TYRANNY OF DRAGONS – NOW WITH PULP! – A Pulp Fiction Pit Stop in the Tyranny of Dragons Campaign

TYRANNY OF DRAGONS – NOW WITH PULP! – A Pulp Fiction Pit Stop in the Tyranny of Dragons Campaign

And the lord stood upon Tiamat’s hinder parts,
And with his merciless club he smashed her skull.
He cut through the channels of her blood,
And he made the North wind bear it away into secret places.

  • 4th Century BCE Cuneiform Tablet

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Regular readers may be aware that I run a biweekly 5th Edition D&D campaign where we’re playing through a modified version of the Tyranny of Dragons adventure path published by Wizards of the Coast.

This week I will be missing a few of my regular players, so I decided to indulge one of my flights of fancy and run a one-shot session featuring 30s Pulp versions of their characters struggling against an adventure serial version of the Cult of Tiamat.

I’m a big fan of comic book alternate universes and Michael Moorcock’s Eternal Champion, so the idea for running alternate universe versions of an existing campaign’s characters has actually been rattling around my brain for quite a few years, but this is the first time I will actually be trying this out.

This particular session will see our Pulpy PCs racing from the peaks of Tibet to the foggy streets of London to abandoned ruins in the Syrian desert, trying to thwart the plans of a Sumerian goddess of chaos in their very own steam-driven airship.

The players will be playing slightly reskinned versions of their existing characters (so, Diero Dundragon become Diego Dominguez, Maurgoth becomes Mao Zhe Gao, etc…), but the modern setting requires a few other new rules and I figured I would share those rules with you fine folks. 

THIS IS MY BOOMSTICK!
Some of these rules were previously presented with my conversion of the Gunslinger class, found here, but the weapons are all new.

FIREARMS EXPERT (NEW FEAT)
Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the loading quality of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon (such as the Gunslinger class’ Pistol Whip ability), you can use a bonus action to attack with a loaded firearm you are holding (note that this can be the same weapon).

PROPERTIES
Firearms use special ammunition, and some of them have the autofire, cannon, misfire, reload, or scatter properties.

Ammunition. The ammunition of a firearm is destroyed upon use. Most firearms use bullets.

Autofire. A weapon that has the autofire property can be used to fire a hail of bullets at your enemies in two different ways, each of which takes your Action.

The first is to cover a 10ft radius area with a hail of lead. Make an attack roll at disadvantage and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.

The second is to focus fire on a single target. Make an attack roll at disadvantage and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a M1921 Tommy Gun, you roll 4d8 piercing damage. This attack uses 5 shots.

If this weapon is braced on a bipod or a hard, stationary surface, such as a low wall, you do not suffer disadvantage on your attack roll when firing in autofire. A character must use an action or a bonus action (the character’s choice) to brace the weapon. If the character moves after bracing the weapon, the weapon is no longer considered to be braced.

Cannon. A weapon that has the cannon property is designed to be fired only when braced on a bipod or a hard, stationary surface, such as a low wall. A character must use an action or a bonus action (the character’s choice) to brace the weapon. If the character moves after bracing the weapon, the weapon is no longer considered to be braced (though see the rules for the gun carriage below). If the character fires a weapon with the cannon property that is not braced, he must make a DC 15 Strength saving throw or suffer disadvantage on the attack roll and be knocked prone. Weapons with the cannon property use cannon shots, instead of bullets.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Scatter. A weapon with the scatter property potentially deals damage to all creatures within a cone equal to the indicated length. All creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. Weapons with the scatter property can use normal ammunition, as opposed to scatter ammunition, in which case they are treated as a normal weapon attack against a single target.

FIREARMS    
Weapon Cost Damage Weight Properties
Firearms Ranged Weapons
Browning M1918 Machine Gun $180 2d12 piercing 17 lb. Ammunition (range 100/300), autofire, heavy, reload (20 shots), two-handed
Colt M1911 .45 Automatic $50 2d6 piercing 3 lb. Ammunition (range 50/150), reload (7 shots)
M1921 Tommy Gun $200 2d8 piercing 8 lb. Ammunition (range 80/240), autofire, reload (50), two-handed
Remington M11 Shotgun $50 2d8 piercing 7 lb. Ammunition (range 30/90), heavy, scatter 30 ft., reload (5 shots), two-handed
Smith & Wessom Model 10 .38 Revolver $15 2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Springfield M1903 Rifle $120 2d10 piercing 8 lb. Ammunition (range 80/240), reload (5 shots), two-handed

CAR CHASES AND DOGFIGHTS
As befits a Pulp RPG adventure, this session will feature car chases and midair combat, which will require stats for several vehicles not found in the 5th Edition Dungeons & Dragons core books.

Mercedes Benz SS
1928_ModelSS_410x230
Speed: 120 mph
Crew: 1
Passengers: 1
Cargo: 300 lbs
AC: 13
HP: 75
Damage Threshold: 15

Alfa Romeo Tipo 8C

Alfa Romeo 8C 2300 007
Alfa Romeo 8C 2300 007

Speed: 125 mph
Crew: 1
Passengers: 1
Cargo: 200 lbs
AC: 13
HP: 60
Damage Threshold: 10

Ford Model A
kljhblkjh
Speed: 65 mph
Crew: 1
Passengers: 4
Cargo: 200 lbs
AC: 11
HP: 60
Damage Threshold: 15

Indian Scout
1920-1929
Speed: 120 mph
Crew: 1
Passengers: 0
Cargo: 20 lbs
AC: 15
HP: 40
Damage Threshold: –

The Cathartes
The Cathartes (Vulture) is an ironclad airship developed by the combined efforts of Robur the Conqueror and Captain Nemo.
640x468_21061_Airship_concept_3d_fantasy_junkyard_steampunk_airship_picture_image_digital_art
Speed: 195 mph
Crew: 20
Passengers: 20
Cargo: 100 tons
AC: 15
HP: 300
Damage Threshold: 25

The Cathartes is armed with two 47mm guns for defence. These require the Artillery proficiency in order to add you proficiency bonus to hit. Ranged Weapon Attack. Range 1500/4500, 50 (10d10) bludgeoning damage

DRAMATIC INSPIRATION
Given the larger-than-life personalities and deeds of Pulp heroes, I will be using the following modifications to the existing Inspiration rules, found on page 125 of the Player’s Handbook.

  • You may spend your Inspiration to escape certain death with a cliffhanger. When you would die, you and the DM come up with an outrageous explanation for why you do not die.
  • You may spend your Inspiration to indulge in some dramatic editing, which makes a minor advantageous change to the scene (with the DM’s approval, of course, but the DM is encouraged to indulge your requests).
  • The DM can grant Inspiration to all the Players to introduce an in medias res change to a scene which dramatically changes the chances of the players (for instance, a new mob of thugs burst into the room or a defeated enemy rises to his or her feet with a second wind…and full hit points…).

In addition, since Pulp heroes are featured in stories with more dramatic heroics than most D&D campaigns, they can accumulate up to 3 points of Inspiration.

Characters can also gain Inspiration by doing suitably dramatic or thematically appropriate things (like diving from one speeding vehicle to another or standing up to a crowd of enemies).

LEMME CATCH MY BREATH
Given the pace of Pulp adventures, it is important that heroes get back on their feet quickly. As such, PCs in a Pulp game can complete a short rest in 5 minutes.

CAST OF CHARACTERS
Finally, I thought I would share the Pulp versions of the characters that will appear in this Friday’s session, along with the character illustrations that I did for each.

Diego Dominguez
Day 154 of a Year of Drawing 2015
Male Human Criminal Fighter 7
XP: 23,320
Faction: The Brotherhood of the Harp
Renown: 4
Neutral Good
Representing Steve-O

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin: Swarthy
Eyes: Brown
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 60
Hit Dice: 7d10
Speed: 30 feet
Armor Class: 15 = 10 + 3 [proficiency] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 7 = + 3 [proficiency] + 4 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Arabic, English, Spanish
Proficiencies: Airships, Artillery, Blacksmith’s Tools, Dice, Firearms, Ground Mounts, Land Vehicles, Martial Weapons, Simple Weapons, Thieves Tools

Unarmed strike [+7 to hit; 5 bludgeoning]
Tomahawk [+7 to hit; 1d6+4 slashing, 3 lb, light, thrown (range 20/60)]
Lumberjack Axe [+7 to hit; 1d8+4 slashing, 5 lb, versatile (1d10+4 slashing)]
Springfield M1903 [+5 to hit, 2d10+2 piercing, 8 lb, Ammunition (range 80/240), reload (5 shots), two-handed]
Smith & Wesson Model 10 Revolver [+5 to hit; 2d8+2 piercing, 3 lb each, Ammunition (range 40/120), reload 6 shots]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 7 = +4 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 7, as a battle master you know 3 maneuvers. Check your chosen maneuvers here.

  1. Disarming Attack – When he hits a creature with a weapon attack, Diego can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 14 or drop an object carried to its feet.
  2. Distracting Strike. When Diego hits a creature with a weapon attack, Diego can expend 1 Sup die to add the Sup die to damage and the next attack against the target by another attacker gains advantage if it is made before the start of your next turn. Maneuvering Attack – When he hits a creature with a weapon attack, Diego can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diego’s target. Precision Attack – When he makes a weapon attack, Diego can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.
  3. Pushing Attack. When Diego hits a target with a weapon attack, he can expend 1 Sup die to add it to damage and, if the target is Large or smaller, it must make a Str saving throw or be pushed up to 15 feet away.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+6 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diego can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — five d8 superiority dice, five maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.
  • Level 7: Know Your Enemy – If you spend 1 minute observing or interacting with a creature outside of combat you get to learn whether the creature is your equal, superior, or inferior to you in tow of the following characteristics: Strength, Dexterity, Constitution, Armor Class, Current hit points, Total class levels, or Total fighter levels.

First Ability Score Improvement: Feat Second Ability Score Improvement: +2 Str

Diego Dominguez’s Equipment:

Money: $290 USD

Turban of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Diego Dominguez’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diego Dominguez’s Ideal: Redemption: There’s a spark of good in everyone.
Diego Dominguez’s Bond: I will become the greatest rebel that has ever lived.
Diego Dominguez’s Flaw: I turn tail and run when things look bad.

Malcolm Buckminster
Day 153 of a Year of Drawing 2015
Male Human Folk-Hero Monk 6
XP: 22,320
Faction: Brotherhood of the Harp
Renown: 4
Neutral Good
Representing Jeff

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6′ 8″
Weight: 210 lb
Skin: Tan
Eyes:
Hair: None

Maximum Hit Points: 45
Hit Dice: 6d8
Speed: 55 feet [mobile] [monk]
Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom]

Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 5 = + 3 [proficiency] + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum

Languages: Chinese (Cantonese), English, Japanese
Proficiencies: Firearms, Land Vehicles, Simple Weapons, Shortswords, Painter’s Tools

Unarmed strike [+6 to hit; 1d6+3 bludgeoning]
Tetsubo [+6 to hit; 1d8+3 bludgeoning, 10 lb, two-handed]
Paired Smith & Wesson Model 10 Revolvers [+6 to hit; 2d8+3 piercing, 3 lb each, Ammunition (range 40/120), reload 6 shots]

Feats:

Mobile Speed increases by ten feet; difficult terrain does not interfere with dash, making melee attack does not provoke opportunity attack from that creature
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 6 = +3 + 3
Animal Handling Wis 5 = +2 + 3
Arcana Int 0 = +0
Athletics Str 5 = +2 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 2 = +2
Nature Int 0 = +0
Perception Wis 2 = +2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 5 = +2 + 3

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Monk

  • Level 5: Unarmed strike damage 1d6
  • Level 1: Unarmored defense — if no armor or shield, add wisdom and dexterity bonuses to armor class
  • Level 2: Four (4) ki points — ki points renew upon making a short rest.
  • Level 2: Flurry of blows — spend a ki point to make two additional unarmed attacks as a bonus action
  • Level 2: Patient defense– spend a ki point to make a dodge action as a bonus on your turn
  • Level 2: Step of the wind — spend a ki point to make a disengage or dash as a bonus action on your turn, double jump distance for that turn
  • Level 2: Unarmored movement — add ten to speed if unarmored and no shield
  • Level 3: Deflect missiles – use your reaction to reduce damage of missiles by 1d10+8. If reduced to zero, spend 1 ki point to make a ranged weapon attack as part of the same reaction.
  • Level 4: Slow fall — use your reaction to reduce falling damage by 25 (5x monk level)
  • Level 5: Stunning Strike – When Malcolm hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must make a DC 13 Constitution saving throw or be stunned until the end of Malcolm’s next turn.
  • Level 6: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Thousand Masters Monk (monastic tradition)

  • Level 3: You know two Martial Arts Forms.

Kill the General Form or “I’m Coming for YOU!”

  • 1 – Two attacks against two different targets and pick a third.       The third target has disadvantage on attacks against you.
  • 2 – Three attacks against three targets. One of those targets takes disadvantage on all attacks and saves until the start of your next turn.
  • 3 – At the cost of 3 ki, make six melee attacks against a single target, who must succeed in Str saving throw vs your Athletics roll or suffer disadvantage on all attacks and saves until it is out of your melee range.

Protector Form or “This One Shall Not Fall

  • 1 – You remain adjacent to your defended ally, make two attacks and all attacks against your ally suffer disadvantage.
  • 2 – You make attacks as normal, but you may sacrifice any attack available to reduce damage done to your guided ally or yourself by the amount of damage your attack would do. Attacks against you and your ally suffer disadvantage.
  • 3 – At the cost of 2 ki, all targets within 10 ft must make contested roll against your Athletics. If they fail the roll, they take 4d6 bludgeoning and are knocked back 10ft. If they succeed, they take 2d6 bludgeoning and are not pushed back.

First Ability Score Improvement: Feat

Malcolm Buckminster’s Personality Traits: Thinking is for other people. I prefer action.
Malcolm Buckminster’s Ideal: Respect: People deserve to be treated with dignity and respect.
Malcolm Buckminster’s Bond: I protect those who cannot protect themselves.
Malcolm Buckminster’s Flaw: Too tall and bad temper.

Mao Zhe Gao
Day 157 of a Year of Drawing 2015 Pt 2
Male Dragonblooded Charlatan Warlock 6
XP: 17,470
Faction: Tong of Dao Zhe Gao
Renown: 5
Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin:
Eyes:
Hair: None

Maximum Hit Points: 45
Hit Dice 6d8
Speed: 30 feet
Armor Class: 15 = 10 + 3 [proficiency] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)
Languages: English, Chinese (Cantonese), Chinese (Mandarin),
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Nine-Ring Sword [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
Dagger [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

EMBER – Spirit Dragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Mao Zhe Gao’s cantrips are Eldritch, Friends, and True Strike.

Mao Zhe Gao has 2 Second-level spell slots, which regenerate on a short rest.

At warlock level 6, Mao Zhe Gao knows 7 warlock spells. Mao Zhe Gao’s spells are Arms of Hadar, Command, Counterspell, Fireball, Fly, Hex, and Invisibility.

At warlock level 5, Mao Zhe Gao knows 3 warlock invocations.

Agonizing Blast – Mao Zhe Gao adds his Cha to damage on his Eldritch Blast

Mask of Many Faces – Mao Zhe Gao can cast disguise self without expending a spell slot (see spell in his spellbook).

One With Shadows – When Mao Zhe Gao is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonblooded

  • The breath weapon does 3d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves at DC 13.
  • Red dragonblooded are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (9 hps).
  • When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Chain pact (warlock)

First Ability Score Improvement: Feat

DUNGEON MUSER’S NOTES
These rules should be seen as very much a work in progress and may not be balanced for most games, but that imbalance might be appropriate for a Pulp setting, anyway.

The vehicles were based on the rules for vehicles found on page 119 of the Dungeon Master’s Guide, with some help from the GURPS: Cliffhangers book and the Adventure RPG, published by Steve Jackson Games and White Wolf, respectively. I also took a look at how the d20 Modern RPG handled modern vehicles, though I didn’t take much away from looking at those rules.

I have some custom monsters I will be using in tomorrow’s session and some draft vehicle chase rules written up, but I don’t have the time to type those up before the session. If the session goes well and/or if it interests you, kind readers, I may publish those on this blog sometime next week.

Update:
So, the session has come and gone (the recording of which, I have posted here):

I made a few other changes to the rules on the fly, which I have incorporated in my rules above.

As is typical for my adventures, I didn’t get nearly as far into the adventure as I hoped (though the guys did get to face off against Lemurian Yetis, Sumerian Cultists, and Aristocratic English Occultists), though I expect to return to this parallel world sometime soon.

EXOTIC LOCALES, DARING ESCAPES, AND ANCIENT SECRETS AWAIT!
I am looking forward to seeing how well the 5th Edition D&D rules handle this kind of adventure. However it turns out, I will post an after-action report.

For now, however, I have some final prep work to do for tomorrow Pulp Fiction one shot!

Until next time, I remain;

  • THE DUNGEON MUSER

 

 

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TYRANNY OF DRAGONS – NOW WITH PULP! – A Pulp Fiction Pit Stop in the Tyranny of Dragons Campaign

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