Saturday, August 30, 2014

Kickstarter - Secret Machines of the Star Spawn

+Mark Taormino has a new kickstarter that looks badass: Maximum Mayhem Dungeon #2: Secret Machines of the Star Spawn.

If the adventure is anything like Mark's previous adventure  The Hanging Coffins of the Vampire Queen (which I will post about later), then it's well worth the price of admission. The adventure is Expedition to the Barrier Peaks-like with it's mix of sci-fi tech and swords and sorcery, with a healthy dose of camp, exploitation, and humor. Sounds like an great time to me!

The project is funded. The new goal is to get more backers to make this project even more awesome.

Also, if you've not picked up the aforementioned vampire queen adventure, then you can add a copy of it onto your Star Spawn pledge.

#RPGaDay 30

Day 30 - Rarest RPG Owned

I honestly don't know what the rarest RPG I own is. Typically if I do find something hard to come by, I sell it for a bit of profit.

For this reason I'm going to say that the rarest rpg I own is my 5E PHB signed by Tribe One and Mikal kHill. Why is it the rarest? Do you know anyone else that has a 5E PHB autographed by indie hip hop nerds?

NOPE!


Friday, August 29, 2014

Friday In Freeport - Release the Kraken!

Kraken mini made by my friend Stew

5E Sellswords of Punjar - Area 2-7

Area 2-7 Loathsome Shrine of Nimaruth

Nimurath's Curse
Those touching the coins risk being cursed by Nimaruth. They must make a wisdom saving throw (DC 15) or be overtaken with an overwhelming fear of rats, mice, and other furry vermin. Cursed individuals have the Frightened condition while in the presence of rodents. This curse lasts until a Remove Curse spell is cast on the victim.

Scion of Nimaruth
Large Beast, Neutral Evil
_________________________
Armor Class 17 (natural AC, dexterity)

Hit Points 69 (6d10+36)
Speed 30, Climb 15
________________________________
  STR     DEX       CON      INT        WIS     CHA
20 (+6)  19 (+5) 20 (+6) 8 (-1)  14 (+2)  12 (+1) 
_____________________________________
Saving Throws + 9 Str, + 9 Con
Skills athletics +9     
Senses  darkvision 60 ft., passive Perception 15
Languages Common, Abyssal, Infernal
Challenge 3 (700 XP)

Cull the Weak. When the Scion of Nimurath hits a creature with a weapon attack, the creature takes an additional 1d6 damage if it's below it's hit point maximum.


Actions___________________________

BiteMelee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 13 (2d6+6) piercing damage. If the target is a creature it must succeed on a DC 15 Constitution saving throw against disease or because poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing his hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces his hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Rat Swarms (2)
Use Swarm of Rats stats from Dungeon Master's D&D Basic. Within sight of the Scion of Niramuth the rat swarms also gain Condition Immunity: Charmed, Frightened.

#RPGaDay 29

Day 29 - Most Memorable Encounter

In my 20+ years of gaming I've had some memorable encounters, but this is one of my favorites (that I don't really talk about).

Gren Tealeaf-Tosskettle was a halfling rogue/fighter/whisperknife. He traveled with his companions among the Ruins of the Dragonlord. While he never finished that quest, he did have a few memorable encounters. My favorite involved a minotaur. The party came up on him in a dungeon. He was a warrior slave to their enemy. First having sympathy on the beast man, the party freed him from his shackles. Soon, they realized that the though he didn't deserve slavery, the creature was a killer.

Gren used his fast-talking skills to keep the minotaur busy while the party quietly prepped for confrontation. He then let loose with his lucky dagger (the weapon of his whisperknife grandfather) and delivered a deadly sneak attack to the brute. The party fought the beast for a bit, until it made a break for it. Most of the party was cool with letting it go, but Gren didn't want to beast to come back for revenge or worse unleash its fury on innocents. He chased the brute down and with skill, luck, and the blessings of Yondalla finished him off in a one of one fight.

Yeah the party softened him up, but Gren was the one that stopped the brute. It was hard to believe that my halfling rogue 3/fighter 1 took down a minotaur, but he did.




Thursday, August 28, 2014

#RPGaDay 28

Day 28 - Scariest Game You've Ever Played

I've played some nail-biting D&D games and tension filled cinematic unisystem, but the only game I've truly had fear playing was Call of Cthulhu.

I used to game with a group that played periodic CoC. We would do one shots using the same characters (if they survived). One of the things that made these games scary was the atmosphere involved. We always played at night and typically played by candle and oil lamplight. Sometimes creepy music or sound effects were involved. The atmosphere and mood is what made the games so scary.


Wednesday, August 27, 2014

5E Sellswords of Punjar - Areas 2-5 and 2-6

Area 2-4 Slaver Greathall

Orliss the Goat
Medium Humanoid, Neutral Evil
Armor Class 16 (Chainmail) 
Hit Points  45 (6d10+12)

Speed
 30
_____________________________________
  STR     DEX    CON      INT      WIS    CHA
18(+4)  10(+0)  14 (+2)   11(+0)  12(+1)  15 (+2) 
_____________________________________
Saving Throws: Strength +7, Constitution +5
Skills Athletics +7, Intimidation +5
Damage Resistance fire
Senses  passive Perception 14
Languages Common, Draconic 
Challenge 3 (700 XP)


Combat Leader: Orliss the Goat and his allies have advantage on initiative rolls.

Great Weapon Fighting. When Orliss the Goat rolls a 1 or 2 on a damage die for an attack he makes witha  two handed melee weapon, he cana reroll the die and must use the new roll, even if the new roll is a 1 or 2. 

Improved Critical. Orliss the Goat's weapon attacks score a critical hit on a 19 or 20.

Actions_______________________________________
Greatsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  Hit: 14 (2D6+6) slashing damage.

Burning Breath Weapon. All creature within 15 foot cone must make a Dex. save (DC 13). A creature takes 3d6 fire damage on a failed save, and half that much on a successful one. He cannot use this ability again until he takes a short or long rest.

Hobgoblin Slavers (4)
Use hobgoblin stats from Dungeon Master's Basic D&D

Goblin Archers (6)
Use goblin stats from Dungeon Master's Basic D&D

Area 2-5B
Caustic Spear Trap

With a  Perception DC 20 notices the disguised holes in the ceiling. A Perception DC 25 notices the acid burn marks in the area targeted by the trap. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.

Twin Spear. Melee Weapon Attack. +5 to hit., reach 5 ft. Hit: 8 (2d8+3) piercing damage plus 5 acid damage. In addition the target is restrained for 1d4 rounds.

Award 200 XP if the trap is disabled.

Area 2-6 Flight of the Slavers

Raiko and Wrix, Gnoll Overseers
Use gnoll stats from Dungeon Master's Basic D&D

Virmoth, Elven Mage
Medium Humanoid, Lawful Evil
Armor Class 12 
Hit Points  28 (4d8+8)

Speed
 30
_____________________________________
  STR     DEX    CON      INT      WIS    CHA
13(+1)  14(+2)  14 (+2)   19 (+5)  16 (+2)  13 (+1) 
_____________________________________
Saving Throws: Int +6, Wis +5
Skills Arcana +6, History +6

Senses dark vision 60 ft.,  passive Perception 14
Languages Common, Draconic, Elven 
Challenge 1 (200 XP)


Fey Ancestry: Virmoth has advantage on saving throws against being charmed, and magic can't put him to sleep.

Spellcasting. Virmoth is a 4th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Virmoth knows the following spells from the wizard spell list:


  • Cantrips (at will): light, mage hand, shocking grasp
  • 1st  Level (4 slots): charm person, thunderwave
  • 2nd Level (3 slots): blur, hold person


Actions_______________________________________
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft. one target.  Hit: 14 (1d6+1) bludgeoning damage.


Drazen, Drow Thief
Use spy stats from the Hoard of the Dragon Queen supplement, add the following trait:

Fey Ancestry: Drazen has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Casting: Drazen can innately cast the following spells, requiring no components:
  • At Will: dancing lights
  • 1/day each: faerie fire (save DC 12)
Arrow Trap

With a Perception DC 25, the character notices the small hole on the chest through which the arrow is fired. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.

Arrow. Ramged Weapon Attack. +4 to hit., range 150 ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage.

Award 100 XP if the trap is disabled.


Hail of Needles Trap

With a Perception DC 20, the character notices the holes in the coffer. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.

Hail of Needles. Ramged Weapon Attack. +4 to hit., range 50 ft./150 ft., 2d4 targest. Hit: 6 (1d4+3) piercing damage.

Award 100 XP if the trap is disabled.