Archive for the ‘ Spes Magna News ’ Category

Venusian Amazons Rule the Earth!

The 2021-2022 school year is over. This month, I’m running two one-week summer camps for students. The first starts on 6 June, and the happy campers shall spend 15 hours learning the basics of Latin grammar, some history of the Romans, and the fundamentals of anti-javelin defense. Later in June, I’m looking to spend another 15 hours teaching a group of middle schoolers how to play 5E D&D. Best of all, I get paid for the camps. Huzzah.

A few days before the end of the school year, I killed my Facebook accounts after the fifth time in a month of ending up in Facebook jail. Too often in too short a period of time I was penalized and admonished about violating Facebook’s community standards, which is absurd since Facebook isn’t a community and the enforcement of its “standards” is arbitrary at best.

The first straw was me getting incarcerated for pointing out to another poster that their opinions bore more than a passing resemblance to the eugenic racism and classism of the early 20th century. The final straw was a longer incarceration for commenting in a D&D game forum about how the players’ first response to an encounter often involves violence.

But on to other things!

I at long last purchased Mutant Crawl Classics (MCC) from Goodman Games. I’ve read most of the rulebook. I love this game, and it’s given me an excuse to dust off an idea I had many years ago. That’s right. It’s the return of Venusian Amazons Rule the Earth (VARE).

MCC fits VARE well enough. Both are post-apoc science fantasy inspired in part by TSR’s classic Gamma World (about which I’ve written before). My ideas for VARE also draw on Marvel’s awesome Killraven and DC’s even more awesome Kamandi, as well as Thundarr, the Planet of the Apes films, and a variety of pulp stories, perhaps most especially those involving Buck Rogers and John Carter.

(Nota Bene: Links to DriveThruRPG in this post are affiliate links; if you clink and buy, I get a few pennies.)

Some of MCC’s setting assumptions don’t work with VARE. Most significantly, the heroes of VARE do not live in a quasi-Neolithic world built on the remnants of an ancient civilization that commanded technology so advanced that it blurred the lines between science and magic. When the end that was nigh arrived, it was brought not by nuclear war (for example), but instead arrived when Venusian Amazons left their homeworld to conquer our world.

The Venusians Amazons have established military colonies after subjugating humanity via vastly superior Venusian technology. Massive veneriformers work around the clock to alter Earth’s ecosystems to be more comfortable for the Venusian Amazons. Countless humans and native flora and fauna have died. Others have mutated into new, often frightening forms. Human collaborators live in domed communities, protected from the veneriformers’ effects in exchange for unquestioning loyalty to Earth’s alien conquerors.

When planning how to use MCC as the engine for VARE, the first thing that changes regarding character creation relates to level-zero occupations. VARE’s cultures extend beyond MCC’s default Terra A.D. setting. Therefore, my VARE-friendly version of Table 1-2: Character Occupations:

May 30th, 2022  in RPG, Spes Magna News 2 Comments »

An Evil Lady & A Skull Ooze

Merry Christmas!

First up, as promises a few days ago, there’s trouble in Schuhdorf! An evil noble lady with magic powers has polymorphed Schuhdorf’s leaders into goats and stolen them before flying off in her giant shoe. Later that night, eerie singing from the woods lured away several of the village’s children. Can the heroes track the children and rescue them? The Lady in the Shoe is a 5E D&D adventure for five 2nd-level characters includes details about how to scale the dangers for weaker or stronger parties. It’s pay-what-you-want with a recommended price of $1.

In other news, I purchased a virtual treasure chest of stock art from Aegis Studios, one of which is Jack Badashski’s burbling Skull Ooze, which appears below as a new monster.

Nota Bene: That last link is an affiliate link.

Ooze, Skull

The skull ooze is one of the more insidious fragments of Juiblex that has squirmed its away from the Abyss to the Material Plane. This blob of inky viscosity hides within a skull, waiting for something living to stray too close. Don’t let the skull ooze’s tiny size fool you into thinking it’s a small threat.

Tiny ooze, unaligned

Armor Class 13
Hit Points 7 (2d4+2)
Speed 20 ft., climb 20 ft.

STR 5 (-3), DEX 16 (+3), CON 12 (+1), INT 1 (-5), WIS 6 (-2), CHA 1 (-5)

Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 1/4 (50 XP)

Amorphous. The skull ooze can move through a space as narrow as 1 inch without squeezing, although it has to leave its skull behind.

Corrosive Form. A creature that touches the skull ooze or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage. Any nonmagical weapon made of metal or wood that hits the skull ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the skull ooze is destroyed after dealing damage.

The skull ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. The skull ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) acid damage, and the skull ooze attaches to the target. While attached, the skull ooze doesn’t attack. Instead, at the start of each of the skull ooze’s turns, the target takes 2 (1d4) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

The skull ooze can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the skull ooze, but this subjects the target to the skull ooze’s corrosive form.

December 26th, 2020  in Spes Magna News No Comments »

The Golden Crozier

Merry Christmas!

Over at DriveThruRPG, you can find Santa’s Holiday Bag of PDFs. This bundle includes ten PDFs for 5E D&D that are full of monsters, magic items, character options, maps, and more. The normal cost for all ten PDFs together is almost four bits over $14, but Santa has slashed prices by about 50%, making the bundle’s cost $7. Appropriately, the bundle remains available through all twelve days of Christmas.

And here’s a new magic item!

The Golden Crozier
Staff, very rare (requires attunement by a cleric)

This powerful magic item functions just like a staff of the python, and it has further powers as well.

The crozier has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crozier thereafter functions only as a staff of the python.

Magic Weapon. You can use an action to expend 1 charge, which lets you wield the crozier as a magic quarterstaff that grants a +3 bonus to attack and damage rolls. This effect lasts for 1 minute.

Spells. You can use an action to expend 1 or more of the crozier’s charges to cast one of the following spells from it, using your spell save DC: aid (2 charges), control water (4 charges), create food and water (3 charges), create or destroy water (1 charge), dispel evil and good (5 charges), guiding bolt (1 charge), hold person (2 charges), and magic circle (3 charges).

With aid, create or destroy water, guiding bolt, hold person, and magic circle, you can expend more than the requires number of charges. Each additional charge expended for one of those spells count as if you had cast the spell using a higher spell slot.

December 25th, 2020  in Spes Magna News No Comments »

The Byakhee

My next stop in the AD&D Deities & Demigods is the sanity-threatening Cthulhu Mythos. For the first post, I present the Byakhee, those monstrous servants of He Who Must Not Be Named, statted for 5E D&D.

These giant furry bat-like creatures have humanoid legs that enable them to stand like men. They can be summoned by clerics of Hastur through use of a gate spell (1-4 Byakhee will appear). (Deities & Demigods, page 44)

Byakhee
Huge aberration, chaotic evil

Armor Class 14 (natural armor)
Hit Points 125 (10d12+60)
Speed 15 ft., fly 60 ft.
Ability Scores STR 25 (+7), DEX 11 (+0), CON 23 (+6), INT 10 (+0), WIS 14 (+2), CHA 12 (+1)

Damage Immunities cold, fire
Senses darkvision 60 ft., passive Perception 12
Languages telepathy 120 ft.
Challenge 5 (1,800 XP)

Innate Spellcasting.. The Byakhee’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: dimension door, plane shift (to and from Carcosa only), teleport

Magic Resistance.. The Byakhee has advantage on saving throws against spells and other magical effects. If an Elder Sign is used as an additional material component for a spell, the Byakhee’s magic resistance does not apply.

Unnatural. The Byakhee does not require air.

Actions

Multiattack. The Byakhee makes two claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) slashing damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, the Byakhee can automatically hit the target with its claws, and the Byakhee can’t use those claws against another target. The Byakhee has two claw attacks, each of which can grapple one target.

Reactions

Abduct. When a Byakhee has restrained a target with its claws, at the end of a target’s turn if that target remains restrained, the Byakhee may attempt to plane shift to Carcosa. The restrained target must make a DC 13 Charisma saving throw. If the target fails, the target and the Byakhee are transported to Carcosa.

*****

Penance, Texas for The Four Color Hack is up and running. Not only has my Patreon site has been transformed and relaunched, but all three tiers of patron-only perks have been posted. These perks include a new villain for all patrons, a new scenario for Avengers and League Members, and a special surprise for League Members only.

August 28th, 2018  in Spes Magna News No Comments »

Welcome to Penance, Texas!

I say again, welcome to Penance, Texas!

That’s right. My Patreon site has been transformed and relaunched. The first Patron-only PDF has been uploaded and can be downloaded by Defenders, Avengers, and League Members.

You might ask, “What is this PDF?”

Well, it’s Putty: The Malleable Menace, a Penance-born super villain. In a few more days, I’ll also release a new scenario entitled Putty in Her Hands. Available to Avengers and League Members, this scenario gives your heroes a chance to thwart not only Putty but also a mysterious femme fatale.

If you’re thinking about being a League Member, there’s something just for you as well, specifically a way to get The Four Color Hack print-on-demand rulebook for printing costs plus shipping & handling.

August 25th, 2018  in Spes Magna News No Comments »