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After a Brief Intermission…

Well, it’s been too long since I last posted. I’ve been Doing Other Things, a lot of it related to my day job, but also a lot of it just not having anything to do with this site. (Ironically, despite the dearth of Spes Magna activity for weeks and weeks, my on-line sales are up.) So, what have I been doing that’s gaming-related?

The Kid Avenger (via Hero Forge)

I’ve been gaming, mostly via virtual meetings, but some face-to-face as well. Every other Saturday, Terry runs a post-apoc Savage Worlds game set in and around Hot Springs, Arkansas. We’ve got two players: me and Eric. I’m running the Kid Avenger, an athletic teenager who has learned just about everything he knows about the pre-apoc U.S. from reading his grandfather’s collection of comic books. He has a shield, recites the Avenger’s Oath, and has become very concerned with doing process because he’s heard “do process” was an important part of the Bill of Rights. Eric runs Slate, a pre-apoc android doing “his” best to understand humans and maintain a facade of normalcy. This two-person Hot Springs Avengers team has been aided a bit when my wife Katrina and daughter Adrienne sat in a couple of sessions, but they’re not regular players. So far, most of the action involved defeating a degenerate cannibal cult in Little Rock and establishing diplomatic relations with a society of intelligent gorillas.

Every other Sunday, we play 5E D&D with everyone except my son Christopher joining in remotely. Christopher sits across the table from me. I’m the DM for the Sunday game. It’ll switch off to another DM after a few more sessions. We’ve got a homebrew campaign slowly emerging from vague hints to concrete details as the heroes travel around, trying to do good. The group I’m running has five players ranging in ages from about 12 to Much Older. I had been running the players through AD&D’s Slave Pits of the Under City, but the heroes met their match, and each of them died, butchered by orcs.

We picked back up last Sunday. Three players opted to have their characters some survive. The other two players made up new characters. All of the characters woke up covered in sacrificial sigils related to Wastri, Lloth, and Blibdoolpoolp. Along with them were several captured townsfolk. Everyone was naked and without equipment of any kind. They were also stranded on a small rocky island, which Morgan the Warlock figured was somewhere in the large central lake of the campaign’s setting. Then the froghemoth attacked.

Most of the NPCs died horribly. Christopher’s druid took some serious damage and only escaped the froghemoth’s clutches by wild-shaping into a crocodile. The survivors escaped down a staircase hidden at the base of a strange altar, and they’re now encamped at the edge of a huge cavern system some distance beneath the lake’s bed. They’ve also escaped into another AD&D module, which I’ll not mention at this moment, but making it the fourth AD&D module used for our 5E D&D Sunday game. (Terry ran a one-shot one Sunday that might have been AD&D-related originally, but I couldn’t attend that session because I was down with an insomnia-induced migraine.)

I’ve also GMed remotely one session of a superhero game using a homebrewed system that started heavily based on TSR’s original Marvel Super Heroes but which has now mutated to include an action resolution system glommed from the third edition of the DC Heroes Roleplaying Game published by Mayfair Games in 1993. I’m also pulling in at least one element from TSR’s later Marvel Super Heroes Adventure Game, which is the one that used the deck of cards for action resolution and hero creation.

The heroes the first session were Christopher’s Owlman and Terry’s Starlight, who teamed up to destroy Chemo after that DC Comics monster-villain showed up during a St. Patrick’s Day celebration in Houston’s Hermann Park. Our next session is scheduled for this coming Wednesday evening, during which Owlman and Starlight will likely be joined by the mysterious Presence (played by Eric).

What else? Well, there’s Sunnesci, a semi-Stone-Age campaign setting that is still system neutral. Check out the adjacent pictures, both of which embiggen when clicked.

Sunnesci sits on what might be a peninsula between an ocean and a gulf. It is populated by humans and humanoids races based on alligators, flamingos, and nutria. I’m going a sort of scrapbook route, drawing and coloring the maps into a graph-paper composition book and cut-and-pasting word-processed text into the book. It’s not exactly coming along like gangbusters, but I find the activity strangely relaxing. I’m not sure what I’m going to do with Sunnesci. It might end up getting used for a game. It might just remain a side project. Maybe both? If I ever get it done, perhaps I can raffle it off, and some lucky person can end up owning the only copy of Sunnesci in the world.

Interwoven in all of this has been the end of a stressful third quarter and start of the final quarter of the 2020-2021 school year. My 7th and 8th grade boys are reading their final novels, The Scarlet Pimpernel and The Adventures of Tom Sawyer, respectively. I’m looking forward to the end of the school year. We’ve been on-campus almost all of the school year, working within the parameters of some sensible COVID-based restrictions, but even sensible restrictions begin to wear on the nerves after several months. The administration has done an excellent job, and the students have handled the weirdness of the year like troopers, but everyone looks forward to a return to normalcy.

March 26th, 2021  in RPG No Comments »

The Hopping Prophet!

And, at long last, here’s Wastri the Hopping Prophet in all his splendor!

Since Wastri is a deity, albeit a Material Plane demigod, he should almost certainly have lair actions and regional effects as well. Given his preference for swamps, the lair actions and regional effects of the ancient green dragon are a good starting point.

Wastri the Hopping Prophet
Medium humanoid (human), lawful evil

Armor Class 21
Hit Points 255 (30d8+120)
Speed 45 ft., swim 30 ft.

STR 18 (+4), DEX 22 (+6), CON 19 (+4), INT 10 (+0), WIS 20 (+5), CHA 11 (+0)

Saving Throws STR +10, DEX +12, INT +6, WIS +11, CHA +6
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Skills Acrobatics +12, Athletics +10, Deception +6, Perception +11, Persuasion +6, Religion +6, Stealth +12
Senses passive Perception 21
Languages Common, Bullywug
Challenge 19 (22,000 XP)

Amphibious. Wastri can breath air and water.

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

Bane of False Humans. As a bonus action, Wastri can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a non-human humanoid target on a hit. This benefit lasts until the end of the turn. If Wastri expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Evasion. If Wastri is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Wastri instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack. Once per turn, Wastri deals an extra 14 (4d6) damage when he 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 Wastri that isn’t incapacitated and Wastri doesn’t have disadvantage on the attack roll.

Innate Spellcasting. As a demigod, Wastri has innate magical abilities. His innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells as a 15th-level caster, requiring no material components.

At will: command, comprehend languages, detect evil and good, gate, geas, teleport, true seeing
1/day each: Wastri’s croak, dampness, plague of warts

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

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

Spellcasting. Wastri is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Wastri has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt, protection from evil and good, sanctuary
2nd level (3 slots): hold person, protection from poison, warding bond
3rd level (3 slots): dispel magic, protection from energy, water walk
4th level (3 slots): control water, freedom of movement, guardian of faith
5th level (2 slots): insect plague, scrying
6th level (1 slot): word of recall
7th level (1 slot): symbol
8th level (1 slot): antimagic field

Standing Leap. Wastri’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Unarmored Defense. While Wastri is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack. Wastri makes two attacks when he takes the Attack action.

Skewer of the Impure. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d10+7) piercing or slashing damage. Nota Bene: The Skewer of the Impure is a magic glaive. It has a +3 bonus to attack and damage rolls. It requires attunement by a human for its magic to function.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) bludgeoning damage.

Conjure Frogs (Recharges after a Short or Long Rest). Wastri conjures eight giant frogs, which appear in unoccupied spaces the priest can see within 60 feet. Each beast disappears when it drops to 0 hit points. The summoned frogs are friendly to Wastri and Wastri’s companions. Roll initiative for the summoned frogs as a group, which has its own turns. They obey any verbal commands Wastri issues to them (no action required). If Wastri doesn’t any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The frogs remain until killed or until Wastri takes a short or long rest.

Legendary Actions

Wastri 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. Wastri regains spent legendary actions at the start of his turn.

Attack. Wastri makes one attack.

Cantrip. Wasti casts a cantrip.

Detect. Wastri makes a Wisdom (Perception) check.

Move. Wastri moves up to his speed without provoking opportunity attacks.

November 28th, 2020  in RPG No Comments »

Killer Frogs

In the Tome of Horrors by Frog God Games, we find the killer frog, a delightful monster hearkening back to the early years of D&D. I like Frog God’s take on the killer frog. It remains true to its roots. It’s small and attacks with claws and a fanged bite. There’s no mention, however, of killer frogs being “specially bred mutants” (to quote AD&D’s Monster Manual). Specially bred by whom? Well, by followers of Wastri, of course!

(Nota Bene: That link above is an affiliate link.)

My Wastri’s killer frog, domesticated and trained to hunt in packs, starts with Frog God’s version as the base. The italicized description below comes directly from the Tome of Horrors.

This frog stands partially erect and has dark-green skin fading to light on its underbelly. A trio of defensive horn-like protuberances just upward, one from its nose and each brow, and its smiling countenance reveals sharp fangs lining its entire gum line.

Wastri’s Killer Frog
Small beast, unaligned

Armor Class 13 (natural armor)
Hit Points 16 (3d6+6)
Speed 20 ft., swim 30 ft.

STR 13 (+1), DEX 14 (+2), CON 15 (+2), INT 3 (-4), WIS 10 (+0), CHA 7 (-2)

Skills Perception +2, Stealth +4
Senses passive Perception 12
Languages
Challenge 1/4 (50 XP)

Amphibious. The killer frog can breathe air and water.

Keen Smell. The killer frog has advantage on Wisdom (Perception) checks that rely on smell.

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

Standing Leap. The killer frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The killer frog makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

November 26th, 2020  in RPG No Comments »

Hopefuls & Skewers

Not too long ago, WotC rebooted the classic U1-U3 Series of modules, adding in some retooling of other nautical-themed material, all released in the 200+ page long Ghosts of Saltmarsh. Ghosts introduces into 5E D&D several new monsters, including bullywug croakers (a sort of bullywug bard) and giant-frog-riding bullywug royals.

(Nota Bene: That first link above is an affiliate link for the U1-U3 Underwater Series bundle for 1E AD&D.)

As mentioned in my last post, Wastri admires amphibians for their ability to survive both on land and in the water. This versatility shows that amphibians point toward a better way of living. This leads to a paradox at the heart of Wastri’s dogma. Untainted humanity is the superior state of being while at the same time untained humanity is imperfect. A perfected humanity would be like Wastri himself, a hybrid of human and amphibian, which explains why Wastri’s Hopefuls engage in rigorous conditioning aimed at greater proficiency with jumping and swimming.

Among Wastri’s followers are found many bullywugs and grungs. Ramenos, the bullywug’s deity, might object to his creatures honoring Wastri. Ramenos is an Abyssal power and the lesser deity somnolence, intoxication, and decay, a portfolio that seems at odds with Wastri’s patronage of amphibians, bigotry, and self-deception. Bullywugs that demonstrate exceptional zeal for Wastri may be promoted to the rank of Skewer.

Wastri’s Hopeful
Medium humanoid (human), lawful evil

Armor Class 12 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.

STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 10 (+0), WIS 11 (+0), CHA 10 (+0)

Saving Throws WIS +2
Skills Athletics +2 (+4), Religion +2
Senses passive Perception 10
Languages Common, Bullywug
Challenge 1/8 (25 XP)

Froggish Aspirations. When making a Strength (Athletics) check to jump or swim, the Hopeful’s proficiency bonus is doubled.

Actions

Glaive. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 5 (1d10) slashing damage.

Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: Target is restrained. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Wastri’s Skewer
Medium humanoid (bullywug), lawful evil

Armor Class 16 (hide armor, shield)
Hit Points 22 (4d8+4)
Speed 20 ft., swim 40 ft.

STR 14 (+2), DEX 14 (+2), CON 13 (+1), INT 8 (-1), WIS 12 (+1), CHA 8 (-1)

Skills Stealth +4, Survival +3
Senses passive Perception 11
Languages Common, Bullywug
Challenge 1 (200 XP)

Amphibious. The bullwug can breath air and water.

False Humanity’s Foe. The bullywug has advantage on any attack roll against a dwarf, elf, gnome, or halfling.

Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The bullwug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The bullywug makes two melee attacks: either one with its spear and its bite, or two with its spear.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

November 25th, 2020  in RPG No Comments »

The Ribbit! of Doom

Our every-other-Sunday 5E D&D game is scheduled for this weekend. The heroes’ forays into the quarry tunnels met stiff resistance from goblins, bugbears, mudtigers, and a pair of priests of Wastri the Hopping Prophet. Judicious use of eldritch blasts, illusions, and arrows dropped the monsters’ leadership, cracking goblin morale, and doing so with little time to spare. For the second session in a row, the heroes avoided total defeat.

After their second brush with death, the heroes returned to Dark Quarry to recuperate, gather information, and report their findings to the village’s head-man. By noon the following day, quarry workers returned bearing frantic news. The quarry’s entrance had collapsed. Booby traps had injured several men. The quarry’s small keep stood abandoned.

The heroes made haste to the quarry to discover that its master, the mysterious Bazili Erak, had pulled up stakes. The keep was empty. The quarry mines were empty. The heroes set free several captives, but did not find Kwon, the brave monk who first attempted to discover the quarry’s secrets. In the quarry’s second level, the heroes found a strange shrine, a stone pyramid adored with carved eyes. Foxrad Stormseeker recognized the pyramid as a symbol of the Elder Elemental Eye, an ancient and unspeakably evil cult.

And so, the Danger at Darkshelf Quarry has ended, but the heroes are left with more questions than answers. Not all is lost, however, for the heroes have learned the Bazili Erak has contacts in Highport, farther to the south. What awaits the heroes in that rough and lawless city?

In other gaming news, I recently received 1975, written by Bill Webb for Frog God Games. I’ve not given it a detailed read yet. The adventure is a hex-crawl, a format in which a group explores travel through unknown wilderness areas, searching for Something Important. It looks like fun, but a few things about it puzzle me:

  1. The font size for the main text is too small. It looks about 8- or 9-point. This isn’t first time I’ve run across new gaming products opting for under-sized fonts. One of the reasons I’ve not read 1975 yet is that I’m not fond of straining my eyes.
  2. The few illustrations are good, but, combined with what seems like a too-wide bottom margin on many pages, I must wonder. If the illustrations were a wee bit smaller and the margins consistent, could that main-text font had been bumped up a point or two?
  3. Neither the player nor DM wilderness maps have either a scale or hexes, the latter of which seems a strange omission for an adventure billing itself as a hex-crawl.
  4. Bill Webb provides stats for the giant beaver, and it’s just a big, unaligned beast. This bugs me perhaps more than it should, but I’ve long been fond of the fact that giant beavers in AD&D have low to average intelligence, which reminds me of my evil druid beavers.

Priest of Wastri
Medium humanoid (human), lawful evil

Armor Class 14 (chain shirt)
Hit Points 22 (5d8)
Speed 25 ft., swim 25 ft.

STR 10 (+0), DEX 12 (+1), CON 10 (+0), INT 13 (+1), WIS 16 (+3), CHA 13 (+1)

Skills Nature +3, Persuasion +3, Religion +3
Senses passive Perception 13
Languages Common, Bullywug
Challenge 2 (450 XP)

Bane of False Humans. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a non-human humanoid target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Hold Breath. The priest can hold his breath for 15 minutes.

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

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Standing Leap. The priest’s long jump is 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Glaive. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 5 (1d10) slashing damage.

Conjure Frogs (Recharges after a Short or Long Rest). The priest conjures eight giant frogs, which appear in unoccupied spaces the priest can see within 60 feet. Each beast disappears when it drops to 0 hit points. The summoned frogs are friendly to the priest and the priest’s companions. Roll initiative for the summoned frogs as a group, which has its own turns. They obey any verbal commands the priest issues to them (no action required). If the priest doesn’t any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The frogs remain until killed or until the priest takes a short or long rest.

November 23rd, 2020  in RPG No Comments »