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The Celtic Mythos, Part 2

As promised, here’s part two of my trip through the Celtic Mythos from the AD&D Deities & Demigods. Today, I bring you the Wild Hunt converted to D&D 5E.

Called by Evil. “The Wild Hunt exists in all lands where Druids and their deities dwell. It is a physical manifestation of ‘life force’ that always take on the same form. The Hunt is made up of one huge black-skinned man with antlers growing from his head and his pack of hounds.” The Wild Hunt “appears whenever there is evil in the land”, always arriving after sundown. The Wild Hunt “begins ten miles from the source of evil that ‘summons’ it”, and it races toward the source of that evil.

Call of the Hunt. The Wild Hunt confines itself to a 10-mile radius around the initial location of its prey, around the evil which summoned it. As the Wild Hunt races, the Master’s horn and the hounds’ baying “can be heard for miles in the night.” Those who end up too close to the Wild Hunt, whether by accident or design, may fall under the Hunt’s spell, joining it as either predator or prey.

One More Chase.. Neither the Master nor the hounds can die for long. If slain, the Master and the hounds “disappear in the darkness and appear somewhere else the next night, proving that the force that creates the Hunt is eternal.”

Master of the Hunt
Large fey, neutral

“The Master has jet black skin and glowing green eyes. His head is crowned by a set of stag antlers, and he wears a suit of black leather. The Master never speaks.”

Armor Class 20 (leather armor, natural armor)
Hit Points 142 (15d10+60)
Speed 45 ft.
Ability Scores STR 23 (+6), DEX 18 (+4), CON 19 (+4), INT 18 (+4), WIS 19 (+4), CHA 18 (+4)

Saving Throws DEX +9, STR +11
Skills Athletics +11, Perception +9, Survival +9
Senses passive Perception 14
Languages Sylvan (doesn’t speak)
Challenge 16 (15,000 XP)

Legendary Resistance. If the Master fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Master has advantage on saving throws against spells and other magical effects.

Master Hunter. The Master has advantage on Wisdom (Survival) checks to track a target. It can also move through nonmagical difficult terrain with no extra movement cost. The Master can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard.

Skillful Evasion. Opportunity attacks against the Master are made with disadvantage.

Spellcasting. The Master is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Its verbal components consist of growls, hoots, and other animal noises. The Master knows the following ranger spells:

1st level (4 slots): ensnaring strike, hunter’s mark, jump
2nd level (3 slots): darkvision, find traps
3rd level (3 slots): protection from energy, water walk
4th level (2 slots): freedom of movement, locate creature

Trackless. The Master can use the Hide action as a bonus action on its turn. It cannot be tracked by nonmagical means unless it chooses to leave a trail. In a natural terrain, the Master gains a +10 bonus to Dexterity (Stealth) checks as long as it remains motionless and takes no actions.

Actions

Multiattack. The Master can attack twice on its turn with its spear.

Spear. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 13 (1d8+9) piercing damage, or 14 (1d10+9) piercing damage if used with two hands to make a melee attack. If the creature hit by the Master with its spear is below it’s maximum hit points, the creature takes an extra 5 (1d10) piercing damage. The Master fights with a +3 spear. If thrown, the Master’s spear flies back to its hand immediately after the attack.

Hunter’s Awareness. The Master becomes supernaturally aware of the region around it. It can sense the types of creatures within 1 mile of it. This ability does reveal the creatures’ location or number.

Whirlwind Attack. The Master can make a melee attack against any number of creatures within 5 feet of it, making a separate attack roll for each target.

Reactions

Uncanny Dodge. When an attacker that the Master can see hits the Master with an attack, the Master can use its reaction to halve that attack’s damage against it.

Legendary Actions

The Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Master regains spent legendary actions at the start of its turn.

Detect. The Master makes a Wisdom (Perception) check.

Invitation to the Hunt (Costs 2 Actions). One creature that can hear the Master and that the Master can see is invited to the Hunt. The Master chooses whether the invitation is to be predator or prey. In either case, the creature must make a DC 17 Wisdom saving throw. If the creature fails, it “accepts” the invitation. If invited to be predator, the creature is affected by dominate monster and is under the Master’s control. Each time the dominated creature takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, the Master’s control ends. If invited to be prey, the members of the Wild Hunt gain advantage on attack rolls against the creature and inflict an extra 3 (1d6) damage with weapon attacks. In either case, the duration is 1 hour.

Motivate the Pack. The Master chooses one member of the Wild Hunt within 60 feet that can hear the Master and that the Master can see. The member chosen may take either the Dash, Disengage, Dodge, or Help action as a bonus action on its next turn.

Pack of the Wild Hunt
Large beast, neutral

There are twenty of these beasts. “The huge black hounds have licks of green fire for tongues and green fire for eyes. These flames do no damage but they make the whole Hunt cast an eerie green glow.”

Armor Class 15 (natural armor)
Hit Points 68 (8d10+24)
Speed 45 ft.
Ability Scores STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 13 (+1), CHA 10 (+0)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan (doesn’t speak)
Challenge 2 (450 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.

Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Wild Hunter. The hound can move through nonmagical difficult terrain with no extra movement cost. It can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard. It can move across any liquid surface as if were solid ground.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

June 8th, 2018  in RPG No Comments »

“I’ll Meet You By the Third Pyramid.”

First, a big “Thank you!” to everyone who made the Spes Magna Games 25th Wedding Anniversary a big success. May was my best month for sales so far this year by almost two to one. Huzzah.

And now, once again, I pillage the AD&D Deities & Demigods for things to convert to D&D 5E. This time, I travel back to ancient Mesopotamia to visit Dahak, the three-headed dragon spirit of death, and Gilgamesh.

The result is two rather beefy stat blocks, so rather than squeeze all of that beefiness into a blogpost, I’ve formatted it into a PDF that you can download by clicking here.

June 1st, 2018  in RPG No Comments »

Elements of Danger

Endangered innocent bystanders have long been a staple of comic book action. All those civilians caught in the middle of that alien invasion or smackdown between titans serve certain narrative functions. They help create a sense of danger, of empathy. They give villains a convenient way to distract the heroes. Who can forget this evil exchange?

General Zod said, “This ‘super-man’ is nothing of the kind; I’ve discovered his weakness.”

“Yes?” said Ursa.

“He cares. He actually cares for these Earth people.”

“Like pets?”

General Zod said, “I suppose.”

In big team battles against earth-beating threats, getting innocent bystanders out of the way also gives less powerful heroes something to do while the group’s heavy hitters tackle the main menace. For example, Thor and Hulk go toe-to-toe with the Leviathan while Black Widow and Captain America race to get the civilians to safety.

One way The Four Color Hack handles this sort of action is through the use of Elements. At their most basic level, Elements serve to grant advantage or impose disadvantage, depending on the narration of the action. Consider Cloud of Dust as an Element. A hero could use this Element to hide his movement, thus gaining advantage on an attempt to remain hidden. In a similar way, the Element could impose disadvantage on a hero’s energy blast since he can’t quite see his target.

A more serious Element, however, can have stats, pretty much as if it were a villain. Consider this example:

Huge and Fiery Explosion
Level 2 Element

Hit Points: 16 (2 Vigor)
Base Damage: 1d6
Powers: Collateral Damage d6

On this Element’s turn, the Editor should describe how someone is imminent peril. He then asks a hero, “What do you do?” The hero’s response to the peril is treated as defending against an attack from the Element. Should the hero fail, the Element’s damage (2d6) represents the level of harm the hero faces. Since hit points represent more than physical damage, proximity to the threat is not particularly important. The Element can be “fought” during a hero’s Panel, but the Element’s hit points are not its resistance to actual damage. Instead, they represent the level of danger to bystanders, buildings, et cetera. Once the Element has 0 hit points, it is no longer a threat.

Imagine a player running the fiery speedster Hot Flash in a scene like that shown in the picture above.

Editor: “The fireball expands with a roar and a blast of heat, lifting vehicles into the air. Hot Flash, you see a man behind the wheel of a truck, arms locked, mouth open in a scream, as his vehicle flies into the air. What do you do?”

Hot Flash: “Faster than the eye can see, I race forward, running up bits of debris as if they were stairs toward the cab of the truck, and then a smash through a window and out the driver side door, carrying the man to safety.”

Editor: “Excellent. Roll DEX with a +1.” (The +1 comes from the difference between the Element’s level and Hot Flash’s level, and it is a penalty in TFCH’s roll-low system.)

(A die clatters on the table.)

Editor: “Ooh. That’s a failure. You race up the bits of debris and smashes through the window to pull the man to safety, but not without being pelted with shards of street, glass, and other bits of shrapnel.” (More dice clatter.) “You take 9 points of damage. Your turn. What do you do now?”

Hot Flash: “After leaving the man in an alley, I race back, unconcerned with these minor cuts. I use my Fire Control to funnel the flame from the explosion up into the air where I hope it’ll dissipate harmlessly.”

Editor: “Clever. Roll INT with a +1.”

(Clatter, clatter!)

Hot Flash: “A one! Critical success!”

Editor: “Roll for double damage.” (Hot Flash scores 19 points of damage.) “Excellent! You’ve defeated the fireball. Narrate the results, please.”

May 31st, 2018  in RPG No Comments »

In Days of Old When Knights Were Bold

A few days ago, I posted D&D 5E stats for the sacred bundle and the thunder bird from the AD&D Deities & Demigods. Today, I return that tome and venture into the Arthurian Mythos for inspiration.

Also, to digress just briefly, it’s the last days of the Spes Magna Games 25th Wedding Anniversary Sale. Huzzah!

Carnwennan
Weapon (dagger), legendary (requires attunement)

White leather wraps this finely wrought dagger’s hilt. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Against evil creatures that cast spells, Carnwennan deals an extra 2d6 slashing damage. When this dagger is held, it shrouds you in shifting shadows. Attackers have disadvantage on attack rolls against you, although attackers who do not rely on sight are immune to this effect.

Excalibur
Weapon (longsword), artifact (requires attunement by a good fighter, paladin, or ranger)

This remarkable blade belongs to the Lady of the Lake, an extremely powerful seelie queen. Its most famous wielder was King Arthur.

Excalibur is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It has all the powers of a sword of sharpness (DMG, p. 206).

Random Properties. Excalibur has the following random properties.

* 1 minor beneficial property
* 1 minor detrimental property

Leadership. While Excalibur is on your person, you have advantage on Charisma checks and saving throws.

Sentience. Excalibur is a lawful good weapon with an Intelligence of 12, a Wisdom of 16, and a Charisma of 15. It has hearing and normal vision out to a range of 60 feet. The speaks, reads, and understands Common and Sylvan. Excalibur has the Destiny Seeker special purpose. It is convinced that it and its wielder are destined to rule justly and wisely.

Destroying Excalibur. It does not seem that Excalibur can be destroyed, but it can be removed from the Material Plane by slaying its wielder and tossing it into a lake within a pristine, sylvan setting. The Lady of the Lake then takes the sword back to her realm.

Excalibur’s Scabbard
Wondrous item, artifact (requires attunement by a good fighter, paladin, or ranger)

Decorated with jewels and skillful embroidery, Excalibur’s Scabbard also belongs to the Lady of the Lake.

The scabbard will hold only Excalibur. No other blade can be sheathed in it. Anyone who attempts to sheath a weapon other than Excalibur in the scabbard must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 radiant damage, and the offending weapon is thrown 1d6x10 feet in a random direction. On a failed save, the wielder takes the same damage, and the offending weapon vanishes into the realm of the Lady of the Lake.

While carried, the scabbard protects its owner, who gains resistance to piercing and slashing attacks and to necrotic damage. The owner also gains advantage on saving throws against effects that cause necrotic damage.

Random Properties. Excalibur’s Scabbard has the following random properties.

* 1 minor beneficial property

Destroying the Scabbard. It does not seem that the scabbard can be destroyed, but it can be removed from the Material Plane by slaying its owner and tossing it into a lake within a pristine, sylvan setting. The Lady of the Lake then takes the scabbard back to her realm. If Excalibur is not with the scabbard when this occurs, then Excalibur vanishes from its location and returns to the Lady.

Merlin’s Staff
Staff, artifact (requires attunement by a druid or wizard)

Merlin’s Staff appears to be nothing more than a snarled length of wood, crudely sanded and devoid of decoration or lacquer. It was wielded by Merlin, perhaps the most powerful spellcaster who ever lived. Stories vary on its origin. Some say Merlin made it himself, while others claim the staff was a gift to Merlin from his infernal father.

Regardless, this artifact acts as a staff of striking (DMG, p. 203) that functions up to three times per long rest as if the wielder had expended 3 charges. (Merlin’s Staff itself has no charges.)

Random Properties. Merlin’s Staff has the following random properties.

* 2 minor beneficial properties
* 1 major beneficial property
* 1 major detrimental property

Spell Absorption. When holding the staff, you have advantage on saving throws against spells. You can use your reaction when another creature casts a spell that targets only you. If you do, Merlin’s Staff absorbs the magic of the spell, canceling its effect and gaining a number of points equal to the absorbed spell’s level. You can use a bonus action when you cast a spell to expend a number of points equal to the level of the spell you’re casting. If you do so, you do not expend that spell slot. Merlin’s Staff can never have more than 18 points stored at any given time. If absorbing a spell would cause Merlin’s Staff to exceed this limit, the spell is not absorbed and takes effect normally.

Spell Storing. Merlin’s Staff can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can’t hold the spell, the spell is expend without effect. The level of the spell determines how much space it uses. While holding Merlin’s Staff, you can cast any spell stored in it. The spell uses the slot level, spell DC, spell attack bonus, and spellcasting ability of the original caster, but is other treated as if you cast the spell. The spell cast from the staff is no longer stored in it, thus freeing up space.

Destroying the Staff. Merlin’s Staff can be destroyed by taking it to the Shining Forest on Olympus. There the staff must be planted and watered with seven gallons of holy water from each the Sacred Springs found on the Seven Heavens, the Twin Paradises, Elysium, and the Happy Hunting Grounds. This opens a portal to the infernal realm ruled by Merlin’s father, after which the staff must be ground to sawdust beneath the eighty-one wheels of the Hellgrinder.

May 30th, 2018  in RPG No Comments »

The Sinisters: Amok

Introducing Amok for The Four Color Hack. Amok is one of the Sinisters, a villain group I originally called the Sinister Six. Back then, Amok was known as Ogre.

Amok
Level 6 Villain

Quote: “Amok smash!”
Real Name: Ian Caldwell
Identity: Public
Place of Birth: Los Alamos, New Mexico
Height: 7 ft.
Weight: 650 lb.
Eyes: Glowing yellow
Hair: None

Hit Points: 38 (6 Vigor)
Base Damage: 2d8
Powers: Atomic-Powered Body d10 (6 protection), Devotion to Volt d10, Super-Strength d12

Young Ian Caldwell, up-and-coming high-school football player, always seemed to have more muscle than brains, but he had a good heart. His father, Sean, had been a constable until his death in the line of duty, and Regina, Ian’s widowed mother, did her best for her son. Ian understood loyalty, whether to his mother, to his team, to his friends. After his junior year at Los Alamos High School, Ian got a summer job driving a truck for Clean Sands, a company that handled waste transport and disposal. The money was good, and Ian was so proud to be able to help his mother.

Unfortunately, Clean Sands fell short of the up-and-up. A blown tire put Ian’s truck in a ditch, and drums full of illegal toxic waste ruptured. Ian crawled through this waste, dragging his co-driver away from the wreck. Both men suffered terrible chemical burns atop the injuries suffered in the crash. Worst of all, the toxic waste interacted with latent, mutated genes in Ian’s DNA.

Ian Caldwell, loving and loyal, transformed into a hulking brute driven by fear and rage. He tore his way free from the military hospital into which he been admitted after his body had started to change. During his rampage across the military base, the military police vehicle transporting Regina to Ian’s location in the hope that Ian’s mother could calm him down got too close. Without realizing Regina was in the vehicle, Ian lashed out. The vehicle was destroyed, and all of its occupants died. Ian escaped into the New Mexico wilderness.

Volt, leader of the Sinisters, found Amok some time later. The tortured youth responded to Volt’s calm, subtle manipulation. Now known as Amok, Ian serves Volt and the Sinisters with the same devotion he once served his family and football team.

Amok possesses immense strength. He can lift 25 tons, and his physical attacks are devastating (2d8+1d12). His Atomic-Powered Body is highly resistant to injury, and Amok never seems to get tired. He also recovers from injury at an accelerated rate. Amok has a child-like intelligence, but his intense Devotion to Volt makes him difficult to manipulate.

May 29th, 2018  in RPG No Comments »