The Manesthoid

A new threat for Mutant Future:

Manesthoid
Alignment: Neutral
Movement: 150′ (50′), fly 180′ (60′)
Armor Class: 5
Hit Dice: 8
Attacks: 3 (2 claws/1 bite)
Damage: 2d4+6/2d4+6/1d6+3 plus poison
Save: L8
Morale: 10
Hoard Class: XVII
XP: 2,560

Mutations: Chameleon Epidermis; Unique (Combat Precognition, Ootheca, Sensory Adaptations)

The manesthoids are 12-foot-tall, highly intelligent, mutant praying mantises. By means of specialized cells in its chitin, a manesthoid can instantly alter the lucidness, appearance, and color of its exoskeleton. When stationary, a manesthoid can be nearly invisible. With its ability to rotate its head 180 degrees combined with its compound eyes and frequency-sensitive organs in its thorax, a manesthoid has keen senses. It is surprised only 1 in 8 times, and its hearing extends into frequencies inaudible to the human ear.

In combat, a manesthoid strikes with its hooked forelimbs and its powerful bite. The manesthoid’s saliva is a Class 9 poison (save or fall asleep for 2d4 rounds). Due to its combat precognition, it strikes with a +4 bonus to hit in combat, and its attacks inflict +3 points of damage per damage die. Once per combat round, roll 1d20. On a 10+, the manesthoid’s perceives enough of the future in sufficient time to take defensive action against one attack. The manesthoid takes one-half damage from the attack.

Against a helpless target, a female manesthoid extrudes an ootheca, which is a porous, adhesive material containing 1d8 manesthoid eggs. It takes the female 1d4 rounds to extrude the ootheca, and it sets to concrete-like hardness in another 1d4 rounds. The eggs hatch in 1d10 days, and the immature manesthoids consume the entrapped creature.

August 16th, 2018  in RPG No Comments »

The Food of the Gods

Then Elias was afraid, and rising up he went whithersoever he had a mind: and he came to Bersabee of Juda, and left his servant there, And he went forward, one day’s journey into the desert. And when he was there, and sat under a juniper tree, he requested for his soul that he might die, and said: It is enough for me, Lord, take away my soul: for I am no better than my fathers. And he cast himself down, and slept in the shadow of the juniper tree: and behold an angel of the Lord touched him, and said to him: Arise and eat. He looked, and behold there was at his head a hearth cake, and a vessel of water: and he ate and drank, and he fell asleep again. (1 Kings 19:3-6)

Fantasy roleplaying games often include divine magic, usable by clerics or other servants of deities. Among the magical effects these divine servants call upon is the ability to create food and drink. For example, in the most recent edition of D&D, the spell create food and water is a 3rd-level spell that creates “45 pounds of food and 30 gallons of water”, which is “enough to sustain up to fifteen humanoids or five steeds for 24 hours.” Furthermore, the “food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.”

Other fantasy games based on some version of D&D have similar spells. Thus, we find Create Food and Drink in Charlie Mason’s excellent White Box: Fantastic Medieval Adventure Game as a 5th-level Cleric spell. That makes it among the highest-level Cleric spells in the game, a use of a rare resource just to create “a one-day supply of simple food and drinking water for 24 humans”.

I’ve played fantasy roleplaying games for nigh on four decades, and I have no memory of any player ever using a spell to create food or water during a game. The closest I remember is goodberry, a 1st-level spell that not only creates food but also helps heal injuries.

When we look at religion and mythology for examples of divine food, we don’t often find things as mundane as “bland but nourishing”. Ambrosia, soma, amrita, magical peaches, et cetera, variably grant immortality, greatly extend the consumer’s lifespan, heal injuries and disease, and so on.

So, here are my suggestions about making spells that create food and water a little more magical for three different fantasy roleplaying games.

AD&D

Create Food & Water
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/level
Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic food of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell. Up to three times per day, a creature can spend 3 turns to make a meal of this magical food and/or water. During this time of rest and gustation, the creature heals 1d8 hit points (as cure light wounds). If the creature is afflicted by blindess or disease, the creature gets to make a new saving throw against the effect (assuming a saving throw was allowed to begin with). If the creature succeeds on this saving throw, the creature is healed of the condition (as cure blindess or cure disease).

D&D 5E

Create Food and Water
3rd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is pleasing and nourishing, but spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

A creature who consumes this food and drink during a short rest regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The meal also ends any one of these conditions which might be afflicting the creature: blinded, deafened, paralyzed, or poisoned.

White Box

Create Food and Drink
Spell Level: C5
Range: Close
Duration: Instantaneous

This spell creates a one-day supply of remarkable food and drinking water for 24 humans (or horses, which drink the same amount as a man for game purposes).

Up to three times per day, a creature may consume this remarkable food and water, taking 30 minutes to rest, eat, and drink. After doing so, the creature is affected in one of the following ways:

1. The creature is cured of all diseases, including those magically inflicted.

2. The creature regains 1d6+1 HP.

3. A poison affecting the creature is counteracted (but the food and water cannot bring the dead back to life).

August 12th, 2018  in RPG No Comments »

The Killer of the Gods

Spes Magna Games has been in business since December 2009. In that time, I’ve published more than 50 PDFs for various game systems. About two years ago, I released The Four Color Hack. At the time, I had vague plans of eventually releasing TFCH as a print-on-demand game.

Well, eventually has arrived, and TFCH is officially Spes Magna’s first real book.

You can get TFCH as a 6-by-9-inch 80-page black-and-white softcover for $10.95 (not including shipping and handling). The softcover includes the $3 PDF. If you’ve not checked out TFCH yet, start with the PDF. If you like what you see, and you want the book, use this link right here to get the print-on-demand version for $7.95. Caveat: The discount link in the previous sentence expires at the end of September 2018.

Ms. Jessica Dow deserves a big “Thanks!” for picking up the dropped ball of formatting TFCH for print-on-demand. I hope to work with Ms. Dow again on another print-on-demand job in the near future.

But enough of that. Let’s head back into the Chinese Mythos from the AD&D Deities & Demigods. Today, we meet Mu Yuan, the 70-foot-tall killer of the gods, for use with 5E D&D.

This monster has 3 eyes in his tyrannosaurus-shaped head, and has 4 large humanoid arms. He has the strength of a storm giant…. He also has a powerful magical device shaped in the form of a small triangular piece of stone that has the power to turn into any weapon [Ma Yuan] wishes, magical or otherwise. (Deities & Demigods, page 40)

Ma Yuan
Gargantuan monstrosity, chaotic evil

Armor Class 24 (natural armor)
Hit Points 615 (30d20+270)
Speed 60 ft., fly 60 ft., swim 60 ft.
Ability Scores STR 29 (+9), DEX 10 (+0), CON 28 (+9), INT 13 (+1), WIS 14 (+2), CHA 13 (+1)

Saving Throws INT +9, WIS +10, CHA +9
Skills Religion +9
Damage Resistances fire (due to Morphic Stone); bludgeoning, piercing, and slashing from non-legendary attacks
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 12
Languages Abyssal
Challenge 28 (120,000 XP)

Amphibious. Ma Yuan can breathe water and air.

Frightful Presence. Each creature of Ma Yuan’s choice that is within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ma Yuan’s Frightful Presence for the next 24 hours.

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

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

Magical Weapons. Ma Yuan’s weapon attacks are magical.

Siege Monster. Ma Yuan deals double damage to objects and structures.

Actions

Multiattack. Ma Yuan can use his Frightful Presence. He then makes up to five attacks: one with his bite and four with his claws. He can make a Morphic Stone attack in place of one or two claw attacks, depending on whether the Morphic Stone takes the form of a one-handed weapon or a two-handed weapon.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 48 (6d12+9) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and Ma Yuan can’t bite another target.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8+9) slashing damage.

Morphic Stone. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 37 (8d6+9) slashing damage plus 14 (4d6) cold damage. As an action, Ma Yuan can transform the Morphic Stone into any melee weapon, magical or otherwise, that he wants to wield. Quadruple the weapon’s damage dice since Ma Yuan is Gargantuan. The preceding attack and damage values reflect Ma Yuan using a Gargantuan greatsword frost brand.

Legendary Actions

Ma Yuan can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at time and only at the end of another creature’s turn. Ma Yuan regains spent legendary actions at the start of his turn.

Change Morphic Stone. Ma Yuan can change the Morphic Stone into a different melee weapon and then attack with that weapon.

Move. Ma Yuan moves up to half his speed.

Swallow (Costs 2 Actions). Ma Yuan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Ma Yuan, and it takes 49 (14d6) acid damage at the start of each of Ma Yuan’s turns.

If Ma Yuan takes 60 damage or more on a single turn from a creature inside it, Ma Yuan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ma Yuan. If Ma Yuan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

August 11th, 2018  in RPG, Spes Magna News No Comments »

The Rover

I’ve been watching The Prisoner via Amazon Prime. I’m five episodes into the seventeen episode run. I vaguely recall watching an episode or two decades ago, but, if so, I don’t think I liked it. Not so now. It’s a fascinating examination of the conflict of two forms of tyranny: unrestrained individualism and collectivism, both of which lead to the dictatorship of relativism.

But this post isn’t about that. It’s about Mutant Future.

The Rover
Hit Dice: 15
Frame: Armature
Locomotion: Forced Air
Manipulators: Special Use Gripper
Armor: Ballistic Nylon (AC 5)
Sensors: Nerve Web
Mental Programming: Artificial Intelligence
Accessories: AV Transmitter, Inertial Inhibitor, Internal Storage Unit
Weaponry: paralytic cnidocytoids, sonic screamer

The Rover is an advanced construct of sorts that keeps people from leaving the Island on which the Village is located. The Rover appears to be an underinflated, spherical weather balloon. A sophisticated, nearly microscopic web of artificial neurons and sensors form a web between the layers of its highly flexible ballistic nylon body. The Rover’s forced air propulsion system is loud but effective with a top speed in excess of 120 miles per hour and capable of movement across water, terrain, and even limited flight. It attacks by means of a short-range sonic screamer (range 75 feet/150 feet) that acts like a stun pistol. The Rover closes for melee combat, ramming its target, which activates thousands of paralytic cnidocytoids. These artificial stinging cells deliver a load of Class 11 poison (saving throw versus poison to avoid paralysis for 2d6 rounds with movement halves for 1d6 with a successful saving throw). The Rover can absorb a human-sized target, storing the target in its internal storage unit for transport back to the Island.

******

In other news, Spes Magna Games has a new 5E D&D product available for purchase at DriveThruRPG:

Dangerous Women presents Khatira Amrat, archer raised by fey knights, Kona Hættuleg, pirate queen of blades, and Menyw Beryglus, hell-touched outcast wizard. These strong women can challenge or assist your players’ characters as you see fit. Each NPC is CR 8, and with their special team actions, the whole is definitely greater than the sum of its parts.

August 8th, 2018  in RPG, Spes Magna News No Comments »

Legendary Items of the Celestial Bureaucracy

Today, our journey through the AD&D Deities & Demigods looking for material for use with 5E D&D continues with our first steps into the Chinese Mythos.

Direct quotes all come from Deities & Demigods.

Canon of Changes
Wondrous item, legendary (requires attunement)

“This is a book of the gods that deals with redistribution of matter and motion.” By reading the canon of changes, you can create objects. “It takes 72 hours of constant reading to learn the words for one given thing, and after uttering them it takes another 72 hours for another creation of even the same thing to take place.” It requires enormous stamina to read the canon of changes. After 8 hours of reading, if you’re mortal, you must must make a DC 10 Constitution saving throw. For every additional 8 hours of reading, you must make another Constitution saving throw, and the DC increases by +2 each time. Each failed saving throw imposes one level of exhaustion. If you successfully complete the 72 hour regimen of study, you can create one object of up to 25,000 gp value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

Dancing Sword of Lightning
Weapon (any sword), legendary (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. Instead of attacking, up to four times per day, you can use a bonus action to cause the sword to shoot a lightning bolt (as the spell). The stroke of lightning is 100 feet long and 5 feet wide. Each creature in the line must make a DC 19 Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save or half as much damage on a successful one.

After the hovering sword attacks and/or fires lightning for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Fire Gem
Wondrous item, legendary (requires attunement)

This “extremely rare and magical hand-sized” gemstone shoots flame upon command as a ranged weapon attack that uses your Dexterity score modifier to modify your attack roll. On a hit, the target takes 6d10 fire damage. A fire gem has a range of 40/160 feet, and it can be used once per turn. A fire gem has 2d6 charges when found. A fire gem becomes worthless glass when it expends its last charge.

Giant Black Pearl
Wondrous item, legendary

“This 3 foot sphere negates all wind and earth turbulence in a one mile radius. It does this of its own accord and cannot be controlled to make it stop.” Spells or magical effects that manipulate the wind or earth to cause damage to creatures or objects do not function. Spells or magical effects that would manipulate air, the wind, weather, or the earth to cause hostile conditions also do not function.

Iron Wand
Wondrous item, legendary (requires attunement)

When held, invisible creatures and objects become visible as long as the creature or object remains within 30 feet of you. This wand has 7 charges. It regains 1d6+1 charges daily at dawn. If you expand the wand’s last charge, roll a d20. On a 1, the wand crumbles into rust and is destroyed. The wand has these other functions:

* Climbing Pole. You can use an action and expend 1 charge to cause the iron wand to “grow to a length of 100” feet. The wand becomes “roughened for easy climbing” (DC 10).The wand has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 charge. If reduced to 0 hit points, the wand expends a charge and returns to normal size. If it has no charges left, it is destroyed. Otherwise, another action and 1 more charge causes the wand to return to its original size.

* Strike. The iron wand can be wielded as a magical club that grants a +3 bonus to attack and damage rolls made with it. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 force damage.

* Superior Invisibility. You can use an action to expend 1 charge to turn a creature invisible. The creature remains invisible for up to 1 minute or until its concentration is broken, whichever happens first.

Jade Scepter of Defending
Wondrous item, legendary (requires attunement)

When you hold the jade scepter of defending and take the Dodge action, you gain a +3 bonus to AC and resistance to bludgeoning, piercing, and slashing damage.

Wind Fire Wheel
Wondrous item, legendary (requires attunement)

The wind fire wheel is a 1-foot diameter circular fan. It has 50 charges. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the wheel regains 1d12+1 charges. While holding the wheel, you can use an action to expend some of its charges to cast one of the following spells (spell save DC 19): conjure elemental (air or fire only, 7 charges); control weather (8 charges); fireball (12d6, 7 charges); flaming sphere (2 charges); fly (3 charges); gust of wind (2 charges); wall of fire (4 charges); wind walk (6 charges); or wind wall (3 charges).

August 6th, 2018  in RPG No Comments »