Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Wednesday, March 11, 2020

The Bees Below

I promised my players I would “concoct some suitable fable” about atomic bees. It's not great prose, but I think it's functional. I didn't find a place to put laser-eyes in the story though, which I regret slightly.

One spring, when Bear awoke, his mother was dead. Unsure what to do, he went to Mole’s house to ask how he could get his mother back, for Mole was very wise.

Mole said, “In my deep journeys, I have encountered rare bees, and you must seek them. Ask them for their honey, which can work miracles.”

Bear traveled through the wood, by paths known only to animals. But in the distance, a hunter saw him, and was afraid.

Bear came to a cave entrance he had never seen before, and descended. He walked for days and nights until he came to a rickety bridge across a deep chasm. Bear was afraid, for he did not know if the bridge could hold his weight. But running across, Bear arrived at the far side, the bridge collapsing behind him.

Continuing, Bear came to a cavern piled with glittering wealth: rubies the size of sunflowers, gold coins from nameless empires, and flatware of the finest aluminum. But Bear, his heart still heavy with grief, cared not for the riches therein. He stopped, and wept “Oh! That such riches could bring back to me my mother! But alas, I must continue.”

Finally, Bear arrived at a meadow, so deep beneath the earth that the sun could not have suspected it to be possible. The flowers there were wrought of precious metals and the grass crinkled gently in the breeze. Glowing gently in the distance was the hive of the atomic bees.

The bees buzzed, “Bear, why are you so far from home, where the only light is the glow of our hive?” “My mother is dead and I cannot go on without her,” Bear wept. “Feed her some of our honey, and it will bring life to her bones,” the bees buzzed, and they gave him a thick honeycomb to bring back with him.

When Bear returned to the cave of treasures, he froze. A fearsome serpent had made its home there and was presently asleep, coiled about a velvet throne. Bear waited outside the cavern, but was impatient. Unsure what to do, he tasted a drop of the honey. His fur stood on end like a frightened cat’s tail, and when he next looked for his reflection in the polished surface of a silver mirror, he could not find it. No longer fearing the serpent, he strode boldly into the chamber. The clinking of coins woke the serpent, but its cries of “who goes there?” and “what have you brought me for tribute?” went unanswered, for Bear had already passed through the chamber.

At last, he came to the chasm, but the bridge was still broken, and the rushing river below could barely be heard so long was the fall. He sat and he wept, for he had come so far, but could not complete his quest. After a while, he grew hungry, and tasted another drop of the honey. At this taste, his teeth hummed like the bees below, and he lifted off the ground. Swimming through the air he came to the other side of the chasm and continued on his way.

Climbing the passage for days and nights, Bear saw the sun in the distance and rejoiced, “soon I will see my mother again!”, and bounded into the wood. But in his haste, Bear did not see the the hunter had set a cruel trap for him, and his legs were taken off by jaws of iron. Bear cried out, “How cruel! To see the sun again, but nevermore my mother!” Remembering the miraculous honey, he tasted another drop. His whole body felt as though it were on fire, and in panic, Bear patted down his limbs. Now he understood that his limbs had grown back, and were as strong as they had ever been.

Rejoicing, Bear walked the hidden paths back to his home, but when he attempted to place a drop of the honey in his mother’s mouth, he found that none was left. At this, Bear wept, and cursed the bees below. Their gift had meant nothing to him. And he cursed so loudly that the bees below heard his curse and were saddened. The bees could share no more, or they would have none for themselves. So they resolved to never again share their honey and to defend it from all others, to spare us all the Bear’s pain.

Monday, November 11, 2019

Discourse & Discord

“The Discourse”

I can't keep up with The Discourse. There's always something happening, and I mostly don't care. But I try to be a good person and also to not support shitty people, so I have to care a little.

I stopped using the "OSR" tag on this blog, because it has been associated with a lot of terrible people, and also it seemed unnecessary1. This was an imperfect solution because "OSR" has a defined sensibility that it was useful to have a name for. (*DREAM is a cool group, but I think it's turning into something different—compare a game like Songbirds V2 with a game like Bastionland.)

Then Zedeck had a thread and pointed out that it was selfish to continue playing in the space but to disown the label. I still respect people who used to be "OSR" and then decided that it didn't actually describe the games they enjoy, or that it wasn't worth dealing with the people. But I'll try to use the "OSR" tag for my stuff where it seems relevant, and also to be a decent person.

Discord

Where is the OSR community now? As far as I engage with it: mostly Discord. Many Discord servers are runaway reactors of creativity. Unfortunately, they're also transient, and brief conversations get lost. Here's some things to come of them that I hope others might find useful.

Troika! Backgrounds Jam

I may never play Troika! proper, but it's an infectious idea. Similarly, I don't know if I'll ever sell my games, but itch.io seems to be where the cool games are these days. The Troika! Backgrounds Jam was apparently the push I needed to throw something together and put it on itch2. The jam is over, but this clip of how-to seems worth keeping:


(Instructions from Jared Sinclair, used by permission.)

And here is my entry, loosely inspired by Dial H:

I went ahead and put Bloodring up there too:

Alternate Beholders

Something about a beholder demands an answer. "Dungeons and Dragons" is nominally about dragons, but you know you're really playing D&D when you see a beholder. The 5e Monster Manual has three or four variant beholders. The AD&D Monstrous Manual has twelve. Everyone wants to do their own take3.

So the OSR Discord server was brainstorming alternative "beholders": burning wheels of eyes, disco-laser robots, etc. And I had what I thought was a pretty good idea, and now a bona fide meme: An Octopus with Too Many Wands. Now that we've survived one in Spwack's game, I thought I'd take the opportunity to share the idea here for posterity. It's a great monster: it's weird, it's dangerous, it's intuitive, and it makes its own treasure.


(Art from Nate Treme, used by permission.)

1 I call all the games I play "D&D" in speech, even things like Mothership. It's just easier sometimes.back

2 Looking back at my blogging, I find I am unexpectedly motivated by challenges and competitions, even though I am not a competitive person by nature.back

3 What I can find on short notice includes:

But there are many many more, I'm sure.back

Wednesday, October 30, 2019

The City of Emination, a Newer Crobuzon

Following Anne at DIY & Dragons, I've made a city out of some monsters (three "humanoid" minorities and three "bizarre" creatures).

Humanoids

Doppelgangers

Recent refugees of distant war, they are not trusted. Good merchants, negotiators, tour guides. Some rumors about doppelgangers:

  • They bleed a different color (true, but so do some Aasimar).
  • They can read minds (true).
  • They can't stand garlic (false).
  • They'll replace the recent dead (sometimes: they consider dead people's identities "unclaimed").
  • They'll leave you to raise their children for them (false).
  • They'll steal your stuff (rarely: they have different ideas about property).
  • They can't drink alcohol (true, or at least, they can't keep it down).

Ghouls

Unable to enter the inner city (which is hallowed ground) sprawl has forced the ghouls to integrate. Well-fed, they work as laborers. Otherwise they don't think so good and eventually go dormant. Those that let hunger drive their actions are swiftly dealt with.

Aasimar

Aristocratic upper-class, descended from celestials that followed Wormwood (they claim). The original celestials have long since moved on, leaving their progeny to manage the city.

Bizarre

Aboleth

In the city square, a mound of unrotting flesh. It spasms in the rain, and it's good luck if it twitches when you spit on it. It's unknown how it got there, as Emination is landlocked.

The Angel Wormwood (Solar)

Millenia ago the angel Wormwood came to the mountains and there made itself a throne. It never speaks. It has not moved. Ancient pilgrims cut paths through the mountains from all sides, making Emination into an important crossroads.

Earth Elementals

Before the city were the mountains, and the elementals there. Taking the forms of rams and bears, they cut swathes through the outer city until they smash on the inner city walls, raining down charged earth. They always travel in a North-South direction and are more active around geomagnetic reversals.

Other New New Crobuza

There are also some entries from 2009 collected at The Book of Judd. Sphinxcorland (Sea of Stars) was a late addition (2010).

Tuesday, December 11, 2018

Creatures of Near Kingdoms

I made a Goodreads account just to review this book (although hopefully it will encourage me to be more thoughtful in my reading). I'm afraid that whatever I do, my reviewing style will probably be very dry, but FWIW, I really enjoyed this book.

Creatures of Near KingdomsCreatures of Near Kingdoms by Zedeck Siew
My rating: 5 of 5 stars

The book is ~160 pages, paperback, liberally illustrated with woodcuts. There are 25 flora and 50 fauna inside, with each described on the right-hand page via a short second-person vignette with ecological digressions, and illustrated on the left-hand page. It could be described as a bestiary of a near-future mythical Malaysia.
I loved this book. The second-person narration seems strange at first, but it quickly becomes very comfortable, like the voice you talk to yourself in your head with. I don't think you are meant to be a specific person. Instead, each new vignette gives you new family, new surroundings that immerse you in the narrative much more deeply. The creatures are not described scientifically, but rather they are brought to life by the ways that they interact with your newly-assumed everyday life.
My heart was broken several times and I laughed out loud a few times also.
It is hard to describe the illustrations in a way that do them justice, but they are critical to the mission of the book.

View all my reviews

You probably don't need to know this, but for whatever reason, some books take me months to get through, and some books I read overnight (this doesn't seem to affect my enjoyment either way). Despite its format suggesting the former, I devoured this book. Maybe it was the anticipation while it was in the mail.

You can order Creatures of Near Kingdoms here, or by contacting Zedeck directly (he is on tumblr, instagram, G+, etc.).

Sunday, January 20, 2013

Bestiaries and The Ubiquitous Sages

Bestiaries

The Ashmole Bestiary (Source: Wikipedia)
Monster books are great. Let's look at some more obscure ones than the Monster Manual that everyone knows.

Bonus Bestiary

by Jason Bulmahn and F. Wesley Schneider

Paizo released this pamphlet as a preview of the Pathfinder Bestiary on Free RPG Day 2009.
  • It's marked "3.5 OGL Compatible" on the back, even though it uses the Pathfinder rules. I guess they're close enough that Paizo was hoping not to scare people.
  • At the time of printing, the Bonus Bestiary was monsters that didn't fit in the main book, and so this was the only place for them. Some of them I can imagine were missed (the Allip), and some of them less so (the Ascomid).
  • As of the Bestiary 3, I think all of the monsters in this book have appeared in other Pathfinder supplements.

Monster Manual II

by Ed Bonny, Jeff Grub, Rich Redman, et al.

A follow-up to the 3.0 Monster Manual. Hereafter referred to as MMII.
  • Pages 4-21 explain how to read a monster's write-up, but the information is complete enough that it could probably be used for making monsters too (a laborious task in 3.X).
  • The last two monsters (Scorpion Folk and Razor Boar) are designated open game content, which I think makes MMII unique among non-core WotC publications (Technically even including core: IIRC the books themselves are not OGC, only the SRD). I wonder what might have been.
  • The MMII is unique among the monster manuals for never getting a 3.5 printing.
  • I think the skull on the cover is meant to be that of an ethereal marauder, but I don't know that there's a "canon" solution.
  • This book is often remembered for its stupidly high-level monsters, but in fact, they do not comprise the majority of the monsters (see Figure 1). I remember it more for introducing me to many of the more off-beat monsters from older editions, such as myconids and thri-kreen. A lot of the new monsters are pretty uninspired though; it's very hit-or-miss.
Figure 1: Challenge rating distribution in MMII.

Legions of Hell

by Chris Pramas

I think I got this free with a subscription to Dungeon magazine a while back. It's pretty good though.
  • The stat blocks are irrelevant, as are the templates and prestige classes. What really makes the book worthwhile is the dozens of detailed devils with their schemes and manoeuvrings through the political structure of hell. Each of them has goals and activities outlined both in hell and in the material plane.
  • I appreciate that entries frequently play off of each other. For example there are rival dukes of rhetoric and eloquence (appealing to logic and the psyche, respectively). It gives the book a very complete feeling.
  • The book has occasional tie-ins with Hell in Freeport, which I do not own. But I would be interested to see if any of it also appears in the associated "world of Freeport" settings; I seem to recall that Green Ronin had all of their settings in a shared world.

The Ubiquitous Sages

As it was noted in "Let's Read the Monstrous Manual", many monster write-ups refer to "sages" with strangely specific knowledge and theories, implying some sort of twisted academic discourse in the D&D universe. When writing, it's an easy trap to fall into: when I do it it's because sometimes I just don't want to decide how something works, or I think something is a good idea but struggle to make it interesting, or I have multiple conflicting ideas. Basically, it's because I'm lazy (although I do try to catch myself doing it).
This fall-back device has some strange implications though. Take, for example, this passage from the AD&D Monstrous Manual:
Naturally vicious and almost evil at times, displacer beasts harbor an undying hatred of blink dogs. Many theories attempt to account for this enmity. Some sages believe it springs from antipathy in temperaments -- the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. Others argue that it is the displacement and blink abilities which cause this antipathy -- the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions. Encounters between the two breeds are rare however, since they do not share the same territory.

Authorship

The judgements implicit in "almost evil" and "undying hatred" contrast sharply with the pseudo-scientific prose in the rest of the text. On the other hand, the back-and-forth of competing theories suggests a reliable communication infrastructure, the use of "sages" and "others" plural suggests a community of academics, and the note that natural encounters are rare introduces the possibility of a controlled laboratory environment, complete with technology that can contain an ethereal blink dog.
The contrast of these prose styles might be explained by the method of writing of a real medieval bestiary: Greeks and Romans would hear stories from all over and write them down. Then monks would copy, translate, and illuminate, these manuscripts, and add a layer of Christian allegory. In some cases, these were then later translated again with annotations, like this one, leaving many competing authorial voices. I think this (possibly unintentionally) makes for a somewhat more "realistic" bestiary.

Naming the Sages

If there is an academic community however, these books do a pretty poor job of citing things. Proper citations and references might be a bit much, but let's at least name the sages. Take the above blink-dog passage:
Many theories attempt to account for this enmity. [Nymphitylus believes] it springs from antipathy in temperaments -- the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. [Marixtus the Optimist argues] that it is the displacement and blink abilities which cause this antipathy -- the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions.
I think the addition of names is a minor change that adds a more academic tone. I can easily imagine several names reappearing throughout a text, alluding to the nature and reliability of different sources.
Of course, names for ancient sages should be Greek. So here is a table to name them:

Sage Names

A half-dozen samples:
  • Hegetius of Stratonicia
  • Hierocrates the Epicurean
  • Porphygias the Cynic
  • Phaeneas
  • Alexagnote Mallotes
  • Carneacydes of Athens
Epithets can be generated with a d100, or a d30 to exclude place names, or a d20 to exclude Greek epithets. On 1-2 in 6, I exclude the epithet all together.

Thursday, August 23, 2012

The Devil's Darning Needle

Dragonflies have long had a bad reputation. Called "ear cutters", "eye-pokers", "eye-snatchers", and "adder's servants" in parts of Europe, the story I grew up with was that they were "the devil's darning needles", and they would sew your lips and eyelids shut.
I actually think dragonflies are pretty cool, and obviously they don't hurt people at all, but if they did . . .


The Devil's Darning Needle (Image Source: Wikimedia Commons)

A devil's darning needle looks similar to a dragonfly except that when it flies it always flies "backwards". They are encountered alone, in pairs, or in swarms of 2d20, and are a favorite summon of Beelzebub and his ilk when enforcing contracts. The darning needle attacks by poking, prodding, and piercing its prey, weaving it with invisible magic cords while it does. Eventually the prey is immobilized, at which point the darning needles wait for it to die before feeding on the carrion.

For statistics, use a sprite, except that its type is magical beast and every hit deals an additional 1 point Dex damage and they generally have 1 hp.

Wednesday, August 22, 2012

The Antalop

Here is the antelope, from a Latin bestiary (antalops) interpreted as a fearsome critter.

The Antalop (source: Wikimedia Commons).

The antalop is about the size and shape of a deer, except that its antlers are like saw blades. It uses these to cut branches off trees and graze on the leafy upper foliage, but in a pinch it can also use them to collapse trees on pursuers or defend itself directly. Owing to this and its notable speed, it is difficult and dangerous to hunt, although if its antlers become entangled in something it may be caught.

An antalop has stats as a mule, but with an antler attack as a short sword.

Tuesday, August 14, 2012

How to Get by Dangerous Monsters

An old birthday present from one of my cousins, scanned and traced over in Inkscape:
How to Get By Dangerous Monsters


The Monsters:

  • Octopus Fish
  • Electric Eel Fish
  • Killer One
  • Killer Double-Headed Bee
  • Giant Monster Cat
  • Guardian Monster
  • Giant Snake
  • Guardian Demon of the Wall
  • Killer Kangaroo House
  • Cyclops
  • Kung-Kong Fish
  • Meteor Fish
  • Duckfish

Other Locations:

  • Start
  • Troll Bridge
  • Witch's House

Interpretation:

The mixture of aquatic and land monsters suggests a swampy location to me, and the choice of orange color for the paths suggests a boardwalk. Not sure what the purple was, but maybe its some kind of older, more dangerous pathway.

Wednesday, August 8, 2012

Spider Racial Track

This is for a game called Legend, which is pretty cool, but doesn't have enough monsters (they're working on it). It's also undergoing major revisions, so this may not always work perfectly.

(Image Source: Wikimedia Commons)

The Spider Racial Track

Of course, I had a lot of help with this track, and credit goes out to the cool people on the forums.

Friday, July 27, 2012

Fire! Fire!

It was my intention this summer to collect my works and put together my own website and make everything tidy and presentable. But it occurs to me now, more than halfway through, that I would much rather have less content but have a website than have a pile of unfinished things that can't be shared.

I will begin then, by posting my entry to the Wampus Country Summer Contest:

Fire! Fire!

Lost in the woods, our heroes make camp for the night. Ms. Lulubelle lights a Fire using the matchbook earlier picked from the pockets of the Rude Gentleman. She swears the Fire speaks to her, but Mr. Rumpscullion reminds both her and the Fire that fires simply do not speak, and retires for the evening. Ms. Lulubelle wishes aloud for some company and, overhearing, the Fire offers to assist her in the matter, if only she will carry him to a nearby tree. Ms. Lulubelle obliges, but the spreading fire attracts the attention of a family of bears who knock over the tree, stomp out the fire, and abduct Ms. Lulubelle to be tried on suspicion of arson. Mr. Rumpscullion awakes in the morning and reluctantly begins to follow the bear tracks deeper into the woods.

The Rude Gentleman’s Matchbook

This matchbook has a glossy red finish with an elegant, but apparently meaningless gold symbol stamped on the front. It is found with 1d10 matches in it, each of which functions normally. However, the first time one is used to light a fire each day, it summons a weak fire elemental which is not hostile to the caster, but under no obligation to be helpful either.

Weak fire elementals have only one hit die, but the same special qualities as their stronger kin: they can only be harmed by magic or magical weapons, any victim using cold-based attacks will suffer an additional 1d8 damage from their attacks, and they are unable to cross more than 1’ of water.
A full complement of dormant elementals (source: Wikimedia Commons).

The smaller fire elementals are popular with infrequent summoners (source: Wikimedia Commons).

Quench Bears

It is commonly known that some water spirits take the form of fish. It is less known however, that rarely a fishing bear will eat one of these fish, and take on some aspect of its spirit. These “quench bears” invariably hate fires and seek to put them out immediately by whatever means available, including smothering them with their own incombustible hides.

A quench bear has statistics as a grizzly (brown) bear, but lacks the “bear hug” ability. Instead, the bear is treated as though it wears a ring of fire resistance: it is resistant to all normal fire, all other fire damage is reduced by 2 points per die, and it makes saves against fire at a +4 bonus.
Quench bears fighting an elemental (source: Wikimedia Commons).

Firefighters in quench bear hides (source: Wikimedia Commons).

Weak Fire ElementalQuench Bear
No. Enc.1 (1)1d4 (1d4)
AlignmentNeutralNeutral
Movement120’ (40’)120’ (40’)
Armor Class66
Hit Dice15
Attacks1 strike3 (2 claws, bite)
Damage1d81d3/1d3/1d6
SaveF0F2
Morale108
Hoard ClassNadaVI
XP16200