Thursday, December 31, 2020

Escape From Skullcano Island and WOTC

Now that I've reviewed Escape from Skullcano Island, I wanted to talk about how you could customize it for use with established Wizards of the Coast settings, just like I did with An Occurrence at Howling Crater, The Horror Out of Hagsjaw, and Jungle Tomb of the Mummy Bride

Eberron

I think the first step to making Escape From Skullcano Island feel like it belongs in Eberron is to tie it in to the impenetrable  Draconic Prophesy. 

There are many options for Ornthalis of the Seven and One Omens. There are many options for who he is. Here are my favorite suggestions:

  • While known to the world as Ornathilis, the great prophet and sage is actually Sora Teraza (page 201 of Eberron: Rising of the Last War), daughter of the ancient night hag Sora Kell. Teraza is known for her powers of divination.
  • Ornathalis is an ageless half-orc druid and member of the Gatekeepers. Though he appears to be a fit man in his early 30's, he dresses in a simple spun tunic, and speaks slowly and methodically.
  • Ornathalis is a a fiery missionary of the Church of the Silver Flame. He dresses immaculately and goes from calm and composed to fiery at the drop of a hat, just like the best televangelists. 
  • Ornathalis is a deathless elf from Aerenal.  The archmage is  thousands of years old and a former paramour of Lady Vol, last bearer of the Dragonmark of Death. 

The Doomsayers of Krak-Thuul are a Cult of the Dragon Below. Their madness and goals give them a lot in common with the various groups and it's just a great fit. However, not all of the Daelkyr want to see the world burn quite like the Doomsayers, so it's possible that one of them passed the information of the group to Ornathalis. This definitely fits with the moral ambiguity common in the setting. 

Geographically, I'd put Skullcano Island somewhere in the Thunder Sea between Xen'drik and Argonnessen. Somewhere in the Lhazaar Sea between Argonessen and Sarlona would be appropriate too. Being a mysterious place of power, the island should be littered with dragon shards. Members of House Cannith should salivate at the sight of Mecha-Kaiju. You can also beef up the island's cultists and give them a Eberron feel by giving some of them Aberrant Dragonmarks (bonus points if they have the appearance of the various kaiju).


Forgotten Realms

The first change I would make to make the adventure feel more like a classic Realms adventure is replace Ornthalis of the Seven and One Omens, with Elminster the Sage of Shadowdale. Ed Greenwood's stand-in for himself has been a part of nearly every major Forgotten Realms event, and should be a part of it's potential end. The Sage would definitely be aware and concerned with what's going on, but would have the party investigate because he would be too busy with damage control from all of the catastrophic events happening. 

The Doomsayers are from the same realm and could serve Dendar the Night Serpent. Given her nature as the Eater of Worlds, they could even be her spawn. 

Geographically if you want to keep it closer to the more common Realms, I'd place Skullcano Island in the Great Sea between Faerun and Zakhara. If you want to go for more of a Skull Island South Pacific vibe, I'd say place it South East of Kara-Tur.

Exandria

The Doomsayers are definitely servants of Tharzidun, the Chained Oblivion. Their mission on the island would bring about the Epoch of Ends, bringing its fredom and causing Exandria and all life in it to be consumed by its endless hunger for oblivion. 

Tying the Doomsayers to Tharzidun means Ornthalis makes a perfect follower of Ioun, the Knowing Mentor (since a group of his followers focus their lives on keeping the entity imprisoned). I'd tie him into one of the factions. On Tal'Dorei he is an ally of the Tald'Dorei Council. The Library of the Cobalt Soul is a great choice for Wildemount, unless the characters are a part of the Kryn Dynasty (which means he could be a drow, goblinoid, or some typically monstrous race that serves the Light).  

Geographically, Skullcano is in the Lucidian Ocean, south of Tal'Dorei and Wildmount. While the area has been described in much detail, Skullcano Island could be a part of Shattered Teeth.

Tuesday, December 29, 2020

Escape From Skullcano Island Review

I was trying to wait until I had my physical copy of Escape From Skullcano Island to review it, but I got impatient.

If the Isle of Dread dropped LSD with that Island from Lost and then they just sat around all day watching old monster movies and listening to Black Sabbath, you’d get this.

Those aren't my words, but by the gods, they describe this adventure perfectly. So as you can tell from the cover, this is a grindhouse kaiju adventure of epic proportions. 

The book starts out in typical Planet X Games fashion. Levi discusses background and rumors for the adventure. In addition there are two sections that discuss pre-adventure encounters you should include in your campaign. There's also a discussion of how to make this adventure grindhouse and unique. As always, I appreciate this and it's what makes PX adventures the best. 

The adventure itself isn't set up like previous PX adventures and has more in common with the aforementioned Isle of Dread. We get a nice succinct history and overview of the island (including how the island affects magic). This is followed by a discussion of the islands kaiju and their cults. These massive monsters are badass. The kaiju are as follows:

  • The Black Doom - a titanic black pudding
  • Gallowmaw - a cobra that will bring about destruction and the end times
  • Gouge-Eye - a one-eyed t-rex like creature with a devastating eye-beam
  • Grulok - a two-headed Kong-like kaiju 
  • Kliickittiklack - a gargantuan crab
  • Melmoth - a terrifying spider that can shift between dimensions
  • Threejaws - a amalgamation of land shark and grabboid (at least that's how I see it).
  • Umagung - a terrifying, ravenous 150' worm creature
Each of these kaiju is given a moniker (such as the God-Ape), art of either the kaiju itself or its cultists, current status, physical description, lore, lair, tactics, cult information, and three plot hooks. As you can see that's a lot of kaiju and information. 



The kaiju section is followed by information on the true villains and monsters of the adventures, the Doomsayers of Kraak-Thul. This is a powerful apocalypse cult led by four powerful figures: the Waker, the Shaper, the Beast, and the Fiddler. The seek to using a powerful tool from Hell itself, the Doom Gyre, to control the kaiju and bring about the End Times.


As is the case with most PX releases, the ultra-talented Skullfungus has done some of the maps.

This is followed by the adventure itself. It is presented as a sand box. Instead of linier progression there numerous locations and random encounters. There are all entertaining, horrific, fantastic, or in most cases... all of the above. My favorite is definitely the dungeon that can be found in the remains of Mecha-Kaiju. To make the island come alive, Levi has included a chart with 20 trappings of Skullcano Island. 

After the Island itself, there is a section on the wrapping up the adventure and the aftermath of its events.

The adventure contains several appendices. Appendix A contains 13 new spells to be encountered. Most of them are horrific oblivion related spells used by the Doomsayers, though at least one, Aspect of the Titan, can help players even the odds. Appendix B contains 16 new magical items, including extensive information of the hellish Doom Gyre. Appendix C is a bestiary with 40+ monsters and cultist. You'll find several non-kaiju giant monsters in this section. Of all of them, however, I'm happiest that Skullcano has it's own bread of Axe Beak. I just love those things. Appendix D gives stats to the fearsome kaiju, themselves. These are truly dire threats and range from challenge 26-30. Appendix E is a sketchbook of pieces with commentary. Appendix F is the "Appendix N" of the adventure. It features books, movies, comic books, music, and rpgs that inspired and influenced the adventure. The apendices are followed by two pages of faux ads. If you remember all of the kitschy mail-away novelty ads fondly, you'll love this section. Honestly, these two pages are worth the price of admission just because of how fun they are. Finally, there is a  themed character sheet (which can also be found in Jungle Tomb of the Mummy Bride). 

This adventure fucking rocks. It is chocked full of homages and references to classic geeky and grindhouse glory. 

If you want to send your 5e campaign off in a blaze of glory, this is the adventure for you. You seriously can't get more epic than an island of kaiju and an apocalypse cult. Levi did an amazing job of bringing the island to life and working with some crazy powerful stuff. This type of adventure isn't easy to write, but my homie knocked it out of the park. I can't wait to get my grubby mitts on the hardcover version of the adventure. 

Coming Soon - The Monsters Are Our Heroes Print Version

I'm happy to share that my friends at Bloat Games are doing a limited print run of The Monsters Are Our Heroes. If you remember, I reviewed the game at the beginning of the month. If you're interested (and you should be), you can go here and click to be notified when the project launches. 


Monday, December 28, 2020

Gelatinous Cube D6

 Recently my gelatinous cube d6 from Severed Books arrived. It is awesome. Check it out.


You can pre-order your own here.

Sunday, December 27, 2020

Succubus Sunday - Lilith

I’ve been reading Boom! Studios Buffyverse comics and they are great. A great addition to the Angel series is Lilith.





Archenemy (2020)

Synopsis
Hamster, an aspiring teen social influencer/journalist, meets a mysterious man who claims to be a superpowered individual who lost his powers and became stuck on our world. The pair team up to clean up the streets and take out a vicious crime boss (who happens to employ Hamster's sister, Indigo).

Review
On the surface, Archenemy, seems like a grittier version of Hancock. Both focus on a down on their luck superhero (though don't call Max a superhero). It's that and more. I don't want to go into too many specifics, because I don't want to spoil the flick for you. Despite Max's aversion to the word super, the film intersperses comic book style animated scenes that give the whole thing a trippy vibe. 

I enjoyed the cast. Joe Mangianello is excellent. He does his best gravelly Nolan Batman voice. His ramblings about Chromia and the cosmic blood are great. He's also just a badass. Yes, I readily admit that I'm a fan boy and that influences my opinion. Skylan Brooks is great as Hamster, while Zolee Griggs also does an excellent job as his older sister, Indigo. The pair have a nice dynamic. As far as the villains go, Glen Howerton is slimy as the criminal known as the Manager. Comedian Paul Scheer has a short scene in the film that was entertaining, but also really caught me off guard.

If you want a comic book thriller that's definitely something different than the MCU, check this one out.

In Your Game

Max Fist

Medium Humanoid, Chaotic Neutral 

Armor Class: 16 (Swat Gear, Sheild and Dexterity)

Hit Points: 75
Speed: 30 ft. 
Challenge: 4

STR:  17 (+3), DEX: 14 (+2), CON: 16 (+3), 
INT: 13 (+1), WIS: 10 (+0), CHA: 10 (+0)

Saving Throws:  Str +5, Con +5
Skills: Athletics +5, Intimidation +5
Senses: Passive Perception: 10
Languages: English

Unique Traits:

Menacing: Max can use his Strength score for Intimidation checks.

Actions:
Multiattack: Max can make two melee attacks.

Punch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Shield Bash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+ 3) bludgeoning damage.

Semiautomatic Pistol: Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (2d6+2) piercing damage.

Saturday, December 26, 2020

Super Wonder Bat

This is all I could think of when I first saw this:

Where is your God now?

Now that I have that out of my system, I'm going to stat it, because of course I am.



Super Wonder Bat

Large Humanoid (Kryptionian, Human, Amazon), Chaotic Neutral 

Armor Class: 18 (Natural)

Hit Points: 200
Speed: 40 ft., Fly 80 ft. 
Challenge: 15

STR:  24 (+7), DEX: 20 (+5), CON: 24 (+7), 
INT: 8 (-1), WIS: 8 (-1), CHA: 9 (-1)

Saving Throws:  Con+10
Skills: Athletics +12, Stealth +10
Damage Vulnerability: Kryptonite
Senses: Passive Perception: 12
Languages: English, Kryptonian, Greek

Unique  Traits

Kryptonian Resilience: Super Wonder Bat ignores all damage from non-magical sources that deal less than 20 HP of damage. 

Kryptonite Weakness: Super Wonder Bat loses 5 HP at the start of their turn if they are within 10 ft. of Kyptronite, unless they are shielded by lead or similar material. Additionally at the beginning of each of their turn, they must make a DC 15 Con check or gain a level of Exhaustion.

X-Ray Vision: Super Wonder Bat can see through matter, the vision has a radius of 30 ft. Solid objects within the radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of dirt. Thicker substances block the vision, as does a thin sheet of lead.

Legendary Resistance (3/Day): If Super Wonder Bat fails a saving throw, they can choose to succeed instead.

Amazonian Lore: Super Wonder Bat has advantage on all History and Religion checks related to ancient Greece.

Arcane Resistance: Super Wonder Bat has advantage on Saving Throws incurred from magical effects.

Bondage Weakness: If bound by a man, Super Wonder Bat gains the incapacitated trait, though they can still speak.

Actions:
Multiattack: Super Wonder Bat can make three slam attacks.

Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Heat Vision: Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.

Super Breath(Recharges on a 5 or 6): Super Wonder Bat lets loose a mighty breath. All creatures in a 15 ft. radius must make a DC 18 Dexterity saving throw, taking 14 (2d6+7) bludgeoning damage on a failed save or half as much damage on a successful save. No matter the result of the saving throw, all affected creatures are pushed back 20 ft.

Legendary Actions (1 per round): 
Slam: Super Wonder Bat makes a slam attack.
Move: Super Wonder Bat moves up to their move speed.

Friday, December 25, 2020

Santa Claws

My friend shared this piece and I had to stat it.  Santa Claws could be an amalgamation of Santa and Wolverine created by Access, Logan if he put on Santa's suit (ala The Santa Claus), or Santa turned into a weapon by the Weapon X project.


Santa Claws

Medium Humanoid, Chaotic Good 

Armor Class: 15
Hit Points: 100
Speed: 30 ft., Climb 30 ft. 
Challenge: 5

STR:  14 (+2), DEX: 15 (+2), CON: 22 (+6), 
INT: 10 (+0), WIS: 15 (+2), CHA: 12 (+1)

Saving Throws:  Con+10
Skills: Athletics +6, Insight +6, Persuasion +5
Senses: Passive Perception: 12
Languages: Fluent in all Earth languages

Unique  Traits

Brutal: Santa deals one extra die of damage on all claw attacks he hits with (included below).

Adamantium Skeleton: All Critical Hits made against Santa are considered regular hits instead. All damage done by Santa's claws ignore all piercing/slashing resistance and immunity. 

Regeneration: At the start of Santa's turn if he has more than 0 HP, he regains 10 HP.

Super Scent: Santa has advantage on all Perception rolls involving smell.

Actions:
Adamantium Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing or peircing damage (Santa's choice which).

Merry Axe-Mas

I didn't go through with my week of Merry Axe-Mas posts, but I still want to do at least one. This is my favorite Christmas song and its by my favorite band, Ice Nine Kills. It's inspired by Silent Night, Deadly Night and it's sequel. 


The Axe-Mas Killer
Medium, Human, Chaotic Evil 
Armor Class: 13 (Dexterity)

HP: 100

Speed: 30 ft.
Challenge: 5

STR:  16 (+3), DEX: 15 (+3), CON: 14 (+2), 
INT: 10 (+0), WIS: 11 (+0), CHA: 15 (+2)

Saving Throws: Con + 6
Skills: Athletics +6. Intimidation +4
Senses: Passive Perception: 10
Languages: English

Unique Abilities:
Slasher: When the Axe-Mas Killer drops a creature to 0 hit points, he immediately gains 20 temporary hit points. These hit points last for 24 hours, unless they are lost by other means.

Brutal. The Axe-Mas Killer deals one extra die of damage on all attacks he hits with (included in the attacks below).

Actions:
Multiattack: The Axe-Mas Killer can make two melee attacks

Axe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage.

Severed Head: Ranged Weapon Attack: +7 to hit, range 10/50, one target. Hit: 10 (2d6+3) bludgeoning damage.

Thursday, December 24, 2020

Fatman (2020)

 

Synopsis 

When he receives coal for Christmas, a rich bratty kid hires a Santa obsessed hitman to take out Santa Claus.

Review

This movie was an odd one. The trailer makes it look like a cat and mouse game between Santa and an assassin. While the final confrontation between Santa and the Skinny Man (played by the amazing Walter Goggins), there isn't much action in the flick. Most of the movie focuses on Santa dealing with the way the world has changed. The mythology the movie sets up is cool. Santa works for the US to incentivize good behavior from children. Kids are getting shittier and Santa's job is getting harder. There are some real world parallels for sure. The other part of the movie focuses on Goggins character trying to find Santa. He's always great as a cold killer with some honor. I really liked his character. 

The supporting cast are excellent too. Marianne Jean-Baptiste is wonderful as Santa's wife, Ruth. She really is the heart of the film. Chance Hurstead is great as the bratty rich kid, Billy. You love to hate the little shit and can't wait to see him get some sort of come-up'ins. The elves are also really cool and their interaction with the military is pretty neat.

If you want to watch an interesting take on the Santa mythos, check this one out. 

In Your Game

Chris Cringle

Medium Humanoid (Human), Lawful Neutral
Armor Class: 13 (Dexterity, Jacket)
Hit Points: 100
Speed: 30 ft.5
Challenge: 5
STR:  22 (+6), DEX: 15 (+2), CON: 14 (+2), 
INT: 14 (+2), WIS: 15 (+2), CHA: 13 (+1)

Saving Throws:  Wis +6
Skills: Athletics +10, History +6, Insight + 6, Perception +6
Damage Resistance: Bludgeoning, piercing, and slashing
Senses: Passive Perception: 16
Languages: Fluent in all Earth languages

Unique Traits:
Regeneration: At the start of his turn, if Chris has more than 0 HP he regains 5 HP. 

Super Strength: Chris can carry/lift twice the weight of a normal creature of his size. He can also wield heavy weapons with one hand.

Actions:

Multiattack: Chris makes two melee attacks.

Punch: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage.

Semiautomatic Pistol: Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 8 (2d6+1) piercing damage.

Read Thoughts: Chris can magically read the surface thoughts of one creature within 60 feet of him. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Chris can continue reading its thoughts, as long as his concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Chris has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Wednesday, December 23, 2020

Zardu Hasselfrau

I was looking through my old posts and came across this video. I decided to stat out galactic entertainer Zardue Hasselfrau

Zardu Hasselfrau 

Medium Humanoid, Chaotic Neutral 

Armor Class: 15
Hit Points: 50 
Speed: 30 ft., Fly 60 ft.
Challenge: 3

STR:  14 (+2), DEX: 11 (+0), CON:: 13 (+1), 
INT: 12 (+1), WIS: 10 (+0), CHA: 16 (+3)

Saving Throws:  Cha+5
Skills: Athletics +4, Persuasion +5
Senses: Passive Perception: 10
Languages: English

Unique  Traits

Galactic Entertainer: Zardu is proficient in all galactic forms of song and dance and has Advantage on rolls related to them.

Actions:
Inferno Fist: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage and an additional 3 (1d6) fire damage.

Reaction:
We Are Groot: When an ally fails a saving throw they can immediately make another saving throw. Its result replaces the previous roll.


Tuesday, December 22, 2020

inFAMOUS: Second Son Live Action Trailer

I really love the inFAMOUS franchise, despite only playing the first. I plan on picking up a PS4 and playing this installment in the near future. Check out the live action trailer.

Monday, December 21, 2020

New Marvel X Fortnite Content

Black Panther, Captain Marvel, and Taskmaster join Fortnite in it's latest paid dlc pack. While it's just a way for them to get more money, I think it's cool that they made Black Panther the focus and it's definitely a nod to the tragic passing of Chadwick Boseman. What's really cool is that the game has a free promotion going on right now. If you do certain quests you can unlock the Wakanda Forever emote. This short animated video promoting the pack and emote made me smile.

Of course, I'm going to take a second to draw attention to the Fortnite gaming content I've made. Add Agent Peely and Boogie Bombs to your 5e supers game.

Music Monday - A Merry Psychostick Christmas

 Here's a trio or rocking holiday parodies by Psychostick.





Saturday, December 19, 2020

Twelve Days of Sweet Christmas 2020 - Master Post

 Links to all of this year's Twelve Days of Sweet Christmas posts in one place.

Heroes

Villains

Items

Twelve Days of Sweet Christmas (Extra Present) - Waffle Bot

Decided to watch A Very Harold & Kumar 3D Christmas tonight. I haven't seen it since I watched it in theaters. It's juvenile, but damn I forgot how funny it is. 

They serve pancakes in Hell!


Waffle Bot

Small Construct, Chaotic Neutral 
Armor Class: 14
Hit Points: 20
Speed: 20 ft.
Challenge: 1

STR:  9 (-1), DEX: 10 (+0), CON: 10 (+0), 
INT: 10 (+0), WIS: 10 (+0), CHA: 12 (+1)

Saving Throws:  Con+2
Damage Immunities: Psychic, Poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, petrified poisoned
Senses: Passive Perception: 10
Languages: English

Actions:
Waffle Iron: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.

Hot Syrup: Ranged Weapon Attack: +2 to hit, range 10/20 ft., one target. Hit: 10 (3d6) fire damage

Antboy (2013)

I recently found several kid-oriented superhero dvds at the Dollar Tree and decided to pick them up.  

Synopsis 

Based on a Danish juvenile fiction series, Antboy is the story of young Pele, who's bitten by a genetically modified ant and gains superpowers. He teams up with his classmates, comic obsessed Wilhelm and rebel Ida to save Ida's sister (and Pele's crush), Amanda. 

Review

As you can probably guessed from the synopsis, this movie is a a lot like a kid friendly, low budget version of Spider-Man. In some ways it is, but in others it definitely feels like its own thing. For one the target audience and age of the protagonist definitely makes this one feel different than something like Raimi's Spider-Man, even if it definitely mimics it at times.

The acting isn't amazing, but the young cast do an entertaining job. The audio seems a bit off, but that's because the film is dubbed.  Pele is definitely Peter Parker. His friend Wilhem does a great job as hero support. There's a great bit about him helping Pele figure out what powers he has. This is a sillier, more childlike version of what we saw in Shazam. The characters Ida and Amanda are interesting, because they are stand-ins for Mary Jane and Harry Osborne, since their dad owns a genetic research company and the love interest role played. The main villain of the movie made me think of my pal across the Pond, Tim. Who's Antboy's primary antagonist? Why it's the Flea! He's out of place in the movie, honestly. He's a really dark character for a kids movie. 

This is a fun little flick. Not going to say you need to rush out and wach it, but if you like family friendly flicks or have kids, you could go with much worse. It definitely knows what it is and actually references Spider-Man, X-Men, Ant Man, and some other superheroes. This movie is the first of a trilogy and I'll review the other two soon. 

In Your Game

Antboy

Small Humanoid (Human), Lawful Good
Armor Class: 15
Hit Points: 50
Speed: 30 ft., Climb 30 ft.
Challenge: 3
STR:  20 (+5), DEX: 20 (+5), CON: 18 (+4), 
INT: 11 (+0), WIS: 10 (+0), CHA: 13 (+1)

Saving Throws:  Dex +7
Skills: Athletics +6, Perception +2
Damage Resistance: Bludgeoning, piercing, and slashing
Senses: Blindsight 10 ft.,  Passive Perception: 12
Languages: English

Unique Traits:
Powerful Bite: Antboy's bite ignores the damage threshold of inanimate objects. 

Spider Climb: Antboy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Ant Strength: Antboy can carry/lift twice the weight of a normal creature of his size. He can also wield heavy weapons with one hand.

Super Scent: Antboy has advantage on all Perception rolls involving smell.

Acidic Urine: Antboy's urine is highly acidic. It does 1d4 points of Acid damage a turn and ignores the damage threshold of inanimate objects.

Actions:

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 6 (1d4+4) piercing damage.

Punch: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Spider Umbrella

I'm sure some of you remember this wild viral video.  Seems like a tool any good evil genius or crime lord with advanced tech would have. 


Spider Umbrella

Small Construct, Unaligned
Armor Class: 14
Hit Points: 50
Speed: 40  ft., Climb 40 ft.
Challenge: 4

STR:  12 (+1), DEX: 18 (+4), CON: 13 (+2), 
INT: 10 (+0), WIS: 10 (+0), CHA: 9 (-1)

Saving Throws:  Con+2
Skills: Stealth +6
Damage Immunities: Psychic, Poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, petrified poisoned
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception: 10
Languages: Understands but does not speak any language programmed into its memory

Unique Traits:
False Appearance: When the spider stays immobile it appears identical to a normal umbrella.

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 


Actions:
Muliattack: The spider can make 4 talon attacks. 

Talon: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

Self Destruct: Every creature within 15 ft. of the spider must make a DC 14 Dexterity saving throw or take 28 (8d6) fire damage; half on a successful saving throw. The spiders hit points immediately drop to 0.

Friday, December 18, 2020

Kaldhiem Teaser

 I've been getting back into Magic: The Gathering recently. I play Magic: Arena daily and have been following spoilers for the next set. Yesterday the teaser trailer dropped and I'm excited. While it doesn't show much, I love the viking theme.

Post Punk Marvel Comics

 






Thursday, December 17, 2020

Post Punk DC Comics

 






Gotham Knights Trailer

This is another DC game I'm really excited about. Going to be honest, got a few chills during Bruce's speech at the beginning. I think this is a great premise and is basically the idea I had for my Gotham City Knights Light City game. It's also really cool to see DC using the Court of Owls. They are a fantastic and frightening addition to the Batman mythos.


Wednesday, December 16, 2020

Suicide Squad: Kill the Justice League Trailer

I love the Suicide Squad. They are seriously one of my favorite teams. Though I have no idea what the actual gameplay will look like, this cinematic has me excited. It has great banter, an awesome song, and wrestler Samoa Joe voicing King Shark. Made by Rocksteady (who made the fantastic Arkham games), this should be great. While I admit evil Superman is a trope that gets old, I'm still hopeful for this one. 


This has also got me thinking that a Suicide Squad-esque take on 5e supers could be interesting. It would allow players to play murder hobo supers. What do you think?

Sunday, December 13, 2020

Official Hulk Stats (M&M 1E)

Way back when, Game Trade Magazine had an issue that included official stats for different versions of the Hulk for various supers games of the time (M&M 1E, Silver Age Sentinels, and Champions). I've been looking for a long time now to find those stats. I finally found the Mutants & Masterminds version and am posting them here for anyone that's interested. 



Succubus Sunday - Krampus (NSFW)



 

Saturday, December 12, 2020

Twelve Days of Sweet Christmas - Super Elf on the Shelf

Figurine of Wondrous Power - Super Elf On The Shelf (Wondrous Item, Rare, Requires Attunement)

This variation of the popular Elf On The Shelf was created by Santa to protect the children of superheroes. Once activated it lets the child sleep and experience happy dreams. Despite being a tiny defender, the doll can appear immobile, like a typical Elf on the Shelf. In addition, when witnessing danger, the elf mentally alerts the child's parent. Because of the unique nature of this item it can be attuned to multiple children (if they share the same physical or adoptive parents).


Super Elf on the Shelf

Tiny Construct, Lawful Good
Armor Class: 18
Hit Points: 25
Speed: 20 ft., Fly 40 ft.
Challenge: -

STR:  10 (+0), DEX: 16 (+3), CON: 10 (+0), 
INT: 10 (+0), WIS: 14 (+2), CHA: 15 (+2)

Saving Throws:  Con+2
Skills: Perception +4
Damage Immunities: Psychic, Poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, petrified poisoned
Senses: Passive Perception: 14
Languages: Understands all Earth languages 

Unique Abilities:
False Appearance: When the elf remains immobile they look identical to a normal doll.

Guardian Angel: The elf cannot be surprised. Whenever one of its charges take damage the elf takes that damage instead.

Regeneration: At the beginning of its turn, if the elf has at least 1 HP, it regains 10 HP.

Actions:
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Friday, December 11, 2020

Twelve Days of Sweet Christmas - No-El the Super Santa

No-El the Super Santa

Medium, Humanoid (Kryptonian), Lawful Good
Armor Class: 18 (Natural)

HP: 150
Speed: 40 ft., fly 80 ft.
Challenge: 15 (13,000)

STR:  20 (+5), DEX: 18 (+4), CON: 20 (+5), 
INT: 12 (+1), WIS: 15 (+2), CHA:16 (+3)

Saving Throws: Con +10, Cha +8
Skills: History +6,  Persuasion +8
Damage Vulnerability: Kryptonite
Senses: Passive Perception: 12
Languages: English, Kryptonian

Unique Traits:
Powerful Build: No-El can carry/lift twice the weight of a normal creature his size. Additionally, he can wield heavy weapons with one hand.

Kryptonian Resistance: No-El ignores all damage from non-magical sources that deal less from attacks that deal less than 20 HP of damage. 

Kryptonite Weakness: No-El takes loses 5 HP at the start of his turn if he is within 10 ft. of Kyptronite, unless he is shielded by lead or similar material. Additionally at the beginning of each of his turns he must make a DC 15 Con check or gain a level of Exhaustion.

X-Ray Vision: No-El can see through matter, the vision has a radius of 30 ft. Solid objects within the radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of dirt. Thicker substances block the vision, as does a thin sheet of lead.

Legendary Resistance (3/Day): If No-El fails a saving throw, he can choose to succeed instead.

Red Sun: When under the rays of a Red Sun, No-El's physical stats change to 10's, his max HP changes to 50, his AC changes to 10, and he  loses all traits, except Kryptonite Weakness

Actions:
Multiattack: No-El can make two slam attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Heat Vision: Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.

Super Breath(Recharges on a 5 or 6): No-El lets loose a mighty breath. All creatures in a 15 ft. radius must make a DC 18 Dexterity saving throw, taking 11 (2d6+4) bludgeoning damage on a failed save or half as much damage on a successful save. No matter the result of the saving throw, all affected creatures are pushed back 20 ft.

Legendary Actions (1 per round): 
Slam: No-El makes a slam attack.
Move: No-El moves up to his move speed.

Thursday, December 10, 2020

Twelve Days of Sweet Christmas - Santa Hat

 


Santa Hat (Wondrous Item, Uncommon, Requires Attunement)

These hats are imbued with holiday magic and gifted to heroes of note by Santa. Once per day after a saving throw is rolled you can choose to add 1d4 to your result.