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The Diablo Giant

Giant from the Unknown strives to be a B-movie, but doesn’t quite succeed. Made in 1958, this horror movie stars Ed Kemmer (who?), Sally Fraser (who?), and Buddy Baer (the hulking heavyweight boxer and uncle of Jethro Bodine). The movie’s plot involves archaeology, xenophobia, police incompetence, a cute blond with a pistol who still needs rescuing, and a resurrected conquistador whose hobbies include lumbering, lurking, and killing women. Despite all of this, the movie still manages to be dull and not the least bit scary. After the movie poster, you’ll find stats for the Diablo Giant, the film’s monster, suitable for use with The Cthulhu Hack.

The Diablo Giant
Nearly seven feet tall and weighing more than 300 pounds, clad in a breastplate and helm, armed with a battle axe, still caked with the dirt of the grave, the Diablo Giant’s eyes glow with bloodlust.

Hit Dice: 4 (1d10 damage)
Notes: The Diablo Giant possesses enormous physical power. STR Saves against it are made with Disadvantage. It takes half damage from firearms and electricity.

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In Spes Magna Games news, I’ve just ordered my proof copy of the print-on-demand The Four Color Hack. Going from PDF to POD has been an arduous possess, which has included getting ripped off by one layout person and stressing another layout person probably more than is necessary trying to divine the arcane procedures necessary to upload an acceptable cover. I should have the proof copy some time next week. If all looks good (fingers crossed!), the POD The Four Color Hack should be available for purchase before the end of July.

Huzzah!

Dúr Feredir

Well, I’ve not posted anything in a while. Got to stop doing that, which means posting something. So, here’s a new magic item and, since new magic items ought to be earned, here’s also a villain who uses that new magic item.

The villain’s illustration is by Jeshields, who has some great stock art for sale. Check it out.

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Dúr Feredir makes her living as a mercenary and assassin. She specializes in the longbow, but she is almost as skilled in melee combat. Quick and clever, Dúr poses a serious threat, especially if she gets the drop on her target.

Dúr seldom works alone. She has more than enough experience to know that whatever her strengths, she needs partners or underlings. What’s more, Dúr has not gained that experience without learning important lessons about when and where to pick her battles. She is no crass brawler, but instead considers herself an artist who crafts tapestries of death.

Dúr Feredir
Medium humanoid (human), lawful evil

Armor Class 16 (studded leather)
Hit Points 75 (10d8+30)
Speed 30 ft.
Ability Scores STR 14 (+2), DEX 19 (+4), CON 17 (+3), INT 11 (+0), WIS 14 (+2), CHA 11 (+0)

Saving Throws CON +5, DEX +6, STR +4
Skills Acrobatics +6, Deception +2, Investigation +2, Perception +6, Stealth +8, Survival +4
Senses passive Perception 16
Languages Common, Orc
Challenge 7 (2,900 XP)

Assassinate. During her first turn, Dúr has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Dúr scores against a surprised creature is a critical hit.

Cunning Action. Dúr’s quick thinking and agility allow her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Skillful. Dúr gains a +2 bonus to attack rolls she makes with ranged weapons. Dur’s proficiency bonus with Perception and Stealth is doubled. These bonuses are included in Dur’s statistics.

Sneak Attack. Once per turn, Dúr deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Dúr that isn’t incapacitated and Dúr doesn’t have disadvantage on the attack roll.

Unseen Reserves (Recharges after a Short or Long Rest). Dúr possesses hidden reserves of vitality which have one or two effects. On her turn, Dúr can take one additional action on top of her regular action and a possible bonus action. On the same turn, Dúr can use a bonus action to regain 14 (1d10+10) hit points.

Actions

Multiattack. Dúr either makes two melee weapon attacks or three ranged weapon attacks. She scores a critical hit on a 19 or 20 with any ranged weapon attack.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Dúr’s Longbow
Weapon (longbow), very rare (requires attunement)

Any arrow fired from Dúr’s Longbow ignores its target’s damage resistances related to piercing attacks. For example, a nonmagical arrow fired from Dúr’s Longbow does normal piercing damage to a creature whose damage resistance is to nonmagical attacks. If the target has damage immunity to piercing attacks, an arrow fired from Dúr’s Longbow inflict one-half piercing damage (as if the target had resistance). Also, once per day as a bonus action, an arrow fired from Dúr’s Longbow transforms into a lightning bolt that inflicts 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether the lightning bolt hits or misses, each creature within 10 feet of the target must make a DC 15 Dexterity saving throw. Each of these creatures takes 2d8 lighting damage on a failed save, or half as much damage on a successful one.

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If you’re in the market for new monsters for your 5E D&D game, check out Chance Encounters IV. Help a guardian angel protect its charge. Party with a gang of beastfolk. Survive the psionic radiation of the Calefactive Cavern. Emerge victorious against the onslaught of bull-headed monsters under the command of a minotaur blood prophet. Chance Encounters IV presents thirteen new monsters and a place of power with which GMs can challenge their players.

July 9th, 2018  in RPG, Spes Magna News No Comments »

Hammer Priest & Earth Striker

I’ve started my first Ludi Fabularum: Games of Stories, the 16-hour course I’ve developed that uses roleplaying games to help teach skills related to writing, editing, teamwork, et cetera. We met for the first time yesterday; we meet again tomorrow. My GoFundMe to raise money for scholarships for Ludi Fabularum is also up and running.

The Public Domain Review is a wonderful site that recently featured an article about Bakemono zukushi, “a Japanese painted scroll…from the Edo-period” that depicts several yokai, creatures from Japanese folklore. The image below is from this scroll, and it appears today as a new monster with two varieties for both Swords & Wizardy and D&D 5E.

Enjoy!

Kanazuchibō
Hit Dice: 4-6
Armor Class: 8 [11]
Attack (Damage): Hammer (1d6)
Move: 12
Save: 13, 12, or 11
Alignment: Neutrality
Challenge Level/XP: 4 HD (6/400), 5 HD (7/600), 6 HD (9/1,100)
Special: Backstab, spells, surprise foes on a 1-3

The kanazuchibō, or hammer priest, appears as a strange hybrid of human and bird that seldom stands more than four feet tall. It is a cowardly creature that prefers to avoid conflict. If it must fight, the kanazuchibō prefers to attack by surprise. When attacking by surprise from behind, the kanazuchibō gains +4 to hit and inflicts double damage. The kanazuchibō casts spells as a Cleric with a level equal to the monster’s hit dice.

Variant – Daichiuchi. Also known as an earth striker, the chaotic daichiuchi resembles the kanazuchibō, but tends to be taller and more muscular. The daichiuchi’s AC is 6 [13]. The daichiuchi is not the coward that the kanazuchibō is; the daichiuchi cannot backstab. It casts spells as a Magic-User with a level equal to one less than its hit dice. Once per day, the daichiuchi can strike the earth with its hammer. This causes a thunderous boom that inflicts 2d6 points of damage and deafens creatures within 30 feet. A successful saving throw reduces the damage to half and negates the deafening.

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Kanazuchibō
Small fey, chaotic neutral

Armor Class 11
Hit Points 27 (5d6+10)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 13 (+1), CON 15 (+2), INT 12 (+1), WIS 17 (+3), CHA 14 (+2)

Skills Perception +5, Stealth +3
Senses passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP)

Cowardly Cunning. On each of its turns, the kanazuchibō can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack. The kanazuchibō deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kanazuchibō that isn’t incapacitated and the kanazuchibō doesn’t have disadvantage on the attack roll.

Spellcasting. The kanazuchibō is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The kanazuchibō has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame
1st level (4 slots): bane, cure wounds, protection from evil and good, sanctuary
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (2 slots): bestow curse, spirit guardians

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

—–

Daichiuchi
Medium fey, chaotic evil

Armor Class 13 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.
Ability Scores STR 13 (+1), DEX 12 (+1), CON 16 (+3), INT 17 (+3), WIS 13 (+1), CHA 12 (+1)

Skills Perception +3, Stealth +3
Senses passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)

Spellcasting. The daichiuchi is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The kanazuchibō has the following wizard spells prepared:

Cantrips (at will): dancing lights, fire bolt, minor illusion, shocking grasp
1st level (4 slots): charm person, disguise self, shield, witch bolt
2nd level (3 slots): cloud of daggers, mirror image, misty step

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Earth Strike (1/Day). The daichiuchi strikes the earth with its hammer, creating a powerful burst of sound. Each creature within 30 feet of the daichiuchi must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) thunder damage and is deafened. On a successful save, the creature takes half damage and is not deafened. At the end of each of its turns, a deafened creature can make another Constitution saving throw to stop being deafened.

June 6th, 2018  in Spes Magna News No Comments »

The Celtic Mythos, Part 1

Well, there’s some semi-big news ’round about here. First, I started a The Four Color Hack campaign yesterday. It’s a small group, including one player who’s only in town every two months or so, but we had fun. Three of the four players had sat in on my very first playtest, back when the combat system said it emulated the fastly furious action of comic books, but failed miserably to do so. I’m happy to report that the terrible slog that was TFCH combat back then is a thing of the past. That’s not to say we didn’t hit some rough patches, and I did get some good feedback from players, but I think most if not all of the problems were due either to me not explaining things well or to the system being unfamiliar to the players.

Speaking of The Four Color Hack, I’ll almost certainly be uploading the necessary files to DriveThruRPG this week so that TFCH can go from PDF only to print-on-demand. I’m also trying to teach myself how to use Scribus well enough so that I can offer Demi-Human Adventurers for Swords & Wizardry White Box as another print-on-demand product. Huzzah.

But, wait, there’s more in the news department. Ludi Fabularum: Games of Stories, the 16-hour course I’ve developed, kicks off tomorrow with my first group. I’m using Skill Centric Role Play by David Holmes and Hero Kids by Hero Forge Games along with a student workbook of my own in order to teach skills related to writing, editing, teamwork, et cetera. Interest in both Ludi Fabularum and my services as a private tutor seem to be picking up.

Unfortunately, I’ve had more than one prospective client opt for not hiring me due to my fee. Tutoring isn’t a side job for me. I’m trying to build it into my primary source of income, which means meeting a minimum income. It bums me out having to tell a prospective client that I can’t afford to lower my fee below X. I mean, I love teaching, and I want to help, but at the end of the day I’ve got bills to pay just like everyone else.

To help, I’ve set up a GoFundMe to raise money for scholarships for Ludi Fabularum. I’m shooting for $2000, which is enough to offer about two dozen partial scholarships for students. You can read more about this fundraiser at this link.

And now to continue pillaging the AD&D Deities & Demigods for things to convert to D&D 5E. Today is the first of two posts that update material from the Celtic Mythos for use with D&D 5E.

Cauldron of Scrying
Wondrous item, very rare (requires attunement by a cleric with the Nature domain or a druid)

This iron pot (weight 10 lb.) functions only when filled with a gallon of fresh blood from a beast. For an hour after the cauldron of scrying is filled with blood, you can cast the scrying spell (save DC 17) while touching the cauldron. The cauldron of scrying acquires different properties if filled with different types of blood.

Cauldron of Mind Reading. If the cauldron is filled with a gallon of fresh blood from an aberration or monstrosity, you can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the cauldron of scrying, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during the duration, but it ends if scrying ends.

Cauldron of Telepathy. If the cauldron is filled with a gallon of fresh blood from a giant or humanoid, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the cauldron of scrying cannot be used against until the next dawn.

Cauldron of True Seeing. If the cauldron is filled with a gallon of fresh blood from a fey, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Tathlum
Wondrous item, very rare (requires attunement)

The tathlum is a weapon of war made from the severed head of a creature. The tathlum‘s creator coats the severed head with lime taken from the creature’s territory, doing so seven times and allowing each coat to dry before applying the next one. The tathlum is thrown like a thrown weapon with a range of 20/60. Against creatures of the same type as the creature from which the severed head was taken, the creature hit by the tathlum takes 12d6 necrotic damage and is blinded for 1 minute. A creature blinded by this spell attempts a DC 15 Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. The tathlum functions once per day.

Torc of Protection
Wondrous item, rare (requires attunement)

When you wear this neck ornament consisting of a band of twisted metal, you gain a +1 bonus to AC and saving throws. The torc of protection does not function if you wear metal armor or use a shield made of metal.

Torc of the Gods
Wondrous item, legendary (requires attunement)

This magical device functions like a torc of protection. Additionally, you can cast both polymorph (Wisdom save DC 17) and shapechange once each per long rest while wearing the torc of the gods. The torc of the gods does not function if you wear metal armor or use a shield made of metal.

The Snail Monster

Presenting the Snail Monster for both Mutant Future and the third edition of RuneQuest.

The dreaded snail monster is a monstrous mollusk, easily twice the size of an adult African elephant. It fleshy body is not especially resistant to harm (AC 7), but is covered with a viscous slime that acts as a Class 6 poison (6d6 damage but save for half). An attacker seeking to avoid contact with this toxic goo must either use a weapon or else attack the shell. The spiked shell (AC 3) lacks pain sensors, blood vessels, et cetera. Non-energy Attacks against the shell inflict only half damage. The shell is impervious to poison.

If provoked, the snail monster attacks twice per round, using some combination of its powerful bite, its blinding eye beams, or a project shellspike. The eye beams project out to 30 feet and blind for 1d4 rounds. A shellspike has a maximum range of 1,500 feet. Shellspikes regenerate with remarkable speed.

Alignment: Neutral
Movement: 45′ (15′)
Armor Class: 7 (3 for shell)
Hit Dice: 12
Attacks: 2 (bite and/or eye beams and/or shellspike)
Damage: 2d8 (bite), blindness (eye beams), 1d12 (shellspike)
Save: L6
Morale: 10
Hoard Class: None
XP: 4,400

Mutations: Dermal Poison Slime (Class 6), Gigantism, Optic Emissions (bright eyes), Spiked Shell

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STR 8D6+32 (60)
CON 4D6+20 (34)
SIZ 6D6+24 (45)
INT 5
POW 2D6+6 (13)
DEX 2D6+3 (10)
Move 2
Hit Points 53
Fatigue 94

Hit Location (d20/Armor/Hit Points) Left Eye Stalk (1-2/3/9), Right Eye Stalk (3-4/3/9), Head (5-7/3/9), Upper Body (8-10/3/14), Lower Body (11-13/3/18), Shell (14-20/8/22)

Weapon (SR/Attack%/Damage)
Bite (9/45%/2D8+5d6
Eye Beam (6/75%/blindness)
Shellspike (6/35%/1d8+3d6)

Notes The snail monster may fire its eye beams or a shellspike and bite in the same round, against one or two opponents. The attacks take place 3 strike ranks apart. Creatures hitting the snail monster with a natural weapon (such as a claw or fist) somewhere other than the shell take dose of POT 10 poison. A target hit by the snail monster’s eye beams is blinded for 1d4 rounds. A shellspike as has the same range as a heavy crossbow (55/300).

Skills Listen 35%, Scan 65%

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In other news, there’s about a week left in the 25th Wedding Anniversary Spes Magna Games Sale.

In bigger news, I’m also, I hope, not much more than two or so weeks away from bringing The Four Color Hack to print-on-demand. I’m working on a final edit and adding some more content. I’m not sure how much the POD version will sell for, but it will include the PDF as part of the purchase, and I’m certainly planning to send out a discount code to people who’ve already purchased the PDF version. Stay tuned. The Four Color Hack will be the first POD Spes Magna Games publication ever.

Huzzah.

May 22nd, 2018  in Spes Magna News No Comments »