Friday, May 21, 2021

Miasma and Monsters 1.4 Released

 

Version 1.4

Added

  • Coleman H added as Playtester
  • Added PB (Passive Bonus) to the Abbreviations section
  • Added a note to the Passive Brawn Bonus that affects HD regarding Magus
  • Rules for Surprise and Surprised added to the list of Conditions

Changed 

  • Updated many Traits to use Reactions instead of not being a part of the action economy
  • Save Difficulties are gone (except for certain cases up to the Referee) and replaced with Opposed Saves
    • This affects Traits, Spells, Potions/Poisons, 
  • Updated grammar 
  • Bound Weapon clarified to take a Turn to bind a weapon
  • "Strike Fear into their Hearts!" now Frightens affected creatures rather than making them perform a Morale check
  • Harvesting Difficulties lowered
  • # of Actions per Round updated
  • Energy Blast updated to Energy Dart to not confuse with the Magus's Blast ability and given a range of 60'
  • Minimum AoEs added to the Magus's abilities
  • Gate spell updated to specify settlement or hex the caster has been to before
  • Raise Dead updated to target the ground at your feet and skeletons appear as close as possible to the caster

Friday, May 7, 2021

Dungeon Robbing: Morrowind

 

Arkngthand, an early dungeon in Elder Scrolls III: Morrowind

"Now you die!" - basically any Morrowind NPC

I'll be bolding text occasionally, which is in reference to this blog post, Dungeon Checklist.
 
I'm back! After a hiatus, I return with more TTRPG content!
 
Many Morrowind players will remember this dungeon. Its entrance is guarded with a "casual-filter" encounter with the infamous Snowy Granius. He is outfitted with the ability to Absorb Fatigue and knows a wide range of pretty devastating spells that can easily wreck an unprepared player. After he is bested, the rotating door to the Dwemer ruin is opened via a steampunk-esque valve foreshadowing what's to come inside this dungeon.

The player is originally tasked by Caius Cosades, their contact in the nearby city of Balmora, to learn about two different cults in Vvardenfell. He mentions Hasphat Antabolis in the Balmora Fighter's Guild has information, but this contact requires us to find a Dwemer Puzzle Box for him in the ruins of Arkngthand which is atop a nearby mountain. After completing this, Hasphat gives us a key to the lower levels of Arkngthand to explore more. Why would he have this key on him? Not sure, but neat that there's something more to explore after completing the quest. So what do we have? A pretty basic fetch quest hook that requires a minor amount of legwork before we can enter the ruins. What really makes this quest unique are the ruins themselves.
 
Decisions, decisions...
 
Upon entering, the players will notice (after defeating some patrolling guards) that there are a few levels to the ruins so they already have to deal with Different Paths. This dungeon can be tough for many new players because they might not be used to dungeons with numerous Z-levels, some of which are gated through levitation or quest progress. This dungeon "filters" many players who just give up because they can't find the puzzle box! Taking the most natural path of the first door they can reach doesn't lead to quest completion; those who explore are rewarded!
 
The player is nearly assaulted with branch paths to take here, which is pretty great! This ain't no linear, modern-day dungeon! Let's look at some text from the excellent UESP wiki:

At the bottom of the rock stairs is a two-level structure: the bottom level contains three doors to Weepingbell Hall—the two on the left lead directly to a corridor with another door to Heaven's Gallery, the one on the right leads to the main corridor system—and the top has a door leading to the other area of the Cells of Hollow Hand. Also on the top level a Dwarven spear can be found leaning against a cabinet. Various Dwemer artifacts and other junk can be found in steel kegs and crates, along with a motley assortment of ingredients and gold.

Lots of choices to make here, when we get to constructing a dungeon based on this one we'll be sure to take that into consideration.

Since this is an ancient ruin, it's full to the brim with antediluvian artifacts from the Dwemer, the race of people that used to inhabit the world. The tools, treasures, and trinkets they left behind fit their architectural style of being very heavy, yet still valuable. If the player isn't too careful, they can easily find themselves over-encumbered after picking up a few cogs and cylinders.

 

Glorious, early 3D maps.

Let's talk about what's not so good for a TTRPG dungeon, and that's static NPCs that immediately run towards the player upon sight. It's a classic trope in video games, especially for older titles. We don't want to do that. Maybe our dungeon has an archaeologist escorted by some meat-shields that may be obliged to barter with the PCs if they find any valuables therein? Or keep the flavor of those within the ruins as bandits who, depending on their reaction to the players, may as well attack on sight or prefer to talk, trade, or even tag along. Be sure to not just fill your dungeons with things to kill, this is a game not bound by programming or technical limitations after all!

The traps in this dungeon are unfortunately pretty lackluster if we just lifted them, too. The trap system in Morrowind is such that if you look at a trapped object, you will be told so and must use a tool or magic to disarm it before being able to interact with it safely. Also the only trapped objects here are doors and a chest that can only be accessed through levitation (let's keep that one actually, a particularly resourceful magic-user may have stashed valuables up there they want no one else to use).

One last thing that's very neat and thematic are the rooms with open pits of lava. Environmental hazards that don't require much leg work from those running a game are always fun, and who doesn't like to try to kick a cultist down to their fiery doom? Let's be sure to keep that in our dungeon.

Let's Make a Dungeon from This

Checklist

Okay we've looked at Arkngthand long-enough, let's make our own dungeon inspired by it! First we should take stock of the elements we want to keep, and those we wish to omit:
To Bring With Us
  • Branching paths
  • A MacGuffin to exfiltrate
  • Environmental Hazards by way of lava
  • Very hidden treasure 
  • Loot that's rich in value but bulky

To Leave Behind

  • NPCs that attack on sight
  • Traps that limit agency
  • One faction inside the dungeon 
Hook
 
Let's have the party get a job to retrieve a relic from the ruins, but the requestor is secretly a homunculus created by a mad fire mage that lives in the ruins. He lures adventurers into the ruins with the promise of riches, and relies on the creatures of the ruins to deal with them and to test his experiments on. On top of this, they could also be hired by an archaeologist to escort them into the ruins so they can examine it for their research. This could be tied into a guild to earn favor from them. This gives the party multiple reasons to be here and the escort mission provides a tactical change to their normal routines.

Without further ado, let's build that map!
 
Behold the Ruins of Ynzatchzan!
 

Dungeon Notes

  • Each square is 10'
  • All doors are made of thick brass and etched with Dwarven runes. 
  • Walls and floor are carved from the rough, pock-marked volcanic rock of the mountain.
  • Rooms without lava are pitch black, lava emits dim light for 50'.
  • Being adjacent to lava forces a Save to not take d3 damage from the high heat. Combustible clothing/equipment/hair may ignite on a failure. Being on the lava requires another save to not take 2d8 on going damage per round and for d4 rounds afterwards or until extinguished.

Wandering Creatures

Roll every two Turns, 1-6 chance of an encounter occurring. Roll a 2D4 for encounter:
 
  • 2: Mad Pyromancer, 6 HD, AC 9 (11), 1 attack (dagger) or 1 spell, mv 40', morale 9, XP 1050
    • Spells: Invisibility, Lightning Bolt, Phantasmal Force, Hold Person
    • Wand of Fireballs, Scroll of Summon Early Magma-Man Experiment (1d4 experiments summoned within 30'), Potion of Magma Form
    • Unless a bad reaction roll is made, he will be friendly to the party and ask them to join him in trying to find the secret treasure hidden in the Lava Meditation Chamber
      • Will try to push the weakest of the party into the lava and then drink a potion of Magma Form
  • 3: Early Magma-Man Experiment (Lesser Fire Elemental), 4 HD, AC 4 (15), 1 attack (1d12, flame tongue, 10' reach), immune to fire damage, +1 weapon or better to hit, takes 2d6 damage from water, mv 40', morale 12, XP 650
  • 4: 1d2 Rust Monsters, 5 HD, AC 2 (17), 2 attacks (rusts metal on a hit, magic items have a 10% chance to resist for each plus, rusted metal falls to pieces and falls apart, metal objects hitting the monster are affected the same as a +2 magic item), mv 45', morale 8, XP 270
    • After devouring a metal item, a rust monster will run away to hide and digest, 30% chance to stop and digest in place
  • 5: 2d4 Dwarven Skeletons. 2 HD, AC 7 (12), 1 attack (d6, one handed weapons), immune to fear, charm, sleep effects, half damage from edged and piercing weapons, blunt weapons deal an extra d4, mv 35', morale 8 XP 65
  • 6: 1d4 Lesser Dwarven Automaton, 3+3 HD, AC 5 (14), 3 attacks (axe arm, 1d4 + 2 each), mv 30' on brass crab legs, morale fearless, XP 270
  • 7: Greater Dwarven Automaton, 4+4 HD, AC 4 (15), 4 or 2 attacks (4 battle axe arms 1d4+3 or 2 great axe arms 1d5+5), attacks as if it has 8 HD, mv 60' on brass boar legs, morale fearless, XP 650
  • 8: Recent Magma-Man Experiment (Greater Fire Elemental), 8+3 HD, AC 2 (17), 3 attacks (2 punches d8, fire breath in a 15' cone for 2d6 fire damage, save for half), +1 weapon or better to hit, immune to fire damage, takes 2d6 damage from water, mv 45', morale 12, XP 1,750

Room Key

  • 1: Main Atrium. 3 Pillars hold up a platform above the ground floor and 3 doors are along the north wall behind the pillars. 
    • 1a: Central door is trapped, is a pull door with a brass pull ring, and will fall atop anyone who pulls it open. Save or take d10 damage from the weight. 
  • 2: 20' diameter, circular door of brass. Single key hole in the middle.
    • Key is a Dwarven spear that's found in the eastern platform of ground in Room 8, just next to the lava tunnel that connects to 8a.
  • 3:1 Deactivated Lesser Dwarven Automaton and shelves with exotic, but heavy, dwarven artifacts (jeweler's tools, pocket watches, clockwork toys, knicknacks). Will reactivate if the items on the shelves are disturbed or struck with electricity.
    • 1 set of jeweler's tools (4 slots and worth 50 gp)
    • 1d4 pocket watches (1 slot, 20 gp each)
    • 2d6 Clockwork toys (3 slots each, 15 gp each)
    • 3d6 Clockwork gears, sprockets, springs (5 slots each, 60 gold each)
  • 4: Dwarven Treasure Room. Greater Dwarven Automaton and 2 Lesser Dwarven Automata guard the treasure.
    • If tasked by the archaeologist, they will ask to have this armor for study, causing some tension between them and the party.
    • Asbesteros, Ancient Half Plate (+1 half plate and once per day can speak the command word "Mesotheliomos" to become immune to fire damage for d4 Turns)
  • 5: Gas Trap Room. Entering the room from the south and stepping on the floor will trigger a floor panel, causing the south door to slam shut tight. Gas will spill in from the ceiling and fill the room in 4 Rounds. Pushing on the east wall in the NE corner will reveal a hidden hallway connecting to the eastern hallway and it will shut off the gas.
    • After exposure to the gas, creatures must make a save vs poison or take d6 damage per Round. Creatures brought to 0 from the gas must make a save vs Death or immediately combust and become an Early Magma-Man Experiment (see Wandering Creatures)
  • 6: Talking Statue: Magical statue of a dwarf-headed seal. Will greet any creatures that enter the room and say one of the following statements when talked to further:
    • "Much Pleasure to those who brave the tunnels of flame"
    • "An intruder has defiled this ruin."
    • "A treasure may lead to more"
    • "Only a dwarf may enter the sacred lava meditation chamber"
  • 7: 4 Lesser Dwarven Automata, one with 5 HD and a dwarven spear that can be used to open the locked door in 2. They are guarding the doors to the lava meditation chamber. They will warn to not open the door without authorization.
  • 8: Lava Meditation Chamber:
    • 8a:  If tasked by the archaeologist, they will ask to have this weapon for study, causing some tension between them and the party. Schamasch, Sentient Great Hammer (+2 two-handed hammer, +3 vs underground-dwelling creatures and has a 5 in 6 chance of breaking any door once per day).
  • 9: Lava Pit: The Mad Pyromancer created this new section of the ruins and added a lava pit to deter and slow intruders. The pit is 50' deep and those who fall will be burned by the lava. The sides of the pit are greased and smooth. There is an invisible, magic rune on the NW tile in the room just south of the hallway leading to the stairs that will alert the pyromancer of intruders.  
    • The SW corner of the room on the west wall is black from scorch marks.
    • The SE door is trapped. It is made of stone and has an iron door knob. It can only be safely opened if the door knob is heated up until it is glowing red. Otherwise, the door's fire rune will blast a line of fire towards the west wall, dealing 3d6 damage to all in its path (half on save).
  • 10: Magician's Study. The magic-user that moved here was seeking refuge from those who wished to stop his mad experiments of turning into a Magma-Man. The room contains d3+1 Potions of Magma Form.
    • Potion of Magma Form: drinker's body and belongings magically turn to magma for d6 Turns. They can still act as normal but are completely immune to damage from burning, fire, heat, etc. and take double damage from cold, water, ice, etc. If in Lava, they can move at half their normal rate. If they are submerged in water, they become petrified in d4 Rounds unless they escape. Deal d6 fire damage on successful touch attack, save or ongoing d6 fire damage to target for d4 Rounds or extinguished.
  • 11: Bedroom. Has a secret door that leads to an open, vertical shaft connecting a tunnel back to the entrance.
    • NW corner of the room, the north wall has burn marks on it
    • Secret door is opened by holding an open flame next to the north wall in the NW corner, it is an illusory wall and will disappear when triggered
    • The other end of the secret tunnel has a magical lever than is in the neutral position. It can be pulled or pushed. If pushed, some rocks fall from the ceiling to crush whoever is beneath, dealing 2d8 damage, half on save. If the lever is pulled, the rocks at the dead-end disappear and lead back to the entrance.

Hooks/Rumors

  • An archaeologist hires the party to escort them to the ruins and retrieve dwarven relics for study. Will pay them by letting them keep any items they don't want + 300 gold. 

  • Strange, mechanical creatures have been found around a cave at the nearby mountain. A curious village was chased by one of them that had crab legs and 4 axes for arms and barely made it out alive. They're the one drinking their sorrows away at the bar missing a hand. 

  • A wizard abandoned his tower a year ago and it recently burned down. Approaching the tower will cause 2 Early Magma-Man Experiments to jump from the rubble and attack. A journal can be found in the remains of the tower with the last several entries talking about a ruins found in the nearby mountain that could further the wizard's research.

  • Players find a treasure map pointing to the location of the ruins, saying that a magical two-handed hammer is hidden there.

Wrap Up

Based on our lessons learned from the unpronounceable ruins of Vvardenfell, this dungeon of ours should be a fun romp for your players to explore, find loot, and meet the mad magician. I left some details lacking in the lore of the ruins and the magician himself so game masters can change them as they see fit. This way it can easily be incorporated into your games without too much legwork.

Wednesday, March 31, 2021

Warhammer Time: Rise of Da Deffwotch

Kaptin of the 1st Krumpany joined by a Duhreddioh Dreddnought
  

Welcome back!

 
I haven't posted in a while! Started skateboarding and some life things occurred. Things are stable again and I have been returning to 3D printing and painting my pet army project, Da Deffwotch!

 

The What Now?

I am a patron of the ever-prolific Gearguts (geargutsmekshop.com) and sometime last year he started releasing some models of Orks wearing looted power armor. I really fell in love with the idea of some Deffskullz looting power armor for that sweet 3+ save and ordered a few of the models to start painting. When the Deathwatch Codex Supplement dropped in the fall, I got the idea to create a very unique Deathwatch army. With my 3D printers, I could easily customize the models to my liking and make them fully one-of-a-kind. I started digitally bashing together models from Gear Guts' line along with some free models I found online and Da Deffwotch were born!

 

Da Lore

Da Deffwotch are a large force of Orks led by Wotch Kommanda Gravekrumppah (not pictured).
Around M37, Gravekrumppah was a particularly kunningly brutal Deffskullz warboss known for loving to mimic human plans and sneak his boys into bases while riding in their transports. His meks were able to mock human communications and trick Imperial forces into landing. In his last exploit as Warboss Gravekrumppah of Da Unduh Takuhs, he fully wiped out the Atomic Spears chapter of Adeptus Astartes and managed to detonate a virus bomb over their only recruitment world, Tallonis XII, destroying any chance of the chapter’s return.

The Inquisition called upon the Ordos Xenos to send the Deathwatch after the genocidal Ork to earn some morsel of revenge for the doom of the chapter and the death of an entire planet. A small Kill Team led by an Astartes in Centurion armor teleported aboard his kroozer, exploiting the chaos caused by a massive brawl that broke out amongst the aliens over which planet to raid next. In the confusion, a marine of the Salamanders chapter struck Gravekrumppah in the skull with a heavy thunder hammer and sent him flying through a few structurally unsound walls.

The Orks proved to be too numerous and vicious and managed to slay the invaders down to the last. Not a single Ork stood to take on the grievously wounded Warboss's place and instead rushed his mangled body to their chief surgeon, Da Mad Dok ‘Eadhacka, who in his own words, "fixed up Gravekrumppah’s body real good like", by chopping off his head and (crudely) attaching it to the beheaded Centurion armor.

When the procedure ended, Gravekrumppah was changed not just in body but in mind. He got it in him that he was not only a powerful Warboss, but a Wotch Kommanda of Da Deffwotch. He started saying "dat da cursed ‘zeenos’ were up to no good and we gotta get da zog outta here and give em a good stompan." His boys didn’t care too much about the change of plans, and went along with their boss, who now demanded he be called Wotch Kommanda Gravekrumppah, Leader of da 412th Wotch of da Ordoz Zeenos of da Inkwizishun. Due to his love of meeting the enemy ‘head’ on in melee combat, Wotch Kommanda Gravekrumppah has died numerous times and his head has been reattached to his trusty suit of armor just as many.

 

What's Next?

I have been printing lots of new models in the last week and I will be sure to post more photos of them as they are painted. Recent prints include: 5 Intercessors, 5 Veterans with Storm Shields and "Deffwotch" Boltguns, 5 Eliminators, Corvus Blackstar, a Razorback, 2 Rhinos, Land Raider, 5 Primaris Outriders, and a Primaris Chaplain on Bike. A whole lot of models with even more character.

Until I get them ready, I'll post my other armies that detail the lore both in real life and in-game about them, kit bashes for said armies, and some terrain I've made.

Warhammer Time: Hive Fleet Stheno's Swarmlord

Kit-bashed Swarmlord

I started my journey through the hobby of Warhammer 40k by buying a Start Collecting Orks kit back in 2018 and have always enjoyed making fun and wacky kit bashes. Each army I have has at least one kit bash that sets it apart from other's and allows me to flex my creativity. With Tyranids, I wanted something that used a non-standard color scheme + make them different than others. It wasn't until I saw a tentacle/cable roller tool for modeling putty that I thought I could make mine have vestigial appendages bursting from their fleshy bits, similar to the Las Plagas from Resident Evil 4. Tyranids are already horrifying, but they can look creepier!
 

I was generously gifted a Treant model and a Hive Tyrand/Swarmlord kit as a Christmas present and inspiration struck! With the right bits and some elbow grease, I could mold the Treant into a Swarmlord to get a second HQ! Using the leftover bits from the Hive Tyrant kit, modeling putty, paperclips to pin pieces, and lots of patience, the monstrosity was born!

Enough talk, let's see some photos!

Progress Shots

Complete!

Pardon my messy desk, it's been through a lot of painting and I regularly forget to put a cutting mat down before I paint. I am overall very happy with the end result. I was very skeptical during the entire build process that it was going to look good but to paraphrase one of my muses, Wyloch, "Adding more detail can excuse a bad paint job or decent crafting skills."
 
I'll post more photos of Hive Fleet Stheno soon! I've got Warriors, Hormagaunts, Termagants, a Tyrannofex, a Hive Tyrant, a Lictor, and a whole lot of 3d printed Ripper Swarms in various states of completion.





Friday, March 19, 2021

Miasma and Monsters 1.3 Released

Version 1.3

Changed

  • Charm Passive Bonus to Death Saves now changed to a +5% XP bonus
  • Slot maximums for land and water vehicles reduced

Thursday, March 11, 2021

Miasma and Monsters 1.2.3 Released

 Version 1.2.3

Added

  • Clarified that you can use both of your weapons when you have the Dual Wielder Trait when you Charge. You can also perform a Stunt when you charge instead of attacking.
  • Clarified that you can carelessly drop what you're holding for free instead of consuming an Action
  • Clarified that Called Shots on Arms/Wings lasts d4 Rounds
  • Added a Source of XP for spending money
  • Added section for how long it takes to transcribe a spell into a book

Changed

  • Fixed typos
  • Ability scores max out at 25/+9
  • Skill Recommended Starting Weapons/Armor now updated so you can start with 2 extra light weapons
  • Clarified coin requirements for some sources of xp
  • Gate spell updated to create a portal to a place the caster has been before

Sunday, March 7, 2021

Find Your Path: Skill

 

 
H'aanit from Octopath Traveler, strongest party member, change my mind

"What is locked... can be opened... What is hidden... can be found... What is yours... ...can be mine." - Garrett, Thief: Deadly Shadows

Note: all of the rules discussed are based on the current version of the game, 1.2.2.
 
In this post, I'll be going over the Path of Skill for my in-development game, Miasma and Monsters. If you are unfamiliar with the game, please read my post introducing it here.

Not the type looking to solve all their problems with blunt force trauma? Do you prefer to use finesse instead of raw power? Then read on about the Path of Skill. Within it, you will find Bonuses and Traits that will help your character fit archetypes such as the Assassin, Ranger, and Thief.

Passive Skill Bonuses! What are our options?

  1. +5' Movement
  2. +20% to ranges with ranged attacks
  3. +1 to Skill Saves

Nothing game-breaking, but a nice-to-have Bonus that, if taken the maximum six times, allows a player to move up to 70' per Round! Helpful for many Skill archetypes, providing plenty of maneuverability options and working hand-in-hand with many of the Traits contained in this Path. Combine with Shifty to easily get far away from your opponents after Backstabbing them, or pull off charges from super long distances.

Wanna stay far in the back lines and pick off your opponents? Don't like the smell of your foes after they've been stuck with your arrows? Take this Bonus and never fear being too close to combat again! Just don't stray too far from the party, lest you get ambushed. Pair with Rapid Shooter for many shots at far range.

Improving your Skill saves allows one to be much more consistent when performing Stunts, which is a great way to get the tactical advantage necessary for overcoming long odds. Also handy when dodging a dragon's breath or a projectile is the difference between a minor wound and rolling a new character.

Traits

  • Accurate 
    • "You may reroll any of your ranged attack roll L times per day. You must use the new result and it cannot be rerolled."
    • You like it when you successfully hit things, so why not increase those chances? Very handy to keep in your back pocket when you roll a 1 on your nearly broken longbow. Can also be used to help when you have disadvantage. Combine with Lucky for even more insurance!
  • Backstab
    • "When you successfully attack a foe who is already engaged by an ally, you inflict an additional HLd6 damage. You must use an extra light or light melee weapon. You can only do this with one attack per round."
    • The bread-and-butter of many Rogues in TTRPGs, this allows you to make up for the lower damage dice of light and extra light weapons.
  • Block Missile
    • "As a Reaction, the character can attempt to grab a missile out of the air that is fired at them or an adjacent creature. The character must make a Skill saving throw to succeed. Saves to grab a missile away from an adjacent creature have disadvantage."
    • "How did you just do that!? That was flying right for your face!" - your allies the first time you use this Trait. Yes, you could use this to grab hand-axes and the like too, just make sure to grab them by the handle. I guess you can protect your allies with this too, but we know you took this to protect numero uno.
  • Dual Wielder
    • "You can add your SB to your offhand attacks. Instead of only gaining one additional attack per round with the offhand weapon, you can attack with it for free whenever you use an Action to attack or perform a Stunt."
    • Improve your offhand attacks AND get the ability to attack whenever you use a Stunt? Oh yeah, that's a keeper for any dual-wielding ruffian.
  • Hunter
    • "You have Advantage to track, navigate, hunt, and forage in the wilderness. You deal an extra L damage to beasts, mutants, and plants."
    • When you and your party are trying to clear hexes, scavenge resources, and hunt monsters, this can prove to be invaluable. Need to track a rampaging weresquid clan back to their lair? Or how about locating the lost colonists sent from Cromar? Hunter will get you there.
  • Lucky
    • "HL times per day, you may reroll a natural 1 on a D20 or force a foe to reroll a natural 20 on a D20."
    • You must have cooked your dice in the oven, because you never seem to roll a damn 1. Critical (heh) when you need to protect an ally from being merked by a rampaging baloth or just really don't want to lose a Quality from your nice brigandine coat.
  • Pack Tactics
    • "If you and at least one conscious ally are adjacent to the same creature, then you have Advantage on attacks against that creature. This can only be applied to one attack roll per Round."
    • Got a thick-skulled companion that loves to jump into the fray? Join them and revel in your greatly increased accuracy. Needless to say, you should take Backstab with this and go "crit fishing".
  • Rapid Shooter
    • "If you do not move beforehand, then when you use an Action to attack with a ranged weapon, you can attack again with the same weapon as part of that Action. You can only do this once per round and it does not apply to weapons that take 1 or more Rounds to reload."
    • Your elementary school dreams of being Legolas have come true! While your foolish allies will have to wait until they're 4th level to make multiple attacks per Round, you can stand back in safety with your arrows spiked into the ground and fell your enemies without fear. Combine with Accurate and/or Lucky if you really want to emulate the Fellowship's Elf.
  • Shifty
    • "After making a successful melee attack against a creature, they can’t opportunity attack you until the beginning of the next round."
    • Like dealing melee damage but hate being a target yourself? Take this to perpetually annoy your Referee who keeps rolling melee-only creatures for encounters.
  • Slippery Target
    • "You can use a Reaction to reduce damage taken by half your SB (rounded down), if you can see its source."
    • You've got a sixth sense for danger and always seem to come out of scraps looking better than your allies. You can still commiserate with their agony, but on a much reduced scale. Oh yeah, did I mention this can be used every Round?
  • Sneaky
    • "You gain Advantage on Skill Saves to hide in shadows, move silently, and pick locks assuming you have the proper tools."
    • Tell your shouty barbarian pal to take a backseat for just a smidge, you need to do some skullduggery. For when you don't want to alarm your foes, because who needs a full stronghold running after you when you can just slip in through a window and make off with their most prized MacGuffins?
  • Zippy
    • "Before or after making an attack roll, you can use your Reaction to move half your movement speed. In addition, you have Advantage on Skill Saves to dodge harmful effects."
    • Fly across the battlefield and duck below dragon breath with ease! Great for speeding after a fleeing enemy or when you really need that extra couple dozen feet to introduce that Miasma Man with your short steel. Take with Shifty so you can safely escape melee combat.

Capstone Traits

When a character reaches 9th level, they get to choose a Capstone Trait. To choose one of these, one must have at least three Traits from the same Path, demonstrating their devotion to it. 
  • Bravo 
    • "When an enemy misses you with a melee attack, you can spend your Reaction to make a melee attack against that enemy. You have Advantage for this attack, and if you hit, the attack deals an extra HL damage."
    • Remember how the knight on your team has a chance to riposte enemies when they miss? That's cute. Show them how comeuppance is really done with this flamboyant Capstone Trait.
  • Deadly Assassin 
    • "Whenever you hit with Advantage, you score a critical hit. If your attack roll would have crit normally, double your SB when calculating damage."
    • Have your Shield Master ally knock enemies prone then you give them the business. Works with ranged attacks too, so take out your targets at range in spectacular fashion.
  • Sniper 
    • "You deal an additional HL damage to targets when using a ranged weapon, ignore the penalties when shooting past combatants, and can use ranged weapons at their ineffective range with no penalties."
    • Shoot enemies from long distances, thread crossbow bolts through keyholes, and deal an extra 4 damage per attack when you take this at 9th level. What's not to love? No longer worry about your allies being in the way of your shots, you have mastered the technique of timing their swings to get in a few extra shots.

Guild

"Ah, yes. Another scoundrel who served time in an imperial prison. The Gray Fox is offering you a chance to join the Thieves Guild."
 
You've stabbed, sneaked, and arrowed your way to the top of the food chain and now every back-alley thug wants to be on your payroll. You deserve to start a Guild and retire with all your fantastic treasures. You customize each aspect of your guild, from uniform, tenets, and taboos. Will yours focus on the honest pursuit of thievery? Perhaps the more noble profession of assassinations? I guess if you're less bold, you could go for the more socially-acceptable foci such as hunting, crafting, or ranging too. Regardless, once established in a settlement, applicants will flock to your front desk demanding to be interviewed for membership. Remember that they must all pay their dues!

Sample Character Progress 

Below is a sample character progressing from 1st to 12th level. Brawn and Skill were improved upon each level increase until Skill was maxed out at 25. Then Brawn and Mind were increased until 12th level. This is a melee-focused character, taking one Brawn Trait, Riposte, that is eventually traded for Weapon Master when the Bravo Capstone Trait is attained.
  • Level 1 
    • HP 8, Brawn 12, Skill 16, Mind 7, Charm 7 PSB: +5' Movement Trait: Shifty
  • Level 2
    • HP 12, Brawn 13, Skill 17, Mind 7, Charm 7 PSB: +1 to Skill Saves Trait: Pack Tactics
  • Level 3
    • HP 3d8 + 6, Brawn 14, Skill 18, Mind 7, Charm 7 PSB: +1 to Skill Saves Trait: Backstab
  • Level 4
    • HP 4d8 + 8, Brawn 15, Skill 19, Mind 7, Charm 7 PSB: +5' Movement Trait: Zippy
  • Level 5
    • HP 5d8 + , Brawn 16, Skill 20, Mind 7, Charm 7 PBB: +1 to melee damage rolls Trait: Riposte
  • Level 6
    • HP 6d8 + , Brawn 17, Skill 21, Mind 7, Charm 7 PSB: +1 to Skill Saves
  • Level 7
    • HP 7d8 + , Brawn 18, Skill 22, Mind 7, Charm 7 PSB: +1 to Skill Saves
  • Level 8
    • HP 8d8 + , Brawn 19, Skill 23, Mind 7, Charm 7 PSB: +1 to Skill Saves
  • Level 9
    • HP 9d8 + , Brawn 20, Skill 24, Mind 7, Charm 7 PSB: +1 to Skill Saves Capstone Trait: Bravo Exchange Riposte for Weapon Master
  • Level 10
    • HP 9d8 + , Brawn 21, Skill 25, Mind 7, Charm 7 PSB:  +5' Movement
  • Level 11
    • HP 9d8 + , Brawn 22, Skill 25, Mind 8, Charm 7 PSB: +5' Movement
  • Level 12
    • HP 9d8 + , Brawn 23, Skill 25, Mind 9, Charm 7 PSB: +5' Movement
May your enemy's purses be heavy and your actions undetected when you travel down the Path of Skill!

Miasma and Monsters 1.4 Released

  Version 1.4 Added Coleman H added as Playtester Added PB (Passive Bonus) to the Abbreviations section Added a note to the Passive Brawn Bo...