Daily Punch 12-9-15 Transfusion spell for Shadow of the Demon Lord

I’ve been thinking about this spell for Shadow of the Demon Lord for a bit. Should it be alchemy or should ti be technology?  How about it being a spell both could take?

 

TRANSFUSION                                        TECHNOLOGY/ALCHEMY  UTILITY 1

Target Two creatures within reach

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You quickly pull a connected series of tubes, needles, and vials from your pockets, jam one needle into one target and then another into the other.  One target loses hit points equal to its healing rate.  The other target gains gains hit points equal to double its healing rate.  Roll a d20.  On a one, instead of one target healing double, it loses hit points equal to its healing rate as the process works incorrectly and that character is racked with pain from a bad reaction.

Daily Punch 12-8-15 Acid Vial spell for Shadow of the Demon Lord

I want to make a new tradition.  We have technology, but what about alchemy?  I’m a biochemist, so let’s make some chemistry in Shadow of the Demon Lord!

 

ACID VIAL                                          ALCHEMY  ATTACK 0

Target One creature within medium range

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You quickly pull a vial of solvent off you belt and throw it at the target.  Make a Intellect attack roll against its Agility.  On a success, the target takes 1d3+1 damage and the target is covered in the acid.  For the next minute, the target will make an Agility challenge roll at the start of each of its turns.  If it fails, the target takes 1d3 damage.  If it succeeds, the target shacks off the acid and no longer needs to make any more challenge rolls from this spell.

 

 

Thoughts?

Daily Punch 12-7-15 Conjure Clockwork Servent spell for Shadow of the Demon Lord

You know what I want in my Shadow of my Demon Lord?  I want some Star Wars!  Let’s make C-3PO!

 

CONJURE CLOCKWORK SERVANT TECHNOLOGY UTILITY 3

Area A cure of space, 1 yard on a side, originating from a point within short range and resting on a solid surface

Duration 1 hour_______________________                  

You  creature a medium mechanical servant within the area.  The servant cannot attack, but it can take its own actions, if directed to do so.   It unerringly obeys all commands, but may do so in its own way or comment as it and the GM feels necessary.  The servant speaks all the languages you know but also know two more then you do.  The servant has the following stats:

CLOCKWORK SERVANT

size 1

Perception 15 (+5); darksight

Defense 15 Health 20

Strength 14(+4) Agility 12 (+2) Intellect 15 (+5) Will 13 (+3)

Speed 10

Immune gaining insanity, blinded, asleep, fatigued, charmed, diseased, frightened, poisoned, stunned

ATTACK OPTION

NONE

Permanence if you spend rare ingredients worth 1gc when you cast this spell, the effect instead lasts until you complete a rest.  If you cast the spell this way each day for one month, one week, and one day, the clockwork servant becomes permanently alive.

Daily Punch 12-4-15 Goggles of Sight spell for Shadow of the Demon Lord

Let’s keep the hits rolling for Shadow of the Demon Lord

 

Extra Hand         TECHNOLOGY UTILITY 2

Duration 1 hour___________                  

With a flick of the wrist, you turn on the goggles.  They burn out quickly, but they do provide some interesting benefits before they do.  These googles give you darksight, and the ability to see just on the other side of some solid objects.  You can see up to 10 feet on the other side of an object, and solid objects you can see through appear to be smokey and hazy.  Two feet of wood, 1 foot of stone, or 1 inch of metal block this enhanced vision.

 

Thoughts?

Daily Punch 12-3-15 Extra Hand spell for Shadow of the Demon Lord

I’ve been reading lots of Schwalb lately, and I have fallen in love with the tech spells.  Let’s build on them!

 

 

Extra Hand         TECHNOLOGY UTILITY 1

Duration 1 hour___________                  

You build a robotic hand that you strap to your body and responds to your thoughts.  The hand cannot help you attack, but you can use the hand to help you with some tasks.  When the spell is cast, choose one stat.  You gain 1 boon for all non-attack checks with that sate for the duration of this spell.

 

 

Thoughts?

 

Ring Side Report- RPG Review of Tales of the Demon Lord

Product-Tales of the Demon Lord

System– Shadow of the Demon Lord

Producer– Schwalb Entertainment

Price– $ 10  here http://www.drivethrurpg.com/product/163527/Tales-of-the-Demon-Lord?term=tales+of+the+demon&affiliate_id=658618

TL; DR-Lean, mean adventure! 90%

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Basics-Starting with a small series of death in the far flung town of Crossings, this adventures takes players from starting, zero-level character to master character who have to ultimately face down and prevent the arrival of the Demon Lord.  This adventure is a whole campaign in itself introducing a section of the world called Crossings to the players and the GM.  Will you be able to face the horrors of things touched by the Demon Lord’s shadow?

 

Mechanics or Crunch-Shadow of the Demon Lord is it’s own system through and through, and this self contained campaign has the math for the system clearly down.  What’s here works well.  However, the campaign doesn’t give too much away to the novice GM.  I like what’s here in terms of encounters, rewards, combats, and exploration, but I’d like a bit more behind the game’s curtain.  This is the first full campaign, so this adventure will serve as the game’s best guide.  However, I’d like a bit more to help me get all the expertise I and other GM’s need to better run this system.4.5/5

 

Theme or Fluff-  Schwalb writes an awesome story from the ground up.  The book starts by building its own town called Crossing and then builds out.  In terms of story, it’s a swift story that’s a great way to get players into the world.  Also, this book has a ton of variety from simple go here/kill people, small hex crawls, and even hardcore roleplaying.  Every player will get a bit of fun out of this adventure, and every GM will have a blast running this one.  5/5

 

Execution– Of all the good stuff in the book, the execution is the most lacking.  The execution is by no means bad, but I may be a bit to spoon fed by other publishers when it comes to published material.  There is almost no box text.  Have gamed with the master himself, I know he writes awesome descriptions, but this book will ask you to write most of your own.  Furthermore, Shadow of the Demon Lord adventures are short.  From the get go, SotDL adventures are designed for about a four hour experience after which players level.  That is not bad by any stretch, but the transition and the brevity of the writing is strong change for some GMs.  There are breaks in the text.  But, I’d like a bit more art, and I’d like the art that’s here to be a bit larger.  It’s hard to get those maps to the table and make them a size that looks nice.  The adventures do read quickly and easily, and the simple descriptions are enough to get you gaming quick.  But, keep in mind that the simplicity of the write ups are there to make the games run fast and with no down time and limited prep time. 4/5

 

Summary– Tales of the Demon Lord is a phenomenal adventure for SotDL.  It’s a full campaign unto itself that covers several different adventure types and play styles.  It’s well written, and simply executed.  However, this is not a hand-holding product.  Tales of the Demon Lord aims to be a campaign, not your paint by numbers GMing guide.  It’s several adventures that tell a story, but it doesn’t teach you how to write or design adventures if you’re only passively playing or running this adventure.  It’s fun, but don’t expect verbose, cookie-cutter explanations for you to read your players.  Expect a lean, mean adventure that you can run quickly and efficiently with minimal prep, memorization, or GM brain loading time.  If you get past a bit of shock of how spartan SotDL adventures are presented, then you will really enjoy what’s here. 90%

Daily Punch 12-2-15 Conjure Turret spell for Shadow of the Demon Lord

One of the things I want for the Technology Tradition is the ability to conjure small, mechanical creatures.  Let’s start to make that a thing!

 

CONJURE TURRET         TECHNOLOGY UTILITY 1

Area A cure of space, 1/4 yard on a side, originating from a point within short range and resting on a solid surface

Duration 1 minute or until the creature runs out of ammunition                  

You  creature a small mechanical turret within the area.  The turret has the following stats:

SMALL TURRET

size 1/2

Perception 13

Defense 15 Health 12

Stregnth 6(-4) Agility 12 (+2) Intellect 10 (+0) Will 10 (+0)

Speed 0

Immune gaining insanity, blinded, asleep, fatigued, charmed, diseased, frightened, poisoned, stunned

ATTACK OPTION

Shot Bolt (medium range) +2 (1d6)

Ring Side Report-Board Game Review of Sheriff of Nottingham

Product-Sheriff of Nottingham

Producer-Arcane Wonders

Price– $30 here

Set-up/Play/Clean-up– 20 minutes (3-5 players)

Type-American

Depth-Light

TL; DR-A Good game of who is the best liar. 91%

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Basics-Who’s the best liar in Nottingham?  In Sheriff of Nottingham, players take the roles of different merchants trying to smuggle goods into the Nottingham market.  Each turn starts with players discarding and drawing cards.  These cards can come from a facedown pile or from one of two face up piles where the order is publicly known.  Players set asides some cards, draw up to six, and then discard the set aside cards to either pile.  After drawing, then each player except that Sheriff for that round, chooses up to five cards, and places them in a bag with a snap.  The cards come in two general types: basic and contraband.  Basic goods are chicken, bread, cheese, and apples.  Contraband are better types of basic goods, weapons, pepper, or other random items.  After a player chooses what to put in the bag, that player must then announce to the Sheriff the number of cards in the bag as well as say one type of good (obviously you should not say contraband!).  The Sheriff has to decide if you are lying, to trust you, or to try to take a bribe.  Brides could be future favors, money, or even bribes from other players to look in the bag!  If the Sheriff let’s the player pass, then the player places goods around their play mat for the different basic goods or places contraband facedown in front of their player board.  However, if the Sheriff opens your bag, then things get interesting.  If you were completely truthful and had played no contraband, then the Sheriff pays you the penalty value of all the goods in your bag.  If you had some other basic goods, then you have to pay the Sheriff the penalty value for each good you didn’t declare before, but you still get to keep the goods as before.  And lastly, if you had contraband, you pay the Sheriff for the contraband, pay for undeclared cards as before, and then the contraband is placed in one of the discard piles.  After each player except the Sheriff player has had a chance to be inspected, then the next player becomes the Sheriff, and the game continues as above until each player is the Sheriff twice.  At the end of the game, the players with the most and second most of each basic good score extra points, and then the gold value for each item you have, basic and contraband, are added together along with any remaining currency you still have.  The player with the highest score is the winner and best merchant/smuggler in Nottingham!

IMG_20151126_175932021Mechanics-This game is as simple as they come, and that’s not a bad thing.  Sheriff of Nottingham is completely social.  You do get some cards, and to make some choices, but overall, the game’s main focus is social deduction, risk-management, and a good poker face.  It’s quick, fun, and something you don’t have to have a strong game background to play.  But, you do need a poker face and a group of people who do like these kind of games.  There is no self correction for the leader.  If you don’t work together against the leader, you will lose.  4.5/5

Theme-There is a theme here, but honestly, it’s not very strong.  You have art driving home Robin Hood, but the gameplay itself isn’t  tied to that world.  You’re just sneaking a thing into a place.  The bags are awesome, and they do drive home the theme of anxiously trying to avoid customs.  That’s fun.  Nothing beats the feel and sound of the snap on the bag to let you know the game is up.  But, don’t expect to fly deep into the game work like with Mage Wars.3.75/5

Instructions-The rulebook is well laid out, and the rules are not complicated.  As you saw above, it’s pretty simple.  You don’t need to reinvent the wheel to have fun and the rule book knows that as well.  5/5

IMG_20151126_175939405Execution– SNAP!  The game is amazing.  You get great bags, cards, art, and cardboard coins all look great.  however, the star is the snap on the bag.  It brings awesome theme and tension to the game.  I absolutely love that.  What’s more the game itself has a divider in the box that holds all the piece and comes out of the box to assist in gameplay. I’d like the dividers a bit higher to better contain the coins, overall, The signs of a great game.  To see all the parts, here is a video of me unboxing the game: https://youtu.be/NB6syVc3imE  5/5

Summary-This is another great game that a solid chunk of you won’t play.  This is a pure social game.  If you can’t read people, then you will not enjoy it. There are no Euro-elements to grab on here. However, if you’re trained to spot a liar, then you will enjoy this game as you get to flex those muscles.  The only real challenge ihen is the randomness.  You have to adjust your strategy on the fly for this one.  This is a American Style game through and through that is a great, quick social game. 91%

Daily Punch 12-1-15 Sonic Shove cantrip for DnD 5e

I’ve been designing spells for something secret and reading the Sword Coast Adventurers Guide.  Let’s combine those two.

 

Sonic Shove

Evocation cantrip

Casting Time: 1 action

Range: 5 feet

Components: V, M (a weapon)

Duration: Instantaneous

As part of this action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.  On a hit the target suffers the attack’s normal effects, and a sonic boom infuses the area.  That creature must make both a Strength and Constitution saving throw.  If it fails the Strength saving throw, the creature is moved 5 feet away, knocked prone, and you are no longer considered engaged if the creature does not have reach to attack you with one of its melee weapons.  If it fails the Constitution saving throw, the creature is dealt an extra 1d4 thunder damage.

This spell’s damage and thrown distance increases when you reach higher levels.  At 5th level, the spell’s thunder damage increases to 2d4 and the thrown distances increases to 10 feet.  The distance increases to 15 feet and 3d4 thunder at 11th level, and to 20 feet and 4d4 thunder at 17th level.

 

Thoughts?

Daily Punch 11-30-15 Song Maestro feat for DnD 5e

Bladesingers seem cool (Sword Coast Adventurer’s Guide p 141), but we can make it better…

 

Song Maestro

You are a master of music, and that song pours into your soul, sword, and your enemies.  Gain the following benefits:

  • You may spend two uses of your Bladesong at once.  If you do, increase your bonus to AC to double your Intelligence modifier and double your Song of Victory class feature bonus to damage.
  • Instead of using your Constitution modifier to determine extra hit points per level, recalculate your hit points using your Intelligence modifier instead.
  • Increase the bonus damage reduced by your Song of Defense class feature to six times the spell slot spent instead of five.
  • Gain one extra use of your Bladesong ability per rest.

 

Thoughts?