The mongrel-faced pugwampis have the burden of not looking
very much like gremlins. But
that’s also a positive: Since they don’t look very much like gremlins, so you
might find them in any number of settings or situations. (For instance, if you (like me) miss
the days when kobolds were canine instead of draconic, pugwampis fit the bill
perfectly.)
And it shouldn’t be hard to come up with adventure ideas for
the wicked, prank- and gnoll-obsessed fey. The Pathfinder crew outdid themselves with lines like,
“Their ‘jokes’ tend to involve spikes and excrement.” So dive in, have fun, and spread the unluck!
Even other gremlins
hate pugwampis. Denied entry
into a gremlin conclave (if an orgy of stolen food, fighting, and sabotage can
be called a conclave), a mob of pugwampis decides to earn entry to the feast by
serving up some hapless adventurers.
A frontier town has
been beset by gnolls.
Fortunately, the mission and the bank were well armed, and many of the
citizens are ex-crusaders with experience in sieges. But after two weeks the various barricades begin to collapse
and nearly ever firearm in the compound breaks under mysterious
circumstances. Apparently, the
gnolls held their noses and recruited a nearby infestation of pugwampis to
help, and the fruits of this alliance now quickly become apparent.
Pugwampis were
tolerated near the grounds of a remote dojo for a year, thanks to a
beneficent senior abbot. But when
their pranks became too frequent (and too manure-focused), they were driven
away. Now the abbot is sick, and
his students (likely a motley mix of monks, ninjas, clerics, and others) are
sent to retrieve a rare herb to cure him.
Resentful and vindictive, the pugwampi mob sees an excellent opportunity
to revenge themselves on the abbot’s young charges.
—Pathfinder Bestiary 2
144
First up: Do you guys do Twitter? I’m @patchdj if you want to add me. I’m still a total n00b at it, though.
Comic relief opportunity: Pugwampis who swear at party
familiars/companions/mounts nonstop via speak
with animal.
I…am not going to put my feelings about Charles De Lint’s
work into print. (Let’s just say I
was enchanted by the stuff I read in early editions of The Year’s Best Fantasy & Horror. And do not enchantments in fairy stories exist solely to be
broken?) But pugwampis remind me
of the bogan Rabedy in Widdershins.
Mailbag! Regular
commenter syringesin writes:
Dinos and dinolike
creatures have never made an appearance in my games. I just can't bring myself
to use them. Unless PCs were to visit the Beastlands...
I totally respect that. In fact, I actually struggle with it, too; way back in the comments to the Arsinoitherium & Glyptodon entry I confess to having what I
call a “paleontology problem.” But
part of the exercise of this blog has been to get over that—otherwise every one
of my dinosaur entries would be “The PCs go to a spooooooky lost continent.” So
I try to mix it up. (I think the
glyptodon-loving shogun was a bit of a breakthrough for me.)
I think dinosaurs are one of those things like gunpowder or
ninjas or even monks (martial art monks, not friars) that need to be decided
upon early in the game, so you and your players understand your world. I think any number of approaches are
equally valid—1) No dinosaurs exist, 2) dinosaurs exist only in isolated Lost
Valleys or magical caverns, 3) dinosaurs exist but only in far-off continents
and jungles, 4) dinosaurs are rare but do exist in the local wilderness, 5)
dinosaurs are as common as any other animal—but you have to decide early. Are they as commonplace as
wolves…manticores…dragons…or presumed to be myths? Likewise, nomenclature matters—is it a T. rex or a “sharptooth”?
Players who scoff at hobgoblins riding velociraptors may be petrified by
“mounted sickledeaths.”
And A.A. writes:
This question isn't
related to monsters, but I still was wondering it.
D&D Next seems to
be getting rid of a lot of the stuff 4e did, such as Healing Surges/non-casters
being able to heal via inspiration, merging the Warlord and the Fighter,
merging the Warden and the Paladin, ghettoizing the Dragonborn and Tieflings as
“Rare” races, and so on.
A lot of 4e fans are
really, really pissed about that, especially given the promises of this being
the “Unifying” edition, and as one who wasn't into 4e, I was wondering what you
think of it.
Interesting question.
I’m honestly not following the D&D Next stuff except for listening
to the D&D podcast. So my only
knowledge comes from that. To use
a cliché, I hope they don’t throw the baby out with the bathwater—there had to
be some good stuff in there. But
4e is up against 30+ years of tradition—and for every one fan that loves it,
there is a vocal critic who regards it as the George W. Bush of D&D.
So I can’t speak to the warlord—seems like it would make a
better prestige class to me; I can’t picture a 1st-level warlord. I could see keeping the warden if they
differentiate it enough from the paladin.
(Or maybe having it would shut up all the people clamoring for a
non-lawful good paladin. And by “people”
I mean savages. …I kid, I kid! (I’m not kidding.) And dragonborn and tieflings don’t have
to be rare in your campaign—that’s your call to make.
Personally, though, while I don’t love healing via
inspiration I would totally keep healing
surges in some form—I thought they were a good idea—and casters having at least
one ray or magic missile or something they can use every turn—even if it’s
just a single d6. Resting for
spells and healing is the single
number-one biggest killer of momentum in an adventure, and anything that keeps
the party in play from in-game dawn to dusk is fine by me. A d6 ray attack or a single magic missile every turn isn’t much, but
it’s better than a dagger or napping by noon…
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