Archive

Archive for the ‘Characters’ Category

Countdown to Free RPG day

June 4, 2018 Comments off

Free RPG day is less than two weeks away. Our friendly local gaming shop opened its doors six years ago on Free RPG day, so it is always a double celebration in Asheville. The offerings this year are particularly strong: Starfinder, We be SuperGoblins, Tunnels & Trolls, Kids on Bikes, and both 5th edition D&D and a 2nd level DCC adventures from Goodman Games, amongst others. To reserve a seat at one of the games at The Wyvern’s Tale, check out the warhorn page for the event.

This year I’ll be running the 2nd level DCC adventure included with a revised quickstart rules “Man-bait for the Soul Stealer.” I built some pre-gens I plan on using for the session on purplesorcer.com using the 4d6 power characters and max zero level hit die. Each of these PCs have at least a +1 in their prime stat as well. Call me a soft judge, but it is no fun playing a 6 HP Warrior with a 5 in strength. If you’d like to use these same pre-gens, you can download them here: Thief Cleric Halfling Elf Dwarf Wizard Warrior2 Warrior1

The Sanctum Secorum podcast has put together a list of locations hosting DCC games for Free RPG day as well as a free download of 3rd party DCC sampler that is currently out for approval, but should be available before the event.

A quick search of our site for ‘Free RPG day’ is a fun trip down memory lane. We are extremely fortunate to have a tremendously diverse and vibrant RPG gaming community, especially for the size of this town. In 2012 I ran the DCC offering: The Jeweler who dealt in Stardust. It has been phenomenal to witness the growth of the DCC community in the intervening years. I remember running road crew games for just two or three players, and mostly folks who had never heard of Dungeon Crawl Classics. These days when Mike or I run at the Tale or a convention, we’ve got full tables weeks in advance and can even occasionally sign up for someone else’s table and play a PC!

What an amazing six years it has been for Goodman Games: four printings of the DCC core rulebook, Chained Coffin box set, Purple Planet, 30+ modules, Mutant Crawl Classics, tons of brilliant zines and 3rd party modules, and the forthcoming Lankhmar boxed set. It has been tremendously fun to be a part of the community and help people find the magic of RPGs again through classic mechanics, the weirdest dice, and fantastically creative adventures.

Try and track down a game, or better yet, run one on Saturday, June 16th. If this is your first Free RPG day or your eleventh, have a great time and contribute to this incredible hobby.

Advertisements

Mordenkainen’s Tome of Foes – Review

May 26, 2018 Comments off

The latest 5E D&D book hit Friendly Local Gaming Stores this week: Mordenkainen’s Tome of Foes. I purchased this book thinking it would be essentially a supplementary monster manual along the lines of the classic Fiend Folio. In fact, this book follows the format provided in Volo’s Guide to Monsters.

The first section details classic D&D struggles of Demons vs. Devils, Elves vs. Drow, Dwarves vs. Duergar, Githyanki vs. Githzerai, and… Halflings vs. Gnomes?! Not really, but they wanted to include some new material for the little guys so they threw them together at the end. The second section is a more traditional bestiary with monster stat blocks, as well as stats for NPCs that the DM could use to illustrate the struggles detailed in the first half. There are brief sidebars representing personal notes from Mordenkainen about different sections of the book. Unlike the fun disclaimer in Volo’s or the entertaining condescending disdain in Xanathar’s, the sidebars here add little if anything. This is disappointing as a similar format was followed in one of my favorite 4E supplements, Mordenkainen’s Magnificent Emporium, and those side bars added really cool details and perspective.

There is a great deal of background information and flavor text detailing the various struggles illustrated in the first half of the book. This may provide excellent context for classic rivals like demons vs. devils or elves vs. drow and reasons behind these struggles. There is also quite a bit of detail associated with the pantheon of gods for each race including alignment, province (what they are known for) as well as suggested domains and common holy symbols. Each section spends some time on world-specific variants of races (Gully Dwarves in Dragonlance, cannibal Halflings in Dark Sun), but usually without stats to make them anything more than window dressing.

Peppered throughout the first section are a few player options and sub-races with traits and tables to help provide more character details for PCs, especially if you like playing Tieflings or Elves. Tieflings gain 8 optional sub-races to demonstrate allegiance or infernal origins associated with a particular layer of the nine hells (Asmodeus being the default described in the Player’s Handbook). New elven options include four distinct eladrin variants that correspond with the seasons (Spring, Summer, Autumn and Winter), as well as a Sea Elf and the goth cousins from the Shadowfell, the Shadar-Kai. The Dwarven section provides the Duergar as a playable race. Githzerai and Githyanki traits and tables are provided as PC options as well. While additional halfling personality/ideal/bond/flaw tables are provided, the only new sub-race in the last chapter of the first section are deep gnomes (aka svirfneblin).

The bestiary second half of the book includes some fantastic dual-page artwork, as well as helpful indexes that sort creatures by type, CR, as well as typical environment.

This book is for DMs looking for inspiration using some of the classic D&D struggles detailed over the 40 years of monster manuals of every edition. It is also for players who may be looking for a particular sub-race they miss from a previous edition or more background details and inspiration for new characters. Should you buy it? Maybe. This one isn’t as essential as Xanathar’s as it isn’t as great a value for the money from a player options perspective. As a DM, if you already own the adventure Into the Abyss, there will be a significant amount of repeated stat blocks as all the demon lords are repeated here. If you’ve always wondered what the story was behind why demons and devils fight, or the origins of the elven diaspora, this is the book for you.

Categories: 5e, Books, Characters, DnD, News, Reviews, RPGs, WOTC

Review: Xanathar’s Guide to Everything

November 13, 2017 Comments off

TLDR: You’re going to want to buy this.

img_xge_altcover_th

There was a lot of buzz for Xanathar’s Guide to Everything before it was even in print, so I anticipated this was going to be worth a look.  It reminds me a lot of what Unearthed Arcana (the book, not the webcolumn) was like for 1st edition.  Was it optional?  Yes.  Would you be missing out on a lot of content that is considered generally mainstream to play without it?  Heck yeah.

General Details

Xanathar, a secretive beholder crime lord, keeps notes on everything (he believes).  Hence the name of the book (his goldfish is his most prized possession, and that’s what’s on the stylized cover you see above).  As with Volo’s Guide to Monsters, there are little notes that run as commentary throughout the book, usually a sort of joke or snipe about the subject matter.  As the material is largely mechanics and game lore, it’s less relevant than with Volo’s but still fun.

The book is 192 pages, full color, lots of art, slick non-glossy pages (which I like).  You’re going to get this and think it feels kind of thin, however.  While the book feels light, it has a lot of content, and they pack quite a bit in those pages.

The book has three major division: Character Options, Dungeon Master Tools, and Spells, but also has two valuable Appendices.  Here’s the breakdown of the sections.

Character Options

Subclasses

By far one of the most valuable sections of Xanathars is the Character Options chapter.  This opens 31 new subclasses for the primary classes listed in the Player’s Handbook.  That’s right: THIRTY ONE.  Note that’s not 31 new classes, but subclasses (like Bardic Colleges, or Barbarian Primal Paths, etc).  I like this because I think that too many primary classes waters down your base classes and leads to unexpected bloat.  Some of these may be familiar as they have rolled out through playtesting in the Unearthed Arcana column.

A few favorites include the Bardic College of Whispers, the Grave Domain Cleric, the Samurai and Cavalier Fighter archetypes, the rogue Swashbuckler, and the War Magic Wizard. Adding rules to differentiate these classes and giving them a new feel works well, without making a GM learn entirely new modes of play functionality.

Flavor – Charts – This is Your Life

In addition to subclass details, they also offer fluff fans fun and interesting (but very brief) charts for fleshing out details about their characters and their backgrounds.  More experienced players may feel these sorts of things are unnecessary, but it definitely gives some players new ways of looking at details about their characters that will flesh them out in interesting ways.

Some sections are meatier than others. The Druid Section of the the Character Option chapter lists charts, for example, of what beasts you encounter in what environments for the purposes of exposure to allow wildshape.  You could make it up, but this is just damn handy.  Other elements, like how you learned to be a druid, are more storytelling.  Each class has this sort background material.

This culminates with a subsection called “This Is Your Life” which allows your background to be determined by charts, at your option.  This goes through siblings, parents, family history, and motivations based optionally on class or background.  I’ve always been a fan of a certain online character background generator myself (NSFW for language).  I seem to recall something like this in an older volume of D&D (maybe player’s handbook 2???) but can’t remember which book.  If you know, post in the comments.  In the end, it can be fun, and they’re clear not to be pushy about using it.  Do it, or don’t if you don’t want to.

Racial Feats

One thing you won’t hear me complaining about is more feats.  I especially like the idea of Racial Feats that continue to expand the characteristics of the races in game.  These add additional ways for characters to stand out and differentiate themselves from one another given the more simplified options of 5th edition over early incarnations like 3.5 and 4th editions.

dx_xanathar_sub-header

Dungeon Master’s Tools

Rules Clarifications

As a gamer who runs a lot of games, this section is precious to me, as it answers some questions that speaks more to design philosophy on dealing with rules questions. This chapter shotguns out some rules issues right off the bat with little ceremony, including:

  • Simultaneous Effects
  • Falling (over time and large distances)
  • Sleep Details – Involuntary Waking, Sleeping in Armor, Going Without Sleep
  • Adamantine Weapons
  • Tying Knots (both tying and slipping out of them)

There are two larger sections that go into greater detail as well:

  • Tool Proficiencies – This large section rethinks Tool Proficiency, going into specific items included in certain kits, and spelling out what a player can do with skills and tool proficiencies.  A valuable section that will assist GM’s and players alike in seeing how these should be played.
  • Spellcasting – Concealing and identifying spellcasting, measuring ways of determining gridded templates (with illustrations)

 

Challenge Ratings

One of the most important changes listed here is the Encounters Section.  This lists a new way of calculating encounter challenge ratings that seems to more accurately address the threat of solo monsters based on group size, as well as other types of encounters.  This section probably is an admission that prior CR calculations were not correct and did not accurately reflect appropriate difficulty.

Paired with this is a comprehensive list of wandering monster encounters by level and geographic environment.  For those that use such charts, it’s a masterpiece.  Very convenient.    While not previously a fan of wandering monsters, I’ve found it a useful tool when players are lollygagging or doing things in a stubborn and ineffective time-consuming way (i.e. camping after every encounter, spending an hour bonding with items in a dungeon, camping in a dangerous place, etc).  The lists are detailed, and the setting dressing it provides also fleshes out your world and the creatures in.

Other Sections

Traps Revisited — A sizable section deals with how traps should be dealt with to make them interesting, including details about constructing elaborate traps and the rules that tied therein.  This is more interesting in that it seems to suggest that the standard application of a rogue disarm role should be avoided in favor of a more descriptive approach.

Downtime Revisions –  This section elaborates on revised downtime rules, including the development of a rivalry, buying magic items, carousing complications, and so on.  Helpful if you find yourself using these rules.  We never seem to get to them in my groups, however.

Magic Items – A section here on magic items deals with suggestions on awarding magic items as a GM, and a type of common magic item that has magical effect and flavor without game-breaking power.  A new relisting of magic items by type and rarity, with notation as to whether those items require attunement, is a handy reference.

cardart_sarkhanthedragonspeaker

Spells

With over 90 additional spells for all spell-casting classes, this chapter alone makes this book a must-have. I haven’t combed through these to see if they have been duplicated in other volumes, but there certainly enough new ones to make it a reference for any spell-caster when picking their list.  Some of these are old classics that have been revamped for 5th edition, others are brand new.

Appendices:

Appendix B is a voluminous list of names from different cultures to help players with naming a character.  It’s a great list, as it goes, with real world cultural names as well as fantasy names.  This is going to make one of your players very happy.

but more importantly, Appendix A is about Shared Campaigns.  

Shared Campaigns

Skyland Games originally began as a gaming group that decided to split off from Living Forgotten Realms organized play to start our own shared campaign.  Part of this split was because of frustration with the management of LFR and the various bookkeeping requirements thereof (and scenario quality, truth be told). We started our own round-robin style of gaming allowing everyone to get some play time, as well as build a common story together.  We’re big fans of it.

What’s proposed here contemplates a Living campaign like Adventurer’s Guild, but could be used for a round-robin home game as well.  It makes use of a benchmark system for leveling based on the number of hours a scenario is designed for and its relative challenge level rather than on the XP value of monsters.

Common rewards are determined at levels, including a treasure point system for awarding magic items from a pre-determined list of magic items agreed upon by the collective DM’s of the campaign. Gold can be spent on common items and maybe a small list of alchemical items.  Major magic items require treasure points, earned through play.

This appendix, however, poses a question: Is this the future (or maybe the present) of Adventurer’s League?  I haven’t been to a game in ages, so I couldn’t tell you if they had moved to this system.  If so, does the abstraction make the game less enjoyable?  I think each player might have a different answer to this question, but if everyone can pay their dues and get the items they want in a timely enough fashion, the abstraction may be worth it.  These guidelines won’t make you purchase the book, but are worth a read for any player.

Summary

Xanathar’s Guide to Everything seems largely about utility and fleshing out things that originally were left to player and GM to determine.  Some might see that as an imposition, but I find it incredibly useful.

A complaint I’ve heard about 5th edition is that the lack of specialization makes many characters seem the same.  I’d point out that, as a player for three decades now, we started with a lot less and never really thought to complain about it.  5th edition is a great expansion on what we started with, but doesn’t lend itself to the hyper-specialization that you see in 3.5 Edition D&D or Pathfinder.  These new subclasses, feats, and spells in no way serve to make 5th Edition D&D more like 3.5 or Pathfinder, but they do give a greater degree of options to make a character stand out and build on unique themes.  The content provided in this tome is very significant, and is a should-have if not a must-have moving forward with 5th Edition.

Free RPG Day Preview – TimeWatch Resources

June 12, 2017 Comments off

Free RPG Day is this Saturday, and it looks to be one of the best in a long time! The Sanctum Secorum podcast has a list of DCC/MCC games happening around the world, and for a more general listing of stores participating check the Free RPG Day locator. Locally in Asheville at The Wyvern’s Tale, Mike will be running Gnole House, a DCC adventure from Goodman Games and Kevin (me) will be running a TimeWatch adventure called Font of Knowledge from Pelgrane Press. It is also the Tale’s 5th anniversary celebration! There will be swag bags to the first 25 people to show up and a ton of games listed on the warhorn. It is going to be an amazing day!

I also wanted to provide some resources for the TimeWatch offering, should you be running it this weekend. They don’t contain any spoilers you wouldn’t know already by just reading the adventure blurb, but I scanned in the pre-gen characters (not great, but better than nothing) which include a brief description of the character and how they relate to the other pre-gens. Without these printed out beforehand it would be extraordinarily difficult to run on the day itself, and they were not present on the TimeWatch resources page. I also did a bit of google prep, as suggested in the module, to find an actual 13th century illuminated manuscript, and created a comic sans version of the latin version of the bible. Having this visual to illustrate the hilarious concept of what a jarring historical change this would make should be an awesome moment at the table.

I’ve never played or run the GUMSHOE investigative system used in TimeWatch, but it seems to be a nice balance of player resource management, stitches (stitch in time saves nine, works like bennies in Savage Worlds or FATE points), and a healthy amount of GM fiat. Check out this article from Pelgrane Press about the system and download the cheat sheets if you want to know more!

Hope you are looking forward to Free RPG Day, and if you’re at the Wyvern’s Tale we’ll see you there!

ComicSansLatinBible

ActualLatinBible.png

HEELER

LaMaupin

Quill

Rogo

ColBlood

Ochoa

Star Wars Rogue Two – Less is More

March 31, 2017 Comments off

Recently I put together a FFG Star Wars adventure for Mace West called Rogue 2. The synopsis was brief, and apparently intriguing enough to fill the table months before the con:

“You are part of an elite commando team for the Rebel Alliance. The Empire has demonstrated the fearsome and devastating power of the Death Star. It is up to you to stand up for freedom in the galaxy. Your comlink indicates a summons to the briefing room with High Command. This next mission is going to be something big. Hopefully you’ll live long enough to tell about it!”

I studied episodes of Rebels, as well as Episode IV and what I could remember from Rogue One (this was shortly after the theatrical release) and did some research about what could happen in the short time frame between Rogue One and A New Hope. In one of the behind the scenes clips for Rogue One the writers revealed they wanted to include  Wedge Antilles in the planetary shield battle on Scarif, but realized he would have never seen it since at the beginning of the battle of Yavin he says, “Look at the size of that thing…” So where is Wedge during Rogue One?

Enter Rogue Two: The Antilles Extraction. Those of you familiar with how I have run several Bounty Hunter missions will know I like to plan for a three-act structure, maybe with an optional fourth, if there is time. I play-tested this once before the con, then ran it at the con, and both times we ran out of time in our 4-hour block before getting to Act III. That being said, the sessions were great fun, but one day I plan on getting to the third act. Here is the basic outline:

Act I – Planning/Infiltration

Act II – Rescue/Escape

Act III – The Emperor’s Snare – Interdictor Showdown

With just a few other notes, a very basic map, and a small deck of probable baddies/NPCs from the adversary decks, we were off! I’ve found the more I run this system, the better it is to provide a small sandbox like a map of a ship or facility, then literally let the dice fall where they may. Relying not only on my creativity, but leaning on the players to help interpret FFG dice results has been some of the most fun I’ve had running or playing an RPG… ever.

While my actual adventure notes were pretty slim, I did a bit of research before the session to help flesh it out on the fly during the session. Researching prison facilities in Star Wars led me to discover an old Dark Horse comic called Han Solo at Stars’ End which was based on a novel by Brian Daley. I didn’t go so far as to read the novel, but I used some of the visuals to inspire the map of the exterior of the facility. The shape of the prison is a tall silo that reminded me of the cells from an episode of the Clone Wars that required floating repulsor sleds to reach them (S3E7). Beyond that, I wanted a reason Wedge and his squad were captured alive, and what better than an Interdictor cruiser to capture both ships and pilots.

 

ACT I

The first part of the session is planning the infiltration and requesting additional gear from Rebel High Command. The briefing is short on details, just the rudimentary reconnaissance scan gathered from an A-wing at long range. Mytus VII is a moon-like rock with no atmosphere and little natural gravity. I provided the squad with a choice of two available ships for infiltration: a U-Wing (with some home-brewed stats borrowed from forums) or a captured Imperial Lambda shuttle. Beyond that, they could make reasonable requests for other equipment that may be around the Yavin IV base. The playtest group requested a few speeder bikes (non-military versions, granted) and the con group requested ascension cables (which came in *very* handy). Now to plan the approach: land outside the facility and approach on foot or speeder? Land at the end of one of the tubes? Brazenly fly into one of the hangars? Any of these are options using this approach. The pre-gens I provided did not include any humans, which limited their options for posing as imperials in stolen uniforms, so both groups opted to land their U-wing (both chose the U-wing) well outside the facility and made a stealthy approach. The con team had the foresight to request an astromech droid to keep the engine running and stand by to fly in and pick them up. How they get in from here is entirely up to the table. The playtest group took out a pair of bored guards at the end of a landing tube, and stealthily made their way in to the main facility. The con group set some remote explosives on the outside of one of the tubes to the hangar, and took out a gunnery crew in one of the turbolasers.

ACT II

Now the team is in the facility, they need to find which cells have their rebel pilots and successfully extract them from the vertical tower of cells in the center of the complex. Optionally (if they are somehow captured) they could be facing off against gladiator droids in the arena on the very top level of the central tower (this is in reference to a scene in the comic) but this did not come up either time I ran it. Leaving the interior of the facility vague gives the game master great flexibility to improvise. Elevators or turbolifts can be anywhere you need them to be, as well as interior doors, tunnels to the turbolaser batteries, utilities like power and gravity generation may be in the basement. If your team seems stumped, provide them with options in a rudimentary directory (“Hmm, this says central generator on B1, arena on level 42, Warden’s Office on 41…” etc.) they can pull up from any terminal or datajack. Regardless of how they eventually get there, this will lead to an encounter with Imperial Dungeoneers in repulsor sleds. Judging from the visuals in the Clone Wars, I set up a central control tower, and at least three sleds with two dungeoneers on them a piece. Since this is an Imperial facility, I replaced the floating little cam bots in Clone Wars with interrogation droids, which make for pretty nice rival-level adversaries. This is generally where the stealth part of the mission breaks down. Alarms start going off, you can send in squads of storm troopers and their red-pauldroned sergeants as back up. Both times I ran it, this involved a few PCs in the central tower identifying the cells of the rebel pilots, and a few PCs going from cell to cell, freeing them. The con team set the gravity generators into a diagnostic mode that turned the gravity both off and on every two minutes, adding to the chaos. Once you retrieve Wedge and his squad (4-6 pilots) they reveal they were captured by the Emperor’s Snare, an Interdictor Cruiser that ripped their squad out of hyperspace. Their ships are still intact, and recoverable, if the team can capture the impound hangar. This can lead to a battle with TIEs on the base. I would encourage GMs to use group checks to narrate how the squad is doing rather than rolling a bunch of checks for NPCs, and let the PC squad take ship actions as normal. The rebels will likely outgun the Imperials until…

Act III

The Emperor’s Snare drops out of hyperspace on the horizon. Now both the commandos and the pilots are trapped unless the commandos can board that Interdictor and shutdown the gravity wells! I wrote this before watching the amazing Rebels Season 3 finale in which Interdictor cruisers play a big role, but if you are looking for inspiration for this chapter, check out the end of Rebels season 3! Having run out of time both times I ran this scenario we never actually made it this far, but I would suggest more group checks for the rebel pilots while having the PCs make some daring checks to board the bridge of the Interdictor and either shut it down or (more likely) sabotage the gravity wells before escaping. If the U-wing is still intact they may be able to take that, or if its destroyed in the ensuing battle, have them find some other shuttle or escape craft in a battle to the hangar bay. In a truly Rogue 2 like twist, the commandos may be captured or even killed in the attempt to disable the Snare and ensure the pilots get back to Yavin for the battle against the Death Star!

I hope you enjoy this adventure outline. I’m providing the map I used as well as six pre-gens for potential commandos below. Happy gaming, and may the Force be with you!

Rogue2map

GotalSaboteur

BothanQuartermaster

GranFigurehead

SullustanDriver

KyuzoHeavy

DurosInstructor

IthorianMedic

The Death of Jar Jar Binks

April 21, 2016 4 comments

NEpVH1HqB1S5sx_1_bThe weekly Bounty Hunter game at our FLGS The Wyvern’s Tale continues to be a hit! Never have a seen so many sign up so quickly, as when I announced the target would be the notorious representative from Naboo, Jar Jar Binks. With the release of Nexus of Power, we now have PC stats for Gungans, as well as Gungan weapons, details about their culture and significant locales on Naboo. I’ll provide links to the three NPCs I stated out at the bottom: Gungan Guard, Boss Nass, and Jar Jar himself.

I employed my typical three scene strategy for this week’s episode, but quickly adapted to a new setting for the final scene based on what the players wanted to do once we got to Otoh Gunga. This mission was sponsored by the ISB, and as this particular chapter of the Bounty Hunters Guild had run afoul of the ISB last week, the ISB would provide the equipment for the mission, but the pay was just a matter of settling a previous debt. Most players would probably take a shot at Jar Jar pro bono, anyway. The imperials provided a commandeered Mon Cala explorer sub (from Stronghold of Resistance) as well as a Verpine Shatter Rifle, and a Verpine Shatter Pistol on loan. Due to the rarity of these weapons and the listed cost of 30,000 and 15,000 credits, respectively, I allowed the players to chose whether to bring the weapons or not, with the caveat that if they were lost or destroyed, it would incur a personal 30 or 15 point obligation to the ISB. The PCs took them anyway!

Colo_claw_fish_SWK_magazineThe first scene involved the team descending into the depths and navigating to Otoh Gunga, the underwater capital of the Gungans. This involved piloting planetary checks that became more difficult as the PCs descended into the depths. Failures and threats could do hull damage or system strain to the sub, despair causing a vehicle crit. Successes and advantages could allow for finding shortcuts, and safely maneuvering the sub, while a triumph may give them the drop on the first encounter: colo claw fish! While these creatures are not much risk to the sub, I had a great time describing their bio-luminescence. It also served to illustrate there are big, bad terrible things in the water.

The second scene was the team arriving in Otoh Gunga, and meeting with Boss Nass. There was some negotiation and skullduggery around carrying weapons around town, and certainly into the meeting hall. Once that was settled, the team learned that Jar Jar was in Otoh Gunga, but that he had been a headache to the Boss and sequestered in a remote section of the city. This involved several negotiation, deception and charm checks, and allowed the “face” characters to really shine.

The third scene I had planned was going to be a chase through the streets of Otoh Gunga, culminating in an underwater chase, ultimately resulting in Jar Jar and his aiwha mount (Stay on Target) being eaten whole by a sando aqua monster (think underwater godzilla). The team would then have to battle this giant beast underwater and retrieve proof of the kill.

kill-jar-jar-binksInstead, the team wanted to see about entering in a bongo race. So sure enough, there just happened to be a bongo race at Otoh Gunga Garden (info in Nexus of Power), and who would be in attendance, but Jar Jar himself! I intended this to start the chase to get to the sando aqua, but we had such a great time in the stadium we ended up with a Sudden Death (campy Van Damme/Hockey movie)  type of assassination-in-a-stadium situation. This involved the team covertly getting into the catwalks for the lighting in the stadium to line up a shot on Jar Jar’s VIP box seats, and the ensuing mayhem when the team missed the shot. Eventually they chased him down and brought back his tongue as evidence for the ISB.

The reason the team missed the shot is due to how I built Jar Jar. At first I thought I would try and pick what I feel to be one of the more useless classes, the Colonist Performer. It ended up working perfectly, as performers have talents like distracting behavior (ideal for Jar Jar) that adds automatic threat to rolls, as well as coordination dodge, which allows you to add automatic failures to a roll when spending a destiny point. This allowed me a modicum of control as to when they finally made their takedown, and narratively, allowed me to describe some appropriately infuriating Jar Jar hijinks! It was definitely a memorable session, and one I am likely to run again.

Here are the Gungan NPCs I stated out:

Gungan Body Guard

Boss Nass

Jar Jar Binks

 

Strongholds of Resistance Review – Star Wars Age of Rebellion

December 30, 2015 Comments off

swa30-book-leftThe latest addition to the Age of Rebellion line details Rebel strongholds that can be used as adventure locations, and to give Age characters a bit more detail for common home worlds of typical rebel races like Mon Calamari, Gran, and Sullustans. Interestingly it also details a few famous rebel locations from the movies like Echo base, Yavin 4, and the flagship Independence. Beyond this, it details a few new races, gear, ships, and some modular encounters similar to those found in Suns of Fortune, and Lords of Nal Hutta.

The first section of this book is much like the Galaxy chapters of the main core books. Each world described starts with a fact sheet detailing population, languages, major cities, imports/exports, and what the world is generally known for. This book allows for a lot more detail than can be afforded in any entry in a core book. For instance the entry on Chandrila (Mon Mothma’s home planet) has details on the capitol of Hanna City, as well as nine points of interest that could serve as adventure locations. It also provides information about a few lesser cities, and the crystal canyons, as well as a few native peoples and creatures that could be encountered in the cities or the wilds. Sidebars enrich the environments with a few extra details like a hovertrain that connects agricultural communities, and rumors of an ancient Jedi tomb in the crystal canyons.

Kinyen, the Gran home world is given similar treatment, as is the aquatic planet of the Mon Calamari and the Quarren, Mon Cala, and the volcanic, industrial world of Sullust, home to the Sorosuub corporation, and Sullustans. Ord Gimmel is included as well. It is apparently a chief provider of hyperdrives, but has a weird history in that it was forgotten by the republic and cut off from the galaxy for a period of time. Its not clearly explained how this could have happened. Seems like an odd choice. The Roche Asteroid field is the home of the Verpine which are also provided as a playable race in this book. They are technologically-minded, and had a lot to do with project Shantipole and the development of the B-Wing fighter. There are creature stats for both mynocks and an “enormous space slug” that has vehicle stats rather than typical creature stats and is silhouette 7! That is no cave! Other planets include Thyferra, home of bacta production, Yavin 4, the former rebel base, and the rebel flagship Independence, home of the rebel high command. There are also a few paragraphs on minor locations like Barkhesh, Chardaan, Contruum, Hoth, and Kolaador.

swa30-caveshipsThe second section of the book goes in-depth about rebel bases, large and small. These can serve as templates for the PCs’ own base of operations, or serve as adventure locales for different missions. It starts big with Echo base on Hoth, and provides suggestions for participating in the evacuation, should the GM want to recreate the famous scene from Empire Strikes Back. The next is an asteroid base on Polis Massa that mainly serves as an archaeology research station. Interestingly, it does detail a secret rebel base, but none of the elements are pictured in the diagram; another odd choice.

The Tierfon Outpost is a nice example of a smaller base that could be encountered. It has a barracks, command center, medical suite and hanger, as well as 8 fighters (Y or X-wings) and shuttle or freighters for deliveries, as well as a few speeders for ground transport.

The final base provided is the Defiant Core base, which is formed from a clone wars era wreck of a Separatist destroyer, that carved a valley into the planet’s surface and ended up in a cave. Interestingly, it is provided in several stages, which represent the development of the base over time, with more assets and staff.

swa30-speciesThe third section is about player options with new races, gear, and ships. The Quarren we have already seen in Fly Casual, but the Polis Massans are new, along with the Verpine. The Polis Massans lack vocal cords and are mainly concerned with archaeological and xenological research. They start with a rank in medicine and a 3 in intellect and willpower, as well as a form of short range telepathy to communicate. Not my cup of tea, but could make an interesting intellectual type. The Verpine is known to excel with technology. They start with a rank in mechanics and a 3 in agility and intellect, as well as compound eyes that allow for a boost die on perception checks when examining something up close, and can produce radio-waves to communicate to other Verpine and specially tuned comlinks. This would definitely be my choice for a PC out of the three.

Notable gear includes a droid disruptor, that fries circuits rather than just overloading them like an ion gun. Also the Spore/B stun grenade which relies on spores to stun targets, but if you roll a despair on a challenge die, you suffer 6 strain and begin to suffocate. A hard medicine check is required to restore regular breathing. Powerful Mon Cala Leviathon power armor provides not only protection but built-in weaponry like a mini torpedo launcher and deadly duo-flechette rifle. Don’t pick a fight with the squids! Other cool new entries include jump boots, that operate similar to a jetpack, but for limited jumps up to 35 meters, and the Verpine Headband which allows PCs to exceed their strain threshold, and just take wounds instead, while suffering from the disoriented condition.

swa30_10524_hiddenoutpostThe last section describes a few encounters that can serve as a side-quest or solid game session worth a material each. The first one includes battling TIE phantoms in an asteroid field, as well as the stats for the deadly ships and a few very talented imperial pilots. Another deals with diplomatic negotiations between Mon Calamari and Quarren on Mon Cala, which was definitely an episode of Clone Wars, but could still be fun. The third is supporting the Sullustan resistance on Sullust, and the last describes a plot to wipe out Imperial Intelligence operations on Ord Gimmel.

Overall this is a great resource for both players and GMs alike, especially for rebel campaigns looking for mission ideas, or base schematics. It can also provide a lot of backstory and detail to rebel characters from these planets, and serve as a well of inspiration for unique adventure locations.