Archives for posts with tag: Mists of Akuma

Welcome to the 13th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Blanka!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up (maybe Vega?) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ (and if you like the free stuff, 3 adventures were just released in print and PDF, each with substantial previews!) Thanks for visiting my website!

EDIT: I’ve heard it from multiple sources in multiple places and apparently folks are playing Guile’s stage’s song while reading this blog post. I fully support this. Extended version here (link thanks to Ed the Bard!)

guile moa promo

Guile

Medium humanoid (human), lawful good fighter (battle master) 16
Armor Class 20 (leather, martial arts stances)
Hit Points 172 (16d10+80)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 18 (+4) 20 (+5) 15 (+1) 15 (+2) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +10, Con +10
Skills Athletics +10, Insight +7, Intimidation +7, Perception +7
Tools gaming set, vehicle (land)
Damage Resistances bludgeoning, thunder
Senses passive Perception 17
Languages Ceramian, Ropaeo, Soburi (Common)
Challenge 16 (15,000 XP)

Action Surge. On his turn, Guile can take an additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Background Feature: Military Rank (Soldier). Guile has a military rank of Sergeant from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to his if they are of a lower rank. Guile can invoke his rank to exert influence over other soldiers and requisition simple equipment for temporary use. Guile can also usually gain access to friendly military encampments and fortresses where rank is recognized.
Fighting Style: Archery. Guile gains a +2 bonus to attack rolls he makes with ranged weapons.
Indomitable. Guile can reroll a saving throw that he fails. If he does so, he must use the new roll. Guile can use this feature twice before he requires a long rest to replenish it.
Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.
  • Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.
  • Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.
  • Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, Guile can use a bonus action to regain 1d10+15 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Guile’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Tavern Brawler. Guile is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmed Savant. Guile’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d6) and he gains proficiency in Athletics.

ACTIONS
Multiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.
Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

 

GUILE’S BOOTS

Wondrous item, legendary
Guile’s got the same pair of boots issued to him when he joined the ranks of the military. After shedding the blood of countless soldiers across the world they have accrued power, granting Guile the following features:
Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.
Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.

Notes on Guile’s Build

Guile is a straight up fighter dipping into the world of martial arts and he’s going to feel it when facing off against a proper martial artist–he’ll take more hits and suffer in the fight, but he’s got more tricks up his sleeve and for a bare-knuckle army-brawling boxer I feel like it’s a solid fit. If you’re thinking “I want the players to run into the biggest badasses drinking in the bar”, grab this and Balrog and you should be set. 😀

Welcome to the 12th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s post (making better use of these NPCs) or the last character (Ryu!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! 😀 Thanks for visiting my website!

blanka moa promo.png

BLANKA

Medium humanoid (soburi), neutral good barbarian (path of the faded) 8/freak (hulking)^ 8
Armor Class 23 (Constitution, 3 natural, 2 martial arts stances)
Hit Points 167 (9d12+7d10+2d4+72)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 16 (15,000 XP)

Background Feature: Indomitable Spirit (Pragmatist). Whenever Blanka’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Bulk Mutations. Blanka’s natural armor bonus to AC increases by 2 and his carrying capacity doubles. In addition, he gains 2d4 hit dice.
Danger Sense. Blanka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Faded.  For the duration of his rage, whenever Blanka takes damage from a creature that is within 5 feet of him, that creature takes 5 lightning damage. When his rage ends, Blanka suffers a level of the misted condition. These levels of the misted condition dissipate at a rate of one level per long rest and they cannot trigger his death and transformation into adeddo-oni; instead, any misted levels beyond the 7th count as levels of exhaustion that are removed when Blanka takes a long rest.
Fast Movement. Blanka’s speed increases by 10 feet while he isn’t wearing heavy armor.
Fearless. Blanka cannot be frightened.
Feral Instinct. Blanka’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Freakish Deformity. Blanka gains a +1 natural armor bonus to AC. While his skin or face are revealed, he suffers disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity. The only exception to this rule are Intimidation checks, which he always makes with advantage.
Hardened Organs. Blanka only requires half as much food and water as normal, he has advantage when making saving throws against dehydration or starvation, and he gains immunity to disease.
Indomitable. Blanka can reroll a saving throw that he fails, but he must use the new roll. He must finish a short rest before he can use this feature again.
Mindless Rage. Blanka can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.
Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level at half value.
Rage. On his turn, Blanka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Blanka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Blanka has raged three times, he must finish a long rest before he can rage again.
Reckless Attack. When Blanka makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Tiger’s Claw (2). Blanka’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Blanka may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Furious Storm (1). Blanka’s unarmed strikes deal an additional 1d4 lightning damage (this damage is not multiplied on a critical hit) and he gains resistance to lightning damage.
Tavern Brawler. Blanka is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Blanka hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmored Defense. While he isn’t wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Blanka’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and she gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Blanka makes three unarmed strikes when he attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) slashing damage plus 2 (1d4) lightning damage.

^The Freak class appears in 2099 Wasteland, a post-apocalyptic science fiction campaign setting generator being published by Legendary Games (free stuff here).
*Blanka gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).
EDIT: 2099 Wasteland went live late on Friday night and the full Freak class rules are included in the (free) 41 page preview PDF. 

BLANKA’S SHACKLES

Wondrous item, legendary
Blanka still wears the metal that clasped his ankles and imprisoned him during the experimentation that changed him into the freakish monster he is now. In addition to changing the damage from his Faded feature from necrotic to lightning, they grant him the following features:
Electric Thunder. While raging, Blanka can spend his reaction to curl to his knees and focus his biomechanical energies, roiling his body with a surge of powerful electricity. Until the start of his next turn, attacks made against him have advantage but all creatures and objects that start their turn within 5 feet of Blanka or pass within 5 feet of Blanka take (22) 5d8 lightning damage.
Rolling Attack. When Blanka moves at least 10 feet in a straight line immediately before attacking a creature with his unarmed strike, he gains a +5 bonus to the attack’s damage roll and pushes the target up to 10 feet away from him if Blanka successfully shoves.

Notes on Blanka’s Design

Originally I was going to go with a barbarian/rogue build but then I was like “! I literally have a thing for characters exactly like this!” so I went with freak instead. The playtest rules for the class are here but the shiney polished version is (or will soon be) available in 2099 Wasteland.

A little backstory
This is tonight’s summary from the Mists of Akuma Kickstarter backer game. They wanted an intrigue game so I concocted The Imperial Matchmaker, an adventure path where the PCs are embroiled in the manipulations of many different bengoshi as Emperor Hitoshi Masuto enforces the marriages of 20 different nobles from the four clans with ancestral feuds dating back to the Battle of Broken Spears.

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This is, as you can see, pretty chock full of intrigue.

After 11 sessions we finally got to the first day of the weddings and the scenario ended up being so fun I can’t wait to share it–please enjoy my recap below!
I’m also considering taking this pile of material I’ve put together and making it into a big old book (which would mean another Kickstarter) so if you’ve been on the MoA train for a while now, this is a boxcar worth tagging. 😉

Expect a full recap (or rather, access to the GM summaries I keep for the game) after the campaign comes to a close (like HEROES OF THE HYPERNET). 😀

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imperial matchmaker graphic draft uno

REIKO – A ceramian clockwork wizard
YOKAI-O – Oni-touched wu-jen warlock
TERA-O/TANAKA
– A grisly tailor that transforms tsukumogami now himself possessed by one
DAME TOMOE-DOE – Rabbit hengeyokai ronin seeking aid in her quest to slay the oni warlord that slaughtered her family

The adventurers are awoken by polite but hurried knocking, the servants of the Gekido family insisting that the party must hurry to prepare themselves in time for the first wedding ceremony. Ironically the foreigner-borne Reiko prepares herself best, perfectly donning the formal attire required for the seminal event. Yokai-O gets a little help from a lesser noblewoman with his attire (as her followers-on chortled in amusement) and refills his stash of healing potions while Tera-O stops by the tailor shop, finding a message on the counter but little else.

Arriving about 20 minutes before the bridal and groom processions everyone but Tera-O embarrasses themselves — Yokai-O mentions protecting Yuzuki Gekido from a ninja assault earlier in the week (much to the astonishment of the nobles around him) and Reiko speaks out of turn about the secret tunnels beneath the city. Then the bride, groom, and Emperor Hitoshi himself arrive in Krei-Thai Garden from the east, west, and north (respectively). All throughout the area are numerous guests but many guards as well–more than a half dozen mekkusenshi and a trio of Masuto commissars–to make for a crowd that measures in the hundreds, all of them closely packed together on the huts all throughout the gardens. Though a cloud high above spreads shade that makes the sunny day overcast, for a moment all seemed well. As the nuptials reached their end however, a sudden cry comes from above and only the keen oni-touched ears of Yokai-O pick out the words “BONZAIIIIII!!!!!!!!” as a quintet of men and women, their bodies strapped with explosives, fall from high above! The warlock lashes out with eldritch blasts that destroy one of them, causing him to erupt in a fireball in the air rather than beside Emperor Hitoshi!

The many guards of Emperor Hitoshi react slowly but effectively, grabbing the ruler of Soburin and blasting away to the north and out of sight as the wedding becomes a battlefield. A total of 20 kamikazes drop onto the Krei-Thai Gardens and kill almost five dozen guests, engulfing the park in flames. In the chaos Tera-O immediately destroys part of the gardens as he rushes to the bride, seeing Yuzumi go faint and catching her in his arms–not only is she bleeding from a wound in her side, her body is practically hot to the touch and he decides saving her is essential. Dame Tomoe-Doe attempts to remove her poison with her paladin abilities but it resists and after blasting a few more of the attackers Yokai-O uses more potent magic to hold it at bay. In her fever Yuzumi calls out for her betrothed Noburu and “zunkhasa poison”, a myth the warlock recognizes. Thought by many to be a fable, the legendary toxin is said to have killed a sire to the imperial throne in the ancient past and to be so potent that it resists even the most powerful magic.

As the two evacuate Yuzumi’s fevered body to the streets west of the gardens, Reiko and Dame-Tomoe Doe continue to fight off the kamikazes–the clockwork mage uses her magic to put them to sleep while the usagi samurai leaps up to strike them down. One explosion causes a mekkusenshi to turn violent, slaying another of its kind before the hengeyokai warrior decapitates it. When two of the aerial attackers are beyond her reach and about to kill a crowd of fifteen innocents she uses her paladin magic, disemboweling herself but instantly slaying a falling bomber that ignites his fellow (saving the cadre of nobles and servants from a violent death).

Fleeing from the pandemonium in the southern Heavenly Estates the party take Yuzumi to the House of Onryo, turning over the noblewoman to the medical experts there. They are astonished to hear that she has been afflicted with zunkhasa poison but produce a cure–though it is hundreds of years old, its contents aged and dried. With Yokai-O’s aid their chirurgeons successfully reconstitute the unique antitoxin but its potency has been greatly reduced and will only stave off the sickness. In order to save Yuzumi’s life, a new fajuri potion is required.

Though the doctors of the Imperial Guard can offer most of the ingredients needed for the tincture, three rare and essential items elude them–pandobi leaf, tora stem, and yukazi flower, all from plants that grow only in the Zunkhasa Rainforest in the southern prefecture of Ikari. Speaking with Matsuro Gekido back at the estate, he agrees that now more than ever it is essential that Yuzumi be spared from an early death and offers to pay whatever is necessary for the party to teleport to the city of Nesuto and acquire the rare reagents. Fortunately Emperor Hitoshi has called for a stay to the weddings as the city’s defenses are brought to full readiness to disrupt any further attacks, giving them a crucial window of opportunity in which to act.

Tera-O subtly convinces the master of the Gekido in Sanbaoshi to be wary about protecting the bride-to-be, manipulating a quarantine that will keep her from even her betrothed (something reinforced by a rumor of contagion spread by Yokai-O). With their affairs in order and carrying a writ from one of Soburin’s most powerful nobles, the party climb the highest tower of the Mage Academy and step into a teleportation circle conjured by the Magemaster himself….

MoA RPGlory screenshot.png

One of the reward levels for the Mists of Akuma Kickstarter was for me to run a game for your group through Roll20.net and one of those games has been concluded! Join RPGlory as they explore the abandoned city of Yuga, slaughter adeddo-oni by the dozens, explore an underground dungeon, and do battle with horrible creatures in its stone passages!

All of the games are recorded on YouTube but for the folks that just want the meat of the sessions, check out the summary below!

SESSION 2: https://player.twitch.tv/?video=v122841643&autoplay=falseWatch live video from RPGlory on http://www.twitch.tv

SESSION 2 (last 15 minutes): https://player.twitch.tv/?video=v122897830&autoplay=falseWatch live video from RPGlory on http://www.twitch.tv

Chris’ Game #1: Oh, Dead Adeddo-Oni! (aka “No, Let’s Kill Hundreds of Undead Instead”)

Escaping from Osore Prefecture after causing a stir in Supin, the party (Chuda Masaru, Shibonotoko, Tetsujin, Fuk, and Crow) take to a raft dragged along across the nearby bay by their umibo yamabushi. Upon reaching the seaside city of Kamenotochi a messenger delivers a sealed scroll from a bengoshi of Satsujin–they have been commanded by one of the clan’s Seer Swords to retrieve Lord Chianji Satsujin from the city of Yuga on island not far from their shore to the north. It came with a substantial payment as well and with their coin spent, the party charters a boat to take them northward.

In a few days they make landfall in a berth not far from the settlement and make the rest of their way on foot, but strangely the din of a busy city does not welcome their approach to the gates of Yuga–not a single resident is in sight, almost as if everyone had left. Cautiously making their way into the city, Tetsujin and Crow hear something from a few buildings away and go to investigate. The adventurers come upon a single addedo-oni, surprising the hunchling long enough for Shibonotoko to explode its skull with an arrow. It was not alone however and in a flash dozens of the undead swarm over the environs of Yuga to surround the party!

They quickly retreat into a nearby building and Chuda throws up a shaped wall of force to funnel their attackers, allowing Crow and Fuk to unleash unarmed hell on every foe foolish enough to approach them. Dozens and dozens of undead die by spell and fist before a lull occurs and after briefly flitting into the air, their tengu monk realizes that the hundreds of people have been transformed into bloodthirsty monsters by the Mists of Akuma!

Tetsujin calls upon spirit guardians and uses its powerful radiance to slaughter scores of the creatures as they slip from house to house. Hunchlings die in droves but even with the deft martial prowess of the umibo’s allies, a few undead samurai wearing the emblems of Satsujin break through his magic to strike at him. All the same the adventurers reach Iesu Castle on the hill above the city, the monsters harrying them stopping outside of its moat to gather in vast numbers.

The party quickly evaluates Iesu Castle’s exterior and Tetsujin’s detect magic reveals that the entire building is enchanted to both clean itself and protect against teleportation. With the hordes briefly held at bay the adventurers step inside to find the building in disarray though Chuda’s keen eyes for detail intuits that no struggle took place. Fuk uses his incredible speed to rapidly canvas the estate, finding that nothing of value has been left behind, but it is Crow and Tetsujin that spot a bird-like human peeking from the stairs to the basement before flitting out of sight. With no other leads and legions of adeddo-oni charging up the hill to Iesu Castle, they choose to follow and fortify the basement if need be. Their tengu ally quickly finds a secret door however and the party is able to enter the hidden stone passage behind it before their attackers can reach them, closing it shut with none of the monsters any the wiser.

The hallway descends for hundreds of feet before reaching a bridge that crosses over an underground river to the worked metal doors of a dungeon. Gathering their wits and with no enemies in sight, they stop to catch their breath before hopefully finding Chianji Satsujin–or his corpse–inside.

 

Chris’ Game #2: Unnatural Spores of the Sekaina Nanbasen

As they rest Chuda senses a strange odor in the air and finds spores floating throughout the cavern. Shibonotoko breaks out her alchemist’s kit and determines that their violet-brown hue was unnatural and had no biological reason for being the odd color.

When confronted with a thick stone door Fuk unleashed his martial prowess, destroying it in less than a minute–making the attackers waiting beyond it ready to strike! The sickly-looking hengeyokai viciously rain blows down upon the bakemono as his allies rally to his side but before they are all beaten, one escapes to the northern passage.

Fuk gives chase and sets off a trap of needles but ignores them (and the poison on the points of the dozens that stick into his skin) and kills the fleeing Death Crow but it cries out as it is slain, earning the attention of a powerful beast that explodes into the passage. Shibonotoko throws oil and fire at it but the tengu and bakemono monks are what bring the creature to its end.

As the party looks over the thing’s corpse, Shibonotoko wanders back towards the entrance and is attacked by another Death Crow! Fuk leaps to follow with his fantastic speed but falls short, bumbling into Chuda in mid-air and tumbling to the ground as their necroji wizard blasts it with flames. Their attacker flees southward and they give chase, Crow finding and unlocking the door he thinks it went through to discover an underground ravine. While the party explores the new area Chuda checks the unopened door and finds the Death Crow he just chased away with a fire bolt completely healed, slathering a viscous green substance all over itself to mend its wounds.

In the underground ravine, Crow flies too close to the windowed atrium across the bridge and a strange hum rattles as his soul–then the aroma began, spreading rapidly all over the dungeon and gripping the adventurers’ minds, drawing all but Fuk and Chuda to its source. Crow opens the door and finds a ghastly tree with strange head-shaped fruits, and though he and Shibonotoko walk towards it they both manage to resist the urge to eat from the wretched thing. A vicious combat breaks out and a strange seer reveals himself, using powerful psychic abilities and a quick scimitar to bring low both Crow and the tanuki rogue!

Tetsujin’s kami frees him from its influence and rescues Crow’s mind from its control and before being beaten down by the seer manages to grievously wound the jinmenju using his fiery blast strike maneuver. Once freed the umibo casts spirit guardians and trudges forward as Chuda unleashes a wall of force, trapping the monster as the cleric’s magic gradually wore it down. Once their tactic takes hold the seer disappears into the dungeon, returning soon after with a hostage–the noble the party was ordered to collect!

The necroji wizard nearly blasts him with fire and Fuk slams his fist into his face–so the seer makes good on his threat, slashing the noble’s neck open with his blade and fleeing. Healing their allies and saving their charge’s life, the adventurers quickly leave via a teleportation circle cast by Chuda (who chillingly insures the man they are saving that if anything other than “they are my saviors” is said, there will be dire consequences) but before leaving the dungeon they discover some strange propaganda and one name: Sekaina Nanbasen, the death cult plaguing this region.

EPILOGUE

Arriving in the Satsujin family’s estate in the prefecture’s capital of Ki-Yosa, the adventurers piece together that the kidnapper and scourge of Yuga city is a rogue Seer Sword, another bengoshi like the man who hired them. They collect their payment (thousands of gold) and travel papers but are quickly ushered off the grounds and strongly urged to leave Satsujin Prefecture.

The city of Yuga is abandoned and overrun with monsters–what will become of it?

Where in Soburin will the adventurer’s roam?

Is Fuk really the better fighter or will Crow prove his superiority?

Will Tetsujin and Chuda’s magic still save their monk allies from the peril they fling themselves into?

And perhaps most importantly,

what in the name of the ancestors did Shibonotoko do with her wine bottle opener?

 I’m starting  a new series of blog posts: Street Fighter D&D 5E!

Each (~weekly) entry will feature a different member of the Street Fighter cast built using Mists of Akuma (my eastern fantasy noir steampunk campaign setting) to provide you with a badass NPC to assail your adventuring group with!

It is only fitting that we begin this process with the Great Demon himself! If there’s a particular character you’d like to see, let me know and I’ll move them up the queue. 😀

*Due to popular demand, Akuma’s now got a raging demon feature! I’ve also taken the opportunity to up his AC a bit (that Haitoku-derived reduced damage helps, but he still felt a little flimsy to me for a challenge 16 foe).
*A user on the EN World forums brought up that his hit points and damage were on the low side. While that’s intentional (he has lots of little extra bits and pieces that interact with one another) I was still feeling a little wishy-washy on the low hp total and damage output so I went ahead and gave him higher Strength and Constitution (guess he just rolled well when generating attributes amirite? 😉 ) to bring those up slightly.

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Akuma (Gouki) “The Great Ogre” and Master of the Fist

Medium humanoid (oni-touched), lawful evil monk (martial artist monastic tradition) 16
Armor Class 22
Hit Points 105 (16d8+32)
Speed 60 ft. (70 ft. during combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 15 (+2) 2 (-4) 24 (+7)

Saving Throws Str +10, Dex +8, Con +7, Int +4, Wis +7, Cha +7, Dignity +1, Haitoku +12
Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities disease, poison

Senses darkvision 60 ft., passive Perception 12
Languages Adeddo, Common (Soburi), Undercommon
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Akuma’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Corrupted. Akuma cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Deceptive. Akuma gains proficiency in the Deception skill.
Evasion. If Akuma is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Hated. Akuma is at disadvantage when making Wisdom or Charisma checks against any humanoid that doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.
High Haitoku. Akuma gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation, and suffers disadvantage on Dignity ability checks and saving throws. When Akuma’s anger is raised or he begins to focus his ki, scarlet flames lick and dance around him and his body stretches and distorts to appear larger and more demonic.
Ki (16 points). Akuma harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Diamond Soul. Whenever Akuma makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
    Flurry of Blows. Immediately after Akuma takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
    Patient Defense. Akuma can spend 1 ki point to take the Dodge action as a bonus action on his turn.
    Step of the Wind. Akuma can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
    Stunning Attack. Akuma can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.

Magic Talent. Akuma is able to cast the eldritch blast cantrip with only somatic components and the chill touch cantrip. He uses Charisma as his spellcasting attribute for these cantrips.
Martial Arts. Akuma can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Akuma uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Akuma’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Akuma has learned 3 martial arts feats from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Tiger’s Claw. Akuma’s strikes deal an additional 1d4 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. After using this feature, Akuma cannot do so again until he has completed a long rest.
Stance of the Waning Moon (2). Akuma’s unarmed strikes deal an additional 1d6 necrotic damage and he gains resistance to necrotic damage.
Stance of the Wicked Oni (3). Akuma’s unarmed strikes deal an additional 1d8 damage to humanoids (this damage is multiplied on a critical hit). By spending a bonus action, he can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 20 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Akuma’s oni stance, it cannot be frightened by it again for 24 hours. In addition, he gains advantage on saving throws made to resist the abilities and spells of oni and by spending an action, Akuma may use his Haitoku score in place of any other one score of his choice for 5 rounds. Once he has used this feature he cannot do so again until he has finished a long rest.
Stillness of Mind. As an action, Akuma can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Akuma’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Akuma can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Akuma’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Akuma’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Akuma takes the attack action he makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) magical bludgeoning damage plus 4 (1d8) damage to humanoids, 3 (1d6) necrotic damage, and 2 (1d4) slashing damage.
Eldritch Blast. Ranged Weapon Attack: +7 to hit with 3 beams, range 120 feet, up to three targets. Hit: 5 (1d10) force damage per beam.

REACTIONS
Deflect Missile. Akuma can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 17 (1d8+1d6+1d4+7).
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 80.

Haitoku Prayer Beads

Legendary

These dark wooden beads have been used by Akuma to focus prayers and spiritual energy for decades, rapidly instilled with fell power by the shed blood of his enemies. Haitoku prayer beads have 8 prayer points; Akuma has attuned them to grant sacred armor (2 points), sacred skill Perception (2 points), and sacred strike x2 (4 points). In addition, they allow grant him the following features:

Shakunetsu Hadoken (Scorching Heat Surge Fist). Akuma is able to use his Fury of Blows monk feature in conjunction with eldritch blast (gaining two additional eldritch blasts as a bonus action) though when doing so all of his beams must target the same creature and he deals fire and necrotic damage instead of force damage. Once Akuma has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.

Shun Goku Satsu (Raging Demon). As an action, Akuma may spend 6 ki points to become incorporeal and move towards a target enemy spending movement speed as part of this action. This movement does not provoke opportunity attacks and ignores difficult terrain. If this puts him within melee range of an enemy, a grapple attempt is made with advantage. On a success, the opponent makes a DC 15 Constitution saving throw. On a failed save, the opponent is reduced to 0 hp and knocked prone. On a successful save, the target takes 10d10 necrotic damage and is knocked prone. Akuma’s remaining movement for the turn is reduced to 0 and he cannot take reactions until the start of his next turn. Once Akuma has used this feature, he cannot do so again until he has finished a long rest.
[The Shun Goku Satsu feature was designed by Reddit user Face_Claimer!]

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IT’S TRUE! Go get your copy!

If you’re already familiar with my work then you probably already know what’s up with Mists of Akuma, but if not oh-my-god you are in for a treat.

First of all you can go download a bunch of free PDFs for my third campaign setting, little supplements that will take your D&D 5E game into a wonderfully cruel world of eastern fantasy, noir, and steampunk. Mists of Akuma was a Kickstarter that we funded in May 2016 and a book that I have been fretfully tending to like a drug-addled bonsai gardener left with too much of his vice. Before I allow myself some space to decompress over it, check out the rundown of what’s inside:

  • An overview of the recent history of Soburin and basic information about the world including the dangerous Mists of Akuma, rules for traveling the prefectures, and what rigors maddened explorers must overcome to visit the apocalypse that has become of the other continents.
  • Over 100 NPCs and monsters ranging from foreign generals to eastern dragons, powerful bengoshi and underlings from each of the 24 unique clans, and more than two dozen kami, oni, and tsukumogami!
  • Cultural practices and traditions for Soburin inspired by and drawn from eastern lore.
  • Gorgeous cover artwork by Claudio Pozas, interior scene illustrations by Indi Martin and Sara Shijo, and character illustrations by Jacob Blackmon and Nathanael Batchelor!
  • A chapter each for three different cities: the capital of the Imperial Prefecture, Sanbaoshi, the advanced mechanical metropolis of Kyōfū, and the traditionalist magic-steeped settlement of Nagabuki.
  • Short stories with gorgeous half page illustrations at the start of each chapter to firmly posit the desperation and diversity inherent to adventuring in Soburin!
  • Details on each of the two dozen clans of the prefectures, including the bengoshi that negotiate on the behalf of each ruling family’s lady or lord and how the Kengen Occupation affected each region of Soburin.
  • 7 new character backgrounds and guidelines for adapting existing character backgrounds when playing in Soburin as well as new conditions, the Culture skill, and 6 maps for the continent and its settlements by cartographers Michael McCarthy, Mike Myler, and Tommi Salama!
  • 19 different archetypes that provide exciting theme-appropriate character options for every class!
  • 14 new races to breathe life into Soburin, making it an exotic and unique world that is eager to shrug off the shackles of western imperialism.
  • 32 new character feats, over ten pages of equipment that ranges from new armor and weapons to steampunk prostheses and vehicles, and 22 new eastern-themed spells!
  • Revenge of the Pale Master, an epic 25 page mystery adventure set in the industrialized city of Kizaki beneath the shadow of an ancient, evil necromancer that has the settlement firmly within his ethereal grasp.

As you can see Mists of Akuma is just like my other campaign setting books insofar that I crammed a ridiculously large amount of material and artwork into it. In many other ways it’s different, but we’ll get to that in due time.

The Realization of a Dream

I have long been obsessed with eastern culture, philosophy, and food. Now I mention food not because I like egg rolls (I do, I love egg rolls and I will legit drive 8 hours for good dumplings or shinjeejoa, a dish I cannot spell and only rarely find but is SO good [it’s like a savory shrimp croissant IT IS AMAZING]) but because I’m extremely allergic to milk. Toss a cheese cube at my exposed skin and it will puff up with hives. If I eat or drink it, my throat swells closed pretty quick. It’s a problem — but much less of a problem if I’m getting thai, or chinese, or japanese food. It’s one of the primary reasons I spent three years of my life working in chinese restaurants (I also happen to really like the work ethic that those places maintain but that’s neither here nor there).

That’s just the start though. I’ve practiced several different martial arts (kung fu was my favorite, although I’d like to try some southern as opposed to northern styles), I started reading eastern philosophy books when I was a tween and I’ve been a daoist for about two decades now, and I am consistently amazed at the complexity and intrigue in asian history (something that american public schools barely BARELY touch upon). I’m not wearing rose-colored glasses or anything mind you–the East is just as messed up as the West and generally has been for as far as my concerns go and samurai were *not* paladins, just as prone to criminal behavior as knights–but it is as close to another world as we’re likely to get in my lifetime and has been a constant source of interest for me. I’d even go so far to say that it had an impact on my life as pronounced or more pronounced than going to college, but that’s definitely getting too personal.

Suffice to say that it really was a dream come true to get to make this book. 

As a bonus, one of the most valuable things Storm Bunny Studios brought to the project was academic oversight — we got a legitimate English-speaking Japan-emigrated professor to read through the book and make sure we weren’t off-base. When he gave us the thumbs up I knew we really made something amazing!

An Auteur Project

It is ridiculous to make an entire hardcover RPG book by yourself. I’m not saying you can’t do it (I’ve done it and it’s pretty freaking dope) and I’m not saying you shouldn’t do it, I’m just saying that it is a ridiculous endeavor in terms of the scope of skills and work required.

That said I did not make this book entirely by myself. I had very talented help with writing and design (from Savannah Broadway, Luis Loza, Michael McCarthy, Jaye Sonia, Bryant Turnage, and Chris Rippee), I had an editor (other-MM again), I had help with the maps (other-MM did the continent and Tommi Salama did the three major cities), and of course I had people that do the one thing I really can’t do: illustrate the world (and Claudio Pozas, Indi Martin, Sara Shijo, Jacob Blackmon, Naiche Washburne, and Nathanael Batchelor all did a smashing job of it).

This is definitely still the book that I feel is most mine however and I am phenomenally proud of that. If I were Terry Gilliam then Veranthea Codex was my Monty Python’s Flying CircusHypercorps 2099 was my Monty Python and the Holy Grail, and Mists of Akuma is either Jabberwocky or Brazil. I feel as though this book is truly a part of my psyche.

I did all the graphics, made the page backgrounds, created one of the maps, wrote the vast majority of the copy, fastidiously oversaw development of other folks’ material, and most importantly did all of the layout work. And I felt confident doing it–I think you can see why. 😀

A Chance to Geek Out

I’ve been utilizing the public domain for RPG artwork for a long time and one thing I quickly noticed was that there’s way better and way more Japanese artwork in the public domain than from any other nation. This has a lot to do with the isolationism of the Tokugawa Era (the genesis of this campaign setting) and the lithograph (a type of plate printing press as opposed to the better known Guttenberg typable printing press) but that’s a post in itself. The thing to know is that there’s no shortage of amazing pieces that were made over a century ago (or longer) and kept in good enough condition that they scan digitally without losing too much of their quality. For example:

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Whaaaaaaaat Mike what’s this thing here?

No worries — there’s still a LOT of original artwork in the book (it’s why we went black and white) but it’s one of the reasons the page count is as high as it is. I didn’t have to sacrifice my (normally intense) art schedule or the feel of the book. This feels really professional as you go through it as well (*so proud*) because I managed to wrangle the various chapters into visual themes that carry through and each opens with a beautiful half-page piece done in a specific style by Indi or Sara, something that helps tremendously to solidify things visually and an aspect of art direction I put less emphasis on in Veranthea Codex and Hypercorps 2099. The geeking out bit? I got to TRAWL all of digital existence for this artwork and while I’m a few years from visiting museums in Japan, I’m going to recognize a hell of a lot of what I see and I am stoked for it.

Also: EASTER EGGS! Some of the ukiyo-e (the predominant style of public domain art in Mists of Akuma) is literally worked into some of the custom illustrations for the book! Keep your eye out when you look at the chapter openings and you’ll see what I mean (and the effect is wonderful!)

It would also be remiss for me not to bring up (the poorly named) Oriental Adventures book from D&D 3.0. I had never before been so enthralled with an RPG book and I adored everything in it, even if the name is insensitive. The clans were like a splash of cool water on a hot day and I made countless samurai, ninja, wu-jen, shugenja, and all the rest as “backup characters” when I should have been paying attention to the table. With Mists of Akuma I wanted people to feel that same sense of intriguing wonder and fascination, and we may have gone a bit too far–in Oriental Adventures there’s 8 major clans and 11 minor clans, but true to my character we did a handful more and have 24 different clans (all of which have at least one illustrated NPC) all tied to different animals important to the setting’s aesthetic (ape, bat, bear, boar, bull, chameleon, crane, dog, dragonfly, fox, frog, hawk, monkey, praying mantis, rat, scorpion, snake, spider, stag, swordfish, tiger, turtle, phoenix, and of course, dragon).

Bringing my first GM into the fold of RPG Design

Chris Rippee has been the GM for years and years of D&D (and Pathfinder, and Star Wars d20, and [heavily modified] Aberrant, and Shadowrun) games for me and I’ve always felt indebted to him for it — I sure as hell would not be an RPG designer if his brother Stevie and I hadn’t convinced him to start running games for us back when we were in high school. These sessions were not a thing to be taken lightly either. We started in the heyday of D&D 3.0/3.5 and Sunday afternoon games ROUTINELY became Monday-dawn games as he wove us through an epic two-game four-year story in the Forgotten Realms (spawning one of the most memorable characters ever, someone that became a god in Veranthea, although others appear as well: Elaith, Rankir, Thorindin Stonefist, the drow werewolves).

So I’ve been trying to include Chris in my work for years. We almost got him into the Veranthea Codex but didn’t make the stretch goal, and the same happened with Hypercorps 2099 so when we launched Mists of Akuma I wanted to make god damn sure he didn’t miss the bus again. As I expected Chris was fidgety about his writing process — the story he originally pitched pivoted and twisted maybe 75 degrees before he finally let it grow roots enough to dig into something concrete — and I had to really dance around to make everything work because what he ended up with was pretty complex, but wow.

I have no doubt that people are going to lose their collective shit when they read Revenge of the Pale Master.

Chris met and exceeded the expectations I had for the quality of his work and the mystery module that closes this book is one of the most devious, intriguing, and well-written adventures I’ve ever had the pleasure to be involved with–he hit it right the f#%^ out of the park.  I don’t want to give TOO much away, but if you know your Pathfinder, this adventure is a primary reason why translating the book to that edition of rules will require a considerable amount of doing. What really clinches it for me is that in those dope 25 pages, Chris captured everything that Mists of Akuma is about. We have a shorthand definition of the campaign setting (eastern fantasy noir steampunk) but if you want the longform explanation, read the adventure.

And for ancestors’ sake, tell me how your group fares when you run it for them.

More Mists of Akuma on the way

Rob Schwalb hooked me up with a great group of demonic minions that are helping shape the Shadow of the Demon Lord conversion of this book into something magnificent but there’s more coming along. That cover up there? That’s the (*inward shivering*) “player companion” book for the setting. I call it a handbook because it’s a 136 page hardcover — that’s how much of this book is not monsters or GM-only information. BUT THERE’S MORE!

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One of my (extremely few) regrets with Mists of Akuma was the lack of snake people and after Chris turned over Revenge of the Pale Master I had mind to make a murderous mystery of my own. Thus Fangs of Revenge was spawned! I really had a good time making this and it’s one of the most complete things I’ve ever published — various maps, a litany of character illustrations as mnemonic devices for players and GMs, and a really excellent premise that was fun to fill out. Best part? ALL COLOR! Ordering a print proof this week.

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While anxiously awaiting copy to come in I decided to explore the more monstrous side of Mists of Akuma and before long that spun out into this really cool module where the PCs are brought to a hidden oni city. So much of Mists of Akuma is harsh on nonhuman races (there’s even a condition for it called “Hated”) and I didn’t want to totally leave them out in the cold, so for GMs that have a beleaguered mutant or oni-touched among them, this baby is for YOU! It’s also in full color and is getting a print proof ordered this week.

My Sincere Gratitude

BRYANT TURNAGE came out of NOWHERE and made a huge impact on the Kickstarter and I cannot possibly thank him enough for that.

You are awesome, Bryant. Matt is awesome too (you know who you are ya fool).

There are lots of awesome people to thank here though. The design team was exemplary, the artists all did a killer job bringing this world to (bleak) life, and all of the Kickstarter backers were patient and generous with their interest and pledges.

And Stephanie (who you’ll see as the terrifying Yai Sovereign oni) of course. There were many, many, many 12 and 14 hour days where Mists of Akuma took over my life–in addition to providing me with the zeal to take those on, she was my second set of eyes on every art piece that came in. I love you babe! ❤

Other Projects

I’ve been working on other stuff too (2099 Wasteland is coming along wonderfully) but that’s for another post–we’ve gone on long enough here. If you’ve gotten this far, go check out the book preview. If you already have a copy, please leave a review or let me know how you like it via some other means! I love me some feedback.

NOW GO ON! Soburin is dying and it sure as hell isn’t going to save itself!

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For folks that follow my doings, here’s the recent doings!

  • [PATHFINDER] The Veranthea Codex: Forever Dark copy is prepared and to be frank, it is awesome. Michael McCarthy (@ronarcorruption) really knocked it out of the park, and then I shot it with a water cannon for a while so the metaphorical ball went really far. In addition to his excellent campaign material, there’s now full entries for three Veranthean races (leugho, mongrelfolk, and pantako), underground equipment, a small coterie of monsters (including a forever knight, for people who also violently hated that damned shield guy from Zelda II), and generally it’s shaped up to be an awesome book. It will be going into layout this weekend/next week.Image result for knight zelda II
  • [PATHFINDER] They tell me there was a Kickstarter or something for this but that must have been before I got on the scene. Either way I’ve helped bring a project of Ryan Costello’s (something to do with “The Gnome On The Go”) up to speed as a project manager and I finished editing it. After he addresses a few things and the final art orders start coming in, it goes to layout in the beginning of December. It was nice to use my powers of project management to good effect for someone else. 😀
  • [D&D 5E] Last week I did a google hangout with Jason Sonia over at Storm Bunny Studios and am super happy we did it–while my print proof of Mists of Akuma came out nearly perfectly in terms of rendering his did not, so there’s a bit of work left for me to do with the print file. I expect to wrap that up before Monday and get backers their PDFs.
  • [D&D 5E] The Hypercorps 2099: Kickstarter launches on Tuesday, 11/23! LESS THAN A WEEK AWAY! If you’re here for that, kudos on you for your interest and thank you for checking it out! Look up the #2099Wasteland hashtag (or check out my Twitter feed @MikeMyler2) for some more apocalyptic goodies and please stop by the Kickstarter page when it goes live. If you’re also here for Mists of Akuma, while this is not the official book for Ceramia or Ropaeo it could make for a great stand-in until we get around to making those. 🙂

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  • [D&D 5E] Another two articles have been submitted for EN5ider and I think a lot of people will be enjoying them. Normally I’m not into holiday themes but James Haeck over there suggested a gift theme and that right there is something I dug right into.
  • Other good things happened–some of which I just can’t divulge–but on the whole my focus is on wrapping up as many projects as I possibly can before Tuesday rolls around and the madness of running a Kickstarter begins anew (which will include a small preview PDF of Hypercorps 2099: Wasteland).