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.


VOTOM
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)
__________________________________________


ACTIONS

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




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!


HORDE TROOPER
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)
__________________________________________


ACTIONS

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




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




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.

Thoughts?

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 60 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.

QUINOX
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.
__________________________________________

ACTIONS

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 


Traits:
Assassin

Patient
Observant


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 taken 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 indicated that the Regime was responsible.

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.


KANONTSISTONTIES
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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Wednesday, February 6, 2019

Savage Worlds: Bat Boy



"...Scientists used to think the famed imp was a pitiful, one-of-a-kind mutant - but now believe he belongs to a race of creatures who have interacted with humans for at least 400 years."

BAT BOY
Wild Card

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

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

Pace: 5; Parry: 5; Toughness: 5

Edges: Alertness, Fame

Special Abilities:
• Infravision.
• Flight: Pace of 8 
• Size -1: Size of child.



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Tuesday, February 5, 2019

Savage Worlds: Flash Mob



Jon Martin Coooper Jr. is the oldest of three children of Jon Sr. and Lena. They met while working at Makro Chemical in Texas. After marrying they moved to Lena's hometown of Dayton, OH to raise their family, with Jon Sr. taking a position at Brighton Solutions and Lena becoming an Art teacher at Sizemore Elementary.

At the age of 11, JJ was spending the night at a friends house when a fire started and in his fear and panic, he duplicated for the first time to help wake up his friend's family. Within a week after the incident, the Coopers were first approached by Elias and Tomasina Ash to join their new school, the Kiln in Louisville, KY.

JJ graduated with his Bachelors in entrepreneurial studies and music at the age of 17 and has gone on to help recruit new students for the Kiln.

He also has been known to team up with several other former students as part of ECHELON, doing freelance security and intelligence work.


FLASH MOB
Wild Card

Attributes: Agility d8, Smarts d10, Spirit d10, 
   Strength d8, Vigor d8

Skills: Athletics d8, Common Knowledge d8,
   Fighting d8, Intimidation d8, Investigation d8,
   Notice d8, Performance d10, Persuasion d10, 
   Shooting d6, Stealth d8

Pace: 6; Parry: 6; Toughness: 8 (2)

Edges: Arcane Background (Super Powers), 
   Jack of All Trades, Martial Artist, Mighty Blow

Special Abilities:
• Unarmed: Str+d4.
• Armor: 2.
• Duplication: 10 duplicates (No Tell; Promotion).




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Monday, February 4, 2019

Savage Worlds: Shoggoth




"It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter."
— H. P. Lovecraft, At the Mountains of Madness


SHOGGOTH
Wild Card

Attributes: Agility d10, Smarts d4, Spirit d8, 
   Strength d12+3, Vigor d12

Skills: Athletics d10, Fighting d10, 
   Intimidation d10, Notice d12, Stealth d8

Pace: 8; Parry: 7; Toughness: 15 (3)

Edges: Alertness

Special Abilities:
• Tentacle: Str+d6.
• Aquatic: Pace of 8.
• Armor: 3.
• Ethereal: They can alter their shape to 
      pass through physical objects.
• Fear: -2.
• Fearless.
• First Strike.
• Hardy.
• Size 4: 15' across within a sphere.
• Tentacles: 4.





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Saturday, February 2, 2019

Deadlands Session 3 and the Final Chapter of Coffin Rock



The Posse had entered a rift, created by the elemental Tacheene, to stop the evil Parson Cheval from his nefarious plan. However, still weakened by his capture and ordeal, Tacheene's magic delivered themoutside the church that Cheval and his cult were holed up in.

Landing on their bottoms, the Posse experienced a blood-red moon, a howling wind, and evil, alien chanting coming from within the church. Plays With Fire used his brawn to break down the locked door and Triple J uses his rifle to blow the head clean off of Parson Cheval as he intoned his evil spell and a black rift was forming in the air in front of his pulpit.

The Parson's followers, tainted beyond redemption and maddened by his death, attacked while the Parson's lady love, Olive, took his place intoning the spell.

Fire, gatling guns, pistols, and longarms mowed down the evil cultists and even shot down Olive before she could finish the spell.  As the battle ebbed, he shadowy rift as it wavered in the air, with the smell of brimstone wafting out.

The Posse's Preacher attempted to use his faith to close it and had some small success. This led Doc Lightning, the Posse's weird scientist to investigate it too. Sadly, he paranoia and irrational curiosity took over (she rolled snake eyes) and she jury-rigged a device to expand the rift and a demon, straight out of Hell, strode forth from it before it finally closed.

While the monster put up a fight, it was soon taken down by science and faith working in unison and the Posse, believing the church was tainted beyond repair, burnt the building down to its foundations.

The only thing left was the O'Malley Bible from Sweetwater, AZ.

As the building burned, the Preacher began an epic sermon to the gathering townsfolk. The Posse had rooted out a festering evil and killed a spawn of Hell, it was time to repent. Repent!

He preached all through the night and well past dawn. The whole town joined in and found redemption, even the soiled doves who's turned cannibal at the Jewel. A true Revival formed and most of the town found God and sought redemption.

At 9am, the Posse decided they weren't going to stick around once they fulfilled their bounty against Mayhem Archer and his Out of Control gang and gathered several business owners and the Mayor to decide if the lone surviving deputy of Marshal Bryce's was worthy of taking over the position.

While, the group was meeting with this new city council, Mayhem Archer and his gang, hearing the Marshal was dead, rode into the middle of town and was shooting it up and looking to take it over.

The gunfight was short and soon the Posse had taken the bounties on the now dead Archer and his whole gang. 

Soon after, Shelly Pearl and her gang rode into town, also hearing of Bryce's death. However, Shelly Pearl Daily, the town's founder's daughter, meant no harm and her gang of abused wives and daughters weren't looking for anything but justice now that the Marshal was dead.

The council met with the Posse, Shelly, and acting Marshal Lilith Hightower, who had been baptized by the Preacher the previous night. She also revealed that Bryce had gotten hold of John Daily's lost deeds and handed them over to Shelly. This led to Lilith getting the job of Marshal, Pearl becoming the new Mayor, and her gang becoming the new deputies.

Marshal Hightower then signed off on the handbills for Mayhem and his gang, allowing them to depart to Kansas to collect their just rewards.

The Posse has some irons in the fire though. Will they return the O'Malley Bible to it's rightful owners? Will they head to Tombstone to help Doc Holiday? Is a cattle drive in their future? We'll just have to wait and see.


Friday, February 1, 2019

Deadlands: Dances With Ghosts for Savage Worlds




Wind In the Trees was born a half-breed Apache, the product of rape to Summer Moon, the daughter of the tribe's shaman. She was never fully accepted by her tribe and only her Grandfather and Mother treated her well. However, even when the tribe was attacked by cavalry, Wind In the Trees fought like a lion, and was able to at least save her Grandfather from the attack.

Wind In the Trees convinced her Grandfather to teach her in the ways of medicine. She was greatly gifted in its use, but her anger and hurt from the world darkened her power and the path she walked.

The Reckoners took notice of her and began to reach out to her, walking in her dreams and offering her more power. She gladly drank of it and happily walked deeper into blackness. Finally, her Grandfather confronted her and warned her of her path and threatened to stop teaching her. She laughed at the old man and told her that her real teachers said he would say that and told him that she could only gain full knowledge of her arts by slaying him. Her Grandfather spread his arms and allowed her to strike him down. On that night, Wind In the Trees died and Dances With Ghosts was born.


DANCES WITH GHOSTS
Wild Card

Attributes: Agility d8, Smarts d10, Spirit d10, 
   Strength d8, Vigor d8

Skills: Athletics d8, Common Knowledge d8, 
   Faith d10, Fighting d8, Intimidation d8, 
   Notice d8, Persuasion d8, Shooting d6,
   Stealth d8

Pace: 6; Parry: 7; Toughness: 6

Edges: Arcane Background (Magic), 
   Arcane Resistance

Gear: Dagger (Str+d4) 

Special Abilities:
• Powers: Armor, Beast Friend, Bolt, Blast,
      Disguise, Fear, Shape Change, Summon Ally. 
      Power Points: 20.



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