Category Archives: General

Captain Nemo’s Scimitar, a D&D 5e Artifact

Captain Nemo’s scimitar is a powerful artifact that you can add to your undersea Dungeons & Dragons 5e campaign.

Nemo’s Scimitar

Weapon (scimitar), artifact (requires attunement)

The legendary Captain Nemo was a consummate gentleman and an amicable diplomat who made many friends, both above and below the waves. It is said that he counted sphinxes and phoenixes among his closest advisors, and that it is they who helped him build the vessel his name is synonymous with: the Nautilus (see Undersea Sourcebook: Feats and Equipment).

Captain Nemo's Scimitar

While the Nautilus was being completed, a companion blade was forged, a scimitar linked to the vessel by powerful magic. The scimitar would serve as a mark of rank and ownership, while its arcane link to the great vessel would be able to bring the Nautilus back from disaster if their planned journey to the ocean depths ever became too perilous.

Although the scimitar is not required to command or pilot the Nautilus, it is a common misconception that the scimitar is its key, and that the Nautilus would be powerless without it. This misinformation has inspired many of Nemo’s rivals to steal the sword, though none have yet succeeded.



While attuned to the scimitar, you can breathe air or water, have a swimming speed of 30-feet if you don’t have a better swimming speed, and are immune to the effects of extreme cold.

Call the Nautilus. If you are holding the scimitar and are within 120 feet of a body of water big enough to hold it, you can, as an action, call the Nautilus (Underwater Sourcebook: Feats & Equipment). The vessel teleports to your location if it is on the same plane. If the Nautilus has been destroyed, it appears with 1 Hit Point remaining for each of its components. You can’t use this property again until 3 days have passed.

Captain’s Gate. If you are holding the scimitar, you can use your action to cast gate, linking a spot you can see to the captain’s quarters within the Nautilus. You can’t use this ability again until after a long rest.

Conjure Shield Guardian. If you are holding the scimitar, you can use your action to conjure a shield guardian. You can conjure it within 30 feet of you or within the Nautilus. In either case, it is bound to the scimitar, which acts as the shield guardian’s bound amulet. The shield guardian dissipates after 1 hour. You can’t use this ability again until dawn.

Destroying the Scimitar. The only way to destroy the scimitar is to melt it down within an underwater volcano, alongside a power crystal from the Nautilus.

Captain Nemo's Scimitar


Paint Minis While the Sun Shines — MM 50

It’s funny how some things affect others. Take the weather, for instance. Here in South Africa, in the Highveld where Rising Phoenix Games is based, we have dry, hot summers and dry, cool winters. When it rains, painting is magic.

Mini Monday Logo

When it’s dry, which is most of the time, paint doesn’t last long unless you’re using a wet palette. Spray paint, on the other hand, flows well and drys quickly (which is great for second and third coats).

Paint Minis
Have you ever primed with gold? These minis, predominantly from Wrath of Ashardalon, are ready for my next painting session.

The point of this rambly post is simple: make the most of what you’ve got.

Is it raining and great for painting? Then paint. Is it hot and sunny? Maybe spray some minis or build terrain in the shade.

Think about your momentum. Don’t let the weather be an excuse. Don’t let anything be an excuse. Paint what you can, when you can. Adapt and prosper. When life gives you lemons…

You’re bright and intelligent, you don’t need me to mother you, so I’ll stop there and switch to anecdote mode. Draw up a chair, my dears, and listen…

A Tale of Trial and Tribulation

In the last few years, just before Covid, I was painting like a madman. I’d managed to get through loads of Orks and Gretchin, as well as many fantasy miniatures. I’d jumped into the hobby again and was loving it, learning, and gaining huge confidence.

Then Covid threw its proverbial in the proverbial and I had very little time for minis. Chalk this one up to life experiences and learning to appreciate the time you have! But you can’t sweat the small things. If anything, the pandemic took away but also gave. Mini painting became the way to enjoy the hobby, and there were fewer distractions (no kid’s parties, family engagements, or going to the mall to waste time).

So, we’re back here again, at the point. Do what you can with what you have. And that’s not just with painting minis.

Hawk and Dove: Countdown (#7, Dec ’89)

Hawk and Dove: Countdown (#7, Dec ’89) is written by Barbara and Karl Kesel, with Greg Guler penciling and Scott Hanna inking. This one is worth a look.

I think DC just made a new fan!

(Honestly, I never thought I’d say that. Make mine Marvel! Okay, okay, make mine Marvel and Dove. It’s just one exception. Oh, and Mouse Guard. Fine. Make mine Marvel, Mice, and Dove.)

Hawk and Dove #7

The Good

Hawk and Dove #7 was written by wife and husband team Barbara and Karl Kesel, and they represent the titular guy and gal duo perfectly. This issue opens with Dawn Granger (Dove) being chased through a spooky house by its occultish occupants and their pet tigers. Despite the danger, Dawn doesn’t swoon at the first sign of trouble or kick butt with abandon; she feels real enough, which helps the suspense build without the damsel-in-distress vibes we dudes are so fond of writing.

Dawn is the perfect partner for the brash Hank Hall (Hawk), who we meet next. He’s the muscle, she’s the brains. It might seem simple, but the tension in their relationship works and keeps the story flowing.

There’s no romantic twist to the story, at least not yet, which helps the team stand out from other comic teams. This isn’t Scott Summers and Jean Grey, or Peter Parker and Felicia Hardy, and I appreciate that. (I still love you guys!)

Overall, it’s a well-written comic.

Notable Points
Action on every page, drama, great art, monsters, mysterious villains, esoteric magic, this issue delivers all of that in spades.

Also, the fashion represented in this issue is far more tasteful, while still sexy, than anything I’ve seen in other DC comics from this era. No cringy 80’s music video vibes, and that’s worth a star all by itself!

Seek This Out
I’ll be looking for more Hawk and Dove for sure. They might not be as well known as Superman, Batman, or the Flash, but this team has something worthy of your attention.

4 out of 5 Cheeky Cthulhus!

4 out of 5 Cthulus

 


Flash: Red Trinity (#7, December ‘87)

Flash: Red Trinity (#7, December ‘87), by Baron, Guice, and Mahlstedt. This is gonna be fast, so try to keep up…

Flash: Red Trinity (Flash #7, Dec '87)

Yes, yes, yes, yes, and YES. Finally, some hot-blooded hero action, an engaging plot, and the character development we need.

The Good

Tina’s plight now has me hooked. Real consequences, that’s what we needed. This issue has action on most pages too, so the soap opera vibe of issues #2 and Flash #5 is gone. Joy!

I’m tempted to go back and fill out my collection, and if a comic can do that, it has won half the battle.

The Bad

McGee (Flash #5) was basically evil Flash. The new baddies, the Red Trinity team, adds three more Flash-wannabes. You can guess what Blue Trinity will give us. Is the concept of super speedy people that interesting that we need eight of them? I’ve also heard of this Reverse-Flash dude, and I know about Impulse. Impulse works because he has a strong character flaw: he’s impulsive. At this point, the villains seem like they were only written with super speed so they could keep up with the main character, and that’s boring.

What about a bad guy that could make Flash go even faster? Uncontrollably fast. Too-fast-Flash could be a real danger to himself and others. Doppelganger-Flash one through 7 is just repetitive and confusing. And I’ve lost track of who is who in Red Trinity already.

Synopsis

Flash’s powers make him the ultimate plot device; a master of the segue. Think about it. He’s able to reach the next scene before the reader. That must make him difficult to write. There’s no need for a shot of a jet flying off to the next mission, no pause before the next battle. Instant combat, just add water. As a writer, you probably need to spend a lot of time slowing the Flash down.

This ish gets a solid 3 out of 5 Cheeky Cthulhus from me. It’s worth reading if you can get your hands on it, but there really isn’t anything amazing going on here, so it’s not a must-have. If you’re a die-hard Flash fan, then maybe check out Flash: Red Trinity anyway.

3 out of 5 Cheeky Cthulhus


Why is the RPG Industry Growing?

Despite Covid-19’s reign of terror, the RPG industry looks healthier than ever. But why? In a time when we couldn’t get around the table with friends, this surely wasn’t what anyone predicted. So, why is the RPG industry growing?

Playtesting Horde
Our lone hero gets ready to repel the undead legion.

I recently read articles about the growth of the manga and comic book industries. Despite the global pandemic, piracy, any economic downturn, and other negative factors, these market segments proved robust enough to keep growing. The tabletop RPG industry is also reportedly growing, with ICv2 citing a 31% growth in the RPG market in 2020. This growth is great, but what’s actually driving this growth?

I’m asking. I don’t know.

Many of the people who read my blog are intelligent folks who know things though. Maybe their insights will help us figure out the answer.
That means you, so sound off in the comments.

I suspect that community content is certainly playing its part. Websites like the Dungeons Masters Guild and Storytellers Vault give GMs (and DMs, and Storytellers) a way to earn something from the content they’re creating for their games anyway. Now, Paizo is joining the community content market with their own Pathfinder Infinite and Starfinder Infinite initiatives. It’s a solid route for a publisher with a strong IP to go.

Streaming on platforms like Twitch and YouTube probably brings in more players and more book sales, though I’m not too familiar with the streaming scene and its impact. I’m guessing. I do know that watching HarmonQuest always got me amped to play though. It’s the perfect kind of marketing that worked for TV: look at us, we’re happy (playing D&D), you should join us and also (play D&D).

Being at home more might have had an impact too, though I don’t know how many people are still spending most of their time at home. After a few months of lockdown I picked up skateboarding again, maybe many others have dived back into roleplaying? I’d love to find the numbers and know the actual trends.

Then there’s the virtual tabletop boom, and of particular interest to us, the growth of solo RPG gaming.

Most likely, all of these factors are because of the pandemic. If that’s the case, then should we expect the market to contract as the world recovers from Covid? Nothing is forever, as they say.

Above is a short poll I did at the start of the year. I didn’t get loads of responses, but if this is any indication of how people and the market reacted to the crisis, then it’s worth digging deeper and understanding exactly what’s going on. My feeling is that demand outpaced supply, leading to better sales. What do you think?

If you like knowing about the RPG industry, you should add your voice to Kim Frandsen’s RPG questionnaire, which is running until October 1st, 2021. He’ll send out the results via e-mail if you add yours to your response. He’ll also be publishing his findings on his Facebook and Twitter accounts, so connect with him now.

Flash #5: Speed McGee (October ‘87): #CritFail

Flash #5: Speed McGee (October ‘87), by Baron, Guice, and Torrance. Let’s take a peek.

You can find our look at Flash #2 here on the Rising Phoenix Games blog.

Flash #5: Speed McGee
Yes, yes you can judge this one by its cover.

Here we get to a well-known issue with older DC comics.

The Good

The comic opens on a scene of graphic domestic abuse, then goes on to blame the wife-beater’s violent streak on steroids. Well done to DC for tackling tough issues.

The Bad

Unfortunately, the story doesn’t make great use of the setup. Wally (Flash) meets Tina (whose husband is mainlining ‘roids into his increasingly angry brain) in a very public restaurant. You’d expect the big floppy hat, scarf in summer, and dark glasses, but still, would anybody really manage to meet in public? Especially when your appointment is with the Flash, the same guy who can be anywhere, instantly?

Wally and Tina are quick to hook up, even after she affirms her loyalty to her deranged husband, making the wife-beating feel like a thin excuse for Wally to get the girl. Was it necessary?

The Ugly

In 22 pages you get 13 boring shots of the Flash in his full kit, while you get 20 great shots of the villain being a bad Flash that takes only 4 pages. I thought I came here to see superheroes?

Still, I’d be fine with the villain flexing if the drama was good.

So, here’s the crunch.

In the Marvel vs DC showdown of the 80s, Marvel was known for writing identifiable characters we could sympathise with. Peter Parker having issues with his boss? We get that. Rogue trying to fit in? Been there. The Hulk struggling to manage his temper? Now you’re getting personal.

The Wally-Flash, on the other hand, has millionaire problems. He’s twenty, she’s 31. He’s single, she’s married. Should he? Shouldn’t he? Come on!

Overall, Issue #5’s tough-to-stomach premise made the millionaire-problems even more unpalatable.

Hard skip.


Flash #2 (July ’87) Savage Showdown

Flash #2: Savage Showdown (July ’87), written by Mike Baron, pencils by Jackson Guice, inker Larry Mahlstedt, letterer Steve Haynie, Carl Gafford on colors, and Mike Gold editing. Let’s take a look.

Flash Savage Showdown Cover

I’m a die-hard Marvel fan, but I was wondering about the Flash and gave this a read. I have a few more of these issues to read, but I don’t think this was the best place to start my DC journey.

The Good

Is Savage some sort of vampire? Or just immortal? For a first-time reader, I thought he was pretty cool, like a cross between Kraven the Hunter and Dracula, but I was baffled about his abilities. Flash’s girl, Francine, can push metal around like Magneto. I’m down for that.

The best part was the 80’s fashion in the flavor of Dead or Alive.

Side note: “You Spin Me Round” was a hit in 1985, and this comic was published in ’87. I was six. These are not my nostalgic memories.

The Bad

The Flash wins the Lotto. I guess he’s going to lose it all (gone in a flash?), or realize that money isn’t everything (it was just a flashy fortune).

The Ugly

The comic didn’t age well (oh look, a girl with powers who still needs saving, and what does “chez” even mean?). It can also get confusing, and I don’t just mean “you missed issue #1, you dolt!” kind of confusing. Did Flash run down the wall? I’m no physics major, but running down the wall is just going to get you killed faster, because gravity.

But okay, it’s a comic, and all’s fair in love and comics. If you love the Flash, this might be for you. Otherwise, give it a skip.

Why You Absolutely Must Play Pathfinder 2nd Ed.

Pathfinder Second Edition has been around for a while now, and if you’re still finding excuses not to try out the system then let me tell you why you absolutely must play Pathfinder Second Edition.

Pathfinder Second Edition
Image credit: Yuri_b

Dungeons & Dragons 3.5 was a great system. The Pathfinder Roleplaying Game (good old 1st ed) was also a great system, which built on 3.5, streamlining some of the clunkier rules. Something then happened in the D&D world that might be better left forgotten, but then came Dungeons and Dragons 5th edition, another amazing system. Dungeons & Dragons 5th edition marked a renaissance for the hobby and became immensely popular.

Then came Pathfinder Second Edition, which might not have become the smash hit D&D 5e is, but does have the benefit of all these systems that came before it.

Which is why you need to give it an honest go.

If you’re serious about your TTRPG hobby (you probably shouldn’t be too serious though, it’s just a hobby), then you owe it to yourself to see what Pathfinder Second Edition has to offer with its new take on fantasy roleplaying and D20 systems in particular.

Steal Like a GM

Great gamemasters steal ideas all the time, and because Pathfinder Second Edition evolved out of so many other, solid D20 systems it has a lot to offer in terms of new mechanics, reworked rules, and fresh perspectives. You might find something you want to adapt for your own game, even if you’re sticking with 5e. There are plenty of resources on the Internet for converting PF2 to 5e, which will give you pointers on how to tackle your thefts. (Don’t actually steal something folks. I’m talking about grabbing inspiration and making it your own.)

Ultimately, PF2 has a lot to offer players who like fiddly-bits in their games. While 5e is great in general, the level of abstraction in the system can get frustrating, while Pathfinder Second Edition offers many more dials and switches to tweak. If you’ve never tried Pathfinder, then go see what all those dials and switches can do for you.

You can find Pathfinder Roleplaying Game and Fifth Edition books in our store.


Do Not Buy This Book, Seriously…

We DO NOT want you to buy this fifth edition fantasy class book. Instead, buy the Grimdark Pamphlet, which contains this and so much more.

But if You Really Must…

Then let me tell you what a mechamancer is:

Mechmancer Cover

A mechamancer blends machinery and flesh in an unholy union more powerful than sinew or gears alone. Alien technology, clockwork, or arcane apparatus might form the basis for these enhancements, but they always leave the mechamancer disconnected from their humanity. At best, a mechamancer might retain some spark of their former selves, but most eventually lose touch with reality and see only the processes and routines that guide them.

Mechamancers undergo augmentation for any number of reasons. Some find their human forms too frail, others yearn for immortality, and some are forced down the path by uncaring artificers as part of insane experiments that blend the natural and mechanical.

The mechamancer is an alternative to the barbarian class, and many of the additional options available to a barbarian can be rethemed to fit a mechamancer, with your GM’s approval. Specifically, surge and rage, and primary function and primal path, are synonymous. The mechamancer’s major difference from a standard barbarian is in how they use armor, and mechamancers gain several penalties and ability changes to balance their increase to Armor Class.

Mechamancer Spread

As I said, the mechamancer class also appears in the Grimdark Pamphlet, available on itch.io and on Drive-Thru RPG. Check it out, it’s growing all the time and is packed full of great content.

Who Should Play a Mechamancer?

Mechamancers are barbarians, plain and simple. They work just like barbarians, except they use armor differently, which makes them the perfect tank.

The two Primary Functions offered give you a choice between a combat-oriented or an adaptable mechamancer, so you can lean hard into being a tank or fill roles in your party that aren’t covered by other characters.

Ultimately, play a mechamancer if you don’t care for magic, want to play a tough-to-kill character, and enjoy your punk steam-flavored.

Related Reading: Is This the Best Way to Build Dungeons?

Why It’s Good to Suck (At Something)

I suck at skateboarding. I’m terrible at it. But you know what, it’s good to suck at something. Here’s why…

(And yes, there will be an RPG angle to my story.)

There are a bunch of things I can get cocky about. I’m not bragging though, because I still have far to go, but I’m a fairly competent writer and editor, I know a deal about design and layout, and my puns are perfection. When it comes to skateboarding though, I suck.

Just how bad am I?

I’m a fearful person, and I’ve got the coords of a drunken goat. I can’t jump, and I nearly killed myself for a stupid trick (that’s hyperbole, but it still hurt).

But all the suckage is a good thing. It keeps you humble. It teaches you. It gives you perspective.

Humility and Real Motivation

So we’re going to talk about game design a lot here, and we’re going to talk about motivation too. Motivation’s the fuel that gets game design done, that pulls game devs through the tough times.

Motivation fascinates me.

People say our minds are like a computer, so then understanding motivation is like learning to hack our brains. That’s tastily cyberpunk.

But the motivation I’m talking about isn’t the Tony Robbin’s flavored shlock you find in a lot of self-help books. I’m talking about understanding what makes your brain think like it does, then knowing how to deal with those thoughts.

In skateboarding, sometimes the most unnatural movements are the right ones. Take dropping in.

Credit: Tania Ferreira Lourenco

Dropping in is where you have your skateboard’s nose up, then lean forward so that you and your board’s nose come down, onto the ramp. Your body’s natural instinct is to pull back, but this always fouls up and could put you on your bum. Ultimately, you have to trust the physics and lean into it, fighting through the fear.

You quickly realize that fear’s keeping you back. The only way to hack your brain is to fight the fear. So how do you fight fear?

School of Hard Knocks

We all know how to run, but riding a plank, that’s odd. You might be lucky to have learned it as a kid, but otherwise it’s an alien activity. In this way, skateboarding is a perfect model for how we learn.

I see it when I compare mini painting to skateboarding. Both take practice, and practice pays off for both hobbies. The best synonym for practice is “baby steps”. You learn to master mini painting by focusing on one new step at a time.

Gamemastering? Same. Writing games? Same. Nobody ever learned all the rules of D&D before running their first game, they learn enough and add to that knowledge later.

Knowing you suck is the only way to improve.