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ironemblem · 7 years
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sorry for lack of posts, last weeks of school are getting hectic. I did get a few rpg projects done however! Made a tattered note, a fake potion and a batch of aged paper!
Tattered Note: I took some paper, soaked with coffee, baked lightly, rubbed with coffee ground mixed, blow dried it, burnt it a touch then wrote on it.
Fake Potion: I put some stones, cloves, and a tea bag in a jar with some apple cider vinegar. The label on the jar roughly translates from Dethek runes (forgotten realms 1e) to ‘Feel Better Quick’. top piece is ‘2′ in same language.
Aged Paper: I soaked some paper with tea, and then lightly baked. experiment with different strengths, drying times, heck for some cool texture put the tea bag on the piece of paper while it dries. Or lightly damp it a few times with a wet tea bag rub, before the soaking process itself for some extra color
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ironemblem · 7 years
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DnD 3rd Edition Magic Item: Cooking and Dragons?
This week for the blog I go over a rather simple item, for D&D 3rd edition, or Pathfinder if you like that. I decided there was definitely a lot of combat items out and about, but few utility ones! After discussing with a friend of mine I decided on designing up an item relating specifically to cooking, so without further ado.....
The Travel Cabinet of Indeterminable Spices and Herbs
A squared box, about three feet all around, made of usually wood. These items are popular among the more culinary minded adventurers. Quite simply the magical item generates an endless supply of spices! The only problem? You have no control over what spices!
The box generates 1d4+3 vials of random spice per day (roll for each, or gm may instead choose), each vial is about 4 ounces of the specific spice. At the end of the day any spice not used in some kind of food disappears and the box refreshes itself with a new assortment. Any skill checks relating to cooking with the spices gains a +4 circumstance bonus, the cabinet seems to produce only the finest of ingredients.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, Create Food and Water; Market Price: 7500 gp; Weight 14 lbs. 
Spices Table
D100 Result                                                      Spice
01-02                                                                  Ground Cumin
03-04                                                                  Basil, Fresh
05-06                                                                  Basil, Dried
07-08                                                                  Smoked Paprika
09-10                                                                  Cinnamon, Stick
11-12                                                                  Cinnamon, Ground
13-14                                                                  Bay Leaves
15-16                                                                  Thyme, Fresh
17-18                                                                  Thyme, Ground
19-20                                                                  Rosemary, Fresh
21-22                                                                  Rosemary, Ground
23-24                                                                  Rosemary, Dried
25-26                                                                  Nutmeg, Ground
27-28                                                                  Turmeric, Ground
29-30                                                                  Coriander, Ground
31-32                                                                  Cardamom, Ground
33-34                                                                  Allspice, Ground
35-36                                                                  Cloves, Whole
37-38                                                                  Cloves, Ground
39-40                                                                  Ginger, Ground
41-42                                                                  Ginger Root, Fresh/Whole
43-44                                                                  Saffron
45-46                                                                  Grains of Paradise, Ground
47-48                                                                  Grains of Paradise, Whole
49-50                                                                  Sumac
51-52                                                                  Amchur Powder
53-54                                                                  Juniper Berries
55-56                                                                  Long Pepper, Grated
57-58                                                                  Long Pepper, Whole
59-60                                                                  Anardana, Seeds
61-62                                                                  Mace, Ground
63-64                                                                  Anise, Seeds
65-66                                                                  Tarragon, Fresh
67-68                                                                  Tarragon, Dried
69-70                                                                  Fennel, Seeds
71-72                                                                  Fennel, Pollen
73-74                                                                  Epazote
75-76                                                                  Mint, Leaves/Fresh
77-78                                                                  Mint, Leaves/Dried
79-80                                                                  Mint, Oil
81-82                                                                  Sage, Ground
83-84                                                                  Oregano, Leaves/Dried  
85-86                                                                  Black Peppercorns, Whole
87-88                                                                  Black Peppercorns, Ground
89-90                                                                  Marjoram, Ground
91-92                                                                  Marjoram, Fresh
93-94                                                                  Vanilla, Beans/Dried
95-96                                                                  Sugar, Sugarcane  
97-98                                                                  Salt, Pink
99-100                                                                Salt, Rock 
If you liked this post, consider following the blog. If you super duper loved it consider checking out my patreon here, where you can get very early access to some homebrew campaign settings. Support given to the blog will let me get some cool stuff abrewin’ quicker like commissioning art, better equipment to branch out into videos that kinda thing. Much appreciated either way though ya’ll! Thanks for reading!
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ironemblem · 7 years
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GURPS Magical Items: Monster Huntin’ Gear
 The following items were made using the “Magic Items as Advantages” rules. Generally designed with monster hunting characters in mind, helpful items to keep up with the things that go bump.
Damnation’s Breath [54 Points]
“Rumor abound that a late 16th century French gunsmith sold his soul to craft this weapon. To avenge the death of his son at the hands of a rampaging werewolf. At first glance one might think it to be a standard Petronel, its distinctive mix of carbine and pistol qualities identifying it as such. But the metal is constantly warm, there is so lock mechanism for triggering gunpowder, and instead of wood for the handle, it is pale pinkish leather wrapped about bone. Gruesome to say the least.
To use the weapon one merely aims and pulls the trigger, rather like a modern firearm, but every shot lets loose not metal but flames from Hell itself. It is costly though, every blast sapping some of the users own vitality. Eventually the weapon itself drives the wielder to insanity, not necessarily damning their souls, but making it much easier for them to fall on the dark path.
Crafted towards the goal of killing a werewolf, the gun is nonetheless useful to any hunter of monsters, Hellfire ignoring all protections, bar some higher existence.”
Damnation’s Breath has the following modifiers (already applied);
-Can Be Stolen (DX) -30%
-Unique -25%
Damnation’s Breath’s burning attack has the following modifiers in addition (already applied);
-Affects Insubstantial +20%
-Cosmic Irresistible Attack (Ignores DR) +300%
-Costs FP 3 -15%
Thus each die of burning attack costs 18 points.
Advantages: Innate Attack (Burning) 4d [72]
Disadvantages: Destiny (Great Disadvantage, “Fall to Evil”) [-7], Nightmares [-2], Phantom Voices (Diabolical) [-7]
Rat Nose Charm 12 Points
“A simple item, a silver coin about 2 inches across, stamped with a rat’s face. Produced by magically inclined hunters by the dozens, each Rat Nose Charm improves the nose of any who keep it on their person. Helpful for tracking down those creatures who leave few footprints, but still have some scent. What continues to drive demand is the fragility of pure silver… and if a charm gets bent very much the magic fails.”
A Rat Nose Charm has the following Enhancements and Limitations (already applied)
-Breakable -20%
-Can Be Stolen (Trickery) -20%
-Mana Sensitive -10%
-Switchable +10%
-40% modifier on all advantages of the Rat Nose Charm.
Advantages: Acute Taste and Smell 3 [3], Discriminatory Smell [9]
Spring Heeled Jack’s Boots 12 Points
“Supposedly these boots belonged to the infamous killer and troublemaker, Spring Heeled Jack. Possibly a demonspawn of some kind, his boots (and indeed much of his personal effects) have taken on some measure of his taint. The boots in particular grant increased jumping ability, but brings on its own downsides. Animals become more wary, the owner gains dark urges, and a nagging reputation always finds its way to whoever wears the boots. For better or worse the boots always return to a willing owner.
Most hunters would be more than willing to suffer such minor effects to gain the extraordinary movement enhancements, allowing even normal humans to keep up with the likes of vampires!”  
Spring Heeled Jack’s Boots have the following Enhancements and Limitations (already applied)
-Mana Sensitive -10%
-Switchable +10%
Which comes out to no effect either way.
Advantages: Enhanced Move (Ground) x2 [20], Super Jump 1 [10]
Disadvantages: Bad Reputation 2 (“Known as an Untrustworthy Fool” Everywhere/One) [-10], Lecherousness (15) [-8],
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ironemblem · 7 years
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Boffin's Beneficial Battle Boxes. Dice Brigs, Mini Bunkers or Classic Bins. 3D-4B Kickstarter relaunch May 6th. http://thndr.me/3R4B5D
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ironemblem · 7 years
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GURPS, Spirit Vessel Packages
 Really digging the spirit vessel idea from Thaumatology, so I decided to stat up some of my own! I go over three spirits of various strength.
Lanius (the Butcher)
A spirit of no certain origin, Lanius represents killing, and being good at killing. Followers of Lanius delight in the slaughter of any, in fact it is considered perfectly acceptable to kill other followers of Lanius (perhaps taking Enemies disadvantage for the entire cult). Those who become a vessel of Lanius take on the specific visage of the executioner, becoming a silent thing of death dealing. Even those not of the faith may call upon Lanius, the Butcher will possess any mortal with glee, for it wishes to do the dark business of killing.
Template 118 Points
Attribute Modifiers: ST +4 [40]; DX +4 [80]
Advantages: DR 4 (Tough Skin) [8], High Pain Threshold [10], Unfazeable [15], Weapon Master (All Muscle Powered Weapons) [45]
Disadvantages: Bloodlust (6) [-20], Cannot Speak (Mute) [-25], Compulsive Behavior (Killing) [-15], Numb [-20]
Spirit-Vessel Advantage
           The base 15-point cost of Alternate Form has these modifiers:
-Accessibility, must drink fresh blood (of any besides self) and put on an executioners hood to trigger possession. Must keep hood on for entire possession. -10% Hood, -10% Blood. -20% total Accessibility
106 (Vessel) + 12 (Alternate Form w/modifiers) = 118 points to be a vessel of Lanius.
Painwracked
A trapped and maimed demigod, weakened considerably from a curse of pain. The followers of the Painwracked put themselves through strange rituals, both of pain and thought, in an effort to free their patron and gain glimpses into the future. One who actually takes on a shard of the Painwracked to become a vessel are the holiest of the bunch, for to do so is to inflict unbelievable pain on oneself. The rewards are quite obvious though, if one is able to stay conscious through it, casting one’s senses great distances, seeing omens, and even able to force some of the Painwracked’s agony into others (to hasten its freedom according to doctrine). As mentioned though it is hard for a mortal to comprehend the pain, rendered crippled and in agony, as well as the process being completely exhausting.  
Template 28 points
Advantages: Affliction 2 (“Aura of Agony”; Agony +100%, Area Effect 2 yards +50%, Based on Will +20%, Emanation -20%) [50], Clairsentience [50], Precognition [25]
Disadvantages: Chronic Pain (Agonizing; 8 Hour Interval; 15 or less) [-75], Dependency (Assuming my natural form; Constantly; Fatigue Only, -50%) [-12], Lame (Crippled Legs) [-10]
Spirit-Vessel Advantage
           The base 15 point cost of Alternate Form has these modifiers;
-Pact (Mysticism) -10%
25 (Vessel) + 14 (Alternate Form w/Modifiers) = 39 points to be a vessel of the Painwracked.  
Hordes of the Drowned
A legion of spirits, drowned mortals all, bound by unfinished business. For those learned in folk magics, calling out to a mass of hungry spirits is simple, and they are quite eager to feel life again. Those who are possessed by the Hordes of the Drowned become almost like a wight, one bound to sources of water like the spirits that create them. With a touch another mortal feel’s the sea, and a look causes one expel sea water. Not particularly tiring or bothersome to the vessel, taking on the weaknesses of the undead discourages many from staying in the form for very long. A vessel of the Hordes suffers nightmares while their pact is active, the spirits tormenting the living asking for a taste of life!
Template 98 points
Advantages: Affliction 3 (“Dead Sailor’s Gaze”; Retching +50%, Sense-Based +150%) [90], Amphibious [10], Dark Vision [25], Doesn’t Breathe [20], Injury Tolerance (Unliving) [20], Innate Attack (Fatigue Attack 2d) (“Deathly Touch”; Hazard Drowning +0%; Melee Attack Reach 1 -25%) [15]
Disadvantages: Dependency (“Submerged in Water”; Common; Hourly) [-40], Disturbing Voice [-10], Dread (Fire) [-10], Supernatural Features (No Body Heat, Pallor) [-20], Vulnerability (Blessed Items; ‘Rare’; x2 Damage) [-2]
Spirit-Vessel Advantage
Prerequisites: Pact, Nightmares -5%
88 (Vessel) + 14 (Alternate Form w/Modifiers) = 102 points to be a vessel of the Hordes of the Drowned
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ironemblem · 7 years
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Dragon’s Breath Tavern
Giving a look over at another adventure by the talented Jeff C. Stevens (@Jcorvinstevens)! This one is called the Dragon’s Breath Tavern, made for a group of 4-5 adventurers of levels 3rd to 5th in D&D 5e.
Disclaimer: I received this adventure for free, for the purposes of review. That said I try to highlight what works and what doesn’t with anything I look over.
Synopsis
Imagine the typical tavern scene, only with something off lurking below the surface! Through some measure of fate the pcs have stumbled across a town hosting this Dragon’s Breath Tavern, the only business in town that’ll serve adventuring types! Funneled towards this one place the pcs meet all manners of interesting npcs, learn a new gambling game called Demon Dice, and are treated to a buffet style offer of booze!
Sounds nice right? Well of course it’s not as peachy as it seems! A strange man called Baron von Larr runs this little joint, oh and did I mention he is working with a pack of werewolves to rid this area of adventurers? Connecting the dots, right? Yep, he is subduing adventurers at night, dragging them into some caravans below the place and doing all manner of things to them. Now of course our beloved pcs aren’t so easy to just grab! If the adventure goes right they cut a path through these caravans, free captured folks, kill some monsters, grab some treasure, and maybe even take out this Baron in his sadistic fighting pit!
Content  
Really good story that takes a riff on the standard tavern scene! Has combat, some roleplay (with the dice game and npcs), and in general fills that good ole rpg quest! Bad guys to fight, people to save, treasure to take! After the adventure there is plenty of detail on the tavern to even use it as a recurring locale! Besides that quite a few hooks are purposefully left in the story to continue if you wish. How do the werewolves retaliate? Why are they doing this? What comes next? But not too large of plot points where it leaves the pcs unsatisfied if you aren’t planning on continuing it!
Rating: 4/5
Organization
Very well done, npcs are described when first met and then the info is repeated in the back near some handy battle trackers. Maps are likewise up front and back both (with a special player map). I think some quick links in the pdf to the maps would improve it, but it is certainly playable as it is!
Rating: 4/5
Artwork
The art in this adventure is amazing, to put it simply! ETC (@ElvenTower) and Daniel Walthall (@Axebane) really brought this adventure to life! Most of the maps are of a 3D style, which leads itself well to the caverns beneath the tavern, and the monster pictures are quite vivid! Really good work overall!
Rating: 5/5
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ironemblem · 7 years
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Help us to fund the publication of this exciting new RPG. Visit Dreams.Build to sponsor the campaign! http://thndr.me/EEPiUI
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ironemblem · 7 years
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GURPS Example Characters: C.E.P Final Part
Much too delayed, but here is the final part of the Coalition of Enhanced Pals! I go over some tactics, headquarters and little blurbs of possible upgrades! 
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Headquarters, Sanctuary 
Located on the east side of Indy, the Sturdy Thread Garment Factory is a place out of time. Once a vibrant, very profitable clothing production line, now it is decrepit, nearly empty, a 1960’s corpse of brick and mortar. But also a place of hope, in it the C.E.P hole up, planning their moves, hanging out, a sanctuary for the young crew of mutants. Joshua Gable, using a series of in-betweens, technically fake identities and the profit of invested pocket change bought this place up for a bargain (of which he will not disclose).
1. For some strange reason this room was set up similar to a doctors office, complete with armchairs and magazines. As well as motivational posters everywhere (Blink put them up then proceeded to deny it). 
2. Here is where breaks used to occur for managers (it was an old place). Now it has been set up as a sort of nerd corner. A fridge stocked with snacks, a deluxe microwave and hot plate in one section. A top of the line set of gaming computer’s in the other. Percipient put this all together though doesn’t tend to linger (his weakness for frozen pizza snacks does bring him back often however). 
3. This used to be the workstation for the factory, now the C.E.P relaxes. Pretty okay beds, bookshelves, a few arcade machines, and a big tv! 
4. Here is where the dirty work of the group is done, cars fixed, weapons researched, training done, everything! The back area has been dedicated to a boxing ring, while the front is darn near an auto shop (with a bunch of weird sparky stuff the others try not to touch or stand too close to). Most of the members also tend to not let Percipient fix up their cars... Unrelated to the scary telsa coils and glowing mystery vials I’m sure. 
Tactics 
 In a typical combat situation the group tries a series of usual tactics, complimenting each others natural abilities. Three steps occur; 
Step 1, (The Probe) Farsight and Blink scout out a potentially dangerous situation. Farsight giving a check from afar while Blink checks out any interesting items found (or nabs enemy weapons). 
Step 2. (The Thinkin’) With the received info the group plans a particular course of action. Honestly Percipient leads this. 
Step 3 (The Punchin’) Now the heavy hitters go in, subduing enemies, Indomitable acting as a human shield, while Commando does the beating! Blink will support with strategic strikes, or much more commonly completes the noncombat parts with Farsight and Percipient. 
Members, and Possible Upgrades 
Blink: Most points would be set aside for slowly breaking the range limitation and raising FP levels. Later even investing in modifiers to drag others along with him.  
Commando: ST would be a priority til about 30, afterwards combat skills (and if allowed techniques off of them) would follow. 
Farsight: More skills would be the most likely upgrades, first aid, lockpicking, a few weapon, becoming a little bit more well rounded. 
Indomitable: Simply put more skills, combat, utility, etc. Little more can be unlocked from her powers, except possibly faster regeneration.   
Percipient: Extra points would most likely go towards skills tapped by Wild Talent, otherwise they would be invested into ‘buying’ strange inventions as advantages. 
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ironemblem · 7 years
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A Goblin’s Big Break Podcast Info
 A sort of announcement for those who don’t follow me on twitter, I’m starting up an actual play DnD 3rd edition podcast with my family (keep checking for a proper set date). Not just any campaign though, the pcs are going to be goblinoids (hence the name), and not those wussy “goody-two-shoes, peace n’ love’ goblinoids! No my family wants to be full on evil! I’m setting this evil goblin campaign within the Forgotten Realms, and the edge of Deepingdale, towards which their goblin tribe is currently raiding! So I’ve decided to start posting some of my notes up here (since my family doesn’t read my blog anyway).
Irongut’s Marauders 
Members List 
Goblins (Gric/Threads) 
-20 Standard (Scouts/Gric)
-5 lvl one Adepts (Gric) 
-Gric, lvl four Adept 
-10 Standard Calvary Goblins, +6 Ride (Worg) checks and Mounted Combat feat (Worg Riders/Threads) 
-Threads, lvl two Rogue 
Hobgoblins (Innec) 
-10 Standard 
-10 lvl four Warriors (Innec Guard) 
Innec, lvl four Wizard 
Falchion, lvl four Warrior (same as Guard)
Bugbears 
-6 Standard (The Iron Ring) 
Chief Irongut lvl two Fighter
Worg Pack
-10 Standard
-3 HD 6 Worgs (Sons of Gristlefur)
Gristlefur HD 8 Worg (Alpha Male)  
Captured Monsters
-1 Gelatinous Cube
-1 Medium Sized Monstrous Scorpion
-1 Owlbear
PC Character Choices
-Hobgoblin (to-be Ranger)
-Goblin Wizard
-Goblin Rogue
  A loose alliance of goblinoids, and even a worg pack, all under the rule of Irongut, a bugbear warrior of great prowess and even greater cruelty. This ‘tribe’ is currently based out of long abandoned farmlands situated on the edge of Deepingdale.
Goals: Under the direction of Irongut the tribe raids Deepingdale, so far it has only be gentle probing strikes at the very most edge, but the fearsome Chief wishes the entirety of the dales in flames, the greatest cities rendered into ash!
Goblins: The lowliest part of the tribe, but also the bulk of it. Two individual groups exist among the goblins of the tribe, Those under Gric (the Adepts and Scouts) and those under Threads (the Worgriders). A seldom appreciated fact among the tribe is the alliance with Gristlefur’s pack relies entirely on Threads and his crew. If they are pushed too far the deadly Worgs won’t help the Marauders any longer. 
Hobgoblins: The backbone of direct combat for the tribe, and with them a great deal of magical power. Innec, a hobgoblin wizard of some skill, was once the leader of the hobgoblins, having turned over control at Irongut’s display of strength. Really he wanted to dedicate more time to magical studies. Falchion watches over Innec, and trains any goblinoid warrior that has the will.
Bugbears: A small, but malicious bunch. Irongut and her kin bully the tribe at their leisure. Taking what they want when they want (trending lighter around the more elite Hobgoblin of course).
Captured Monsters: Irongut has been assembling a small zoo of sorts, letting Threads’ crew watch them for now.
Worgs: Gristlefur rules this pack of Worgs, they want only a few things from their arrangement, good meat, soft bedding. Adds quite a bit of power to the tribe. Very rarely Gristlefur or one of his sons will join in a battle, even rarer letting a goblin ride on them. Irongut has been attempting to get Gristlefur to let her ride him, but so far the loner worg have let none but those of Threads group fight with him!
Major NPC Stats
Gric, Shaman lvl 4 Adept; CR 2; Small Humanoid (Goblinoid); HD 4d6; hp 16; Init +1 (Dex); Speed 20 ft.; AC 12 (Dex +1, Size +1); Melee Atk +1 Club (1d6-2 Bludgeoning crit/20 x2 ); Ranged Atk +4 Sling (1d4 bludgeoning crit/20 x2, 50 ft range increment) ; AL LN; SV Fort +2 , Ref +2 , Will +6 ; Str 6, Dex 12, Con 12, Int 13, Wis 14, Cha 14
Skills and Feats: Concentration +8, Hide +5*, Knowledge (Religion) +8, Move Silently +5*, Wilderness Lore +9; Brew Potion, Scribe Scroll
Class Abilities: Summon Familiar (Raven, speaks Goblin)
Possessions: Club, Tattered Robes, Human Skull Mask Adorned with Raven Feathers, Necklace of Bird Skulls (Holy Symbol), Potion of Cure Light Wounds (3 Doses), Scroll of Sleep 
Spells Prepared (3/3/1): 0- Create Water, Guidance (2); 1st- Bless, Cure Light Wounds (2); 2nd- Web
Threads, Worg Friend lvl 2 Rogue; CR 2; Small Humanoid (Goblinoid); HD 2d6; hp 8; Init +6; Speed 20 ft.; AC 16 (Dex +2, Leather +2, Shield +1, Size +1); Melee Atk +3 Dagger (1d4+1 piercing crit/19-20 x2); Ranged Atk +4 Shortbow (1d6 piercing crit/20 x3, Range Increment 60 ft.); AL NE; SV Fort +1, Ref +5, Will +1; Str 12, Dex 15, Con 13, Int 10, Wis 12, Cha 6
Skills and Feats: Diplomacy +3, Disable Device +5, Escape Artist +7, Hide +11*, Listen +6, Move Silently +11*, Ride (Worg) +8*, Spot +6, Use Magic Device +3; Combat Reflexes, Mounted Combat
Class Abilities: Evasion, Sneak Attack +1d6
Possessions: Dagger, Shortbow/w 30 Arrows, Leather Armor, Small Shield, Wand of Charm Person (33 Charges)
Innec, Annoyed Mage lvl 4 Wizard; CR 5; Medium Humanoid (Goblinoid); HD 4d4; hp 16; Init +3 (Dex); Speed 30 ft.; AC 13 (Dex); Melee Atk +3 Touch; Melee Atk +3 Quarterstaff (1d6+1 Bludgeoning crit/20 x2), Ranged Atk +5 Ray, Ranged Atk +5 Light Crossbow (1d8 Piercing crit/19-20 x2); AL LN; SV Fort +3, Ref +4, Will +4; Str 13, Dex 16, Con 14, Int 15, Wis 10, Cha 9
Skills and Feats: Alchemy +9, Concentration +9, Knowledge (History) +9, Move Silently +7*, Spellcraft +9; Point Blank Shot,  Scribe Scroll, Spell Focus (Enchantment)
Spells Prepared (4/4/3); 0- Resistance (2), Read Magic (2); 1st- Hypnotism, Magic Missile (2), Negative Energy Ray***; 2nd- Ghoul Touch, Mirror Image,Tasha’s Hideous Laughter  
*** From Non-PHB sources
Possessions: Quarterstaff, Large Scroll (Detect Secret Doors, Erase), Potion of Delay Poison (4 Doses), Wand of Enlarge (25 Charges)
Irongut, Chief lvl 2 Fighter; CR 4; Medium Humanoid (Goblinoid); HD 3d8 +2d10; hp 32; Init +7 (Dex +3, Improved Initiative +4); Speed 30 ft.; AC 20 (Bracers +4, Dex +3, Nat AC +3) ; Melee Atk +7 Winter’s Bite Bastard Sword (1d10+4 Slashing crit/17-20 x2 + 1d6 Cold)* +6 instead of +4 when wielded two handed; AL CE; SV Fort +6, Ref +6, Will +1; Str 18, Dex 17, Con 15, Int 8, Wis 10, Cha 10
Skills and Feats: Climb +9, Hide +8, Move Silently +11; Cleave, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Power Attack
Possessions: Bracers of Armor +4, Immovable Rod (with crude note, “Lil Un Hanger”), Winter’s Bite (+1 Keen Bastard Sword of Frost, Glows White in Storms, Grants Blindfighting Feat, Int 4, Wis 8, Cha 8, Empathy, CE) Winter’s Bite: A strange, otherwise plain looking bastard sword Irongut found many years ago. The iron appears scarred, and dented, but holds an edge sharper than any mundane weaponry. The slightest touch drawing blood, then freezing it. The wielder of it is able to better fight while blinded, a useful trait in obscuring storms. Seeks death, doesn’t care from where. 
*Untrained Skill, just Racial Bonus and Ability modifiers
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ironemblem · 7 years
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Well I have a Patreon Now
You can find it here -  God help me.
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ironemblem · 7 years
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Iron Emblem’s Tips: Prepping and Running a Mystery Adventure
Have you ever felt daunted by the thought of running a mystery? Whatever the system you prefer to play it can be quite the challenge, but if pulled off right can be extremely satisfying for both your players, and very importantly, you. I hope these tips can help out a tiny bit, or at least entertain you for a few minutes. Also big thanks to the D20 Future Show for help with this article (@D20FutureShow)! 
Disclaimer: This goes without saying but I might as well anyway, these are all opinions on the subject, “Your  Mileage May Vary”.
Number One, Know When to Stop Talking
This might be the hardest for some Game Masters (myself most definitely included), but know when to stop describing. You don’t want to give away too many details on accident, either by full on pointing out the major clues or lingering for far too long on a specific area.
As a general rule of thumb, try to keep the first wave of an obscured room’s description within two to four sentences. For example: “The bedroom is dark, oppressively quiet, and foul smelling. Past the range of the hall’s illumination you see nothing but black. The corner of a dresser is barely visible to the left of the entrance, and light switch within a few inches of the doorway.” In this case the characters can’t see what else is in the room yet, they’d need a better light source before they could see more details, like say the murdered mayor draped across his bed with a knife planted firmly in his back. Or you know something dangerous that wants to eat them if you’re running that kind of adventure.
Summary: This is important for many genres, but especially so for mystery, only describe what the characters can detect, giving more details when actually appropriate. Don’t give away the clues for free, make the pcs earn them!
Number Two, Index Cards are your Friends
A habit that’s helped me out in many an adventure is keeping plenty of index cards! If you have certain items hid in an environment write it down on an index card and when, or if, it’s found hand the finder the card. The players think they found a clue? Give them a blank index card to write it down. The cards will keep everything organized and sortable, so towards the end of the adventure they can make a whole story web, connecting the dots so to speak!  
Now if you are running an online adventure you might think this is hard to do, really you just need to shift to an online option (email, instant message, text, anything)!
Summary: The point isn’t the cards (or whatever) themselves, the point is to keep the players directly engaged with the story. Keeping and receiving notes sets a different mood than just telling the players what they found, it makes it more concrete. Essentially this is more of a prop than an organization method.  
Number Three, Be Prepared for Roadblocks
The cold hard truth is occasionally players will get stuck, we aren’t all Sherlock you know. So prepare for this, don’t make a one dimensional adventure, have a few different things moving about in the background. Perhaps even a side plot that is only loosely connected to the main mystery. That way when the players hit a roadblock and can’t figure their way past, you just bring to the surface one of these other pieces, always having something happening.
I. E, the pcs in their investigation of the mayor’s murder have begun to stall. Their only clues are the bloody murder weapon and the odd eye carved into the mayor’s forehead. You, the Game Master, know that the deadly Cult of the Watching Eye are responsible for the murder, their first in the town, and that information of the group is available in research of old religious orders, your players think it is just the mark of a single serial killer, looking into past deaths instead. To draw them back towards the cult route you might have a group of tattooed members ambush them, brandishing knives, and shouting things like, “Bow before the Sons of the Observed!” (A reference to their leading figure). After seeing a bunch of ritualistic psychos the players might investigate the mannerisms and dress realizing the truth of the Watching Eye. Much more flavorful than just telling them it was actually a cult not a serial killer.
Summary: In short; keep it active, especially when the players may be starting to stall!  Have them earn further info, this makes the setting feel more alive and might help them think past a roadblock, or at least stop some awkward silence!  
Number Four, Story Webs and Checklists
Since mysteries aren’t a one path thing you need to prepare for that! Rather than a series of events going off one after another in a linear fashion you should make more of a story web. A visual reference that helps for when inevitably the planned stuff goes awry by actions you didn’t foresee. Instead of, “this happens then.” It’s more, “If pcs respond in this or this most likely of ways, this will happen. Or if they decide to ignore this, I know later on this happens.” Essentially it will break eventually just like a more traditional plot, but you’ll have more ideas to improv off of with a story web.
Another thing you might find helpful is organizing the actual clues to be found. A checklist works really well for this, you list the clue to be found and location, when it’s found by the players simply mark it off your paper/document/whatever. Sounds pretty simple but it might help keep your session running even just a touch smoother.
Summary: Checklists and story webs help organize a mystery adventure into a less linear fashion. Keeping the session chugging along, even when the players bust plots in their most entertaining of fashions! 
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ironemblem · 7 years
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So you wanna become a "Professional" Reviewer?
So you wanna become a “Professional” Reviewer?
Hello folks, the name is Clay. Some know me as Terminally Nerdy. Its probably the youtube channel. And the title of the blog. And my twitter handle.
Anyway, I want to talk to you a bit about getting into the “Review game” as it were, and what you should expect.
Reviewing things is a ton of fun. You get to share your passion with the world, help people make informed decisions, and generally talk…
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ironemblem · 7 years
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GURPS Example Characters: C.E.P Part Five
The longest lasting CEP member by far, Sophia Varela, aka Indomitable, is as her name suggests enduring. Being raised by her Grandmother Lara Varela she’s been given a stable life despite her parent’s deaths. Most of Sophia’s relative live in Brazil still, her mother and father coming here shortly before she was born to follow up a university teaching position. They ended up loving their neighbors so they stuck around, unfortunately a terrible blaze erupted, killing them and many students. She doesn’t know this but she was actually in that fire, her Grandmother pulling her from ashes when none looked, now Sophia hides her powers not realizing Lara knew all along. 
Academics/Hobbies: Sophia is an average student, unafraid to ask Joshua for tutoring help. More recently she has taken to researching Jainism, finding comfort in its morality and practices, an immortal with work can get by without harming another.  
Mutant Powers: Simply put Sophia cannot die, or at least not by any mortal means, she’s been hit by cars, shot, even incinerated but she doesn’t stay dead. Though she has held through the mental trauma so far, it manifests itself through a guilt complex, the undying should sacrifice themselves more Sophia feels. 
Alyson Merkel: Sophia puts a lot of faith in Alyson, who has acted as an anchor to her for quite a while now. She has literally taken bullets for her, and has no qualms about doing it again. 
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ironemblem · 7 years
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GURPS Example Characters: C.E.P Part Four
This next CEP member is quite possibly the most important, Percipient, their leader, their founder, and their greatest supporter. Though on a quick glance it may seem like this young genius is a super villain in the works, he has noble (nonviolent) goals in mind. At the center of it all he wants to be known as a great mind, like Da’ Vinci or Einstein, to do that he wants to prove to the world mutants are vital, by showcasing the positive effect they have.
Born to a lower income family on the east side of Indy, Joshua is the pride and joy of the neighborhood. Boy genius, the kid who knows everything or almost at least. Joshua Gable is technically a mutant, though not experiencing the day to day problems others may get he feels a different kind of isolation. Boredom, feeling he stands above all others
Mutant Ability: Joshua Gable, also known as Percipient, is a very gifted individual. Incredibly smart, curious, and able to learn at astounding rates. Beyond just simply learning, he is actually able to just spontaneously do stuff. Alien AI gun system blasting his friends? Hacked in a jiffy. Nuclear bomb about to detonate. Well he just figured out which wire to cut. That kind of thing, almost like some metaphysical knowledge being imparted on him. Which does give him a massively inflated ego, barely kept in check by his overall plans.
Academics and Hobbies: School simply does not interest Joshua, he learns from the frickin’ universe, or speed-reading. As for hobbies he fills his little free time with all sorts of wacky things, computer programming, essays, and more recently he has learned (in a very cautious safe distance manner) boxing from Maya.  
The Founding: Joshua founded the C.E.P two years back, technically illegally considering he wasn’t of legal age, but when you specialize in backdoor digital “investing”, well that doesn’t matter much. 
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ironemblem · 7 years
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2500 Follower Giveaway!
So as the title says we did it. 2,500 followers and rising! Thank you all for your support, ideas, and encouragement. So in order to celebrate I decided I wanted to do a giveaway but since I’m broke I was baffled as to what I could possibly offer. Then it hit me… you can enter to win a custom Homebrew (for DnD5E) made by yours truly. So if you wanna see your wildest imagineerings made reality in a balanced, setting-neutral fashion hit up the link below!
Giveaway Link
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ironemblem · 7 years
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GURPS Example Characters: C.E.P Part Three
 Here’s the next character of the group, one of the more directly powerful in my opinion. Okutsu Tanaka, aka Blink, a teleporter! Even short range I feel is one of the most useful and strongest of effects, mobility is an often underrated ability. 
Okutsu is a pretty normal kid besides his powers really, living just on the edge of East Indy, with his mom and dad (Chou and Takeo respectively). The average middle class family actually, which he hopes to keep that way by concealing his mutant nature, his parents don’t even know! 
Powers: Also known as Blink, Okutsu has a very odd and powerful mutation, he can teleport short distances, sometimes instantly. He doesn’t know how or why it works, but he also doesn’t really care. The thing he does care about however, is making sure nonmutants don’t find out who he is, which since his power allows a reliable escape well he’s done pretty good so far! 
Academics/Hobbies: Okutsu does okay in school, tries to make his class, gets a solid B, that kind of thing. He has hardly ever been bullied for more than a few seconds, since he can just disappear (he tends to do that trick when the bully is ‘blinking’ when he can, hence the name). His favorite past time is pranking, he likes taking pocket change or something from someone and putting in an odd place. All this sneaking and pickpocketing translate very well to his general profession too, villains can’t do much without their weapons.
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ironemblem · 7 years
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GURPS Example Characters: C.E.P Part Two
Part two, as I’m going in no particular order this post details Maya Kaufman, aka Commando! 
Maya comes from a stern household, raised by her father Abraham Kaufman, an accountant on the east side of Indy. From an early age she was raised to be charitable, honest, and honorable. To stick up for the ‘little guy’ even if it was hard. When her powers made themselves noticeable, well she just had the strength to do it now!  
Powers: Maya’s, aka the Commando, abilities are pretty simple, incredible strength! Far greater than the strongest ‘normal’ human’s, and perhaps not even at her personal limit yet! She isn’t extremely durable, but Commando can take a few more punches than the average boxer. 
Mutant Pride: Maya really isn’t afraid of any antimutant bigots, openly sharing her extrahuman status. She also works tirelessly with her friends to stop the hate directed towards the mutant community, showing how powers like the C.E.P can be used for the betterment of society. If it is needed though, she has no problem smashing those attacking mutants.
Academics/Hobbies: Maya doesn’t care strongly one way or another about school or education, she gets average grades and tends to have decent relationships with teachers. Currently she is taking some French classes. A lot of her free time goes into boxing and/or watching boxing, she has found very few people willing to spare with her so far though!  
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