Monday, April 27, 2015

Finally saw Man of Steel

I'm trying hard to blame myself, and only myself, for not seeing this movie sooner. The most recent Superman movie was one I actually avoided because I --mistakenly-- placed my trust in the opinions of certain people and reviewers, and trusted that they were representative of honest feelings about whether this was a good movie or not. I was badly mistaken.....

For me at least, this is the best Superman movie yet, and the first to bring me back to the sort of awe I felt when the 1978 Superman came on the scene....but of course with a story, acting and FX that have matured dramatically in the decades between. I'm honestly hopeful for the forthcoming Batman Vs. Superman: Dawn of Justice now. If it can be as good or better than this.....? Yeah, I'll be there.


There were a few oddities in this movie (and Superman taking out Zod was not one of them...I was impressed that Snyder's film took Superman into such a situation....no one chickened out here for the sake of the Comics Code, if you will). For one, while I was almost gleeful to see him appear in the end in his guise as Clark Kent, Daily Planet reporter.....I was a bit perplexed as to just how old Kal El might manage to keep his identity completely secret....I mean, didn't a fair chunk of the initial fight with the Kryponians pretty much nuke Smalltown? Wouldn't there be lots of secondary evidence that the fight started on his mom's ranch? Probably not, I guess....but still....Lois clearly knew him at the end there, right? It seemed ever so slightly ambiguous to me for some reason.

Now, given that Superman and Wonder Woman are having a relationship in the New 52 universe, I wonder if they'll continue with that reality and continuity warping schism for the next movies....

D&D 5E: Pixies as Player Characters


This came up....in fact it will be addressed/dealt with Saturday night, but some of my players plan to torture me with pixie PCs in the level 11 game! I devised the following stats and wanted to share them....anyway, what follows is a sort of hybrid methodology of adopting a monster stat block to suit a PC's needs...can't say it's balanced, but one could argue that any player who wants to play a pixie is by definition a little unbalanced....Ba DOOM!

So, how to make a Pixie adventurer:

Ability Scores: Go to the pixie page in the Monster Manual. You start with this as the base pixie, at level 0. You start with the following stat modifiers that are applied after you point-buy or roll: -8 STR, +10 DEX, -2 CON, +0 INT, +4 WIS and +5 CHA. Any stat that ends up at 0 or less becomes 1 and any stat that is greater than 20 caps at 20. Or just use the stats in the MM as-is.

Remember that your encumbrance as a tiny creature is 1/2 of a medium or small creature.

Movement: Speed on foot is 10 feet and flight speed is 30 feet

Magic: Your special abilities as a pixie are Magic Resistance and Innate Spellcasting (druidcraft), casting each of the following 1/day: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep; CHA is your spell ability.

Alternative Staggered Magic: instead of getting them all at once spells are awarded as you level. Pick four spells from the list above at level 1, and an additional spell at level 2, 3, 5, 7, 9 and 11.

Superior Invisibility: pixies can turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixe wears or carries is invisible with it. This is at-will.

Damage Expression: pixies can deal 1 point of damage to other tiny creatures with tiny weapons. Pixies cannot deal physical damage (slashing/bludgeoning/piercing) to small, medium or larger creatures, period, unless the tiny weapon is enchanted for a damage bonus. So in other words a Tiny Frost Brand sword +1 for a pixie can do a base zero damage +1 magical plus special damage effect.

Languages: sylvan and one other (usually common).

Tiny Equipment: pixies can find equipment with 1/4 the weight value in their size.

Pixie armor: pixies can wear something that looks like armor (and any armor they get has 1/4 the weight value of a normal equivalent suit, but costs twice as much because they either have to secure it from stingy faeries or human doll makers who work in miniature) but the armor has no AC value (all AC 10 plus Dex modifier) due to the fact that it's tiny armor and can barely stop a bee sting let alone a sword. As such, all pixie armor only gets a protection bonus based on any magic enchantments.



Addendum: the Saturday night game had one pixie warlock in it (fay pact if you couldn't guess...) and she was terrifying. Insisible strafe-bombing an erinyes with eldritch blast for the win. The player who is running the pixies isn't terribly experienced with gaming (having returned after an age's absence to the fold) so I am quite comfortable with her getting a chance to shine as a seriously over-powered tiny terror....but let me just say that I'd probably veto pixies as presented here (a replication of their MM entry) in the hands of even a moderately power-gaming focused player.

Saturday, April 25, 2015

D&D 5E Saturday Creature Factory: Baltorklani Ape Men

Previously appearing as a 13th age monster, I now offer the 5E version of this race of uplifted apemen...




Baltorklani (Uplifted Gorillas)
CR 1 (200 XP)
LN medium humanoid 
Initiative +2
DEFENSE
AC 12 or 14 (hide armor)
HP 22 (4D8+4)
OFFENSE
Speed 30 feet
Multiattack: baltorklani can make two fist strikes, two halberd strikes or two spear strikes.
Melee Attack – fist +5 attack (reach 5 ft, one target) 1D6+3 bludgeoning damage.
Melee Attack – halberd +5 attack (reach 10 feet, one target) 1D10+3 piercing damage.
Ranged Attack – spear +4 attack (range 20/60 one target) 1D6+2 piercing damage
Statistics
STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 11 (0), WIS 14 (+2), CHA 9 (-1)
Languages: common, baltorklani
Senses: perception +4 (passive 14)
Skills: Animal Handling +4, Nature +4, Survival +4

Jungle Rage: baltorklani ape men can go into a burning rage, in which they gain +4 damage to their attacks but fight at -2 to attack for one minute.

Deep in the wilderness of the immense Amech Jungles are an ancient race of intelligent apes, beastmen who's origins are now lost to time, though some scholars of esoteric lore suggest that they were created as warriors and slaves for the ancient Kadantanian Empire, a cruel regime of mad sorcerers which fell centuries ago to internal conflict.

The baltorklani are actually descended from several magically uplifted apes, including chimpanzees, baboons and gorillas. The gorillas deeply resent being compared to other lesser apemen, especially chimpanzees, which they despise as cunning and untrustworthy. They see the baboons as chattel and treat them as such, delegating the baboons to lesser slaves whenever they can.

In the Amech wilderness the three types of baltorklani tend to segment themselves whenever they can, at least in those cases where a powerful gorilla warrior doesn't rise up and subjugate the others to form his own small empire. These baltorklani gorilla leaders are very dangerous to the human populations in such regions, and the kingdom of Belladas remembers the war with the baltorklani warlord Jezovash less than a century ago well...it was a costly battle.

In any given party of baltorklani you will likely encounter one or more that are accompanied by trained apes and baboons. A typical baltorklani patrol will include 3D6 soldiers, 1D3 commanders with 1D4 levels of fighter, a 50% chance of one shaman with 1D4 levels of druid or warlock, and usually 2D4 trained apes or baboons.

Baltorklani Ape Men as a Character Race: +2 Strength, +1 Dexterity; racial proficiency in Survival; gain one fist attack (1D6+Str bludgeoning damage) and the Jungle Rage effect; requires a short rest after use before being available for use again.



Baltorklani (Uplifted Chimpanzees)
CR 1 (200 XP)
LN medium humanoid 
Initiative +0
DEFENSE
AC 15 (leather armor)
HP 18 (4D8)
OFFENSE
Speed 30 feet, climb 30 ft
Multiattack: baltorklani Chimpanzees can make two fist strikes, two shortsword strikes or two spear strikes.
Melee Attack – fist +5 attack (reach 5 ft, one target) 1D4+2 bludgeoning damage.
Melee Attack – shortsword +5 attack (reach 5 feet, one target) 1D6+3 piercing damage and make a poison save DC 13 vs. Constitution or take 2D6 poison damage.
Ranged Attack – spear +5 attack (range 20/60 one target) 1D6+3 piercing damage
Statistics
STR 14 (+2), DEX 16 (+3), CON 11 (0), INT 14 (+2), WIS 10 (0), CHA 12 (+1)
Languages: common, baltorklani
Senses: perception +2 (passive 12)
Skills: Acrobatics +5
TRAITS
Jungle Predators: baltorklani chimpanzees are extremely swift and quiet in the jungle, gaining advantage on stealth checks to ambush foes in the wilderness and moving through all but the most difficult natural terrain as if it were normal.

The uplifted chimpanzees of baltorklani society are the thieves and wizards with their cunning and intelligence. 

Baltorklani Chimpanzees as a Character Race: +1 Intelligence, +2 Dexterity; racial proficiency in Acrobatics; gain one fist attack (1D4+Dex bludgeoning damage; finess attack) and Jungle Predators (advantage on stealth checks in the wilderness to ambush foes and move through difficult terrain as if it were normal).

Baltorklani (Uplifted Baboons)
CR 1/8 (25 XP)
LN small humanoid 
Initiative +2
DEFENSE
AC 12 
HP 14 (4D6)
OFFENSE
Speed 30 feet, climb 30 ft
Melee Attack – bite +4 attack (reach 5 ft, one target) 1D4-1 piercing damage.
Melee Attack – spear +4 attack (reach 5 feet, one target) 1D6-1 piercing damage.
Ranged Attack – spear +4 attack (range 20/60 one target) 1D6+2 piercing damage
Statistics
STR 8 (-1), DEX 14 (+2), CON 11 (0), INT 9 (-1), WIS 12 (+1), CHA 8 (-1)
Languages: common, baltorklani
Senses: perception +1 (passive 11)
Skills: Stealth +4, Survival +3
TRAITS
Rush Tactics: baltorklani baboons use pack tactics. They gain +1D6 damage to attack damage if an ally is adjacent to the target they attack.

The baboon men of the baltorklani tribes are numerous and underfoot to their larger chimpanzee and gorilla cousins. They are second-class citizens in the ruined cities occupied by the baltorklani tribes, and the gorillas regularly use them as chattel for mass attacks against enemies.

Friday, April 24, 2015

Time to kick it high-level in D&D 5E


My Saturday group has the principle host taking a sabbatical soon, during which we'll be without the usual haunt we've had for gaming on the weekend for many years now. To fix this I'm moving the group to the FLGS where my Wednesday group meets, although I may suffer the horror of hosting at my place of residence on those Saturdays otherwise dominated by Magic at the game shop...Magic player get pretty loud, didja know that?

Anyway, since we've got about 9 weeks with a host and player absent, I am proposing to my game group that I run a nine-session campaign in D&D 5E that starts at level 11 and assumes some pretty competent characters. In working out specifics I realized that starting a high level game in D&D 5E means a few interesting options not previously in the game (such as skill training) or framed in a different way in 5E (such as magic items and the lack of an economy for such).

The DMG includes some suggestions on what players can start with in terms of gold and magic (with variants for low and high magic settings), but beyond that there are other interesting things to consider, such as:

Other interesting things high level character can spend moolah on:

1.  Skills, languages and tool proficiency. In 5E while you start with all of these as part of your class, and can get more if you want with a feat, the downtime rules in the DMG indicate that you can seek out training between adventures, and it effectively costs 250 GP and 6 months to gain proficiency in a new skill. There is no level-dependent cap on how many skills and tool proficiencies you can have, nor an intelligence maximum on how many languages you can know, so this suggests that wealthy high-level PCs with lots of cash and downtime should in theory have a lot of trained skills.

2. Housing. At this level PCs start with enough gold to possibly own a guildhouse or other structure. Pooling money could let them buy a stronghold or even a ship. Interestingly at level 11 I'd say adventurers in 5E are --in terms of wealth-- closer to 5th-8th level 3rd edition/PF characters (I'll have to muster up the energy to analyze that).

3. Magic Items. Outside of any free magic picks the book suggests, as you may know D&D 5E does not default to assume a magic item economy, although it does provide rules on how to set one up that enforces the notion that magic items do not have fixed values, and barter, trade, coercion and services/quests will be a big factor in the acquisition of such. For my campaign, and brevity, I'm letting my players use their starting gold to buy common magic items for 100 GP and uncommon magic items for 500 GP, but they only start with one rare magic item.

4. Spells. Wizards can research spells at a cost of 50 GP and 2 hours per level, and other classes not saddled with spell books can spend money on spell scrolls to stock up on those spells that don't fit so easily in your allotted memorized spell lists.

5. Hirelings. The hireling costs are in the PHB, but let's face it....by 11th level every self-respecting adventurer has got to have a couple porters, a torchbearer and maybe an apprentice or squire following him or her around, right?

Anyway, I am giving my group the option to stick with the current level 7 characters and continue their ongoing travails, but if they want to keep that campaign on hold until our missing player/host returns from sabbatical, I am suggesting that the high-level option I propose would be a great way to explore 5E in a new direction. Back in the day starting a game at level 10 or higher in 3rd edition or Pathfinder was more of a novelty, a filler for single sessions, because usually by level 14-15 the game got so crazy and swingy that it was too much to deal with, and thus did the campaigns tend to close around those levels. Something tells me that high level play in 5E isn't going to be quite so problematic, but I am really interested to see.

Thursday, April 23, 2015

Dyson's Delves II is the deal of the day at rpgnow

If you've ever trawled google looking for dungeon maps you could retool for your own use at the table, chances are good you've found some especially nice hand-drawn maps that seem to come from one man: Dyson Logos, and his Delves. Rpnow has Dyson's Delves II as a deal of the day today only so go snag it for $4 to see how great his maps are, and also to get a very nice set of useful dungeons; it's got 11 keyed/described dungeons and 21 unkeyed maps, and at $4 fpr 150 pages of very useful content this is a real steal. Especially useful for your sandbox/hexcrawl games when the players wander into terra incognita!


Wednesday, April 22, 2015

Long Day - Rifts, Hasbro and DC's Convergence among other musings


Today is going to be a long day: 24 hours without sleep now. Long story, too much "other" for this blog but I am looking forward to crashing later for a few hours before game begins. Ai!!!! So a random medley post doay:

Rifts
The Savage Worlds edition of Rifts I mentioned really is a shocker. I still can't believe that Palladium consented to allow this. It won't quite feel the same though without a long monologue in each book from Kevin explaining that the original manuscript was amazing but he still had to rewrite it entirely to suit his vision of Book X.

Hasbro on D&D
Hasbro's news that D& D "on a real tear" was cool but I am still amused that it was also grouped with Clue, Candy Land and other games in the Hasbro inventory in terms of where it stands in the corporate report. This led me to wonder if maybe somewhere deep in Hasbro's corporate network is a division of 7 dedicated developers working furiously to make Candy Land new and innovative, all glaring over at the WotC team for setting the bar to a new high.

DC's Convergence
Anyone following DC's Convergence mini-epic running this month and next? No? I'm guessing a lot of older fans habitually dodge all newer iterations of an old product without compelling evidence to do otherwise, but I happen to be a fan of the New 52 DC universe and also still a fan of (most of) the pre-New-52 universe (I followed the post-Crisis DC from around 86 through to 2000 before I finally burned out). The Convergence event, which I am told is actually a cover for DC to move its headquarters to California and not worry about having their comic lineup interrupted, is a storyline about entire cities of various realms of the DC multiverse which have been kidnapped to a distant universe where Braniac is collecting "dead cities." This has been an recurring theme for several storylines now in DC's New 52, and pretty much most of the recent weeklies (New 52 Future's End and Earth2: Future's End) have been building up to it. Anyway, this frame gives the DC authors an excuse to revisit dozens of older DC universes and cancelled books. So far it's been a real menagerie, but an unusual number of their entries date to sometime in the mid 00's prior to the major universe-revisionism that went on or back to the late 80's, when I really got into DC. It's a fun trip down memory lane but in a modern context; the interesting thing is going to be seeing what changes, if any, this new approach has on other DC books going forward.

Marvel's doing something similar with its Secret Wars, which appears to be a muddy mess of various miniseries revisiting key moments in Marvel's history while using the end-of-the-universe event they've been building up to in the Avengers titles for years now as a frame. The end result, I predict, will look alarmingly close to the Marvel Cineverse, but I could be mistaken....still, I'm going to dodge most of the Secret Wars titles as it looks like a ridiculous mess and honestly I haven't been "back" to Marvel since the early 80's, so for most of these spin-off titles they are referencing events that took place during the decades that I was almost exclusively in to either DC, Image, or Jodorowksi comics.

Plus, there are a lot of comics for these two events coming out from Marvel and DC both. For the sake of my budget a decision had to be made: and I decided it was more fun to follow the Convergence.

Tuesday, April 21, 2015

Rifts is getting Savaged

Rifts is getting a Savage Worlds edition. Yes, you heard that right....the scoop is right here on Cross Planes, a shockingly good gaming/news blog I just discovered. One with lots of 5E stuff, too.

I don't know whether or not this is one of the harbingers of the end of the world or not, but I do know that it's the first time in a long time I've been excited about a product to come out of Palladium. Probably because Pinnacle and all that...

Oh, and yes I did double check to make sure it wasn't an old April Fool's post.



Monday, April 20, 2015

Some days.....and now for a Roadside Encounter Table

I don't delete posts often but this time I'll make an exception, but purely because I am at work and just noticed on break that the video I linked to is somehow not the same one I thought it was....I actually have no idea what that video is about....will have to look at it tonight and see. Important lesson: do not try to post a fill blog while sleep meds are taking over! The video I had intended to link to must have been one up or down on Vimeo and thanks to groginess I didn't notice I'd grabbed the wrong one. Yeeeaaaah.

Instead, I'm offering up this random encounter chart I recently put together for my Saturday night game --any players please don't read this =)

So....Twenty Random Road Encounters in the Province of Aeor:

Road Encounters in Aeor (EL 6-8)
Once per two hours: 17+ on D20 an encounter occurs
D20                        Result
1                              A party of pilgrims seeking out Qaliad; will tell the PCs all about it
2                              A lone knight named Ralavaston who is a bit off acting and is either mentally unstable or possibly a deserter from the war
3                              A horse with saddle that appears to have lost its rider. A saddlebag contains a potion and a sealed scroll with instructions it be delivered to Esgrata at the Inn of the Seven Sisters. It’s a love potion (potion of charming); the scroll is a poem from Lord Saladan of Hyrkan’ien
4                              A weary band of adventurers who recently survived a brutal fight 
                        with river pirates
5                              A lone Halfling trader named Sminden who specializes in prayer 
                        scrolls
6                              A suspicious party of seven men in red cloaks on black horses. The leader is a half-elf named Dalesh Tryvaros and says they have private business in Aeornin.  They are actually Fire Knives on their way to assassinate a merchant lord named Gosteros who owes their order money for a hit he failed to pay up on in Krythia (use assassin stats if a fight breaks out)
7                              A caravan of gnomish traders from Rogrondae looking to go to (1-3) Eornin or (4-6) the Capitol; they may offer 20 GP to the PCs for protection to travel together to Asteros or Aeornin
8                              four scholar-priests of Nistur are journeying to Aeornin to study at the Librarium of the city temple and welcome any gossip or news
9                              A half-orc ranger named Augustos with his pet Baboon Brutus will avoid the party if possible; he is a ranger of the order of Kom’Huandyr, and is leaving southern Hyrkania due to the backlash his kind has experienced following the war
10                           Six road wardens (rangers level 6) in the service of the king will stop the PCs to check them out and ask them their business, especially if they look suspicious
11                           an eladrin warlock named Serros is traveling with four trained blink dogs. He is looking for elven ruins, as be believes they may have been remnants of an ancient eladrin city that was teleported to the material plane. He’ll pay 50 GP for directions to ruins the PCs can tell him about
12                           A silver elf sorcerer named Regulus travels with a tiefling rogue named Telura; they recently eloped and are fleeing their angry families in the Capitol to settle in the swamplands, but have no real plans beyond that
13                           A large force of mercenaries of the Order of the Blade, totaling 100 men, led by Captain Dro Sevaris are making their way to Aeornin to pledge their blades to the duke, as they heard the rumor of a vast sum of money as a reward to solve the city’s problems
14                           Dazhak Tagal, a dragonborn mercenary warrior (level 6) is traveling with five hired hands who are all rough looking rogues. He seeks out evidence that the dragonborn have a presence in the region
15                           a large group of fanatical cultists are making their way to Gravenor to join the druid circle. The leader is the lady Covessa, daughter of baron Charador west of the Capitol, and she is acting quite deluded (among other things druids don’t usually accept recruits like this). There are 30 cultists and 4 cult fanatics including Covessa in the group and they will get violent if anyone tries to detain them
16                           Bandit lord Shamaskar Amaro (a Belladasian rogue) is traveling with 13 tough thugs, but he is currently not up to his usual bandit-self. Amaro seeks to travel to Askalos where he intends to pursue marriage with Baraon Mandalas’s daughter Evaria. The Baron may not like this.
17                           A caravan of Belladasian merchants making their way to either the Capitol (1-3) or Aeornin (4-6). They will have a handful of +1 spears that were crafted to be collectible masterwork items, but will sell them for 1500 GP apiece. The caravam master is Ruus Hudan, and he travels with a sorcerer from his home land called Tarsa. She is very good at divination.
18                           A caravan of Hyrkanian merchants heading to (1-3) or from (4-6) Aeornin. They have a 10% chance of some interesting magic being for sale, but otherwise mostly will have useful mundane goods.
19                           A group of four odd looking men and women in ragged garb but well armed with what looks like surplus military gear from the war. The leader is a woman named Lakuna Helbyrn (Fighter level 11) and she will explain that they are on a mission to Aeornin of secrecy; the group is carrying a small coffer in saddle bags that contains a crystal skull; the coffer is enchanted to explode with fire if anyone tries to open it (DC 14 DEX save or take 8D8 fire damage for 10 feet). The man at the end of the expedition is Severus Prine, a tiefling warlock of some repute in Aeornin. He’ll pay 1,500 GP for receipt of the coffer unopened. Lakuna may ask the PCs to assist if they indicate major trouble ahead…..she’ll offer 75 GP apiece for an escort.

20                           A contingent of 12 paladins and priests of Naril from the Capitol that are following Eirik Kalgornin (rogue 1/paladin 9) in an effort to patrol and eradicate strife in the troubled province. Eirik will promise adventurers that the Throne and Church will pay 5,000 GP if the adventurers take up the task so Eirik can instead fulfill his ultimate duty of delivering scrolls to Qaliad.

Saturday, April 18, 2015

D&D 5E Saturday Creature Factory: The Gargantuan Spider

Because giant spiders just aren't big enough, that’s why!

I used the giant spider in the MM as a base, but the gargantuan spider is simply a must-have for any high level game. When the spider as big as a Volkswagen no longer terrifies, try one bigger than a gas station instead!




CR 17 (18,000 XP)
Unaligned gargantuan beast
Initiative +2
DEFENSE
AC 17 (natural chitinous armor)
HP 300 (20D20+80)
OFFENSE
Speed 40 feet
Melee Attack – Bite +10 to hit (reach 15 feet, one creature) 8D10+12 piercing damage and the target must make a DC 18 CON save or take an additional 8D12 poison damage (half on a successful save). Targets bitten in this manner which are reduced to zero hit points begin to liquefy internally and roll disadvantage on death saves; if the target stabilizes he remains paralyzed for one hour afterward, even if hit points are brought back up to 1 or more.
Ranged Weapon Attack – Web-Blast (Recharge 5-6) +11 to hit (20 foot cone; all targets in area of effect); all targets in cone radius that are hit are also restrained. Targets in the area of effect can make a STR Save DC 19 to break free and move five feet. Any target moving into a webbed area is immediately restrained. Webbing is AC 10 and HP 30 (vulnerable to fire; immune to bludgeoning, poison and psychic).
Statistics
STR 22 (+6), DEX 14 (+2), CON 18 (+4), INT 5 (-3), WIS 12 (+1), CHA 4 (-3)
Skills: Stealth +7
Languages: none, though gargantuan spiders are cunning enough to grasp the meaning of some words
Senses: blindsight 60’, darkvision 60’, Perception +6 (passive 16)
TRAITS
Spider Climb – gargantuan spiders can climb like their brethren, though they often can’t find the surface space for proper purchase. Unlike their brethren they are unable to hang upside down due to their immense size and weight, so their spider climbing is limited to vertical surface only on which they can gain purchase.
Spider Senses – gargantuan spiders have web sense and web walker like regular giant spiders.

Gargantuan spiders haunt the darkest forests and deepest caverns. It is possible they are the long-lived survivors of giant spider kind grown immense with age, or they could be some natural denizen that was mutated by a mad wizard, planar magic, or weird interbreeding. Either way, they are terrifying.

Because of their size gargantuan spiders can’t hang upside down and they no longer spray strands of web but more of a “blanket” of webbing that hits an entire area….after which they pick and choose what they like to eat using their liquefying venom.


Friday, April 17, 2015