Posts Tagged ‘ Deities & Demigods ’

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.

“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 »

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 »

Roar of the Thunder Bird

All Spes Magna Games products are still on-sale this month for at least 25% off their regular prices so that I can help you help me celebrate my 25th wedding anniversary. Huzzah!

But I digress.

Earlier this week, I pulled my AD&D Deities & Demigods off the shelf. What a great book, but also a strange book. Much ink, virtual and real, has been spilled over the idea of giving gods and goddesses stat blocks, as if they were a new category of monster to be defeated by adventurers. While I agree that the idea of any group of adventurers facing down the likes of Odin or Ares in combat is absurd, I also cannot ignore the examples in myth of mortals facing down deities and living to tell the tale. Diomedes, for examples, injures Ares in battle, stabbing the god of war in the belly with a spear. (Yes, yes, I know that Diomedes had divine assistance in this task.)

Deities & Demigods also includes several magic items, some on the level of artifacts and relics, as well as more traditional monsters that could serve as foes or allies for adventurers. I remember our characters fighting minions of Set during part of (I3) Pharaoh (one of the best AD&D modules ever published).

Flipping through the pages of Deities & Demigods inspired me to write what follows. Enjoy!

Sacred Bundle
Wondrous item, legendary (requires attunement by a barbarian, fighter, paladin, or ranger)

Only a tribal priest aided by a summoned spirit can create a sacred bundle, and each sacred bundle is created for a specific warrior. The sacred bundle appears to be a satchel made of animal hide, decorated with beads and embroidery. It contains 1d6+4 items, all but one chosen by the summoned spirit. The tribal priest creating the sacred bundle chooses the final item in the satchel. The warrior for whom the sacred bundle is made must collect the items, and they’re all dangerous or difficult to acquire. For example, the warrior may have to collect “a rattle from a cave of giant snakes, a feather from a high nesting giant eagle, or the hair of 13 enemies killed in battle”. When all necessary items are collected, the tribal priest places them in the satchel and sews it shut.

As long as the warrior carries the sacred bundle, he makes all saving throws and Wisdom (Perception) checks with advantage. All melee and ranged weapon attacks against the warrior are made with disadvantage. Furthermore, the warrior has resistance to bludgeoning, piercing, and slashing damage.

And, now, a new legendary monster: the Thunder Bird!

Immortal. The thunder bird cannot be killed. Even if slain, it appears again, ready to fight evil anew.

Omen. The thunder bird’s appearance warns of great evil, and the thunder bird itself often takes part in the battle against this evil.

Servant of None. The thunder bird cannot be summoned or compelled to act. It is its own creature.

Thunder Bird
Large celestial, chaotic good

Armor Class 22 (natural armor)
Hit Points 202 (27d10+54)
Speed 45 ft., fly 90 ft.
Ability Scores STR 22 (+6), DEX 23 (+6), CON 15 (+2), INT 18 (+4), WIS 16 (+3), CHA 17 (+3)

Saving Throws STR +11, CON +7, WIS +8
Skills Perception +8
Damage Immunities lightning, thunder
Senses passive Perception 18
Languages Auran, Celestial, Common
Challenge 16 (15,000 XP)

Independent. The thunder bird is immune to any magical effect that would influence its emotions, thoughts, or will. Charisma checks made to influence the thunder bird are made with disadvantage.

Keen Sight. The thunder bird has advantage of Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3/Day). If the thunder bird fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it dies, the thunder bird returns to life in 1d6 years and regains all of its hit points. Not even a wish can prevent this trait from functioning.

Actions

Multiattack. The thunder bird makes two attacks: once with its beak and once with its wings.

Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage plus 5 (1d10) lightning damage.

Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) bludgeoning damage plus 11 (2d10) lightning damage.

Lightning Breath (Recharge 5-6). The thunder bird exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The thunder bird makes a Wisdom (Perception) check.

Thunderclap (Costs 2 Actions). The thunder bird strikes its wings together, creating a powerful clap of thunder. Each creature within 250 feet of the thunder bird and able to hear the thunderclap must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.

Whirlwind (Costs 2 Actions). The thunder bird surrounds itself with roaring winds. Each creature within 10 feet of the thunder bird must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage and is flung 30 feet away from the thunder bird in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet thrown. If the target is thrown at another creature, that creature must succeed at a DC 16 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

May 16th, 2018  in Spes Magna News No Comments »