TYRANNY OF DRAGONS – HELL ON EARTH! – A Post Apocalyptic Pit Stop in the Tyranny of Dragons Campaign

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 caving in to the influence of the incredible Mad Max: Fury Road film and run a one-shot session featuring Post Apocalyptic versions of their characters struggling against an Wastelands version of the Cult of Tiamat using the Deadlands: Hell on Earth setting and the Savage Worlds rules.

Below are the Hell on Earth versions of the characters and you can find links to the Dungeons & Dragons 5th Edition versions of these characters here.

Update: You can view the full session featuring these characters here:

Diego “the Dragon” Dunnegan – Wastelands Scavenger and Road Warrior
madmaxgunview610
Experience: 40 (Veteran)

Agility: d10 Charisma: 0
Smarts: d6 Pace: 6
Strength: d8 Parry: 7
Spirit: d6 Toughness: 8 (2)/10 (4) vs. bullets
Vigor: d8

Skills:
Driving d10, Fighting d10, Gambling d6, Notice d8, Shooting d6, Streetwise d6, Stealth d8, Survival d6, Throwing d10

Hindrances:
Greedy, Heavy Sleeper (-4 to Notice rolls made to wake up, as well as Spirit and Vigor rolls made to stay awake), Wanted (Combine and Kingdom of Las Vegas)

Edges:
Ambidextrous: You ignore the -2 penalty for tasks with your off-hand.

Quick Draw: You can draw a weapon as a free action and, if you must make an Agility check (say, for drawing two weapons at once) you get +2 to the roll.

Rich: Three times starting income.

Scrounger: You get a +2 to Notice rolls when scavenging and, if successful, you double the normal results ($2d6 x2 on a success or drawing two cards on a raise).

Two-Fisted: When attacking with a weapon in each hand, you suffer no multi-action penalty.

Vehicle: Souped Up Muscle Car: Acc/TS – 30/56, Toughness 13 (6), Crew 1 + 3, Heavy Duty Shocks, Ram Plate (when you ram another vehicle, you suffer 1d6 less damage than normal and the rammed target takes 1d6 more damage), .50 Caliber Heavy Machine Gun mounted in rear turret (Damage 2d10, RoF 3, Range 100/200/400, Armor Piercing 3, 3 Round Bursts, Snapfire)

Gear:
Geiger Counter, Three cans of Dr. Pepper, 20 shells for shotgun, 10 bullets for Colt Peacemaker

Kevlar Vest (+2/+4 vs. bullets), negates 4 points of Armor Piercing

Battle Axe – Attack d10, Damage 2d8

2 Throwing Axes – Attack d10, Damage 1d8 + 1d6, Range 6/12/24, ROF 1

Colt Peacemaker – Attack d6, Damage 2d6+1, Range 24/48/96, RoF 1, Armor Piercing 1, 6 shots

Semi-Auto Shotgun – Attack d6, Damage 1-3d6, Range 24/48/96, RoF 1, +2 to hit, 6 shots

Malcom Buckman – Roving Mendicant Who Speaks Angrily and Carries a Big Stick
MikeBurns_Templar
Experience: 40 (Veteran)

Agility: d10 Charisma: 0
Smarts: d6 Pace: 6
Strength: d8 Parry: 9
Spirit: d6 Toughness: 8 (2)
Vigor: d8

Skills:
Climbing d6, Faith d8, Fighting d10, Intimidation d8, Notice d6, Shooting d8, Throwing d6

Hindrances:
Night Terrors (Make a Spirit roll each night or suffer Fatigue), Poverty, Vow (Protect the Needy)

Edges:
Block: Adds +1 to your Parry

Block, Improved: Adds +2 to your Parry (already included)

Brawler: When you hit a foe with a bare-handed attack, add +2 to your damage.

Frenzy: You can make an extra Fighting attack per round at a -2 penalty to all Fighting.

Kung Fu (Confusion): You can make an Agility trick and a Fighting attack with no multi-action penalty.

Martial Arts: You are never considered unarmed and add +d4 to your damage roll when you hit a foe unarmed.

Martial Arts, Improved: As above, but add +d6 to bare-handed damage.

Templar: When you roll a 1 on your Faith die, you suffer a level of Fatigue. Fatigue lost in this way can be recovered with four hours of rest per Fatigue level.

Spells (10 power points)
Healing – Power Points 3, Range: Touch, Must be used within 1 hour. For Wild Cards, each use removes one wound or two with a raise. The roll suffers a penalty equal to the victim’s wounds. For Extras, it restores them to Shaken.

Quickness – Only Useable on Self. Power Points 4, Range: Touch, Duration: 3 (2/round). You get two separate turns per round. With a raise, you can redraw any initiative cards lower than Eight each round.

Gear:
White Templar tabard, 8 shots for the Thunderhawk

Improvised Armor

Tetsubo – Attack d10, Damage 2d8 (Armor Piercing 2 vs. rigid armor, Parry -1, 2 hands)

Bare-handed – Attack d10, Damage 1d8+1d6+2

Ruger Thunderhawk Attack d8, Damage 2d6+1, Range 24/48/96, RoF 1, Armor Piercing 1, 8 shots

2 Sharpened Hubcaps, Attack d6, Damage 1d8+1d6, Range 8/16/32, Armor Piercing 1

“Pocked” – Stunted Mutant Toxic Shaman Unfamiliar with Civilization
OL-TheMutant14
Experience: 40 (Veteran)

Agility: d6 Charisma: -2
Smarts: d4 Pace: 6
Strength: d4 Parry: 4
Spirit: d10 Toughness: 8 (2)
Vigor: d8

Skills:
Faith d10, Fighting d4, Stealth d8, Streetwise d4, Survival d8, Tracking d8

Hindrances:
Clueless (-2 to Common Knowledge rolls), Illiterate, Mutant (Giant Bug Eyes and 3ft tall)

Edges:
Rad Resistant: You gain +4 on Vigor rolls to resist Fatigue from radiation.

Toxic Guardian: You have a trash spirit pet.

Toxic Shaman: When you roll a 1 on your Faith die, you suffer a level of Fatigue. Fatigue lost in this way may be recovered with four hours of rest per level. If you drink spook juice, you regain 1d6 Power Points per pint consumed, but you gain a level of Fatigue as if drunk. Fatigue lost in this way may be recovered with four hours of rest per level and you cannot recover Power Points normally during this time.

While in an area that would normally cause Fatigue or long-term effects due to pollution, you regain double the normal Power Points (2 per hour). If you are in an area that causes immediate damage, you also reduce the cost of spells by 1 Power Point for each raise on your Faith roll.

Woodsman: +2 to Tracking, Survival, and Stealth rolls made in the wilderness.

Spells (15 power points)
Animal Friend – Power Points 3+Size, Range 400 yards, Duration 10 minute. Allows you to speak with and guide the actions of a natural animal.

Conjure Nature’s Ally– Power Points 3 (Trash Bodyguard), 4 (Toxic Wolf), 5 (Toxic Elemental), Range 4 yards, Duration 3 (1/round). Summon an ally to assist you. On a raise, the ally has the Hardy ability (it can only be incapacitated by a Wound).

Healing Word – Power Points 3, Range: Touch, Must be used within 1 hour. For Wild Cards, each use removes one wound or two with a raise. The roll suffers a penalty equal to the victim’s wounds. For Extras, it restores them to Shaken.

Lightning Bolt – Power Points 1 per bolt, Range 24/48/96, 2d6 electricity damage, may cast up to 3 bolts or may spent 2 power points to cast one bolt that does 3d6 electricity.

Light/Fog – Power Points 2, Range 8 yards, Duration 30 minutes for light (1/10 minutes) or 3 for fog (1/round). Either creates light or a fog cloud that catches 2d6 opponents in an obscuring mist that imposes of a -6 obscurement penalty.

Thorn Wall – Power Points 1 per 2 yard section, Range 8, Duration 3 (1 per section per round). Summon a 2 yard wide section of wall with a Toughness of 10. Thorns do 2d4 damage to anyone trying to climb the wall.

Wild Shape – Power Points 3 (hawk, rabbit, cat), 4 (dog, wolf, deer), 5 (lion, tiger), Range: self, Duration 1 minute (1/minute). Change into an animal.

Gear:
Improvised Armor

Crowbar “Staff” Attack 1d4, Damage: 1d4+d6

Barry Adams – Mutant Holy Man
Hell on Earth Doomsayer
Experience: 40 (Veteran)

Agility: d4 Charisma: -2
Smarts: d6 Pace: 5
Strength: d8 Parry: 4
Spirit: d10 Toughness: 10 (4)
Vigor: d8

Skills:
Faith d10, Fighting d8, Healing d6, Persuasion d8, Shooting d6, Streetwise d6, Survival d6

Hindrances:
Loyal, Mutant (Short and Stocky with solid black eyes), Slowpoke, Vow (Protect Mutants and Spread Tolerance)

Edges:
Brave: You gain +2 to Fear tests.

Command: Your allies gain +1 to their Spirit rolls to recover from being Shaken.

Doomsayer: If you roll a 1 on your Faith roll, you are Shaken. On a critical failure, you gain a random mutation. You also regain 1d6 Power Points or 2d6 if you get a raise on the Vigor roll, when you step into a ghost storm.

Holy Warrior: You can repulse evil creatures within 20 yards as an action. You spend 1 Power Point and all evil creatures within range must make a Spirit roll or be Shaken (or suffer a Wound if it rolls a 1).

Inspire: Your allies gain +2 to their Spirit rolls to recover from being Shaken (doesn’t stack with Command).

Spells (15 power points)
Atomic Blast: Power Points 2-6, Range: 48/96/192, Burst of radiation and heat affects 2d4 targets doing 2d6 fire damage. This power is a Heavy Weapon. For double the Power Points the blast does 3d6 fire damage or affect 2d6 targets. For triple the Power Points, it does both.

Detect the Unnatural: Power Points 2, Range: Sight, Duration 3 (1/round). Detects magical, psionic, or other unnatural effects.

EMP: Power Points 2-10, Range 20 yards, Duration 3 (2/round). Affect 2d4 high-tech weapons and/or vehicles on a successful Faith roll (or 2d6 for 2 extra points).

Environmental Protection: Power Points 2, Range: Touch, Duration 1 hour (1/hour). Protects the target from one hostile environmental condition. You may affect up to five additional targets by spending a like amount of Power Points.

Glowing Armor: Power Points 2, Range: Touch, Duration 3 (1/round). Successful Faith roll grants 2 points or Armor or 4 on a raise.

Healing Glow – Power Points 3, Range: Touch, Must be used within 1 hour. For Wild Cards, each use removes one wound or two with a raise. The roll suffers a penalty equal to the victim’s wounds. For Extras, it restores them to Shaken.

Radiant Bolt – Power Points 1 per bolt, Range 24/48/96, 2d6 burning damage, may cast up to 3 bolts or may spent 2 power points to cast one bolt that does 3d6 burning damage.

Gear:
Improvised Armor and Shield

“The Gavel” Attack 1d8, Damage: 1d8+1d6, Armor Piercing 1 vs. rigid armor

Mao Jing Gao – Deluded Undead Syker
Hell_on_Earth_Three_large
Experience: 40 (Veteran)

Agility: d6 Charisma: 0
Smarts: d10 Pace: 6
Strength: d6 Parry: 5
Spirit: d6 Toughness: 8 (2)
Vigor: d6

Skills:
Fighting d6, Gambling d6, Intimidation d6, Psionics d10, Shooting d6, Stealth d6, Taunt d6

Hindrances:
Bloodthirsty (Fights to kill), Delusions (Believes he is guided by his undead dragon “father”), Mutation (Scales)

Edges:
Familiar: A mutated gila monster that Mao calls his “dragon.”

Harrowed: You are undead and enjoy several perks, including +2 to Fear tests, sleep only 1d6 hours per night, immunity to Fatigue from mundane sources, and you can only die if you are shot in the noggin. On the down side, you share your mind with a demonic spirit…

Luck: You draw an extra Bennie at the start of each session.

Mentalist: +2 to all opposed Psionics rolls.

Strong Willed: +2 to your Intimidation and Taunt rolls, as well as your Spirit and Smarts rolls when resisting a Test of Will.

Syker: When you roll a 1 on your Psionics die, you suffer brainburn that causes 2d6 damage plus half the Power Points you were about to spend.

Spells (15 power points)
Brain Burn – Power Points 3, Range 20 yards, Make Psionics vs. Smarts roll. On a success, the target forgets the last five minutes per success and raise. The time doesn’t have to be recent – it could be a childhood memory or something that recently happened.

Kinetic Leap – Power Points 3/6, Range Touch, Duration 3 (1/round), You can fly at your Pace or double your Pace, for double the number of Power Points. You may affect up to five targets by spending a like amount of additional Power Points.

Mask – Power Points 3-5, Range Touch, Duration 10 minutes (1/10 minutes). Change appearance to that of another. Costs 3 Power Points +1 per Size difference. Others can make Notice checks at -2 to see through the Mask if they are familiar with them (or -4 if you score a raise on your Psionics roll). Unfamiliar penalties are -4 and -6, respectively.

Psychokinetic Bolt – Power Points 1 per bolt, Range 24/48/96, 2d6 damage, may cast up to 3 bolts or may spent 2 power points to cast one bolt that does 3d6 damage.

Scramble Brain – Power Points 1, Range 40 yards, On a success, a target makes a Smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4. You may affect up to five targets by spending a like amount of additional Power Points.

Steal Thoughts – Power Points 3, Range 20 yards, Duration 1, Make opposed Smarts roll. On a success you gain one truthful answer from the subject. The target is aware of the mental intrustion unless you get a raise.

Vanish – Power Points 5, Range Self, Duration 3 (1/round). On a success, you become transparent with a vague outline (detectable with a Notice roll at -4). Once detected, attackers roll to hit at -4. With a raise, you are completely invisible and the penalty to Notice and hit you is -6. You may affect up to five additional targets by spending a like amount of additional Power Points.

Gear:
Improvised Armor, 60 shots for HK MP-20, Bottle of Moonshine Whiskey

HK MP-20 Attack d6, Damage 2d6, Range 24/48/96, RoF 3, Armor Piercing 2, 20 shots, 3 Round Burst (+2 to hit and damage)

Advertisements
TYRANNY OF DRAGONS – HELL ON EARTH! – A Post Apocalyptic Pit Stop in the Tyranny of Dragons Campaign

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s