I quite like PostworkShop

PostworkShop is a stand-alone program for Windows and Mac which is essentially a ton of filters which you can apply to images. It’s like Photoshop, only without the Photoshop. Except it’s a bit cleverer than that as you can customize, fine-tune, overlay and generally do lots of filter-Photoshoppery things with the filters too, including (with the more advanced versions) making your very own filters which you can share, sell and exchange. Or something.

What I like most about it is that it’s fun. Start a new project, load in an image and hit the filters until the little man in your head says “Ooo, I quite like that!” and save it. Job done. The demo version gives version gives full access to all 350+ filters and the entire build-your-own interface (but adds a watermark) but it’s a matter of seconds to get a free serial number which magically turns your demo app into the fully fledged Basic Edition. This gives you 50 filters to play with and no watermark. That’s an ingenious choice – unrestricted-but-watermarked or limited-but-complete – and it gives you a good taste of the app as a whole. It’s pretty likely that you’ll never need to migrate from the free, Basic Edition at all. The Artistic Edition (350+ styles, can create your own free Styles) is $49, while the Pro Edition (create commercial  Styles, Batch Processing) is $99.

Enough of that though. Here’s a few examples of my own humble messing about. These all started life as bog-standard DAZ Studio renders. Enjoy.

Character du Jour: Cudgel the Goblin

(No, this isn’t an instruction)

Grey Goblins are known for three things: their granite toughness, their isolation, and their utterly ungoblinlike nature. For the one known as Cudgel, only two out of those three are true. Where Grey Goblins are as tough as their stone-coloured flesh suggests, Cudgel is tough. Where they are solid, dependable and honourable, Cudgel is also.

But where most Grey Goblins are content to stay hidden and isolated from the rest of the world, Cudgel want to explore. Unlike the rest of his peers he wanted to know what was beyond the grey stone of his homeland, to visit other races and learn new things. To Cudgel, each day is a fresh gift to be savoured, and every challenge brings it’s own rewards. Perhaps he has some Halfling blood in him (the Halfling pot-roast must have been undercooked) but whatever the reason, Cudgel isn’t like any Goblin you would normally meet on the open road. This one would be smiling, maybe even singing. And he would love to be your friend.

Dirty Little Secret: Nope. None. This is a nice goblin. A really, really nice goblin. Of course, the hard part is getting people to believe it’s true.

Notes: I like my happy little Goblin.

Download his Character Sheet.

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Want creatures? Go here

Nicholas Cloister dropped a line asking if I’d mind giving his blog a shout-out to give it a little more exposure on the intertubes. Nowadays I’m usually too much of a curmudgeonly old fart to do such things, but when the blog in question is THIS DAMNED GOOD how could I possibly say no?

Seriously. He’s this good.

His RPG Creatures are imaginative, evocative and his artwork is nothing less than stunning. There’s something about them which reminds me of the classic Skyrealms of Jorune (from me, that’s high praise indeed) and the stats are human-readable system neutral so they should be easy enough to drop into your game engine of choice. The Ra’Khuni is already a favourite of mine – I plan to stat him in 4e for a future desert-themed adventure I’ve got planned. If you have any comments or suggestions I’m sure Nicholas would be happy to hear from you.

File this guy under “one to watch”. He’s got one heck of a future ahead of him.

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Hezruul’s Winged Goblins

As far as Wizards go, Hezruul the Magnificent was nothing but a fraud. In his lifetime he claimed credit for many fantastic creatures including the Owlbear, Chimera and Manticore, all of which pre-dated him by untold centuries. There is no doubt however that he is to blame for one of the more recent critters to plague the region: the Winged Goblin.

It’s bad enough that these things exist at all. The fact that they breed true with ordinary goblins just makes matters worse. Were it not for the fact that most goblin tribes will attack them on sight, this new breed of winged goblin would rapidly overtake their land-born cousins. Even so, their numbers are on the increase and starting to settle in areas otherwise free of goblin infestation. More than one city has a small colony of winged goblins living among their rooftops. At least they serve to keep the streets clear of cutpurses come nightfall.

“Anyone can pull the wings off flies. But grafting the wings onto a spider and getting it to fly afterwards: that takes real talent.” — Hezruul the Magnificent

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My kender is cuter than your kender

This is what happens when I start messing with morph dials. Sheesh. If I ever generate a Kender Seeker, she would so look like this.

I’m nursing the mother of a flu’ bug right now, hopefully back to speed Real Soon. Ick.

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4e Sample Combat

You know what’s missing from Fourth Edition D&D? A really good blow-by-blow combat example. Let’s fix that, shall we?

First, let’s meet the team. Here’s four fresh 1st level adventurers, all generated as per the PHB – no Background options, and only PHB Feats and Powers (I think). Click their names to download their sheets so you can follow along at home boys ‘n’ girls.

  • Kerbek, Dwarf Fighter clad in Scale Armour with a Heavy Shield and Warhammer
  • Theren, Half-Elf Ranger wielding a Longbow (a Shortsword by his side), wearing Hide Armour
  • Usher, Human Rogue clad in black Leather, a hand crossbow in one hand and a Shortsword in the other
  • Elysian, Halfling Wizard, a wand-wielding pyromaniac clad in red robes

This particular party is light on healing (the Cleric was at home with a cold), but strong on ranged attacks. Should be fun.

The setup is as per page 212 of the DMG. Our lowly band of ‘venturers have entered the dungeon below the ruins of Kobold Hall with the intention of returning the stolen green dragon hide, and possibly mop up a fair few Kobolds into the bargain.

To help you follow along I’ve used Gametable to recreate the map, and I’m paraphrasing from a session a few months ago (from notes), so any errors are bound to be mine. Here’s the setup before combat commences. For the short playtest session itself I didn’t place the monsters until at least one of the heroes could see them. To keep things flowing smoothly we roll attack and damage at the same time. The clatter of all those dice makes a great sound, and it’s always good when a high-damage result comes up alongside a low roll on the d20. A near miss indeed!

DM: (Reading from the DMG) Dominating the room ahead is a long trench filled with a glowing green substance. Beyond the trench, a small, reptilian humanoid stands in a shadowy chamber, gaping at you. It carries a sling, and quickly reaches into a pouch at its belt for a stone. It hisses and shouts, “Intrudersss! Intrudersss!”

Initiative is rolled with group initiative rolled for the Slingers and Skirmishers. The order is Usher, Skirmishers (unseen by the PCs so far), Theren, Elysian, the Slingers then Kerbek.

ROUND ONE

Usher: Uho. We’d better shut that Kobold up before he brings the whole clan down on us. I’ll move forward quickyly, heft my crossbow with a Sly Flourish and aim for his guts. I’ve got Combat Advantage as he hasn’t acted in combat yet. That’s (rolls dice) 19 to hit, for 18 damage.

DM: Ouch. He’s got a bolt sticking from his stomach and doesn’t look long for this world, already. Usher, from where you’re standing you can see a rusted portcullis. Behind it is another Kobold, maybe more. This one gives a snarling bark and thrusts it’s spear through the portcullis – a warning not to get closer. From behind the wounded Kobold comes two others, both wielding barbed spears (moves figures).

Theren: Better finish off the wounded Kobold before those spear chuckers get near. I line up my bow for a Careful Attack, straight between the eyes! A 16, for 8 damage.

DM: That’s good enough. He’s dead. Way to go, guys! (The Kobold is at -2hp. Unluckiest Kobold ever.)

Theren: Now I’ll move up next to Usher. Second line defense!

DM: Cool. Elysian? The Kobolds are closing in.

Elysian: Pyro Halfling to the rescue! I’ll move behind Usher. Him and Theren are big, so that gives me +2 AC due to Lost in the Crowd. Heh. I’ll use Scorching Burst on those two Kobolds just to let them know who’s boss. 13 and 14 vs. Reflex, 8 damage.

DM: One dodges out the way but the other isn’t so quick. There’s a faint smell of burning lizard in the air, but he’s still standing. From behind the portcullis appears another Kobold with a sling. He moves in front of the spear wielder, and lobs a gluepot through the bars. Theren, 11 vs. Reflexes. If it hits, you’re Immobilized.

Theren: It missed but I’m covered in glue now. Thanks!

Kerbek: My turn? Finally! Why’d we dwarves always have to wait for you impetuous races? Grumble, grumble. I’ll move then charge the nearest Kobold, yelling a Challenge as I go. No Kobold will survive this day! Critical 20! 15 damage. That’s gotta hurt.

DM: Oh, it does. Blood seeps through his tattered armour, but he’s still standing.

ROUND TWO

Usher: That pool looks suspicious. I’ll move and Trick Strike the Kobold on the opposite side with my Crossbow. A bounced bolt off the wall might push him into it. 18 to hit, 19 damage.

DM: Good thinking. Your bolt ricochets off the wall and hits him square on the side of the head. He’s knocked into the pool where the sludge quickly sucks him under. He’s gone. (Translation: Trick Strike slid him into the pool where he took 9 more damage from the sucking sludge. Unpleasant way to go.)

DM: The spear thrower behind the portcullis slips through the bars then moves behind Kerbek. You’re flanked.

Kerbek: I get an opportunity attack as he comes close. Ah, it’s an 8. I miss. Crap. I’m in trouble.

DM: Oh yes. Flanking plus Mob Attack gives him +3 to hit. That’s +9 in total – hits with 24. d8 + d6 damage – take 10 hits.

Kerbek: Grumble grumble. I’m being beaten up by Kobolds. No fair!

DM: It’s the other Kobold spear-wielder next. Same chance to hit, gets just 11. A miss! He then jumps back on his little Kobold springy legs, away from your Warhammer.

Kerbek: Not so quick. I’ve got my Challenge on you, and that’s just made for smackin’ Kobolds. A hit on 18, 8 damage. (Combat Challenge gives a free basic attack as an immediate interrupt against a Challenged foe who shifts or attacks someone else. Nice, eh?)

DM: He’s dead. Poor guy didn’t even make it to the next square. Two Kobolds left, and they’re looking nervous. The Slinger looks set to make a break for it down the corridor.

Theren: He’ll alert the rest of them! I move then let two arrows at him. Two Fanged Strike, 14 and 17 to hit, 13 and 8 damage if they hit. He’s the one that threw the glue pot at me. I want my revenge.

DM: He’s got cover from the other Kobold in the way so only the second shaft hits. It doesn’t look like it’s going to slow him down. (Translation: A 14 would normally hit, but -2 for cover means it’s a miss. He’s down to 16hp. On his turn he’s going to double-move outta there!)

Elysian: Not if I drop a Flaming Sphere behind him. Bwahahahaha! 16 vs. Reflex, 11 damage if it hits. Total overkill. I love it.

DM: That’s evil. Ok, you’ve blocked his escape route with your use of a Daily Spell. Fear is in his eyes as he turns and drops his sling. In broken Common he says “Surr-end-ah?”

Result: Three Kobolds defeated, one still fighting and one surrendered (he’s the clever one). The heroes have used two Daily abilities (Trick Strike and Flaming Sphere) which is a lot for a first encounter, but they were both pretty creative uses so I’ll toss ‘em a few XP in return. Kerbek has lost a third of his Hit Points (down to 20, from 30) but after a short rest and a Healing Surge he’ll be (almost) as good as new. After all, that’s what Fighters are for.

Any questions?

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Some Tribes chose a different path

Where most Goblin tribes formed a dangerous alliance with the dreaded Worgs, a few distrusted the fearsome carnivores and instead began an intense breeding program on more docile stock. There results were surprisingly successful, if a little ticklish. The new mounts required determined riders as they were prone to panic, but on the bright side the eggs were delicious.

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Renderosity Freebie of the Month: Battle Cat Armour!

From the good folks at Renderosity and the talents of Powerage comes this awesome set of armour for the Millenium Big Cat!

Ok, they’re calling it the Big Cat Armour but we all know what they mean, right? Now if you’ll excuse me, I’ve a certain He-Man to render. His pet is getting lonely.

All together now:

By the Power of Greyskull!

Next: Giant Riding Chickens. No, really.

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Undead du Jour times Four

Here’s the four undead adventurers I’ve generated for our one-shot game, primed and ready to download as 4th level characters. These were generated in Character Builder but use my own custom character sheet layout as the default one sucks worse than a bathtub full of lemons. There’s no character backstory or personality to these guys – that’s down to the players – but I’ve dropped plenty of hooks into the builds for them to play around with. As ever, 4e’s character generation system continues to impress.

If you’ve not seen the Revenant race (it was a D&DI exclusive released in Dragon #376), it is an undead soul returned to a semblance of life at the will of the Raven Queen. While they normally gain fresh bodies (which can look unlike their previous one) and little memory of their past life, for these characters I put them right back into their rotting corpses with memories reasonably intact.

Buildwise Revenants gain +2 Dex & Con, +2 Endurance & Intimidate, Low-light vision and access to their previous race’s Feats, Paragon Paths and Epic Destinies (among other things – I’m not going to give away all of Wizards’ secrets!). It’s a great race for any class, and a terrific choice if your favourite character just bit the dust – simply resurrect him as a Revenant and keep on playing.

There’s a whole host of Revenant-specific Feats which bring them closer to their original race (Dwarf Soul, Human Soul, etc) as well as ones which enhance their undying nature. This makes Being Dead a sliding scale – you can decide through the use of the Feats just how far down the path of undeath you want your character to be. For these characters I wanted them to be freshly dead (so to speak) so mainly chose Feats to bring them closer to their racial archetypes, but with a side-order of deadness.

On to each character in turn. Click the names to download the PDF character sheet.

Kudruk the Revenant Dwarf Fighter

Clad in Reinforced Scale Armour +1 and hefting a Thundering Battleaxe +1, Kudruk is the epitome of the Dwarven Fighter archetype. Were it not for the rotting stump of a missing hand behind his Heavy Shield and the maggots in his beard, you’d hardly notice he wasn’t quite… alive. With the Geography – Mountains background, Dwarven Weapon Training and Defensive Challenge Feats (not to mention his prized Cask of Liquid Gold) this is your typical loyal Mountain Dwarf who is a firm friend both in combat and out. The Death’s Blessing feat means he no longer needs to eat, drink or breath. Death has fully taken this brave, noble dwarf.

Gallowine the Revenant Tiefling Rogue

Gallowine was an acrobatic Tiefling burglar. Now he’s a dead acrobatic Tiefling burglar with a missing lower jawbone. One of my players has been wanting to play a mute character for ages, and this is for him. I’m expecting lost of silly mimery at the table :D

Wielding paired daggers (one of which is a Poisoned Dagger +1) and clad in Bloodcut Leather +1, Gallowine is a dextrous knife-fighter through and through who will cut, slice and poison his way into battle. He’s not stupid though – his Amulet of Health +1 grants Resist 5 Poison in case he cuts himself. Shame that forward thinking didn’t help him dodge the Gnoll’s mace. His attacks are all about getting into position for that all important Sneak Attack. I’d be surprised if he didn’t get Combat Advantage every single round. A mute killer, literally.

When it comes to Feats, Tiefling Soul lets him channel his savage infernal glee to gain a +1 attack and +2 damage on one attack once per encounter. It’s a small bonus, but speaks volumes about this guy’s nature. The Life Thief feat lets him reroll 1s and 2s on Sneak Attack damage against the victim of his Dark Reaping power. Combining Dark Reaping with Sneak Attack is Brutal. Literally.

By my math, Trick Strike + Tiefling Soul + Dark Reaping + Sneak Attack with his Poisoned Dagger will do 3d4+2d6+1d8+10 and potentially leave the poor victim with ongoing Poison 5, Weakened and sliding one square with every additional hit. Ouchy ouchy ouch ouch ouch.

Outside combat, I’m sure he’s quite a nice guy though. Bit quiet.

Calder the Revenant Eladrin Wizard

Calder is a Moon Elf Eladrin Wizard with a close affinity to his patron the Moon. He was born in the Feywyld under a Hunter’s Moon and that has been his symbol ever since. His Staff of Wind +1 (and crutch for his missing (presumed eaten) leg) is topped with a silver full moon, his Shimmering Cloth robe is pale lunar grey and his Ornament of Alertness +1 is a moon adorned with a single eye. How many times can I use the word Moon in a single paragraph?

His spells are centred around thunder and spheres with the occassional direct attack spell (Magic Missile and Acid Arrow – that’s his Hunter’s Moon heritage coming into play) in reserve for when things get tough. I haven’t listed Calder’s Rituals as they’re unneeded for this one-shot game, but I’d expect them to continue the lunar theme.

Feat-wise he has Eladrin Soul and Moon Elf Resilience. Even though he’s dead Calder is a Moon Elf first and foremost. I’m loving how he can spend a Healing Surge when using Fey Step – even the briefest touch of his home plane refreshes him. Again, it’s a minor bonus that brings great role-playing potential. His remaining Feat is Chill of the Grave. This changes the damage type of his Dark Reaping to both cold and necrotic. Doesn’t get more moonlike that that, methinks.

His friends call him Moony. No idea why.

Sir Bors the Revenant Human Paladin of Pelor

C’mon! Undead Paladin! Underneath that Dazzling Plate Armour +1 Sir Bors is a rotting zombie husk with split guts only barely contained by the solid metal. He wields a mighty Vengeful Greatsword +1 which gives him a stonking +2 attack and +1d10 damage against a foe who hits a bloodied ally. Don’t mess with his friends when they’re hurt! Not even the dead ones.

This is one Paladin who focuses more on Strength rather than Charisma. He’s a might-makes-right kinda guy with attacks that are all about doing as much damage as possible before moving onto the next sinner. Why does Pelor still bless his actions and why does his Lay on Hands work on his undead allies? Why is he allowed undead allies at all? Perhaps some unspeakable deal has been struck in the heavens between Pelor and the Raven Queen to permit this and prevent the spread of Yeenoghu’s domain. Or maybe Pelor just hasn’t noticed yet. Who are we to question the ways of the gods anyhow?

Sir Bors is a hereditary noble with ancestral holdings somewhere in the area (don’t you just love Background options?). The Human Soul Feat gives him +1 to Fort, Ref and Will, and Human Perseverance grants +1 to saving throws. For a dead guy, he sure is determined to stay alive. Add in Mighty Challenge and this is one Paladin who plans to be the last dead guy standing in any battle. Apart from the one where he died, of course.

And there you have it. Four very different characters, but all tied with a common theme, and all very D&D. Did I mention that 4e character generation rocks?

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Eat This

Alice, if Alice in Wonderland was directed by Quentin Tarantino.