Tiny Supers Tiny Review

A hodgepodge sort of post today as I wind down my first work week of remote teaching and prepare for the first Saturday d20 Modern game GMed via some sort of videoconferencing thing. First up, two items for 5E D&D.

Cnagaire’s Thunderous Transposition
3rd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You and another creature teleport, switching spaces. You appear in the creature’s previous space. The creature arrives in your previous space with a thunderous explosion. Choose a creature within 60 feet that you can see. That creature must make a Wisdom saving throw. If the creature fails the saving throw, you and the creature both teleport, switching spaces. When the creature appears, a wave of thunderous force sweeps out from it in a 15-foot cube originating from the creature. Each creature in the cube, including the creature that teleported must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage. Creatures that fail the save other than your original target are also pushed 10 feet away from the teleported creature. On a successful save, the creature takes half damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the center of the effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Cnagaire’s Knocker
Wondrous item, rare (attunement required by a sorcerer, warlock, or wizard)

This somewhat grotesque brass door knocker weighs 1 pound. It has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the knocker corrodes into powder. With a command word as a bonus action, you can affix the knocker to a door or wall. You can then use an action to knock on the door or wall for one of the following effects.

Door Effects. You cast one of the following spells: unseen servant (1 charge), knock (2 charges), or conjure minor elementals (4 charges).

Wall Effects. You cast one of the following spells: clairvoyance (3 charges), stone shape (4 charges), or passwall (5 charges).

And now that tiny review mentioned in the post title.

This week, I got my print-on-demand copy of Alan Bahr’s Tiny Supers, published by Gallant Knight Games. (Nota Bene: That’s an affiliate link in the previous sentence.) It’s a lovely book. The cover features a quartet of brave heroes unconcerned that they’re surrounded by an army of robots. The first 15 or so pages cover the rules of play. The next 23 or so pages describe how create a hero (or villain), including descriptions of powers (called Power Traits) and traits (called Traits). Character creation starts by selecting an archetype (such as Defender or Gadgeteer). The player then customizes the archetype. It is all very rules-light, which fits the TinyD6 way of doing things. Pages 44-260 of Tiny Supers describe and explain various settings, including stats for several heroes and villains (although, in my opinion, not enough stats for the latter).

I’ve read the sections on game play and character creation, and skimmed the settings material, pausing to read a page or two here and there. Regarding the game play section, I think too much of it is cribbed from Tiny Dungeon, pretty much word for word. This is all perfectly legal, of course. Alan Bahr wrote Tiny Dungeon; it’s his to use and re-use. Still, I found the explanations a bit jarring at time.

For example, the rules for Obstacles in Tiny Supers mention “bartering with shopkeepers”. That’s something that comes up a lot in fantasy games (such as Tiny Dungeons), but, in my experience, that sort of thing never really comes up in a superhero game. I got this same disconnect in the sections that talk about weapons and magic, the latter even talking about how “Spell Readers may find magic scrolls out on their adventures”. Again, this makes all sorts of sense in a fantasy setting, but, in all my years of playing all sorts of superhero games, finding magic scrolls (or treasure of any sort) rarely if ever comes up.

Now, to be fair, this is a minor complaint. What I perceive as a disconnect between what’s described and the genre of the game doesn’t take away (or add to) the playability of the game. It just sort of niggles at me a bit.

So, with all that out of the way, here’s the amazing Shaolin Beaver for Tiny Supers.

Shaolin Beaver
Real Name: Edward
Belief: “I wander the land, doing good.”
Weakness: “I must find my people.”

Archetype: Expert
Archetype Trait: Mastery. You may not select more than 1 Power. You must trade out the rest of your Powers for Traits from the Trait list. However, you gain 2 additional Traits.
Stress: 6

Powers: Super Movement – Swimming (Tier 1). You do not have to Test to swim (treat it like normal movement).
Traits: Acrobat, Brawler, Cleave, Detective, Insightful, Martial Artist

Mastered Weapons (3d6): Tail Slap
Proficient Weapons (2d6): Unarmed

March 27th, 2020  in RPG No Comments »

The Horn of the Hero

Matt Jackson posts CoronaCon! Maps faster than I can react. Five such maps now grace the interwebz. Out of the three new ones, I’m especially digging Map 4. Click on over and check them out.

Then Samuel took the horn of oil, and anointed him in the midst of his brethren: and the spirit of the Lord came upon David from that day forward: and Samuel rose up, and went to Ramatha. (1 Samuel 16:13)

Horn of the Hero
Wondrous item, uncommon

This decorated animal’s horn is sealed at its base and has a stopper inserted into its tip. The horn contains oil made from myrrh, cinnamon, cassia, olive oil, and sweet flag, an aromatic flowering plant. The horn and its contents weigh 1 pound.

As an action, one dose of the oil can be poured over the head of a creature, which is then imbued with bravery. For 1 minute, the creature is immune to fear. Furthermore, the creature gains 5 temporary hit points at the start of each of its turns. When the effects of the oil wear off, the target loses any remaining temporary hit points from this item.

The horn hold enough oil to anoint three creatures. It refills with oil daily at dawn, but never holds more than three doses of oil.

March 23rd, 2020  in RPG No Comments »

The Anuran Antres of the Sinister Salientians

A short post today to announce that Matt Jackson’s CoronaCon! Map 2 has been posted. What’s more, I wrote a short dungeon crawl for the map. If your Swords & Wizardry heroes have defended the tiny village from the devotees of the Hopping Prophet, it might be time to take the fight those wicked cultists. If so, your heroes can track them back to their lair and attempt to end their evil once and for all.

Download The Anuran Antres of the Sinister Salientians today!

Also, on the topic of S&W adventures, I’ve bundled my three Dangerous Places scenarios into, well, a bundle, which is available at DriveThruRPG for $2.50. For that price, you get Goshari: The City in a Cave, The Bishop’s Secret, and Narvon’s Sinister Stair. Click here for more information.

Huzzah!

March 19th, 2020  in RPG No Comments »

CoronaCon: The Hopping Prophet!

Matt Jackson is at it again, this time offering up a walled village map to kick off CoronaCon!, and you can take a gander at the map by clicking here. Shortly after I gandered at the aforelinked post, I saw one of those hybrid animal pictures. The photomanipulator had added a jungle frog’s head to the neck of a large-breed dog. Something like a mastiff. For the Facebook group in which I saw the frog hound, I added 5 D&D stats for the creature, noting that frog hounds are used by devotees of Wastri the Hopping Prophet to hunt demihumans.

Of all the minor deities of Greyhawk, Wastri is my favorite. What DM could fail to love the demi-god of bigotry, self-deception, and amphibians? According to the Dragon magazine “The Deities & Demigods of the World of Greyhawk”, penned by E. Gary Gygax for issue 71 way back in March 1983:

Wastri, the Hopping Prophet, Hammer of Demi-humans, dwells on the Prime Material Plane (now in the region of the Vast Swamp). It is he who preaches the ultimate superiority of humankind. While humanoids can serve, demi-humans are fit only to be slain — especially dwarves, gnomes, and halflings. These, with the aid of his gray-clad “Servants,” he hunts with his toad packs and exterminates whenever possible (Dragon 71, March 1983, p. 56).

I mean, seriously, that is all sorts of awesome, and it gets better. Wastri’s chief Servant, his “Immaculate Image”, is a 12th/6th-level cleric/monk who hops like a giant toad. Wastri’s “Lesser Servants” work “to breed and maintain superior toads.” And there are Wastri’s ceremonies that “involve sacrifices, strange musical instruments, and croaking chants.”

Ha!

So, what’s this got to do with Matt’s CoronaCon! map? Simple. Someone playing Swords & Wizardry has to defend the tiny village from these guys.

Lesser Servants of Wastri
Hit Dice: 1, 2, 3, or 4
Armor Class: 7 [12]
Attack (Damage): Weapon (1d8+1)
Move: 12/6 swimming
Save: 17, 16, 14, or 13
Alignment: Chaos
Challenge Level/XP: 1 HD (1/15), 2 HD (2/30), 3 HD (4/120), 4 HD (5/240)
Special: Speak with Amphibians, Spells (2+ HD)

The Lesser Servants of Wastri form the bulk of the Hopping Prophet’s clergy. A Lesser Servant casts spells as a Cleric of a level equal to the Lesser Servant’s Hit Dice. These wicked beings fight with polearms and wear leather armor. Once per day, a 4-HD Lesser Servant can jump 30 feet forward, clearing a height of up to 15 feet.

March 18th, 2020  in RPG No Comments »

Cold-Hearted Ahmeek Druids

A few days ago, I introduced the Ahmeek to 5E D&D, taking inspiration from the pages of Longfellow’s Song of Hiawatha. If you missed these evil, intelligent beavers, you can check them out here. With their tough hide and powerful build, Ahmeek warriors can be rough customers for Tier 1 characters, especially if the Ahmeek have the home court advantage. You surely noticed in that first Ahmeek-themed post that these wicked dam-builders are magical. The common Ahmeek warrior lacks magic powers. This isn’t true of the Ahmeek’s dam-leaders.

When considering magic abilities for the Ahmeek, the Song of Hiawatha shows that they can polymorph other creatures into Ahmeek form. This doesn’t seem like something that ought to pop up too often in a game. Neither does it sound like a useful attack or defense. So, I asked myself, “What sorts of magic would the Ahmeek have?”

Well, it seems reasonable that this magic ought to focus on the Ahmeek’s environment, which includes wood, trees, water, and animals found in forests and ponds. This lends itself to a distinctly druidic feel. Thus, the Ahmeek’s magic-using leaders are evil druids of sorts. I like that. I picture Ahmeek druids standing atop dam-forts, gnawing the limbs off sacrifices to their dark deities of water, wood, and ice.

Ahmeek Druid
Medium monstrosity, lawful evil

Armor Class 14 (natural armor)
Hit Points 52 (8d8+16)
Speed 25 ft., swim 30 ft.

STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 13 (+1)

Saving Throws Intelligence +3, Wisdom +5
Skills Nature +3, Perception +5, Survival +5
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant Beaver
Challenge 3 (700)

Hold Breath. The Ahmeek druid can hold its breath for 15 minutes.

Ice Magic (Recharge 6). As a bonus action when the Ahmeek druid casts a spell, it targets a creature that it can see within 30 feet. The target must make a DC 13 Fortitude saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful save. Also, if the target takes cold damage from this ability, the target’s speed is reduced by 10 feet until the start of its next turn.

Siege Monster. The Ahmeek druid deals double damage to objects and structures made of wood.

Spellcasting. The Ahmeek druid is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): druidcraft, poison spray, resistance
1st level (4 slots): cure wounds, entangle, longstrider, thunderwave
2nd level (3 slots): enhance ability, hold person, spike growth
3rd level (3 slots): conjure animals, dispel magic, sleet storm
4th level (1 slot): control water

Swimby. The Ahmeek druid doesn’t provoke opportunity attacks when it swims out of an enemy’s reach.

Actions

Multiattack. The Ahmeek druid makes two melee attacks, one with its bite and one with a weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage plus 1d8 (4) cold 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 plus 2 (1d4) cold damage, or 6 (1d8+2) piercing damage plus 2 (1d4) cold damage if used with two hands to make a melee attack.

March 17th, 2020  in RPG No Comments »