Tabletop Games for Children 3: Treasure and Gear

Ok, so it’s been a while since I’ve posted about the Storyforge project I’ve been working on. I’m still working. Who would have guessed that designing a tabletop game that balances everything I want would be complex? I’m completely flabbergasted.

Anyways, my latest hurdle came from an unexpected place: treasure. At first, I had a simple plan for treasure in Storyforge. There would be money, probably called Gold. Money could be used to buy things, like gear and magical items. Gear and magical items could be used for players to do cool things or to increase their abilities. Simple, right?

Then I tried to write down the details, and I realized I was way out of my depth. How much gold should players have at any given level? How much should things cost? What kind of abilities should magic items change? How should you track gear? How to keep magic items from unbalancing everything irreparably?

I tried at first, I really did. A linear progression of wealth-by-level (say 1000 gold every level) seemed boring, so I went fancy: players should gain as much gold as the previous level x 1000. So 2nd level players had 1000 gold, 3rd level had 3000 (the 1000 they had, plus another 2000), 4th level had 6000 (the 3000 they had, plus another 3000), 5th level had 10000 and so on. A bit finicky to explain, but so far, so good.

Then I got to magic items. I knew I wanted simple magic items that gave a boost to a single ability score, and that the detail of the magic item could be entirely story based. So a legendary spear, a flaming axe, a sword forged from a meteor could all have the same affect (say, +1 to attack) and all cost the same. Simple, yet it allowed story detail. But how much should it cost? What if I wanted something that gave a +2? Or gave a +1 to more than one ability? Again, I worried that a linear progression (+1 for 1000, +2 for 2000, etc) was too simple. Even increasing it at the same rate as the wealth by level worried me; at that rate, a player could get a +5 item–potentially doubling a score–by level 6, and that seemed like a bad idea. I considered D&D’s more heavily curved bonus^2 x 1000 cost system and, while it looked a bit more like the numbers I wanted, I was worried it was complex enough to take away from the quick and easy (and young kid friendly) gameplay I was going for.

And, if that wasn’t bad enough, then I started thinking about gear. How do I price out one-shot items? What about mundane goods?

AND and that doesn’t even start to worry about figuring out treasure-per-encounter rates.

So I gave up.

No, I shouldn’t say I gave up. I just started thinking… Do we need treasure and gear?

Don’t get me wrong, I want players to get special things. I want the swords of fire and the boots of flying and all that fun stuff. But does it have to be mechanical?

Players are already going to be improving their ability scores as they go up in levels. If, in the story, they find the Lost Axe of Pazuzu, Lord of the Night, awesome! But the coolness of the Lost Axe can just be included in the fact that the character’s attack score went up as they leveled. As for gear, it’s a story, right? So if you want your character to pull the rope out of her backpack to climb the wall, great, you had rope!

I do recognize that, like a lot of the rules I’m going with for Storyforge, this will make things easier for the players. They want rope, and they just happen to have rope makes things pretty easy. On the other hand, it shows that your players are thinking and problem solving, so why does it matter? It’s a game, and the players are supposed to win.

So that’s my new plan. No tracking gold. No tracking gear (unless it’s something very special). Maybe the GM can give some one-shot items, if it fits in the story. Maybe some “items” can have the occasional effect–you say you have an axe of fire, you get a bonus against enemies made of ice. But those can be loose and up to the story, rather than detailed in pages and pages of rules.

Does taking away more rule-intensive gear and equipment take something away from the game? Maybe. Does having looser rules for what “items” you have do skew things towards the players? Definitely. But does it also make the game more fun?

…I don’t know, but I hope it will.

What do you all think? Should Storyforge have more specific rules for treasure, like D&D? Or should I go the route of the FATE system, and simply have stuff as detail without mechanical effect? Or is there a third option that I haven’t even thought of yet? Leave a comment, let me know.

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Posted by on July 31, 2018 in Homebrews, Role-Playing Games


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Tabletop Games for Children 2: Introducing Storyforge

Last week, I discussed creating a tabletop game for children. I wanted three main things: it to be story-driven, it had to be customization to whatever sort of story you want to play, and it had to be easy to learn and simple to play.

To that end, I’ve wound up with Storyforge. I’m not sure if I’m going to stick with the name… What can I say? I have a smithy theme going on.

I’m working on a full set of rules right now, but in the meantime, let’s explore the basic features of the game.

Description affects story, not mechanics

Like any RPG, there’s plenty of spot for character description, including things like race. However, nothing in the description is going to affect mechanics in any way. For example, whether you play a human, a troll, or a fairy, the actual mechanics of the game will not be affected, so there is no need to worry about game balance if someone wants to play something unusual.

Simple abilities make complex stories

Each character has four ability scores: Strength, Dexterity, Intelligence, and Charisma. These four abilities are the key to any story action outside of combat. When a player wants their character to do something, they explain it and, if it’s something that the character can obviously do, they do it. If, however, there is a risk or chance of failure, they need to roll for it. Whatever they are doing is related back to one of the four abilities, they roll a d20 and add that abilities score, and check against the challenge set by the GM to see if they succeed.

Since we’re not assigning specific tasks to specific abilities, what ability is used is up to the player’s explanation. For example, maybe a player wants to intimidate someone with subtle threats; they want to use Charisma. On the other hand, if they intimidate someone by picking up a golf club and bending it in half, they want to use Strength. As long as the players and GM agree that using a specific ability for a specific task makes sense, they’re good to go.

Generating scores for these abilities is as easy as picking numbers. At level one, players give one ability at +3, one ability a +2, one ability a +1, and one ability a +0. (Having +0 doesn’t mean you can’t use an ability, just that you’re not exceptionally good at it.) Every time they level up, a player can add 1 to any of those scores. Things like magic items can also give bonuses to the scores.

Descriptive combat, customizable combat

Combat is similar to the story action described above. There are four combat scores: Melee, Ranged, Magic, and Defense. When I attack you, I describe which score I’m using (“I’m attacking with my sword, so I use melee”), and roll a d20, adding the relevant score. You roll your defense (a d20 plus your defense score). If I get higher than you, I hit you. If not, I miss.

After that, the details are all in description. Whether I’m attacking with a giant axe, or a whip, or two swords, I’m using melee. If you’re defending with your heavy armor, or by parrying me, or by dodging, its all defense. Melee works for any attack when you’re next to the enemy. Ranged is for any attack where you’re not next to the enemy (within a limit… Say, 10 squares). Magic can be either adjacent or not adjacent to enemy.

Everything else is set the same for everyone. Everyone starts with the same movement speed (for example, up to 5 squares per turn). Every successful attack does exactly 1 point of damage. Every player always has the same amount of health (I’m thinking 7). To add a little more risk, there can be a critical hit system: if you roll a 20 on your attack, you roll a d6 for damage, instead of just doing a single point.

Special abilities for unique characters

The final thing making characters unique will be their Special Abilities. Every character gets one special ability at 1st level, then one more at every odd-numbered level (3, 5, 7, etc.). Special abilities are picked from a list (I’m making about fifty of them).

Every special ability is different, but most are designed to give bonuses to certain rolls if certain conditions are met. Because I like rolling dice, bonuses to hit are met by rolling twice, and taking the higher result (as opposed to a flat number bonus, which I feel because less impactful when the overall scores get bigger). Bonuses to damage simply give you an extra point of damage (so 2 for a normal hit, or 1d6+1 for a critical). For example, one special ability might let you roll to hit twice and take the higher result if you make a melee attack after moving at least 3 squares in a straight line towards an enemy. Another might let you roll twice for a magic attack on a turn where you have not been attacked yourself, or roll twice to defend against a ranged attack.

There will be a few different special ability for each type of attack, for defense, and for general things like ability scores. There will be chains, but nothing more complicated than “you need to take this one before that one;” so no complicated, multi-point prerequisites. My hope is that, with special abilities, you can customize your character to a certain style of play – whether that’s investing really heavily in one tactic or taking a little bit in multiple tactics is up to you.

The final bits

That’s Storyforge in a nutshell. You’ll notice I didn’t say many rules for things outside of combat… That’s because I don’t have many. I know being too loose might backfire, but my hope is that it becomes a fairly open, group worked, story-driven game. If it makes sense, your character can do it.

The simple rules do have their downsides. I’m not sure how to do anything with healing, for example, except for simple potions. I also know there is a chance that some things are unbalanced… Since magic can be used both close-up and at a distance, why would anyone not put all their points into that? My hopes is that that sort of unbalanced metagaming will be countered by two factors. First, things like special abilities might help… Putting all your points in magic seems like a great plan until the enemies defend better against magic than anything else. I also think that the audience of a game like this (and remember, the genesis of this was for gaming with kids and people who want story-driven games) won’t think that way. After all, magic might be the “best” choice, but if my character is a half-crocodile pirate captain, you can bet it makes more sense for me to focus on my cutlass skills instead.

I’m going to finish putting together a small rule book soon, but in the mean time, what do you think? See any really obvious pitfalls that I’ve overlooked? Any suggestions for things I might want to change or add? Would you even want to play a game like this? Let me know in the comments.

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Posted by on April 7, 2018 in Homebrews, Role-Playing Games


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Tabletop Games for Children

So it’s been… Not quite a year since I posted, but close. What can I say? I got myself on a roll of a post or more every week, and then things changed. I got a full time job. Then another one. I had a baby. Did you know how much writing time having a baby cuts into? Apparently, holding a screaming, puking hobgoblin in one arm while trying to type with the other does not lend itself well to productivity.

Don’t get me wrong. I love my screaming hobgoblin. But maybe it means I’ll come back to blogging with a more manageable schedule than a board game review and RPG idea post every single week.

Actually, it was little Hob (that’s what I’m going to call him now) that made me want to come back to this blog. See, I want to be able to play games with my son when he’s old enough not understand that dice aren’t candy. But, while I love Pathfinder and such, many of them are not really geared towards younger children. Lots of them are pretty rules intensive and, even when you can simplify them, reward an in-depth approach to the material that a casual or young player may just never have.

Once I started thinking about the difficulty that younger kids might have with tabletop RPGs, I realized something else. Think about how games like D&D are always shown on television—as if your characters can be anything or do anything your imagination can create. It’s a nice idea. But how does D&D actually go? Your character can be or do anything you can imagine… So long as you imagine something taken from this list of pre-described possibilities. Magic systems are a real solid example this. You have your fireball, your lightning bolts… But what if you want to shoot a line of cold, instead of electricity? Make an explosion of acid instead of fire? What if you want to summon the powers of sparkles and love in a glittery shower of doom? Sure, you can homebrew small changes, but things like specific elemental weaknesses and limits to areas of spells are so entwined with the rules that it’s hard to do so without far more side effects than you expect.

So I started looking for a system that would better fit what I want from a kid-friendly tabletop. I wanted something simple, and I wanted something customizable to the max. I want a system where Hob can play a grizzled human fighter, wading into battle with a greatsword if he wants to… Or he can be a goblin riding a dolphin with laser eyes, wielding a three-bladed lightsaber. I want a game that I can explain in ten minutes, and can be fun and new every time. And I wanted a game with as much story as I could get.

Apparently, I wanted a game that didn’t exist.

Don’t get me wrong, there are lots of tabletop games that are either aimed at children or will work for children. Fate Core has the customization I want. Dungeon World has the story driven idea I like. Even Wizards of the Coast got into it, publishing D&D for Kids. None of these systems were exactly what I wanted, though. The simple ones weren’t customizable. The customizable ones weren’t simple. They just didn’t click with me.

So I’m making my own.

My next few posts are going to be about my attempt at creating my own tabletop game. I’ve played with designing board games before (and, if this generates interest, maybe I’ll talk about them in the future), but never something like this. I’d love some feedback on it as I post.

In the meantime, have you ever tried RPGs with kids? What worked, what didn’t? What kind of systems do you like best? Am I crazy for trying to make a new one? Let me know what you think in the comments.

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Posted by on March 27, 2018 in Homebrews, Role-Playing Games


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Game Review: Hanabi

The festival has begun, but it is what is yet to come that concerns you. The finale for the day: the fireworks. Your fireworks. Well, yours and your companions’, of course. Together, you will make a show that will be famous for ages to come. On the other hand, putting on a fireworks show is a dangerous, complicated endeavor. One mistake too many and your show might be infamous for all the wrong reasons.

Maybe you are an illustrious firework manufacturer desperate to avoid ruining your own show… Or maybe you’re playing Hanabi.


Designed by Antoine Bauza and published by R&R Games, Hanabi is a co-operative card game for 2-5 players. In it, you play as firework manufacturers who are trying to stop a mistake from ruining their show. Your dazzling “firework” display consists of cards, numbered one to five in different colors, being laid. There can only be one pile of each color, piles can only consist of a single color, and cards have to be laid in ascending numeric order. The higher the numbers get, the better your show!

Sounds pretty simple, right? Well, it would be… If not for the twist that makes Hanabi fairly unique. Each player can see each other player’s hands of cards, but not their own. You play with your hand of cards facing out, not in. So, how do you know what to play? The game comes with eight blue clock tokens and, instead of playing a card on your turn, you can spend one of the clock tokens from the team pool to give any other player a hint of what’s in their hand. There are only two types of hints you can give, and they have to follow some rules. A hint can be telling someone what cards in their hand are a certain color or telling them what cards in their hand are a certain number. In either case, you can only indicate this information by pointing at specific cards (i.e. “You have one red card in your hand,” while pointing to the red card) and you must indicate every card to which the information applies (i.e. you cannot only point at the one number 4 card you want them to play if they have more than one number 4 card). If you run low on the clock tokens, you can also, on your turn, discard a card from your hand to get a token added to the pool. You need to be careful, of course. Discarding the wrong card could make it impossible for your team to score as high as they want.


Think it’s easy to tell what cards are in your hand?


How about now?

And, of course, you can’t just play willy nilly without fear of consequence. Every time you play something illegally (a number that is not the next one that should be played, or a double of something already played), you take one of three black fuses out of the game, indicating the fuse getting shorter and you running out of time. After your team makes 3 mistakes, the game is over and you have to score with what you’ve successfully played on the table. The game also ends you run out of cards from the draw pile or (and this seems rare) you successfully make it to the number 5 card on each of the suits.

Hanabi is a hard game. The hidden information mechanic tied with the limits to what hints can be given make it difficult to play anything in certainty of safety. It’s also a hard game to follow the rules of, especially for new players. Habit may force you to accidentally draw your hand facing you or to give away more information than you are supposed to. It’s hard not to grimace when a fellow player takes what you told them and makes entirely the wrong decision with the information, or announces with certainty that they have deduced what’s in their hand, and is entirely incorrect. While it’s important to try to avoid those types of mistakes, making them doesn’t break the game. If you accidentally look at your cards, shuffle them into the pile and draw replacements (without looking this time, of course). If you accidentally say something that’s you shouldn’t have, just apologize and avoid doing it again.

Mind you, you should also be sensible about what consists of someone innocently, accidentally, breaking a rule. A player might accidentally gasp a profanity or shake their head when someone says something wrong. It is far more unlikely they accidentally shout “No, you fool! That card is a red three, not a green one! How could you be so moronic as to confuse the two!”…Or something like that. Besides, that person sounds angry and mean. You probably shouldn’t play with them, anyways.

If you’re a real masochist and the game is proving too easy, you can always make use of the built-in extra challenge that comes in many versions: a sixth suit of cards, which are multicolor. Depending on how much you want to punish yourself, this suit can work as simply an extra suit or can be a suit of “wild” cards, which have to be piled individually like any other suit, but which count as every color when giving information (i.e. you’d have to indicate them no matter what colors you’re hinting about).


For those who like a challenge, or hate winning games.

Personally, I’ve never hit a perfect score in the normal, five-suit game (heck, I’m not even sure I’ve broken 20 points), so I don’t think I’ll be adding the multicolor deck to my game anytime soon.

Difficulty aside, Hanabi is still a lot of fun. The hidden information makes it unlike any other card game I know of. It’s also really, really satisfying to play. You never really lose in Hanabi, you just don’t succeed as well as you might have, and that seems to take some of the sting out of a poor performance. It doesn’t have the same level of stress as some other co-operative games (I’m looking at you, Pandemic and Forbidden Island), so it’s a good choice if you want to work together without that tangible sense of urgency.

Done right, your fireworks show will be remembered for a lifetime… And played well, a perfect game of Hanabi might be, too.

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Posted by on June 17, 2017 in Board Games


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Dungeon Ideas: The Ghost Ship

The cloth sails hang in tatters, yet other sails, spectral things of blue light, propel the ship forward. On deck, it’s crew, seemingly unconcerned about the hideous wounds that mar their translucent bodies, work diligently, combating a storm that has long since broken, preparing for a battle that came and went years past. For them, it is not over. For them, it will never be over.

Who doesn’t love a good ghost ship? The Flying Dutchman. The Black Pearl. The… unnamed ship carrying Death in the Rime of the Ancient Mariner? I thought it had a name, but google is telling me I was wrong… Come on, Coleridge, we need details!

Oh well. Whatever the name of them, exploring a ghost ship is our next stop in dungeon ideas. (For the last idea for a dungeon-outside-of-a-dungeon, go here.)

The Ghost Ship

Large sailing vessels can start anywhere around 150 feet long and get up to twice that. At dozens of feet wide, and with multiple decks, that leaves you thousands of square feet of exploration space. The nature of the ship allows for these spaces to be used in unique ways, too. Do players climb the ropes in the rigging? Has the bilge flooded, necessitating swimming to find the lost treasure in it? How does the ship pitching and rolling affect the combat on the main deck?

Speaking of combat, the enemies inhabiting a ghost ship are as varied as the undead that fill most gaming systems. In Pathfinder, there’s even a fair number of specifically aquatic undead, such as Draugr and Brykolakas. Make them the crew, throw in a ghost captain, and you’ve got yourself some baddies. Of course, maybe you want to go further. Maybe “ghost ship” doesn’t mean a ship with ghosts on it, but rather a ship possessed by the spirits of the dead. With that mindset, the ship itself can be an enemy. Rigging ropes lash out to try to snare players. Deck boards become like water, players dropping into them, before solidifying again, trapping them in the wood. The bell that calls sailors to arms rings and rings and won’t stop it’s infernal ringing, and each time it does it drives the players one step closer to madness. Ok, so you might have to play with the rules a little bit to get some of those effects, but it could be well worth it.

A ghost ship as a dungeon really shines when it comes to the plot of your adventure. Unlike ancient tombs or deep caverns, your players aren’t likely to just randomly explore their way onto a ghost ship, so why are they there? Do they have to find a way to escape? Perhaps a cursed compass teleported them here, and they have to find it’s pair on the ship to get off. Has this ship been sinking merchant vessels? The ghost captain has to be destroyed to save innocent lives. Or maybe they have to find a way to break the curse that has kept the ship sailing? Deliver it’s last load of cargo, expose the traitorous first mate who sold them out to an ambush, return the stolen cursed treasure to the forbidden land from which it came. The nature of ghosts and undeath mean that simply destroying the ship and its crew may not be enough… They will just return the next full moon, or the next time an albatross is slain, or when a poor soul accidentally sails over the sunken wreck, or whatnot. “Winning” the dungeon could require problem solving outside stabbing the boss bad guy until it’s dead, then.

What do you think? How would you work a ghost ship into a campaign? Mechanically, what would make a ghost ship different from any other boat? Let me know in the comments.

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Posted by on June 7, 2017 in Role-Playing Games


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Game Review: Dungeon Roll

You roll your shoulders. Things had not gone well. Your thief went down with a goblin arrow to the leg. Your mage used up all of her spells on the last group of oozes to swarm around you. And now… Another roar. The ground shakes. It is coming.

You look to either side of you. The champion next to you nods. The fighter unlimbers his sword. They are ready, as are you. The Dragon is coming… and you are waiting.

Maybe you make a career delving depths and fighting monsters… Or maybe you’re playing Dungeon Roll.


Dungeon Roll is a dice rolling game designed by Chris Darden and published by Tasty Minstrel Games. It balances some press-your-luck mechanics (deciding how deep to go in the dungeon) with a little bit of hand management (deciding what dice to use when and how), all with a heavy sprinkling of fantasy theme. In it, players take the roll of heroes, leading a party of adventurers (rolled dice) into a dragon’s lair. They go as deep as they can before either returning to the surface with their treasure, or dying. Painfully. Possibly by being eaten by a dragon.

Ok, so the rulebook says they just “flee the dungeon,” but we all know what that’s code for, right? Dragon chow.


It also comes in the best box design I’ve ever seen.

The game itself is pretty simple. Each players turn is one delve into the dungeon. They start by forming a party by rolling the seven white party dice. Each face is a different class or special item that is part of their party. Then, starting at level one (the game provides a ten-sided die to count how deep in the dungeon you’ve gone), another player rolls black monster dice for them: one die for level one, two dice for level two, etc. Using the party dice, the players have to deal with whatever comes up on the monster dice, but each party die can only be used once per delve. You have to be a bit strategic about what dice you’re using where, though. A cleric can only counter one goblin, for instance, but can counter any number of skeletons that come up in a roll. Ideally you want to defeat multiple monsters with as few party dice as possible. After you’ve dealt with all the monsters rolled for that level, you can decide to stop your delve and gain experience equal to your current level of dungeon, or go down one level to face fresh monsters. After every player has made 3 delves, whoever has the most experience points wins.

Of course, it’s not quite that simple. One face of the monster dice has an icon for the dragon. If any dragons are rolled, they are set aside while the party deals with the level they’re on, and don’t get returned to the monster dice. If a total of three dragon dice get rolled in one delve, the dragon has been awakened, and the player has to defeat it in addition to everything else that has been rolled for that level. The dragon awards extra experience and treasure if it’s defeated, but it takes three different party dice (so it can’t be three fighters, or a thief and two clerics) to beat it. And, naturally, if the player ever finds it impossible to beat all the monsters of a given level, they get eaten have to flee, and gain no experience. You’re facing a constant tension, then, between going a bit further to get more treasure and experience, and playing it safe and taking what you’ve got.

Dungeon Roll adds some strategy that other press-your-luck dice rolling games lack through the inclusion of treasure and hero cards. Treasure – won by unlocking treasure chests rolled on the monster dice or by defeating dragons – is worth extra points if unused at the end of the game. In a pinch, though, you can also use the treasure in various ways to help. Is the sacrifice of the points worth keeping you alive for another roll? Maybe, maybe not, it’s a choice you have to make. The hero cards are even more fun. At the start of the game, each player is assigned one of eight unique hero cards. Each hero grants the players one Specialty and one Ultimate Ability. You can use the Specialty as often as it’s appropriate in a delve; you can use the Ultimate Ability once a delve. The Hero cards even level up, getting more powerful abilities after you hit 5 experience points. Picking the perfect time for the Hero card abilities adds a bit more critical thinking to the otherwise simple “do I or don’t I keep going” challenge of the game.

The unique abilities do lead to some problems with Dungeon Roll. First, the wording of the abilities of the heroes is… minimal. Many of them are pretty straight forward, but some seem a bit trickier to understand. You can find clarification online pretty easily, but the need to look up that clarification in the first place is a point against Dungeon Roll. The variable powers of the Hero cards can also seem a bit unbalanced. In my opinion, some cards are simply better than others.

The other problem with Dungeon Roll comes from the somewhat isolating experience of it. Sure, the game supports up to 4 players (more than that and the treasure reserve starts to be strained), but it really only plays one person at a time. When its your turn to delve, you’re making decisions, rolling dice, fighting monsters, and everyone else is… Watching? Waiting for their turn? Talking to each other and not paying attention anyways? Ok, so one other player can roll the monster dice for you (and what a thrill that is), but besides that, you’re playing by yourself. If you’re ok with that – a game where you play for a bit and then socialize until your next turn – than that’s great. It’s not really a group experience though.

Maybe that makes sense, though. Maybe Dungeon Roll is meant to be enjoyed most as a challenge to yourself, independent of what your rivals do. After all, when your back is to the wall, when your Cleric is spent and your Thief is missing, when you hear the dragon coming, what do you have but yourself? Well yourself, and maybe a Vorpal Sword or an Ultimate Ability up your sleeve…


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Posted by on June 3, 2017 in Board Games


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Brews out of the Box 4: Baron of Shadows

Baron of Shadows

Description: Even as you approach, he continues to chant, low in his throat. He is a tall man, his skeletal thinness emphasized by the mask designed to look like a skull covering the top portion of his face. His clothing is black, or perhaps a very dark purple, but clearly of good quality and cut. The flickering light cast by the torched burning to either side of him make all the shadows in the room jump and dance… But, as you watch, you realize that his moves more than any others. Before you can cry out warning, his shadow flows across the floor towards you and attacks.

Idea: I’ve written before about different ways to make boss fights more interesting than a one-sided slug fest, and the Baron came out of that. He was a caster (an Oracle of the Dark Tapestry, in Pathfinder) of a sufficient level to challenge the party. But on top of that he had extra abilities. His shadow could reach out and interact with the players, getting one free Combat Maneuver per round, with a bonus based on the Baron’s charisma. I contemplated allowing the shadow more actions, but I didn’t want to make it too powerful. If you’d like to make it more of a challenge, the shadow could attack or perform other actions.

And, yes, if any of you are wondering, I did get a fair amount of inspiration from Dr. Facilier from The Princess and the Frog. Hecks, even his cultist chanting when my party encountered him was based on the “are you ready” refrain from Facilier’s “Friend’s on the Other Side.”

Mechanics: Obviously, the main flavour of the Baron comes from his shadow. Mechanically, the Baron himself functioned as an Oracle. His shadow, however, acted on his turn independently of him. It had a reach of 15 ft. and could perform on Combat Maneuver per round, without a penalty for failing (you can’t trip a shadow, after all). The shadow didn’t have to worry about things like difficult terrain or attacks of opportunity. If, however, all of the sources of light were extinguished, the shadow could no longer attack. Similarly, the shadow could not go through solid barriers that prevent light.

Statistics: Because the Baron of Shadows is almost more like a template that you would add to a creature rather than a full creature, I’m going to write it’s stats that way.

Template can only be added to a spell-casting creature.

CR: Same as base creature +1

HP: Same as base creature, + HD equal to 1/2 base creatures class HD.

Special Rule:

-Shadow: Once per turn, Baron of Shadows can make one combat maneuver attempt against a creature within 15 feet. These maneuvers have a CMB equal to the Baron’s base attack bonus + relevant spell casting ability (charisma for sorcerers, oracles, and bards, intelligence for wizards, etc.). These attempts do not provoke attacks of opportunity. Failed attempts do not allow retaliatory attempts against the shadow.

If, at any point, there is no source of light in the same area as the Baron to cast a shadow, the Baron loses this ability. The shadow cannot pass through any objects that block light, though it can travel around such objects, as long as it does not travel more than 15 feet from the Baron in total.



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Posted by on May 31, 2017 in Homebrews, Role-Playing Games


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