u/Ok-Locksmith3783

Villains of the Realm: The Imperium

Villains of the Realm: The Imperium

The Imperium

In every way resembling the Roman warriors and military structure, Imperium forces consist of highly dedicated and well-trained soldiers. Their gods command them to conquer all others, and they diligently strive to do so.

Legionnaire

One of the highly disciplined and loyal soldiers of the Imperium.

 AC 17 (banded armor and kite shield), HP 11, ATK 1 longsword +2 (1d8) or 1 crossbow (far) +1 (1d6), MV near, S +1, D +0, C +1, I +0, W +0, Ch +1, AL N, LV 2

 Phalanx. +1 to attacks and AC when in close range of an allied legionnaire.

 

https://preview.redd.it/hu91ed5jgi2h1.jpg?width=2062&format=pjpg&auto=webp&s=a90539bbc87bc5d5d1bc3dec1849523834cd2670

Legion Priest

Most Imperium military units have a battle-trained priest of Vomar among them.

AC 16 (banded armor + shield), HP 23, ATK 2 mace +3 (1d6) or 1 spell +3, MV near, S +1, D +0, C +1, I +0, W +2, Ch +1, AL N, LV 5

Anoint (WIS Spell). DC 12. Close. One weapon or armor becomes a magic +2 version for 10 rounds.

Command (WIS Spell). DC 13. Focus. The priest issues a one-word directive, which the target obeys (so long as it is not self-destructive) for the duration.

Healing Touch (WIS Spell). DC 11. Heal one creature within close for 2d4 HP.

Holy Flame (WIS Spell). DC 13. Self. Weapons ignite in magic flames and deal an additional 1d6 damage for 5 rounds.

Legion Officer

A leader of other Legionnaires, skilled at tactical and strategic thinking.

 AC 17 (banded armor and kite shield), HP 17, ATK 2 longsword +2 (1d8), MV near, S +1, D +1, C +1, I +1, W +1, Ch +2, AL N, LV 4

 Phalanx. +1 to attacks and AC when in close range of an allied legionnaire.

https://preview.redd.it/2wkauwuxgi2h1.png?width=3072&format=png&auto=webp&s=44e5f9060c074dc6812b0db6cbb8fc8f0e9b1b66

Big Irish AKA Sean Patrick Fannon 

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u/Ok-Locksmith3783 — 16 hours ago

Monsters of the Realm: Goatment

Goatmen

Cunning, tough, and dedicated to melee mastery, goatmen seek to prove themselves against all comers.

AC 14 (banded mail), HP 20, ATK 2 longsword +4 (1d8) or 1 headbutt +3 (1d6+stun), MV near, S +3, D +1, C +2, I +0, W +0, Ch -2, AL C, LV 4

Headbutt. Goatmen can slam their horns into the head of an opponent. On a successful attack, the target is stunned for a round.

Personal Honor. If a goatman accepts an obvious direct challenge, other goatmen present will stop attacking to see how the battle goes. So long as the Hero fights and defeats the goatman (alone), the others will respect it and withdraw from combat.

https://preview.redd.it/ibokp4gadb2h1.jpg?width=2062&format=pjpg&auto=webp&s=fdffc3a53ea17c6c35d22a3fc36c5ba766d04fa2

Goatman Champion

Masters of combat and driven for ever-greater challenges, goatmen champions seek out the best fighters to duel.

AC 16 (lamellar and buckler), HP 30, ATK 3 longsword +6 (1d8+1) or 1 headbutt +4 (1d6+stun), MV near, S +3, D +2, C +2, I +1, W +1, Ch +0, AL C, LV 6

Headbutt. Goatmen can slam their horns into the head of an opponent. On a successful attack, the target is stunned for a round.

Personal Honor. If a goatman accepts an obvious direct challenge, other goatmen present will stop attacking to see how the battle goes. So long as the Hero fights and defeats the goatman (alone), the others will respect it and withdraw from combat.

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 1 day ago

Monsters of the Realm: Fomori

Fomori

Strange beings of the sea that have no love or tolerance of those who live on land. They have a particular hatred of elves and fae.

AC 16 (water suit), HP 17, ATK 2 water spears (close/near) +4 (1d6+1), MV near (swim), S +3, D +2, C +2, I +0, W +1, Ch -2, AL C, LV 4

Aquatic. Fomori can breathe underwater and swim easily.

Vulnerable. The water suit provides no protection against fire.

Water Spear. Formori can create spears of hard water.

Water Suit. A self-generated full body armor that provides AC 14 (+DEX) and life support out of the ocean.

 

https://preview.redd.it/zz6vk2ki042h1.jpg?width=208&format=pjpg&auto=webp&s=21c5174835b707b1e40e7c220e344505064ec78d

Fomori Channeler

Spiritual leaders among the Fomori who possess powerful water magics.

AC 16 (water suit), HP 17, ATK 1 water staff (close/near) +2 (1d4+1) or 1 spell +5, MV near (swim), S +1, D +1, C +1, I +1, W +3, Ch +0, AL C, LV 6

Drown (WIS Spell). DC 14. Near, focus. A target of LV or less is held in place and begins to drown. After their CON bonus in rounds, they suffer 1d4 damage until they break free (STR DC 15).

Aquatic. Fomori can breathe underwater and swim easily.

Fury of the Sea (WIS Spell). DC 13. Far, the channeler hurls a roiling ball of water that explodes into steam, doing 4d6 damage in a near-sized cube.

Pummeling Spray (WIS Spell). DC 14, far. A target 1000 pounds or less is shoved a near distance as it takes 1d6 damage.

Vulnerable. The water suit provides no protection against fire.

Water Staff. Formori channelers can create staves of hard water.

Water Suit. A self-generated full body armor that provides AC 14 (+DEX) and life support out of the ocean.

Big Irish AKA Sean Patrick Fannon

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u/Ok-Locksmith3783 — 3 days ago

Tales from the Ironhaven Chronicles

I ran a game yesterday that went really well. Two different parties of Heroes met and teamed up to further delve into the Tomb of Gar-Xhul. This was the first time I employed "The Dark is Alive," and it had exactly the impact I was hoping for. One of the Heroes found himself far outside of the party's light and ended his turn in Darkness.

When the party finally found him, his skin had been transformed to drow obsidian, his hair shock white, and his eyes developed a slight red tinge.

One of things I determined with fair certainty is that crawling rounds generally need to pass about the same pace as combat rounds.

Big Irish AKA Sean Patrick Fannon

u/Ok-Locksmith3783 — 3 days ago

Villains of the Realm: The Crimson Cartel

The Crimson Cartel

The Cartel is the largest and most dangerous criminal organization in the Realm. Many believe it had its beginnings in what is now the Mercantile Union, and many others believe it holds massive sway there still. Regardless, its influence is spread far and wide. Those at the top of the organization are known to be near-fanatical in their adherence to ancient traditions, all tied to the worship of a “lost” Goddess of Murder they name as Caedea.

CRIMSON CARTEL ENFORCER

Frequently found in charge of teams of assassins, thieves, and thugs. Crimson Cartel Enforcers are deadly opponents who see the business of the Cartel is done to satisfaction and assets are protected.

AC 16 (mithril chain), HP 43, ATK 2 longsword +6 (1d8) or 1 crossbow (far) +3 (1d6), MV near, S +3, D +3, C +2, I +1, W +1, Ch +0, AL N, LV 9

Off-Hand (DEX). DC 12. If the enforcer hits with either longsword attack, they roll to see if they can add +1d4 damage from their dagger.

Stealthy. ADV on DEX checks to sneak and hide.

CRIMSON CARTEL MASTER

Those who reach master level in the Cartel are truly deadly. Without fear, they carry out the dictates of the Crimson Council.

AC 17 (mithril chain), HP 49, ATK 2 longsword +7 (1d8) or 1 crossbow (far) +3 (1d6), MV near, S +3, D +4, C +2, I +1, W +2, Ch +2, AL N, LV 10

Fanatic. Masters are immune to morale checks and gain ADV against any CHA-based spell.

Off-Hand (DEX). DC 9. If the master hits with either longsword attack, they roll to see if they can add +1d6 damage from their shortsword.

Stealthy. ADV on DEX checks to sneak and hide.

https://preview.redd.it/noslwe2eh61h1.jpg?width=2062&format=pjpg&auto=webp&s=44a985f452ec4f7dc7af74a23fc7f277690aa8ec

CRIMSON CARTEL SORCERER

Followers of the Ruby Facet (the Path of Doom), Cartel sorcerers delve into the vilest forms of magic and hunger for power.

AC 11, HP 30, ATK 1 spell +6, MV near, S -1, D +1, C +0, I +3, W +2, Ch +2, AL C, LV 7

Arcane Armor (INT Spell). DC 12. Self, AC 16 for 2d4 rounds.

Betrayal (INT Spell). DC 13. Near, focus. A target of LV 7 or less turns on its allies, attacking them as hostiles until focus is lost.

Phantoms (INT Spell). DC 12. Near, a horrific illusion that appears in the mind of a target LV 3 or less. They are forced to make a morale check.

Wither (INT Spell). DC 12. Close, one touched target loses 1d6 HP. The target takes double damage from the next attack or damage spell that strikes it.

Wrack (INT SPELL). DC 12. Far, focus. Target LV or less is overcome by agonizing pain. They must make a CON check against the sorcerer’s casting check to be able to move or act.

---

Big Irish AKA Sean Patrick Fannon

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u/Ok-Locksmith3783 — 7 days ago

Monsters of the Realm: Boarmen

BOARMAN

One of the more aggressive of the tribes that dominate the Hegemony. Boarmen utterly refuse to back down from a fight.

AC 15 (tough hide and buckler), HP 19, ATK 2 battleaxe +3 (1d10), MV near, S +2, D +0, C +4, I -2, W -1, Ch -2, AL C, LV 3

Stubborn. Boarmen are immune to Morale checks.

Tenacious. Boarmen have ADV on any rolls to resist being prevented from acting.

Tough Hide. If wearing no armor, boarmen gain their CON bonus to their AC.

https://preview.redd.it/04txnzl3m01h1.jpg?width=2062&format=pjpg&auto=webp&s=e0608667300da2c66ca1fdd56ab5074ef3fd9e51

BOARMAN WAR CHIEF

Those who lead the boarmen into battle are some of the toughest beings around.

AC 17 (tough hide and buckler), HP 28, ATK 3 battleaxe +5 (1d10+1), MV near, S +3, D +2, C +4, I -1, W +0, Ch -1, AL C, LV 5

Mighty. +1 ATK and damage in melee.

Stubborn. Boarmen are immune to Morale checks.

Tenacious. Boarmen have ADV on any rolls to resist being prevented from acting.

Tough Hide. If wearing no armor, boarmen gain their CON bonus to their AC.

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Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 8 days ago

Bad Guys and Monster Builds

I was thinking I might start sharing some of my special builds for new (or revised) monsters and specific antagonists from my work.

Would folks be cool with that?

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 9 days ago

Multiple Light Sources

In my home version of my Ironhaven Chronicles campaign, my players have become very adept at having multiple, overlapping Light Spells going, as well as a torch backup when possible.

Granted, I've done a very good job of making them respect the need for light (see my The Dark is Alive product).

What I am wondering is - is this OK? Just how things are done? Or should I be doing more to attack their light?

The latter has the danger of becoming monotonous if done too much. As well, part of me doesn't want to discourage "best practices."

Big Irish AKA Sean Patrick Fannon

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u/Ok-Locksmith3783 — 11 days ago

So What Do You Think?

For all the folks who grabbed a free copy of The Dark is Alive, I would be really grateful to hear what you think of it.

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 14 days ago

This is an area I've been struggling with.

  • How much to charge for an enchantment on an existing item.
  • Should I always roll for Benefits and Curses?
  • What if someone wants to just outright buy a magic item? Should that be impossible, really difficult, or relatively easy?

As always, your thoughts are welcome and appreciated.

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 15 days ago

How much do these come up in your games?

Should there always be a check to avoid it, or are there times when unfortunate circumstances can happen that just kill a character?

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 16 days ago

There are, of course, other low-level spells that also have this issue, but Sleep is the most glaring one. It literally becomes useless once the wizard starts facing anything 3rd LV or higher.

I've been toying with the idea of allowing casters to spend a Downtime to trade out spells; while you cannot trade "up" (first for a third), you can at least change Sleep out for a more utilitarian spell.

Thoughts?

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 18 days ago

Welcome to Geek Month! Beginning on May 4th (Star Wars Day) and winding up with the three holidays on May 25th (Geek Pride, Towel Day, and The Glorious 25th of May), this is a month for nerds and geeky fans of all stripes. In celebration of this wonderful time, PORTALIS Publishing has all of its Ironhaven Chronicles titles on sale for 25% off! These are all of the products we've created so far for the wildly popular Shadowdark RPG.

Celebrate Geek Month with some really great gaming!

https://www.drivethrurpg.com/en/publisher/24172/portalis-publishing?affiliate_id=41076

https://preview.redd.it/d5el5wxdc5zg1.png?width=625&format=png&auto=webp&s=d8e7f72c982f241f54eb6908defdc3b17affe7ae

https://preview.redd.it/7wol0s2fc5zg1.png?width=591&format=png&auto=webp&s=90f720ee1a0509febe5cabb2bf0d46c9af4b2c40

https://preview.redd.it/7saocn5gc5zg1.png?width=700&format=png&auto=webp&s=b400a2110995d5ad3e21ca2ce8cd6db9449ac960

https://preview.redd.it/8j9mi5dhc5zg1.png?width=663&format=png&auto=webp&s=ab04891199dee13f2cba7989480834e3a011b359

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u/Ok-Locksmith3783 — 18 days ago

On the surface, it seems simple.

As I dig further into it, the concept of Primordial gets a little slippery. It seems Primordial forces are not merely the Neutral counterpoint to Celestial/Lawful and Infernal/Chaos. If anything, there seems to be a real connection between Primordial entities and Chaos.

Curious about your thoughts here as I firm up my designs on how I want to deal with them in The Realm.

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 21 days ago

Is Chaos the primary force/power behind true Evil?

Is Chaos a broader philosophical antagonist for Law (that most evil things align with)?

Something else?

I have my own thoughts (which I suspect many of you can guess), but I would love to see where the thinking is overall here.

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 21 days ago

The core rules state the basics - "While in total darkness, a creature who is not darkness adapted has disadvantage on tasks it undertakes that require sight. Also, the environment becomes deadly. The GM checks for a random encounter every crawling round."

(Quoted for ease of direct reference in the conversation.)

I've seen a number of cool ways to represent light source effects at the table (these seem brilliant and I have set arriving today), and VTT with dynamic lighting makes it even easier to create and track the situation.

In actual play, I've found myself trying to noodle the details and edge cases.

  • One or more Heroes suddenly find themselves in total darkness, but the main light source is nearby and they can see it.
  • A Hero (likely a thief) "takes a chance" by staying ahead of or behind the light; they can't see, true, but they feel maintaining their Backstab Stealth makes it worthwhile.
  • One or more Heroes are "right on the edge," where things are fuzzy.

What I am pondering is just how dangerous/deadly should a GM endeavor to make Darkness a truly vital threat. A 1:6 chance is still only 16.67% that something "bad" happens. Gamers are gamblers by nature; they will frequently take a chance for one round, then move back to the light on the next. If the light goes out, uber-prepped gamers will have at least two immediate options to restore light.

Unless I am just running this game wrong, the light/darkness issue is a problem, but it's not as threatening as some of the flavor text in various sources imply.

A couple of options I've considered:

  1. Instant Attack: As soon as one or more Heroes are in complete darkness, something strikes out immediately.
  2. The Shadowdark Itself is Active: There is some supernatural aspect of Darkness within the Shadowdark spaces that unleashes hell against anyone who dares be outside of light.

I'd love to know your thoughts on this.

Big Irish AKA Sean Patrick Fannon

u/Ok-Locksmith3783 — 23 days ago
▲ 1 r/startplaying+1 crossposts

I have massive experience as a GM and love this system (obviously, if you've seen my other posts).

Wanna play a cinematic action hero?

I'd love to hear from you.

Big Irish AKA Sean Patrick Fannon

EDIT: I do run paid games, and I am of course grateful to those who want to help me drag myself out of the Poverty Pool. That being said, I have one online game that is not paid, and would be willing to put together another one if you have a group that wants to play.

u/Ok-Locksmith3783 — 24 days ago

I tend towards a higher degree of continuity in my games, even the ones that are supposedly more "open table." I also admit that I don't have the best success rate with getting a party "through" a dungeon every session.

What I am curious about today is how others handle that situation. For example, do you -

  1. Handwave/retcon it? "They actually did not come along on the adventure, just move on."

  2. Mannequin? "They are still there; they're just not doing anything worth noting or rolling for."

  3. GM-NPC? "I'll play them for the party tonight."

  4. It's a Kinda Magic? "Sometimes people just fade out of existence due to mystical quantum flux something-or-other."

Thoughts?

Big Irish AKA Sean Patrick Fannon

reddit.com
u/Ok-Locksmith3783 — 25 days ago