Sunday, December 3, 2017

Swords & Wizardry - Battle Chasers NPC Gully Nic'Aramus

Copyright - Joe Madureira
Gully Nic’Aramus
NPC – 3rd Level Fighter

Str 08  |  Dex 14  |  Con 08  |  Int 10  |  Wis 06  |  Cha  16
AC 0 (20) Gauntlets of Armus, Leather Armor+2 Cloak of Armor  |  Save 12  | Move 12  |  Special Parry -1, Gauntlets of Aramus
Attack Gauntlets of Aramus - 1d8 + 5 damage

History


Gully is the daughter of the greatest warrior of the Unified Territories: Aramus.  A year ago her father and a battalion of the UT's finest men vanished on a recon mission into the Wild Lands. Nearly all in the Territories had given up on Aramus and his people, all except Gully his ten-and-a-half-year-old daughter.  

Nestled in the family homestead in the quiet hills and valleys of Thorn's Glen, Gully waited with her nanny for the return of her father.  Over time, the young girl took to wearing her father's cloaks and reading his journals and essays on the ways of war.  Every night she wondered if her father would return home, or if her father's longest friend and pupil, the swordmaster Garrison would ever return to Thorn's Glen.

Six-months ago a group of bandits and bounty hunters under the command of the Sebastius Nefar raided Aramus's home in Thorn's Glen, killing a squad of the King's Guard and the faithful servant of the Aramus Family.  Luckily, Gully escaped the raid along with the sealed chest that the raiders were after.  Running through the night, the young girl was attacked again and again by the raiders - some of who turned into fierce werewolves - until she was taken under the protection of a WarGolem and an old mage. It was here that Gully discovered that the contents of the chest were her father's legendary gauntlets.

After an attack by the werewolf raiders nearly destroyed the WarGolem, Gully slipped on the gloves, and while the mage's home was destroyed she repealed the invaders single-handedly and saved the WarGolem's life.

Gauntlets of Aramus

Magical Artifact – Unique
“You hurt my friend, the only one who’s going to need protection here IS YOU!”
 - Gully
The Gauntlets of Aramus are an ancient relic the origins of which have long since fallen to dust.  Found in the house of the Aramus the legendary knight during a raid lead by werewolves, the Gauntlets are now in the possession of his ten-and-a-half-year-old daughter, Gully.  While the true limits of the Gauntlets are known to none but Aramus himself, they do have incredible power even for the lay user.
Abilities:
+5 to AC while worn and awake.  This bonus to AC is not counted for surprise attacks, backstabs, or any attack in which the wearer does not know they are going to be attacked.
Unarmed Attack:  The wearer of the Gauntlets can make unarmed attacks using a d8 instead of a d4 and receive a +5 bonus to damage.  On an attack roll of a natural 20, the wearer can push back the target 1d6 yards.
Pound and Slam:  Twice per day the wearer of the Gauntlets of Aramus can make an attack on the ground around them.  On a roll of 18 or higher, the wearer causes the ground to quake in a 30-foot radius around them and knock all targets to the ground, causing 1d4 damage.
Bonded:  The Gauntlet's of Aramus bond with their wearer, making it impossible for any but the wearer to remove them.  Once removed, the Gauntlet's will only bond with another should the original wearer give them over willingly, die, or not use them for a fortnight.



If you found this NPC interesting and would like to learn more of the Battle Chaser's world and setting take a look at the new Battle Chasers: Nightwar video game or pick up the graphic novels (aff).

Saturday, November 18, 2017

Three Tips for running 80s cartoon style games

Earlier today I ran my first game for my daughter in awhile.  Since she is now 12 she tends to play solely with her friends usually at the local library or part of her middle school's D&D club (which she founded I may add).  Unfortunately with Thanksgiving break upon them the two weekly games (Saturday Library group and Thursday school group) were cancelled for various reasons and my daughter and 3 of her friends were left without a DM or a game.

so I stepped in.

What did we play? 



Using Anti-Paladin's Mini-Six system I created a new group of Silver Hawks and after playing the theme song that you all see above went at it.  However, you cannot run an 80s cartoon game without some standards of 80s cartoons.

1.  No one dies, they just go into a coma.

A hero never dies, they just go into a coma.  While not always the case (as proof see the death of Optimus Prime) the heroes never die, they just go into comas until the plot demands they come out of it and need no physical training or recovery time.

2.  Toy tie in

The heroes always get a power-up of some kind that gives them new weapons, powers, etc.  However, a part of this is always a new more bad-ass outfit.

For this I created a table of temporary "tie-in" effects that lasted throughout a single encounter, because as is the case in all 80s cartoons, that shit will only show up once.

3. The Bad Guys are there Own Worst Enemy

Whether it is through evil comrades trying to off one another in the hopes of gaining favor with the big guy who is typically either a coward, limited because of a cosmic off switch (see Mon-Starr or Mum-ra), or grossly incompetent.

For this I rolled a special dice with every bad guy roll (for this I stole from F-Age)  On doubles from the normal dice an effect from equal to the score on the special dice occurred.

  1. Fellow bad guy abandons you (will tell big bad you went down like a coward)
  2. Fellow bad guy sabotages your equipment or somehow inhibits your powers
  3. Overcome by extreme fear you attempt to escape if success you tell the big bad the good numbers were 10x what they actually were
  4. Presses perceived advantage and instead puts self in a worse situation (Heroes gain a morale dice for the next turn)
  5. Pick any combination of the first four that equals 5
  6. Big Bad appears, deems you a failure and kills you on the spot before departing after telling the heroes that they "aren't worth his/her/its time"



Wednesday, November 15, 2017

Adventure Snippet - Glowing Eyes

((posted from the blogger app on my phone so not the greatest.))

Trying to force myself out of my over a year long funk.  I don't expect this one to be my highest quality adventure but, as they say, baby steps.  I expect the full version to be up on patron early next week and public release (if my remaining patrons are good with it) after Thanksgiving.

Background

For the last several weeks the small hamlet of Rowen has been griped in the embrace of a terror it can neither see or hear.  Every night since the Crossings Moon shone red in the winter sky a child of the hamlet has gone missing.  Most recently the twin daughters of the hamlet’s fishmonger, a dwarf named Gwrown Saltheft, have gone missing.  Like the other children no signs of the girls were found and searches into the nearby hills and through the old grave yard to the south of the hamlet have come up short.

Full of anguish for the loss of his daughters, Gwrown, calls in favors owed to him by both the dwarves of the Quiet Hills and the leaders of the Merchant town of Rappen.  For a full forgiveness of debts owed to Gwrown the leaders of the two settlements most find the fishmonger’s daughters or – barring rescue – avenge their deaths and bring him something to remember the girls by.

Possible Hooks

The Tavern Courier – The Leaders of Rappen are very keen on getting their debts forgiven, however, they really don’t want to waste any of their substantial wealth to find the fishmonger’s daughter.  As such the send couriers to the towns, waystations, and thief dens within 20 miles of Rowen to recruit a party of abled body and foolhardy adventurers to look into the manner, promising gold and a small plot of land in return for the proof of the girls’ deaths. 

In truth the Leaders of Rappen do not plan to pay the adventurers at all, and the land offered is currently occupied by a centuries old vampire who is bound to the land of his old holdings.

Rewards – Old vampire ridden manor in the swamps south of Rappen.

An Old Friend’s Dying Request – A member of the group is informed that an old friend and mentor is dying and has a last favor to ask.  The group arrives in Rowen with no knowledge of the missing children or the fishmonger’s deal with the Quiet hills and Rappen.  While carrying out the last request for their friend they discover the plight of the town, and some of the grieving families band together to offer the adventurers what they can for any information on the missing children.

Rewards – 50 Gold, Town Relic (any single +1 magic item)

Taber’s Will – A Priest of the Church of Taber – the hermaphroditic deity of innocence – comes to the adventurers on the request of her deity.  Many innocent voices in the area of Rowen have gone forever silent and more will soon fall silent.  The adventurers are tasked with rooting out this evil and to increase the favor of Taber in the area.

Rewards – A favor owed to the party by Taber

Stopping the Expansion – The Hill Dwarves of the Quiet Hills have heard Gwrown’s request and have decided that they not only will accept the terms but annex Rowen as well since it is very obviously not a safe place.  A few citizens of the Quiet Hills believe that this will be the downfall of their quiet kingdom and secretly hire the adventurers to find Gwrown’s daughters – or proof of their death and the death of their killer – and bring the proof to them and Gwrown before the Hill Dwarves make it to town and annex it possibly starting a boarder conflict with Rappen.

Rewards – A Map to an old dwarven stronghold that was abandoned eons ago for unknown reasons.