Paladin Oath of Forthrightness: Incomplete

by SirHanselot
This was my attempt at building a 'Holy Archer' oath for the Paladin in the party who likes to use a bow despite having absolutely no aptitude for it, but has become the default 'range guy' anyway. He choose Oath of Devotion so I didn't finish writing it up, but I plan on tidying it up sooner than later.

Paladin: Oath of Forthrightness
Tenets of Devotion
Honesty:    Do not lie or cheat.
Righteousness    You will act in a morally correct way.
Law:    The law is paramount. It must be                                    respected

Steady Aim
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
• The attacks ignore half and three-quarters cover.
• On each hit, the weapon deals additional damage to the target equal to 2 + your Paladin level.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn ONE Arcane Shot option of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow, longbow or crossbow, as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level Paladin.

Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.

Shackle Arrow. When this arrow strikes its target, conjuration magic creates grasping, shackles, which wrap around the target. Chaotic aligned creatures hit by the arrow takes an extra 2d6 Law damage. All creatures hit with this arrow have their speed reduced by 10 feet, and takes 2d6 bludgeoning damage (constriction) the first time on each turn they move 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the shackles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the shackles last for 1 minute or until you use this option again.
The Chaotic-inflicting damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.

Blinding Arrow. You weave a magical burst of sunlight into your arrow, causing it to blind your foe’s vision with light.The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Careful Eyes
Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Spell Shot
At 10th level, you can add spells to your arrows to shots, extending the spell range (to that of the weapon). In 1 action, the Paladin can cast the spell on a readied bolt of ammunition and then fire it at the target. The spell will activate when the bolt strikes the target (on a normal Dex to-hit roll).

Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Snap Shot
Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

The Hits Damage System

What do you do when you’ve spent the weekend writing a detailed sandbox adventure set in a tangled swamp and culminating in a dungeon crawl through the ruins of a High Court of Law, but then on Wednesday, sick as a dog, you drive twenty minutes to get to the game, take out all your books, dice and miniatures and realize that you’ve left all those printed pages filled with the descriptions, stats, hidden traps & treasures, plus the rules you worked out for doing karaoke with witches, sitting in your work bag back home?

The answer is Trolls. You make them fight Trolls.

Along with my notes, I’d also forgotten to bring any pad of paper, without which I am utterly useless as a DM, and had to repurposed the back of a couple of blank character sheets. They were fighting trolls because the regenerating bastards take a long time to kill, but which also means a lot of adding and subtracting on my part as the DM. With not a lot of paper or patience for that, I decided to try something that has been percolating for the past few weeks now. And I think it worked really well.

The Hits Damage System
For use with Dungeons and Dragon (editions, -5) or any other game system that uses a numerical “Hit Point” damage game mechanic.

As characters gain levels, the damage rolls get larger and some people aren’t great at on-the-spot math. Nothing can kill the flow of combat faster than frequent pauses while the DM is mentally subtracting 18 from 73 plus another 7 off in bonus damage. The Hits System is just a shortcut for the DM to handle these large numbers.

This system doesn’t require learning any new rules or doing any math on the player’s part. Nothing changes for them and their damage is handled normally. This is strictly for the DM’s use when tracking how much damage the DM controlled monsters/opponents have taken.

How it Works
Divide the monster’s Hit Points by 10 [For the purposes of rounding off: 11-15 = 1, 16-20=2). For every 10 hit points, give them one “O”. Any monster/opponent with 10 or less Hit point always gets one full O.

Example, The average 5e Troll has 84 hit points. They get 8 “Os”, OOOOOOOO.

I use circles are used because they are quick and easy to draw. Useful when dealing with healing and regenerations - instead of erasing or crossing out, you just add new circles.

Now, whenever a player character hits a monster for 1-6 points of damage, colour in just half of the circle. If they hit for 7-12 points of damage, you colour in the whole circle, and so on…
When all the circles are coloured in, the monster/opponent is dead/incapacitated.


I’ve only run this once with a pair of regenerating trolls, but I’m going to keep using it in my game and see how it responds in other situations. 

Note: I make no claim that this system is a brand new idea. I'm sure similar damage systems exist, either in other homebrew hacks or in non-D&D rule-sets.

D&D Under the Sea

Last Sunday I took part in another D&D 5e one-shot hosted by a local gaming store. This time the party were a squad of Atlantian Royal guards tasked with watching over their king on his day off. Yes, this King …

It was a blast. The party ended up interacting with or battling against as many of Aquaman’s rogue’s gallery as I could comfortably squeeze in, including Ocean Master, King Shark, Black Jack, Scavenger and of course, Black Manta.

What I’m enjoying about these sessions is that the store provides the scenario, which means writing for scenarios that wouldn't normally occur to me and I have to get creative. In this game I came up with an underwater creature-riding race at the Atlantean Hipposphere against King Shark on a barely controlled giant great white shark (using adapted dinosaur racing rules), and a dungeon crawl through a giant maze coral looking for the King’s anniversary present to his Queen before the Scavenger destroyed the whole thing.
Along the way one of the party was force-fed a Potion of Lobster form (never roll a 1 when negotiating against a giant shark-man), the sorcerer found Captain Cold’s gun (a Wand of Cold), the ranger pair-bonded with her giant eel racing steed, and the Rogue found an ancient tomb with a golden robed figure inside. When he cracked it open the water pressure instantly destroyed the body, but he did find a golden ring inside. Putting on the ring required him to face his worst fear, but he made the saving rolls and … yes, I turned the Rogue into a Yellow Lantern/Sinestro Corps.

I live in an Atlantic coastal city so the climax had the party battling Black Manta and a raised army of Trench on the waterfront while the King raced back to Atlantic to stop his brother’s attempted coup with an army of sahuagin.

Blunderblade

Another item that came out of my dragonschool game. Used by Dwarven Vault and Royal Guards

Blunderblade
Cost: 250gp 
Weight: 12 lbs 
Damage Blade: d10 slashing.  
Damage Blunderbuss 2d6 piercing. Ammunition (range 20 cone). Dodge action - Dex check vs ToHit toll for ½ damage.  
Heavy, Reach, Two-Handed, Ammunition 
Blunderbuss can only be fired once. Requires 1 FULL round to reload – if loader is wounded, or performs any other actions, reactions or bonus actions beyond reloading the gun, then they do not have enough time and must begin again in a later round.  

What's Inside the Dwarf Vault?


Quick chart I made for the Dragon School Adventure. Roll d8 for found Treasure ... 

8     A jaunty crown studded with inferior quality, but colourful gemstones  500gp

7     A statue of a stern dwarven god. Before every d20 roll, you can roll a d6. if you roll a 6 you get an  Advantage. if you roll a 1, you get a Disadvantage. 400gp

6     A black velvet painting of a Fellen Presslever, the Dwarf elvis. worth 400gp

5    367 gp in mixed coins, small gems and jewelry.

4     A potion of Fire Breath: Allows a 2d6 burst. if drunk and used by a red dragon, does 4d6 damage 2x range. 100gp

3     Jar of Healing Potion (enough for two 2d6 heals, or one full heal) 50gp

2     A child's dirty sock filled with pennies. Worth 152 coppers

1    A large iron safe. massively heavy and almost impossible to carry (reduces movement by half. disadvantage on all rolls while holding.) Inside are neat piles of small slips of green paper. Worthless. AC 18 to Hit. HP 100 Resistant to all physical and blunt magical damage attacks.


The Unexpected DM

A local gamestore runs small one-off games in local bars on Sundays. Last Thursday, I threw my name in after my wife showed me the ad asking for DMs on Facebook. I had no idea what to expect, but I figured that if nothing else it would at least be an experience.

Shortly after contacting the store, I was sent the module we were expected to run and I nearly called them back to say no thank you. The set up was: Kid dragons going to ‘Smaugwartz School’.

My first reaction was shock. On their own the elements were fine: A game with dragon hatchling PCs could be fun. I’m not a Potterhead by any means, but I’ve read the books and enjoyed them. I could fake enough for a Hogwarts game. But this mash-up just felt … juvenile. I kept picturing a preschool show like Paw Patrol about a group of colourful kiddy dragons going to a magic school. Oh, what fun and educational adventures they’d have.

Pictured something like this....
If this is what modern kids want out of the new D&D, I want no part of it.

Luckily I persevered and read through the whole thing. It wasn’t as bad as I’d feared, the premise actually was that the hatchlings were ‘graduating’ and were given a final test by their teacher. They had to fly to a nearby valley and talk to some elves, visit some dwarves and terrorize some kobolds.
The reasons they had to do these things wasn’t very clear, but the one who returned with the most treasure, followers and princesses would be given a small starter horde by the school. You were supposed to give the dragons points for doing things like ‘lighting fires’, and ‘kidnapping princesses’. It didn’t hang together in a coherent way, but at least it wasn’t set in the actual school or require a lot of role-playing dragon versions of Potterverse characters.

I sat down and quickly rewrote it while sticking to general plot. Since the game had been advertised under that title, I had to keep that horrible "Smaugwarts" pun, but I tweaked that too. I placed the school inside a tall mountain dotted with caves, instead of an actual school. I also clarified the encounters and what the party had to do at each location.

The dwaves lived in a bronze city at the edge of the mountains. The city, and its vault, were protected by two giant cannons on the walls, regiments of archers and royal guards who rode flail snails into battle.

The kobolds lived in an ancient ruins in the middle of a swamp, and would gladly serve the dragons as followers, provided the dragons rid them of their current protectors … a family pack of Tyrannosaurus Rexes.

I kept the Harry Potter theme alive in the dragons visit to the (house) elves who happily negotiated with the beast as to how many elves would serve them, and at what prices.

"Look! Elves, sir!."
"Keep walking Sam. Don't make eye contact."
When the game got underway I was immediately cheered when one of the players declared that he thought the Smaugwarts idea was a little silly, so his character was actually an exchange student in from the Forgotten Realms. After the game, another player said he’d also been worried when he saw the game was going to be Potterdragons, but that he’s enjoyed the actual session.

The game itself went smoothly, with the group causing merry havoc in the dwarf city, getting nearly eaten by T-Rexes and being surprised (and not a little nonplussed) at the congeniality and eagerness of the elves to sell themselves into servitude.

The fun I got out of rewriting the adventure and its positive reaction were a good reminder of a lesson I relearn every time I roll some dice. It’s not the module that makes the session. It’s the dedication and commitment of the players and the dungeon master around the table that counts.

4th Edition Really was the Death of Fun

I've never been a D&D settings guy. I like some of the weird stuff, Planescape, Darksun, Spelljammer. Dragonlance is terrible and has always been terrible. I've got a soft spot for Mystara, but for me, growing up in the Dragon magazine era, the Forgotten Realms felt like the 'default' D&D setting. Default also meaning 'generic'. We never developed a full D&D campaign back in the day (for epic, long running stories we played WEG Star Wars, and you should too), but we did play occasionally and mostly we did what groups our age did: we used one guy's homebrew world that we tooled around in when we wanted to rob a dragon of her hard earned horde.

I'm continuing this with my own players. I have a world/cosmos idea and one city fleshed out, but what lies beyond that is gonna depend a lot on what my players want to do we (hopefully) start up again in the fall. D&D 5 looks like its going back to FR as a default and some of the players might read ahead and I figured I'd refresh my memory a bit.

And that's the long way to say that I took the 4th edition FR book out of the library (because I live in a small city with a good, but not great library system). The world description stuff in the book itself is fine, but the time jump and absurdity of the disasters that occurred in the mean seem pretty silly, even for a fantasy setting. But that's not my gameworld, so its for me to worry about.

I never paid much attention to 4th ed, though I've since heard all the horror stories. Reading the introductory adventure in the FR book, I was completely flabbergasted at how fidgety and foolish 4th ed really is. In my day we had a room description and one line of stats for the monster - this thing has two pages on a simple goblin fight.

But what really killed it for me (and prompted this unnecessary rant) was a story choice. In the first  town of the adventure there is a store that is selling a black horn dagger with a small magical boost at a reasonable price. The adventure really wants the players to have it and offers it up cheap ... but makes no allowance for what to do if the players choose to steal it instead. And trust me, someone is always gonna want to steal it. And if in case, if the story wants a player to have the dagger so much, why not let them steal it?  (WotC castrating the Thief to turn it into the Rogue was a big reason I never played much 3rd ed).

The horn dagger comes back later in a barrow dungeon when the party encounters a hobgoblin shaman who is attempting to resurrect the corpse of an ancient Ogre King. The dagger was once a horn on the Ogre's skull. Okay, not a bad scenario set up... except that is isn't. The text implicitly says that the shaman's ritual won't work. YOU DON'T GET TO FIGHT THE UNDEAD OGRE KING!

Why, why, WHY would you write it like this??!! Giving the party a chance to stop the resurrection, sure. But hinting at pretty good monster, and then cutting it off before it even becomes a possibility is  .... just not Dungeons and Dragons!

I've notice some of thing in a lot of the 5th edition adventures as well. I think its a symptom of the corporatization of WotC under Hasbro, which to be fair, has made D&D more popular that it has ever been. But I also think cleaning up the game has also removed a lot of the grit and gore that made the game so tantalizing to us as kids of the 70s and 80s.

Luckily, the BEST part of D&D as a game is that you don't have to play in their worlds, you don't have to follow the text, you don't even have to follow the rules if you don't want to. Building your own game is where the real magic lies. That and the friends you'll make along the way.

Dark Souls D&D that Doesn't Suck

I've noticed with getting back into D&D that there are new players who's first and primary experience with RPGs is through video games. In most cases this isn't such a bad thing, I was able to explain several of the concepts in a table-top rpg using Skyrim examples as a sort of bridge.

Skyrim and Fallout players are common, then you've got Dragon Age fans, even a few Final Fantasy classicists, but the hardest guys to handle are always the Dark Souls lone-brooders. Thankfully, some kind and twisted soul has based his entire D&D campaign in the Dark Souls universe, and has put some of his materials up on Reddit. That ought to be enough to make any in-game brooder soil his pantaloons.

Marvel FASERIP: Elsa Bloodstone - Agent of H.A.T.E

STATISTICS                                        

Fighting        IN           40          
Agility           EX           20          
Strength        IN           40          
Endurance    AM         50          
Reason          TY           6             
Intuition       TY           6             
Psyche           TY           6             
Health:    150                        
Karma:   18          

BACKGROUND                                 
Real Name: Elsa Bloodstone      
Occupation:  Monster Slayer, Mercenary
Legal Status: No criminal record
Identity: Public                                 
Place of Birth: Bloodstone Island
Marital Status: Single                    
Known Relatives: Ulysses (father,
deceased), Cullen (brother)        
Base of Operations: Bloodstone Manor,
H.A.T.E. Aeromarine, north Atlantic,
Shockwave Rider, State 51,
Past Group Affiliations: H.A.T.E., Nextwave,
Legion of Monsters        
Present Group Affiliations: Nextwave,



KNOWN POWERS
Longevity: Whenever Elsa wears her Bloodstone choker she ceases to age. When not wearing the stone she ages at approximately a third of the rate of a normal human. She uses the stone to slow her aging process down even further, but has no desire to become truly immortal like her father. In practical terms, this mean she biologically ages about one year per decade.

Durability: The Bloodstone gem worn by her father left traces of itself even in his DNA, which was passed down to his children. Elsa processes increased physical strength, durability, speed, stamina, agility, reflexes, and senses, all boosted to superhuman levels.

Reneration: Elsa regains 5 Hit Points per hour. If wearing her Bloodstone choker, she can even regenerate limbs or recover from seemingly mortal wounds (at the rate of 2 Hit Points per day).

Bloodstone: Elsa owns a small fragment of the Hellfire Helix gemstone that was once embedded in her father’s chest. However, unlike her father whose durability and immortality derived solely from the gem, Elsa’s durability and longevity appear to be natural and not dependent on the gem. However, when wearing the fragment (which she has put in a choker that she wears around her neck) her healing powers are increased and she temporarily ceases to age.

TALENTS
All forms of Combat, including Marksmanship, Military and Business/Finance. Also extremely knowable on monster lore and pertinent magical knowledge. She is fluent in many languages and can read several languages considered dead, lost and/or occult.

BACKGROUND
Elsa is one of two known children of the he formally immortal Ulysses Bloodstone, a prehistoric warrior who had discovered an alien entity called the Hellfire Helix trapped inside a meteorite. The Hellfire Helix summoned an alien being known as Ulluxy’l Kwan Tae Syn to help it find a host but Ulysses battled Syn, and during the fight the Hellfire Helix was smashed. A piece of it, known to history as the Bloodstone Gem, became embedded in Ulysses’s chest granting him superhuman strength, durability and immortality. Over the millennia, he used his powers to become the world’s most renowned monster hunter and mercenary the world had ever seen.

It is not clear when Elsa or her brother were born, but it soon became apparent that she had inherited at least some of her father’s strength, agility and toughness without requiring that she wear the Bloodstone. Her father began her training literally in the cradle, where she learned how to strangle imps and slay small monsters with a broken plastic spoon. As she grew older, her father’s training intensified and crossed the line many times into abuse, though Elsa’s memories of this time are thought to be spotty with age and fragmented by possible meddling by H.A.T.E.

After her father’s death, she retrieved a fragment of the now destroyed Bloodstone Gem and placed it on a choker she sometimes wears around her neck. Based out of Bloodstone manor, hidden somewhere in England, she took over her father’s business, working as a mercenary specializing in supernatural exterminations and monster attacks.

Elsa was the first the first one requited by Monica Rambeau and Director Dick Anger into Nextwave.


Elsa Bloodstone was created by Dan Abnett and Andy Lanning.  Artwork by Stuart Immonen, Wade Von Grawbadger, and Dave McCaig with Paul Mounts


 

Marvel FASERIP: Boom Boom - Agent of H.A.T.E.


 STATISTICS                               
Fighting               GD          10          
Agility                   GD          10          
Strength              TY           6             
Endurance          20           20          
Reason                 PR           4             
Intuition              TY           6             
Psyche                  TY           4 (see Known Powers)  
Health:                 46                          
Karma:                  14

BACKGROUND                 
Real Name:  Tabitha Smith                                          
AKA:  Time Bomb, Boomer, and Meltdown                          
Occupation: None. Petty Thief                                  
Legal Status:  Juvenile record (sealed). Banned from numerous malls and retail outlets for shoplifting.     
Identity: Unknown to the public at large                               
Place of Birth: Roanoke, Virginia                                               
Marital Status: Single                                    
Known Relatives: Lou, Father (deceased).                                           
Base of Operations:  the Shockwave Rider, whatever the NNNN X-Force is based out of nowadays.
Past Group Affiliations: Fallen Angles, New Mutants, X-Factor, X-terminators, X-Force, H.A.T.E.                  
Present Group Affiliations: Nextwave, X-Force.


KNOWN POWERS
Energy Bombs: Boom Boom is a mutant who can create glowing spheres of plasma energy up to 2’ in diameter (or roughly the size of a beach ball) from her hands and throw, shoot or plant them up to 3 spaces away. She can ‘time’ these bombs to go off anywhere from 1-10 rounds after she has created them, or she can mentally trigger them to explode anytime within ten rounds. Any bombs not detonated after 10 rounds will explode on their own. She can adjust the bombs to do any Damage up to Amazing without effort, and might be able to create larger ones with sufficient time, concentration and Red Bull. 
She can only create one bomb per round.

She has also demonstrated the ability to channel a bomb through another item in order to reach areas that she cannot physically see or reach.

Psychic-Resistance: Boom Boom has Excellent resistance to mental attacks or spells that causing hallucinations, fantasies, nightmares and disorientation. Some speculate this may have something to do with her contact with the Beyonder, or it could be that she’s simply not smart enough for her brain to process these kinds of effects.

Talent: Boom Boom has the Throwing Weapon talent. She has also received in-depth combat, hacking and espionage skills from Cable, though it’s unclear how much of it she has actually retained.

Resources: Boom Boom As a member of H.A.T.E., she has access to a flying harness that allows her to move at Good speed.


BACKGROUND                 
Tabitha Smith was born in a trailer park in Roanoke Virginia to inattentive parents who separated when she was still a child. Education was never a priority for Tabitha and she grew into a rebellious teen. When her powers first manifested during puberty she used them for small pranks and petty thievery until one morning when she detonated a bowl of her father’s Lucky Smacks. He attacked her and drover her out of the double-wide once and for all.

Having heard of a school for mutants somewhere in New England, she headed north only to encounter the being known as the Beyonder. The alien being transported her the rest of the way, but the Beyonder’s sudden appearance provoked an attack by the X-Men and Tabitha was mostly ignored. After a series of adventures that would become known as the Secret Wars II, she left the Beyonder and ended up living on the streets.

Befriending a young girl named Gina, the two soon caught the eye of a pimp named ‘Tiger’ who made several attempts to recruit the two young girls. One night Tiger beat Gina to death, only to be killed by Tabitha in return. On the run, Tabitha met the mutant known as the Vanisher who recruited her into his team of thieves known as the Fallen Angles. One of the Angles known as Ariel, turned out to be an alien looking to collect mutants for study back on her homeworld known only as ‘Coconut Grove.” Fortunately, Ariel had a change of heart and returned the surviving Angles to earth where they went their separate ways.

Having met several X-Men and New Mutants, Tabitha was now able to join the School for Gifted Youngsters and the New Mutants. When the school was closed she, along with several other mutants, were sent to the Phillips Academy in New Hampshire. Not fitting in well with the other students, she was expelled and rejoined the New Mutants, where she developed her feeling for her fellow mutant, Cannonball.

Both Cannonball and Tabitha both joined Cable’s new X-Force. Under Cable’s mentorship, she developed her powers, and in a fit of nineties X-tremism, cut off her hair, added a lot of pouches to her costume and insisted that she be called Meltdown. Her relationship with Cannonball suffered a number of ups and downs during this time, including an affair with fellow teammate Sunspot. The current state of their relationship remains a mystery.

After several years with X-Factor, she took a break from the team. She spent some time fooling around the west coast, hitting the clubs and growing out her hair, until she was approached by Monica Rambeau and Dick Anger, director of H.A.T.E. who recruited her into the team known as Nextwave.

Still a petty thief at heart, it is her sticky fingers that found the marketing plan of the Beyond Corporation, H.A.T.E.'s financial backers. It turned out that Beyond Corp evolved out of the former terrorist cell known as S.I.L.E.N.T., and was planning to use H.A.T.E. and Nextwave to further its own sinister agendas. Taking this information to Monica, the group rebelled, only to be pursued by Dick Anger and all the resources of H.A.T.E

Boom Boom was created by
Jim Shooter and Al Milgrom.
Artwork by Stuart Immonen, Wade Von Grawbadger, and Dave McCaig with Paul Mounts


The Random Life: What did I miss?

Spooktacular - a WEG GHOSTBUSTERS clone! I many actually spring for the hardcopy here, knowing full well that I'll never get to actually play it - but nevertheless, I have ideas! 

Someone found some classic cartoon characters Dungeons and Dragon stats from a very old issue of Dragon magazine. I love how they're portrayed as lords of chaos.   

Since the D&D group is taking a break over the summer, I've turned my rpg attentions to a little side project. I was looking for something different than D&D when inspiration hit. The pic is a hint. 

Wonderful Wednesdays


Wonderful Wednesdays

Lynda's Rock and Roll Fantasy (from an 1980 TV special). This is pretty wild and fun stuff. 


Last Session

A couple of photos from the last session of the term before the summer break. Here is how it all looked from my perspective.



Close up of the final slime pit with the Otyugh. Its pear and grape sauce with graham wafers as the floating mushrooms. Wish I'd taken a pic of this with more of the paper Minis.


Wonderful Wednesdays


The Space Princess look

Tazar's Wand of Voltaic Force

This foot long wand of gnomeish make is not a magical item and will not be affected by anti-magic fields. A crystalline battery inside holds a temporary charge and when the wand is manipulated, it will release a warn light equal to that of a torch, a sparkling light show, or it can be used as a weapon, capable of electrocuting people by touch, and even short distances away.

Once the crystal's charge is spent, it must be hooked, via copper cords, to a 1' long box lined with rabbit fur. A copper rod runs down the middle and is attached to a crank. This crank must be wound for at least two hours to fully charge the wand (which is enough to turn a Long Rest into a Short rest).

Damage: Touch, 2d6 electrical damage. Range 1'. Bolt d10 electrical damage. Range 20', Line.
Resistance: Those affected can make a Con saving throw roll vs DC=To Hit roll. If they fail the roll, they will not suffer any extra damage, but they will fall prone for d4 rounds.

Charges: 10 (full charge)
Torch Light - 1 charge per hour
Sparkle/Light Effects - 1 charge to activate, 2 charges per hour to run
Touch Shock - 2 Charges (per round)
Bolt Shock - 3 Charges




Halfling Fork Sword

Aka: Sausage Sword, Hob Fork,

I stumbled across this on some local buy-and-sell site and immediately decided that it had to become a traditional Halfling weapon.

Approximately 2' long.
Damage: D4 piercing damage. If fork has been heated in a flame and/or is covered in boiling gristle or flaming marshmallow it then does +1 Fire/Heat damage.
Range: Melee
On a natural 20, the weapon will ensnared the opponent's (melee) weapon. Make an Advantaged (for welder of the fork) opposed Strength check. If the welder of the fork wins, then their opponent is now disarmed and their weapon falls 10' away in a random direction.