Friday, May 30, 2014

Next Friday: Keeper of the Cerulean Sign Background (For D&D 5E) [UPDATED]

Keeper of the Cerulean Sign (Background) 

The Cerulean Sign is an ancient rune of power, created untold eons ago by a race or deity long since vanished. This ancient race or deity clearly opposed the rise of the aberrant races, yet its efforts were ultimately a failure. The aberration races prosper, while their ancient adversary is forgotten. All that remains is the Cerulean Sign and its still-potent power against creatures from outside the realm of sanity.

The power of the Cerulean Sign draws a small group of loyal keepers. These people work to keep the knowledge of the Cerulean Sign alive, for without it, the ancient aberrations cannot be opposed. But a keeper does far more than protect the Cerulean Sign. She takes the fight to the aberrations, and specifically to those they have seduced. She seeks out aberration cults and crushes them, ensuring that the foul taint from beyond can never supplant what is pure in the world.


Trait - Abolisher
Your experience hunting aberrations from the Far Realm help you to recognize signs of their presence in an area and their followers.

Proficiencies
Skills: Arcana, Investigation
Tools:  Cerulean sign*
Languages: One of your choice.


Equipment
Traveler's cloths, letters from fellow keepers, ink, pen, paper sheets (10 sheets), journal, 10 gp, 8 sp, 9 cp

*When wielding the Cerulean Sign any aberrations within a 60 ft. radius must make a Wisdom save (DC = 8 + twice the wielder's Proficiency bonus) or become Frightened.

Wednesday, May 28, 2014

New Comics Day: Jackknife (For FASERIP)

Profile:  Jackknife


Fighting: Incredible (40)
Agility:  Remarkable (30)
Strength:  Incredible (40)
Endurance:  Remarkable (30)
Reason:  Excellent (20)
Intuition:  Excellent (20)
Psyche:  Excellent (20)
Health:  140
Karma: 60
Popularity:  Feeble (2)
Resources:  Remarkable (30)
Powers:
Power Nulification (Special)
Jackknife is immune to any paranormal ability that affects him.
Additionally, while within a 10 foot radius, any paranormal being has their powers reduced to a max of Remarkable.
Talents:
Infiltration, Intimidation, Martial Arts B and D, Terrorism
CITADEL is still trying acquire additional information.

What's in a Name: Basic vs Advanced D&D

I won't be able to get my normal New Comics Day post up today, but I had a thought that I wanted to share.

On top of how awesome having Basic DnD be free I think it's a nice way to honor the legacy of the game (which has historically had a Basic and Advanced component), while keeping it easily marketable.

Even as a kid, with Advanced DnD and Advanced Marvel Super Heroes, I found it confusing how the game was "Advanced" and if that meant I NEEDED to start with "Basic" (I literally thought I couldn't even start with ADnD).  It was an impediment that slowed me from playing my first RPG because I lacked a local hobby store with a knowledgable staff, an experienced gamer to ask or the internet.

While I think it was important to remove both Basic and Advanced from the 3rd and 4th edition eras.
I think bringing back Basic is a great idea because it quickly tells someone it's for beginners and this is where you should start playing the game.  And it's free.

I've been liking the decisions I'm seeing made for 5E and while I can't foresee how I'll feel a year from now, I do know this edition looks like its exactly what I want and the hobby needs.

Tuesday, May 27, 2014

Free Basic D&D for 5E

I doubt this is news to most, but I think this is an interesting step--a good step for DnD and the hobby.  Let's be honest, wether we discuss it or not, it's not hard to find a copy of any game to pirate and if a game has an SRD, well the pirated copy isn't even necessary.

But Basic DnD for free, give us an easy to find (and to direct customers to) filled with art that is 100% legal.

It's a good idea.

No, it's a great idea.

Thanks WotC.

If it's Tuesday it must be Jarlsburg: The Bloody Alley of Hollings-Hound Way

In the Northern Quarter of Yeti, between 19 and 20 Hollings-Hound Way is the Bloody Alley.

It is said that on first three nights of each month, from midnight to approximately 2am, blood pours in great gushing leaks from the walls on both side of the alley.  The blood smells like cinnamon and many folk say it has powerful restorative properties.  If you have the courage to collect it.

In the last two years alone, over 40 bodies have been found on those first three days of each month, their lungs filled with blood--drowned by the Alley itself.

Both buildings are now abandoned and no one dares enter either, even common hooligans.

The Oleander Council has pointedly ignored this problem and even after numerous requests from the business owners and residents form the area nothing has been done about the situation.

Many in Yeti whisper that the Alley is payment for some terrible pact between a Council Minister and some terrible fiend.  Others say that it is yet another part of the Dwarves' Shame.  But a drunken Silvercloak supposedly said it's a trap.  It's been set for something foul and unnamable, but its set and all it needs is the right prey.

Monday, May 26, 2014

Masters of the Universe Monday: Clamp Champ (For Labyrinth Lord)


Clamp Champ (Raenius)

After Duncan was captured and permanently turned into one of the Snake Men, Raenius, former Body Guard to King Randor, stepped in as the new royal Man-At-Arms. Although lacking Duncan’s skills as an inventor, Raenius proved his worth to the Masters of the Universe with his ferocious hand-to-hand combat and extensive knowledge of almost every weapon, including his favorite, the techno clamp, for which he earned the nickname “Clamp Champ”. He continued to lead the Masters all the way to the Second Ultimate Battleground. Clamp Champ surprises his enemies with his clamping action.

No. Enco.: 1 (Unique)

Movement: 60'

Armor Class: 5 (14)

Hit Dice: 5

Attacks: Weapon or Techno Clamp

Damage: 1d8 or 1d10

Special: On a natural 17-20 with the Techno Clamp, an enemy is immobilized unless they can make a Save vs Petrification.

Save: F5

Morale: 10

Alignment: LG

X.P. Value: 350

Friday, May 23, 2014

Next Friday: Ray Gun (For D&D 5e)

Ray Gun

Legendary magic weapon (handgun)
These weapons are few and far between, several owners have claimed to find on the outskirts of Waterdeep (where many individuals have sworn they have seen sky ships over the city).  

Property: You gain a +2 to attack and damage rolls you make with this weapon (deals1d6 radiant damage; whenever a 6 is rolled, roll the die again and add it to the total until a 6 is no longer rolled).


Property (Attuned): You gain a +2 to attack and damage rolls you make with this weapon (deals 1d6 radiant damage; whenever a 6 is rolled, roll the die again and add it to the total until a 6 is no longer rolled).  You score a critical hit on an 18-20.

Shadowdark & Gamma World

  I ran the Lost Citadel of the Scarlet Minotaur and the Players made it through about 1/2 of the dungeon.  It went well.  I did lower HP fo...