Showing posts with label dungeons and dragons. Show all posts
Showing posts with label dungeons and dragons. Show all posts

Sunday, June 15, 2025

Inuyasha - my latest Anime Obsession

 


Inuyasha is a manga and anime from the early 2000's. The manga was created by Rumiko Takahashi, the same lady who created one of my long-time guilty pleasures from way back, Ranma 1/2. Though Inuyasha has some familiar humor as found in Ranma, this work is far more dark in tone. 

I first noticed the anime years ago. It was on Fox Kids or Toonami or something. I just looked for a couple minutes, shrugged, and moved on. There were so many animes on in these TV blocks at the time; Yugi Oh, Pokemon, etc and most did not appeal to me on the surface. 

Then the same thing happed that happened to me with Lupin the Third and Sailor Moon the last two or three years: Pluto TV added a channel dedicated to Inuyasha. On Pluto you get commercials, but you also get uncut and uncensored original Japanese versions with subtitles. 

So I started watching. And it only took a couple of episodes to hook me in. Epic combat, an interesting backdrop, amusing humor, and cute female characters. It has been maybe three weeks, and just like those other anime properties I got to love through Pluto, I'm pretty much just watching episodes here and there more or less at random. The channel left on as I go about my day around the house. I'm fairly hip to the basic story and characters and am still learning. I may actually start watching from the beginning, I'm so into it at this point. I think it will appeal to DnD folk in large part because the battles seem like high level DnD...strong characters using abilities and powerful weapons. 

So the story is set against the Sengoku Period of Japan. This was a chaotic and violent time in the 1400's that went on for a long time. No central power and feudal warlords in endless battles against each other. You actually do not see a lot of that, the human factor mostly being encountered in small put upon villages or bandits in out of the way places. Farmers and such trying to get by during these troubled times.

During this time there is also the threat of demons, or more traditionally "Yokai" which is a term that encompasses a great range of supernatural entities which includes various spirit folk including ghosts and traditional Oni demons. The presence of a powerful wish granting item called the Shikon Jewel has masses of demons appearing to claim it. 



50 Years prior to the start of the main story, a half demon dog half human named Inuyasha and the human priestess he loves, Kikyo, are manipulated by the powerful spider demon Naraku into a confrontation over the jewel that ends up with Inuyasha being pinned to a tree by an arrow. He hangs there for 50 years. 




Kagome is a 14-year-old schoolgirl in our time period who lives at a shrine her family runs. 


She discovers a magical well on the property that is a gateway to the era of Inuyasha, and she also happens to be the reincarnation of Kikyo. Kagome enters the well and is transported, and almost instantly encounters Inuyasha on the tree. She frees him, and the half demon at first thinks it is Kikyo. The jewel ends up shattered into many pieces, and those shards are cast out across the lands. And there is your hook. 

Inuyasha and Kagome set out to find the shards, and at the same time Naraku the demon lord and pretty much every demon in the land go searching for the shards. Some already have pieces, and often gain great power from them. Kagome has the power to sense the shards, which makes things a little easier. 

 
One of Narakus many forms

Inuyasha and Kagome are of course the romantic leads. With Kagome being smart and pragmatic, and Inuyasha being a bit of a wild child prone to violence, they are often at odds. I'm not sure how yet, but Kagome early on is given the power to make Inuyasha faceplant to the ground when she utters the command "sit!" It happens a lot but is always funny. 




Miroku is a young Buddist monk and demon exorciser who joins the group first. He seem lecherous as he is always asking young women to bear his child. But it turns out he wants to continue his bloodline as he inherited a dimensional portal in his hand he calls his "wind tunnel" that can suck in hordes of demons but is also slowly killing him. 




A warrior from a tribe of demon killers names Sango joins up. She usually travels in traditional garb but puts on her cool ninja suit when combat is called for. 



Sango wield a large magical boomerang 
made out of demon bone



And of course there is Inuyasha himself. 



He is a half human, half dog demon who possesses great strength and speed, whose only real weakness is the night of the new moon when he becomes full human (with black hair). Oh, and the aforementioned face planting courtesy of Kagome.




One of Inuyashas ongoing enemies is his full demon Brother Sesshomaru, a yokai lord and one of the most powerful individuals in the series. Sess has a beef with Inu because of some inheritance issue from their late father having to do with twin swords. Sesshomaru thinks he should have gotten the powerful killing weapon Inuyasha has, whereas Sess is stuck with a sword that is not as good for fighting but can heal and resurrect individuals. Though the aloof Sesshomaru claims to not care about anybody and especially humans, he at one point uses the sword to resurrect a little village girl he takes pity on named Rin who was killed by wolves. The grateful girl follows him around for the rest of the series, and years later (in another series) he marries her and they have children. 



Sess is very protective of Rin
which ends up being his one 
true weakness. 


There are many demons to hunt and kill in the episodes, whether to collect Shikon shards or just to save a put upon village. But Naraku is the main villain throughout. Naraku, being made up of many demons (long story), he can produce offspring to serve him. My favorite I think is Kagura from the early seasons. Often called The Wind Sorceress, she can indeed control the wind and is very powerful. For whatever reason she takes the appearance of a barefoot dancing geisha girl.




She also possesses feather earrings that can turn into a giant feather she can fly around on.



Kagura is a very deep character. Though created out of Naraku's flesh, she is immediately fiercely independent of him. While carrying  out his schemes grudginly, she constantly schemes his downfall, even covertly assisting Inuyasha and company when she can. She has even outright attacked the demon lord out of anger. Kagura is enamored of Sesshomaru and believes he is the only one powerful enough to take on Naraku so also seeks his help.




There are several seasons of the show, and some years later there was a follow up a about the children of Sesshomaru and Inuyasha and Kagome.



I'm still exploring it, but its not bad. Too much of it takes place in the modern era (for some reason the kids were hidden in our time as infants and only went to the feudal era as teens). But characters from the previous series eventually pop up and these are the best bits. 

Pluto TV channels are free to watch online (with commercials but again, uncensored) so check them out. 

Cheers

Wednesday, May 7, 2025

Isle of Dread - Have you been to Sharks Bay?

 

Not far from the village of Tanaroa and the great wall there is a bay with narrow beaches that is inhabited by several especially aggressive Bull Sharks. I don't think it is named, but i always referred to it as Sharks Bay. 



When I was envisioning this campaign, I wanted to use that area as more than just "there are sharks." So I thought it might be a good place for a ruin of the ancient civilization, and that evolved a bit more into a temple of the shark god. It is a crumbling ruin inside a great boulder, and it is now used by a shark god Shaman and some weresharks. 




I had this particular part of the bay be mostly sea cliffs. Even with some rope it is a bit of a difficult climb to get down there.




The temple itself was about 60 feet or so from the cliff bottom water line. During high tide the water in between would be several feet deep. But at low time it is just a few inches of water, a tidal pool area, where you can actually walk across to the entrance. 






Inside the crumbling ruin some rays of light from cracks above showed that it was sort of an indoor tidal pool itself. Some giant crabs and "Ochre Pods" that were sort of mini ochre jellies (looking like large tadpoles). Minor annoyances compared to the Shark God shaman and weresharks that entered once the alter and its treasure goodies were tampered with. 










After a pretty big fight the Shaman escaped (raising the local water level as he did so the party had to scramble back to the cliff as the tidal pool water raised enough for sharks to come swimming at them). 

I'm hoping to tap into him again, and the shark god itself, before the party leaves the island. 



Tuesday, May 6, 2025

Isle of Dread - what color is your Axe Beak?

 The weekly Isle of Dread campaign continues. 

One thing I have been doing in most sessions is creating my own small random charts to use in that particular session. Early in the campaign while in the big city before the great ocean voyage, I was doing this. So like in the city I would have several things on a table like encounter a troublemaking gang, aggressive panhandlers, an already established enemy NPC, etc. 

So the other session I had one for the beach areas both on the village side of the great wall, and also for the Sharks Bay area on the other side of the wall not far away. I had giant crabs, lions, tiger, axe beaks, etc. On a grassy hill near the sea cliffs of Sharks Bay they randomly encountered some Axe Beaks.

For many years now Axe Beaks have been a staple for coastal areas for me. I don't really know why, But at some point I used them near a beach and this became the environment I liked to have them encountered. 

I actually have loved big flightless Terror Birds since the 2008 film 10000 BC..






Adding to the fun is that these scary carnivorous birds have actually existed, and not that long ago really. They stalked the earth at the same time as early man. 

Of course in DnD they have always been around, and the images have been almost countless..





I have probably used a different image in each encounter I use them in every few years. But when the party on the Island encountered some I did not have an image handy. So into The Google Machine I go. And pretty quick I find an image perfect for Isle of Dread Axe Beaks..


Polly want a human liver?


They made honking and "ookie Dookie" sounds, and the party dubbed them "Ookie Dookie" birds. Certainly not the hardest encounter they will have, but a nice basic fight to keep the blood flowing is good. But it was really fun to come up with a perfect image for an Isle of Dread Axe parrot-like Beak on the spot and hurl it at the characters. 

Cheers

Wednesday, April 9, 2025

Finally found my Supers RPG to run online?

 

I have posted in the past about my deep background with Supers RPG's (also here), going all the way back to childhood starting with the very first superhero game Superhero 2044. Then Supergame, then Villains and Vigilantes, and finally Champions/Hero System. That was my favorite, and using my futuristic hero setting Haven (based in part on Superhero 2044's Inguria Island) I turned many of my DnD groups on to it as an alternative. There would be resistance (most were not comic book fans) but they would eventually be requesting it. They loved it, despite the crunch of Champs. It was probably my favorite genre, in large part having grown up a comic book kid.






Now several years since the last time I ran a supers session, and also now that I essentially run all games online, I have been hankering to give it a go on Roll20. But the crunch of Champs would make it very hard. I considered Mutants and Masterminds which was fairly popular online, but it has its own high crunch it seems. I don't want to have to learn nor run another crunchy ruleset. 


Interesting note: when I first looked into this about
a year ago, the deluxe book (the most recommended 
as far as character creation choices) was out of print
and going for around 300 bucks where you could find 
it. But it is now apparently around 50 bucks and easily found. 


Last year for a couple session I played online in Kickstarted supers system I can't even remember what it was called. It was based on 5th ed DnD. It was kind of fun, but the guy kind of lost it mid-session and decided the system was no good for what he was doing. He declared he was probably going to try another system, but I passed. Put my search for a system on hold. 

But now in recent weeks I discovered Marvel Multiverse RPG, a fairly new system. I always rejected a licensed supers game, especially based on Marvel or DC, but the attractions of this was it was fairly rules light, and had excellent Roll20 support it seems. I immediately ordered the book off Amazon, and started watching Youtube videos about it. 



It has an odd, what I think is kind of clunky dice rolling system, but it is indeed simple. I can work with it I think. And it based around Marvel is OK. My Haven setting is more or less an alternate future version of the Mavel Universe (I always had it 20 years in the future of whenever I ran it) as a base, though having grown up on comics I was very familiar with Multiverses. I had Haven be a kitchen sink of genres, and other comic universe stuff could enter into it. Sci Fi in general really. I even had a Jedi show up in some old session. 

MM RPG has a rank system to determine your supers level, from street level like Daredevil all the way up to Galactus, and how that all works with the powers is something I need to research more of. Also it is all a little bit of an investment. The physical book was almost 40 bucks, and for Roll20 I will need to buy the in-platform version. For full functionality (sharing rules with players, a character sheet builder, etc) I think I need a subscription to something called Demiplane. But money is not really an object if I could get this off the ground with some decent players. 

I have plenty going on with my DnD right now. But I am around 30 sessions into the campaign and already past the point where I get a wander lust for other genres and systems. So as always it is sort of life raft building time. My research shall continue, but I am hopeful for supers action!

Cheers



Wednesday, April 2, 2025

Children of Trouble - the D&D Suicide Squad

 So, my Isle of Dread campaign has been going well for months, running almost every week. A couple of months ago we were missing an important player and the discussion began about an alternative I would run when somebody needed could not attend but we still had enough for a session. One player shot down my idea of just starting another secondary campaign starting at 1st level. He wants to start higher, and that does seem to be the trend these days. The other players were fine to start at 1st, but then I started wondering if I wanted another standard campaign starting at 1st. 


So I started pondering. Then the idea came out of the blue, Well, maybe not so out of the blue. Over recent years I had considered this campaign, but the idea was a bit off the beaten path for me. Almost all of my campaigns in my homebrew world I started as a kid happened in or around the west coast kingdom of Tanmoor. Almost 120 years of character continuity there. But for this I thought outside the box. Why not a campaign set in the Acherian Empire on the east coast?



The free kingdom of Tanmoor started over 800 years ago as a colony of Acheria, the first city of the lands of Acheron, based heavily on ancient Rome. A fantasy Roman Empire where they hate non-humans and magic types that were not clerics.

A few decades ago Tanmoor gained independence after many battles across the lands and in Tanmoor itself. A new age of kings and queens had begun in the west. Even during the centuries of Acherian Governors Tanmoor had evolved to be a city diverse in terms of non-human presences (due to proximity to the Wood Elf forests) and in contrast to the Empire proper, Tanmoor was like any DnD city chock full of wizards and all that. Big mages guild and all. 



But in the Empire, an age of decline began after the loss of Tanmoor. Now, Acheria itself was mostly just a place far away that Tanmoorians hated. I never had games set directly in the empire. Or on the upper east coast period. Well, now I am. 

So during those times decades ago when Acheria was sending troops to the west to secure their hold on Tanmoor, and them mostly being trounced in large part due to high level player characters taking part in the struggles, they came up with a specialist group they called The Children of Trouble to send in and counteract the diverse, magic wielding character parties that were devastating the troops. This group was made up of criminals of the empire. Wizards and non-humans. They were given powerful magic items and sent west to challenge the west and its player characters. 

This was way back in the 90's, and I had based the concept of The Children on a group of violent mutant hunters that appeared in X-men comics called The Marauders. The Children of Trouble presented a real challenge for the player characters. The Acherians considered it a successful strategy. But they were a product of their time.

But lately the notion hit me. Why not tap into the concept for this alternate campaign.  So I presented it as having been inspired by The Suicide Squad. They knew the movies, but I collected the comics back in the day, and it made sense. I would run it like that.


Will "Slappy" Smith

Oddball characters, either nonhumans or illegal magic users, who had run afoul of the Empire and earmarked for death in the colosseum but taken into a special prison and inducted into the new Children of Trouble program. 

I started them at 4th level, but would quickly put them to 5th. I gave them some decent starter magic items. Unarmed, dressed in wool prison togas, they were escorted by many guards with war dogs and removed from the regular prisons (where they had anti magic collars, and to an old abandoned and ruined ancient part of the city (as I say the Empire was in decline) where some very old academic buildings were being used as this special prison. 





The Warden. Brutal high level fighter.





Mentor, a high level Wizard and a former
member of the old CoT. He's their handler
at the prison. Fairly kind and somewhat helpful,
He represents the "benefactors" of the CoT
program. In a way he is as much a prisoner
as they are. 

Led into the main building, still partially in ruins and being restored, the characters are shackled, have anti magic collars (created by clerics), and are dressed in light togas. well armored guards and lots of barking guard dogs surround them, as they were told the deal: serve the empire out of the prison and they will find their circumstances improving more and more. If they agree (otherwise back to the main prison and prepped to die in the colosseums) they fight in a testing room lightly armed against archers, and then sent to their tiny crappy cells they will be in until after they are fully proved. Also, they are told that if they escape they have temporary tattooed "glyphs" on the back of their necks that will allow Orcus clerics to cause a demon to be summoned next to them to attack. That takes care of the "exploding collar" type situation the Suicide Squad members are in. 

The demon glyph. I also use it as the home
page image for the campaign. The symol
for the CoT, if you will. 

They get their first mission pretty quick. An area called "the Prefectures" between the twin cities of Acheria and Achium, a once vibrant suburban area fallen into some disrepair like much of the Empire, where a growing bandit gang called The Bloody Red Caps is taking over entire neighborhoods. 


So they went to Sarnath prefecture neighborhood where a couple dozen members of the gang had taken over. They were to send a message by destroying them as brutally as possible. This gang of freaks were certainly very horror show. I had named this session "The doom that came to Sarnath" or "the Bloody Red Caps have a bloody bad day"





The Mastodon, an old school Acherian troop 
transport used to transport CoT when outside 
the city proper. Drawn by warhorsed and driven 
by a pair of half ogre prisoners. 




The assault on the gang in the taverna was one of the most violent sessions I have ever run. My intention in the campaign was to have these mostly combat sessions, with a sort of over the top DnD combat parody vibe. Fantasy Tarantino. Not all the characters are evil, but they are all capable of coming off as terrifying. 



An elf from the Shadow Realm


A death goddess worshipping Dragonborn

An Asian female shape shifter assassin


Goblin artificer, raised by dwarves


Her mechanical familiar

Paladin Aasimir angel sort of character. She has
a halo that can come down over her face and it 
has eyes on it. She is imspired by Nephlim or
something. One of the few non evils


So it was a bloodbath and lots of fun. The CoT went back to the prison and were given access to after mission open air bathhouse with massages, and nice clean linens and better and warmer wool prison tunics, and an hours access to the meal hall for all kinds of decent food and drink. After their next mission they are given a dorm building to habitat, though still well guarded. 

Not only was this Children of Trouble idea and session super fun, but the players came up on their own with a secondary group to run for. Group B. 

A whole 'nother pack of freaks. 


And I have run an intro session for these monsters. Good Golly. I may post about them next, though I can't let the main campaign, Isle of Dread, get lost in the shuffle. This was supposed to be an occasional thing to run. But you gotta give the players what they want. 

Cheers.