Tuesday, March 5, 2019

Knightly Orders: Dragon Knights

Dotting the Known World are several knightly bands dedicated to one of the most powerful creatures of the realm: Dragons. These orders may directly serve a draconic patron or there is something about a certain dragonscale that appeals to these men and women. The opinion on these knights varies from dragon-to-dragon. Some see the Knighthoods as a useful tool, particularly if the knights are interested in serving a dragon instead of slaying them for their scales. Others could care less that an order of mortals are going around with their scale color on their banners, as long as they don't bother them. Below are a set of samples, one per scale color.

Children of the Scale

Scale Color: Black

Rep: Knighthood made by orphaned children and raised by a black dragon. Are known to be conquerors.

Brief: The Children of the Scale is a knighthood consisting of runaways, outcasts, and orphans who have been taken in and raised by a powerful black dragon who lost her first clutch of eggs to adventurers in her early life. Now that she is preparing to give birth again, the Dragon is determined to see her children born and is using the Knighthood that she has nurtured to defend her realm. Besides defending her realm, the Black Dragon wishes to expand its reach outward to create a set of united lands both in and around the morass domain that she claims. Her knighthood consists mainly of Humans and actively fights against Men and Elves of the region.

Storm Knights

Scale Color: Blue

Rep: A combination of Knighthood and operators of both banking and merchant houses. All of which is in place to make a Blue Dragon money.

Brief: Founded by a powerful blue dragon who lived in a nearby sea cave. The dragon turned sellswords and rogue knights into a band that could fulfill martial contracts as well as operating a number of banking houses along the Storm Coast. Current Storm Knights are known for their professionalism and good credit as all of their notes are backed by dragon gold. The Blue elder has very little desire for territory gains, enjoying instead the material wealth that is brought in by the interest payments made on the loans he has given. Those who refuse to pay are soon visited by well trained Knights who may be under orders to take everything. Storm Knights Humans, Elves, and Half-Elves in their ranks.

Bough Knights

Scale Color: Green

Rep: A collection of Elves, Half-Elves, and Dragonkin who hunt greens for their powers and their scales.

Brief: While carrying the image of a green dragon upon their banners, Bough Knights are known to hunt, not serve dragons. Their belief is that dragon scales (especially the green dragons native to Knight's forest realm) contain a great deal of magical energy the Knights could use to forge weapon, armors, or as spell reagents. The Order spends its time controlling the Glass Forest and hunting down dragons when they can. Their current prey is an elder green whose fury may yet change Glass Forest forever if not hunted with care.

Clan Ashstone

Scale Color: Red

Rep: A Dwarven Clan who is in partnership with a red dragon. Seizing communities along the mountain and trading gold they've mind for dragon forged metals.

Brief: Originally an outcast Clan in the greater Dwarven community. Clan Ashstone is part clan, part knighthood that has made a pact with an elder red dragon. The bargain is a portion of treasure for the dragon's horde in exchange for the red's fiery breath to aid in the forging of rare metals into weapons and armors. The Clan's military arm, its Knighthood are terrors and conquerors to nearby Dwarven citadels and surface cities. The Clan and its knights are made almost exclusively of Knights. Some of the knights are known to ride smaller red dragons into battle.

The White Watch

Scale Color: White

Rep: Exile knighthood charged with defending the realm from a powerful elder dragon named Old White and its horde of demi-humans that attack the northern walls.

Brief: Formed of outcast Humans, exiled Elves, Half-Orcs, and Dragonkin. The White Watch is an order of dragon knights dedicated to resisting the attacks of an elder white dragon named Old White. That of course isn't his name, but it's the closest that any man has came to learn it as very little text speaks of the bone white dragon's history or its real (and probably very long) name. Resisting Old White also means resisting its brood of smaller whites as well as a number of humanoids in its employ. Orcs, ogres, frostlings, and dragonkin every great while march against the walls of the north and have to be repulsed by the Watch.

Monday, March 4, 2019

A Sword for Every System

This post works a little different. Rather than look at just one sword through the lens of multiple swords. We look at multiple swords, each sword compatible with one system. Our swords include:

1974 Style

Phoenix Wrath
Type: 1-Handed Sword
Damage: 1d10 w/ Special

Background: Forged for a High Elven King with an affinity with the magical creature, the Phoenix. The magic within the sword glows throughout the blade in shades of yellow, red, and gold. Not only is the blade of superior quality, it has a chance to erupt into flame when strikes its target, causing the innards of the enemy's body to burst into flame.

Notes: This 1-handed sword deals Elite damage (1d10). On an attack roll of 18+, the target takes a bonus 2d6 (Man Killing) damage. This burst of fire may set a target on fire at the gm's discretion.


Hanna, the Blade of Heaven
Type: Bastard Sword +1 or +2
Damage: 1d10 + Strength
Special: Two-handed weapon. A Fighter class may use the weapon one-handed without penalty.

Background: Forged by a Tiefling who hated his birth as a monster bound for the Infernal below, the Tiefling swore he would make his way into heaven with a bribe of a hundred demon souls that he slew. To that end, he forged 'Hanna,' a Katana, so sharp that it would cut any demon. The Tiefling who made the sword claimed that any life taken would be sent the celestial realms to be either redeemed or bound by the archons.

Notes: This blade counts as magical and both silver and cold iron for the purposes of overcoming Damage Resistance. Extraplanar beings slain have their spirits sent to Mount Celestia instead of the underworld.

Sword & Wizardry

Lion's Head, the Blade of a Kingdom
Type: Longsword + 2
Damage: 1d8 + Strength
Special: Axiomatic - When striking a target that is Supernatural Evil or Chaotic the weapon deals a bonus 1d6 points of damage.

Background: Forged at the behest of a Queen who ruled an area that resisted the machinations of the Vampiric controlled Twilight Lands. Lion's Head was her blade she rode into battle with. Along with the finest metals forged to make the sword, it was said that she imbued her sense of justice and right into the blade. It allowed the sword to cleave through undead and man alike in order to continue the valiant struggles against the Vampires that would see her kingdom plunged into eternal night.

Notes: This blade counts as silver for the purposes of overcoming damage resistance.

Mini Six

Fox Blade
Type: Shortsword
Damage: +2D
Special: Haste 1/day: Once per day the blade's magic allows the user to move at Fast speed. They may also take a second action without penalty to their dice total.

Background: One of the short blades of the Kitsune, the fox folk of the Realm. When the magic word is spoken, these swords imbue their users with sharper reflexes and speed. Allowing them to move in for quick strikes and then move out of the reach of the enemy.

Thursday, February 28, 2019

Molly Greenacre - Halfling Hound Rider

Name: Molly Greenacre
Race: Halfling / Class: Ranger (4th Level)

Strength: 14 (+2)
Dexterity: 17 (+3)
Mind: 16 (+3)

Physical: +2
Dodge: +5
Will: +3

Info.: Proficiency: +2 / AC: 16 (Heavy Leather) / HP: 33 / Current HP:

Physical: +2
Subterfuge: +2
Knowledge: +0
Communication: +0

Common Skills: Acrobatics (Dex): +5, Athletics (Str): +4, Diplomacy (Mind): +3, First Aid (Mind): +3, Handle Animal (Mind): +3, Notice (Mind): +5, Ride (Dex): +5, Stealth (Dex): +5, 
Survival (Mind): +3

Combat Info: Melee: +4 / Ranged: +5 / Magic: +5

Shortbow: Attk: +5, D: 1d6+3, R: Near, RoF: 2
Shortsword: Attk: +5, D: 1d6+3, R: Melee, Special: Finesse
Knife: Attk: +5, D: 1d4+3, R: Thrown, Special: Finesse

Traits: Halfling: Small Size. Slow Movement. Normal Vision. They have the following traits below:

Small: +1 AC. Advantage on feats such as Stealth; Disadvantage on feats of Strength, such as Lifting or Carrying.

Ironwill: Advantage on any Save vs. Enchantment spells (Charm or Fear spells).

Halfling Talents (1/day): Roll with the Advantage on 1 Ranged Attack, Dodge save, or Survival check. It requires a Short Rest to recharge this ability.

Primeval Awareness: A Ranger can receive and communicate simple ideas to animals. This is typically automatic, but a Ranger may make a Handle Animal check as needed.

Healing Poultices (3/day): 3 times per day a Ranger can create medicine out of herbs that heal 2d6+3 points of damage to a total of the maximum hit points.

Companion: Molly has a Riding Hound named Ferdinand.

Range Abilities: Dice Type: d8 / # of Dice: 4 / Save: 13 / Current Dice:

Scamper (Cost: 1): Ranger ducks her head and weaves in and out as she moves to avoid blows as she pushes forward or retreats. As she moves, the player rolls and adds the result of her maneuver dice to her AC.

Go For the Throat! (Cost: 1): Ranger gives a command to her companion who attacks with its natural attack (such as a bite for a riding Hound). The Ranger adds the result of her rolled maneuver dice to the pet's damage when successful.

Precise Shot (Cost: 1): Ranger makes a single shot that heavily injures and disarms target victim. The victim receives +1d8 damage and must make a Physical saving throw. On a failure, the victim drops 1 item held in hand. If the victim is holding 2 items, the GM may roll to determine which item is the one to fall.

Ferdinand (Riding Hound): HD: 4 (HP: 24) / AC: 16 (Barding) / AB: +5 / Bite: 2d4 / Physical Save: +5 / Mental Save: +3 - Special: Mount (Can serve as a Mount for small-size creatures)

  • Molly is a member of the Kyna Roadwardens. This is an organization that attempts to maintain the peace on the roads that run throughout the Borderlands. Her path takes her north of the city of Port Kyna towards the farmlands and forest that surround Gorman's Junction.
  • Her mount and companion is Ferdinand or Ferd. She both loves and is playfully annoyed by the mutts affection. She depends on him, not only for companionship but to aid her in battle.
  • She likes to use ride-by attacks with a bow when engaging obvious threats. She is a Roadwarden, however, it is her duty to lend a hand to travelers on the road. An action that can open herself up to danger.
  • Molly may at times be a threat or obstacle if the party is committing a crime. She may also hire the party to help her track down a particularly vicious criminal or creature. She may also travel with the party for a brief period, sharing news she overheard in Port Kyna or on the road.