Sunday, March 25, 2018

Drevrpg - Chaco or Bust - Episode 2 - Cannibalistic Intolerant

https://www.twitch.tv/videos/242913836

Our heroes run into a shelter, and then it runs into them.

There is also a dead foot involved.

Sunday, March 18, 2018

Drevrpg - Chaco or Bust - Episode 1 - Crashing with Style

https://www.twitch.tv/videos/240300863

We begin our first adventure and of course, it involves a car crash.

It also involved being ambushed by small demons known as Fausterlings.

Sunday, March 11, 2018

Drevrpg - Chaco or Bust - episode 0 - Character Building

https://www.twitch.tv/videos/237823192

We begin by building our characters.

You'd be surprised what we come up with. :)

Tuesday, March 6, 2018

Drevrpg 5e game testing starts sunday

After what seems like an eternity, we are finally ready to do some testing of 5e drevrpg.

We will be starting the arduous process live on March 11, 2018 at roughly 5:00 pm mst.

at
https://www.twitch.tv/rpglory

hope to see you there. :)

Friday, December 22, 2017

Drevrpg 2017 - and onwards to 2018

Greetings all.

It's been a while since I've updated this blog.

I wanted to give everybody a head's up.

We have finally got a rough 5e model for drevrpg we are ready to test.

we will definitely be testing on the twitch channel rpglory later this year and see if it hits my vision.

If your interested in being involved in the game testing, send us your contact info through drevrpg@gmail.com and we'll let you know when we're ready. :)

Additionally, we are also updating the website. Our hope is to make the website more user-friendly for all involved.  We have already updated the links on the website, but will also be trying to make it more user-friendly for cellphones. As well as a means to show off and/or cell phones that we have done in the past.

I got at least 2 other projects on the go.  One is nearing completion and it involves the Saurials in the Jungles of Chult.  The other is taking significantly longer.  I'm going to try to release this later piece in the next 2-3 months.  More details to follow.


Thanks all for being fans. :)

Tuesday, January 10, 2017

Current state of Drevrpg 2017

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.
http://www.dmsguild.com/product/194578/The-Saurials-of-the-Lost-Vale?src=newest_in_dmg

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.
http://www.diasexmachina.com/
http://www.drivethrurpg.com/product/190188/Ultramodern5-5th-Edition 

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
https://www.twitch.tv/rpglory

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 drevrpg@gmail.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

The BeaverFolk Compound

Overview 

Beaverfolk assume that everybody is out to get them.  As a result, they employ numerous defences to 
protect themselves.

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.  

Challenge Rating

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.

Adventure Hooks

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.