Monday, November 12, 2012

New NPC: Sgt. Stubby

The post below is from the blog Doctor Grumpy in the House. It's about a dog NPC that joined up with a US army unit during WWI.

I'm sharing it here in part because today is the day Veterans Day is being celebrated by federal employees, and because I think it shows just how valuable having a dog, even a little dog, can be during dangerous adventures. Stats for Sgt. Stubby follow at the end of the post.



Veteran's day is to thank those who have served the militaries of our respective countries. We throw parades, hold services, and honor our warriors in many ways. But it should never be forgotten that not all veterans walk upright.

Sergeant Stubby, United States Army

No one knew when or where he was born. In common terms he was just a stray dog.

It was an early morning in 1917 at Yale Field in Connecticut. The area had been taken over by the U.S. Army for training, and a group of young soldiers was there, preparing for World War I across the Atlantic.

At some point a medium-sized dog wandered onto the field, and took an interest in the young men. They befriended each other, and Private J. Robert Conroy liked him enough to take back to their base that night.

Stubby, though officially not supposed to be there, quickly became a part of the camp. He got used to the daily routine of orders and bugle calls. He even learned to salute: when he saw humans all doing it around him, he'd put his right paw on his eyebrow.

Eventually Conroy and his division were ready to ship out for the war in Europe. Rather than abandon the dog (now named Stubby) they smuggled him (under coats) aboard the troopship S.S. Minnesota for the journey across the sea.

Stubby turned out to be far more of a dog than his finders ever expected. Staying with his owners, he served in combat in France. He lived in the frontline trenches with the 26th Infantry (102nd division), for over 18 months. His first battle was in February, 1918, and overall he fought in 4 major offenses and 18 ground battles.

Frontline trench warfare is a nightmare, but Stubby, like his fellow soldiers, learned to live with it. At one point his position was under 24-hour continuous enemy gunfire and shelling for over a month. He never deserted his company or position.

In April, 1918, he was wounded by an enemy hand grenade, and sent to Red Cross facilities. While recovering he improved morale there by routinely visiting other wounded soldiers. After healing he went back to his company in the front.

Later that year he miraculously survived a gas attack in the new era of chemical warfare (though was extremely ill for several days afterward). He quickly learned to recognize the smell long before his primate colleagues could. Later, when the Germans launched another surprise gas attack in the early morning, Stubby noticed it first. He ran through the trenches, barking and even biting his comrades to waken them so they could put on their masks. Since there were no gas mask to fit him, after spreading the alert he'd run out of range behind the trench and wait there until the all-clear was sounded.

His keen ears could hear the high-pitched whine of incoming shells before humans could, and his warning barks gave his friends an extra few precious seconds to take cover.

Stubby - of his own accord - undertook some of the most dangerous missions of the war, searching no-mans-land between trenches for wounded soldiers. He could differentiate between English and German speech, and successfully led medical teams to the injured. He also was able to lead dazed, but walking, soldiers back to safety. How many lives he saved is unknown.

Later, Stubby and his men were deployed to the battle of Argonne Forest. There, while walking around on his own, he single-handedly caught a German spy that had slipped behind allied lines to map their formations. Stubby detected him behind a bush, raised the alarm, and then detained him (by holding onto the back of his pants) until 2-legged soldiers could arrive.

For his remarkable heroism and skills, the commanding officer of the 102nd division recommended him for promotion, and Stubby became Sergeant Stubby - now outranking his owner, Corporal Conroy.

Stubby's remarkable skills extended beyond the battlefield. During a visit to Paris with Corporal Conroy, Stubby suddenly dashed out into traffic and saved a young girl who was about to be struck by a car.

After allied forces liberated the town of Château-Thierry, the local women made him a chamois coat. It kept him warm and was also used for his growing collection of medals, including the Purple Heart.

After the armistice, Corporal Conroy returned home with his friend. Stubby was now a celebrity, routinely leading parades. He met 3 Presidents and was made a life member of the American Foreign Legion and Red Cross. In one instance he received a distinguished service award, presented by no less than the fabled American General, John "Blackjack" Pershing.


Sergeant Stubby leading a victory parade. His heart was bigger than his body!

As the cheers faded the pair transitioned back to civilian life. Conroy enrolled in Georgetown law school, and Stubby found employment as the team's mascot. He often performed a football halftime show, pushing a ball around the field.

He died on March 16, 1926, with Conroy holding him. He is remembered by a brick at the World War I memorial and at the Smithsonian. The latter has his remains on display.

 
Thank you, veterans!



Sgt. Stubby (Dog)
Hit Dice: 2+2*
Move: 180’ (60’)
Attacks: 1 bite
Damage: 1d6
No. Appearing: unique
Save As: F4
Morale: 11
Treasure Type: Nil
Intelligence: 3
Alignment: Lawful
XP Value: 45

Sgt. Stubby is a highly experienced combat veteran, and provides a +1 bonus to the first group initiative roll of every combat, all surprise rolls, saving throws vs poison gas, and all reaction rolls from all non-hostile encounters.

Saturday, November 10, 2012

Review: Among Thieves (Tales of the Kin, Book 1)

Among Thieves (Tales of the Kin, Book 1)
by Douglas Hulick (Author), Kirby Heyborne (Narrator)

I don't think Drothe really looks anything like this

Synopsis:
Ildrecca is a dangerous city, if you don't know what you're doing. It takes a canny hand and a wary eye to run these streets and survive. Fortunately, Drothe has both. He has been a member of the Kin for years, rubbing elbows with thieves and murderers from the dirtiest of alleys to the finest of neighborhoods. Working for a crime lord, he finds and takes care of trouble inside his boss's organization-while smuggling relics on the side. But when his boss orders Drothe to track down whoever is leaning on his organization's people, he stumbles upon a much bigger mystery. There's a book, a relic any number of deadly people seem to be looking for-a book that just might bring down emperors and shatter the criminal underworld. A book now inconveniently in Drothe's hands...
(From Goodreads)

Review:
I almost didn’t make it past the first disk of the book. It starts with a kin (member of the underworld) literally over a barrel, and while Drothe’s hired torturer works to get some information out of him.

Now, don’t get me wrong, I’ve read plenty of books where the protagonist engages in a variety of evil acts in the furtherance of their goals. I can’t think of another example where the first scene in the first book starts that way. It was a bit of a turn-off, and I have to credit Kirby Heyborne (the Narrator) with keeping me listening.

Drothe is looking for an Imperial Reliquary so that he can sell it. He doesn't get it's location, but he does get a name - Ioclaudia. The search for Ioclaudia, and the missing relic leads Drothe across the capital city of the empire. Along the way we get to see how the kin of the city organize themselves around upright men (bosses) and shadow princes (bigger bosses), and how noses like Drothe collect their information. The use of the canting tongue is a very flavorful addition, and helps set the tone of the book.

From there we’re swept into an race to find, and then to hold on to Ioclaudia's book that everyone from the Emperor on down seems to want. Even more important for Drothe is finding out why everyone wants it, while at the same time trying to protect those close to him. Most of the time Drothe doesn’t actually have a clear picture of what’s going on, and since the story is told from Drothe’s perspective, you only get to see what he sees. He is perfectly aware that he's playing way above his level, and has little idea of what's going on, or why. He just keeps going, and lets everyone around him think he knows what he's doing.

While Drothe manages to be the typical sardonic rogue with a heart of gold, Hulick puts him in situations that force him into awful choices. Someone Drothe cares about has to be sacrificed or betrayed, no matter the choices he makes.

Aside from Drothe, there are a number of other characters that stand out. I really liked the fruit seller, especially the way he's voiced by the narrator. The upright men Nicco and Kells were both well written, flawed characters. I did think that people were a bit too quick to start yelling at each other, though to be fair, everyone seemed to be under an awful lot of stress. 

I ended up liking Among Thieves more than I thought I would.  When Sworn in Steel (book 2) comes out, I hope the same narrator is used.

For your game
:
  • Ioclaudia's Journal - A book of mysteries that everyone wants. Maybe it has magical secrets, maybe it has heretical truths, or maybe it has the secret recipe to the crispy chicken that everyone loves.
  • Thieves Cant - Among Thieves actually uses a basic thieves cant very effectively, and shows how you can incorporate it into your setting without too much effort.
  • Ten Ways - There are numerous districts within the city, each one surrounded by a cordon. Ten Ways is one such district. It’s particularly run down, but with a lot of secrets in its long history. It would fit into Vornheim with ease!

Thursday, November 8, 2012

New Magic Item: Guardian Stones

“We will rest here for the night.” the black cloaked druid said.

“What’s so special about here?” Nimble asked. The woods seemed no different at this spot than anywhere else they’d seen.

The druid paused, looked long and hard at Nimble, and then completely around to the surrounding woods. “There is nothing special about this spot. It is much as most places here in the woods.” His gaze returned to the thief. “But it will soon be dark, and since it is much like any other spot, it is equally as good a place to rest for the night.”

Nimble looked skeptical but dropped his pack, and began to help Feris set up the tent. “I don’t like this.” he whispered.

Feris’ mouth crooked up slightly. “The woods, or the druid?”

“...both.”

A quiet chanting caused both men to turn and face the druid, who had removed a stone head from his bag. It took Nimble a moment to figure out what was wrong with it... it had 3 faces, and each face shared an eye with the faces to either side. The druid placed it down on the ground, and the eyes began to glow green.

“See? What is that thing? We don’t know. Maybe he’s summoning an owlbear to eat us while we sleep.” Nimble hissed.

The ground rumbled, and 3 stones, each about as tall as a halfling, sprouted from the ground around the little clearing. Runes carved into their surfaces glowed with the same green as the eyes of the head.



Guardian Stones

These magical protective devices are rare, and highly sought after. The focus piece is a stone head with multiple faces, each face sharing an eye with the face to each side. When activated, it causes a number of stone rune covered pillars to erupt from the ground. There will be a pillar for each face of the stone, and the more faces, the more powers it has.

3 faces/stones - Reduced chances of random encounters (reroll any roll indicating a random encounter) and will sound an alarm per the spell.

4 faces/stones - as above, plus will double any natural healing for those who rest within.

5 faces/stones - as above, plus counts as a circle of protection v evil.

6 faces/stones - as above, plus circle of protection from normal missiles

7 faces/stones - as above, plus remove curse/cure blindness

Tuesday, November 6, 2012

HeroQuest

Way back when, before I ever picked up a d20, there was HeroQuest. I played that game like only an obsessive preteen can. Not only did I play, I made up my own adventures, treasure, buy-able items, and even some variant monsters. I painted every mini that came in the set, as well as the expansion boxes. And those minis have seen lots of use over the years in many many D&D games.

Recently I was handed a complete copy, practically new. It's beautiful.


I actually feel a little bad that in the couple of weeks I've had it, I haven't done anything but look at it.

Was HeroQuest anyone else's gateway to Dungeons and Dragons or mini painting?

Monday, November 5, 2012

New Monster: Yakmen

"Look out!" The horseman yelled.

Rathger turned in time to see the beast's head come crashing down onto the center of his helm. The world went white, and the next thing he saw was a fluffy white cloud blowing gently across an azure sky.

The lovely vision was blocked by a furry horned face. It's large nose flared as it sniffed Rathgar uncomfortably close. "This one is still alive" it said, looking over to someone else. An older looking beast leaned over into Rathgar's field of vision.

"Bring him."



Yakmen
Armor Class: 7
Hit Dice: 3+1* (L)
Move: 120’ (40’)
Attacks: Weapon or Headbutt
Damage: 1d8+1 or 1d6+special
No. Appearing: 2d6 (4d12)
Save As: F5
Morale: 10
Treasure Type: D
Intelligence: 9
Alignment: Neutral
XP: 75

Yakmen are large hairy humanoids with bovine heads and horns. They can made a headbutt attack, and if it hits, the target must make a saving throw vs. paralyzation or take a -2 to their next attack roll. On a natural 20, the target automatically fails the save, and falls prone.

For every 8 Yakmen there will be a 5HD Warrior among them who has survived drinking the Red Water. 1 in every 20 will be a level 3 shaman. Every tribe will be lead by a 7HD leader who may also be a level 1d4+4 shaman.