Wednesday, December 16, 2009

VG Meet Dnd: Larva Crab Worms from Borderlands



[Below you'll find a 4th Edition rendition of the Larva Crab Worm enemies from the hit role-playing shooter game Borderlands]

Larva Crab Worms
Heavily armored subterranean threat who place their habitats near areas soaked with magic.













Larva Crab Worm Tactics
With their hardy scales and territorial nature Larva Crab Worms have a tendency to rush into battle, and use their Scuttling Charge ability to push opponents into advantageous positions. Against ranged foes or opponents they can't quite reach yet the Larva Crab Worms unleash their powerful Corrosive Spittle attacks. Regardless of their tactics, Larva Crab Worms make the most of their burrow speed, utilizing it to both ambush opponents and escape from hairy situations.

Larva Crab Worm Lore
Nature DC 14: The lair of larva crab worms are often placed near deposits of crystals, most notably the magical shock crystal which they cultivate and harvest in a symbiotic relationship. Because of their strange relationship with shock crystals, larva crab worms have built up a resistance to electricity.
Nature DC 17: Despite their thick protective scales larva crab worms are extremely sensitive to pain, and any grievous injuries quickly kill the beast.

Arcana DC 17: The shock crystals that larva crab worms are renowned for farming can be used to decrease the cost of items with the lightning keyword. Each fully-formed crystal (DM's discretion) can be used to lower the cost of an item with the lightning keyword by 10%.

Encounter Groups
Although protective of their shock crystal deposits, larva crab worms are occasionally pressed into the service of young Behir Bolter Whelps.

Level 10 Encounter (2,450 XP)
  • 1 behir bolter whlep (level 8 solo soldier)
  • 2 larva crab worms (level 8 skirmisher)

Tuesday, December 1, 2009

Dungeon Brew Reviews: Critical Hit and Fumble Decks


When playing 3.5 DnD, or even the new Pathfinder, sometimes a critical hit just doesn't feel that...well, critical. Doing x2 damage is all well and good, but sometimes you want to eviscerate your foe, causing him to bleed to death, or smack him so silly he's seeing stars for a few rounds. By the same token, missing on a 1, while annoying, just isn't very descriptive. So you critical fumbled, how did you do it?

Well, thanks to Paizo's Critical Hit and Critical Fumble Decks you get a little more out of your Critical die rolls. The premise of both cards is that when you roll a 1 (for the Critical Fumble Deck), or confirm a critical threat (for the Critical Hit deck) you draw a card from the deck, compare it to what kind of attack you made (magical, natural, slashing, ranged) and that card tells you what action your critical took. Things from an extra attack roll all the way to decapitation (for the Critical Deck) or dropping your weapon to hitting yourself with your own spell (for the Critical Fumble Deck).

The Good
Besides helping busy DMs with go-to descriptions for Critical hits and fumbles, the cards keep the game lively. I use them myself and my players are always excited about a critical hit, calling for a draw from the deck almost before the threat has been confirmed. By the same token, it helps lessen the effect of a critical fumble. Sure, you are making a failure more than just an automatic miss, but from my experience the players don't mind rolling a 1 quite so much now that it comes with an interesting explanation.

The Evil
This system isn't entirely balanced. One of the critical hit cards, as mentioned above is decapitation. That is a pretty powerful thing, even when its as rare as a 1 in 52 chance already tacked on to less than 5%. A critical already has the chance to obliterate a well crafted plan by destroying NPCs and villains who were meant to live longer, adding in an additional chance for them to perish increases this problem. The other issue is that the two decks are meant to work together. You don't have to of course, you could easily use the critical hit deck or fumble decks by themselves. Keep in mind though, that in 3.5 D&D, not every monster is capable of receiving a critical hit, if you run a campaign where the players fight a lot of undead, constructs or other creatures immune to critical hits the fumble deck becomes a much more serious issue as it isn't balanced by the benefits of the critical deck.

Bang For Your Buck
Each deck costs $9.99, and for that you receive 52 cards with 4 different outcomes on each one, each outcome pertaining to a different type of attack. You also receive rules with advice for how to balance the cards for use in your campaign, and some new mechanics for your game that enhance the rules presented.

The Final Verdict
I endorse these products wholeheartedly, I've been using them in my games for around a year now and they definitely keep things both interesting and fun. They are cheap, they are are well made, and they make combat a little more complex. If that's not what you want, I can see you not getting them, but if you want to make your fights a place where a man can lose some fingers, or a fighter's sword could go flying out of his grasp during a dangerous maneuver, these cards will help you make it happen.

Dungeon Brew Reviews Paranoia Mandatory Bonus Fun Card Gam



Hello and welcome to Paranoia. I know you were expecting to come here for a review, but unfortunately that information is above your clearance level. But don't worry, Friend Computer is here to help.

Let me explain. In the Mandatory Bonus Fun Card Game, the players take on the role troubleshooters (people who find trouble and shoot it) in an underground complex run by a benevolent, albeit unbalanced, computer. Your job is to undertake missions all while remaining vigilant against mutants, and members of secret societies. By the way, you are a mutant and a member of a secret society. You are a traitor, a well armed traitor at that. But the problem is you are on a team of other well armed traitors, all bent on proving their "innocence" by proving you are a traitor against Friend Computer. I wouldn't worry too much though, because there will be plenty of chances for you to do the same to them, or even kill them outright.

The Good
The game is fun, the rukles are simple and mission structure keeps the game engaging with a variety of objectives to complete. Added on top of all that though is the fast paced and strategic game play where every traitor for himself and danger lurks around every corner. The game maintains a sense of dark humour with great art and quotes adorning every card, not to mention missions like "Bake the Traitor" and action cards like "Spurious Logic".

The Evil
Well the biggest problem with the game is that its out of print. Thankfully though RPGNow.com and the PDF format have come to the rescue, allowing you to purchase a copy and download it directly to your computer. Of course, this presents its own issues, mainly having to print out all the cards. While most of the cards are black and white, the clearance cards and some of the game tokens are in color. And the PDF is constructed poorly, with each card being presented on a page of its own. For the color issue I ended up using different color paperclips as tokens, and I placed a paperclip over the player reference card, sliding it up and down to denote security clearance. The other problem took a little more work, I copied each individual card as a jpeg and then placed them side by side on a .doc file. Although time consuming, this allowed me to print them out about six at a time.

Bang For Your Buck
The game costs a whopping $24.95. For this you get 20 different mission cards, which act like minigames, 39 different actions cards, and a variety of tokens and player reference cards, all of which have to be printed and cut out.

The Final Verdict
I had a lot of fun with this game, I picked it up at 20% off and I loved it. My friends and I played it extensively while I worked on this article. That having been said, this game is not for everyone. If you love, or you know someone who does love, the world of Paranoia, anything Orwellian or non-collectible card games you'll love this game. For those of you who don't, you'll be better off spending it on something else.

Sunday, November 29, 2009

VG Meet Dnd: The Golden Goddesses of Zelda

*The Legend of Zelda and all official images are property of Nintendo


As you may have already seen Mariah has started statting out races from the Legend of Zelda game series. I've decided to jump in on the fun from time to time and my first contribution is a write-up of the three Golden Goddesses. While these deities can be worshiped by anyone, they work best with the Zelda races, like the Hylian or the Rito. Below you'll find a write up for each god, as well as as a write up for the pantheon as a whole. Each entry also includes a new Channel Divinity feat, complete with power card, and a list of domains (introduced in Divine Power) that fit each entry.

The Golden Goddess
Good
The Golden Goddesses are a group of three related deities collectively representing Hyrule, but focusing on the virtues most important to that culture-courage, wisdom, and power. In Hyrule the Golden Goddesses are the most worshiped deities. They are worshiped by a variety of races and professions-human farmers, hylian nobles, and zora musicians to name a few. Almost everyone offers prayers to the Golden Goddesses as a collective group, only offering prayers to an individual sister when they need help with something specific. For example, a judge might offer up a prayer to Nayru before a trial, and a warrior might ask for the guidance of Din during a battle. As a whole, the Golden Goddesses exhort their followers to:
  • Do not resist the current of destiny, to refuse its call is to deny yourself our greatest gift.
  • Strive for balance in life. Courage, wisdom, and power are nothing alone, but together can make wishes come true.
  • Do not abuse the gifts of the goddesses, to do so is to inspire retribution.
Golden Touch [Divinity]
Prerequisite: Channel Divinity class feature, must worship the Golden Goddesses
Benefit: You gain the Channel Divinity power Golden Touch


Domains: Creation, Fate, Protection

Din
Unalinged
One of the Golden Goddesses, Din represents the the virtue of power. With her might she created the earth and through her comes the dance of seasons. Like her sisters Farore and Nayru she is worshiped throughout Hyrule, however the vast majority of her worshipers are either warriors or goron. In iconography Din is alternatively shown as either a hylian or a gerudo woman with both palms open with small flames rising up from her open palms. Surprisingly in some pictures she also has a snake curled about her neck ready to strike. She encourages her worshipers to:
  • Achieve and maintain physical perfection.
  • Test your prowess in contests and in battle. May the strongest prevail.
  • Respect Fire, it is an invaluable tool and a powerful weapon.
Din's Fire [Divinity]
Prerequisite: Channel Divinity class feature, must worship Din
Benefit: You gain the Channel Divinity power Din's Fire



Domains: Earth, Strength, Sun

Farore
Good
One of the Golden Goddesses, Farore exemplifies the virtue of courage. She is the creator of life and the patron deity of Hyrule's staunchest defenders. Like her sisters Din and Nayru, she is worshiped throughout Hyrule, mostly though by the various fae creatures such as the kokiri. In images she is most often portrayed as a hylian woman with long flowing green hair. She espouses her followers to:
  • Act with valor in all things.
  • Nurture and respect life.
  • Watch for and defend against tyranny in all its forms.
Farore's Wind [Divinity]
Prerequisite: Channel Divinity class feature, must worship Farore
Benefit: You gain the Channel Divinity power Farore's Wind



Domains: Freedom, Life, Luck

Nayru
Lawful Good
One of the Golden Goddesses, Nayru represents the virtue of wisdom. As her final act before leaving this realm she gave forth the body of law. Like her sisters Din and Farore, she is worshiped throughout Hyrule, mostly by soldiers, nobility, and others who protect civilization. In art she is often portrayed as a hylian woman with long blue hair, with a single shock turned upward towards the sky. Her faithful should:
  • Understand and follow the law.
  • Bring the light of civiliation to the shadows of the world.
  • Study the past and the present, in this way you can foresee what is to come.
Nayru's Love [Divinity]
Prerequisite: Channel Divinity class feature, must worship Nayru
Benefit: You gain the Channel Divinity power Nayru's Love



Domains: Civilization, Justice, Knowledge

Tuesday, November 24, 2009

Design a Holiday Dungeon Contest

*Photo by Luigi Diamanti


The guys over at Dungeon's Master are running a pretty nifty contest for the Holiday Season. To enter, create a holiday themed dungeon and send it in. The entries will all be collected into an e-book that Dungeon's Master will post for free download on their site next year, and the winner of the contest will have his pick of three really neat titles coming up for the 4th edition of Dungeons and Dragons. All in all it seems like a really cool contest and I can't wait to see what people come up with. To learn more, and hopefully enter the contest, check out their explanation of the contest here.

Thursday, November 12, 2009

4th Edition Dnd Races of Zelda: Rito


Rito

RACIAL TRAITS
Average Height: 5'4" - 6'0"
Average Weight: 140-200 lb.

Ability Scores: +2 Dexterity, + 2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Hylian [Common]
Skill Bonuses: +2 Acrobatics, +2 Perception
Light on your Feet: You can shift in difficult terrain
Aerial Acrobat:
You gain a + 1 bonus to your Reflex Defense
Rito Flight: You can use Rito Flight as an encounter power










Play a rito if you want...
◆ To be able to take to the sky above your foes
◆ To be a member of a close knit tribe that reveres a powerful dragon
◆ To be a member of a race that favors the bard, sorcerer, and rogue classes

Physical Qualities:
Ritos are very bird-like in appearance, and are believed to have evolved to their current state from another race. Their most prominent features are their large yellow beaks where a human's nose might be and an expansive set of wings under their arms. These wings fold and tuck neatly when not in use and are usually off-white with brown at the tips of the feathers. All Rito have red eyes and can have pale to tan skin, and white, brown or red hair, though white is the most common. They also have very small pointed feet like those of a bird, with small but still capable talons. Rito often wear lose, colorful robes which do not constrict their movement or flight. They wear few other adornments other than a belt and a bag to carry things while in flight. White, reds, golds and browns are popular colors in their garb and homes.

Playing a Rito:
The Rito live outside of the cities in mountainous terrain and can convert caves or low cliffs into suitable dwellings. Young Rito are called fledglings before they have gained the ability to fly. When they are ready, a fledgling will undertake the journey to the lair of the Rito patron exarc, the sky spirit Valoo. Once there Valoo bestows upon the fledgling one of his scales, which enables them to grow wings and fly. This is the Rito's most time-honored tradition and to refuse to go to Valoo, either from fear or inability, brings great shame to a Rito. Most Rito can only fly a short distance before becoming fatigued, but some more experienced and older Rito can fly over long distances and even carry other small humanoids for a short time. The Rito follow a tribal leader who is generally appointed by bloodline but they do not follow many strict laws other than cultural traditions. Rito are very competitive and will devise games to challenge themselves mentally and physically and compare their relative strengths.

Rito histories speak of a time when the race was flightless and had to use ropes and other tools to navigate the dangerous mountain terrain. Then the Rito found the sky spirit Valoo, who appeared as a gigantic and fearsome red dragon. Valoo granted the Rito his magical scales so that they may take to the skies like himself. Thus, the Rito are extremely grateful and reverent towards Valoo and would never think to disrespect him. The tribe will appoint a young female to serve as Valoo's attendant, to ensure that all sacred rites are performed perfectly. Traditionally the attendant will spend most of her time near Valoo and play the harp to calm his easily tripped temper.

While they do not live with other races, Rito enjoy traveling and have a penchant for becoming messengers due to their ability to cover vast distances quickly and without many provisions. Rito may seem aloof at first, but they quickly warm up to others who are friendly towards them and will welcome them into their homes. Many Rito are trained in combat from a young age, as they find it is best to always be prepared for any kind of attack. A good portion of the tribe will serve as guards to protect the Chieftan, the fledglings and the entrance to Valoo's lair. Even in small numbers the Rito are very capable at defending themselves and their homes because of their constant competition with each other to become better warriors.

*"Skett and Akoot" Original art by Hillary Esdaile, check out her website and deviantart page!

Rito Characteristics: carefree, loyal, competitive, perfectionist, traditional, outgoing, reverent

Example Rito Names:
Male: Akoot, Basht, Hoskit, Ilari, Koboli, Namali, Pashli, Skett
Female: Beroke, Dakapo, Eliji, Harmonee, Kadenz, Kapela, Oktev, Opari

Examples of Rito in the Legend of Zelda: Medli, Komali, Quill, Rito Chieftan

Background and History in the Points of Light Campaign Setting:
No one remembers what the Rito were like before the great dragon Valoo settled in their region, but what is known is that rather than rely on dragonborn or kobolds for protection and company, Valoo elevated a fledgling race into what is now the modern Rito. For the gift of flight, and his ultimate protection from the dangers of the world outside their mountainous homes, the Rito care for and faithfully serve the dragon Valoo. When other races were striving to build and maintain vast empires, the Rito sought only to exist, in peace with themselves and the land around them. Recently however, with darkness pushing in on the boundaries of their land some Rito have begun to leave their ancestral homes. Envoys for peace and travelers seeking to unite the various points of light, the path these Rito travel may just end up protecting their home and traditions, but forging a pact that will ensure the safety of various humanoids and their homes.

Rito Lands in Points of Light Campaign Setting:
Most Rito live in a mountain range dominated by an impressive volcano. They create homes in hallowed out bedrock and caves in the mountains. They use the surrounding lands around their home for harvest and consider it as much their home as the rocky croppings from which they keep their vigil. While non Rito are welcome in Rito territory they may find various portions of their lands inaccessable without the ability to fly or an impressive skill at climbing.

For more information about the Rito: http://zelda.wikia.com/wiki/Rito

The Legend of Zelda and all official images are property of Nintendo

Tuesday, November 10, 2009

Paizo Announces Playtest Schedule for New Classes


Paizo announced today a schedule that will allow all you faithful Pathfinder players out there a chance to try out and give feedback on the forthcoming Advanced Player's Guide classes. They will be releasing two classes at a time starting with the Cavalier and Oracle classes in only four days. They are even making rules to use these new beta classes in their awesome organized play venture Pathfinder Society.

To check out the official announcement (and here the news from the horses mouth) please stop by their blog.

Of course Dungeon Brew will be taking apart each of these classes and letting you wonderful members of the Gamer Nation know exactly what the they have to offer.