Dragonbane Announces Two New Books

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Free League Publishing is expanding its Dragonbane line with two new books. Free League announced it will be running a BackerKit crowdfunding campaign for Arkand–City of Waves and Flames and Book of Magic, two new expansions for Dragonbane. Arkand - City of Waves and Flames is a campaign setting book set in a rich bustling city with a power struggle in the city's underworld. Book of Magic adds five new schools of magic to the game, including harmonism, demonology, necromancy, witchcraft and illusionism.

The crowdfunding campaign will go live on June 3rd. Full descriptions of both books can be found below:



Arkand–City of Waves and Flames Key Features
  • A rich, bustling setting: Over a dozen adventure sites spread across five districts, along with a number of campaign seeds, and even more adventure sites available to be unlocked as stretch goals in this Kickstarter.
  • Danger and intrigue: The player characters will experience a fierce power struggle in the city’s underworld, take on the role of demon hunters, and uncover secrets about Arkand’s storied past that could change the city forever.
  • Award-winning creativity: Arkand–City of Waves and Flames is written by Johan Sjöberg and illustrated by Johan Egerkrans and David Brasgalla. If unlocked as a stretch goal, this book will also include a large separate432 x 558mm full-color map drawn by Francesca Baerald

Book of Magic Key Features
  • More magic: TheBook of Magic adds at least five new schools of magic to your Dragonbane game, including harmonism, demonology, necromancy, witchcraft, and illusionism–with more possible to unlock as stretch goals–as well as new spells for the existing schools of general magic, animism, elementalism, and mentalism.
  • More spells: All featured schools of magic come with a wide range of spells, which now come in five ranks. Each school is also described with information about their practitioners, station and reputation in the world, and what kind of spiritus familarius their members typically summon.
  • More award-winning creativity: TheBook of Magic is written by Mattias Johnsson Haake and Mattias Lilja (creators of Symbaroum) with Tomas Härenstam (Dragonbane Core Set) as co-writer and editor, and illustrated by Johan Egerkrans and David Brasgalla.
 

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Christian Hoffer

Christian Hoffer


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The chickens found in the adventyre are the key to defeating the basilisk! :)

But yeah, if you don't figure out the basilisk's weakness, then it's pretty much a TPK.
Theoretically, there would be a couple rounds of combat and the PCs would realize they can't hurt it and they would flee. perhaps they would seek information on how to kill it. Maybe they would just move on to the next adventure. Either is equally valid 9although the latter feels like "losing to a lot of players).

BUT, in real life, i don't know how many times I have seen players just keep mashing the "attack" button without changing strategy or fleeing, leading inevitably to a TPK. Something tells them that if they just wish harder, they will prevail. I blame staurday morning cartoons and professional wrestling.
 

Thanks. Sounds like Dragonbane isn't for my group.
Chiming in here that I’m currently running the Secrets of the Dragon Emperor campaign and the group has done most of the adventures in it, each with its own boss monster. PCs have gone down (the system uses Death Saves just like 5e, but against your Con, so odds of surviving are generally better) but only one actual character death (the player rolled a critical failure on her Death Save).

Definitely some tense combats because, yes, the threat of death is there, but no TPKs. Cautious and strategic play is key (though having PCs proficient in the Healing skill and one with actual healing magic helped.)

If PCs survive long enough to gain some Heroic Abilities (akin to Feats), there are some that can greatly improve their effectiveness in combat.

One thing I strongly encourage to remember is that the GM should root for the PCs, not play adversarially, even when playing the NPCs intelligently. (True of most games, IMHO.) Adventure scenarios often have factions that can be played off of each other. Give the characters a chance to interact with potential enemies and put their Bluff and Persuasion skills to use. One of the ways PCs can earn experience is by overcoming an obstacle without violence.

Monsters may have weaknesses. There are skills to figure these out (Beast Lore and Myths and Legends), but the GM can provide clues as well, which I think players like when they figure things out themselves instead of just making a roll.

Is the game potentially deadly? Yeah, but it is possible to have a fun long term campaign if the players and gm keep certain things in mind.
 
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Theoretically, there would be a couple rounds of combat and the PCs would realize they can't hurt it and they would flee. perhaps they would seek information on how to kill it. Maybe they would just move on to the next adventure. Either is equally valid 9although the latter feels like "losing to a lot of players).

BUT, in real life, i don't know how many times I have seen players just keep mashing the "attack" button without changing strategy or fleeing, leading inevitably to a TPK. Something tells them that if they just wish harder, they will prevail. I blame staurday morning cartoons and professional wrestling.
Rest assured, we played tactically and sensibly before getting slaughtered by the basilisk.

But our “couple rounds of combat” ended up in total failures on our end, whopping successes on the big bad’s end, and everything incidental that could go wrong going wrong. The surviving two (outta six-seven) PCs fled, only to expire by running afoul of some prior monsters (regenerating skeletons, I think? But could be combining TPKs in my mind) that rallied.

I’d blame fickle dice gods more than anything. ;)
 


My group played multiple published scenarios (all from the KS), and they were brutal as brutal can be. Multiple TPKs.

The GM even confided—after deciding that, nope, Dragonbane irritated him too much to continue—that the “basilisk adventure” was essentially impossible. As published, defeating the monster involved, like, tap dancing under a full moon while gargling holy water and reciting filthy limericks backwards. (Even scraping off the hyperbole, we got slaughtered and couldn’t figure out what to do.)

I had a blast with the game, though!
I've had two campaigns and only 1.75 deaths. One true death by combat rolls and the other two were player inspired (one sacrificed themselves to a demonic deal and the other wanted to switch PCs for a while.) OTH, I never ran that adventure either.

My players are looking for more magic as three of the four magic schools feel like they are actually two or more schools smooshed together to give each school enough variety of spells. For example, the Elementalism school is the classic four elements and offers 16 spells total. Guess how many spells each element gets and what they do. 😉. I will save you some effort and tell you the highest ranked spell summons an elemental:
  • General Magic: Magic Item making (which needs three spells to do) and Dispel
  • Animism: Clerical/Druidic
  • Mentalism: Monk/Pison
  • Elementalism: Pyro/Cryo/Geo/Hydro-mancy

While I have no problem mixing/matching and reskinning to create new spell lists, lots of gamers want different mechanics to make things feel different. For my players, I'd have to rename and rewrite the spell descriptions get more buy in on my custom spell lists.
 
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I don't know. "We're number 1" seems to be a popular refrain. So is "low price guarantee."

I don't like Roll Under because it is just more complicated than "higher is better." Suppose you have a crummy attribute of 3. Jane NPC has an epic score of 18. Any success you might roll against Jane will look impressive because it's so low - but does she need to roll lower than you to beat you? Does your 2 result beat her 17? Yes, there are answers, but no, they're not as intuitive to me as "roll higher."

Glad to see more Dragonbane, and I'm really hoping for a duel between the Dragonbane duck and the Daggerheart frog.
my kids (8yo, 12yo, and 13yo) would disagree. lethality is very much a given if you fail to prepare and rush blindly into combat. However even then with con based death saves, rallying, and the first aid skill we have had zero killed PCs through most of the misty vale.
 

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