Effect When the wielder says a creature or group of creatures they can see and should their name and “then get it in!” as an action, the Creature must make at DC 45 Will save. On a failure, the creature or group is sucked into the sack. The creature or group remains in the bag until the wielder lets them out. The wielder can talk to the creature in the bag. A creature that saves against the sack are immune to the effects for 24 hours.
My brother wanted to rush in to a room and slam HEAL into a bunch of undead. I think we need to help him.
Mobile Divinity 1, 2, or 3 Actions Feat 1
Cleric Flourish Open
You go where you god needs you. Stride and cast the heal or harm spell. You reduce the total number of actions needed for the spell by 1. You can use Mobile Divinity while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Thoughts? Too much for the one action version of heal/harm?
This item looks like any other black bag with a rope to close it. However, when the wielder says a creature or group of creatures they can see and should their name and “then get it in!” as an action, the Creature must make at DC 20 will save. On a failure, the creature or group is sucked into the sack. the creature or group remains in the bag until the wielder lets them out the wielder can talk to the creature in the bag. A creature that saves against the sack are immune to the effects for 24 hours.
Why note have enough healing potions when you need them?
Wondrous item, uncommon (potion of healing),rare (potion of greater healing), very rare (potion of superior healing), or legendary (potion of supreme healing)
This canteen is marked with holy symbols. Each day, refreshing at dawn, you can pour three potions from the canteen as an action. You can instead pour all three doses on a creature and completely heal that creature to its maximum hit points.
Basics– THE DEAD WALK! A friend of yours has died, but now some see horrors off in the distance. You don’t care either way as getting his body back for burial nets you a massive pay day. Can you find his body and get your money?
Mechanics or Crunch– Solid work here for a fantasy cowboy game and fits well into a Deadlands game. There is investigation, combat, and roleplaying in equal measure here so all three pillars of a good session are on display. This is just good, well done crunch. 5/5
Theme or Fluff– More solid work here by Dragonlaird for their story. My one, very slightly negative point is that it’s similar to a predictable Deadlands plot. There is always some evil sorcerer guy off-screen doing a bad. That’s why this feels like Deadlands, but it could be a bit too predictable for your hardcore Deadlands fan as not much comes out of left field. 4.75/5
Execution– Dragonlaird excels again with their making of a nearly flawless book. Hyperlinks, layout, text size, scannability, art-everything is just on point. My one issue is cost. It’s 8 bucks. Not horrible, but it’s that much for about one solid or two shorter four hour sessions. But, you are getting what you pay for with this one. 4.9/5
Summary– I’ve always wanted to get deeper into the old west and while not a Deadlands product, it would lead you deeper into it. It’s an interesting world, and it takes advantage of the Savage Worlds rule set. Colonel Bull’s Body is an excellent intro adventure for both. It’s got classic cowboy fantasy themes and solid mechanics. Your older Deadlands fans might not get as much out of it, but for those looking for a good intro to the fantasy cowboy world or a solid session, this would be a great one to pull out for game night. The price is a bit high, but you are getting what you pay for with this product in terms of art, design, and layout. Another great product by Dragonlaird. 98%