The Celtic Mythos, Part 2

As promised, here’s part two of my trip through the Celtic Mythos from the AD&D Deities & Demigods. Today, I bring you the Wild Hunt converted to D&D 5E.

Called by Evil. “The Wild Hunt exists in all lands where Druids and their deities dwell. It is a physical manifestation of ‘life force’ that always take on the same form. The Hunt is made up of one huge black-skinned man with antlers growing from his head and his pack of hounds.” The Wild Hunt “appears whenever there is evil in the land”, always arriving after sundown. The Wild Hunt “begins ten miles from the source of evil that ‘summons’ it”, and it races toward the source of that evil.

Call of the Hunt. The Wild Hunt confines itself to a 10-mile radius around the initial location of its prey, around the evil which summoned it. As the Wild Hunt races, the Master’s horn and the hounds’ baying “can be heard for miles in the night.” Those who end up too close to the Wild Hunt, whether by accident or design, may fall under the Hunt’s spell, joining it as either predator or prey.

One More Chase.. Neither the Master nor the hounds can die for long. If slain, the Master and the hounds “disappear in the darkness and appear somewhere else the next night, proving that the force that creates the Hunt is eternal.”

Master of the Hunt
Large fey, neutral

“The Master has jet black skin and glowing green eyes. His head is crowned by a set of stag antlers, and he wears a suit of black leather. The Master never speaks.”

Armor Class 20 (leather armor, natural armor)
Hit Points 142 (15d10+60)
Speed 45 ft.
Ability Scores STR 23 (+6), DEX 18 (+4), CON 19 (+4), INT 18 (+4), WIS 19 (+4), CHA 18 (+4)

Saving Throws DEX +9, STR +11
Skills Athletics +11, Perception +9, Survival +9
Senses passive Perception 14
Languages Sylvan (doesn’t speak)
Challenge 16 (15,000 XP)

Legendary Resistance. If the Master fails a saving throw, it can choose to succeed instead.

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

Master Hunter. The Master has advantage on Wisdom (Survival) checks to track a target. It can also move through nonmagical difficult terrain with no extra movement cost. The Master can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard.

Skillful Evasion. Opportunity attacks against the Master are made with disadvantage.

Spellcasting. The Master is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Its verbal components consist of growls, hoots, and other animal noises. The Master knows the following ranger spells:

1st level (4 slots): ensnaring strike, hunter’s mark, jump
2nd level (3 slots): darkvision, find traps
3rd level (3 slots): protection from energy, water walk
4th level (2 slots): freedom of movement, locate creature

Trackless. The Master can use the Hide action as a bonus action on its turn. It cannot be tracked by nonmagical means unless it chooses to leave a trail. In a natural terrain, the Master gains a +10 bonus to Dexterity (Stealth) checks as long as it remains motionless and takes no actions.

Actions

Multiattack. The Master can attack twice on its turn with its spear.

Spear. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 13 (1d8+9) piercing damage, or 14 (1d10+9) piercing damage if used with two hands to make a melee attack. If the creature hit by the Master with its spear is below it’s maximum hit points, the creature takes an extra 5 (1d10) piercing damage. The Master fights with a +3 spear. If thrown, the Master’s spear flies back to its hand immediately after the attack.

Hunter’s Awareness. The Master becomes supernaturally aware of the region around it. It can sense the types of creatures within 1 mile of it. This ability does reveal the creatures’ location or number.

Whirlwind Attack. The Master can make a melee attack against any number of creatures within 5 feet of it, making a separate attack roll for each target.

Reactions

Uncanny Dodge. When an attacker that the Master can see hits the Master with an attack, the Master can use its reaction to halve that attack’s damage against it.

Legendary Actions

The Master 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. The Master regains spent legendary actions at the start of its turn.

Detect. The Master makes a Wisdom (Perception) check.

Invitation to the Hunt (Costs 2 Actions). One creature that can hear the Master and that the Master can see is invited to the Hunt. The Master chooses whether the invitation is to be predator or prey. In either case, the creature must make a DC 17 Wisdom saving throw. If the creature fails, it “accepts” the invitation. If invited to be predator, the creature is affected by dominate monster and is under the Master’s control. Each time the dominated creature takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, the Master’s control ends. If invited to be prey, the members of the Wild Hunt gain advantage on attack rolls against the creature and inflict an extra 3 (1d6) damage with weapon attacks. In either case, the duration is 1 hour.

Motivate the Pack. The Master chooses one member of the Wild Hunt within 60 feet that can hear the Master and that the Master can see. The member chosen may take either the Dash, Disengage, Dodge, or Help action as a bonus action on its next turn.

Pack of the Wild Hunt
Large beast, neutral

There are twenty of these beasts. “The huge black hounds have licks of green fire for tongues and green fire for eyes. These flames do no damage but they make the whole Hunt cast an eerie green glow.”

Armor Class 15 (natural armor)
Hit Points 68 (8d10+24)
Speed 45 ft.
Ability Scores STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 13 (+1), CHA 10 (+0)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan (doesn’t speak)
Challenge 2 (450 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

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

Wild Hunter. The hound can move through nonmagical difficult terrain with no extra movement cost. It can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard. It can move across any liquid surface as if were solid ground.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

June 8th, 2018  in RPG No Comments »

Hammer Priest & Earth Striker

I’ve started my first Ludi Fabularum: Games of Stories, the 16-hour course I’ve developed that uses roleplaying games to help teach skills related to writing, editing, teamwork, et cetera. We met for the first time yesterday; we meet again tomorrow. My GoFundMe to raise money for scholarships for Ludi Fabularum is also up and running.

The Public Domain Review is a wonderful site that recently featured an article about Bakemono zukushi, “a Japanese painted scroll…from the Edo-period” that depicts several yokai, creatures from Japanese folklore. The image below is from this scroll, and it appears today as a new monster with two varieties for both Swords & Wizardy and D&D 5E.

Enjoy!

Kanazuchibō
Hit Dice: 4-6
Armor Class: 8 [11]
Attack (Damage): Hammer (1d6)
Move: 12
Save: 13, 12, or 11
Alignment: Neutrality
Challenge Level/XP: 4 HD (6/400), 5 HD (7/600), 6 HD (9/1,100)
Special: Backstab, spells, surprise foes on a 1-3

The kanazuchibō, or hammer priest, appears as a strange hybrid of human and bird that seldom stands more than four feet tall. It is a cowardly creature that prefers to avoid conflict. If it must fight, the kanazuchibō prefers to attack by surprise. When attacking by surprise from behind, the kanazuchibō gains +4 to hit and inflicts double damage. The kanazuchibō casts spells as a Cleric with a level equal to the monster’s hit dice.

Variant – Daichiuchi. Also known as an earth striker, the chaotic daichiuchi resembles the kanazuchibō, but tends to be taller and more muscular. The daichiuchi’s AC is 6 [13]. The daichiuchi is not the coward that the kanazuchibō is; the daichiuchi cannot backstab. It casts spells as a Magic-User with a level equal to one less than its hit dice. Once per day, the daichiuchi can strike the earth with its hammer. This causes a thunderous boom that inflicts 2d6 points of damage and deafens creatures within 30 feet. A successful saving throw reduces the damage to half and negates the deafening.

—–

Kanazuchibō
Small fey, chaotic neutral

Armor Class 11
Hit Points 27 (5d6+10)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 13 (+1), CON 15 (+2), INT 12 (+1), WIS 17 (+3), CHA 14 (+2)

Skills Perception +5, Stealth +3
Senses passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP)

Cowardly Cunning. On each of its turns, the kanazuchibō can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack. The kanazuchibō deals an extra 7 (2d6) damage when it 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 the kanazuchibō that isn’t incapacitated and the kanazuchibō doesn’t have disadvantage on the attack roll.

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

Cantrips (at will): guidance, light, resistance, sacred flame
1st level (4 slots): bane, cure wounds, protection from evil and good, sanctuary
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (2 slots): bestow curse, spirit guardians

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

—–

Daichiuchi
Medium fey, chaotic evil

Armor Class 13 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.
Ability Scores STR 13 (+1), DEX 12 (+1), CON 16 (+3), INT 17 (+3), WIS 13 (+1), CHA 12 (+1)

Skills Perception +3, Stealth +3
Senses passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)

Spellcasting. The daichiuchi is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The kanazuchibō has the following wizard spells prepared:

Cantrips (at will): dancing lights, fire bolt, minor illusion, shocking grasp
1st level (4 slots): charm person, disguise self, shield, witch bolt
2nd level (3 slots): cloud of daggers, mirror image, misty step

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Earth Strike (1/Day). The daichiuchi strikes the earth with its hammer, creating a powerful burst of sound. Each creature within 30 feet of the daichiuchi must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) thunder damage and is deafened. On a successful save, the creature takes half damage and is not deafened. At the end of each of its turns, a deafened creature can make another Constitution saving throw to stop being deafened.

June 6th, 2018  in Spes Magna News No Comments »

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 »

Elements of Danger

Endangered innocent bystanders have long been a staple of comic book action. All those civilians caught in the middle of that alien invasion or smackdown between titans serve certain narrative functions. They help create a sense of danger, of empathy. They give villains a convenient way to distract the heroes. Who can forget this evil exchange?

General Zod said, “This ‘super-man’ is nothing of the kind; I’ve discovered his weakness.”

“Yes?” said Ursa.

“He cares. He actually cares for these Earth people.”

“Like pets?”

General Zod said, “I suppose.”

In big team battles against earth-beating threats, getting innocent bystanders out of the way also gives less powerful heroes something to do while the group’s heavy hitters tackle the main menace. For example, Thor and Hulk go toe-to-toe with the Leviathan while Black Widow and Captain America race to get the civilians to safety.

One way The Four Color Hack handles this sort of action is through the use of Elements. At their most basic level, Elements serve to grant advantage or impose disadvantage, depending on the narration of the action. Consider Cloud of Dust as an Element. A hero could use this Element to hide his movement, thus gaining advantage on an attempt to remain hidden. In a similar way, the Element could impose disadvantage on a hero’s energy blast since he can’t quite see his target.

A more serious Element, however, can have stats, pretty much as if it were a villain. Consider this example:

Huge and Fiery Explosion
Level 2 Element

Hit Points: 16 (2 Vigor)
Base Damage: 1d6
Powers: Collateral Damage d6

On this Element’s turn, the Editor should describe how someone is imminent peril. He then asks a hero, “What do you do?” The hero’s response to the peril is treated as defending against an attack from the Element. Should the hero fail, the Element’s damage (2d6) represents the level of harm the hero faces. Since hit points represent more than physical damage, proximity to the threat is not particularly important. The Element can be “fought” during a hero’s Panel, but the Element’s hit points are not its resistance to actual damage. Instead, they represent the level of danger to bystanders, buildings, et cetera. Once the Element has 0 hit points, it is no longer a threat.

Imagine a player running the fiery speedster Hot Flash in a scene like that shown in the picture above.

Editor: “The fireball expands with a roar and a blast of heat, lifting vehicles into the air. Hot Flash, you see a man behind the wheel of a truck, arms locked, mouth open in a scream, as his vehicle flies into the air. What do you do?”

Hot Flash: “Faster than the eye can see, I race forward, running up bits of debris as if they were stairs toward the cab of the truck, and then a smash through a window and out the driver side door, carrying the man to safety.”

Editor: “Excellent. Roll DEX with a +1.” (The +1 comes from the difference between the Element’s level and Hot Flash’s level, and it is a penalty in TFCH’s roll-low system.)

(A die clatters on the table.)

Editor: “Ooh. That’s a failure. You race up the bits of debris and smashes through the window to pull the man to safety, but not without being pelted with shards of street, glass, and other bits of shrapnel.” (More dice clatter.) “You take 9 points of damage. Your turn. What do you do now?”

Hot Flash: “After leaving the man in an alley, I race back, unconcerned with these minor cuts. I use my Fire Control to funnel the flame from the explosion up into the air where I hope it’ll dissipate harmlessly.”

Editor: “Clever. Roll INT with a +1.”

(Clatter, clatter!)

Hot Flash: “A one! Critical success!”

Editor: “Roll for double damage.” (Hot Flash scores 19 points of damage.) “Excellent! You’ve defeated the fireball. Narrate the results, please.”

May 31st, 2018  in RPG No Comments »