Sunday, January 19, 2020

The Hodgepocalypse - The Hockeypocalypse - Part 1 - Geckogeddon

Our adventure begins with our intrepid adventures delving into ruin and finding out more then they can handle, abet slightly cuddly.

Warning, it does cut out at a certain point abruptly.

#drevrpg #dnd #dnd5e #apocalypse

New Species update - Beaverfolk

part of ww1 propaganda poster "To victory"


It is unknown how these Beaver humanoids have come into being.  Speculation includes genetic engineer, magical breeding, or the children of the cult of the Beaver Lodge, and these opinions are often kept to themselves in order to prevent bloodshed.

More info on the Cult of the Beaver Lodge is listed below.


Beaverfolk usually homestead beside bodies of water.  They are usually nuclear families, with a mated pair and children.  Because their diet is vegetarian, they usually chew on trees for sustenance.  They also raise “underwater gardens.”

When multiple families get together, they create a lodge that can also be described as compounds.  Often armed as best they can, and taking advantage of natural obstacles, they are incredibly defensive.

Beaverfolk mark their territory with signs and scents to keep trespassers away.

A classic example of how they create their compounds is included on the link below:

Beaver Lodge, 15 Apr 2006. South Frontenac Township, Ontario, Canada. 20' diameter approx.,  Bridesmill,  Creative Commons Attribution-Share Alike 3.0 Unported license.


Beaverfolk have trouble getting along with anybody but can respect the work ethic of dwarves and often create trade relationships with them.  The Fey seem flighty but will stay out of their business if it is reciprocated.  Desecrators and Living Dead are “unnatural” and it takes a lot to get them to trust either.  However, they have working relationships with Little Bears (because they are just so darn friendly).

Despite this, Adventuring Beaverfolk consider their party their family and will go to the wall for them.  They often play the “bad cop” in the party, but more often then not, their heart is in the right place.  They will do anything for their family, for good or for ill.


Beaverfolk have a Jekyll and Hyde personality.  To “outsiders” they are quiet, paranoid and very suspicious.  However, with friends, they are friendly to the point of nosey and will go the extra distance for their friends.

"The beaver kept looking the opposite way, "Illustrator Arthur B. Frost- Public domain


Beaverfolk are an aquatic species that favor modern technology.  The common stereotype is that of Adventurer/Scout or Combatant/Deadeye.  They also are found of traps and the adventurer/troubleshoot is common as well.  Those that take spellcaster classes, take Channeler/Faustian Mechanic, Channeler/Sentinel or Ritualist/Artillery Mage.   When they do adventure, they go for gold and glory.  They also tend to get armed to the teeth and armored to the eyeballs.  They also almost always try to get a “sweet ride” and even often become Adventurer/Scrap Foots.


They are a fluffy rodent man with a flattened tail.  Their fur ranges from dark browns to a surprising red color and even often goes white in the winter. The default is a blue-green eye color but ranges from as light as yellow to as dark as nearly black.

They prefer paramilitary gear for attire and dress for maximum effect to be intimidating.

Beaverfolk 5e Traits:

Creature Type:  Monstrosity
Ability Bonus:  Constitution increases by 2, up to its normal maximum (20).  Strength or Wisdom increases by 1, up to its normal maximum (20).
Talent Access: Stout, Beaverfolk
Size:  Beaverfolk stands about 3’6’’ to 4’6’’ feet tall and weighs 65 to 75 lbs. Your size is SMALL
Speed: 25 feet. Swim 40 feet.   Any modifiers to your base walking speed always apply to your natural swim speed.
Aqua Senses: You do not suffer any special penalties for vision or other senses for simply being underwater (though darkness still applies).
Hold Breath: You can hold your breath for 1 minute per point of Constitution score before needing to take a breath for at least half a minute.
Natural Bite: You have a natural melee bite attack that deals 1d4 slashing damage.
Proficiency:  You have proficiency in the Demolitions skill and with Carpentry tools.
Languages:  French, and Trade Tongue

Beaverfolk Talent Tree

The following species talents are only available to Beaverfolk and can be taken for you Agony of Choice or instead of taking a feat.

Tail Slam Beaverfolk Talent
Benefit: your tail can now generate massive sonic slam.  As an action, you slam your tail.  Everyone within 10, 20, or 30 feet of you (your choice of range) must make a Constitution saving throw with a DC 8 + your proficiency bonus + your Constitution modifier.  On a failed save, targets take 2d4 + your proficiency bonus in thunder damage and are deafened for 1 minute.  You also make enough noise to be heard from ½ a mile away. Using this talent ruins any stealth you may have.  You may forgo the damage of this talent, and only make noise with it if you wish.

Sharper Incisors Beaverfolk Talent
Benefit 1: your natural bite attack now deals 2d4 slashing damage and performs a critical hit on a result of 19-20 on a d20 attack roll.
Benefit 2:  You may use your teeth as Carpentry tools and may always apply your highest ability modifier for their use.

Beaver Pelt Beaverfolk Talent
Benefit 1:  Your Constitution score increases by 1, and its normal maximum value is increased from 20 to 22.
Benefit 2:  As long as you are wearing no armor, you have a natural armor of AC 12, plus your Dexterity modifier.


Friday, January 17, 2020

New Subspecies - Beach Dwarves

While not common as the other subspecies, these dwarves have become their own culture.  They are found along the west coast of North America and even inland along rivers.  They have adapted to a migratory lifestyle where they follow the waves and the water.

While traditionally they used to use small Viking like ships to travel, they have switched to small powered boats and even surfboards.  Their low center of gravity means they are good at it and they excel at ambushes using this simple piece of wood with the war cry “Surf’s up”.  Their high constitution and use of well-oiled preserved sealskin suits mean even if the water is cold, they still surf.

They are avid fishermen and gatherers of the sea.  Their preferred weapon is the grapnel and rope as it can be used for deep sea fishing and “buming rides” off other ships and large nautical creatures.

They are known for mixing traditional dwarven tunes with beach music creating truly unique music that is in demand throughout the continent.

 However, dwarves are still dwarves and common equipment carried by this group is still a metal detector.   They love to scavenge the random junk and make it into something useful.

Charlie Warne Creative Commons Attribution-Share Alike 4.0 International license.

Beach Dwarves inland.

While physiologically the same, beach dwarf culture is slightly different along the many rivers along the inland.   They are often dubbed river dwarves and are surprisingly close to the land.  They have domesticated both birds for fishing and beavers for engineering the waterways to maximize fishing production.  They often use this to take advantage of the various salmon runs of the west coast.

Beach Dwarves diversity/subspecies:

  • Ability Score.  Dexterity increases by 1, up to its normal maximum (20).
  • Buoyant.  Beach Dwarves are not fast, but they can swim like the dickens.  Your base walking speed is 25 feet. Your swimming speed is 25 feet.
  • Hold Breath. You can hold your breath underwater for up to 20 minutes (they are all trunk).
  • Surfcunning. Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check relating to aquatic movement or actions, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
#drevrpg #5e #dungeonsanddragons #dwarf #dwarves #dnd5e #apocalypse.

Tuesday, January 7, 2020

The Hodpocalypse - Future Adventures.

Here's what I got for ideas for short level adventures. Please contact me to see which adventures interest you the most:
  • The Garrison of Gore: This Strathcan military base is sealed off as there is a shapeshifting art aberration that is trying to get out and unleash its horror onto the land. Hopefully gives off a real John Carpenter's the thing vibe.

  • The Park of Peril: A former national park turned eldritch containment park, our heroes need to stop of a bunch of gremlins from waking up "Baub."

  • Pumping Auto: In the ruins of a car museum, your party has gone on a game show where you need to assemble, race and then fight in an arena with your own cobbled together car.

  • Refinery Rampage: Ed-town makes it's petrochemical products by throwing garbage into a massive tar ooze, but the boreal buccaneers have taken over the place and you need to stop them before the ooze goes on a rampage.

and a bonus one that's more or less done.

  • Welcome to Boxco - Have a Nice day: This adventure takes place in a dimensional gauntlet based on a big box store that's teaming with Corpseman: The industrialized undead.

Follow the Twitter post to cash in your vote.

Sunday, January 5, 2020

The Hodgepocalypse - The Hockeypocalypse - Part 0 - Hey Mouse Say Cheese

We begin our Hodgpocalypse game with character building and our first fight.

We live. :)

Monday, December 30, 2019

New Years Special update - New 5e Species - Vamps


Note: The following was left on the cutting room floor and is mainly an attempt to make vampires a viable pc species:

Desmodus rotundus, picture taken at Sangayan Island, Paracas National Reserve, Departamento Ica, Peru.
Creative Commons Attribution-Share Alike 3.0 Unported license.
Long considered in the story of myth and legend, these undead creatures have a long and twisted history in the depths of Earth's past.  Depending on your point of view, Vamps are either blessed or doomed to live forever.  

A great many tales and some bizarre superstitions have been formed around Vamps and the trouble is the distinction between them and true vampires.  Vamps are very different from true vampires, in that they are not quite as powerful, but do not have many of the vulnerabilities of their monstrous cousins.  However, throughout history Vamps were usually the servant lackeys of the true vampire nobility.

Both Vamps and vampires have a noteworthy presence in many ancient human cultures and in the past made many travelers afraid to roam the night.  But, it is thought that sometime in the medieval dark ages Vamps began to infiltrate human society rather than live like wild undead bandits, with true vampires running the entire show from behind the scenes.  This Subversion of human culture brought them closer to their prey and a complex symbiotic relationship evolved between mortals and this undead. 

Unconfirmed Vamp tales tell that this continued well into the 21st century.  Many political parties, corporations, organizations, and criminal cartels were fronts for Vamp families headed by elite true vampire ladies and lords that were pulling the strings of the entire world.  And for a time it was the golden age.

That is until the Times of Revelations.  The majority of the Vamp populations were decimated by the magical cataclysm as much as their human counterparts.  Worse, as the Fallen Lords began to occupy the world, the true vampire lords were forced into hiding or else face becoming pawns of these strange necromantic beings.  Vamps were left to fend for themselves for the first time in a millennium. 

The unlife of a Vamp in the times of Dark Revelations is a dangerous one.  They need to travel from place to place seeking out mortal blood to continue their existence.  Smart Vamps travel in packs and try to plan out their long existence rather than randomly raiding. 

There is one place that many roaming Vamps have found they can once again call home: the Fiend Marches.   This is one of the few areas in North America where Vamps are not only tolerated but respected.  Here their old corporate knowhow and suave cultural sense are treasured assets.  They have found niches in espionage, law, and public relations.  Some Vamps have quickly risen on the corporate ladder to the status of CEO.   Still, many Vampires find time to pursue their other preferred career choice: playboy extraordinaire.

A civilized Vamp does seem to plan their itinerary around humans.  Humans, for the most part, fear and hate Vamps, a natural reaction to their primary predator.  Despite this, some Human settlements are willing to sacrifice a couple of pints of blood a day to Vamps willing to protect them against even worse horrors.

Vamps dislike Elves since the dawn of time they have stood between Vamps and domination over the mortal world, or at least that’s what they tell humans.  On occasion, practical alliances have been forged with fey-kind when needing to unite against a common foe or for some shared goal…which in the case of Bogeys or Gnomes is usually money or resource related.  

Vamps consider the ever buzzing Feylins nothing more than annoyances that can blow their cover when trying to remain subtle; paradoxically it is the Feylin that has started the odd post-post-post-modern the trend of Vamps becoming more acceptable. 

Vamps tend to move often.  They prefer forested and urban areas away from the direct light of day and are rarely found in deserts or the wide-open prairie.    Many Vamps go incognito and can easily pass for a normal human when need be, and a number have joined adventuring parties without the party ever knowing.  Others are quite open about their background.  Realizing many people are willing to make a deal with the devil they know, rather than one they don’t.  As a spy that can easily pass in and out of the Moundlands and just about anywhere else; though of course most of their operations are at night or indoors.  

Vamps are more or less human in personality and origin and thus are complex characters.  They can feel love, hatred, and even fear.  But despite their apparent normalcy Vamps are driven by one unfortunate thing: their thrust for blood.  A well-fed Vamp can be civil, sexy and quite intellectual.  A starved Vamp shows their true colors and becomes ravenous and rabid in demeanor until filled.

Vamps have all the normal human traits with a few exceptions.  They tend to be pale in complexion for their particular skin tone and are slightly cold and clammy to touch.  Otherwise, they can easily pass for human, more so than any other undead.

While there are many myths about what constitutes a Vamp much has been mixed up with those of a true vampire.  But a few things are true. Vamps have long sharp canine teeth, the need for blood, and a nasty reaction to the sun, though far from being as deadly as for true vampires.

Civilized Vamps enjoy gothic or flamboyant clothing, designer business suits, high-quality leather and all the trappings of a cosmopolitan lifestyle.  Style-wise, they are quite out of place in the midst of a post-post-apocalyptic world. 

Alice Eis and Bert French in Robert G. Vignola's The Vampire 1913
Public Domain

Vamp Traits

Creature Type:  You are an Undead for the purposes of targeting
Ability Score Increase:  Increase each of your Ability scores by 1 point each, up to their normal maximum (20).
·         Talent Access:  You gain access to the Living Dead and Senses species talent trees.
·         Age:  You typically look to be age 20 to 50, but never otherwise age.
·         Size:  Same as a human.  Your size is Medium.
·         Speed: Your base walking speed is 30 feet.
·         Language:  You can speak, read, and write Spiritspeak, Trade Tongue, and one language of choice.
·         Darkvision:  You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
·         Bite:  You start with a bite as a natural light finesse weapon that does 1d6 piercing damage.  You may use bite if your hands are occupied or restrained and may even make two-weapon fighting attacks with your bite as your off-hand/bonus attack when using a two-handed weapon in your hands.
·         Devour Blood:  See this talent under the Living Dead species talent tree.
·         Health and Rest:  You still must rest like your core race, with short and long rests still having their normal effect on you.  You still can suffer from exhaustion, but instead of a purely physical effect, it is more mental or metaphysical in nature.  Old “circuitry” in your brain still fires up to tell you that you must rest or parts of your undead body start to seize up or even fall apart if you don’t take time to rework them.   You can still “die” like a normal character and still must make death saving throws.  
·         Radiant Vulnerable:  You gain vulnerability to radiant damage, and any damage was done with a traditional silvered weapon. 
·         Resistances and Immunities:  You gain resistance to necrotic and poison damage.  You gain immunity to the poisoned condition, diseases, suffocation and starvation (see thirst for blood). 
·         Sun Sensitivity:  You have disadvantage on all ability checks, saves, skills and attack rolls while exposed to sunlight or sunlight effects.  Being clearly heavily obscured or having full cover will protect you from this effect.  Note most armor and vehicles will not protect you from this unless specifically stated.
·         Thirst for Blood:  You still may suffer from thirst like any character.  However, you must drink fresh blood from a beast, fey, giant, humanoid, or monstrosity instead of water or other beverages.  Fresh blood must be no more than 24 hours old.

République de la Nuit

The above link is an attempt to integrate said Vampires into the Hodgepocalypse which is located in the former province of Quebec.

Thursday, December 26, 2019

The Hodgepocalypse is out.

For so long, the Hodgepocalypse was silent.

No longer.

Now the hodgepocalypse has come to give you a most unusual mixed up experience.:)

This strange interpretation of strange cultures in a post-post apocalyptic world has now arisen.

Witness and enjoy. :)