 (+4)  
   Int                  Wis                Cha
10 (+0)          14 (+2)         11 (+0)

Saves Dexterity +6, Strength +7
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 12
Languages Common
Challenge 7 (2,900 XP)


Multiattack. The VOTOM makes two attacks.

Fist. Melee Weapon Attack: +7 to hit, 5 ft., one target. 
Hit: 13 (3d6 + 3) radiant damage.

Rifle. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit: 18 (2d8 + 3) piercing damage, burst fire.

Shoulder Rocket. Ranged Weapon Attack: +6 to hit, range 50/150 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

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Tuesday, February 26, 2019

Savage Worlds: Hobgoblin


Attributes: Agility d8, Smarts d6, Spirit d6, 
   Strength d8, Vigor d8

Skills:  Athletics d8, Common Knowledge d6, 
   Fighting d8, Intimidation d6, Notice d4, 
   Persuasion d4, Shooting d8, Stealth d6

Pace: 6; Parry: 8; Toughness: 9 (3)

Edges: First Strike

Gear: Chain Mail (+3 Armor), Long Sword (Str+d8),
   Shield (+2 Party; -2 Cover)

Special Abilities:

• Bite: Str+1d4.
• Infravision.

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30 Minute Dungeon: Shadowborn's Tomb

I tried my hand at The Bogeyman's 30 Mintue Dungeon:

A recent tremor revealed an opening to what appears to be a laboratory and several connected rooms. Several people from the nearby town of Fayette have started to explore the rooms, but claim an evil spirit is haunting the area and driving them out.

Room 1 Laboratory filled with broken glass, strange ingredients, and numerous shelves lined with books on Alchemy and Necromancy. The room is 20' by 10' and has tiled flooring. The ceilling is 12' high. There are two cages with the skeletons of some unidentified creatures. There is a single exit from the room.

Room 2 is connected to the laboratory. It has the remains of a bed and a wardrobe. Within the wardrobe are several changes of clothes and robes in vibrant colors. Inscribed into the floor is a magic circle with dark stains that might be dried blood. There is one exit from the room. Under the mattress is a pornographic folio featuring drawings of tieflings.

A Hallway connects to the bedroom and has 2 doors on the left and 3 doors on the right.

Room 3 is on the left and has a large cage with the bones of animal about the size of a cow, but with two skulls.

Room 4 is on the right and is a small closet with collapsed shelves. The shelves contained more books, spell materials, a small jade tiger, and an orange sea shell. If the orange sea shell is rubbed, an imp appears, identifies itself as Siegfried and asks, "How may I serve you?". Siegfried served the Necromancer who lived here, Iala Shadowborn. He had failed a mission to the lower planes for her and was in "time out" and placed within the closet.

Room 5 is on the left and has several barrels and crates stored within it. The crates contain paintings and sculptures, worth 300 gp in total. The barrels have an elven cranberry whine that is still good.

Room 6 is on the right and has a large summoning circle within it. Written on the walls, in what appears to be fresh blood is "Get out! Leave this place! You are not welcome here and when night falls I will tear you limb from limb if you are still here!" If anyone begins to examine the portal, the ghost of Iala Shadowborn, a female half-elf appears. She appears in her early 60's and has long silver hair that falls passed her buttocks. Her eyes are sad and she demands that the trespassers leave this place immediately. If the intruders linger long enough, she will sigh and ask them if they can help her? If they agree, she will tell them that a large ruby has been stolen from her and it it could be returned she could be reborn. She also tells them that there is a magic compass in the next room that can lead them to the ruby, which she refers to her "heart".

Room 7 is lined with shelves and has numerous odd and unusual items. The compass rests next to bottle that has lightning in it on the left and and a lead frog that smoke escapes from constantly. If the group has agreed to help Iala she warns them that the door to this room is trapped and gives them the command word to deactivate it. If not, anyone touching the handle must make Save vs Magic (or Dex DC 13) or take 3d8 lightning damage. Additionally, if the group has agreed to help her, she leads them to the compass. It has "IS" engraved on the outer lid and is made of silver. When opened it glows with a slight red light and it points toward the location of the ruby "as the crow flies". The closer it gets to the ruby the brighter it glows and when it is within 10 feet it chimes lightly every 30 seconds.

Monday, February 25, 2019

Dungeons & Dragons 5th Edition: Horde Trooper

The basic foot solder of the Horde!

medium construct, lawful evil

Armor Class 16 (trooper armor with shield)
Hit Points 11 (2d8+2) 
Speed 30 ft.
   Str                  Dex                Con           
13 (+1)          11 (+0)         12 (+1)  
   Int                  Wis                Cha
10 (+0)          11 (+0)         10 (+0)

Senses Darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/4 (50 XP)


Shock Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) lightning damage.

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Sunday, February 24, 2019

Dungeon Crawl Classics: Gorilla Fighter

When I was a wee lad, I remember hearing about "guerilla fighters" on the news. This is what I imagined:

GORILLA FIGHTER  for Dungeon Crawl Classics
Init +3; Atk gun +4 melee (1d10); AC 14; HD 3d8; MV 30’; 
Act 1d20; SV Fort +3, Ref +1, Will +0; AL C. 

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Saturday, February 23, 2019

Dungeons & Dragons 5th Edition: Enviro-Suit

Magic armor, rare (requires attunement)

• Your Armor Class is 16 while wearing this armor.

• You gain resistance to cold, fire, and necrotic damage.

• You gain immunity to poison damage.

• You do not need to breath while wearing this armor.

Arcana of the Ancients from Monte Cook Games

In Mid-March, Monte Cook Games will be launching a Kickstarter that will allow DnD 5th Edition players to add Science Fantasy elements to their games in the grand traditions of Barrier Peaks and Numenera. 

In fact, it sounds like you'll be able to convert your DnD game to Numenera's 9th World, if you want.

Which I do.

I have a respect for MCG's Cypher System, but I think my players and I would rather run Numenera with the 5E engine.

My plan is to do more science-fantasy posts in the near future, as I ramp up for the KS and plan ahead for a future 5E game.

So expect more disruptors and thoughts on cyphers in your near future.

Thursday, February 21, 2019

Worldbuilding: The Ben-Nadi

The Ben-Nadi are a cult of assassins that was founded just over a decade ago by Drago Hirobi, also know as the Seneschal. Drago claims that Nyx, the Goddess of Night and Mother of Monsters, came to him in a vision and instructed him on what he needed to do to create the cult. He even claims that those he recruits are chosen by Nyx to join.

Currently, the Ben-Nadi have 47 members and have quickly garnered a reputation for their ruthlessness and efficiency. Rumors insist that after murdering Prince Gonard of Waloria that nobles from all over the Western seaboard began seeking out the Ben-Nadi for contracts to fulfill.

Once chosen to join the Ben-Nadi, members are heavily recruited and no one is currently known to turn have turned down membership. Obedience to the Seneschal's tenets are required and included a wide variety of strange taboos. After being chosen, a recruit has close to six months of training before being assigned a target to murder. Only after that assignment is fulfilled successfully is a recruit considered a full member and failure means execution.

Members are trained in social situations, combat, acting, disguise, and the art of stealth. Rumors claim that members also have training in shadow magics.

While some scoff at the boogeymen that the Ben-Nadi have become, far more in the know point at how quickly their reputation has grown in such a short time.

Wednesday, February 20, 2019

Dungeons & Dragons 5th Edition: Disruptor

Magic weapon (laser pistol)

• It deals 3d8 necrotic damage, [
Ammunition (range 40/120), reload (50 shots)]

• You gain a +1 on attack and damage rolls with this weapon.

• When you hit with an attack wielding the disruptor and roll a natural 18 or higher, the target's Speed is reduced to 0 until the beginning of your next turn.

Tuesday, February 19, 2019

Numenera's Cyphers for Dungeons and Dragons 5th Edition

I'm a big of fan of Monte Cook Game's Numenera setting, which is a mix of science fiction and fantasy set a billion years in the future. However, I'm not too keen on the Cypher System that powers it.

Last week, there were some cryptic hints that MCG might do some kind of conversion of Numenera to DnD 5E. I hope this happens. I think it could be a win-win for the company and the property.

It got me thinking of importing some of the Ninth World's ideas into my current DnD 5E game that I'm getting ready to go back to.

One of those things are the setting's cyphers, strange and sometime ancient pieces of tech that are indistinguishable from magic. They are, essentially, one use magic items that the PC's get access to randomly.

To use a Cypher in 5E, it remains a one use item and lasts as long as it says. If it inflicts damage, the amount is equal to the level of the cypher, often a random amount. The level of the cypher is also added to 8 to determine any Saving Throw DCs that are necessary.


Monday, February 18, 2019

Dungeon Crawl Classics: Gremlin

Init +5; Atk claws +1 melee (1d4); AC 17; HD 1d6; MV 40’; 
Act 1d20; SP Infravision 90';SV Fort +2, Ref +4, Will +0; AL C. 

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X: M for Savage Worlds

Frankenstein's Monster, calling himself M, has worked with Fu Manchu within the Si-Fan for the last 30 years. The Devil Doctor has used M's infernal gifts to wreak havoc and cause misery.

AKA Frankenstein's Monster
Wild Card

Attributes: Agility d10, Smarts d10, Spirit d8, 
   Strength d12+1, Vigor d12

Skills:  Athletics d10, Common Knowledge d10, 
   Fighting d10, Intimidation d10, Notice d8, 
   Persuasion d8, Stealth d8

Pace: 8; Parry: 7; Toughness: 13 (2)

Edges: Calculating, Martial Warrior, No Mercy, 
   Sweep (Improved)

Special Abilities:
• Unarmed: Str+d6.

• Armor: 2.

• Hardy.
• Fear.

• Fearless.

• Size 1.

• Undead.

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Sunday, February 17, 2019

Dungeons & Dragons Fifth Edition: Quinox

A quinox is a sorcerer who joins the legions of hell in the Blood War. Once transformed from their mortal frailties, they become beings of light and shadow that delight in harrying their demonic foes and anyone who stands against them.

medium fiend (devil), lawful evil

Armor Class 15 (natural armor)
Hit Points 47 (8d8 + 9) 
Speed 35 ft., fly 35 ft.
   Str                  Dex                Con           
12 (+2)          17 (+3)         13 (+1)  
   Int                  Wis                Cha
14 (+2)          12 (+1)         16 (+3)

Skills Arcana +5, Stealth +6
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Poison
Senses Darkvision 120 ft., passive Perception 11
Languages Common, Draconic, Infernal
Challenge 7 (2,900 XP)

Devil's Sight. Magical darkness doesn’t impede the quinox's darkvision.

Magic Resistance. The quinox has advantage on saving throws against spells and other magical effects.

Magic Weapons. The quinox's weapon attacks are magical.

Shadow Stealth. While in dim light or darkness, the quinox can take the Hide action as a bonus action.


Multiattack. The quinox makes three attacks: two with its shadow whip and one with its light lance.

Shadow Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.

Light Lance. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) radiant damage.

Shadow Bomb (Recharge 5-6). The quinox casts darkness at a point within 120 feet of it, requiring no components. Charisma is its spellcasting ability for this spell. While the spell persists, the quinox can move the area of darkness up to 35 feet as a bonus action.

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1,000 Faces: Obadiah Cornwallis

Obadiah Cornwallis
Male Vampire

Ability Scores:
Str 20      Dex 18      Con 20
Int 13      Wis 15       Cha 13 



Role: Obadiah is relatively young vampire, but was a dogged opponent of undead and monsters in his life. His supernatural gifts make him an especially deadly foe because he knows how a monster hunter thinks.

He travels the the countryside in a large covered wagon that is driven by his sister and protector, Barbarella. Barb assisted him in life as a hunter and has become blood bound to him in his undeath, something that truly bothers Obadiah.

Wednesday, February 13, 2019

Savage Worlds: Hopkinsville Goblin

Strange, short creatures that seem linked to mines and possibly UFOs. They have been known to terrorize some locations and may be linked to the Mammoth Cave system.

Attributes: Agility d8, Smarts d6, Spirit d8, 
   Strength d4, Vigor d4

Skills: Athletics d8, Common Knowledge d6, 
   Fighting d4, Intimidation d6, Notice d6, 
   Shooting d4, Stealth d8

Pace: 10; Parry: 4; Toughness: 4

Edges: Alertness

Special Abilities:
• Claws: Str+d4.
• Speed: D10 running die.

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Monday, February 11, 2019

X: The Si-Fan for Savage Worlds

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 has always been the Devil 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 has take a larger leadership role since  2006.

In fact, INTERPOL reported as recently as 2015 that the Si-Fan had been absorbed by the League of Shadows and Fu Manchu was presumed dead.

Sadly, for the world, The Devil Doctor, his daughter, and this organization are very much alive and recently reignited a war between the Rector and Gable corporation and the Procyon Regime AKA the Flatwood Monsters, by purposely failing an attempt on Gianna Gable's oldest daughter and planting false evidence.

Their reasons for this action are unclear, but it will certainty benefit the Si-Fan.

Sunday, February 10, 2019

Deadlands Session 4

Coffin Rock's' Dr. Orlando was strangely absent an unaccounted for as the town came together after the defeat of Parson Cheval.

The Posse checked out his office and found several freshly skinned corpses and a bloody dress form. It appeared he'd skinned some victims to make a flesh suit and fled.

Doc Lightning used her Weird Science to make a skinwalker detector and the various townsfolk were interviewed for information.

Meanwhile, Plays With Fire sought the advice fo spirits, where he encountered a strange and ominous woman with golden eyes who advised him they would need silver bullets to kill what Orland had become. When he questioned why she would help him, she admitted that she hoped to turn him toward her darkness. After that he went outside of town and communed with the earth spirit, Tacheene. The earth spirit was in far better shape since being rescued and was able to sense Orlando's corruption.

At the same time, the rest of the Posse had procured some silver from miners and had some bullets made.

By the time they met up it was early evening and they were hunting in the canyon just outside of town. They came upon Orlando, his bloody form easy to see in the cloudless sky. He summoned some coyotes, but the battle was over fairly quickly and the Posse was victorious.

They returned to town and were welcomed with drink and excitement.

In the morning, Pearl Daily, the new Mayor asked them to stay on to help the town, but hey turned her down.

They headed to Kansas for the reward for Archer and his Out of Control gang.

On the train, we used the Interlude rules to find out more about each character. Doc Lightning has a beloved cat back east; Shady had a sad story about his father; The Reverend admitted to finding his calling and swaying the likes of 2000 souls; Shorty revealed that he came West and lost his wife and kids; Plays With Fire admitted to a fascination to technology, but his loyalty to the Old Ways keeps him from pursuing it.

They got to Kansas and got their reward. They contemplated various jobs and settled on heading to Tombstone, AZ to help Doc Holiday and the Earps.

The trip to Tombstone was eventful, though the were uncomfortable going about town unarmed.

They came across the Earps in the Oriental Saloon, who were pursuing Ike Clanton and Tom McLaury armed in town and headed out to deal with them.

A drunken youngblood named Bixler Tate started cussing and causing a ruckus. He picked a fight with the Posse and a bar brawl commenced. The Posse came out on the winning end and they noticed Tate wore a red bandana which connected him to the Cowboy gang. The Posse decided to tie him up to wait for the Earps to return.

Friday, February 8, 2019

Dungeon Mastering 101: Confidence

I've been a DM for over 25 years. I've always thought of myself as being good at it. I try to make the table comfortable for others, I spotlight the players, and I want everyone to have fun.

But something strange has occurred in the last few months: I've lost confidence in myself. I'm sure part of it was the burnout on DnD 5E (I'm loving Savage Worlds in the Deadlands setting since the change). And I think another part of it was my switch over from being a DM who used 100% self-written adventures to nearly 100% published adventures. But I don't think that explains it all.

Its something I'm struggling with. Being a good DM is important to me and I have two awesome groups these days (and I even get to play in 1 of them). I figure if I can root out the cause of the lack of confidence, I can better work on how to fix it.

One thing I've noticed is that I've always been a very improvisation DM and that's something I've moved away from. Perhaps that was the first symptom?

I don't think DMs always get the credit they deserve. While its great to see people like Matt Mercer, most of us don't have his background or budget and I think it can set an unrealistic expectation for some within the hobby. Don't get me wrong, show like Critical Role are great for the hobby, but every DM is different and the fact they are willing take on the responsibility should earn them some love.

I wrote this in hopes of a) exorcising whatever demon I've got right now and b) to let others know that if they go through this kind of thing, they are not alone.

Thursday, February 7, 2019

Deadlands: Kanontsistonties for Savage Worlds

According to folklore, the Kanontsistonties are the spirits of people who were murdered as a result of decapitation. In these tales, the Flying Heads seek revenge against those who did them wrong.

Wild Card

Attributes: Agility d8, Smarts d6, Spirit d8, 
   Strength d6, Vigor d6

Skills: Athletics d6, Fighting d8, 
   Intimidation d6, Notice d6, Stealth d8

Pace: --; Parry: 6; Toughness: 6 (4)

Edges: Combat Reflexes

Special Abilities:
• Bite: Str+d4.
• Armor: 4.
• Fear: -1.
• Flying: Pace of 10.
• Size -3: The size of a human head.

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Vigilante City: MODOK

MODOK for Vigilatne City STR:  20  INT: 24  WIS:  11 DEX:  9 CON:  16  CHR:  14 Armor Class: 16 Hit Dice: 8 (...