Thursday, July 19, 2018

Roadwarden: Roster

Genevieve Gironde
Profession: Roadwarden (1) / Race: Human

Profession Bonus: +1 / AC: 12 / Movement: 6 / HP: 8

Combat: Sword: 1d6 / Pistol: 1d6, R: Near, RoF: 1, S: Penetration – Ignore Armor bonus at close range; Noisy / Dagger: 1d4, R: Thrown

Skills: Ride: +2, Notice: +1, Diplomacy: +1, Athletics: +1

Traits: Human (1/day): Normal vision. Normal movement. Once per day, a Human may either re-roll a failed d20 roll or roll with the Advantage! This ability requires a Long Rest to recharge.

Dodge Blow (1/day): The character is versed in dodging and parrying melee attacks made against them. Once per day they may void one attack made against them. This requires a Long Rest to recharge.

Combat Trained: Against minion class opponents, a Warrior-type may make 1 extra attack per round.

Lionel McIntyre
Profession: Roadwarden (1) / Race: Human

Profession Bonus: +1 / AC: 12 / Movement: 6 / HP: 8

Combat: Sword: 1d6 / Pistol: 1d6, R: Near, RoF: 1, S: Penetration, Noisy / Dagger: 1d4, R: Thrown

Skills: Ride: +2, Notice: +1, Athletics: +1, Streetwise +1

Traits: Human (1/day): Normal vision. Normal movement. Once per day, a Human may either re-roll a failed d20 roll or roll with the Advantage! This ability requires a Long Rest to recharge.

Dual Wield: Is able to effectively dual wield. When wielding a light weapon in the off-hand, the character gains +1 AC. They may also attack with their off-hand without incurring a Disadvantage.

Combat Trained: Against minion class opponents, a Warrior-type may make 1 extra attack per round.

The Roadwarden #1 - Last of the Nightrider

The Roadwarden

A Solo Session

It is a time of great uncertainty...

The many roads to central forests and the city-state of Grunewood depend on constant and honest tolls to maintain the roads for merchants, travelers, and in times of war, refugees. In order to keep the toll keepers honest and the roads safe, the city-state depends on a group within the Watch known as the Roadwardens. When not on patrol, Roadwardens are known to lead militiamen to deal with threats such as dire animals, goblinoid attacks, and brigands. They are charged with escorting caravans and wagons of important people. They often bring outlaws escapees into the city when they can help it, or at least bring their corpses in. Being in such a mix, Roadwardens often hear tells of treasures and glory from those they meet on the road. Such tales tempt a Roadwarden towards leaving to be an adventurer...

Scene 1 – The Nightrider

<What is the weather? A d10 summer table rolls a 3 and reveals that it is hot with thunderheads and stormy weather.>

Genevieve Gironde's auburn hair was tucked under a long brim hat as she urged her horse further. She had a very affectionate bond with her chestnut and was unwilling to use cruel spurs into it's hide. Her spurless heels did press into the beast, which was enough of a signal to maintain speed as the pair passed through curtains of rain. A silver flash of lightning brightened the twisting trails of the Grunewood, ahead of her was the fluttering black cape of one called the Nightrider.

McIntyre: “Blighters got a hell of a lead on us.” He commented <Ride Check McIntyre is +3 vs. TN 12 = 17>. He maintains speed along with his lead as the pair continue to chase after him.

Genevieve: “We'll break on either side, I'm going to draw and fire. If I hit him you run him down, aye?”

McIntyre wore the same long brim hat as his lead. His hair was blonde with a short beard and mustache along his broad face. While he did not acknowledge directly, he did spur his horse. Unlike his lead, he had no qualms about gaining speed. <Does the storm complicate? 65% Yes = 80%>. It appears, though the warm, fat droplets continued to fall, they had begun to lighten for a brief window.

McIntyre: His actions made the horse move faster, but at a cost of requiring another ride check. <TN +3 vs. TN 13 = 15> He continues to speed without losing control from the horse due to protest.

Genevieve: Slowed down and drew her pistol and took aim. The runelock hissed at the touch of the rain but continued to burn bright. Her aim was steady, though complicated by trying to shoot a moving target.

Pistol Shot: <Attack +1 vs. AC: 11. Disadvantage due to conditions and movement. She spends her Human talent to negate Disadvantage. Roll = 14. Hit! 1D6 = 3>

The Nightrider was grazed underneath the pit by the bullet. He grunted and gripped his side. The act required a riding check to maintain himself <Skill: +4 vs. TN: 12 w/ Disadvantage from injury. Result is: 15> - Despite the pain, the rider is able to maintain his position on the horse. He did slow down, as his body was hesitant to move in a momentary stake of shock. His movement slowed a new initiative had begun.

D20 + Move

Genevieve does not move. She instead quickly loads her pistol and fires a second shot. <Attack: +1 vs. AC 11 w/ Disadvantage = 13. Hit! Damage = 4>. The shot strikes the Nightrider in the shoulder <Does he fall? 75% Yes = 05% (Exceptional Yes!)>

The horse that carries the rider bucks in the air and sends the rider sprawling to the ground. The fall is a nasty spill <d4 damage = 2> reveals that he grazes a rock, causing a cut on his head. The Nightrider is very much in bad shape, but two bullet wounds will do that (HP: 4 / 13)

McIntyre: Rides up to the fallen body. He regards the fallen figure for a moment with the tilt of his head <Notice vs. Stealth. McIntyre has Notice +2 vs. Rider's Stealth +3 = 7 vs. 15>. As far as he can tell the Nightrider appears to be dead. He did take the precaution of drawing his saber as he began to approach. As he drew near the body he knelt and reached to roll the man over <Is McIntyre surprised? 65% Yes = 40%>

The Rider suddenly turns and attempted to stab McIntyre with a dagger! <D20 +2 vs. AC: 12. Advantage Nightrider = 8>. The blade appeared to be meshed in the chainmail without cutting the leather of McIntyre's vest. The sudden realization hits McIntyre who panics and stumbles back.

McIntyre: “Bastard!” He sneered as he gripped his saber.

D20 + Move

McIntyre: While staring into the grinning face of a fanatic, the Roadwarden went on the offensive. He swung his saber in a killing stroke <D20+1 vs. AC: 11 = 17. Hit! 1D6 = 4>. The blade buries itself into the Rider's neck. He withdrew the blade and slashed again, nearly severing the head from the body. The Nightrider certainly had the look, the all black and brass, but he appeared to lack the head for the job. Or so, McIntyre thought as it crumbled before him.

Genevieve's horse walked towards the scene as she reloaded her pistol. The rain had tapered off and she regarded the scene with a lean forward and a spit take, “What do you make of this one, Lionel?” She asked, using McIntyre's first name.
“Another terminal psychotic, lass. Unfortunately he managed to kill the stable hand who was tending to the horse there. He seemed pretty quick to leave town.”

Genevieve: “We'll find out soon enough.” She knelt and began to search the body <Notice +2 = 15>. Searching the body she manages to find a second dirk tucked in his clothes, a piece of parchment, and an amulet of red metal in the shape of the start sporting an eye in the middle. The piece appeared to be all metal with no precious stone or other ornamentation. “Do you know what this means?”

McIntyre: “Why ask me?” He asked. A touch of suspicion was in his voice.

Genevieve: “You get into the city more than I do.” She said.

McIntyre: Examined the metal piece for a moment. <Streetwise: +2 vs. TN: 15 = 10> While he cannot name it outright he does gain a certain feeling about the amulet, “It's something from the city. Something underground, but I don't know why it, or he, is this far out here.”

Genevieve: “We'll examine the rest when we get back to the wall, for now, let's tie him to the horse.”

<Weather Check – 6> The storm had tapered off into low hanging gray clouds that hovered overhead. A cool breeze felt welcomed against the humidity as the Roadwarden's tied down the body and proceeded back towards the distant walls of Grunewood.

Thursday, June 14, 2018

Seaside Races

The constant approach of aquatic races, especially those portrayed by the 'world most popular role-playing game' tend to make a race that is very much like their surface cousins, just they have blue skin and gills attached to their necks. I've never seen anyone play them or go out of their way to advocate much for them, and my personal opinion is that while I have nothing against them, I believe the deeps of the ocean should be reserved for monstrous things like Aboleths, Sahuagin, and Kraken. I guess merfolk may be one of the friendlier races I like to see dwell in my ocean, not a blue-green Dwarf with gills coming out of his neck. So! I wanted to make a few water dwelling races.

House Rules

-5e: All of these 'groups' are proficient in swimming.

-Mini Six: Each of these races begin play with a Specialty die in Athletics (Swimming).

-5e: Use suffocating rules (PHB 183) to simulate drowning. An aquatic character has trained their body and gain Con Modifier + 3 in minutes before drowning with a minimum of 1 minute.

-Mini Six: May hold their breath for a number of minutes equal to their Might Die with no bonuses + 2 extra rounds before fearing drowning.

Sea/Water-based race groups

Sea Clan Dwarves

Brief: Based out of remote islands, the Sea Clan is very different from popular conception of Dwarves. They tend to be relatively thinner and tanner compared to their underground dwellers. The Sea Clan are often merchants either moving goods such as rare fruit or glass beads to nurturing and harvesting oysters fer pearls. Their rivals are Corsair Orcs whom the two are known to raid each other for spoils and rights to fish certain plentiful regions of the Azure Sea. Sea Clan Dwarves tend to feud with Pirates who bring trouble and lawlessness to the region.

Shore Gnomes

Brief: Found along the coasts of either ocean or river, Shore Gnomes are groups of Gnomes that known to fish and trap the shallows for things such as crab or lobster. With small boats they like to paddle to coral reefs to selectively harvest certain corals for alchemical or magical reagents. Such an act requires either incurring the wrath or making a deal with merfolk who patrol the area. Shore Gnomes are noted for a willingness to build or at least maintain lighthouses. A Shore Gnome with the distinction as a Keeper takes their job very seriously as no Gnome wants the reputation as being a bane to ships. Shore Gnomes tend to be a quiet and suspicious lot, they've seen one too many haunted ships try to either land or take over lighthouses to be as jovial as their kin who stuck to land.

Corsair Orcs

Brief: Orcs of the sea start out on island communities and are often raised under the mantra that either cruel, dark things lurk beneath the waves- so you better sacrifice something to appease them, or that the sea is controlled by a beautiful bitch queen who needs to be placated. Either way, Orcs know to drink and eat hearty, spend the treasure when you get it, and the occasional sacrifice of captured slaves or animals wouldn't hurt either. Corsair Orcs (and Half-Orcs) are often found in the company of other pirate gangs in the region. There are few instances where ship is crewed entirely by Orcs, those that are can be highly aggressive and may accept little ransom, preferring to take the ship and capture slaves to either sell or sacrifice to whichever patron the crew chooses to follow.


Brief: Also known as River Halflings, the Fisherfolk typically dwell along rivers, in swamps, or marshes. Any place where the fishing is good. Over time and training these Halflings have an instinctive sense of finding the perfect spot and the patience needed to wait and draw in the perfect catch to eat or sell. A lot of these folk train their bodies for extended dives when they wish to search the river bottom or the possibility that a large fish drags them under. Their main rivals are often Saurians for control of these territories. Fisherfolk Rangers & Druids like to even the score against their rivals by taming alligators and crocodiles as their mount / animal companion.