Space Horror & Twin Heroes

Event Horizon arrived yesterday. By John Reyst and Johua De Santo, this 59-page introductory adventure for White Star takes that game system into the realm of space horror, a genre that I’ve dug since seeing Alien in the theater way back in 1979.

I read the adventure last night. It hits many of the high points of space horror, and presents some really interesting gaming possibilities related to sanity (Sanity Events) and becoming unmoored in space-time (Time Dilation). Sanity Events come into two sizes: Minor and Major. The precise descriptions of Sanity Events are largely left up the GM. The module offers some suggestions to get the imagination working.

In game terms, Sanity Events cause a reduction of Wisdom. If Wisdom gets too low, the affected character becomes a dangerously unstable NPC. Time Dilation events unstick one or more characters from their present time and/or location. For example, a character may “flashback” to an earlier scene in the adventure or “jump” forward in time to experience something that might happen. Like with Sanity Events, examples and advice about Time Dilation effects appear throughout the module.

Without going into too much more detail about the adventure itself, it’s noteworthy that the scenario starts with new characters waking up from cryosleep after Bad Things have happened near a black hole. Event Horizon is a race against time that draws on elements from Alien, Pandorum, and the movie Event Horizon, among others. The characters must beat the clock, repairing their ship before it gets either sucked into a black hole or destroyed by alien invaders.

At first glance, Event Horizon is an attractive book. The cover and interior artwork is well-done, except for the pictures of the aliens, which still aren’t horrible. My aged eyes appreciate the single-column layout without obscuring background art or funky colors. I’d have used a different font for the headers, however; the header font in the book tricked my eyes into misreading a few words.

Similarly, while the ship’s maps are well done, the nebula background behind the maps is pretty but unnecessary, and the maps perhaps could been a bit larger. I found myself squinting at them, especially on the lower and middle deck maps where numbers appear in black over dark grey shading. In the main body of the adventure, italics are used to denote descriptive, read-aloud text, and these sections tend to blend into the main text. Boxed text or different spacing would have helped.

Most distracting, however, are the tables. Their layout is quirky, and some of the time text is missing. Table 5, for example, which uses 1d6, has results for 1, “3 thru 5”, and 6. Nothing for the number 2. (See the pic to right.) These details don’t ruin the look of Event Horizon, but they do distract from it as well as slightly muck up the coherence of the text.

All in all, however, I like Event Horizon, and I want to give it a run. I’d probably use Stars Without Number rather than White Star, since I prefer to form to the latter for sci-fi/space gaming, and that’s another selling point in favor of Event Horizon. It’s for White Star, but it’s still generic enough that Event Horizon would work well with just about old-school game.

Kudos to the d20pfsrd Publishing team!

And now, as promised, the twin heroes Hunapu and Xbalanque converted the AD&D Deities & Demigods for use with 5E D&D.

Hunapu and Xbalanque were conceived when their mother Xquic, daughter of one of the lords of Xibalba, the rulers of the land of the dead, spoke with the severed head Hun, Xquic’s dead husband. The skull spat in Xquic’s hand, and the twins were conceived in her womb. Hunapu and Xbalanque are great adventurers and resolute foes of demons and the undead. Both men love games, especially competitive sports.

Hunapu & Xbalanque
Medium humanoid (human), lawful good

Armor Class 14 (20 with barkskin)
Hit Points 153 (18d8+72)
Speed 30 ft.
Ability Scores STR 22 (+6), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 12 (+1), CHA 18 (+4)

Saving Throws Strength +10, Dexterity +8, Intelligence +7, Wisdom +5
Skills Athletics +10, Investigation +11, Insight +9, Medicine +9, Perception +9, Survival +9
Damage Resistances cold, fire
Senses passive Perception 19
Languages Abyssal, Common, Infernal, Sylvan
Challenge 11 (7,200 XP)

Clever Minds. The twins make Intelligence and Wisdom saving throws with advantage. Their proficiency bonus for Intelligence and Wisdom skills is doubled.

Favored Enemies. The twins have advantage on Wisdom (Survival) checks to track fiends and undead. The twins also have advantage of Intelligence checks to recall information about fiends and undead.

Innate Spellcasting. Hunapu’s and Xbalanque’s innate spellcasting ability is Charisma (spell save DC 16). They can innately cast the following spells, requiring no material components:

1/day each: barkskin, call lightning, divination, freedom of movement, plant growth, spider climb

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

Magical Weapons. Hunapu’s and Xbalanque’s weapon attacks are magical.

Spellcasting. Hunapu and Xbalanque are 10th-level spellcasters. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They prepare spells from the druid and wizard spell lists, gaining the latter without need of a spellbook. Neither twin can prepare 5th-level wizard spells, but either may use a 5th-level slot to cast a lower level wizard spell. They have the following spells prepared:

Hunapu

Cantrips (at will): druidcraft, fire bolt, message, produce flame
1st level (4 slots): charm person, cure wounds, disguise self, jump
2nd level (3 slots): darkvision, pass without trace, phantasmal force
3rd level (3 slots): conjure animals, dispel magic, slow
4th level (3 slots): grasping vine, polymorph
5th level (2 slots): tree stride

Xbalanque

Cantrips (at will): guidance, message, prestidigitation, shocking grasp
1st level (4 slots): burning hands, cure wounds, grease, longstrider
2nd level (3 slots): blur, darkvision, spike growth
3rd level (3 slots): counterspell, haste, speak with plants
4th level (3 slots): conjure woodland beings, polymorph
5th level (2 slots): wall of stone

Wild Shape (2/Day). As a bonus action, a twin can magically assume the shape of a beast that has a challenge rating of 1 or lower that the twin has seen before. The twin can stay in a beast shape for 5 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to your normal form earlier by using a bonus action on your turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies. While in beast form, the twins attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Multiattack. A twin makes three hand axe attacks, or one ranged weapon attack with a blowgun.

Hand Axe. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6+6) slashing damage.

Blowgun. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft., one target. Hit: 6 (1d4+4) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Foe Slayer. When a fiend or undead creature within 5 feet of a twin hits or misses a twin with an attack, either twin can use his reaction to attack that creature immediately after its attack, provided the twin can see the creature.

Legendary Actions

Both Hunapu and Xbalanque can take 3 legendary actions each, choosing from the options below. Only one legendary option can be used at time and only at the end of another creature’s turn. The twins regain spent legendary actions at the start of their respective turns.

Detect. The twin makes a Wisdom (Perception) check or a Wisdom (Insight) check.

Move. The twin moves up to half his speed without provoking opportunity attacks.

Tackle. The twin makes a Strength (Athletics) check against an adjacent creature contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the twin wins the contest, he either knocks the target prone or pushes it 5 feet away from him. In either case, the target takes 8 (1d4+6) bludgeoning damage.

August 2nd, 2018  in RPG 1 Comment »

Facing the Sacred Direction

It’s been more than a month since I wrote anything that converts content from the AD&D Deities & Demigods for use with 5E D&D. (If you missed those other posts, you can check them out here.) Since I left off with the Celtic Mythos, it’s time to move across the Atlantic and into ancient Mexico for a look at the Central American Mythos.

When we start our look, we find eleven deities and two heroes. Six of those deities are evil, which makes sense given the mind-boggling lust for blood that was part of Aztec life. Of the five remaining deities, two of them are good-aligned. Also, there’s a dearth of material for conversion. I’m not converting deities into 5E versions. I am willing to give it a go with the two heroes, the twins Hunapu and Xbalanque, but I’m going to save them for a later post. So, that leaves me for this post with the last paragraph of the introduction to the Central American Mythos, that explains why “[f]irst level clerics must choose a compass direction for their own (east, west, north or south)”.

Facing the Sacred Direction

A 1st-level cleric that serves a deity of the Central American Mythos must choose a compass direction (east, west, north, or south). Once this choice is made, it cannot be changed. The cleric prays and meditates facing his sacred direction. Failure do so means the cleric regains no spells after resting. Each day, when the cleric starts off to adventure, he must travel at least four steps in his sacred direction before moving in any other direction. Failure to abide by this requirement incurs the deity’s displeasure. At some time during the day, the cleric is sure to experience bad luck (roll with disadvantage on any single attack roll, saving throw, skill check, or ability check of the GM’s choosing). Furthermore, the cleric’s sacred direction dictates the color of his vestments: red for east, yellow for south, black for west, and white for north. These vestments must be worn in plain sight, or else the cleric either suffers disadvantage with spell attack rolls or else his target’s gain advantage on their saving throws against the cleric’s spells until a long rest is spent that includes proper supplications and abasements.

In exchange for these restrictions, the cleric enjoys these benefits when casting a spell while facing his sacred direction:

* The cleric makes spell attack rolls with advantage.
* The cleric’s targets make saving throws against the cleric’s spells with disadvantage.

In situations where the cleric’s facing may not be immediately obvious, simply roll 1d4: 1 equals east, 2 equals west, 3 equals north, and 4 equals south.

******

In Spes Magna news, I’ve ordered the second proof copy of the print-on-demand version of The Four Color Hack. I should have the book in my hands in about a week. If it looks good, the POD version will go on-sale as quickly as possible.

I’ve also released Map Collection II, which presents thirteen hand-drawn maps, including two decades-old campaign maps, one for a historical-fantasy world and the other for a post-apocalyptic world. There are also eleven other maps, including isometric dungeon maps. Each map’s minimalist style maximizes your ability to customize the dungeons. Print a page, and add your own key and encounters for your favorite game. These maps aren’t fancy, but at a about dime each, they’re a bargain. Also, they’re all released under the terms of the AttributionShareAlike 2.0 Generic license.

July 31st, 2018  in RPG, Spes Magna News No Comments »

No Longer a Gnome Lair

The picture to the left above is the “Gnome Lair” map on page X62 of the 1981 printing of the D&D Expert Rulebook. The picture to the right is my version drawn isometric style with some changes happening because I reached the edge of the page and others being more thoughtful. (Clicking a pic embiggens it.)

My version is not a gnome lair. It might have been occupied by gnomes once upon a time, but no more. Now strange magical forces have turned the lair into a dangerous maze. Notice there are two sets of keyed areas: those with Roman numerals and those with Arabic numberals. Let’s start with latter.

Those Arabic Numerals

When an explorer gets line of sight on an area marked with an Arabic numeral, roll 1d10 before describing what the explorer sees. On a 10, the explorer sees a dead end. Otherwise, he or she sees whatever is at the indicated area. For example:

Eric (playing Agios): Agios descends the stairs cautiously while Cinder and Tupke wait in the hallway above.

Mark (the GM): Agios nears the bottom of the steps. (Mark rolls 1d10 and gets a 6.) He sees that after the landing, the hallway advances about ten feet and then turns to the right. (Mark makes note that if Agios continues, he’ll end up leaving the area marked “6” and advancing down the hall.

Every time a numbered area is not within line-of-sight, the magical effect resets. For example, if Agios continues down the hallway to the intersection, and then returns to area 6, Mark would roll 1d10 to see to where (if anywhere) the path now leads.

Those Roman Numerals

Whenever an explorer triggers the magic at an area marked with an Arabic numeral, there is a 1 in 6 chance that some randomly determined monster or monsters will be summoned. If so, consult the appropriate table, and then roll 1d6 to see in which area marked by a Roman numeral the encounter appears. These monsters behave appropriately for their type, and they too may decide to explore, triggering Arabic numerals areas appropriate.

Mark rolls 1d6 and gets a 1. He consults the specially prepared random encounter table, rolls 1d8+1d12 and another 1d6. As a result, two grells appear at Roman numeral I, not too far from where Agios might be heading should he choose to continue without the party.

July 28th, 2018  in RPG No Comments »

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 »