Category Archive: Threat Detected

Jul 14 2016

Threats From Gallifrey The Dragon Strikes Back

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On this episode of Misdirected Mark Podcast, Garrett adapts Manos the Hands of Fate to Call of Cthulhu. Rob and Tony create a D&D game inspired by Empire Strikes Back. The theme “Doctor of Gallifrey”  is by Marc Gunn.

      1. TFG022 The Dragon Strikes Back - Threats From Gallifrey

Jul 07 2016

Threats From Gallifrey The Doctor and Shrinkage

doctor and shrinkage

Time Lord Tayna discusses using fantasy settings in her Doctor Who games, plus she teaches her group the value of running from the scary aliens in the Doctor Who Adventures in Time and Space RPG. The theme song “Doctor of Gallifrey” is by Marc Gunn;

 

      1. TFG021 The Doctor and Shrinkage - Threats From Gallifrey

Jun 30 2016

Threats From Gallifrey Moving On Savagely

Savage Tim celebrates the arrival of his Rippers books and talks conversions.
“Doctor of Gallifrey” is by Marc Gunn the Celtfather and is available here.

 

      1. TFG020 Moving Forward Savagely - Threats From Gallifrey

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      2. TFG020 Moving Forward Savagely - Threats From Gallifrey

Jun 09 2016

TFG Pathfinder Jerry Goes Savage

Jerry Meyer helps us learn how to convert traditional fantasy games to Savage Worlds.
Check out Garrett’s maps on sale at the DM’s Guild here:

 

      1. TFG#19 Pathfinder Jerry Goes Savage - Threats From Gallifrey

 

Jun 02 2016

Threat Detected Star Wars Zombie Rancors From Korriban

On this Threat Detected, Garrett considers running Living Force Campaign FFG style. Our heroes thwart the Believers plans on Korriban, and Richter Belmont’s monster Believer build broken down.

zombie rancor from korriban

 

      1. TD075 Star Wars Zombie Rancors From Korriban - Threat Detected

Here is the original build by Richter Belmont for Kindar Kirin, the Believer Leader.

Kindar Kirin, Believer Cult Leader CL 15

Medium Human nonheroic 6/Jedi 1/Sith apprentice 7/Force adept 3/Force disciple 2
Force 8 (3d8), Strong in the Force; Dark Side 18
Init +10; Senses Perception +18
Languages Basic, Sith, 1 unassigned
——————————————————————————-
Defenses Ref 28 (flat-footed 27), Fort 29, Will 34
Defenses with Believer Intuition Ref 30 (flat-footed 29)
Defenses vs. UtF checks Fort 34, Will 39
hp 119; second wind +29/59; Threshold 29
Immune mind-affecting effects
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Speed 6 squares
Melee lightsaber +17 (2d8+7) or
Melee lightsaber +17 (2d8+8) with both hands or
Melee unarmed +16 (1d4+7)
Ranged by weapon +16
Base Atk +15; Grp +16
Special Actions Dark Side Savant 1/encounter, Incite Rage [LECG p.43], Power of Hatred [LECG p.43]
Force Powers Known (Use The Force +21) farseeing [Core p.96], fear (3) [KOTOR p.24], Force grip (3) (may spend a Force point to reroll and keep better result) [Core p.97], Force scream (2) [KOTOR p.50], hatred [JATM p.26], negate energy (4) (may take 10 even when distracted or threatened) [Core p.99], rebuke (3) [Core p.100], wound (3) (may spend a Force point to reroll and keep better result) [KOTOR p.52]
Force Techniques Extended Force Grip [JATM p.36], Force Power Mastery (negate energy) [Core p.102], Improved Force Grip [TFU p.88], Improved Rebuke [TFU p.89]
Force Secrets Devastating Power [Core p.103]
——————————————————————————-
Abilities Str 13, Dex 13, Con 14, Int 14, Wis 18, Cha 14
Special Qualities build lightsaber, prophet
Talents Believer Intuition [CWCG p.56], Dark Side Adept [Core p.223], Dark Side Savant [JATM p.16], Force Power Adept (Force grip) [Core p.214], Incite Rage [LECG p.43], Power of Hatred [LECG p.43], Sith Alchemist [JATM p.21]
Feats Force Sensitivity [Core p.85], Force Training (4) [Core p.85], Improved Defenses [Core p.85], Skill Focus (Use the Force) [Core p.88], Strong in the Force [Core p.88], Unstoppable Force [CWCG p.31], Weapon Proficiency (lightsabers, pistols, simple weapons) [Core p.89]
Trained Skills Knowledge (galactic lore) +16, Perception +18, Persuasion +16, Use the Force +21 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +10, Climb +10, Deception +11, Endurance +11, Gather Information +11, Initiative +10, Jump +10, Knowledge (bureaucracy) +11, Knowledge (life sciences) +11, Knowledge (physical sciences) +11, Knowledge (social sciences) +11, Knowledge (tactics) +11, Knowledge (technology) +11, Mechanics +11, Pilot +10, Ride +10, Stealth +10, Survival +13, Swim +10, Treat Injury +13, Use Computer +11
Possessions self-built lightsaber, Sith Talisman (+1d6 dmg with Force powers)
These Believer disciples have strong knowledge of the dark side. They are equipped with Sith Alchemical Vibroswords, a gift from their cult leader, which they wield with expertise.

May 26 2016

Threats From Gallifrey The One Ring Wild Adventures

one ring wild adventures

James Brown joins the Threats From Gallifrey team, sharing his love of the One Ring RPG. Garrett discusses the Firefly mechanic of coiled springs.

 

      1. TFG#18 One Ring Wild Adventures - Threats From Gallifrey

May 19 2016

Threats From Gallifrey When Cthulhu Calls

On this episode of Threats From Gallifrey, Chaosium’s Mike Mason celebrates the release of Call of Cthulhu 7e and puts out the call for Keepers to join the Cult of Chaos.

when cthulhu calls

      1. TFG#17 When Cthulhu Calls - Threats From Gallifrey

 

May 12 2016

Threats From Gallifrey Conquering the Rifts with Sean Patrick Fannon

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Sean Patrick Fannon joins us to discuss the epic Savage Rifts kickstarter. Learn about the Heroic Journey tables and the joy of random adventure tables.

 

      1. TFG#16 Conquering the Rifts - Threats From Gallifrey

May 05 2016

Threats From Gallifrey Rifts and Inspiration

On the second half of Threats From Gallifrey, Savage Tim takes us to the Rifts. Rob and Tony find inspiration for planning sessions.

 

      1. TFG#15 Doctor Who Does This Rubber Chicken Pt2 - Threats From Gallifrey

May 05 2016

Threats From Gallifrey Doctor Who Does This Rubber Chicken Do Anything

On this Threats From Gallifrey, Garrett discusses the effects of bipolar disorder on gaming conventions, his progress with the D&D MST3K-inspired modules and the release of his Star Wars adventure “Summoned.”  Time Lord Tayna talks sanity and boffins in the the Doctor Who RPG.

      1. TFG#15 Doctor Who Does This Rubber Chicken Pt1 - Threats From Gallifrey

Apr 10 2016

Barefoottourguide Presents Threats From Mirkwood Episode 9

Barefoottourguide Presents The Company of the Whiskey Drinking Bear Episode 9: Shadow Lore

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While in the tower of Orthanc, our heroes press the wizard Saruman for shadow lore. Throrr pushes the wizard about his parents’ demise in the shadow of Isengard. Elabrimborn pushes for lore about how to save Prince Legolas. Aegir strives to understand the machinations of the Shadow.
The cure for Legolas’s coma’s discovered, forcing the company to break through the Siege of Lothlorien, where they learn about a horrible fate that’s befallen their friends.
Watch the Company of the Whiskey Drinking Bear Episode 9 at https://www.youtube.com/watch?v=oHvgip3NUr4

Mar 24 2016

Barefoottourguide Presents Star Wars Threat Detected OMG The Dark Side

Darkness spreads across the Galaxy as an ancient evil awakens from death. It’s up to our heroes to put Darth Maul down for good. This is actual play of the Star Wars Dawn of Defiance Campaign from Echoes of the Jedi, inspired by a Dungeons and Dragons 4e module.

 

      1. TD074 OMG The Dark Side - Threat Detected

 

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The Zombie Darth Maul Stat Block

Darth Maul Zombie CL 15
Medium Zabrak Jedi 7/soldier 1/Sith apprentice 5/Sith Lord 1/beast 1
Destiny 1 Force 7; Dark Side 10
Init +12; Senses heightened awareness; Perception +11
Defenses Ref 34 (flat-footed 29), Fort 29, Will 31; Block [Core p.41], Deflect [Core p.41], Lightsaber Defense
hp 124; Threshold 29; Dark Preservation
Immune fear effects, Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties
Speed 4 squares
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) and unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) and unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+10) or
Melee double-bladed lightsaber +18 (2d8+13) with both hands or
Melee double-bladed lightsaber +16 (3d8+13) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+13) and double-bladed lightsaber +18 (2d8+13) or
Melee double-bladed lightsaber +16 (3d8+13) and double-bladed lightsaber +16 (3d8+13) with Rapid Strike
Ranged by weapon +18
Base Atk +14; Grp +18
Special Actions temptation
Force Powers Known (Use The Force +13)
corruption [TFU p.85] (2),
DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def
dark rage [Core p.96] (2),
DC15: +2 melee Atk & dam until end of next turn
DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
fear [KOTOR p.24] (2),
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn
surge [Core p.100],
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
vornskr’s ferocity [JATM p.36]
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge
Force Techniques Improved Dark Rage [TFU p.88],
can perform skills that require patience, can activate in surprise round
Improved Move Light Object [Core p.103]
move object as swift not move, use as a weapon requires move not standard
Abilities Str 16, Dex 18, Con 12, Int 3, Wis 16, Cha 12
Special Qualities build lightsaber, cyborg hybrid
Talents Block [Core p.41],
Consumed by Darkness [CWCG p.53], take -5 to Will Def for +2 Atk
Dark Preservation [LECG p.55], increase Dark Side Score by one to stop moving down track
Dark Scourge [Core p.223], extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
Deflect [Core p.41],
Disarming Attack (rifles) [KOTOR p.29], ignore target’s armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming
Lightsaber Defense [Core p.41], ‘+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max
Power of the Dark Side [Core p.101], when spending a Force Point on an Atk, reroll die, Dark Side Score +1
Weapon Specialization (undefined) [Core p.53],
Wrath of the Dark Side [TFU p.88] when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Dual Weapon Mastery III [Core p.84], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Martial Arts I [Core p.86], Rapid Strike [Core p.88], Skill Focus) [Core p.88],
Staggering Attack (SAV) [SAV p.24], if deal extra dice dam, can move 2 sq per extra die not used
Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Skills Initiative +12, Perception +11 (may reroll but must keep the result of the reroll even if worse), Use the Force +13
Possessions double-bladed lightsaber
Nonliving as droid trait, SECR p.188
Scent:

Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking

Overwhelm:

+2 to melee attack rolls for each adjacent creature with Overwhelm

Infect If a Sith Zombie deals damage to a living target with a bite attack, the target is also infected. The first time a creature is infected, make an attack roll (1d20+10) against its Fortitude Defense. If the attack succeeds, the character takes 4d6 points of damage and moves -1 persistent step down the condition track. This attack occurs every hour the infection remains untreated. Treating the infection requires a successful DC 25 Treat Injury check. A creature reduced to 0 hp or moved to the bottom of the condition track by this attack immediately dies and becomes a Sith Zombie of its level.

Natural Armor Add the beast class level of the Sith Zombie to its Reflex Defense. This represents the Sith Zombie’s resistance to damage dealt to any part of the body except decapitation or destroying the brain.
Natural Weapons All zombies have bite. Fleshier zombies have slam, while the skeletal variety have 2 claws.

Critical Vulnerability Achieving a critical hit against a Sith Zombie represents a headshot or decapitation and the zombie dies instantly, regardless of damage dealt.

Mar 19 2016

Barefoottourguide Presents the One Ring Episode 8

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Barefoottourguide Presents: The One Ring: The Company of the Whiskey Drinking Bear Episode 8: The Tools of Lesser Rulers. Led by the Ranger Loreth down the Anduin, circling Lothlorien, the Company’s attacked by mercenaries based in an orcish fort in the middle of the river. Turns out the mercenaries were hired by the craven Vidugalum, Lord of the Toft, to prevent the Company from reaching Isengard. The conspiracy of spiders, wicked men and orcs continues to thicken as our heroes knock upon the doors to Orthanc and must explain their actions to none other than Gandalf the Grey.
Plus, a discussion of running campaigns set in canon settings.
Watch the vidcast here.
The Company of the Whiskey Drinking Bear Campaign is made possible by generous contributions to the Threats From Gallifrey Patreon here .
Read about the adventures from the group’s journals and songbooks here 

Mar 18 2016

Barefoottourguide Presents Company of the Whiskey Drinking Bear Live Tonight!

onight between 7pm-7:15pm EST we’ll begin a new episode of Barefoottourguide Presents: The Company of the Whiskey Drinking Bear, as our heroes bring the shadow lore from the Grey Mountains to Isengard. What kind of welcome will they get? What will the wizards plan to save Legolas from his sorcery-infused coma Will the heroes make it back to Lake Town in time for Dragontide? Watch the show live athttps://www.youtube.com/channel/UCVs4EKUvNe7PVMg6JNhrGKg The program will of course be on my youtube channel afterwards.

 

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Mar 04 2016

Barefoot Tour Guide presents Threats From Gallifrey Charlie Brown Pt2

Garrett announces his gaming company. Savage Tim sorts out vehicular combat. Rob and Tim talk the sequel campaign. Dungeons and Dragons Adventurers League East Coast Regional Director Cindy Moore shares the joy of running at Winter Fantasy.

Visit Marc Gunn at www.margunn.com. His album Scifi Drinking Songs are available on itunes.

 

thatswhat gaming

 

      1. TFG#14 Thats What Gaming Is Charlie Brown Pt2 - Threats From Gallifrey

Mar 04 2016

Threats From Gallifrey Thats What Gamings About Charlie Brown

Garrett announces his gaming company. Savage Tim sorts out vehicular combat. Rob and Tim talk the sequel campaign. Dungeons and Dragons Adventurers League East Coast Regional Director Cindy Moore shares the joy of running at Winter Fantasy.

Visit Marc Gunn at www.margunn.com. His album Scifi Drinking Songs are available on itunes.

thatswhat gaming

 

      1. TFG#14 Thats What Gaming Is Charlie Brown Pt1 - Threats From Gallifrey

Feb 28 2016

Catch up on Barefoottourguides Threats From Mirkwood

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For those of you who haven’t been up to date with the vidcast, Barefoottourguide’s Company of the Whiskey Drinking Bear, check out the great journal entries, rhymes of lore and song lyrics from the game’s participants.
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https://the-company-of-the-whiskey-drin … ortal.com/
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You can find all the episodes of the show at www.misdirectedmark.com
or directly at my youtube page: https://www.youtube.com/channel/UCVs4EK … Mg6JNhrGKg

Enjoy great roleplaying and original adventures leading up to the events of Darkening of Mirkwood.
Garrett

Feb 14 2016

Barefoottourguide’s One Ring Threats From Mirkwood: Caragor

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Caragor and Haste Across the Grey Mountains
Throrr and Elebrimborn briefly return to Erebor before crossing the Grey Mountians to the orc tower of Tuwurdrog, where they face a threat few of the Free Folk have ever seen before… while searching for clues how to bring Legolas out of a coma caused by sorcery. View the session here

 

This production features patrons of Barefoottourguide’s podcasts. You too can be a part of this One Ring Campaign. For more information about patronizing the podcasts, click here.

Jan 28 2016

Star Wars Threat Detected My Exploding Pit Droid

On Star Wars Threat Detected: My Exploding Pit Droid, GM Tony leads Barriss, Platt and Carson as they steal a ship from Docking Bay 94 to find Platt’s aunt. Meanwhile, the Almas group uncovers a foe they never thought the Galaxy would see the likes of again.

      1. TD073 My Exploding Pit Droid - Threat Detected

Jan 15 2016

Threats From Gallifrey Doctor Who Dice

doctor dice dm guild

Time Lord Tayna guides us through the timey-wimey dice interpretation rules for Doctor Who RPG.

 

      1. TFG#13 Doctor Dice and DMs Guild Pt 2 - Threats From Gallifrey

Jan 15 2016

Threats From Gallifrey Doctor Dice and DMs Guild

      1. TFG#13 Doctor Dice and DMs Guild Pt 1 - Threats From Gallifrey

Barefoottourguide’s Threats From Gallifrey has Time Lord Tanya explain the Doctor Who dice interpretation mechanic, Savage Tim helps prep for East Texas University, plus the DM’s Guild.

 

doctor dice dm guild

Jan 10 2016

One Ring Threats From Mirkwood Cold Halls of the King

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Gloin gets rescued from the lair of the Marsh Dwellers. A magical item’s found, and sad tidings greet the company in Thranduil’s Halls. The adventurers do a favor for Thranduil, one he wishes no one would have to do. Watch the latest session of Barefoottourguide Presents Threats From Mirkwood: Cold Halls of the King at https://www.youtube.com/watch?v=OPC71qcYWVk

Dec 24 2015

TD072 Star Wars Threat Detected Pt2

gm darkside point

star-wars-7-trailer

GM Tony discusses the affect of The Force Awakens on Star Wars gaming.

 

      1. TD072 GM Darkside Point Pt2 - Threat Detected

Dec 24 2015

TD072 Star Wars Threat Detected GM Dark Side Point

GM Tony leads Platt, Bariss and Doc to the seedy streets of Mos Eisley for a video game-inspired investigation into the disappearance of Platt O’Keefe. Also Tony’s take on Episode 7.

 

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      1. TD072 GM Darkside Point Pt1 - Threat Detected

Dec 13 2015

One Ring Company of the Whiskey Drinking Bear Summer of Love

 

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The Company of the Whiskey Drinking Bear continues their quest to heal Ankle Biter Legelaven of the dreaded petty dwarf curse. The Company has their first Fellowship phase. Throrr woos King Dain’s daughter, and Otbert falls in love with a Dale engineer. Then, the group petitions the King Under the Mountain for help retrieving the Marsh Dwellers’ treasure.
Watch the episode “Summer of Love” here.
Garrett

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