Movement: 10 Damage Bonus STR: +D6 HP: 15
Typical Armor: Endoskeleton (4) WP: 8
Skills: Awareness 10, Evade 11,
Abilities: Fearless
Typical Weapons: Mace (Skill level 11, damage 2d4)
Movement: 10 Damage Bonus STR: +D6 HP: 15
Typical Armor: Endoskeleton (4) WP: 8
Skills: Awareness 10, Evade 11,
Abilities: Fearless
Typical Weapons: Mace (Skill level 11, damage 2d4)
Gaming wise things are a bit slow for me, but I really don't mind. Our Wednesday 5E game lost some players and is in limbo, my D&D Camp game for kids is now in the hands of the players who are taking turns being the Dungeon Master, my Friday 5E game has been the victim of numerous scheduling issues, and my Saturday Hexenburg game became the victim of being too busy at work to carve out a couple hours to run it.
Having the extra time has been a bit of a blessing though since things are so busy at work. Running a family business is never easy but the last two years have been tough. Tariffs affected us pretty heavily because 98% of comics are printed in Canada and we have seen sales slump since gas has started climbing. I've been doing this for 27 years though and there is always some kind of crisis so you just try to manage it as best you can.
With the extra time I've been diving heavily into Traveller and various Cepheus Engine games and settings. I've also been watching lots of Sci-Fi: For All Mankind, Foundation, The Expanse, Alien: Earth, and Space 1999. In fact, I had never watched Space 1999 before and I'm four episodes in. It's darker than I expected.
I've also been brainstorming two Sectors for a Traveller Sandbox per this excellent post by the sagacious Robert Conley.
Rob Schwalb has finished the Dungeon of the Damned for Shadow of the Demon Lord and I'm really contemplating running it when its my turn to run on Fridays.
I've found time to go through Palladium's reissue and remastering of the Teenage Mutant Ninja Turtles and Other Strangeness RPG and I'm going to do something with it soonish.
And I'm super excited by the forthcoming Book of Magic for Dragonbane and Free League's announcement that they now have access to the Elric license (Goodman Games has access to it too).
Amor Rating: --
Cost: --
Supply: --
While wearing the pendant gain 4 HP and reduce the STR requirement of any weapon you wield by 3.
Movement: 10 Damage Bonus STR: +D4 HP: 14
Typical Armor: Studded Leather (2) WP: 10
Skills: Awareness 12, Evade 13, Sneaking 12
Abilities: Lightning Fast
Typical Weapons: Light Crossbow (Skill level 12, damage 2d6), Broadsword (skill level 13, damage 2d6+d4).
Starbarian is the working title of a Dragonbane setting inspired by Thundarr the Barbarian, Jack Kirby's work on DC Comics' Kamandi, the Last Boy on Earth, and Palladium Book's Rifts.
The Scarlet Citadel appeared via Wyrmhole, unpredictable gateways between worlds, nearly a century ago. Its name comes from the way its stone glows red under moonlight. It is situated in the area known as the Kentucky Bend, along the Mississippi River. The leader of the Citadel holds the title of Scarlet Sorcerer.
The Citadel became a haven for mages and Wyrmbound, those who had become stranded here via Wyrmhole when the Psalm of Earth, human supremacists out of what used to be Nashville, began a pogrom of genocide as it marched north.
The Psalm's defeat at the hands of the Citadel gave hope to other settlements in the area and established it as a force to be reckoned with within the region. It also caused the Psalm to abandon its northern conquest.
The current Scarlet Sorcerer is Fibbio Maladroit, an ogre from Livid, formerly known as Joplin, MO. They have mastered Mentalism and Elementalism and are proficient in Animism. Maladroit is seeking the Siege Perilous in the hopes of freeing Merlyn from Morgan Le Fay's captivity. The ogre is a longtime admirer of the legendary mage and hopes to recreate Camelot and the Knights of the Round Table here.
The citadel is home to about 1200 sentient beings from all over the Polyverse and currently has about sixty students studying under the Scarlet Sorcerer. Due to its study of magic and its diverse population, the Citadel is mostly self-sufficient and rarely trades with or maintains diplomatic relations with other settlements in the area, such as Covenant, Skunkape, or Lexing Towne. The current Scarlet Sorcerer was exiled from Livid twenty-four years ago for unlawful magical research resulting in zero contact between the two settlements. Many citizens believe the Psalm has spies within the Citadel and relations with the Swarmmmm, to the north, and Coal, to the east, are chilly at best. The Citadel's only official ally is the Free-City of Syzygy, which is located among the ruins of Indianapolis, IN. Syzygy has a full-time ambassador stationed at the Citadel named Jonen Qross, who is an accomplished knight and animist. It is well known that Qross has a keen interest in stories of Camelot, and rumors link him romantically to the Scarlet Sorcerer. Over the last decade, the Citadel's greatest threat has come from the Night's Templar, a murderous horde based in what used to be Jefferson City, MO and is led by the demon Baphomet.
Adventure Hook 1: A bard named Tiger Lily, a karkion from Western Gate in what used to be Topeka, KS, has a map for a dungeon, the ruins of A.R.E.S., about a two-day ride south from the Citadel.
Adventure Hook 2: Ezekiel Parliament, an ogre from Livid, claims to have proof that the Scarlet Sorcerer is innocent of the charges that exiled him from his home. Ezekiel claims to represent an insurgency within Livid that wants to topple its current ruler, Maladroit's Aunt Phinika Femur. The players need to escort Parliament from Livid to the Citadel while staying ahead of the Night's Templar, who were hired by Femur.
Night's Templar Harrier
Mov.: 10 Damage Bonus: AGI: +D4 HP: 15
Typical Armor: Micromesh* 4
Skills: Awareness 12, Bushcraft 11, Evade 9
Typical Weapons: Laser Sword** (skill level 13, damage 2d6)
Bolt Rifle*** (skill level 13, damage 2d8 + 1d4)
*Treated as Chainmail
**Treated as Broadsword
***Treated as Heavy Crossbow
Although I aimed for 31 posts last month, I actually finished 25, which is much better than any other month this year. At the beginning of the month, I was creating new material, but the last posts were reposts.
I'm currently playing DnD 2024 as a Thief Rogue in the Vecna campaign from a year or two ago. We are at 9th level. We've lost a couple of people, and schedules are becoming more challenging, so we'll see what we can achieve.
I ran a Deadlands by Gaslight 3-paeter and demos of Pathfinder for Savage Worlds and Dragonbane in the last six weeks, and those went pretty well.
I have been running a Swords and Wizardry game for my DnD Campers (we've been playing together for over a year), and we did a special one-shot for Halloween where they made characters based on their costumes, and it was an absolute blast. It is amazing to watch these kids hang out together and build a community.
I've spent the last few months testing out Shadowdark, Savage Worlds, and Dragonbane, and I think Dragonbane is my preferred game going forward. I need a break from the d20 system, and while I love SW, Dragonbane is easier to teach IMO.
I'm working on a setting for it that is a total rip-off of Thundarr the Barbarian and Kamandi.
I'll use the Bestiary's Ogres and the various Anthropomorphic races...maybe Dwarves too.
Ferocity: 2 Size: Large
Movement: 30 Armor: 2 HP: 40
Monster Attacks
D6 Attack
1 Swoop and Scoop!
The monstrosity grabs a foe and
climbs high into the air before
dropping them. The target lands
2d8 meters away, is prone, and
takes the same amount of
bludgeoning damage.
2 Bloodrinker!
The horror wraps its prey within
its wings and suck it's blood. Its
prey takes 2d6 piercing damage
and it heals the same amount.
3 Screech!
The beast lashes out with a
painful shrike that affects all
creatures within 3 meters. Each
creature takes 1d6 piercing
damage that ignores armor.
4 Flyby!
The fiend rakes its target as it
soars past its prey. The foe takes
2d8 slashing damage.
5 Wing Buffet!
The horror beats its wings, hitting
all opponents within 2 meters.
The victims take 1d6 bludgeoning
damage are knocked prone.
6 Slam!
The terror slam into its prey
head on.The opponent takes
1d6 bludgeoning damage and is
Dazed (if the target already
suffers from that condition they
must choose a different one).
Ferocity: 2 Size: Large
Movement: 24 Armor: 3 HP: 30
Monster Attacks
D6 Attack
1 Razor Sharp Fangs!
The dinosaur's teeth rip into an
opponent. The attack inflicts 3d8
slashing damage.
2 Powerful Leap!
The fiend leaps into the air and
smashes any prey within 4 meters
of where it lands. The victims
suffer 2d6 bludgeoning damage
and are knocked prone.
3 Hellish Roar!
The monster challenges its
enemies with a ferocious roar.
Everyone within 10 meters
suffers a fear attack.
4 Charge!
The T-Rex charges the closest
player character. Its prey suffers
3d6 bludgeoning damage and is
knocked
down.
5 Tail-Swipe!
The predator sweeps its tail back
at two enemies. Both of its prey
suffer 2d6 bludgeoning damage
and are knocked down.
6 Claws!
The lizard rakes a claw at a foe.
The attack deals 3d6 slashing
damage.
COLD ONE for Dragonbane
Movement: 10 Damage Bonus STR: +D4 HP: 12
Typical Armor: Natural (2) WP: 8
Skills: Awareness 14, Bushcraft 12, Evade 12,
Hunting and Fishing 14, Sneaking 12
Abilities: Weasel
Typical Weapons: Short Spear(skill level 12,
damage D10), Scimitar (skill level 12, damage 2d6)
Helm of the Vanguard for Dragonbane
Amor Rating: +2
Cost: --
Supply: --
When you take damage, as a Free Action, you may reduce your Willpower instead of your Hit Points. You may not do so again until the beginning of your next turn.
Man-Serpent for Dragonbane
Ferocity: 2 Size: Large
Movement: 12 Armor: 3
HP: 25
Typical Gear: —
Monster Attacks
D6 Attack
1 Crown of Vipers!
It darts at its victim and the
tiny serpents atop its brow
sink their fangs into their foe.
The attack inflicts 4d4 piecing damage and if any damage
gets through the victim’s
armor they gain the
Sickly condition.
2 Tail Lash!
The monster’s tail lashes
out toward a victim to smash
them. The attack targets a
creature within 10m
and inflicts 2d8 bludgeoning
damage and if the victim fails
a Strength check they are
Toppled.
3 Constrict!
Its coils wrap tight around its
victim and squeezes. The
attack inflicts 2d10
bludgeoning damage and the
target is Grappled if they fail a
Strength check with a Bane.
4 Mesmerize!
Its yellow eyes beckon you to
look at it’s forked tongue’s
rhythmic pattern. The victim
must make a Willpower check
and if they fail they are Dazed
until the beginning of the
man-serpent’s next turn.
5 Bite!
The man-serpent bites at it’s
prey. The victim takes 2d6
piercing damage.
6 Smash!
It uses its size and bulk to
attack it’s prey. The victim
takes 2d8 bludgeoning
damage and rerolls any 1 or 2
but must use the next roll
even if it is another 1 or 2.
Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like l...