First, if your interested Ed Greenwood's new Elminster novel, Spellstorm has been released as an eBook (a week after print publication, strangely).
This week's New Releases on DnDClassics.com:
Eberron Campaign Guide (4e)
Eberron Player's Guide (4e)
Dragon #393 (4e)
Dragon #394 (4e)
Dungeon #192 (4e)
Tuesday, June 9, 2015
Monday, June 8, 2015
Masters of the Universe Monday: Scare Glow for D&D 5th Edition
Scare Glow was a shifty bounty hunter by the name of Karak Nul, who spent years attempting to break into Castle Grayskull. He became obsessed with the countless legends that it contained the power to be the Master of the Universe and lost his life trying to break into it.
In death, he was cursed and banished into the dimension of Infinita, forever chained to his past crimes. He was brought back to Eternia by a magical spell cast by Skeletor to locate the most evil warriors in the five dimensions. Provided with the Scythe of Doom, Nul agreed to join forces with Skeletor and quickly became known as Scare Glow, thanks to his ability to burst forth and freeze his enemies with dread.
He is a skeletal ghost warrior, who seems to have a solid but translucent body, and whose bones emit a strong glow which can intimidate even the bravest opponents.
He is a skeletal ghost warrior, who seems to have a solid but translucent body, and whose bones emit a strong glow which can intimidate even the bravest opponents.
SCARE GLOW
Medium undead, Evil ________________________________________________
Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed , exhaustion , grappled,
paralyzed, petrified, poisoned, prone, restrained, unconscious
Skills Intimidation +5, Stealth +3, Survival +3
ACTIONS
________________________________________________
Multiattack. Scare Glow makes two weapon attack or one dread glow attack attack per round
Scythe of Doom. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (1d10+4) necrotic damage.
Bone Chilling Glow. Each non-undead creature within 60 feet of Scare Glow that can see him must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.
Medium undead, Evil ________________________________________________
Armor Class 11
Hit Points 45 (10d8)
Hit Points 45 (10d8)
Speed 30 ft.
________________________________________________
________________________________________________
Str Dex Con Int Wis Cha
14 (+2) 12 (+1) 11 (+0) 14 (+2) 13 (+1) 16 (+3)
14 (+2) 12 (+1) 11 (+0) 14 (+2) 13 (+1) 16 (+3)
________________________________________________
Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed , exhaustion , grappled,
paralyzed, petrified, poisoned, prone, restrained, unconscious
Skills Intimidation +5, Stealth +3, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)
Languages Common
Challenge 4 (1,100 XP)
________________________________________________
Incorporeal Movement. Scare Glow can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Incorporeal Movement. Scare Glow can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
________________________________________________
________________________________________________
Multiattack. Scare Glow makes two weapon attack or one dread glow attack attack per round
Scythe of Doom. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (1d10+4) necrotic damage.
Etherealness. Scare Glow enters the Ethereal Plane from the Material Plane, or vice versa as an action. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.
Bone Chilling Glow. Each non-undead creature within 60 feet of Scare Glow that can see him must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.
Sunday, June 7, 2015
New Comics Day: Flash Mob for Icons
For years I've heard that Icons: the Superpowered Roleplaying Game was the spiritual successor to TSR's Marvel Super Heroes or FASERIP RPG. I had avoided it because FATE is just not my bag. I went through my Story Game phase in the early part of this century and was nearly out of it and onto the OSR when Spirit of the Century was published. It was neat, by WAY too fiddly for what to me should be a rules lite system. Plus, while I love Feng Shui, the whole Positive + Negative D6 system was something I was fed up with.
Well, I picked up the Icons Assembled Edition and the whole product just rose well above all of my past criticisms and struck home. Its a great game and captures what I like best about FASERIP and what I think FATE should represent.
This game would be a continuation of my Mightiest campaign set in the Marvel Cinematic Universe, but with Icons instead of Marvel Heroic Role Playing or FASERIP.
It would be set post Avengers: Age of Ultron on the West Coast--kind of my version of the West Coast Avengers and Force Works.
Simon Williams is the team's backer and is aided by the alien known as Century.
Flash Mob
Determination: 4
Stamina: 9
Origin: Transformed
Prowess: Great (6)
Coordination: Good (5)
Well, I picked up the Icons Assembled Edition and the whole product just rose well above all of my past criticisms and struck home. Its a great game and captures what I like best about FASERIP and what I think FATE should represent.
This game would be a continuation of my Mightiest campaign set in the Marvel Cinematic Universe, but with Icons instead of Marvel Heroic Role Playing or FASERIP.
It would be set post Avengers: Age of Ultron on the West Coast--kind of my version of the West Coast Avengers and Force Works.
Simon Williams is the team's backer and is aided by the alien known as Century.
Determination: 4
Stamina: 9
Origin: Transformed
Prowess: Great (6)
Coordination: Good (5)
Strength: Average (3)
Intellect: Great (6)
Awareness: Fair (4)
Willpower: Great (6)
Powers:Duplication: Incredible (7)
Precognition: Incredible (7)Specialties:Science (+1)Perform: Music (+1)Qualities:Family is Everything
"I Just Had a Vision!"
"I'm Curious..."
Background:
Jon Martin Cooper Jr. is the oldest son of Jon Martin Cooper Sr. and Lena R. Cooper. His parents met while going to college at Longhorn State in Texas. After graduating, they married and moved to San Diego, California with Jon Sr. taking a position at Brighton Solutions (a division of Roxxon Oil) and Lena becoming an Art teacher at Sizemore Elementary.
Jon Jr. or JJ's science and math scores were off the chart and after graduating high school at 15, he was offered a full scholarship from Roxxon Oil in exchange for a 3 year contract upon graduation.
JJ, only 19 upon graduating with his PhD in Biochemistry and Biology, took a position on a team doing bleeding edge research at Future Perfect in Oakland, California to fulfill his contract with Roxxon Oil. Unbeknownst to him and his colleagues, their team was exposed to a strain of Terrigin Mist that Roxxon had unearthed in Iraq during the First Gulf War.
JJ achieved terrigenssis later that week, when his apartment building caught fire. He woke several minutes before his fire alarm went off due to a premonition of a Future Perfect employee setting his apartment building on fire. After waking, his fear created seven duplicates so he could help himself and all his neighbors escape the blaze unscathed.
As the fire was being battled, JJ was approached by a man named Nathan who claimed that he worked for Williams Innovations on a project called Force Works and that Roxxon was responsible for exposing his team to the Terrigin Mists as guinea pigs. He offered to help JJ and any of his coworkers. JJ then had another premonition of the good he could do with Force Works and took Nathan up on the offer.
Jon Jr. or JJ's science and math scores were off the chart and after graduating high school at 15, he was offered a full scholarship from Roxxon Oil in exchange for a 3 year contract upon graduation.
JJ, only 19 upon graduating with his PhD in Biochemistry and Biology, took a position on a team doing bleeding edge research at Future Perfect in Oakland, California to fulfill his contract with Roxxon Oil. Unbeknownst to him and his colleagues, their team was exposed to a strain of Terrigin Mist that Roxxon had unearthed in Iraq during the First Gulf War.
JJ achieved terrigenssis later that week, when his apartment building caught fire. He woke several minutes before his fire alarm went off due to a premonition of a Future Perfect employee setting his apartment building on fire. After waking, his fear created seven duplicates so he could help himself and all his neighbors escape the blaze unscathed.
As the fire was being battled, JJ was approached by a man named Nathan who claimed that he worked for Williams Innovations on a project called Force Works and that Roxxon was responsible for exposing his team to the Terrigin Mists as guinea pigs. He offered to help JJ and any of his coworkers. JJ then had another premonition of the good he could do with Force Works and took Nathan up on the offer.
Saturday, June 6, 2015
Clerical Work: Specialty Priests of Waukeen for D&D 5th Edition
I'm importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.
Goldeyes Feat
Prerequisite: Cleric with Knowledge or Trickery Divine Domain
• You know the shocking grasp cantrip.
• You gain proficiency in one of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Sleight of Hand, or Stealth.
• You have the ability to discern true metal from false. You cannot identify the type of metal per se, but can determine if a supposedly gold coin is truly gold or a gold-plated lead fake, or even if it was created magically. You do this by hefting the time in your hands and thinking of what the material should be for one minute. For mixed metals, you can get a "partial" result for those metals which are a significant component of the alloy.
Specialty Priests of Waukeen
Goldeyes Feat
Prerequisite: Cleric with Knowledge or Trickery Divine Domain
• You know the shocking grasp cantrip.
• You gain proficiency in one of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Sleight of Hand, or Stealth.
• You have the ability to discern true metal from false. You cannot identify the type of metal per se, but can determine if a supposedly gold coin is truly gold or a gold-plated lead fake, or even if it was created magically. You do this by hefting the time in your hands and thinking of what the material should be for one minute. For mixed metals, you can get a "partial" result for those metals which are a significant component of the alloy.
Thursday, June 4, 2015
My Realms: Nesme in 1491 part 1
Nearly seven years after the city of Nesme fell to Warlord Hartusk, it is a pale reflection of the bold and defiant city from before being invaded. The population is barely more than it was after being liberated from it’s drow and orc conquerors and still struggles to remain vigilant against the ever present threat of the trolls and bog blokes of the Evermoors.
In the wake of Nesme’s liberation, its surviving citizens set about rebuilding, again. They are led by Speaker Helena Willcot, a trusted and well liked aide to First Speaker Jolen Firth. Wilcot was born and raised in Nesme and her desire to see it thrive once again borders on obsession. She is a tall woman, over forty years old, with raven-black hair, bright green eyes and a birthmark on her left hand. She is confident, a good listener, firm, and unafraid to raise her voice when required. The city has temporarily suspended it’s Council of Speakers, due the citizen’s trust in Wilcot and a desire to cut through bureaucracy and facilitate the rebuilding effort. The majority of the citizens firmly believe in Wilcot’s vision for a vibrant and strong Nesme.
The city’s primary defense are still the legendary Riders of Nesme, whose skill on horseback and bravery are the first defense against the rigors of life near the Evermoors. Eloise DuMont , the First Rider, is a survivor of the siege and a twenty-year veteran. Eloise is close to forty, short, with short light brown hair, chestnut eyes and the hint of freckles on her weathered face. Though she walks with a cane, a reminder of the torments set upon her by Tiago Baenre, she has retained her phenomenal skill as a rider and mounted combatant. However, there is a small amount of support for Third Rider Sturges Fienes, who is critical of DuMont’s obstinance in leaving the field. Though he is aware of Dumont’s prowess, he firmly believes her injury will put herself and in turn her Rider’s in peril one day and urges her to step down and take a more administrative role, as First Marshall. Sturges is brave and brash, but likable and well-meaning. He is very tall and powerfully built with very short blond hair, bright blue eyes, and a hawk-like nose.
Worship within the city is divided mostly between the rebuilt Temple of Commerce devoted to Waukeen, the House of Fortitude devoted to Illmater, and the Grey Keep devoted to Helm. Several small shrines to Auril, Chauntea, and Eldrath are maintained, as well.
Goldeyes Hibert Werk is an active and well-regarded advisor to both Speaker Wilcot and First Rider DuMont. He is a compassionate and stout fellow with silver hair, long sideburns and is missing his left hand, a “gift” from Tiago Baenre. His sermons are always well-regarded and his good nature is only overshadowed by his generosity.
Goldeyes Hibert Werk is an active and well-regarded advisor to both Speaker Wilcot and First Rider DuMont. He is a compassionate and stout fellow with silver hair, long sideburns and is missing his left hand, a “gift” from Tiago Baenre. His sermons are always well-regarded and his good nature is only overshadowed by his generosity.
Before the invasion, Nesme had swelled to more than 6000 souls, but its current population is less than 1000, so space is not a commodity and less than one-third the city is in regular use. With so much space within the city at this time, many businesses have requested and received permission to expand their operations by taking over other buildings that are close by and unused. One of these business is the Pete, Nesme’s most well-regarded tavern and inn. Its owned by Aden and Cinnamon Leto, who run it with their three surviving children, Theodore, Thomas, and Sage. Aden was a cook in Waterdeep and moved to Nesme, almost thirty years ago, taking a job at the Pete as cook. Cinnamon's family owned the Pete and the two soon fell in love. Sadly, three of their children perished during the siege and the family does it’s best to carry on. There are portraits of Simon, Brent, and Trenton sitting over the fireplace in the main room.
Aden is over fifty, with a large belly and a larger laugh. He is tall and broad-shouldered with huge hands and is quite proud of his cooking. Aden deeply love’s his adopted home despite his family’s suffering during the siege. Cinnamon is close to 45, and still beautiful, she has a shapely figure, violet eyes, and bright red hair. Her wit is renowned, as is her penchant for bawdy humor. Sage is their oldest surviving child and only daughter. She has her mother’s beauty and enjoys waiting tables and cooking deserts. Sage is slightly taller than her mother and less curvaceous, with reddish brown hair and dark blue eyes. Theodore and Thomas are twins and have recently become old enough to fully help run the Pete. They are active, prone to poor decisions, and easily led. Their sister helps to keep a constant eye on the pair. They are both tall for their age and have red hair and light violet eyes like their mother with long gangly arms and legs.
Aden is over fifty, with a large belly and a larger laugh. He is tall and broad-shouldered with huge hands and is quite proud of his cooking. Aden deeply love’s his adopted home despite his family’s suffering during the siege. Cinnamon is close to 45, and still beautiful, she has a shapely figure, violet eyes, and bright red hair. Her wit is renowned, as is her penchant for bawdy humor. Sage is their oldest surviving child and only daughter. She has her mother’s beauty and enjoys waiting tables and cooking deserts. Sage is slightly taller than her mother and less curvaceous, with reddish brown hair and dark blue eyes. Theodore and Thomas are twins and have recently become old enough to fully help run the Pete. They are active, prone to poor decisions, and easily led. Their sister helps to keep a constant eye on the pair. They are both tall for their age and have red hair and light violet eyes like their mother with long gangly arms and legs.
Twice a month, Speaker Wilcot, First Rider DuMont, Goldeyes Werk and the Letos have a meeting at the Pete to discuss matters within the city. The group has come to be regarded as the Small Council and citizens will often approach any or all of them about their concerns. While Speaker Wilcot is the clear leader of Nesme, she takes the Council’s advise seriously and is grateful for the extra help.
Wednesday, June 3, 2015
Clerical Work: Specialty Priests of Oghma for D&D 5th Edition [UPDATED]
I'm importing the idea of Specialty Priests and channeling a bit of DnD 4E by treating them as Feats.
Lorekeeper Feat
Prerequisite: Cleric with Knowledge Divine Domain
• You can cast the comprehend languages spell. You regain the ability to cast this spells when you finish a long rest. Wisdom is your spellcasting ability for this spell, and you cast it at its lowest possible level.
• You gain a +1 with grapple melee attacks and escaping a grapple actions.
• You learn one language of your choice.
Specialty Priests of Oghma
Lorekeeper Feat
Prerequisite: Cleric with Knowledge Divine Domain
• You can cast the comprehend languages spell. You regain the ability to cast this spells when you finish a long rest. Wisdom is your spellcasting ability for this spell, and you cast it at its lowest possible level.
• You gain a +1 with grapple melee attacks and escaping a grapple actions.
• You learn one language of your choice.
Monday, June 1, 2015
Masters of the Universe Monday: Rio Blast for D&D 5th Edition
Riolus Blast has the ability to transform from a normal warrior into an awesome arsenal of fire power.
Rio Blast is in all ways the fastest draw in the universe. As the sole survivor of a group of heroic explorers from Loredos in a starband near Eternia, Rio ended up as the “law” in that lost frontier. Flung by a meteorb to the surface of Eternia, Rio allied himself with the renegade Masters of the Universe in their battle against evil.
Rio Blast is nagged by the fact that he has left behind an untamed starband and he often champs at the bit to get back. He-Man promised to aid Rio Blast back home as soon as the warriors of Skeletor have been defeated once and for all.
Rio Blast transforms into a one-man arsenal to get the drop on enemies!
Rio Blast is in all ways the fastest draw in the universe. As the sole survivor of a group of heroic explorers from Loredos in a starband near Eternia, Rio ended up as the “law” in that lost frontier. Flung by a meteorb to the surface of Eternia, Rio allied himself with the renegade Masters of the Universe in their battle against evil.
Rio Blast is nagged by the fact that he has left behind an untamed starband and he often champs at the bit to get back. He-Man promised to aid Rio Blast back home as soon as the warriors of Skeletor have been defeated once and for all.
Rio Blast transforms into a one-man arsenal to get the drop on enemies!
RIO BLAST
Medium humanoid, Good ________________________________________________
Skills Intimidation +3, Perception +4
ACTIONS
________________________________________________
Multiattack. Rio Blast makes three ranged attack per round or one double-barrel blaster attack or one chest cannon attack per round
Wrist Cannon. Ranged Weapon Attack: +7 to hit, range 80/240 ft., one creature. Hit: 9 (2d4+5) piercing damage.
Knee Cannon. Ranged Weapon Attack: +7 to hit, range 40 ft. line. Hit: 8 (1d6+5) radiant damage.
Chest Cannon. Ranged Weapon Attack: +7 to hit, range 30 ft. cone.
Hit: 9 (1d6+5) thunder damage.
Double-Barrel Blaster. Ranged Weapon Attack: +7 to hit, range 60 ft., one creature. Hit: 24 (3d12+5) force damage.
Medium humanoid, Good ________________________________________________
Armor Class 16 (leather armor)
Hit Points 65 (10d8+20)
Hit Points 65 (10d8+20)
Speed 30 ft.
________________________________________________
________________________________________________
Str Dex Con Int Wis Cha
13 (+1) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 12 (+1)
13 (+1) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 12 (+1)
________________________________________________
Skills Intimidation +3, Perception +4
Senses darkvision 30 ft., passive Perception 14
Languages Common
Challenge 4 (1,100 XP)
Languages Common
Challenge 4 (1,100 XP)
________________________________________________
________________________________________________
Multiattack. Rio Blast makes three ranged attack per round or one double-barrel blaster attack or one chest cannon attack per round
Wrist Cannon. Ranged Weapon Attack: +7 to hit, range 80/240 ft., one creature. Hit: 9 (2d4+5) piercing damage.
Knee Cannon. Ranged Weapon Attack: +7 to hit, range 40 ft. line. Hit: 8 (1d6+5) radiant damage.
Chest Cannon. Ranged Weapon Attack: +7 to hit, range 30 ft. cone.
Hit: 9 (1d6+5) thunder damage.
Double-Barrel Blaster. Ranged Weapon Attack: +7 to hit, range 60 ft., one creature. Hit: 24 (3d12+5) force damage.
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