Thursday, December 29, 2016

Tomb of Horrors DCC Part 3


The not so brave heroes finally face the evil lich Acererak.

Background sounds by Tabletop Audio

Theme song bby Hemispheres by Silent Partner

Art work by Jason Thompson

Check out our friends over at Ace Podcast

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Wednesday, December 21, 2016

Tomb of Horrors DCC Part 2


Illustration #12 from Tomb of Horrors
We introduce the world to "The Buggers Guild" and Hobo Joe, while continuing our trudge through The Tomb of Horrors. More adventurers die, an unlikely gargoyle/human romance blossoms, and those who survive meet a Lich...and possibly their doom.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

Check out our friends over at Ace Podcast Network.

Wednesday, December 14, 2016

Tomb of Horrors DCC Part 1


Dan got sick, so Spike tries his hand at GMing some Dungeon Crawl Classics. Many a crappy level-0 adventurer falls, as Meric's Monster Hunters attempt to rescue Skello-Man from The Tomb of Horrors.

Episode art by Isaac Milner.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

Check out our friends over at Ace Podcast Network.

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Friday, December 9, 2016

Season One Epilogue(ish)

In the season one finale of Death Save, Vares and crew had a showdown with his dad. But just what Vares's dad was doing, and how he was doing it, never really came out. Turge threw a dog and any bad-guy monologue was cut off. Here's the rundown.
 
Arden (Vares's dad's name, in case you missed it) was never a good guy. He cut out on his one when Vares was just a little McHalf-Elven. Arden didn't get any nicer from there. He spent the intervening years looking for some way to show the world what a powerful wizard he was. Around the time Vares was learning the magics that would end up binding him to a great old one (and destroy the Goldpetal estates in the process) Arden finally began to formalize a plan to take over the world.
 
Step 1: Tear Down the Wall
The planar divisions of the world were pretty strong, so Arden began by weakening them. He did this just about the time Vares cast his summoning. This also resulted in old gods who had been walled off from reality by the church, reaching though the veil to find new followers. See: Castor Stone and The Sealer of the Guilty.
 
Step 2: Build an Army
While he was pretty tough as wizards go, no single character in a D&D game is going to be able to take on the world. So Arden used the weakened veil to draw forth beings from other planes and worlds. He then bound their essence into a rune stone. Each of these stones could be used to provide a humanoid with powers associated with the being whose essence it contained. A combination of promises and threats and magical charms got him subjects who, through the use of these stones, formed his army.
 
Step 3: Raise Hell!
 
Vares, Castor, and Turge caught Arden during the execution of Step 3. When they destroyed him the controls he had put in place to maintain all of the magics listed above were destroyed as well. The runestones were rendered (mostly) inert, the planar weakening was (mostly) repaired, and flow of power from this plane to others was (mostly) cut off. Any monsters or whatnot that had previously crossed the threshold are still in the world, making it a (mostly) more dangerous place in the aftermath.

Thursday, December 8, 2016

Dwonk

As a part of the contest we had back in September we asked listeners to give us content that we could include in the game. @PaladinToday threw us a beauty. When I knew how I was going to incorporate his idea I reached out to Isaac Milner, who's been drawring some awesome stuff for inclusion on the blog and as episode art. I reached out a bit too late to have it coincide with the season finale release, but he still came through with an awesome depiction of the (still un-named) dwarf monk. Behold its glory!

Tuesday, December 6, 2016

Tavern Talk 2


We talk, tavern-ly, of where-to-for-s and art thou-s. Only less fancifully. Having finished up Season One of Death Save, we look at what we thought of the thing, and where it might go from here. Hopefully there's something of interest in there for listeners.

Episode art by Isaac Milner

Background sounds by Tabletop Audio

Theme song is Hemispheres by Silent Partner

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Wednesday, November 30, 2016

Episode 15


The season finale of Death Save! Wizards sling spells, a dad gets discovered, and a drunken dwarf finally makes an appearance!

Thanks to everyone that tunes in to our show. We have a blast recording it and it's gratifying to know that somewhere out there, someone is listening. We'll have another episode of Tavern Talk up in a week or so where we talk about where we're headed from here.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Thursday, November 24, 2016

Episode 14


Back from hiatus! What starts as a struggle with two guards turns into something much more explosive. Witness Turge wildly windmill while wielding two weapons! See Castor succumb suddenly to serious searing pain! Amaze at Vares arcane acts of alacrity!

Episode art via Wikimedia Commons.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Wednesday, November 16, 2016

Mind the Gap

Many apologies, Death Save listeners. Life has intervened and there's no episode this week. Instead, enjoy this scan of my notes for the inaugural adventure. Canny listeners should be able to spot the inconsistencies between what I wrote beforehand and what I had to improvise at the table. Cheers, nerds!

-Daniel



Wednesday, November 9, 2016

Spooky Halloween Special part 3


Merrick's Monster Hunters by Isaac Milner
Part three, and the finale, of our Spooky Halloween Special. Will our heroes prevail over the sinister Sempstress? Probably. But will they emerge unscathed??

This adventure is an adaptation of the Dungeon Crawl Classics 2016 Halloween module Sinister Sutures of the Sempstress by Michael Curtis.

Also, many thanks to Dan Mulkerin of the Smash Fiction podcast for guesting as the Southern Skald.

Episode art by Isaac Milner.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Sunday, October 30, 2016

Spooky Halloween Special part 2


Merrick's Monster Hunters by Isaac Milner
On part two of our Spooky Halloween Special Merrick, Hamilton, and The Southern Skald journey deeper into the Sempstress's lair. Listen in horror to the tick-tocking of the time wraiths!

This adventure is an adaptation of the Dungeon Crawl Classics 2016 Halloween module Sinister Sutures of the Sempstress by Michael Curtis.

Also, many thanks to Dan Mulkerin of the Smash Fiction podcast for guesting as the Southern Skald.

Episode art by Isaac Milner.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Wednesday, October 26, 2016

Spooky Halloween Special part 1


Merrick's Monster Hunters by Isaac Milner
For a special Halloween episode we switch gears and return to Riverstone, where Merrick's Monster Hunters (Merrick, Hamilton, and a new character, The Southern Skald) accept a job to find a lost little girl.

This adventure is an adaptation of the Dungeon Crawl Classics 2016 Halloween module Sinister Sutures of the Sempstress by Michael Curtis.

Also, many thanks to Dan Mulkerin of the Smash Fiction podcast for guesting as the Southern Skald.

Episode art by Isaac Milner

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Tuesday, October 18, 2016

Episode 13


Awakened from mind wham-ery Vares, Castor, and Turge get their bearings. Vares makes a real awkward boat joke, Castor keeps creeping on Balla, and Turge stands out as the hero we deserve.

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Thursday, October 13, 2016

Episode 12



Castor and Vares happen upon a battle. They meet and greet a small band of mercenaries. Then Castor and Vares happen upon a battle. They meet and greet a small band of mercenaries. Then Castor and Vares happen upon a battle. They meet and greet a small band of mercenaries. Then

Background sounds by Tabletop Audio

Theme song by Hemispheres by Silent Partner

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Wednesday, October 5, 2016

Episode 11


Sweet church pic by Isaac Milner
Wrapping up the last part of +Michael Curtis's A Single Small Cut we hear Vares pew-pew the monster, Castor bathe in the adoration of his followers, and Turge engage in questionable Russian accents. Also, there are many, many (too many) 'inside' jokes.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Monday, October 3, 2016

Merrick, stat'ed

Merrick
Medium humanoid (servant), lawful neutral


Armor Class Leather Armor 14
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR      DEX      CON     INT      WIS       CHA
15 (+2)  12 (+3)  17 (+3)  10 (+0)  14 (+2)   15 (+2)

Skills Sleight of Hand +5, Insight +4, Persuasion +4, Stealth +5
Damage Resistances psychic
Condition Immunities charm
Senses passive Perception 12
Languages Common, Russian, Elven
Challenge 1/2 (100 XP)

Special Traits
  • Let me get that for you, Sir: Merrick can, with a DC 15 Sleight of Hand check, produce any mundane item that would reasonably fit in a backpack.
  • My Fault, Sir: Merrick can grant advantage on one Persuasion check. This ability recharges after a long rest. 
Actions
  • Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage
  • Part of the Scenery: If Merrick stands perfectly still his bland appearance can cause the eye to skip right over him. As an action, as long as he is standing next to a wall or off to the side and does not move, Merrick can make a Stealth check with advantage to disappear.

Sunday, October 2, 2016

Contest Winner!

The winner of our contest is the estimable @PaladinToday! Many thanks to him and all our listeners. Content to be added to the show as soon as we can fit it in.

Thursday, September 29, 2016

Hamilton, stat'ed


Hamilton
Tiny aberration (shapechanger), lawful evil

Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.

STR    DEX     CON     INT      WIS       CHA
6 (-2)  17 (+3)  13 (+1)  11 (+0)  12 (+1)   14 (+2)


Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities psychic, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Deep Speech, Common
Challenge 1 (200 XP) 

Special Traits
  • Shapechanger: Hamilton can use its action to polymorph into a beast form that resembles a teacup pig (speed 20 ft.), a fat pigeon (10 ft., fly 60 ft.), a caterpillar with a jaunty hat (10 ft., climb 10 ft.), or back into its true form; a tiny gray-skinned humanoid with bat wings, four tentacles erupting from its chest, and a scorpion tail. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Void Sight: Magical darkness doesn’t impede Hamilton’s darkvision.
  • Magic Resistance: Hamilton has advantage on saving throws against spells and other magical effects.
  • It’s Bigger on the Inside: Hamilton has a voracious appetite and an extra-dimensional stomach. It can devour up to 100 lbs. of flesh and bone per round, and up to 500 lbs. in one sitting.
Actions
  • Sting (Bite, without poison, in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Vomit: Hamilton vomits a torrent of rotten flesh and blood onto an opponent within 15 ft. of it. The creature must succeed on a DC 10 Constitution saving throw or be Incapacitated with nausea and vomiting until the end of Hamilton’s next turn. Devouring 100 lbs. of flesh and bone recharges this power. Hamilton cannot eat his own vomit to recharge.
  • Invisibility: Hamilton magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment Hamilton wears or carries is invisible with it.

Tuesday, September 27, 2016

Episode 10


Sweet church pic by Isaac Milner
Part 2 of our 5e playthrough of +Michael Curtis's A Single Small Cut sees Turge Dogskull playing football, Vares Goldpetal starring in Magic Gone Wild, and Castor Stone standing steadfast against the shenanigans. Now with 25% less chewing noises!

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Tuesday, September 20, 2016

Episode 9


Sweet church pic by Isaac Milner
This episode: Riverstone abandoned, our adventurers trek north, meeting up with an elf friend, heading toward the village of Vornek on their way to the elf lands of Naristria. This is part 1 of a 5e adaptation of +Michael Curtis's A Single Small Cut. Oh, and fair warning, we really hit the snacks hard; chewing noises abound!

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Friday, September 16, 2016

Tavern Talk 1


Spike's punished, frozen dice being used as whiskey stones.
In the first of our Tavern Talk episodes, we break from the game. Listen to us chat about our listener contest, how the game is going, what we like, what could be improved, and marvel at how many times Daniel has a brain fart or stumbles over his words!

Background sounds: Tabletop Audio - Great stuff, go support his Patreon!
Theme song: Hemispheres by Silent Partner

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Wednesday, September 7, 2016

Episode 8


This episode confusion, censure, and the jackalman returns!

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Thursday, September 1, 2016

Episode 7


And lo was there more Death Saving. Our intrepid protagonists give chase to bad guys, call the cops, rescue their missing orc comrades, and engage with elven emissaries. And Hamilton is sated, finally.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Friday, August 26, 2016

On elves and demographics

Death Save, bonus content!
 
The impetus to write this came from listening to Taulbee and Spike talk about Death Save SupNerds Episode 23
 
Elf reproduction is bound exclusively to magic rather than biology. To conceive, elves must undergo a ceremony in which the spirit of the newborn is bound to the elves well before conception. Such ceremonies are complex and require rare components. Complicating these matters, the intensity of the ritual ensures that elves may only conceive of a single child in their lifetime. The decision to procreate is not undertaken lightly. As such, elfs rarely undertake this ritual.
 
Elves, just as they are conceived, are born into the world through magical ritual. The ritual forms the new elven body out of whole cloth, constructing a new being to receive the spirit of the newborn. Elves are born fully grown but spend years fully adjusting to corporeal existence. Elves die, extenuating circumstances notwithstanding, when they choose. This too involves a complex ritual in which the elven spirit is released back from whence it came.
 
It is speculated that the spirit world from which elves hail is finite in its population. More than one elf has experienced visions of a past life, or lives. Their connection to the other lives varies in its intensity. Elven populations almost never grow. At best they are stable. The elven kingdom of Naristria has, for hundreds of years, relied on isolationism and magic to largely shield itself from the problems that come with this demographic issue.

Wednesday, August 24, 2016

Episode 6


We join our adventurers in the midst of a bar fight. Bumbling jackassery abounds! Also a cameo from Old Jim.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Wednesday, August 17, 2016

Episode 5


After the Maciek Mausoleum, Turge finds he no longer has friends. Did he ever? Vares finagles his way into an Odd Couple situation, manservant and skeleton in tow, so that he can continue to live his immodest lifestyle. Castor is interviewed by the church. Which is another way to say, Castor is almost thrown in jail.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Wednesday, August 10, 2016

Episode 4


The explorers contemplate a life of ghostbusting and avert a catastrophe.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Wednesday, August 3, 2016

Episode 3


On this episode of Death Save: Fight, fight, fight! Turge makes some new, aggressive friends. And the dungeon fights back.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Thursday, July 28, 2016

Episode 2


On this episode of Death Save: Castor, Varis, and Turge finish their tentacled, zomboid fight in the Maciek family mausoleum. Varis's henchmen both suffer badly in the conflict, Castor finds some tray-SURE!, and Turge pockets a tentacular memento. Monsters, gods, and dungeons abound!

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Wednesday, July 20, 2016

Episode 1


We learn the backstories of Varis Goldpetal (half-elf warlock), Castor Stone (elf paladin), and Turge Dogskull (half-orc barbarian). The intrepid trio, along with Varis's man-servants, bumblefuck into the Maciek family mausoleum, looking for answers and finding horrors.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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Tuesday, July 19, 2016

Episode 0


We roll some stats and create Castor Stone - Elf Paladin, Vares Goldpetal - Half-Elf Warlock, and Turge Dogskull - Half-Orc Barbarian.

Background sounds: Tabletop Audio
Theme song: Hemispheres by Silent Partner

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