With the request of last years poll, I've been investigating 5e dungeons and dragons and seeing how we can convert it over.
I realise it's a much larger project then anticipated. It's also why the posting over 2016 has been somewhat scarce. I think the d20 system has gone as far as it will with what I envision.
I've been doing smaller projects with my good buddy jay to 1. learn how 5e works and 2. to get my name out in other fields.
As a result, I have written a book, "The Saurials of the Lost Vale", that is available on the DM's Guild.
Additionally, my latest dm'sguild project, the Minotaurs of the Stonelands, will be available on Janurary 31st, 2017, on the DM's Guild.
This blog will be, in the future, updated with my other projects as well as DRevrpg related material. If you miss the posts, check out the other works page on the side of the blog.
I am currently investigating several 5e games, and one in particular, ultramodern 5, which seems to be a near perfect base for my plans.
I will be running a game where I test out the rules with the recent adventure storm giants fury, tentatively titled, storm giants stargate, on twitch channel rpgglory
We are also developing a fluff book for drevrpg, as we believe the world is amazing, and if we decouple it from the d20 system, it allows for us to easily adapt the game to different systems. Once completed, we will release it as our first product on drivethrurpg, as we believe it will give the best first impression.
If there is anything you want us to work on, or any suggestions on how to continue, you can contact us at email@example.com or on our twitter channel at @drevrpg.
We will keep you posted and would like to thank you for your support. :)
Tuesday, August 9, 2016
Beaverfolk assume that everybody is out to get them. As a result, they employ numerous defences to
While they use wood extensively, they also like concrete and metal to reinforce their locations when
possible. Metal supports and beams are vulnerable to rusting and thus might be the weakest part of their security when near water. Concrete structures require strong foundations and underwater
concrete can be a bit hard to work with and used sparingly, even for the industrious Beaverfolk.
Like their brethren, they usually setup their base of operations in the middle a lake of their own creation. Besides acting as effective cover, it allows a place to grow edible water plants and creates an artificial ecosystem.
The pond lies in the middle of river, cutting off its flow with a dam on each end. It is covered with free floating plants, like common bladderworth, to provide portable cover and rotting stands of trees lie below the surface where the pond has overtaken the land. At its deepest the pond is 40 feet, with the depth being 20 feet midway from shore. The pond covers a large area, constituting most of the game/battlefield. The shoreline around the pond is muskeg leading to muddy scrub and finally into a thick forest which the Beaverfolk cultivate for their primary building material.
The area is protected by traps and other barriers that will limit larger opponents to "cut them down to size." Trapped zones are dangerous to the young and inexperienced Beaverfolk, so open lanes through them exist, and marked by Beaverfolk communications like specially marked trees.
Common Weapons used by the Beaverfolk: depth charges, speargun, trident, torpedo LAW (around pond). There is usually a sniper in the watch towers. Underwater weapons can be found in the Drev Book of Adventure. These assume Beaverfolk that have raided or traded with communities with higher end technology. Without such trade, tridents and spears are their favoured weapons, with frequent use of nets.
Overall this should be adaptable to any CR, with some recommended challenges and setups.
Locations of Note
1. The Trap lines.
Represented by: The Bear Trap Symbol
Located along the lodge and just outside the palisades are the traplines used to help deviate enemies. Most are non-fatal. There is a set route through the traps that the community members know about.
Mini-Montage: Finding a way through Trap Line. CR: Typically 1 to 3; low enough for locals to make their way through the area. Complexity: based on party sized; might be modified by terrain if party has few or no safe way to travel in the water and the surrounding muskeg. Primary Skills: Battlecraft, Knowledge (Nature). Secondary Skills: Survival. Spells: spells that assist in vision or understanding languages may help see the path or interpret the Beaverfolk natural signs of where to find the route. Success: Avoid the traps in the area. Failure: End up in the middle of trap line. The GM may target the party with trap appropriate for their CR. The GM may split the CR evenly into a number of different traps, usually with 2 or 3 being the maximum encountered.
2. Residential Huts.
Represented by: The Town/Rounded House Symbol
Outside the palisades are a number of residential huts for day to day living. They are made out of wood and enter through small unbarred doors. Inside there is not much to find, though exploring with a search montage may grant the players a Mcguffin (like a map or instructions) to help navigate through or dealing with the trap lines; typically a +2 bonus to either situation.
3. Meeting Lodge.
Represented by: Fort Symbol
Located outside the palisades, this is a meeting place for outsiders and is one of the only areas with a human sized doorway. It has a concrete foundation and made out of logs, reeds and other materials. Usually there is 2 guards at the entrance to take names and report visitors. There is opportunity for a social skill montage with an administrator to gain entrance to the compound. This is normally +2 CR higher than the party or what the GM feels is appropriate.
4. Watch Tree.
Represented by: Tower Symbol
In place of standard watchtowers are platforms built on thick tree close to lake. Narrow stairs to go up to the platform with a pole (fireman style) so they can drop quickly into the ground to warn others or escape. Each one is occupied by one spotter and one sniper. Spotting the watch trees is a little difficult, and may require a skill check to do so (DC 15 is appropriate). In game terms, treat as Fence, wooden with sniper walls.
5. Wooden Palisade.
Represented by: Brown lines
This wooden fence surrounds their lake to block line of site and to provide cover. There are spaces so Beaverfolk can shoot between the wooden beams and for water to flow. The palisades stand about 6 feet above the waterline, and have rudimentary alarms (bells) that go off if one tries to scale them. In Game terms, treat it like a wooden fence for purposes of cover.
6. Geese Pens.
Represent by: Clan Moot/ Standard House.
Along the inside of the wooden palisade just before the deep water begins is an enclosed fence where geese are raised. Geese are relatively cheap to raise and are used for their down and trade items. They make a surprisingly amount of noise when they notice creatures they are not familiar with it. The GM may use appropriate CR Bird in this role; higher CR means the geese can be reskinned as mutated guard animals. If you need a default, just use the Alarm Trap in the Drev Player’s guide but use handle animal instead of sabotage.
7. River Gates.
Represented by: Brown lines across the river
On each of the pond is a complex water gate that is used to stop and control the flow of the river. These are used to maintain the depth of the pond while still allowing some flow of the river. These are quite complex to operate and are well protected and monitored. They are made of concreted with some wooden components. They are usually guarded by 2 mooks (bandito) at each end.
8. Underwater Gardens.
Represented by: Kelp Forest Symbol
Various plants are raised for consumption for both the beaverfolk and their geese, such as bulrush, bushy pondweed, canada hornwort, and clasping leaf common cattail.
9. The Lodge Bunker.
Represented by: The Island in the middle of the Lake.
This round cement building rise above the water line, with the vast majority of it being just under the surface. It has size small exits that can only be accessed from underwater. The entrances have lockable hatches to further enhance security.
Besides the obvious dungeon delve/lair aspect of the Beaverfolk compound, there are a number of reasons or plot hooks to make use of it:
· There is an ooze in the area that has been consuming passerbys. The Beaverfolk have decided to hire the adventuring party to deal with it.
· The Beaverfolk have kidnapped a couple of fey that invaded their territory, and the local Bogey/Elf/Feylin/Gnomes have gone on the warpath. The party will need to return them to defuse the situation.
· The party is on the run from a big dangerous encounter from a powerful entity and the Beaverfolk have grudgingly offered sanctuary. In return, they are expected to pull their weight in the oncoming siege.
Tuesday, July 5, 2016
In celebration of Canada Day and the near completion of a new project, I’m presenting a new faction and a scenario that will provide entertainment for all.
There are many unusual religions and beliefs that have come to prominence in the post-post-apocalyptic world of Dark Revelations North America. The Cult of the Beaverlodge is one such cult.
Richard Mackenzie was a Beaver Folk Trapper whom when exploring up in the north western Alberta, discovered an enormous beaver statue. It immediately talked to him, declared itself the Great Castor Spirit and made him his prophet of a new world: a world where his followers would take their rightful place as the supreme power of the world. The experience changed Richard as his fur went from brown to white. He took to wearing a simple woolen robe and a walking stick and began to travel from settlement to settlement professing the true way.
At first he was rebuffed. He started with Beaverfolk Compounds and most Beaverfolk are very insular by nature and don’t take kindly to strangers. However, in spite of this, Richard managed to get many followers. His words appealed to the young and the disenfranchised that believed that the humans had blown their chance to be the masters of the new world. And other races, well they were unworthy for the new era.
However, in spite of this, the Great Castor Spirit has plans for the other races. They will share in this great glory and even a few will be altered to join in the spoils of the new era by being reshaped into “the proper era.”
The Tenets of the Great Castor Spirit are as follows:
· A community is a living organism that must be kept productive.
· The needs of the few must outweigh the needs of the many.
· Weapon Training is as much a religious experience as preaching dogma.
· Don’t die unless it’s absolutely necessary. Make the other guy die on your behalf
· Engineering is the key to salvation.
· Worship time is at dawn, where we raise our tails and slap them in unison. This is known as the thumping of the land.
· While all are welcomed, Beaverfolk are the chosen people.
Symbols of the Great Castor.
The Religious symbol of the cult of castor is a tail across a tree. The tail is covered in barbed wire. While usually symbolic, often prominent members get their tails cut off when they die and are used as relics.
Like many mystery cults, they try to keep their practices secret, but they also understand the need for recruitment for their long term.
A zealot is in a land that hasn’t been converted, they are sent out as scouts to evaluate the feasibility to the order. These Lodgemembers are as cells. Once they communicate back to their handler, they are designated a two digit code that will be reevaluated as needed.
· TC = Beaverfolk Community that’s been converted. These are the elites.
· AC = Already Converted
· PC = Potential for Conversion
· NC = Neutral Conversion
· EC = Enemies of the cult.
If considered suitable for Conversion, they will perform good deeds and try to indoctrinate in the hopes to convert into true believers. Pamphlets and heralds will be sent to change and convert whom they can.
However, if considered neutral or enemy, they will keep their secrecy and try to undermine the society from the shadows. These range from raids, kidnappings, and sabotage. However, it is usually done in such a way that appears as domestic action, rather than a holy war.
They are not above using blackmail, intimidation and even murder to achieve their goals. If a target is designated EC and a fight worth winning, they change tactics and start a reign of terrorism In fact the preferred choice of maximizing terror is the use of bombs that they are often set off with a proximity sensor when it hears a slap of a tail. They also like vehicles and automatic weapons to compensate for their relative small size.
Key People in the organization.
History: Richard was originally raised in what was known as Northern Ontario where his people had managed to repair and maintain a Candu reactor for their power and trade needs. His people understood it enough to keep it drawing power and even had its own sacred symbols involving the “key” and “floppy disk” to keep things operated. He was the son of the local leader and the only child, born of an affair and thus a black eye on his family. He says he got a calling and went out to do the “Great Castor Spirits work.”
Description: He is a Beaverman that is starting to grey that is slightly overweight. He suffers from nausea due to a stomach injury while trapping.
Disposition: Richard has used his influence to gain great affluence and loves the finer things in life. He usually starts polite, but often gets easily aggravated when people don’t submit to his authority. He is a bully that gained way too much power.
Other Notes: It is rumored that he history could all be a lie, and Richard is actually, Rita whom was changed gender by the Great Castor Spirit.
Spymaster of Canada West
History: Donna is rumored to be childhood friend of Richard, and was born to a family in the same community that maintained the reactor. She charmed her way out of poverty and was also the one that joined Richard on his journey.
Description: This female Beaverman has become overweight over time. She dresses in formal attire and is known for wearing bold power suits
Disposition: Donna does a lot of the work for the organization. She has a pathological need to learn about everything, and that includes secrets. While an optimist and studious, she is a horrible romantic when it comes to meddling in her friends affairs. This reflects in her spymaster duties where her first goal is keeping the finances flowing for their long term plans. If she hears of any new technology or artifacts being unearthed that would be a use, she will send minions to retrieve it, by any means necessary.
Other Notes: It is rumored she is addicted to painkillers from a time when the candu reactor had an “accident” and she was injured. This was also the event when her parents were killed. This might be a mild version of radioactive poisoning.
History: Preston was a traditional Marlarkoid that Richard and Donna met during their travels. He claims that he is an alien prophet of the great castor Spirit and has dedicated his life to keeping Richard Safe.
Description: Preston is in amazing shape and built like a brick privy. His white tentacles are always clean. When on duty, he wears heavy armor and carries an assault rifle. He considers himself a “defender of the faith” and runs protection racket both to maintain his equipment and troops and to satisfy his own ego.
Disposition: Preston is an extrovert to the point of rudeness. Despite this, he stays away from vices and is a teetotaler.
Other Notes: He has a crush on Lisa, but has not acted on it, yet.
Human Adventurer /Troubleshooter.
History: Originally raised in Beckford, she was adopted by the Beaverlodge cult when her family died from the walking dead, she is one of the few that was directly contacted by the Great Castor Spirit. This has ruffled a lot of feathers amongst her higher ups, but also makes her hard to argue with.
Description: Lisa is odd looking and has a slight blue tinge to her hair. She has taken to dressing in a flowered headscarf to hide her identity. She often poses as a domestic as it allows her to get into places not easily available.
Disposition: Lisa has difficulty being polite to “enemies of the cult,” and things often slip out. She considers herself a poet and often writes up pamphlets to drive membership. She has little respect for the people that are really in charge, as they seem more obsessed with the coffers, then changing the world.
Other Notes: One of the first things she does is makes sure she has an escape plan. This often includes explosives.
Thursday, March 10, 2016
Monday, February 29, 2016
Monday, February 8, 2016
Our heroes learn the hard way the lesson of being between a baby shuffalo and it's momma.
Our heroes learn the hard way the lesson of being between a baby shuffalo and it's momma.
Monday, February 1, 2016
Our heroes repair the divination machine, but things quickly go awry.
Our heroes repair the divination machine, but things quickly go awry.