Star Wars RPG Actual Play

Howdy All,

Attached is a link to a playlist of first eighteen sessions of our ongoing campaign playing Fantasy Flight Games‘ incredible trilogy of Star Wars RPGs, Edge of the Empire, Age of Rebellion, and Force and Destiny.

The first two sessions are us running through the introductory adventure in the Edge of the Empire Beginner Game, with the campaign proper kicking off with first session from 2016.

Enjoy!

Until next time, I remain,

The Dungeon Muser

Star Wars RPG Actual Play

Actual Play: Night’s Black Agents RPG

Howdy All,

Attached are links to the first two sessions playing Pelgrane Press’s amazing espionage/vampire RPG, Night’s Black Agents.

Session one is here, where we play the first part of the Dubai Reckoning adventure:

Session two is here, where we play the Excess Baggage mini-adventure, and then launch into the (S)entries adventure from the core NBA rulebook (which, itself, is kicking off our Dracula Dossier campaign):

Enjoy!

Until next time, I remain,

The Dungeon Muser

Actual Play: Night’s Black Agents RPG

Casting Call – Shadow of the Demon Lord RPG

Howdy All!

Below are the three player characters featured in our Shadow of the Demon Lord campaign!

 

Junis Clockwork 2nd Level
Description Portrait
41-year-old Clockwork built for work. Stands six feet tall and weighs 300 pounds. His natural face is expressionless.

 

A stolen slave who searches for meaning in the Northern Reaches.

 

A dutiful, but surly warrior.

 Clockwork
Novice Warrior Expert Master
Strength 12 (+2) Health 22 Healing Rate 5
Agility 9 (-1) Defence 13 (15) Insanity 1
Intellect 9 (-1) Perception 9 Power 0
Will 9 (-1) Corruption 0
Speed 8 Size 1  
Talents
Catch Your Breath: You can use an action or triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.

Combat Prowess: Your attacks with weapons deal 1d6 extra damage.

Forceful Strike: When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.

Immune: Damage from disease and poison; asleep, diseased, fatigued, poisoned

Key: You have a key somewhere on your body that you cannot reach. When the key is cranked and turning, you count as a creature. When it stops, you become an object. Your key stops turning when you become incapacitated. It also stops turning at the end of any round in which you got a total of 0 or lower on an attack roll or challenge roll.

When you are an object, you cannot use actions, move, talk, or perceive your surroundings. Any creature that can reach you can use an action to wind up your key. If you are not incapacitated, roll a d6. On a 3 or lower, there is no effect. On a 4 or higher, you heal 1 damage and become a creature at the end of the round.

Languages: Common Tongue

Mechanical Body: You do not eat, drink, or breathe. You do not age and you cannot be transformed into an undead creature. Your mechanical body makes it impossible for you to swim, so you sink to the bottom when you are submerged in liquid.

Professions: Etiquette & Customs, Mercenary, and Poacher/Rustler

Repairing Damage: When you are a creature, you heal damage as any other creature. If you are an object, a creature can use an action to start repairing you with a tool kit. The creature must work for at least 4 hours. At the end of this time, it makes an Intellect challenge roll with 1 bane. On a success, you heal damage equal to your healing rate.

Weapon Training: When attacking with a weapon, you make the attack roll with 1 boon.

Weapons and Equipment
Dagger 1d3 + 1d6 dmg, Finesse, thrown, range (short), Large Shield 1d3 + 1d6 dmg, Size 1, Defensive +2, Sling 1d3 + 1d6 dmg, Range (medium), uses stones, Sword 2d6+2 dmg in a singing scabbard, Coin of Water Walking

Backpack, Tinderbox, 2 Torches, 6 cp, and a small bag with 13 teeth, 5 gold coins

 

 

Hobie Human/Revenant 2nd Level
Description Portrait
A 25 year-old priest of Revel, the Laughing God who had saved his town from a monster, in the past because he believes he should help people because it is the right thing to do.

 

He was unfortunately killed by a demonic faerie creature, but rose from the grave as a Revenant.

 

He is slightly overweight and somewhat unattractive.

 

Cheerful, but malicious.

 Priest
Novice Priest of Revel Expert Master
Strength 11 (+1) Health 18 Healing Rate 4
Agility 10 (+0) Defence 13 (14) Insanity 2
Intellect 10 (+0) Perception 10 Power 1
Will 11 (+1) Corruption 0
Speed 10 Size 1  
Talents
Darksight: You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.

Eternal Returns: You die instantly when you become incapacitated, and you remain dead for 1d3 hours. At the end of this time, if your head is still attached to your body, you return to life, heal damage equal to your healing rate, and gain 1d3 insanity. Otherwise, you are destroyed.

Language: Common Tongue (Read and Write)

Mad God’s Laugher: You do not become frightened when you gain Insanity. Instead, you make attack rolls and challenge rolls with 1 boon for as long as you would have been frightened.

One Foot in the Grave: You heal only half the normal amount of damage from magic and potions.

Prayer: When you or a creature within short range of you makes an attack roll or challenge roll, you can use a triggered action to grant 1 boon on the triggering roll.

Professions: Carouser, Pilgrim, Spelunker, and Spy

Revel’s Blessing: You use an action to heal damage equal to your healing rate. You can also choose to gain 1 Insanity. Once you use this talent, you cannot use it again until you complete a rest.

Touched by Revel: The minimum value of your insanity total equals your Power score.

Spells and Traditions
FEY TRADITION

Drunkenness: (1 casting) -Area: A sphere with a 2 yard radius centered on a point within medium range.

Each living creature in the area must get a success on a Strength challenge roll or become intoxicated. While intoxicated, the creature is impaired, takes half damage from all sources, and cannot gain Insanity.

Fade: (1 casting) – Duration: 1 minute

You become hidden for the duration. The effect ends if you use an action or triggered action.

Triggered: When you take damage, you can use a triggered action to cast this spell. The duration becomes 1 round when you cast the spell this way.

Misdirect: (2 castings) – Target: One creature within short range.

Make an Intellect attack roll against the target’s Perception. On a success, the target makes attack rolls with 1 bane while it is within short range of you for 1 minute.

Attack Roll 20+ The target also becomes impaired for 1 minute.

Will-O’-Wisp: (1 casting) Target: A point in space within medium range. Duration: Concentration, up to 1 minute

A 1-foot-diameter ball of flickering flame appears at the target point and remains for the duration. The flame sheds light in a 2-yard radius. When the flame appears, each creature within medium range of it that can see it must get a success on a Will challenge roll with 1 boon or become beguiled by the flame until the spell ends or until the creature takes damage.

Each time you use an action to concentrate on the effect, you can move the ball of flame up to 5 yards in any direction. While a creature is beguiled by the flame, whenever you move the ball of flame, the creature must move half its Speed toward the flame.

ILLUSION TRADITION

Disguise: (2 castings) Target: One creature you can reach  Duration 1 hour

You touch the target and confer an illusory disguise that lasts for the duration. You decide what the disguise looks like.  You can increase or decrease the target’s apparent height or weight by up to 25 percent. You can change the appearance of the target’s clothing and equipment, though the effect does not mask any sounds it normally makes.

Weapons and Equipment
Axe 1d6+1 dmg, Dagger 1d3 dmg, Finesse, thrown, range (short), Small Shield 1 dmg, Size 1, Defensive +1, Staff 1d6+1, two-handed, Finesse

Brigandine armor, 1 week of rations, waterskin, small magnet, 3 cp, 5 gold coins

 

 

 

Milar Changeling 2nd Level
Description Portrait
A 13 year old Changeling who appears to be a female dwarf.

 

Has a terrible secret related to the dark lord, Diabolus.

 

Her fae nature prevents her from getting drunk.

 

She is determined, but obnoxious.

 dwarf
Novice Magician Expert Master
Strength 9 (-1) Health 13 Healing Rate 3
Agility 10 (+0) Defence 10 Insanity 0
Intellect 11 (+1) Perception 12 Power 1
Will 11 (+1) Corruption 0
Speed 10 Size 1  
Talents
Immune: Damage from disease; charmed and diseased

Iron Vulnerability: You are impaired while in contact with iron.

Language: Common Tongue (Read and Write)

Professions: Engineer, Fisher, Occult

Shadowsight: You see into areas obscured by shadows as if those areas were lit.

Spell Recovery: You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you cannot use it again until after you complete a rest.

Steal Identity: You can use an action to alter your appearance to match that of a target living creature you can see within short range.  The target must be Size 1 or ½ and have a humanoid shape of flesh and blood. Your body changes so you look like the target, though your clothing and possessions remain unchanged.  The effect lasts until you use this talent again. If you become incapacitated or touch an object made from iron, you immediately revert to your normal appearance.

Spells and Traditions
Sense Magic (2 castings) Area: A sphere with a 5 yard radius centered on a point within your space.

You know if there are any ongoing magical effects in the area and from what points they originate.

DIVINATION TRADITION

Auger: (2 castings) – Duration: Concentration up to 1 minute

Using an implement, you concentrate to gain insight into the future. At the end of this time, ask the GM one question that can be answered “yes” or “no.”  The GM must answer truthfully.

Eavesdrop: (2 castings) – Duration: Concentration, up to 1 minute

Choose a point in space you can see within long range. For the duration you can hear as if you were at the chosen point.

Foretell: (1 casting) – Target: One creature you can see within short range. Duration: Concentration, up to 1 minute

For the duration, whenever the target makes an attack roll or challenge roll and can hear you, it makes the roll with 3 boons.

EARTH TRADITION

Earth Spike: (2 castings) – Target: One creature on the ground within short range.

A sharp spike erupts from the ground under the target.  Make a Will attack roll against the target’s Agility.  On a success, the target takes 1d6 damage and falls prone.

Attack Roll 20+ The target takes 1d6 extra damage.

Shape Earth and Stone: (2 castings) – Target: One Size 1 or smaller object made from earth or stone you can reach. Duration: Permanent

You can mold the target as if it were made from soft clay, after which it returns to its normal hardness.

TECHNOMANCY TRADITION

Caltrops: (1 casting) – Area: A circle on the ground within a 5 yard radius centered on a point within medium range. Duration 1 minute

A creature that enters the area must get a success on an Agility challenge roll or take 1d6+1 damage and become slowed. If the creature was already slowed this way, it falls prone and becomes immobilized. The creature removes this slowed or immobilized affliction when it heals damage.

Jury Rig: (2 castings) Target: One Size 2 or smaller object that has 1 or more damage, but is not destroyed that you can reach.

You touch the target, removing 1d6 damage from it.

Magic Wrench: (2 castings) – Target: One creature or object within short range.

Make an Intellect attack roll against the target’s Defense. On a success, the target takes 1d6+1 damage and falls prone.

Attack Roll 20+ The target becomes also impaired until the end of the round.

Sparkling Shield: (1 casting) – Target: 1 minute

You create a magical shield on your arm that remains for the duration. Once per round, when a creature attacks you with a melee weapon and gets a success, the shield sparks and the attacking creature must make an Agility challenge roll. On a failure, it takes 1d6 damage and is moved 1d3 yards away from you, falling prone at the end of this movement.

Weapons and Equipment
Club 1d6 dmg, Dagger 1d3 dmg, Finesse, thrown, range (short)

Vial of sweet perfume, rope, trail rations, 2 torches, healing potion, writing implements, brass wrench, 5 gold coins

 

Casting Call – Shadow of the Demon Lord RPG

LIVE FROM THE SWORD COAST – SHADOW OF THE DEMON LORD RPG

Howdy All!

It has been quite a while since I posted on this Blog, but since we have recently kicked off a new campaign using Schwalb Entertainment‘s incredible Shadow of the Demon Lord RPG, I thought I would add a few posts about this 11 session game (as suggested, we are seeing the characters go up one level after each level).

Core

For those unfamiliar with the game, SotDL is a dark horror fantasy game designed by Robert J. Schwalb, whose design credits include 5th Edition Dungeons & Dragon.

I cannot say enough good things about this game and plan to do a video review of it in the coming weeks, but for now, I am simply going to share a link to our actual play sessions and post the stats of the campaign’s player characters.

I hope you enjoy and please do not hesitate to drop me a line if you have any questions or concerns about our campaign or the game!

 

Until next time, I remain,

  • The Dungeon Muser

 

 

 

LIVE FROM THE SWORD COAST – SHADOW OF THE DEMON LORD RPG