Monday, December 8, 2014

Monster Monday: Figgy Pudding - The Holiday Monster that Really Brings It.

'Tis the season for holiday-themed D&D adventures!  You've heard of the deadly black pudding, but today's Monster Monday is its lesser-known Christmastime cousin, the Figgy Pudding, a truly terrifying dessert wreathed in alcoholic flames that are sure to fill you with seasonal warmth.

illustration by Kent Hamilton
Consider this a preview of next week's post: a short little one-shot Holiday dungeon crawl I'm calling ESCAPE FROM THE LAIR OF THE KRAMPUS!

The following text in gold is available as Open Game Content under the OGL. Open Game Content is (C)2014 Jonah Bomgaars.

Monday, December 1, 2014

Sandbox Campaign Part 12: "We're Getting the Band Back Together!"

It's been a while since we last saw The Graverobbers, the famous adventuring party in my sandbox campaign.  You may want to refresh your memory.  As it has been over a year since the last session of this campaign, I thought it fitting to rejoin the party members a little over a year after Sigrid and Hardrig's wedding.  

Kat awoke, as she so often did, to the noonday sun right in her face.  She grumbled death threats to whatever hotel architect put a skylight right above the penthouse bed.  She looked over and saw a man sleeping in the bed next to her.  She didn't remember his name.  All in all, a normal start to the day for one of the most popular bards in Karcerinburg, capital city of the Kaldish Empire.  As she rubbed the sleep from her eyes, she spotted a note that had been slipped under her door.  She ran over to read it.

It said, in a practiced, lunate hand:

The note:

Kat - 

You are in grave danger! Gather the others, meet me tonight at the center of the hedge maze, before the Moon Maiden reaches her height.

-C

Kat was elated.  The note must be from Chernyx, the undead rogue/cleric of the Moon Maiden who had befriended the party, and whom Kat had killed and raised from the dead.  She ran to the bed to kick the mystery man out of her room, but as she did so she saw a shadow fall across the bed.  Seconds later, the leaded glass panes shatterd and a black-garbed figure leapt nimbly down onto the bed, brandishing two shortswords menacingly.

Monday, November 24, 2014

The Swashbuckler - A New Base Class

I really like swashbucklers as a class, and I was disappointed with Pathfinder for a while because the closest thing to a swashbuckler they had was a lackluster rogue archetype.  Of course, I made my own homebrewed conversion of the swashbuckler from Complete Warrior for use with Pathfinder rules.  Then, a few months ago, Paizo released the Advanced Class Guide, promising ten new classes based on combining other existing classes, including a swashbuckler!  Well, that's out now, and the swashbuckler is the only one I've looked at, and... I don't really like it.

We've got a problem right off the bat in that the swashbuckler is a combination of the fighter and the gunslinger, and I don't like the gunslinger.  It's not just because of the fact that the feel of the gunslinger is totally wrong for most campaign settings, it's also that I don't like their Grit ability.  I'm okay with the 'pool' mechanic for magical or mystical abilities, like the Magus' Arcane Pool or the Monk's Ki Pool, but not with physical abilities.  If I'm playing a gunslinger and I ever say to myself "Oh, I can't do that cool thing I do with my guns because I haven't scored a critical hit or a killing blow recently," that would take me out of my character.  It's a gamey mechanic and it feels wrong and 4th-edition-y.  Well, the new swashbuckler class uses a similar mechanic called 'panache', which is just terrible.  "Sorry, I can't perform that deed right now, I don't have enough panache," said no swashbuckler ever.  Aside from that, the class is generally pretty boring.

Naturally, I decided I would do a blogpost introducing my homebrewed swashbuckler to the world.  I opened it up to look it over, and immediately changed my mind.  My old swashbuckler was basically a word-for-word copy of the swash from Complete Warrior with a few modifications and the ability to take rogue talents.  So I scrapped it and built a new, original swashbuckler base-class from scratch!

Illustration by Kent Hamilton
The following text in gold and the associated table is available as Open Game Content under the OGL. Open Game Content is (C)2014 Jonah Bomgaars.

Monday, November 17, 2014

How to Run Naval Combat, Part 1

London, British Library, Royal MS 10 E. IV, fol. 19r
The general public's knowledge of Medieval naval combat probably derives from pirate movies and swashbuckling adventures, things centuries removed in setting and technology from the Middle Ages.  So how did people fight at sea in the Middle Ages, and how can we use that knowledge to make naval combat in D&D more interesting?  Well, not to brag, but I've recently written an award-winning Master's thesis on medieval naval warfare, and I'm obviously an expert on D&D because I run this blog, so allow me to drop some knowledge on you.

First, let me say that I know historical accuracy is not what a lot of people are looking for in their D&D game.  I would never recommend sacrificing fun on the altar of scholarly pedantry.  But when you look into it, adding a dash of accuracy can actually make things more interesting - as it turns out, people in the past really knew what they were doing.  Today, I'll talk about how naval combat worked in the Middle Ages, dispelling a few myths and anachronisms.  In a later post, I'll talk about how to mesh that information into a world where magic and monsters are very real things.

Monday, November 10, 2014

Conquistador Campaign

We awoke to the smell of smoke, one of the scariest things you can wake up to on a ship except for the feeling of rushing water or the lookout's cries of "KRAKEN!"  We ran abovedecks and saw, to our relief and astonishment, that the smoke was not coming from our ship.  Before us loomed the coast of the New World, and the horizon was on fire.

"Go back to sleep, they're just burning the jungle back," said one of the crew dismissively.  "We'll be at Paradiso in the morning."

Our party consisted of three people: Scoria Stoneturner, a dwarven archaeologist who was coming to find her missing thesis supervisor, Professor Alfonse Stonescribe; Pico de Gallo, a foppish changeling swashbuckler with delusions of glory; and Quetzalcoatl, a brightly coloured tengu ranger who would be our native guide.

Pictured?       via poohadventures.wikia

Regardless of our personal goals, we (well, we two non-natives) had been drawn to the New World with the promise of streets paved with gold, glory and riches free for the taking, and, most importantly, absolutely no snakes or spiders.  As we stepped off the dock that morning, we realized that the New World might have been oversold a little.  Paradiso was a grimy town dominated by massive smelting furnaces constantly belching acrid smoke into the air.  No matter how many Perception checks we made, we couldn't detect a single gold paving stone.  But we did see an army of downtrodden workers collecting charcoal from last night's jungle burn to feed the insatiable furnaces.  The main conflict in our homeland and its colonies was between the rationalist mages, who want to study the treasures of the New World and investigate the natives' magic system, and the Church of Horus, which seeks out native magic items, disenchants them, and melts them down into relics for the glory of the Church.  It was clear which party held sway here in Paradiso.

Monday, November 3, 2014

Monster Monday - Embalming Ooze and Pickled Zombie Template

Earlier this week I released a one-shot nautical horror adventure called Horrors of the Floating Garden.  Some of the monsters therein are pickled zombies, the reanimated corpses of preserved biological specimens.  I neglected to include the template I created for pickled zombies, so I'm presenting it here along with a sample pickled dire rat and an entirely new monster that creates pickled zombies out of the corpses of those it slays.

The curators at the British Natural History Museum insisted that this was not the star spawn of Cthulhu
The following text in gold is available as Open Game Content under the OGL. Open Game Content is (C)2014 Jonah Bomgaars.

Friday, October 31, 2014

Horrors of the Floating Gardens - a d20 Despot Halloween Adventure

Illustration by Kent Hamilton
Happy Halloween, players and GMs!  In the spirit of the season, I've created a brand new nautical horror adventure that you can play tonight!  Or any night, really.  Even during the day, if you wanted.

Apologies for the lateness of the post - I promised on Monday to post this sometime before Halloween, but it took a lot longer to get ready than I expected.  I suppose, technically, as Halloween stands for All Hallows'  Eve, and it is not yet evening where I live, I'm in the clear.

The adventure is available below as a PDF, with a series of maps as separate images.  One of the reasons I took so long is that I had ambitions of creating a professional-looking, publishable adventure, but after much lost sleep and hasty statting-up, I have decided to wait and pretty it up later.

I began playtesting the adventure last night, and it went quite well, though we were only able to make it about half-way through in five hours, so be warned that this one-shot adventure is pretty long.

You many notice that one of the pre-made characters is a swashbuckler, but not the swashbuckler that they've released in the Advanced Class Guide.  This swashbuckler is a sneak peak at my upcoming, original homebrewed class that I hope to have available to you sometime soon.  My patrons on Patreon can currently view a PDF of the Swashbuckler on my Patreon page.

Alright, the adventure is below!  I only ask that people who are currently playtesting this with me, or who are likely to play this with me in the near future, not read the adventure.