Monday, May 30, 2011

Monster Monday! Paragon Atropus and Paragon Sebastion

Last night, my faithful DnD group completed their journey to defeat the afterbirth of creation, the undead demigod Atropus. One hundred and one years ago, the Atropus moonlet arrived above Alarn, and in its wake millions of living creatures died, and were turned into horrible apocalypse zombies. Over the course of a century, these terrible abominations to the living marched across the world, destroying civilizations, and devouring brains.

Our heroes, Skylar the Princess Ranger along with her bear dragon Bux, Sebastian the mighty Duskblade, Paley the half-green dragon, half human rogue, Petra the Evoker, Morathil the last Centaur, and the latest addition to the group, and Atticus the Planeswalker have had their ups and downs. Just a few months ago, they failed miserably at stopping a group of devils from committing genocide against a group of Arboreal Elves. Because the elves lives were snuffed out of existance, the Atropus Moonlet began falling towards Alarn. The group had less than two months before the moonlet would crash into the planet, destroying the entire world. While the plight of Alarn was terrible, it was only the tip of the iceberg. The spell used to kill the Arboreal elves, not only brought the moonlet to Alarn, but it set of a chain of events that caused the Negative Energy Plane to begin devouring the elemental planes, causing spells and elementals to work in odd ways.

They learned that the only way to defeat Atropus for good, was to go to the Atropus moonlet, and confront Atropus itself. After a shopping trip to Sigil, and a lucky plan deep in the bowels of Hell, they were able to construct a Spelljammer that would take them to the moonlet. However, they needed help.

Morathil, the centaur cleric, had communicated to her god their plight. He sent her to four other gods, who put her to their tests. Each one she passed, and they touched her and the party with their godly powers. At the same time, the Planeswalker Atticus got the assistance of 40 Solar Angels to help in the fight.

Once the returned back home, they found a goblin oracle known as Blue. Blue carved them a prophecy showing, among other things, the dead god Moradin holding a piece of an artifact known as the Soul Totem. Roweena, Queen of the Dwarves, told them how Moradin had taken over the portfolio of the unborn. The gods did not like this, and locked Moradin away, making his followers think he was dead. Roweena and the party traveled to Pandemonium, where Moradin was imprisoned. Once there, Moradin refused to allow them to use the Soul Totem to enter the Bastion of Unborn Souls and stop the corruption, and hopefully find a weapon, as prophesied by Blue. Roweena had none of this, and used the Hammer of Moradin to kill Moradin once and for all. Standing in the gore of her former god, she handed Sebastian the first half of the Soul Totem, and told him to bring her the other half so she could become the god of the dwarves.

They took the ship to the Positive Energy Plane, by way of one half of Moradin's Soul Totem. Where Paley's green dragon father, Dimithkarjic had entered the Bastion of Unborn Souls (via the other half of the Soul Totem) and began feeding on the unborn souls to keep him alive once his devil heart began failing him. Dimithkarjic asked Paley to join him in the Bastion to live forever by his side. She refused. During the battle, she was bitten and swallowed by her father. Rather than escape by cutting herself out, she cut up towards his heart, in a tunnel of gore. Dimithkarjic, knowing what she was doing, ripped open his chest trying to attack his daughter inside him. Finally, after a long struggle, Dimithkarjic fell, but he devil he used to power his failing heart escaped from his chest. Vowing revenge, as all good devils do, he disappeared. Sebastian took the second half of the Soul Totem, and they left to come back to Diamond Valley.

Once home, Sebastian gave the completed Soul Totem to Roweena. She ascended to godhood, giving blessings to everyone, and a special loaf of dwarven bread to Sebastian. From there, the party left to go to the Atropus moon where the Solar Angels came to fight off Atropus' Angels of Decay, and allow the ship to slip through the lines and land safely on the moonlet.

There, they met Ignus the Archmage, a vampire. He was part of the original attack on Atropus 100 years previous, which wasn't completely successful. After pointing the party to the bones of his love, Talinda, and her intelligent bow, Brian (the bow), he agreed to help the party fight Atropus.

With some help from some Omnimentals (the elemental planes have all been combined into one plane, the Omnimental Plane of Elements), they were able to dig to the center of the moonlet, and face Atropus. There, Sebastian ate the dwarven bread, and transformed into a 100 foot tall Dwarven warrior from legends past! Paragon Sebastian and Paragon Atropus faced off, while the party slew wave after wave of specters. Thanks to unborn soul eggs from the Bastion, they were able to defeat Atropus finally.

Once dead, the moonlet began quaking and rocking knocking everyone to the ground. Hunks of rocks fell from the ceiling, crushing the party. Just then, the tunnel formed by the Omnimentals collapsed. Petra teleported the party to the surface, near the Spelljammer. They boarded, Atticus put the drive helmet on just as the ship was rocked by another quake, and he was knocked unconscious for 30 seconds. The ship rocked onto its side, as everyone in the ship was knocked over and around and into one another. Finally, Atticus regained consciousness, and took the ship off the planet.

Rumbles and quakes continued as the moonlet began to collapse onto itself. Within moments, the 5 mile wide moonlet, and reduced to a 2 foot wide Sphere of Annihilation. It dove towards the planet, out pacing the ship by a factor of ten. It slammed into the ground near Diamond Valley causing the crust of the planet to ripple like a pebble thrown into a lake. A great rumbling filled the plane, in seconds their home was reduced to rubble, everyone they knew and loved was snuffed out of existence. The mountains collapsed, fires filled the forest of the fairies, Fairhaven shook to the ground and was swallowed by the earth.

The planet exploded, sending shards of debris and fire into space. The party was dejected, just as Atticus was about to plane shift to get away, a booming voice yells, "STOP!"

Pelor arrives, stopping time all around them. "This was not how it was supposed to be! You did everything right!" Pelor gives them the option of returning to the moments just after Atropus died, except this time with the Talisman of the Sphere, and artifact that helps control the Sphere of Annihilation. This time, the party was expecting the quakes, and rubble. They knew when the ship would be knocked over. They watched again as the moonlet formed into the Sphere, this time, they were able to control it, and bring it on board.

They landed back in Diamond Valley, the zombies had all fallen. The townsfolk were cheering them as they exited the ship.

As a DM, I enjoy showing people interesting things, and to allow them the opportunity to have an epic time. Sebastian, played by my friend Jason, has spent the last 18 months honing his skills, but it took the act of a god to allow him to defeat Atropus. Paragon Sebastian was created using 100 levels, 70 Fighter, 20 Dwarven Defender, and 10 Legendary Dreadnaught, and the Paragon template from the Epic Level Handbook. Paragon Atropus was created using the Avatar of Atropus from Elder Evils, and modifying it to CR 100, and adding the Paragon template. As you will see, they are pretty epic.

Paragon Sebastion
Colossal Humanoid (Dwarf)
Fighter 70, Dwarven Defender 20, Legendary Dreadnought 10
Hit Dice: 30d12 and 70d10 +3324 (4384hp)
Initiative: +22
Speed: 180'
Armor Class: 95 (+7 Class, +10 Shield, +37 Armor, +10 Deflection, -8 Size, +12 Luck, +12 Insight, +5 Natural)
Base Attack/Grapple: +60/+74
Full Attack: Dragonhammer +126/+121/+116/+111/+106 (6d6+67) (17-20/x2) and Shield Spikes +122/+117/+112/+107/+102 (4d8+57 plus 4d6) and Rend with Shield Spikes 4d8+66
Space/Reach: 30'/30'
Special Qualities: Defensive stance 10/day, Uncanny Dodge, Trap Sense +2, DR 51/-, Improved Uncanny Dodge, Mobile Defense, Unstoppable 2/day, Unmoveable 2/day, Shrug Off Punishment, Thick Skinned, dwarven traits, fire resit 20, cold resist 10, SR 125, Fast Healing 20
Saves: Fort +83, Ref +68, Will +68 (+4 saves against fear effects)
Abilities: Str 75, Dex 36, Con 43, Int 33, Wis 35 Cha 33
Skills: Climb +117, Intimidate +107, Jump +117, Swim +117, Spot +108, Listen +108
Feats: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical (greatsword), Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Power Attack, Improved Initiative, Run, Dodge, Mobility, Spring Attack, Improved Shield Bash, Shield Specialization, Agile Shield Fighter, Dwarven Armor Proficiency, Battle Hardened, Heavy Armor Optimization, Greater Heavy Armor Optimization.
Epic Feats: Epic Weapon Focus, Epic Weapon Specialization (greatsword),Bulwark of Defense, Dire Charge, Epic Speed, Mobile Defense, Superior Initiative, Two-Weapon Rend, Damage Reduction x11, Great Constitution x16, Great Strength x22.
Spell like abilities: 3/day – Greater Dispelling, haste, see invisibility at 15th level.
Equipment: Dragonhammer, +5 Force Tower Shield (with +3 Dread (+7, and +4d6 damage against undead) shield spikes), +10 Mountain Plate, Bracers of Epic Armor +15, Amulet of Protection +10.
CR: 112


Aspect of Atropus CR 112
hp 8154 (366 HD); fast healing 20; DR 15/epic and good LE Colossal undead (evil)
Init +5; Senses blind, blindsight 500 ft., true seeing; Listen +76
Aura negative energy (30 ft.)
Languages telepathy 1,000 ft., tongues
AC 105, touch 39, flat-footed 76; Dodge, Mobility
Immune anathematic secrecy (malefic property), cold, gaze attacks, elder evil immunities (page 6), undead immunities
Resist acid 20, fire 20, positive energy 10; SR 34
Fort +84, Ref +85, Will +112
Speed 150 ft. (10 squares); Spring Attack
Melee 3 slams +101 each (5d10+51/19–20 [on critical hit, death (Fort DC 81 negates) plus 1d6] plus Con drain plus energy drain)
Space 30 ft.; Reach 30 ft.
Base Atk +91; Grp +115
Atk Options Awesome Blow, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Powerful Charge, Whirlwind Attack, aligned strike (evil, lawful), Constitution drain, energy drain, epic strike
Special Actions call meteor shower, create spawn, divine scourge (malefic property), dual actions
Spell-Like Abilities (CL 35th):
At will—blight (+115 melee touch, DC 38), circle of death (DC 39), create greater undead
3/day—quickened circle of death (DC 39), meteor swarm (DC 42), waves of exhaustion, greater dispelling, haste, see invisibility
1/day—symbol of death (DC 41), wail of the banshee (DC 42)
Abilities Str 73, Dex 29, Con —, Int 45, Wis 44, Cha 41
SQ nondetection, sign (restless dead), SR 137
Feats Ability Focus (energy drain), Awesome Blow, Cleave, Combat Expertise, Devastating Critical (slam)ELH (DC67), Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Improved ToughnessLM, Lightning Refl exes, Mobility, Overwhelming Critical (slam)ELH, Positive Energy ResistanceLM, Power Attack, Powerful Charge, Quicken Spell-Like Ability (circle of death), Spring Attack, Weapon Focus (slam), Whirlwind Attack
Skills Balance +70, Climb +93, Concentration +69, Escape Artist +70, Hide +58, Intimidate +79, Jump +32, Knowledge (arcana) +76, Knowledge (religion) +76, Listen +76, Move Silently +70, Spellcraft +86, Use Rope +1 (+9 bindings)
True Seeing (Su) As the true seeing spell; continuous; caster level 20th.
Negative Energy Aura (Su) All undead creatures within 30 feet gain +5 turn resistance and fast healing 5, while all living creatures gain five negative levels for as long as they remain in the area unless they have some protection against negative energy effects. Living creatures that have 5 or fewer Hit Dice are slain and rise as spectres after 1d4 rounds.
Tongues (Su) As the tongues spell; continuous; caster level 20th.
Constitution Drain (Su) Living creatures hit by the aspect of Atropus’s slam attack must succeed on a DC 95 Fortitudesave or take 1d6 points of Constitution drain. On each such successful attack, the aspect of Atropus gains 5 temporary hit points. These temporary hit points last for up to 1 hour, and an aspect of Atropus can gain a maximum number of temporary hit points equal to its normal hit point total.
Energy Drain (Su) Living creatures hit by the aspect of Atropus’s slam attack gain three negative levels. The DC is 95 for the Fortitude save to remove a negative level. For each negative level bestowed, the aspect of Atropus gains 5 temporary hit points. There temporary hit points last for up to 1 hour, and an aspect of Atropus can gain a maximum number of temporary hit points equal to its full normal hit point total.
Call Meteor Shower (Su) The aspect of Atropus can sacrifice 50 hit points to call down a torrent of meteors. All creatures(including the aspect of Atropus) within a 100-foot radius take 10d6 points of bludgeoning damage and 10d6 points of fire damage. A DC 53 Reflex save halves this damage. After the meteor shower each square in the area becomes diffi cult terrain and costs 2 squares of movement to enter.
Create Spawn (Su) A living creature of size Huge or smaller slain by the aspect of Atropus becomes an angel of decay (see page 30) in 1d4 rounds. Spawn are under the command of the aspect of Atropus and remain enslaved until its death. They do not possess any of the abilities they had in life.
Divine Scourge (Su) Once per day as a swift action, the aspect of Atropus can cause all divine spellcasters and extraplanar outsiders within a 1,000-mile radius to become sickened for 1d4 hours. An affected creature must succeed on a DC 66 Fortitude save or take 66 points of vile damage.
Dual Actions (Su) Each round, Atropus has an additional standard action.
Anathematic Secrecy (Su) The aspect of Atropus is immune to all divine divination spell effects.
Nondetection (Su) As the nondetection spell; continuous; caster level 20th.


Monday, May 9, 2011

Monster Monday! Tho'Daah-Nugh Harvester Devil

One thing that non-DM's may not know about their DM's is that we create a lot more content that we actually use. Recently, the party in my high level Zombie game went to Hell to steal a soul engine, which would help them take a ship to the Atropus moonlet. While the party was successful, they didn't go about it in the way I had expected.

My original intention was to have them infiltrate the engine shop, where souls were being bound to infernal engines, and fight their way through it. I created various guard devils, and encounters in the various parts of the shop. I had expected to take two nights on it, but once the party was able to get inside, they used Bluff to get an engine up to the first floor, where they popped it into a portable hole, ducked the various attacks and spells, and were able to escape unscathed. I sat there, looking at my notes, sobbing silently inside. Their plan was sound, and the bad guys had every chance to stop them, but they were better... and in DnD that must be rewarded!

Now I have all this material I never used! During one encounter, the party was going to run into this agent of Lord Dis, the Devil Lord of the third layer of hell. He was there to corrupt the part, and give them what they wanted for a price. It was meant to try to shift them even further into evil, which I had been fostering for months. Sadly, it never got used, but thanks to Monster Monday, you can check it out!

This uses the Fiendish Codex II's Harvester Devil, mixed with the Fiend Folio's (v. 3.0) Fiend of Corruption.

Tho’Daah-Nugh
Harvester Devil/6th Level Fiend of Corruption CR 13
LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +9; Senses see in darkness
Languages Celestial, Common, Infernal; telepathy 100 ft.
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 91 (15 HD); DR 5/good or magic
Immune fire, poison
Resist acid 10, cold 10; SR 17
Fort +14, Ref +16, Will +13
Speed 30 ft. (6 squares)
Melee dagger +18/+13 (1d4+2/19–20 plus infernal debt)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +14
Atk Options infernal debt
Special Actions summon baatezu
Spell-Like Abilities (CL 9th):
At will—disguise self, greater teleport (self plus 50 pounds of gear only)
1/day—mirror image
3/day—dispel magic (DC 19), vampiric touch (melee touch +18), suggestion (DC 21 Will)
Abilities Str 14, Dex 20, Con 16, Int 14, Wis 14, Cha 23
SA infernal debt, spell-like abilities
SQ alignment mask, refuge of the damned
Feats Ability Focus (refuge of the damned), Improved Initiative, Quick Draw, Weapon Finesse
Skills Balance +7, Bluff +22, Concentration +13, Decipher Script +12, Diplomacy +26, Disguise +32 (+34 acting), Escape Artist +10, Forgery +12, Hide +15, Intimidate +18, Jump +4, Listen +12, Sense Motive +13, Sleight of Hand +12, Spot +12, Tumble +10, Use Rope +5
Possessions dagger


Alignment Mask (Su) When it is exposed to any effect that can determine alignment or sense an alignment aura, a harvester devil can make a Bluff check opposed by the detector’s Sense Motive check. If the harvester devil’s check succeeds, it does not register as evil. The harvester devil still remains susceptible to other effects that target evil creatures, such as smite evil.

Infernal Debt (Su) A harvester devil’s ichor-soaked dagger places a powerful curse upon those struck by it. When struck by this weapon, a target must make a successful DC 20 Will save or take a -–2 penalty on attack rolls, checks, and saves as feelings of fatigue and sloth overcome him. Multiple attacks with this venom do not stack. This penalty lasts for 24 hours or until the target willingly strikes a good-aligned creature. This attack must deal its full normal damage, though the victim can opt to make an unarmed strike or other similarly ineffectual blow. In any case, he cannot opt to deal less damage than normal, nor can he accept the standard –4 penalty on the attack roll to deal nonlethal damage. The victim feels a strange urge to strike eligible targets to break the curse, and he can feel soothing relief waiting for him if he only gives in to the malevolent whispers that echo in his mind. A remove curse or heal spell rids a victim of the penalties, as well as the urge to do a companion harm. This is a mind-affecting ability, and the save DC is Charisma-based.

Refuge of the Damned (Su) Through a bizarre clause in the Pact Primeval, harvester devils are magically warded to prevent attacks by all nonoutsiders, at least until they strike first. A harvester devil continually gains the benefit of a sanctuary spell; a DC 22 Will save is required to overcome this effect. Outsiders are unaffected by this ability. If a harvester devil attacks any opponent, this ability ceases to function for 1 minute. A nonoutsider that succeeds on its save against refuge of the damned takes a –2 penalty on all saves for 1 minute, the cosmic price for breaking the ancient clause that protects harvester devils. The save DC is Charisma-based.

Summon Baatezu (Sp) Once per day, a harvester devil can attempt to summon 2d6 lemures with a 50% chance of success or 1d4 bearded devils with a 35% chance of success. This ability is the equivalent of a 3rd-level spell (CL 12th).

Alternate Form (Su): A fiend of corruption has the ability to assume any humanoid form of Small to Large size as a standard action. While using this ability, the fiend gains a +10 circumstance bonus on Disguise checks.

Fiend’s Favor (Su): Once per day, a fiend of corruption can grant a touched creature a +3 bonus to one of the creature’s ability scores. This bonus stacks with any other bonus the creature may already have, and lasts for one day. When the effect expires, the creature takes a –3 penalty to the same ability score for the next day. Another application of fiend’s favor not only negates the penalty, but restores the full bonus.

Fiends of corruption are quite free with this ability—at least at first. They often approach people who are in need of a short-term ability boost for a specific situation, offering them the “favor” for free or in exchange for performing a simple task. The next day, when the affected creature is suffering from the penalty, the price for restoring the favor gets slightly higher, and so on—until a power-hungry character is willing to do just about anything in return.

Suggestion (Sp): At 2nd level, a fiend of corruption gains the ability to use suggestion three times per day. The saving throw DC is 15 + the fiend’s Charisma modifier (as though the fiend had Spell Focus [Enchantment]). The fiend of corruption’s class level is its caster level. If the target of this ability is currently under the influence of a charm person cast by the fiend, she takes a –2 penalty on her saving throw.

Mind Shielding (Su): At 2nd level, a fiend of blasphemy gains complete immunity to detect thoughts, discern lies, and any attempt to magically discern its alignment. This ability solidifies a fiend’s disguise, cloaking its thoughts as well as its flesh.

Mark of Justice (Sp): At 3rd level, a fiend of corruption can use mark of justice once per day, though the ability might better be termed “mark of iniquity” when used in this manner. A fiend of corruption uses this ability to cement a good person’s descent into evil. Once its victim is living an immoral life, the fiend uses mark of justice to ensure that the victim does not return to her old ways or seek atonement. While good clerics typically place a mark of justice ina visible place on the subject, fiends generally hide their marks in locations that are not obvious.

Fiendish Graft (Su): Once per month, a fiend of corruption of 4th level or higher can bestow a fiendish graft or symbiont on a willing mortal. Fiendish grafts are offered as rewards to characters who are already well along the path of corruption.

Major Creation (Sp): A 4th-level fiend of corruption gains the ability to use major creation three times per day. The fiend of corruption’s class level is its caster level.

Fiends of corruption use this ability to offer concrete temptation to mortals whose tastes run to material wealth and finery.

Geas (Sp): Also at 5th level, a fiend of corruption can use geas/quest once per day.

As with suggestion, magical compulsion is not an ideal way to accomplish the fiend of corruption’s goals, but works admirably as a step along the way.

Temptation (Su): At 5th level, a fiend of corruption gains the ability to offer good creatures the opportunity to change their alignment to evil. This works like the redemption or temptation function of the atonement spell, and the fiend can use this ability whenever the opportunity arises.

Grant Wish (Sp): A 6th-level fiend of corruption can grant a wish to a mortal (not an elemental, outsider, or nonliving creature) once per day. Using this ability costs the fiend experience points as if it were casting a wish spell, so fiends never use this ability lightly.

A fiend of corruption typically uses this ability as part of a soul bargain (see below), allowing it to grant its mortal target’s every desire in exchange for ownership of the mortal’s soul.

Soul Bargain (Su): At 6th level, a fiend of corruption gains the ability to enter a binding agreement with a mortal, at the cost of the mortal’s soul. The mortal victim must enter into the soul bargain willingly. Upon the mortal’s death (by any means), her soul is transferred to a gem (prepared as with the soul bind spell when the bargain is forged), even if the gem and the mortal are not on the same plane at the time.

The bargain requires 1 hour to complete, and is utterly inviolable once forged. The only way to escape a soul bargain is to recover the gem after the mortal’s death and break it, freeing her soul and allowing her to be restored to life

through the normal means. It is quite common for fiends of corruption, as soon as a soul bargain is complete, to return to their native plane and await the mortal’s death, or at least deposit the gem in a safe place before returning to the Material Plane to hasten the victim’s demise.

Sunday, May 8, 2011

The Succubus Club for Vampire: the Masquerade 2nd Edition


Vampire: the Masquerade (VtM) was the first "adult" game that I played. Before VtM, I had played a ton of Basic and Advanced Dungeons & Dragons, also a bit of Shadowrun, Twilight 2000, Autoduel, but all these games had a kids edge to them. VtM was adult themed from the start. Sex, drugs (in the form of blood), dark music. It appealed to a 16 year old rebel of a teenager, and I latched on strong.

A neighbor of mine, Mitch, was a gamer as well. Mitch was older than us, but it wasn't weird. He was just a gamer, and didn't care if we smoked cigarettes. It was Mitch that got us started playing Vampire. I remember my first character, Jesus Lizard (pronounced Hey-sus Li-zard), was a Brujah anarchist. He died early on during a Sabbat raid, still, in the end he blew himself up taking out two enemies with him! Exciting stuff!

It wasn't long after that when I picked up the Storyteller (Gamemaster/Dungeonmaster) reigns from Mitch, because he was focusing on Shadowrun at the time. I took off with his basic setting, which was a dark, bleary, 1980's Houston. My main character, the Frenchman Colin Dees (a 7th generation Ventrue) was the Prince of Houston by the end of the game. I ran that game for about a year, before some real life concerns took me away from gaming.

Another 2 years pass before I met some new folks, including my friend Larry, Johnny and Will. They were gamers and nerds too, and it wasn't long before I was the Storyteller again! I had advanced the storyline to modern day, then 1996, and adapting a lot of the characters and stories from Chicago by Night, however I kept Colin Dees as Prince. We played the better part of a year during that campaign, and one of the funniest things I ever heard a gaming table was uttered.

My friend Will (I think this is correct, I am sure Will will correct me if I am wrong) was playing a Malkavian, who was bat shit insane, like all good Malks. The party was at the Succubus Club, and there was a discussion of cars. Wills character said, "My family was so poor, we bought 2000 pounds of steel wool and knitted a Volkswagon." We lol'ed before lol was invented. I still tell people that joke today!

The cool thing about the Succubus Club is that even though it's set in Chicago, it's easy to put into any setting. There are plenty of dark tales, intrigues, and stories to fill a dozen nights of play! The copy of The Succubus Club I have up on Ebay is 2nd Edition, but the rules are fairly easy to adapt to 3rd Edition as well. This is a great addition to any Storyteller's collection!


Saturday, May 7, 2011

... a newsy post...

Getting a lot of visitors off my Ebay page, so if you're coming from there... Howdy! Thanks for dropping by, and I hope you click the Follow button way down at the bottom of the page, and friend us on Facebook!

Since the blog is new for Yellow Dragon Studios, I have sort of a general and vague idea for the schedule of the blog. Since I am a notorious slacker, I don't do well with regular schedules, so I will tell you what sorts of posts you will be seeing.

Monster Monday - A new monster every week! More often than not, these will be Dungeons and Dragons monsters from my various table top RPGs. Other times I plan to explore themes in a broader, non-stat sense. This will be the only scheduled blog post.

Ebay Reviews - These are reviews of items, or groups of items that I have up on Ebay currently. Like my post on the Zombie Survival Guide, or Rage, I will talk about the item itself, its history, and my personal history with the thing as well! 25 years of gaming gives you a lot of experiences to talk about!

News - News posts like this will be very uncommon, I hope. I want to give you content, and interesting looks at things, not me blabbering on. I will also have nerd news from around the internets.

Movie Reviews - These have been a staple for me for years. In 1999 and 2000, I owned a movie review website, FlickReviewdotcom, which reviewed nearly 1000 movies! I have also reviewed movies on my various blogs, and journals over the years. I hope to bring a unique voice to movie reviews from a nerdy perspective!

If you have any ideas, comments, or suggestions, please feel free to post in the comments, to the Facebook group, or email me!

Friday, May 6, 2011

Rage Collectible Card Game


Rage is a collectible card game, or CCG, created by White Wolf Studios in 1995 and based around Werewolf: The Apocalypse. Thanks to the explosion of Magic: the Gathering in late 1993, and 1994, dozens of games were produced during this time, and has been called the "CCG Glut". Including Rage, White Wolf also was working on Jyhad, what would later become Vampire: The Eternal Struggle. Other companies, such as powerhouse TSR (later bought by Wizards of the Coast) had Spellfire, Steve Jackson Games produced a CCG version of Illuminati, and many others came out at the time. Many games, such as Spellfire, were poorly designed, others like Galactic Empires had rushed, shoddy artwork.

Rage, however, was not one of these games. A streamlined, yet robust rules system allowed for many different paths to victory. However, the most gratifying was the ability to claw, disembowel, and generally crush your opponents to death! The art design is really good for the era. White Wolf was known for good art in their books, and it really shows up with Rage.

Rage did have problems. There were power issues with the early cards, some which could win on turn one, this was shared with Magic as well. Also, the first three sets Rage Limited, The Umbra and The Wyrm were overproduced to the point where it was easy to find cards for super cheap prices. Even today, its not unheard of to find boxes for $10-20 on Ebay and other online sellers. The problems were reversed with the following sets, War of the Amazon, and Legacy of the Tribes. These sets were limited to a single print run, based on pre-orders only. Once these boxes were gone, none were ever printed again, making these sets very hard to find.

Later, the license was sold to Five Rings Publishing Group (FRPG). FRPG created a brand new game, using the same card backs. The fans were furious, as they were told that they would be able to use the same cards for the new game. This was not true at all, and Rage lost a huge fan base. FRPG crated seven sets for the new version of Rage, known as Phase 1-6 and Equinox. FRPG was later bought out by Wizards of the Coast, and later again by Hasbro. Hasbro discontinued dozens of games during this time, including Rage, and the license went back to White Wolf.

Rage still lives on in both real world, and online formats. Rules revisions have taken place a few times over the last few years, and a number of fan sets have been created, and played through LackeyCCG and CCG Workshop.

If you play Rage in the real world, perhaps you would like some cards? You can check out my current auction for Rage CCG on Ebay!

Thursday, May 5, 2011

Star Wars Saga Blue-Ray Box Art

The new box art for the upcoming Star Wars: The Complete Saga has been released. The newly remastered Blue Ray will be for sale on September 16th!






Wednesday, May 4, 2011

We Buy Books!

Yellow Dragon Studio is a lot of things! We make art, we write, we write about art! But what we do as a "real job" is sell books! One of the ways you can help is to sell me your books!! My main focus is on Science Fiction, Role Playing Games and Fantasy, but I will deal with most any books besides Romance or Textbooks.

If you are in Houston, or the surrounding areas, great! I can come pick them up for you, and I will pay you more than a reseller like Half-Price Books!

If you live outside of Houston, fear not! I will still buy your books, but we will have to discuss shipping methods and costs! I am happy to pay shipping costs, depending on the collection you have!

Need to reach me? Easy!
Email: robsmasher@gmail.com
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The Zombie Survival Guide by Max Brooks

Zombie fiction has been around for many years, and have covered such a wide variety of types and styles that it has now become its own genre. Even my own Apocalypse Zombie from yesterday is a good example of taking a variety of styles of cinematic zombie and combining them into one bite-y zombie.

In the last few years, zombies have become sort of a cultural phenomenon. Escaping out of the closed confines of film, and coming into TV, RPGs, and even books. The Zombie Survival Guide, by Max Brooks, was the prequel of sorts to World War Z: An Oral History of the Zombie War. Taking its queues from various survival guides, both serious and fictional. The book will teach you everything you need to know how to survive the zombie apocalypse, from finding a correct structure, fortifying it, and protecting it from the horde. From one end to the other you will find humor, and mock seriousness that loses its "mock-ness", and becomes serious... when you realize it, you will laugh...

But you will wonder. Never before have I read a book where I have thought about the premise, or discussed it with friends and family. I have an entire plan, ready, in case the dead begin to rise! And my wife agrees! Ahh... nerd life.

If you are interested in owning a copy of The Zombie Survival Guide, by Max Brooks, you can check out my auction on Ebay! Click here!

Tuesday, May 3, 2011

The Apocalypse Zombie


One of the best things about being a gamer, and more specifically a Dungeon Master, is the ability to try new things and create! There is nothing better than seeing a great monster, or cool magic item make (or break) a party.

Below you will find the template for the Apocalypse Zombie. In my current Dungeons and Dragons game, a zombie apocalypse has taken over the world. Since the "normal" zombie in DnD is pretty weak, I decided to kick things up a notch. The Apocalypse Zombie is an easy monster to defeat at long range, but once it gets within 120 feet, it is a force to be reckoned with. It has the ability to sense the living, and chase after them at great speed. Once in range, its ability to slam into its target, and bite them will have all but the bravest parties groaning in defeat.

One of the great things about templates, is that it gives the DM the ability to make the familiar, unfamiliar! I hope you use the Apocalypse Zombie in your game! Plus! Tell us how it works! Leave a comment with any ideas, problems, or solutions with the Apocalypse Zombie!

Apocalypse Zombie

Apocalypse Zombie” is an acquired template that can be added to any corporeal living creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Change to d12. If the base creature had 3 or less HD, the apocalypse zombie becomes 4HD.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size:

Tiny or smaller

+1

Small

+2

Medium

+3

Large

+4

Huge

+5

Gargantuan

+9

Colossal

+13

Base Attack: An apocalypse zombie has a base attack bonus equal to 1/2 its Hit Dice, or its original base attack bonus, whichever is higher.

Attacks: An apocalypse zombie retains all the natural weapons of the base creature. An apocalypse zombie also gains a bite attack.

Damage: Natural weapons deal damage normally. A bite attack deals damage depending on the zombie’s size.

Fine

1d2

Diminutive

1d3

Tiny

1d4

Small

1d6

Medium

1d8

Large

2d6

Huge

2d8

Gargantuan

4d6

Colossal

6d6

Special Attacks: An apocalypse zombie retains none of the base creature’s special attacks.

Special Qualities: An apocalypse zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee attacks. A zombie gains the following special qualities.

Spawn Bite (Su) – An apocalypse zombie bite carries a terrible disease. When taking bite damage, a living creature must make a DC 10 + ½ apocalypse zombies HD Fortitude Check. If the check fails, the living creature takes 1d6 Constitution damage, and makes another check on the following round. If that one fails, the living creature dies, and rises as an apocalypse zombie the next round.

Sense Living (Su) -An apocalypse zombie can sense the presence of living creatures at range of 120'.

Calling Moan (Su) – When an apocalypse zombie senses a living creature, it moans a low and steady tone. Any apocalypse zombie within 2 miles will turn towards the moan, and follow it looking for food.

Hunger (Ex) – Apocalypse zombie's have an unnatural hunger for living flesh. Once every 3 months, the apocalypse zombie must consume 1 medium creature (or 1/16th colossal, 1/8thgargantuan, ¼ huge, ½ large, 2 small, 4 tiny, 8 diminutive). For each month after the third, the zombie begins to lose body parts, flesh, and so on becoming more and more rotted each month, losing -1 on all saving throws, attack and damage rolls for each month it has not fed. After 1 year with no living flesh, the apocalypse zombie falls apart.

Only flesh that was alive within 30 minutes of eating counts to sate this hunger.

Any zombie who has not sated their hunger does not have the following abilities, until they have sated themselves.

Destructive Retribution (Su) – Upon death the apocalypse zombie explodes with a burst of negative energy, dealing 3d6 negative energy damage to all living creatures within 10'. Living creature’ take half damage on a DC 10 + ½ base creature’s HD. Undead creatures within 10' are healed for the same amount.

This ability only affects living creatures, and undead. This damage does not do damage to the surrounding area, like a fireball does. Any living being killed by this explosion is raised as an apocalypse zombie in 1d4 rounds. Only a wish, miracle or true resurrection can stop this change.

Shuffle No More (Su) – Once per day, the apocalypse zombie can gain a great burst of speed. It gains +30' speed, for 10 rounds. It still cannot take run actions. It only uses this ability to chase living prey.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: +4 Strength, -2 Dexterity, -12 Intelligence (minimum 1) and -6 Wisdom. Its Charisma changes to 3, as an undead it has no Constitution.

Skills: An apocalypse zombie has no skills.

Feats: An apocalypse zombie loses all feats of the base creature and gains Toughness (+3 HP) and Improved Toughness (+3 HP per HD), and Improved Grab.

Here are a few examples of Apocalypse Zombies from my DnD game!

CRUCIAN APOCALYPSE ZOMBIE

Medium Undead
Hit Dice: 4d12+15 (50 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 23 (-2 Dex, +11 natural, +2 leather) touch 8, flat-footed 23
Base Attack/Grapple: +2/+4
Attack: Bite +7 (1d8+4)
Full Attack: Bite +7 (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, Spawn Bite (DC 12 Fort, 1d6 Con/death), sense living, calling moan, hunger, destructive retribution (3d6 Negative Energy, DC 12 Reflex for half), shuffle no more (+30' speed for 10 rounds)
Saves: Fort +6, Ref -1, Will -2
Abilities: Str 19, Dex 6, Con --, Int 1, Wis 4, Cha 8
Feats: Toughness, Improved Toughness
Challenge Rating: 5
Alignment: Usually lawful neutral


Apocalypse Zombie GYNOSPHINX

Large CE Undead
Hit Dice: 8d12 + 27 (64 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 60 ft. (clumsy)
Armor Class: 24 (–1 size, +15 natural),touch 10, flat-footed 20
Base Attack/Grapple: +8/+16
Attack: Claw +13 melee (1d6+6)
Full Attack: 2 claws +13 melee (1d6+6), bite +13 (2d6+6 and Spawn Bite)
Space/Reach: 10 ft./5 ft.
Special Qualities: Spawn Bite (DC 14 Fortitude), Sense Living, Calling Moan, Hunger, Destructive Retribution (DC 14 Reflex or take 3d6 negative), Shuffle No More (+30 speed for 10 rounds)
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 23, Dex 10, Con --, Int 6, Wis 13, Cha 3
Feats: Toughness, Improved Toughness
Challenge Rating: 10