Thursday, August 7, 2014

Crap Adventurers Might Find in a Dungeon

I figured I'd share this table I wrote up of miscellaneous dungeon crap. Anytime the adventurers stumble across some loot or something, throw down d% a time or two and see what comes up. Most of it's useful, or interesting. Some of it's junk. All of it could conceivably be found in a goblin lair or an orc stronghold.


  1. Loincloth made of spotted fur
  2. Crudely-drawn pornography
  3. Rotting animal hide
  4. Dice made of bone, wood, stone, etc.
  5. Quill and ink set with wooden box (10 gp)
  6. Sack of toasted nuts
  7. Crude stone knife (equivalent to dagger, breaks on a natural 1)
  8. Polished bone cutlery set (fork, spoon, knife)
  9. Leather necklace with stone arrowhead
  10. Iron belt buckle carved into a dwarf's face
  11. Charcoal sticks in a leather case and a sheaf of parchment
  12. Playing cards made of cut and preserved leaves
  13. Rusty set of oversized keys
  14. Small gem carved into the shape of a skull (25 gp)
  15. Raw steak wrapped in leaves
  16. Salted pork wrapped in paper and tied up
  17. Notebook with charcoal drawings of dragons
  18. Six-inch steel rod with a small gem on one end (used up wand, 25 gp)
  19. Crude fishing rod and hook
  20. Set of fishing lures and hooks in a wooden box (5 gp)
  21. Leather pack with 1d8 spices (5 gp)
  22. Blank spellbook bound with thin steel cover and 100 pages (25 gp)
  23. Magnifying glass (30 gp)
  24. Gold signet ring with animal head design (roll on Jewelry table for value)
  25. Animal teeth (crocodile, lion, bear, etc.) on a leather netcklace
  26. Reptile skin boots and gloves
  27. Blood-stained pants and tunic
  28. Cat skull carved with strange runes
  29. Bag of sugar cane
  30. Sack of hard candies
  31. Green, chunky fluid in glass bottle (spoiled potion, save vs. poison or spend 2d10 minutes retching)
  32. Dagger hilt with broken blade
  33. 2d12 arrows in quiver
  34. Tapestry showing some sort of battle
  35. A bolt of silk (5d10 gp)
  36. Salted fish wrapped in paper
  37. A cook book with recipes calling for exotic ingredients (giant spider legs, roc breast, etc.)
  38. A glass eye
  39. A bag full of cheap glass orbs
  40. A leather sack full of volcanic rock
  41. Obsidian dagger (as dagger, breaks on natural 1)
  42. Knotted leather cord 2d12 inches long
  43. Deer or elk pelt
  44. Crushed iron helmet
  45. Sack of small, ceramic animals
  46. Driftwood carved with prophecies of dark tidings
  47. A single bone die carved with twenty sides
  48. A bear carved out of dark wood
  49. A miniature replica of a trident
  50. A wooden knife with a man's name scratched into the blade (as dagger, breaks on natural 1 or 2)
  51. A love letter addressed to “Calothrax”
  52. A nutcracker made of cloudy red crystal (10 gp)
  53. A wood plaque with a lightning bolt carved into it
  54. Twelve colored wax crayons
  55. Black leather jacket with steel buttons (1d10 gp)
  56. 1d10 vials of colored dyes
  57. Bottle of goblin liquor
  58. Thread and sewing needle
  59. Miscellaneous leather patches and strips
  60. Empty leather sack
  61. Sack full of chicken bones
  62. A preserved cat skeleton
  63. Owlbear claws (1d10) carved with inspirational sayings
  64. A young owlbear skull
  65. A stuffed parrot on a perch with the name Lorran on the perch base
  66. Jar of preserved animal eyes
  67. A leather book full of nonfunctional “spells” that are actually gibberish
  68. Paintings with words like “Iron Maiden” and “Megadeth” on them (like heavy metal album covers)
  69. A scroll of “Jim's Magic Missile” which is just the normal Magic Missile spell
  70. Soldiers carved out of wood and painted green
  71. Box of broken ceramic pots
  72. A birdhouse painted white with a red roof
  73. A wood clock with bent hands
  74. Bottled fizzy liquid labeled “cola”
  75. 1d12 pots of paint and brushes
  76. 25 foot steel chain (60 gp)
  77. Waterskin full of goat or pig blood
  78. Inflated goat stomach used as a ball
  79. Wood stick, wooden ball covered in stitched leather, and a thick leather mitt
  80. A stuffed dog complete with a studded leather collar
  81. A wooden crown with “King” carved into the front
  82. An obsidian orb that's heavier than it should be
  83. A jar of oddly-colored clay
  84. 1d4 small statues of dragons
  85. A single owlbear feather or dragon scale
  86. A mace so rusty, it falls apart when moved
  87. A sheet of canvas with “Run away!” scrawled on it in blood
  88. Leather sack full of marbles
  89. Sack full of bent bottle caps
  90. Green leather backpack full of dried out leaves
  91. A book bound in leaves with no title or contents
  92. A headband with curved panes of tinted glass or crystal that go across the wearer's eyes
  93. A potted plant with the name “Myrtle” scrawled on the pot
  94. A smooth walking stick
  95. An empty crate with bloodstains on the inside
  96. A live turkey
  97. 1d8 ceramic coins with an unknown face stamped on them
  98. A cache of hops, barley, and a pouch that says “yeast” on it
  99. A garishly-painted statue of a dwarf chugging a mug of ale
  100. Roll again or choose one

Tuesday, July 29, 2014

Star Wars - Edge of the Empire Beginner Game: Review/Session Recap

So I picked up Star Wars – Edge of the Empire Beginner Game this week. It's been out for a while (over a year), but this is the first Star Wars gaming I've done in a long time. I figured it was time to try it out. I went for the Beginner Game over the core rules for several reasons: A) I could get playing within minutes, B) the buddy I was gaming with was completely new to roleplaying, C) it came with dice, and D) it was cheaper than the core rules.

Everything except the map. Click for bigger version.

Box Contents

“What Is a Roleplaying Game?” sheet
Sheet advertising the core rules and a free adventure called The Long Arm of the Hutt
Four character folios
Adventure book
Rule book
Two-sided fold-up map
One page of punch-out tokens
Fourteen narrative dice

Before I get into the session recap, I've got some initial pros and cons.


Pros

1. The dice. I love the dice. They took some getting used to, but I really like that the rolls almost always come out as “you succeed/fail, AND/BUT...” instead of just the binary success/fail that a lot of other games have. That, and they're just good looking dice. Normally I don't like color coded dice, but it really helps with this system.
Cantina, Spaceport, and Mos Shuuta.
Click for bigger version.

2. The map. It comes with a gorgeous two-sided map showing the city of Mos Shuuta, the cantina, spaceport control building, and on the flip side, the YT-1300 Krayt Fang sitting in a spaceport docking bay.

3. Overall quality. Aside from the box itself, everything in the box feels very high quality. The books are sturdy, the rule book probably more so than the adventure book. The dice are good, the tokens are solid, and even the character folios are easy to write/erase on.

4. The adventure. Escape from Mos Shuuta is definitely railroaded at first, and the adventure acknowledges that fact at one point. That said, it's a solid opening scenario for a Star Wars game – you've crossed a Hutt and it's time to grab a ship and get out of town.

Cons

1. The box. I was really hoping the box was a standard board game-style “lift off the lid, set it aside” type box, and I was really disappointed to see that it's all one piece with an opening flap. It's also very thin and flimsy. I don't see this box really lasting too long, and I'll have to find something else to hold my Edge of the Empire stuff, especially if I get more. There's plenty of room in the box for extra stuff, but itjust doesn't feel like it'll hold up with a notebook, DM screen, extra dice, etc.

So flimsy, closing it has been damaging the flap.
2. The tokens. Now, the tokens are made very nicely, they're textured, and they look like they'll hold up to quite a bit of play. The only problems are that A) they have no real use since the combat system is not miniatures or grid-based, and B) even if it was, they're way too large to use on any of the maps aside from maybe the Krayt Fang map.

Session Recap

Initially I'd planned to play with at least two players, but for various reasons, ended up with only one interested player. We had the game, we both really wanted to play, so we gave it a shot. I ran the included adventure, which did a fairly good job teaching the rules in stages. I also gave my player the option to play two characters, and he chose Lowhhrick the Wookiee hired gun and Pash the human smuggler. He was channeling Han and Chewie, I guess.

The game started in the middle of the action, in a chase from Teemo the Hutt's Gamorrean enforcer dudes. The PCs started by hiding in the local cantina. Pash leapt over the bar, ducked down, and spit out some story about hooking up with a local's daughter and the local sending Gamorreans after him and his Wookiee partner. Amazingly, in one of a string of incredible rolls, he succeeded and the bartender let him huddle down out of sight.

Meanwhile, the Wookiee (because I can't spell that damned name) dove into a booth and laid down on the bench seat. “He's brown, and the chairs are brown, so maybe it'll work!” Spoiler: it didn't work.

So, two Gamorreans came in, spotted the Wookiee, and pulled their clubs. The Wookiee flipped a table, took cover behind it, and pulled a vibroaxe. Meanwhile, Pash calmly stood up, blasted one in the back, and took him out. The Gamorrean and Wookiee went hand to hand, but vibroaxe beats club in Star Wars rock/paper/scissors, so the second Gamorrean dropped.
Cantina map, with the Pash token. See the size difference?

The bartender gave the dynamic duo a helpful tip about the Krayt Fang, a ship stuck in the spaceport due to some mechanical problems, and added that the junkyard down the street has just the part they'd need to steal the ship. Then he told them to get the hell out of his cantina.

They booked it out of there, stop by the junkyard, and ended up paying 500 credits for this hyperdrive part they need. It took a Deceit roll, as they spun a cover story that they were there to pick up the part for Trex, the Trandoshan owner of the Krayt Fang, but it worked.

From there, it's on to the spaceport control center to get the ship clearance to leave. Blocked by security droids, they hotwired a side entrance and got in that way. Seeing the control officer, an attractive, mid-30s human woman, Pash immediately whipped out his Charm skill. In another surprisingly good roll, his spiel of needing to get the ship cleared for his boss and a promise to “have a drink next time I'm in the system...”, they miraculously succeeded. To my player's credit, it was a very "daring smuggler" thing to do.

After there, they went on a stroll through town, interrupted by two groups of Stormtroopers (who, unbeknownst to them, were working for Teemo). Seeing that they were right near the water tower (this is where the map came in handy), Pash decided to take a shot at it in the hopes of distracting the Stormtroopers. With another overwhelmingly successful roll, he punctured the water tower, causing it to catastrophically fail and take out one group of Stormtroopers entirely. The duo managed to take out the other group, with vibroaxe and blaster pistol, then stole their blaster rifles and ran for the docking bay.

A quick bluff by the security droids there got them into the hangar and into the ship, where they were confronted by Trex. Not quite believing their story of “look, we got this part for you after that guy upped the price, so we just want a ride”, Trex went to pull his blaster. Plenty of Advantage on that roll meant that the PCs had the chance to win Initiative and take him out first. They took out Trex in a couple rounds, managed to get the landing ramp sealed before security droids could show up, and blasted out of there.

Too bad for them that TIE fighters were waiting for them. A few rounds of evasive maneuvers, some shaky Mechanics rolls to install the hyperdrive part, and a couple rounds of trading shots (and nearly getting the Krayt Fang shot out of the sky) led to them going to hyperspeed and escaping. That's where we ended the session.

I'll leave you with some dice. Game on!

First Impressions


Overall, I really like this game. The dice work well, the symbols are easy enough to get used to, and I can't think of any rules stuff that really grated on me. It seemed pretty easy for my player to pick up, though he's new at this kind of gaming, and we didn't have any problems during the session. Every Star Wars fan should own either this, the core rules, or both.

Tuesday, July 22, 2014

Setting Write-Up: Dragon Overview and Volcanic Dragon

This is a new series (hopefully a long-running series) where I'll be writing up stuff for my as-yet unnamed and unwritten campaign setting. I'll pick a game element I like and start writing stuff about it. Once I get it to a stage I like, I'll post it here. This time, and for the next few posts, it'll be all about the various dragons I like in my games.

So, here's the deal about dragons: they're awesome. They're powerful, live practically forever, and they're perfect treasure hoarders. Everything about them says "great risk, but great reward." They're in the name of the game (well, the original game at least), and every D&D player has at least one dragon story.

But, the standard metallic/chromatic split has been done dozens of times. It's traditional, fairly interesting, and a D&D staple. And I'm getting rid of it. Well, some of it.

I'm keeping three types of dragon - chromatic, metallic, and catastrophic. Since I don't use alignment, generally, the whole "chromatic are evil, metallics are good" split is going away. A noble, kind red dragon is just as likely as a princess-gnawing red. But, I'm keeping a lot of the "reds breath fire, blacks spit acid, etc." stuff, because I really like it.

I'm also adding in catastrophic dragons to throw a wrench in the works. Catastrophic dragons, instead of being created by a dragon god to serve that dragon god's purpose, were created by a vengeful nature god to keep those uppity mortals from getting the idea that they can "defeat" nature. Catastrophic dragons are a reminder to mortals that nature will always win, no matter what. Stone castles, underground fortresses, island paradises - none of these are safe havens from the elements. They're not evil, they're not good, they just live to destroy. A volcanic dragon blasts things with fire and magma because that's what it was made to do, just like a blizzard dragon freezes and shatters things as the god commands.

One thing you might note from the sample volcanic dragon I've written up here: there's no spellcasting. See, I don't care for spellcasting dragons. I like arcane, interesting dragons, but turning every single dragon into a mage just bugs me, always has. Some might have some spell-like effects, but I really like how 4E gave dragons unique abilities instead of just "okay, so this dragon casts spells just like a 12th level sorcerer" like 3E and some other editions/games do it.

NOTE: This series is going to be using ACKS stats, mostly because I really like how dragons are handled in that system. One day, I'll convert all this stuff to Swords & Wizardry White Box, once I get an actual campaign running.
Not 100% how I see volcanic dragons, but close. Source.

Volcanic Dragon


Origins
When the world was still being forged by the gods, Arathon, god of nature, took it upon himself to alter the still-young races of dragons. He feared that his pristine wilderness would be tamed and battered into submission by the mortal races. So he took dragons of wild nature and temperament and molded them into personifications of the forces of nature: the first catastrophic dragons.

The first of these were the volcanic dragons, former red and gold dragons warped to suit Arathon's needs. He gave them fiery natures and granted them the power to shape their territories to fit their needs. Some of those first volcanic dragons are said to slumber beneath the world's volcanoes, belching and spewing magma across the land when their sleep is disturbed.

Appearance
Volcanic dragons are powerfully muscled and heavy dragons. Their scales resemble obsidian and orange light shines through cracks between the scales. Their eyes shine a malevolent yellow-orange; their wings are patterned to resemble dark rocks floating in pools of lava. Their claws and teeth resemble black, jagged stone.

Breath Weapon
Volcanic dragons breath superheated ash and molten rock, resembling nothing more than a volcano spewing magma sideways. Where a red dragon's breath is mere flame, volcanic dragons breath the very essence of the world's heat.

An aura of immense heat surrounds volcanic dragons. Any foes within this aura are seared, the air stolen from their lungs and set ablaze. Metals melt, flammable items catch fire, and flesh is charred.

Common Personality Traits
Rage, violence, malevolence – these are all terms that fit the volcanic dragons' temperament. Volcanic dragons rarely deign to speak to mortals, preferring to watch and destroy them at the first sign that the mortals are gaining dominance over the dragons' harsh territories.

Preferred Territories
Like all catastrophic dragons, volcanic dragons alter their territories to suit their needs. However, volcanic dragons prefer to lair in existing volcanoes, causing eruptions to blanket their lands in ash and molten rock. Fields of flowing black rock, persistent ash clouds, and a complete lack of vegetation are all signs of a volcanic dragon's presence.

Favored Treasure
Catastrophic dragons, like all dragons, are covetous and protective of their treasures. Volcanic dragons prefer gems, usually black or red, and set them into the walls of their lairs where the light from the ever-present magma can shine on them. Volcanic dragons have no use for gold or other metals, as they would rapidly melt in the dragon's heat.

Sample Dragon and Lair
Davarax, Volcanic Dragon
Age Category: Old (175 years old)
% In Lair: 40
Dungeon Enc: 1
Wilderness Enc: 1
Movement: 90' (30')
A Fly: 240' (80')
Armor Class: 9
Hit Dice: 14***
Attacks: 3 or breath weapon (90' long, 30' wide cone)
Damage: 2d4/2d4/3d10
Special Abilities: Volcanic aura (1d4 damage to creatures within 20'), breath weapon, clutching claws
Save: F14
Morale: +1
Treasure Type: R
XP: 4,900

Davarax the Pyroclastic, though still relatively young for his race, has claimed a formerly-dormant volcano for his lair. This volcano, Flamestrike Peak, was surrounded by snow and ice before Davarax formed his lair. Davarax chose the icy peak for his lair for the sheer joy of perverting such a cold area into a fiery hellscape. Causing Flamestrike Peak to erupt, blowing the top of the mountain off, Davarax has altered the landscape. Hot ash rains from the sky, molten rivers of rock flow and harden, coating the land in a hard crust of obsidian. A clan of kobolds manages to eke out a living in the furthest reaches from the mountain, as far as they can get without being in the tundra. Davarax allows them to live, as they barely survive and haven't managed to tame the blasted wasteland.

Click for full-size.

Lair

Davarax's lair is in the top magma chamber of Flamestrike Peak. It is open to the sky above the magma pool, and a river of lava flows out and splits into two before streaming down the mountainside.

1. The Tunnel
A sharply-sloped tunnel leads from the lower mountain caverns to Davarax's chamber. The dragon knows about the tunnel, but hasn't bothered to seal it up. He knows that, in theory, someone could use the tunnel to enter the lair, but in his arrogance, he believes that no mortal would ever dare to confront him.

2. The Ledge
The path opens onto a small ledge overlooking the magma pool. Once a pile of rock, the intense heat from one of the mountain's eruptions smoothed the rock and formed a series of ledges that function as crude steps to the main floor.

3. Magma Pool
The chamber's defining feature, the magma pool lays open to the sky. The air above it shimmers with heat, meaning that anyone entering the chamber may not be easily seen from the Throne on the other side (1-in-6 chance of being seen).

4. Davarax's Throne
If Davarax is in his lair, this is where he prefers to be. A tall ledge set into an alcove, nearly thirty feet above the rest of the chamber, Davarax's Throne has carved steps leading to it, made of smooth, melted rock. Davarax's hoard is here – hundreds of gems arranged on the alcove walls that reflect the light of the magma pool and brighten the Throne area (roll on the treasure tables for exact value). Occasionally, Davarax also has magical items here, from any recent travelers or adventurers in his domain that he has slain.

5. Magma Rivers

The magma from the center pool flows out through this hole in the chamber's southern wall. A massive obsidian chunk splits the river into two to stream down the mountain.

Saturday, July 19, 2014

Dragon Artifacts – Using Dragons as Literal Piles of Loot

In just about every D&D game, at some point there's going to be a dead dragon. Whether that dragon has slain dozens of PCs in a particularly-lethal old-school game or barely got to start its villainous monologue before being unceremoniously slaughtered, it's going to happen.

Usually, the aftermath is pretty simple for the PCs. They write down the vast amount of XP they've gotten for slaying the dragon, and then spend the next half-hour or so divvying up the loot from the dragon's hoard/bed. But sometimes that's not quite enough. A lot of dragon slayers want to make it very clear that they've been out slaying dragons. What better way to show off your dragon slaying skills than by using the dead beast's own body as your armor, weapons, and magic items? After all, gold can come from anywhere, but dragonscale plate armor can only come from a dead dragon.
That guy can get a lot of loot out of the dragon. Source

Naturally, only particularly skilled craftsmen can make these artifacts. Sometimes, a mage is also needed to add the necessary enchantments. Using a dragon's scales, bones, or blood might be a quest in and of itself; PCs are rarely fortunate enough to find someone of the necessary skills in their hometown or near their stronghold, after all.

Dragon slayers taking advantage of artifacts made of a dragon's flesh or bones must be wary, however. Other dragons may take offense to one of their kin being made into armor or weapons and retaliate against the PCs.

NOTE: I'm using the dragons from ACKS for this, which I'm adapting over to Swords & Wizardry White Box. The exact nature of dragons in my games will be another blog post. These items can be used in pretty much any retroclone or old-school D&D game with a bit of tweaking. Also, a lot of this is intended to inspire GMs, which is why most of the stats are vague.


Dragonbone Armor
Heavy armor, such as plate, can be crafted of a dragon's bones rather than steel. Such armor grants protection from the dragon's breath weapon or similar effects. Dragonbone armor reduces damage from the dragon's associated breath weapon type by half. For example, dragonbone armor made from the bones of a red dragon cuts fire damage in half, while armor made from a green dragon protects against damage from poison.

Plate armor and shields are the most common types of armor to be crafted of dragonbone. Dragonbone armor is not inherently magical, though it may be enchanted.

Dragonscale Armor
Lighter armors, like leather or hide, may be made of dragonscale leather, much like how plate may be made of dragonbone. Similarly, dragonscale has the same effect as dragonbone, granting the wearer resistance against effects like the particular dragon's breath weapon.

Like dragonbone armor, dragonscale armor is not necessarily magical, but may be enchanted.

Dragonbone Weapon
Depending on the size of the slain dragon, its bones may be utilized to create weapons. A shoulder blade can easily be carved to be an axe blade, while the strong leg bones are commonly used for staves or maces.

Dragonbone weapons always deal +1 damage over an equivalent weapon made of normal materials. They are not inherently magical, but they are frequently enchanted.

Dragonfang Dagger
Dragonfang daggers are, naturally enough, carved from the teeth of dragons. These daggers act as +1 daggers and, in addition, deal double damage to dragons and draconic creatures. These daggers are frequently enchanted to deal extra damage of the dragon's breath weapon type.

Dragon Blood
Though typically used in potions, dragon blood has a more dangerous use known only to the most dedicated of scholars and those most dedicated to power. A series of infusions of dragon blood, taken over a period of several weeks, can bestow great draconic power. The infused begins to take on certain draconic qualities – wings, a breath weapon, and scales among them.

Most people would be afraid of this. Adventurers see only loot.
Source
A person infused with the blood begins to grow scales. By the end of the first week, the scales are hard and bulky enough to provide -2 [+2] AC. A week after that, the scales provide -4 [+4] AC and are bulky enough to prevent the wearing of armor.

The second infusion grants the use of a breath weapon matching the type of the dragon whose blood is being used. The breath weapon deals 1d6 damage per Hit Die of the newly-draconic creature and half-damage on a successful saving throw.

The third and final infusion causes wings to sprout from the person's back, further impeding the use of armor or similar coverings. The person can use those wings to fly at their normal movement rate. If the person falls unconscious while in flight, the wings automatically stiffen and turn to induce a circular glide down to the ground – safer than falling, but still uncontrolled.

The blood must come from a single dragon – dead or alive – and the creature must make a successful saving throw vs. death for each infusion. The infusions should be given two weeks apart – any faster and death will shortly follow, as the recipient's body breaks down under the strain of transformation. A creature infused with dragon blood cannot be infused with the blood of another type of dragon; mixing the blood causes horrific transformations and, in most cases, death.

Dragon Breath Wand
A dragon breath wand is crafted of dragonbone and adorned with gems. The length of a human's forearm, a dragon breath wand is thick, almost more akin to a mace's haft than a wizard's wand. These wands give a mage the power to cast a spell that acts as the breath of a dragon.

Each dragon breath wand is crafted with fifty charges. Once the last charge is used, the wand loses its enchantment and may not be enchanted again. The wand may not expend more than three charges per day. Each charge grants the user one use of the breath weapon of the dragon the wand was crafted from. The older the dragon, the more powerful the breath. The breath of a hatchling, for example, is far less dangerous – and far less valuable – than that of a thousand year old great wyrm.

Dragonwing Cape
Though the most famous dragons are ancient and massive, even dragons are not truly eternal. Their young hatch from eggs and, depending on the variety of dragon, are between the size of humans and halflings at hatching. If such a young dragon is slain, their wings may be crafted into a cape of sorts and enchanted. Such capes, when the command word is spoken, can return to a semblance of life, bonding to the wearer and bestowing the gift of flight.

For up to ten minutes per day, the wearer of a dragonwing cape can fly at up to double their normal movement rate. However, heavily-encumbered wearers may not be able to fly. If the time runs out while the wearer is flying, the wearer's player should consult the relevant rules on fall damage.

Dragon Steel
As a dragon ages, its scales become more lustrous and deeply colored. The oldest dragons appear to be scaled entirely in colored gemstones, due to their scales' great age. These scales, harvested upon a dragon's death, can be melted down and mixed with steel, alongside their more mundane use as armor or jewelry.

This dragon steel becomes tinted with the color of the scales and takes on arcane properties. Though named dragon steel, the metal is as soft as gold and is unsuitable for use in armor or weapons. Dragon steel is thus highly sought after by mages of all kinds. Rings, wands, arcane rods, even necklaces – these can all be made of dragon steel.


Spells cast through rods or wands that deal the same type of damage as the original dragon's breath weapon do 50% more damage. Necklaces or rings of resistance that resist the dragon's breath weapon type cause the caster to take half-damage from attacks of that type.
Source

Specific Items


Onyxfang
This vicious dagger was crafted by an ancient order of mages after they came together to slay Onyx, a great black wyrm. The mages, dark and devious, crafted four of these blades. Three were lost to history and are thought to be lost, while the fourth has passed from owner to owner over the ages. A favored weapon of assassins and dark paladins, Onyxfang must be carried in a special black scabbard due to its acidic nature.

Crafted from a massive dragon tooth, Onyxfang is a curved short sword. The tooth blade is stained greenish-black and the hilt is inset with a black gem on both sides. On a successful hit, Onyxfang releases acid into the victim, doing an extra 2d6 damage. Onyxfang is a +2 short sword.

The Sapphire Shield
The Sapphire Shield was once wielded by an elven warrior named Illithia, who defeated the blue dragon Delastrix and crafted this shield from the dragon's bone and scale. Though Illithia fell in battle several years after, the shield was passed on through her knightly order. Over a hundred years ago, the Sapphire Shield was lost in battle after its wielder was captured and later killed by ogres.

The Sapphire Shield is made of dragonbone and wrapped in shiny, sapphire-like scales, hence its name. The shield grants its user immunity to lightning and the ability to reflect lightning-based attacks at others (standard ranged attack roll, damage equal to original attack or spell).

Winter's Bane
A two-handed battleaxe with a single blade, Winter's Bane has a blade carved from the shoulder blade of an unknown red dragon. The blade is the color of ivory and the haft is steel carved in the shape of vertebra. The head of a dragon is carved into the top of the axe, with the blade extending from beneath the head. The phrase “Flame conquers all” is inscribed in the Draconic tongue on the blade.

Winter's Bane was originally crafted by a group of lizardfolk enslaved by a relatively young red dragon. Stealing into his lair while he slept after devouring a party of adventurers, the lizardfolk slew him while he was still weak from the battle. After, they crafted Winter's Bane, giving it to their greatest champions to free those clans of lizardfolk still in thrall to other dragons. They found that the axe's flames worked best against the white dragons in the southern ice plains and gave it the name Winter's Bane.

Winter's Bane is a +3 battleaxe. At the wielder's command, Winter's Bane bursts into flames. These flames do not harm the axe or the wielder, but deal an extra 2d6 damage to whatever the axe strikes. In addition, Winter's Bane deals double damage (both fire damage and regular damage) to white dragons and their kin.

Tuesday, June 24, 2014

D&D 5E, the Nentir Vale, and Other Assorted D&D Stuff

After more than two years of waiting, D&D 5E is finally about to be published. The Starter Set is coming out soon, and after that comes the Player's Handbook and the free Basic D&D PDF. Everything I've just said sounds absolutely awesome as far as I'm concerned. I love D&D 4E, but I'm currently having fun with the 5E playtest rules and I can't wait to see the full rules.

Picture from ENWorld.
I'm considering buying the Starter Set. Normally, I wouldn't, since I've been playing the playtest and I've been playing D&D for well over a decade now, but I'm trying to get an offline gaming group together, and at least one of them is a complete newbie to tabletop RPGs. The Starter Set, with its pregenerated characters and short rulebook, is going to be way less intimidating than Basic D&D or a full Player's Handbook would be. On the other hand, I may just stick with 4E Essentials and make my own pregenerated characters for the group. I'm not quite sure yet.

Whatever the case, I'll certainly be downloading Basic D&D. It's free, it's got everything necessary to play to level 20, and it should be just about perfect for anyone who doesn't want to buy the game yet, but still wants to play. I'm really curious to see what they do with it as far as aesthetics go - if it'll be bare bones with no art or anything like the playtest packets, or if it'll have a few pieces of art and the same kind of aesthetics the Starter Set previews are showing. I'm hoping it's the latter, of course.

In any case, 5E is still heavily on my mind as I'm running a Play-by-Post game using the 5E playtest rules from October of last year. It took a while, but I finally got a game together to try out 5E, which brings me to my next point: I'm not using the Forgotten Realms as the setting. I'm not a huge fan of the Realms, so I stuck with the Nentir Vale, which is easily my second favorite setting after Eberron. And my group went nuts with it. I've got a Paladin of Sehanine, two devotees of the Raven Queen (one Fighter, one Rogue), a Cleric of Zehir, and possibly a religiously-undecided Mage. The party's a curious mix of alignments ranging from Neutral Good to Neutral Evil. So far, I'm digging it.

But back to the Nentir Vale. I'm considering going through all my 4E books and putting together as much information as I can on the Vale. I'm aware of this Wikidot site that does pretty much the same thing, but that group's taken a bit of a different look at the setting than I plan to, particularly with their assertions about the deities. Obviously, this is a big undertaking and will probably take a fairly long time, but if I do it, I'll be able to use it as a player handout and a DM aid in any future games I run in the Vale. Plus, I'll be able to keep two copies - one for players and one for all my secret DM notes. I'll almost certainly post the full thing here, of course.

Last, I'd like to address that it's been a while since I posted here. I've been working on offline stuff, hanging out with friends and doing quite a bit completely unrelated to tabletop gaming. I didn't have as much time to devote to gaming, so I ended up dropping from all PbP games for a while. I'm back now, though, and I plan on adding quite a bit to the blog - some header images or something at the very least. Thanks for sticking around, and if you're new, take a look at what I've got. Might be something that catches your eye.

Thursday, February 13, 2014

Musing on a 40K Game I'd Like to Run

Between rereading some of the Horus Heresy novels and running a game of Deathwatch, I've been pondering another 40K game. Now, I wouldn't run it anytime soon, as I've already got enough on my GM plate as it is, but it's something I'd really like to run in the future.

Put simply, it's a Horus Heresy game focusing on loyal Space Marines from the Traitor Legions. Having either escaped the Istvaan system or being embedded with another Legion or something, the PCs have rejoined with the Imperium and left their original Legions. Put together as a specialist team by one of the primarchs (I'm currently thinking either Dorn or Guilliman), the team would have to face both xenos and the servants of the Traitor Legions, undertaking special missions given directly from the surviving primarchs and Malcador the Sigilite.
I really just want to see or play a loyal World Eater.
Picture from here.

Unfortunately, this would be a really tough game to get started. I'd have to either extensively houserule in "Chapter" rules for the Traitor Legions, or I'd have to play a different system entirely. Savage Worlds might be doable, but it would also have to be extensively houseruled. Fate Core would work, but I've never run Fate and haven't even played it very much.

Ideally, I'd want to use the Deathwatch system, mostly because it's a fairly familiar system for 40K players and it already has most of the rules I'd need. Some of the Legions would be more difficult to create than others (particularly the Thousand Sons), but the Chapter creation rules would probably suffice for most of them. I'd have to create all new Primarch's Curses for most of them, though.

On the upside, once I do all that work to create the Legions (if I do it), I'll be able to use the rules for another game I've been pondering: an alt-history Dornian Heresy game where the opposite primarchs rebelled, led by the Arch-Heretic Rogal Dorn.

Saturday, January 25, 2014

Warhammer 40k - Creating a Space Marine Chapter in Deathwatch

So I've been getting back into Warhammer 40k quite a bit over the last couple weeks. I'm playing in games of Rogue Trader and Dark Heresy (both of which started quite recently) and I'm gearing up to GM a game of Deathwatch. This, combined with a distinct lack of excitement when it comes to gaming, is why I haven't had anything to blog about over the last three weeks or so. Hopefully, with a bunch of 40k gaming starting up for me, I'll have more to talk about in the near future.

Now, for Deathwatch, I won't be creating my own character, but I do intend for my Kill-Team to have some
I love this game.
Image from here.
interaction with some Space Marines from a new Chapter, so I figured I'd go through and create this Chapter using the rules from Rites of Battle. I'll be using a combination of die rolls and just choosing options that I think would work well.

First up, when and why was the Chapter founded? A couple of die rolls say Crusade and in the 41st millennium. So, the as-yet unnamed Chapter was created specifically to go on grand crusades around the galaxy, crushing the foes of the Imperium, and it was created within the last thousand years. I'm actually going to ignore the book and say that it was closer to the beginning of the 41st millennium, as the game takes place sometime around the year 830.M41. Having the Chapter be founded in 738 wouldn't leave much time for the Chapter to really establish itself.

For the Chapter's gene-seed, I'm going to pick Raven Guard. I really like the Raven Guard, so that's what I'm going to go with. For gene-stock purity, I rolled A New Generation, so when I choose a Demeanor for the Chapter, I'll be picking or rolling something new, rather than going with the standard Raven Guard Demeanor.

Speaking of Demeanor, I'm going to pick Scions of Mars for the Chapter. I've always liked Techmarines, and the idea of a traditionally-stealthy Raven Guard successor mixed with the big, heavily-armored Techmarines is pretty interesting to me.

Next up, Chapter characteristic bonuses. My roll of 32 gives +5 Perception and +5 Strength, so the Marines of this Chapter are both strong and alert.

For the Chapter's heroes, my first rolls indicated that a Chapter Master was assassinated by agents of the Imperium itself. The write-up in the chart suggests the Officio Assassinorum, and that there isn't an apparent reason why he was assassinated. I'll put some thought into this. A secondary hero is the Master of Sanctity (a Chaplain, probably), who led forces against an Eldar craftworld.

For a home world, I'm just going to pick fleet-based. Since it's a crusading Chapter, like the Black Templars, I think this makes sense. For recruiting worlds, maybe that's why a ship of the Chapter is in the Jericho Reach for this campaign: they're searching for a suitable world to recruit new initiates to replenish their strength. A couple random rolls indicate that the Chapter has five major vessels, and that the fleet is currently damaged or otherwise suffering some kind of complication.

Space Marines and Inquisition.
Awesome.
Image from here.
Another die roll indicates that they're a divergent Chapter, so they don't follow the Codex Astartes to the letter. So how about a Chapter that focuses on Lightning Strikes? They move in, hit the target fast and hard, and get right back out, with a focus on quick vehicles like bikes or Rhinos.

For Solo Mode abilities, another random roll means that they'll be getting one of the Raven Guard's abilities. Since the Raven Guard currently only have one Solo Mode ability, Master of the Shadows, that's what this Chapter will get as well. So far we've got a Chapter that has an affinity with tech, likes fast vehicles, and does well in the shadows. Interesting stuff.

For Squad Mode abilities, I rolled Storm of Hell and Swift Advance. Both seem to fit with the Chapter's fast-attack tactics, so I'll stick with those.

For special equipment, I got 93, Modified Weaponry. How about, instead of standard power swords, the Chapter prefers power scythes with blades that kind of resemble a bird's talons?

For Chapter believes, I rolled The Emperor Above All, so the Chapter reveres Corvus Corax, but holds the Emperor even higher and their Chaplains' sermons reflect that. This should go interestingly with their ties to the Mechanicus (from the Scions of Mars Demeanor), but I think they'll have the belief that the Omnissiah is just another aspect of the Emperor.
Heraldry in keeping with the raven theme, I think.
Image from WotC.

A roll of 4 means the Chapter is under-strength. So their fleet is damaged, they're at half-strength at best, and they're looking for a new world to recruit from. I think I can come up with an interesting story from that.

A few more die rolls later, and I've determined that the Chapter has close ties to the Adeptus Sororitas and maintains a vicious hatred of the tyranids, particularly Hive Fleet Dagon. Maybe that could be part of the reason why they're under-strength.

Finally, we come to the name, heraldry, and livery. I'm not going to bother rolling, but after thinking about it, I'm going to go with Night Falcons. I'm thinking they'd be armored primarily in black, but with white shoulder pads, helmets, and backpacks. For heraldry, I'm going to go draw on my love of D&D 4E and snag the insignia of the Raven Queen, because I think it would look cool on a white shoulder pad, and it kinda fits with their Raven Guard origin.

For custom Chapter advances, I'm going with Xenos Bane. Since they're a crusading chapter, and they've been hit hard by tyranids, I think it fits rather nicely.

So, here's the final Chapter write up for the Night Falcons.

Battle-Brother with plasma pistol and power fist.
Picture from Bolter and Chainsword.
Night Falcons

Primarch: Corvus Corax
Founding: 26th in M41
Home World: Fleet-based
Chapter Demeanor: Scions of Mars
Solo Mode: Master of Shadows (First Founding, page 17)
Squad Modes: Storm of Hell and Swift Advance (Rites of Battle, page 33)
Characteristic Bonuses: +5 Strength, +5 Perception
Gene-seed Deficiencies: N/A
Chapter Advances: Xenos Bane (Rites of Battle, page 42)
Favored Tactics: Lightning Strikes with Rhinos, attack bikes, and similar vehicles

Heroes
Chapter Master Annus Derax, who was assassinated by an agent of the Officio Assassinorum soon after vanquishing a hive tyrant of Hive Fleet Dagon.
High Chaplain Tyros, who led three squads of the Third Company on a daring hit-and-run attack on an eldar craftworld.

Created in the 26th founding in late M41, the Night Falcons are a Raven Guard successor Chapter. While they revere their Primarch, Corvus Corax, the Chaplains of the Night Falcons preach honor and reverence of the Emperor above all else, both as the Master of Mankind and as his other aspect, the Omnissiah.

Created as a crusading Chapter, the Night Falcons were given eight mighty vessels and the mandate to travel among the stars, destroying xenos and heretics wherever they might be found. After a nasty encounter with Hive Fleet Dagon on a planet known as Coraton IV, the Night Falcons were left with less than half of the thousand Space Marines they began with. Their beloved Chapter Master, Annus Derax, was dead, slain at the hands of an Imperial assassin soon after his miraculous victory against the Dagon hive tyrant. During this campaign, the Chapter fought alongside an order of the Sisters of Battle, who had an abbey on the planet. With three of their ships destroyed, the Night Falcons ventured into the Jericho Reach in search of a new world to begin a cycle of recruitment to replenish their massive losses.

The Night Falcons prefer to make devastating hit-and-run attacks to strike at their enemies, using concealment and vicious close-combat tactics to devastate foes. They have a strong affinity with technology and ties to the Adeptus Mechanicus. Their Techmarines serve in every role, using their technological training to supplement their fighting abilities. Rather than serving separately and being used mainly to maintain and operate Chapter equipment, Techmarines may also serve as officers or Chaplains.


In addition to normal power swords, the Night Falcons prefer the use of power scythes, styling these lethal weapons as the talons of the birds of prey the Chapter was named for.

Because who doesn't love Terminator armor?
Image from Bolter and Chainsword.

Wednesday, January 1, 2014

Campaign Prep - Rogue Trader

And the blog is back! I took an unannounced hiatus from the blog for a couple weeks, mostly because there was nothing really going on. I've been reading novels rather than game books, and my PbP games have slowed down a bit with the holidays, so I didn't have a whole lot to say on gaming.

But now, I'm back to gaming, and first up for this year is Rogue Trader. I love this game. It's complex, super detailed, steeped in Warhammer 40k lore, and fairly difficult to pick up for a newbie to the setting, but despite all its flaws, there's something about it that really sings for me. It's like a cross between Star Trek, Pirates of the Caribbean, and Event Horizon. You don't just have a starship, you have a multi-mile long gothic cathedral capable of flying through hell itself and blasting all life from the surface of a planet. You don't just have a chief engineer, you have an Explorator Tech Priest of the Adeptus Mechanicus who may literally be more machine than man. You don't just carry around a pistol, you carry a miniature plasma reactor that happens to be shaped like a pistol and which fires blasts of pure plasma capable of immolating or melting whatever they hit.

It's over the top, gloriously violent, and is explicitly about flying around the galaxy and looting whatever the hell you find, all in the name of the God-Emperor and the Imperium of Mankind. And I love it.
How badass is this? Seriously, these are the kind of characters I want to play.
Picture from FFG.


So why did I title this post Campaign Prep? Because I'm leaning toward trying to run it via PbP this year. Maybe not this week or even this month, but I haven't been able to play very much of this game and one of my New Year's resolutions is to fix that. Hopefully I'll get in some Dark Heresy or Deathwatch too, but Rogue Trader is the main 40k game I'm looking to run.

But, in spite of my love of Rogue Trader, I've never GMed it, and I'm honestly not all that experienced with the system, since every group I've been in fell apart for one reason or another. I've played both a Rogue Trader and an Explorator, but both were fairly brief stints, so I'm asking you guys for your Rogue Trader GM tips. Which published adventures are good? Which are bad? Am I better off trying to write something of my own, or even just throwing together a quick sandbox and winging it?

Above all, what are your thoughts on Rogue Trader? Better/worse than the other 40k RPGs?