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11.13.2016
Greg Schulze

A path is like a profession, with a set of abilities that have a common theme. Each path specializes in a certain area, such as aptitude use, weapon proficiency, healing, telepathy, or fire magic. Each character chooses three paths, and ranks them 3, 2, and 1, with 3 being the path the character is best at. As a character gains levels, he chooses more powerful powers for any of his paths.

Most paths have powers. A power is any ability that a character can do that can affect himself or another creature, such as an ally or an enemy. Powers can be either used once per encounter, once per combat encounter, once after a combat encounter, or once per adventure. On his turn each character receives three actions: a free action, a move action, and an attack action. Each power takes up one of these actions. Some powers have the action of interrupt, which can be used any time other than on the character’s turn, as interrupt powers have a trigger which allows them to be used.

There are three sets of paths: Common, Psi, and Wyrm Magic. Each set of paths has 9 paths associated with it, giving players the options to choose from 27 paths when creating their character, giving a player 2,925 possible path combinations for their character.

Common Paths
Either trained in the military, schooled by a guild, studied under a mentor, or self taught, the Common Paths form the fundamental skills of an adventurer.

Psi Paths
A student of an elven guild or naturally adept with the power of the mind, the Psi Paths can enhance the self and wield these mental powers against others.

Wyrm Magic Paths
Gifted by the Dragon Lords or taught by accomplished mages, the Wyrm Magic Paths use the power of the Dragon Lords and even the power of nature itself to achieve amazing effects.

Next week’s sneak peek will be all about Common Paths. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!

11.06.2016
Greg Schulze

Gnome
Gnomes are an uncommon race of short, often bearded (for males) people from the Isles of Lynconshire in the heart of The Great Wyrm Lake. What a gnome lacks in size he make up in talent and luck. Gnomes feel most comfortable in the safety of their own homes, but many a gnome that wishes for a bit of excitement becomes a sailor, taking cargo by boat to and from the various ports and harbors that dot the shores of the lake. Those rare gnomes who seek danger and excitement take up the sword or axe (albeit a short one) and leave the safe confines of their island for The Dales and beyond.

Gnomes have the following special abilities:
• Gnomes are literate in Gnomish.
• Gnomes cannot use two-handed melee weapons as they are too large to wield.
• Once per adventure, a gnome can gain advantage on any one path roll.
• Once per adventure, a gnome can use any card in his hand as a trump card of any suit.

Human
Humans are the most common race in The Dales, and make up nearly half of all the people in The Great Wyrm Lake region. Humans excel at whatever tasks they choose to undertake, as their persistence to achieve their goals is second to none, and their capability to find ways to achieve those goals have no end. Their reliance on the self makes humans excellent survivalists, able to eke out a living wherever they may be, whether it be city or wilderness. When a human makes up his mind to obtain an objective, it is best for others to either help out or get out of the way.

Humans have the following special abilities:
• Humans are literate in Human.
• Humans have a rank 3 Path and two rank 2 paths. Humans do not have a rank 1 path.
• Once per encounter, a human can gain advantage on any one aptitude check or attack roll.

Next week’s sneak peek will be all about character Paths. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!

10.26.2016
Greg Schulze

Half-Dwarf
A mix of dwarf and human, the half-dwarf has the endurance and ability for Wyrm Magic of his dwarven heritage and the overall natural talent of his human side. Half-dwarves appear as shorter, muscular humans. Many male half-dwarves who have talent with Wyrm Magic sport beards, while those who don’t or want to fit into human society easier go clean shaven. Half-dwarves breed their own kind with dwarves, humans, and other half-dwarves. Half-dwarves can also arise from the rare birth from a dwarf and a human parent.

Half-Dwarves have the following special abilities:
• Half-Dwarves are literate in Dwarven or Human (choose one).
• A half-dwarf increases one rank 2 or 1 Wyrm Magic path by 1.
• Once per adventure, a half-dwarf can gain advantage on any one Wyrm Magic path roll.
• Once per adventure, a half-dwarf can use any card in his hand as a Heart trump card.

Half-Elf
With slightly shorter ears and height, a half-elf is a mix of elf and human. They tend to be the same height as humans, but of lighter build. Half-elves interact more often with human society instead of that of their elven heritage, and take on the life and roles of humans, but with their innate Psi to augment their skills. Like half-dwarves, half-elves breed their own kind with other elves or from the birth from an elf and human parent, but most likely the birth of a half-elf is a result of a half-elf and human parent or two half-elves as parents.

Half-Elves have the following special abilities:
• Half-Elves are literate in Elvish or Human (choose one).
• A half-elf increases one rank 2 or 1 Psi path by 1.
• Once per adventure, a half-elf can gain advantage on any one Psi path roll.
• Once per adventure, a half-elf can use any card in his hand as a Crown trump card.

Next week’s sneak peek will be Gnomes and Humans. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!

10.16.2016
Greg Schulze

Dwarf
Dwarves are a stocky race of often bearded (for males) mountain and hill folk. They are about a foot shorter than humans, but weigh as much or even more than one. They are known for their endurance and wisdom. The dwarves of the Gildwest Mountains are often ascetic, seeking seclusion in the various monasteries and abbeys that dot the mountains and valleys of the Gildwest where they can study and practice their Wyrm Magic as monks and warrior priests. Dwarves of the Krith Lowlands are less austere than their mountainous kin, and take up the trades of craftsmen and merchants, using Wyrm Magic to aid in these endeavors.

Dwarves have the following special abilities:
• Dwarves are literate in Dwarven.
• Dwarves can use light, one-handed, and two-handed melee weapons without penalty.
• Once per encounter, a dwarf can use any card in his hand as a Dragon trump card.
• Once per adventure, a dwarf can use any card in his hand as a Heart trump card.

Elf
Elves are a tall and slender race, blessed with long lives and even longer ears. Most elves hail from the region of Minaibin, more specifically the Forest of Ial, otherwise known as The Crying Woods. Though with their long lives and unending wanderlust, elves has spread across The Dales, yet still maintain a mental connection with their homeland. This mental connection takes the form of what is called the Psi, or mental power that is harnessed from the self, and elves excel at this discipline called Rivaln in their language. Many elves also follow the disciplines of Ethir (information), Ismben (lore), Ryn (nature), and Kelos (shadow). Elves of like-minded disciplines form tribes, though these tribes are more like guilds than familial in nature.

Elves have the following special abilities:
• Elves are literate in Elvish.
• Elves can use light, one-handed, and two-handed ranged weapons without penalty.
• Once per encounter, an elf can use any card in his hand as an Orb trump card.
• Once per adventure, an elf can use any card in his hand as a Crown trump card.

Next week’s sneak peek will be Half-Dwarves and Half-Elves. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!

10.10.2016
Greg Schulze

After the release of The Dales of The Great Wyrm Lake setting in August, I have been busy with the newly named d10 project (more on that later). But first of all for StoryCube RPG, the Barebones adventure The Scare Fair is coming along nicely and will be released this fall, unfortunately not in time for Halloween, but just as scary nonetheless. Additionally, Stone is working on strategic combat rules for SCRPG.

The first draft of The Dales of The Great Wyrm Lake, featuring the Pentra system, is complete and ready for playtesting. Pentra stands for Pentagonal Trapezohedron, which is a fancy term for a ten-sided die. The ten-sided die (or d10) is the only die used for The Dales of The Great Wyrm Lake roleplaying game. A 0 on a d10 is considered a 10. All aptitude checks, attack rolls, and damage rolls use a d10. For aptitude checks and attack rolls, if the die roll plus an modifiers equals or exceeds a certain number, called a difficulty (for aptitudes) or Defense (for attacks) then the aptitude or attack succeeds.

Once playtesting is completed it will be released digitally in early 2017. I will be releasing a sneak peak on the Pentra rules for The Dales each week show what is in store for the new game. This week’s sneak peak is The Fate Deck of Cards.

The Fate Deck of Cards
The DragonLance: Fifth Age Saga rules Fate Deck of cards can be used for The Dales of The Great Wyrm Lake roleplaying game. When an adventure session begins, the cards are shuffled and placed face down. Each character receives 1 card at 1st level. At 3rd level, and every 3 levels thereafter, the character receives another card in the player’s hand. A card is played to trump, that is to add to, a die roll, except for the suits of Helms and Shields (see below). Depending on the suit of the card, the number on the card can be added to a die roll. The following is a list of the suits and what each suit trumps.

Arrows: Trump on a ranged weapon attack or damage roll.
Crowns: Trump on a Mental aptitude check roll.
Dragons: Trump on any Wyrm Magic path roll.
Hearts: Trump on a Physical aptitude check roll.
Helms: Subtract the card value from Armor Point damage. Any remaining damage after the card is used must come off the character’s Armor Points.
Moons: Trump on a Primal aptitude check roll.
Orbs: Trump on any Psi path roll.
Shields: Subtract the card value from Life Point damage. Any remaining damage after the card is used must come off the character’s Life Points.
Swords: Trump on a melee weapon attack or damage roll.

Next week’s sneak peek will be Dwarves and Elves. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake, and look for our upcoming ones this fall. And Grab Your Cubes!