Sunday, February 2, 2020

Sunday, January 26, 2020

The Hodgepocalypse - The Hockeypocalypse - Part 2 - Two minutes for high sticking

https://www.twitch.tv/videos/542420868
and now the exciting conclusion.

It involves small cars and the power glove (it's' so bad).

#drevrpg #5e #dnd #dnd5e #apocalypse.

Sunday, January 19, 2020

The Hodgepocalypse - The Hockeypocalypse - Part 1 - Geckogeddon

https://www.twitch.tv/videos/538766710

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"

Background

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.
https://www.hodgepocalypse.com/2016/07/the-cult-of-beaverlodge.html

Society

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:
https://www.hodgepocalypse.com/2016/08/the-beaverfolk-compound.html

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

Relations 


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.

Personality

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

Adventuring

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.

Description

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:  Humanoid
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 Vision: "You treat dim light as if it was bright light for the purposes of seeing underwater.
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.  If used in a fantasy game, use Common and Sylvan instead.

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

https://www.twitch.tv/videos/531716250

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

We live. :)