Archive for the ‘ Spes Magna News ’ Category

Vroom! Vroom!

What I hope is the final round of edits to The Four Color Hack are in the hands of the erstwhile young lady who’s helping me with all that techy stuff needed for print-on-demand (POD). I received proof copy last week. Overall, it looks good, but there were some problems that must be addressed. (See the pics to the right for examples; clicking a pic embiggens it.)

This whole POD process has been a wee bit arduous. Of course, if I hadn’t gotten ripped off by The Formatting Service What Shall Not Be Named, I’d not be about a month behind where I thought I’d be, but c’est la vie and caveat emptor. When The Four Color Hack does hit the interwaves for sale as a POD book, it’ll sell for no more than $12 (which includes the PDF as well, of course).

In other exciting news, did you know that the first and only season of Street Hawk is watchable via Amazon Prime? I’ll give you a moment to catch your breath. I loved this show when it was on TV way back in the year I graduated from high school. Rex Smith had great hair, a dazzling smile, and that snotty, faux insouciance that still makes me giggle a little. I remember a handwritten Marvel Super Heroes character sheet based on Street Hawk. Not sure if I ever got to play him or not, but I hope I did.

Therefore, the Road Raptor, a complete superhero for The Four Color Hack!

The Road Raptor

This is Jesus Comacho, an ex-motorcycle cop, injured in the line of duty. Now a police troubleshooter, he’s been recruited for a top secret government mission to ride the Raptor — an all-terrain attack motorcycle designed to fight urban crime, capable of incredible speeds up to three hundred miles an hour, and immense firepower. Only one man, federal agent Titus Normandy, knows Jesus Camacho’s true identity. The man…the machine…the Road Raptor!

STR 13, DEX 14, CON 13, INT 10, WIS 9, CHA 12

Level 1
Hit Points 14
Fortune 10
Base Damage d6
Vigor 2
Idioms Motorcycle Cop, Hot-Headed Daredevil

Crash Suit
* Powers: Advanced Synthon-Weave Suit d6 (4 armor), Helmet Sensor Array d8
* Limitation: The Road Raptor has a bum leg from being injured in the line of duty. This leg still gives him trouble from time to time.

The Raptor
* Powers: All-Terrain Capabilities d6, Hyperefficient Engine d12, Immense Firepower d10
* Limitation: The Raptor is an experimental AT-AM. Its systems are not always stable, and Titus Normandy constantly tinkers with it when it’s not deployed.

A Wolf-Girl & “Shark!”

July is almost over. My experiment with self-employment since leaving my teaching position at a charter school in April (largely due to health reasons) has been a bit of mixed bag, but overall has been positive. I’m establishing myself as a tutor.

Most of my tutoring is via the Internet with students in China, but I also facilitate a combination writing/story gaming course in the Houston area. So far, I’ve worked with five students via Ludi Fabularum, and it’s been a blast. For years, I’ve facilitated a story game club when I taught in a school, and I’ve long thought combining teaching with gaming was a no-brainer. Of course, I’m not alone with this thought, nor did I think it first. Many talented and wonderful people have been using all sorts of games as teaching tools for centuries.

Speaking of roleplaying and teaching, you must check out the adventures of “Kelema the wolf girl”, the star of a delightful podcast hosted by DM Dad under the title Dungeons & Dragons Kidventures. It’s a lot like listening to an early 20th century radio play. DM Dad and his 4-year-old daughter provide the voices and action, and it’s a hoot. DM Dad’s descriptions are worthy of emulation, and include sound effects, voice acting, and the quick inclusion of details provided his daughter to help her become more a part of the story. Dungeons & Dragons Kidventures is part story time with a child and part roleplaying game session, and it’s got lots of heart and humor.

In other news, it’s Shark Week. To help you celebrate this annual feeding frenzy of science shows, I’ve released three Shallows & Sharks products, each for a different game system and featuring a half dozen shark-themed monsters.

* The 5E D&D Version includes the ixitakoth, a combination of the ixitxachitl and morkoth from the AD&D Monster Manual.

* The Mutant Future Version includes the electrifying shock shark.

* The Sword & Wizardy WhiteBox Version includes both exotic monsters as well as stats for more mundane sharks inspired by the 1981 first printing of the Dungeons & Dragons Expert Rulebook.

Each of the Shallows & Sharks PDFs currently sell for a mere $0.75 over at DriveThruRPG, and, of course, all three versions feature my take on the infamous sharknado.

July 23rd, 2018  in RPG, Spes Magna News No Comments »

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.

——

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.

———-

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.

—–

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 »