A monster most every weekday. Three adventure seeds a post.
Because Pathfinder and 3.5 are more fun than work.
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Friday, September 26, 2014
Chemnosit, the Monarch Worm
And another night of hospital visits, so no entry for tonight. I think at this point I'm going to take next week off to recuperate and fill in some of these missing entries. Thanks again for your patience (especially you new followers that I'm neglecting), thanks for all the continued likes and reblogs, and have fun exploring the archives while I get caught up.
Thursday, September 25, 2014
Charnel Colossus
Different night, different (fingers crossed) hospital. Entry to come as soon as things calm down here. Thanks for your patience. Enjoy the 3+ years of archives in the meantime.
Wednesday, September 24, 2014
Changeling
Another night, another visit to the ER because important people need visiting. But I *love* the changeling and all things hag-related, so check back here for the completed entry which I'll have up ASAP.
Tuesday, September 23, 2014
Chaneque
The chaneque is a bat-like fey that kills other fey, stews
their brains in their skulls, then uses the skulls to steal the souls of
mortals—mortals which, by the way, the chaneque controls until the soul is
recovered.
I’m going to say that again in case anyone missed how cool
this is.
The chaneque is a bat-like fey that kills other fey, stews
their brains in their skulls, then…you get the idea.
Let me back up.
Fey are vaguely defined supernatural spirits. They’re usually described as guardians of nature, but there
are plenty of spirits of the farm and the home as well, like brownies and domovoi
(see Pathfinder Adventure Path #67: The
Snows of Summer). But then
there are fey that are older…far older.
Who don't just guard nature—they are
nature—and the chaneques fit this category. To them, guardian fey and house spirits are weak. Puerile. Sentimental. Nothing
more than prey to be hunted, devoured, and used. “They see themselves as dutiful punishers of the fey,” the Bestiary 4 notes, but at best that means
they’re following the rules of an extinct old order. At worst it means they’re delusional fratricides.
(Here’s another take: Maybe they're fey corrupted to the
service of a jungle deity, like the bat demon/god Camazotz. Alternately, some fey aren't old at all
but are in fact recently reincarnated spirits…basically Nature’s version of
undead. So while chaneques of legend date back to Aztec times, in Catholic areas they are also seen as the
spirits of unbaptized children returned as child-demons. If you use this origin, chaneques are
probably children who died unblessed in the wild and who hate both forest
spirits and mortals alike for not protecting them.)
Also, the chaneque is mythic! In fact, at CR 1/MR 1 it might be one of the first mythic
creatures your PCs encounter, while still being well within the reach of
nonmythic parties as well.
I think the GM will probably need to use a little kindness when
it comes to the chaneque’s steal soul ability—as it’s written, it looks pretty
easy for the chaneque to dominate and
kill off a low-level PC almost effortlessly just by giving the right commands
and then hiding the soul-skull carefully.
So you should provide plenty of opportunities for PCs to recover any
lost skulls. Thankfully the duration
of the effect is short due to the chaneque’s low Hit Dice, so it would need to
have the skull on hand to top off the compulsion (and it also lacks the invisibility of many other fey). Or maybe the signs of where they hide
the skulls are obvious to the learned.
In stories they prefer to lair in kapok trees, so maybe PCs can find the
skull by finding the right tree…
Then again, maybe you just go nuts. If a PC loses his soul, it's his own
fault for not being mythic enough…
A chaneque has teamed
up with a gang of tooth fairies, raiding from house to house. While the tooth fairies go to work with
pliers on the humans, the chaneque brutalizes and slays any domestic and garden
fey it finds, then uses their skulls to steal the souls of the town’s wet nurses
and maids. (In its mortal life,
the chaneque was an infant who died after both its mother’s and the wet nurse’s
milk failed.)
Adventurers come
across a skull-filled side chamber in a many-tiered pyramid. If they fail to perform the right rituals,
several bat-like creatures crawl out from the mural, attack, and then
flee. The creatures are chaneques,
fey of another age long thought extinct.
Returning the things to the mural might spark the adventurers’ mythic
ascension.
People are disappearing. Farms are going untended. No one returns from the deep woods. An adventuring party’s career is
launched when a battered brownie arrives on their door, pleading for help as if
it knows them (which it does, having secretly served on the orchards where they
grew up). The town guard arrives
just as the brownie expires; taking the small form to be a child’s, they try to
arrest the adventurers. The young
would-be heroes must escape the guard and find the chaneque who is the source
of all this misery.
—Pathfinder Bestiary 4
28
Monday, September 22, 2014
Ceru
Did you ever watch The
Fifth Element and think, “Man, I wish I had Zorg’s mini-elephant thing,
only blue and with claws!”?
No? Well too bad, because
this is the monster for you!
Cerus (possibly short for “cerulean”?) are blue, cat-sized,
elephant-like creatures bred for the rich by mages and alchemists. Mostly I think of cerus as set
dressing. They're a reminder to
PCs that they're in a magical world in town as well as in the dungeon. “The wizard’s solarium is a riot of
papers and scrolls. A telescope
sits in one corner next to a golden cage.
Inside is a tiny blue elephant covered in spikes. Because, duh, wizard.” Especially if PCs have just crossed the
border into a magocracy or ventured across the sea or you’re trying to go from a
low-magic setting to high—it's a great way to highlight that they've crossed
from Robin Hood’s Sherwood Forest into Aladdin’s Baghdad.
But if you’ve got a player who wants a really interesting
familiar…if you’ve got a player who really likes tweaking dice rolls with a
little extra good or bad luck…if you need a MacGuffin for a shaggy dog (spiny
elephant?) story of an adventure…or if that wizard’s solarium described above
is the chamber the PCs are robbing,
not visiting…then the ceru is ready to go from set dressing to
companion/combatant. And just think how much fun it will be to kill a PC with
the Con damage from an intelligent poisonous lap elephant…
Criminals steal a
ceru belonging to the wife of an important minister. Unprepared for the magical beast’s
nasty temper and nastier spikes, they lose the ceru down a sewer. Adventurers are recruited to find it,
but they aren't the only ones looking.
In addition to the original gang of criminals, who are still hoping to
recover and ransom the ceru, sewer doppelgangers see an opportunity improve
their lots in life—first by replacing the adventurers, then the minister and
his wife.
Rumors persist of a
formula for a reliably fertile ceru.
Unfortunately, whatever ingredient promotes the beast’s fecundity also
robs it of its sweet nature.
Adventurers arrive at an island breeding facility only to discover the
breeders dead and the grounds overrun with very intelligent, very evil
cerus. Worse yet, the ceru bull
plots to escape the island, and he intends to commandeer the adventurers’
skiff.
After a mage dies,
his pseudodragon familiar plots to keep his tower out of strangers’ hands by
marshaling the mage’s many pets and companions in its defense. He manages to organize a pipefox,
several warty ooze mephits, a band of sprites and their leshy bondservants, a
giant skunk, and a litter of cerus in fending off intruders. All of the combatants are basically
good-hearted but scared of change and suspicious of outsiders. They don’t
realize that their ferocity in defending their homes might get them—or someone
else—killed.
—Inner Sea Bestiary
9
By the way, cerus were statted up in the Inner Sea Bestiary by Jim Groves. We can only assume his next project is
the petite lap giraffe.
I hope you’re wasted and ready, because it’s time for
another radio show! Re: Scottish
independence: I didn't have a horse in the race. But most of my friends and my
favorite bands did—and that horse was a Shetland pony. In honor of them, here's
two hours of music, including a six-song Scottish super-set. Also enjoy new
music, Chris Walla's last song with Death Cab for Cutie, and more.
(If the feed skips,
let the page load and Save As an mp3.
Link good till Friday, 9/26, at midnight.)
Friday, September 19, 2014
Cernunnos
Named for a Celtic stag figure we don’t know much about, Cernunnos
is an empyreal lord of nature, wildness, and the hunt. He’s the most powerful (CR 30) empyreal
lord we have stats for…yet the most likely to mix it up with mortal PCs. (Lucky them!) As an azata lord, he is on the side of righteousness, but
you know how those chaotic good near-deities of the hunt are… Roil his temper, pick the wrong side in
a battle (especially against elves or fey), agree to the wrong wager, carry a
demon-tainted weapon, bargain with an archdevil, despoil the wrong wilderness
(even accidentally or for a good cause), and you might be fair game in
Cernunnos’s book. (His book, of
course, being a hunting and fishing license.)
Admittedly, the PCs who are able to even think about
tackling a CR 30 empyreal lord are going to be few and far between. That said, once PCs get to that level
of power, they’ve probably made a string of enemies and are so powerful in
mythic might that they risk treading on the toes and portfolios of any number
of Powers. (I probably drop references
to the Dresden Files too often in these pages, but see the more recent entries
in that series for how much trouble one mortal with serious magical weight can
get into.) It may seem unlikely
that PCs, especially good PCs, would ever tangle with the Stag Lord…but when
your peer group is that small in a multiverse so fractious, perhaps it’s
inevitable…?
And of course, that’s all assuming you keep Cernunnos as an
azata. In the Golarion setting,
Cernunnos was originally a lord of the fey. A few stat/spell swaps, and Cernunnos can serve as the
nastiest sidhe this side of Tír na nÓg…
An arcane archer
reaches the pinnacle of her abilities.
Soon after, a strange figure recruits her and her companions to hunt in
his game preserve, promising trophies found nowhere else in existence. He also asks them to kill any poachers
they encounter, and he proposes several side wagers “to make things more
interesting”—money and magic items at first, then memories, years of life, and
more esoteric commodities.
Meanwhile, the game preserve slowly reveals itself to be a nightmare
realm. In the end, it is revealed
that a monstrosity-creating elohim and its demodand servants are behind the
entire affair, trying to trick the arcane archer into wounding “the poacher”: Cernunnos,
no less, who opposes the mythic outsider.
Cernunnos is wounded
in a fight with a demon lord. The
demon prince even manages to rip the high azata’s shadow and portfolio of
hunting from him. He infuses the
shadow with enough unholy energy for it to live on as a dark mirror image of
the empyreal lord. Once Cernunnos
heals he will have no trouble reclaiming what he has lost—the demon lord, wary
of his rivals, did not sacrifice enough of his own might to power a more
permanent animation. But that
could take centuries in mortal terms, and with more demons gathering on the
border of Elysium, the chaotic evil Cernunnos clone needs to be stopped now.
Cernunnos occasionally
takes dragon mounts, particularly those that breathe lightning (as he is
immune to and can redirect electrical energy). When adventurers slay an exceedingly wicked
cloud dragon, his sire, a former mount of Cernunnos, appeals to him for
revenge. Honoring the old debt,
the empyreal lord will not slay the party outright, but he may demand
satisfaction in other ways, including duels, archery and wrestling contests, a
period of service, tests of druidcraft, and so forth.
—Pathfinder Bestiary 4
88–89
Thursday, September 18, 2014
Cerebric Fungus
What is it with alien plants and mind control? Seemingly part brain, part morel, and
part mouth, the cerebric fungus is a mobile carnivorous fungus that is also maddeningly
intelligent—literally. At only CR 3
and straddling the line between pulp alien and Lovecraftian horror, these fungi
are a good introduction to weirder and more dangerous horrors down the road.
Adventures come
across a downed vessel of some sort, a vast silvery craft. They each “hear” a single piercing
telepathic cry for help, interspersed with other far more alien telepathic
impressions. Inside the vessel they
find scores of corpses—aliens killed in the crash. They also find a colony of cerebric fungi sitting unharmed in
a greenhouse module. The single
clear cry from help comes from a cerebric fungus that has been experimented
upon so often it is now insane…and thus paradoxically safe for humans to
communicate with. The other fungi
simply try to eat the adventurers.
The red men of Tinagh
(treat as half-elves with red skin) avoid the Jungles of Madness at all
cost. As green plants are a rarity
on the dry planet, one would think that travel to the southern continent’s lush
tropical forests would be worth the risk.
One would also be wrong—the unsettling appearance, maddening touch, and
horrible star-shrieking of the jungle fungi make inland travel nearly
impossible.
In an effort to stop
serial killers, the Watch has entered into a dark pact with a cerebric
fungus. Discovered in magician’s
menagerie during the Winter of Razors, the otherworldly fungus saved itself
from extermination by deciphering clues that led to the apprehension Jehmany
Razor. Now the Watch semi-regularly
consults the telepathic thing, never realizing that it is slowly perverting the
minds of its handlers, who have begun feeding it prisoners and paupers.
—Pathfinder Bestiary 3
52
Touches of Barsoom in that second adventure seed. And I call that last effort “Silence of
the Yams.”
I’m sure one of my alert readers will tell me if the
cerebric fungus resembles any particular monster from film or fiction.
Also, the Pathfinder supplement Distant
Worlds has these plants hailing from at least one moon and one planet in
Golarion’s solar system, and a cerebric fungus oracle is one of the least disturbing things about Pathfinder Adventure Path #46: Wake of the Watcher.
Wednesday, September 17, 2014
Cerberi
At a reader’s request,
we covered the cerberi way back in February of 2013 as a postscript to the
“Noqual Golem” entry. Here it is again (edited
for clarity) in its proper place in the alphabet:
What sets the cerberi apart isn’t the three heads; it’s what
those heads represents—a pedigree.
Every cerberi comes from the mythical Cerberus (who we can
assume is a unique Advanced and templated-up paragon of the race). So even the wild examples are special. Roving packs of them might be a nuisance to
devilkin, who would have to guard prize souls and slaves against them…but like
the gray wolves in today’s American West, they’re simply too special to just
dispose of like you would a coyote (or hell hound).
The vast majority of cerberi, though, are going to have owners. So most aren’t going to show up
randomly—they’re going to be guard dogs or pets. If you kill one, someone is going to come looking.
Also—again, because of pedigree—they might be incredibly
useful gifts. A devil might give one to
powerful mortals, axiomites, daemons, fey…even archons or angels as a
calculated provocation. The recipient
likely can’t refuse the offer or risk offending the giver…and the cerberi’s
power to scent souls is just too useful to dismiss. But now they’ve got a repulsively skinless,
too-smart, ticking time bomb in their courts.
So into the kennel/dungeon/labyrinth/spare bedroom the infernal dog
goes, ready to meet the PCs at some point in the near future.
Wild cerberi rove in
packs along the outskirts of the Hell border town of Surety, eating garbage
and preying on the occasional soul or hapless human. The town’s mortal merchants complain, but the
tieflings who run Surety have little incentive to eradicate the dogs. The town used to be a staging ground for diabolitionists,
but the cerberi packs have cut the number of escaped slaves and souls in half.
The cleric Brentus is
famous for his zealous service to St. Kumin, the Bane of Undead. He is even more famous for the three-headed
cerberi he holds on a barbed choke chain.
The hound’s ability to track even the spectral dead is undeniably
useful, but Brentus’s superiors have all placed wagers either on the day the
cerberi turns on him, or on the inevitable day the lawful neutral cleric goes
too far…
Known wicked
personages who can boast of owning a cerberi guard dog include the
antler-headed sidhe lord Cerwidon (use stats for an elf with fey creature
template), the Conjuror-Baron Vitus, and the ja noi (hobgoblin oni) Yamato
Nine-Tongue.
—Pathfinder #28 84–85
& Pathfinder Bestiary 3 51
Note that in the
original entry I forgot to mention the cerberi first appeared in Pathfinder
#28: The Infernal Syndrome, including the
more hellish, 400-pound Malbolgian cerberi variant.
Now let’s ditch the
italics and get to some new and backlogged reader comments:
In other news, demiurge1138 wonders about aboleths vs. ceratioidi. I also want to call out this yokai project he’s working on over on the Paizo boards. Meanwhile, dr-archville goes octo-nuts. He also reminded me that the caulborn’s
brain-sacks actually got statted up themselves in the Shattered Star Adventure
Path. And a bunch of you chimed in about
the bogeyman.
Clearly some celestial lord of irony has decided to torment
me, because I still can't believe that, given my noted anti-golem bias, you all
have decided to make my “Cannon Golem” entry one of my most popular ever. Well played, readers.
At least you all liked the “Blood Hag,” too. Speaking of which, after that entry I got one of my most favorite comments I’ve ever received, from Goddess Thain:
I’m from the
Caribbean.
It is so heartwarming
(in a weird sort of way, but that’s honestly the best kind) to see our local
legends expressed in other places. ^(;,;)^
Damn right. One of
the best things about fantasy role-playing is that, given enough time, it lets
the whole world in—every monster, every bit of folklore, every myth, every
piece of pulp fiction, every wondrous idea is welcome. And every new monster that enters opens the
door for players and GMs to explore the culture or story or author it came
from. It’s not appropriation—it's
appreciation and an invitation. You
bring in the blood hags, the golems, the tupilaqs, the divs, and the oni—and the
wise women, defiant rabbis, stern shamans, proud janissaries, and Woman Warriors come in with them, each
with a map to follow that leads back to a home worth exploring: ours.
Tuesday, September 16, 2014
Ceratioidi
China Miéville loves sexual dimorphism—the more extreme the
better, particularly with the females being much larger or more dangerous than
the males. Two such races, the anophelii
and khepri, even got statted up for D&D 3.5 in the pages of Dragon #352. So it’s no surprise we were introduced to ceratioidi in his
contribution to the Guide to the River
Kingdoms, the nation of Outsea.
(They would be properly written up a few months later in Pathfinder #32: River Run Red).
Enough history!
Let’s get to it. Ceratioidi
are angler fish-like humanoids that hail from the deepest parts of the ocean,
complete with their own glowing lures bobbing from the tops of their heads. Most ceratioidi that adventurers
encounter are also actually two creatures: a large female
and a tiny parasitic male bonded to the female and dwelling beneath her
flesh. The two retain their
individual minds but are telepathically linked.
This unique mental structure is the source of many of their
advantageous special abilities and heavily influences their class choices (Pathfinder #32 mentions wizard/witch
casters and rangers being especially popular.) It also raises some interesting role-playing questions. Is the ceratioidi’s dual nature a
secret or is it public knowledge? Do
they pass as purely female or use “we,” the collective “you,” “it,” and/or
“they” pronouns? And let’s also
not forget their similarly dualistic leaders, as described in the Guide to the River Kingdoms: great
bloated house-sized god/goddess entities that lure sacrifices willingly and
inexorably toward their gullets.
When your gods live among you, it is both a gift and a burden.
For no real reason—other than that’s where my head seems to
default to—I’ve used ceratioidi as organized crime figures in several
posts. Here are a few more ways to
tackle these undersea creatures:
The great ceratioidi
city of Thaumatin perches on a series of shelves leading down into the Ebon
Trench. Great diving bells on
miles-long chains serve as elevators between the levels, helping surface
dwellers and even shallow-water races like merfolk accustom themselves to the
gloom and pressure. These diving
bells often attract hungry sea monsters and other malefactors, so adventurers
are always needed for escort duty.
Depending on their level of experience and how far down they travel,
volunteers might face ceratioidi outcasts, devilfish, drowning devils, sea
serpents, or one of the great krakens itself.
The Proctor of
Enchantment at Griffonspur College is a regal ceratioidi. The fact that she is never without her
fascinating lure, yet is secretly impervious to mind-affecting effects herself,
has played no small part in her meteoric rise over her enchanter peers. (The fact that “she” is actually a “they”
is a secret the proctor guards closely as well.) A special bath in her private chambers supplies her with the
daily seawater she needs to survive.
Triggering a secret catch on one of the faucets also opens a portal to a
bioluminescent ceratioidi city beneath the waves.
Ceratioidi
fundamentalists rise up and conquer the aquatic elves of Limuleth. They put elven clerics to the spear and
force the worship of the Living Mother on the populace. Adventurers are needed to smuggle the
Limuleth princess to her half-elf kin in far-off Shoal. Alternately, they can help rebel druids
shatter the ceratioidi power base—literally, by awakening the temporal stasis-held Colossal horseshoe
crabs upon which Limuleth was built.
—Pathfinder #32 80–81
& Pathfinder Bestiary 3 50
Pathfinder and Merriam-Webster disagree on whether “angler
fish” has a space or not. I stuck
with the Paizo version, but it hurts like watching Mom and Dad fight.
A peek over at The
Daily Character Option reveals the ceratioidi Order of the Deep
Lantern. Check it out!
I’ve linked to this before, but…
Monday, September 15, 2014
Cephalophore
You have to love fantasy role-playing logic. If something is even slightly different in our world—columns made to resemble women, for instance, or statues who happen to carry their heads in their arms instead of atop their shoulders—then in the worlds of our
imaginations, those differences signify whole new monsters—in this case, the
caryatid column (see that entry here) and the cephalophore.
Cephalophores as described in the Bestiary 4 seem to be particularly resistant to the passage of time. Pathfinder
Adventure Path #64: Beyond the Doomsday Door goes into a bit more detail,
describing how they typically guard holy sites or react to certain triggers (or
the lack thereof). Even setting
aside their usefulness as traps, cephalophores are a great way for a
congregation to remember its saints and martyrs. (Their dazing grazes and strikes might even be interpreted
as coming from the statue’s halo, if your world’s saints sport such things.) They’re also favorite decorations in
the chapterhouses of inquisitors and paladins, who tend to have secrets worth
guarding and where dying for one’s faith acquires a certain glamorous
reputation.
A cephalophore stands
alone amid a “temple” made out of thorny vides. The original house of worship that stood here rotted away
long ago, but not before the vines grew up around it, taking on the shape of
the now-vanished edifice. A hollow
beneath that animate statue contains an urn filled with holy ashes that serve
as four doses of dust of tracelessness (see
Ultimate Equipment).
When relic hunters
steal the skull of a long-dead pontiff, the great man’s effigy does not
take the insult lying down. On the
next new moon, the monument stirs to life and begins to track down the thieves,
holding its own head in its arms to signify their crime. Once it hunts down the original grave
robbers, the cephalophore will then move on to whoever has the skull now—for
instance, some unlucky adventurers (assuming it wasn’t they who stole the skull
in the first place!).
The headquarters of
the Order of Ash protect some of the vilest artifacts these inquisitors
have ever recovered: magic items whose existence should not be borne by men of
law, but that have proven too difficult to destroy (on this plane at least). A
succession of traps guard the apparent path to the vaults, including a floor
mosaic that summons dusk kamadans, a fresco that traps the viewer in an
illusory, thin man-haunted vineyard, and a symbol
of fear that herds the panicked into a pit trap. The way to the true vault
is actually beneath the main dining table in the officers’ mess, but anyone
trying to reach it must contend with a menacing pair of cephalophores whose
eyes weep blood when they animate.
—Pathfinder Adventure Path #64 82–83 & Bestiary 4 27
Bring on the weekend! Wait, no, I mean, relive the weekend.
Here's Saturday's radio show, with new Fly Moon Royalty, Phox, and J
Mascis. Also celebrating 10 years
of Stars' Set Yourself on Fire and Arcade Fire's Funeral and 20 years of Liz
Phair's Whip-Smart and They Might Be Giants' John Henry. Enjoy!
(Link good till Friday, 9/19, at midnight. If the feed skips, Save As an mp3 and
enjoy in iTunes.)
Friday, September 12, 2014
Cecaelia
Cecaelias are “intelligent human-octopus hybrids,” to quote
the Bestiary 3. In other words, think Ursula from The Little Mermaid. (Which sounds lame, but is actually awesome. Seriously, remember how creepy and sassy she was? One of Disney’s best villains. Now imagine a hunting party made of her
chiseled-abbed nephews.) Forget
sahuagin or adaros—shark-men are so
last edition. It’s time for the
reign of the octopusfolk!
Lots that’s interesting about these guys:
1) Unlike many other aquatic folk, cecaelias have a decent
land speed. Get on their bad side
and they are perfectly capable of following you on land to duke it out.
2) Speaking of speed, they have a jet move of 200
ft.—perfect for hit-and-run attacks (emphasis on the run…or rather, squirt).
3) Their skin mutates to resemble the humanoids around
them. The B3 lists this as taking only a generation or two. But perhaps cecaelias are renowned as
spies and rogues, who can shift their skin color in only days or weeks…? (However, this would of course run
counter to the B3’s description of
them having negative attitudes toward deception. Speaking of which…)
4) Cecaelias are also “quickly frustrated by wordy attempts
at diplomacy—which they nearly always view as attempts at deception.” Suddenly the trade summit just got more
difficult. But that description
leaves lots of room to play with…are they illiterate, magic-fearing
barbarians? Proud amazons
who speak with their spears? (The Spartans could be a model for cecaelias played as martial wits.) Furtive druids and water priests? Fey-loving nomads who swim with nixies
and nereids? It’s up to you.
Which brings me to the most important part about cecaelias:
They’re a blank slate. Aside from a single paragraph in Pathfinder Adventure Path #56: Raiders of the Fever Sea, which
describes them as boastful nomads and traders, cecaelias have no RPG history to
speak of…which means, even more than most races, you can make them your very
own.
Every season men and
merfolk meet in the vaults under Florian for a handoff of goods—the merfolk
hand over pearls and sunken salvage for alchemically treated metal weapons and
specialized goods. Adventurers are
always needed to provide a little extra security (and some parties also make
side deals to obtain or get rid off magical artifacts). This year the handoff goes awry as magically
tattooed cecaelias burst in to claim the booty as their own.
A brine dragon and a
colony of cecaelias are engaged in a battle of wits—with the stakes being
the cecaelias’ freedom from the brine dragon’s obsessive control. The brine dragon has challenged the
octopusfolk to face four challenges in a nautiloid obstacle course. But the cecaelia rovers, always looking
for an angle, plan to beat the dragon at its own game by getting landlubbers to
serve as their proxies.
In the Great Mere,
cecaelias are also known as “the scyllaborn” and are regarded as the cursed
offspring of cursed abominations.
Already twice damned (in undersea society’s eyes at least, if not the
gods’), it is no wonder that many cecaelias fall under the spell of powerful
asuras. These cecaelias revere
asura ranas, who in turn help the divine casters among the octopusfolk to steal
spells from the gods without offering up prayers or worship. Many of the larger cecaelia communities
in the Great Mere are advised by aquatic upasundas who spread their gospel of
annihilation.
—Pathfinder Bestiary 3
49
Thursday, September 11, 2014
Cayhound
In the Golarion setting, the cayhound (statted up for the Inner Sea Bestiary by Jim Groves) is an
outsider descendant of Cayden Cailean’s loyal divine hound Thunder. If your setting has a similar deity of freedom,
spirits, revelry, and/or bravery, then you’re good to go. If not, your local azatas (eladrin to you 3.5
fans) will be happy for the cayhounds’ company instead. The god of thieves and other trickster
deities can always find a use for servants who ignore locked doors. Cayhound stats also work well for
representing coin-sith and other fey dogs, particularly those that accompany
the goodly trooping faeries.
Be careful, though—these are dogs that crave adventure,
battle, and alcohol. These dogs might get you out of trouble,
Lassie-style…but they’re far more likely to get you into it.
Fearing betrayal
from within their household, the local monarchs ask adventurers to spirit their
child out of the palace to safety. There
is only one problem: They never cleared this plan with the dog. A gift from the child’s (very real) faerie
godmother, the great mastiff is actually a cayhound charged to guard the prince
with his life. Before they depart the
adventurers will have to overcome the suspicions (not to mention the thunderous
bark) of this dog who only speaks Celestial.
If it comes to combat, the sound of the dog’s thunderous bark will alert
both the family guard and the would-be usurpers. And if the adventurers end up slaying the
cayhound, they will have an outraged fey lady to deal with down the road.
Man’s Grace Isle
is, ironically, uninhabited by men. It
is tended instead by roving dogs that effortlessly resist any attempt to
collar, cage, or otherwise round them up.
The dogs seem to have a playful sense of humor, and those who speak Celestial
can confirm their good natures. But they
allow no one to travel the island unaccompanied. Persistent treasure hunters and those who try
to stay past sundown are unceremoniously herded to the beach to board their
boats or suffer the less-than-tender mercies of the Isle’s selkies. Devoted to freedom they may be, but these
mastiffs clearly wish to keep at least one secret locked up.
Coerced into joining
a celestial hunt, a party of adventurers is paired with a hound archon and
a cayhound. Both canines love the hunt
but bicker constantly about almost everything else, from where to set up camp
to what that smell is to whose translation of St. Xiophenes’s Last Tract is
better. But both are happy to have the adventurers
help them bring down the hunt’s quarry: fiendish gargoyles. The cayhound is particularly good at savaging
the monstrous humanoids with its bark and its righteous bite, but will need
help against a foe the hunt is unaware of: roaming packs of caltrop-hurling schirs.
—Inner Sea Bestiary
8
This isn’t the first time I’ve suggested using another
monster to represent the dogs of Faerie.
The “Hell Hound & Nessian Hell Hound” entry offers another approach.
Note also that, for IP reasons, the OGC’s cayhound entry
linked above has been shortened. The Inner Sea Bestiary has the
full ecology.
That noise you’re hearing while reading this is the Blue
Angels flying over my head as I type.
Spoiler alert: They are loud.
Also, I am going to a sportsball match of some sort
tonight. Athletic contests are not my
forte, but I’m wearing a shirt with a bird from an Edgar Allan Poe poem in
defiance of a bunch of louts known as “the Stealers,” so I’ve at least got that
part down. The rest I’ll fake when I get
to the coliseum.
Wednesday, September 10, 2014
Cave Giant
Giants are big.
Caves are not.
Usually. It depends on the
cave. But the confines of the
Lands Below are cramped more often than not, so it stands to reason that a
species of subterranean cave giants would be among the most stunted and
degenerate of the lot.
(Degeneration also explains their affinity for axes despite
their inability to smith them—perhaps they had the craft knowledge at one
point, then lost it over time as their society waned. The Golarion setting’s Earthfall is the type of cataclysm
that could have sparked such a decline; for 3.5 fans, similar events occurred
on Oerth, Krynn, and Mystara.)
Then again, brutal humanoid societies have their own
Darwinian logic. Maybe cave giants
aren’t degenerate giants, but really big ogres and orcs.
Cave giant encounters are a great way to throw a bunch of
monsters at PCs, possibly all at once.
A typical tribe, for instance, features cave giants, two giant lizard
species, and dwarf, orc, and troglodyte slaves. That right there is a readymade night of combat—just draw a
map and you have an adventure. And
one out-of-place NPC found in a cave giant slave pen—from a hissing snake-man
to a purple-skinned elf to a tiefling with a demon-grafted limb to a barbarian
from another age—could point the way to any number of encounters deeper in the
earth.
The great secret of the Steelgrip tribe is that they partner
with cave giants to forge their famous axes. Cave giants work the bellows, push carts of ore, and test
out new design prototypes on other humanoids—including dwarven prisoners. Other dwarves would regard this as
treason, and the Steelgrips will kill to protect the secret.
A famous smith has been abducted by cave giants and put to
work crafting axes. If the party
does not rescue him in time, he may lose a foot (but never a hand) to one of
his captors’ hungry lizards. If
they do rescue him, foot or no, he won’t want to return immediately. During his captivity he found a seam of
skymetal, and he will risk gangrene to follow it to the source.
“Lizards? I
crush lizards.” So says Serg,
chieftain of the Land Dragon tribe.
The “land dragon” in question is actual an immense tortoise. The unstoppable tread of this Colossal
beast has allowed the Land Dragons to move out of the caves and into the
badlands. Serg can’t really
control the tortoise, but for now he is content to let the beast do the
navigating. As it follows the
spring flowering of dawnglory cactus plants, the cave giants raid any towns or
caravans they come across along they way.
—Pathfinder Bestiary 3 127
Lots of comments on the caulborn, including role-playing
input from demiurge1138, a stat conversion from filbypott, and Todd Stewart and
Kinak are both pushing me to read James L. Sutter’s Redemption Engine. (Embarrassing confession: I have not
read a single Pathfinder novel yet, though Know Direction’s Ryan Costello Jr.
has given me a reading list for when I finally get my feet wet.)
Tuesday, September 9, 2014
Caulborn
The enigmatic caulborn are not Pathfinder’s version of mind
flayers. Certainly they were raised in
similar soil and perhaps casked in the same barrels—like the mind flayer, the
caulborn features a strong aroma of memory stealing, a full-bodied hive mind,
and top notes of enigmatic purpose—but the caulborn ends up being quite a
different beast.
The world’s oldest role-playing game’s mind flayers are evil
gourmands at beast, slavers on average, and cataclysm-encouraging masterminds
at worst. (Over time it’s become
generally accepted canon that mind flayers are from space and/or the future and
trying to snuff out the sun—or several suns.) Caulborn are ultimately sadder
creatures—beings who can only be sustained by the psychic energy of others’ thoughts,
never their own—less evil—but only because they seem to be beyond morality, and
because their dining habits don’t involve a tentacle-rimmed beak—and more
mysterious in their ultimate aims. Their
great living libraries are not the mind flayers’ mighty elder brains. Instead their society features barely sentient
brain-sacks, a kind of primitive computer made from dismantling caulborn into
“fluid and curd,” according to City of Strangers. They are symbionts,
librarians, scientists, and prophets, not genocidal predators…at least for now.
But I’m probably being too portentous. Caulborn colonies actually have a lot to
offer a party of PCs skilled at negotiating, including centuries of memory,
computer-like calculations and prognostications, the spying skills of hive mind
with cooperative scrying, and an easy source of plane shifts. A little
diplomacy could go a long way for parties willing to treat with the blind
psychic sages. Well, a little diplomacy
and a few memories, that is…
An augury points secret-chasing
adventurers to the “Library of the Blind” at “the root of the Mistborn
Mountains.” A series of false starts and
red herrings present themselves, including a school for the blind where the
young women learn spells from raised impressions on a page, a nest of sabosan
atop great carved pillars, and a xenophobic choir of cave gillmen. Eventually, the adventurers stumble upon a
fleshy cavern of gray matter tended by the mysterious caulborn.
Trying to escape the
fungal penal colony of Xat Par, adventurers are met by a strange caulborn
bridge keeper. His price for operating
the arcane mechanism that lowers the drawbridge seems a small one: a taste of
one of the adventurer’s thoughts.
However, something in the volunteer’s mind apparently triggers treachery
from the caulborn, for it then attempts to modify her memory, employing vampiric touch on anyone who interferes.
On Caldera, caulborn
and mothmen are two sides of the same coin—but from different
realities. The strange otherworldly
mothmen appear at key nodes in time, trying to prevent a great cataclysm from
occurring. The subterranean caulborn are
from an alternate future, studying the present to figure out why the great
cataclysm never occurred in their timeline (with equally calamitous results). Adventures might get caught up in the plots
of one side or another…or try to break the cycle of destruction by bending
reality toward a third, hopefully brighter future.
—City of Strangers
62–63 & Pathfinder Bestiary 3 48
I’ll leave you to wonder what a continent/world named
Caldera would be like. Any
theories? Put them in the comments or
email me!
I’m assuming caulborn are a James L. Sutter creation. There’s not much about them in the
sourcebooks, but for best results check out City
of Strangers, which has details on the symbiotic caulborn/vampire society
that dwells far below Kaer Maga.
My college friend Maggie, previously published in such
venues as Strange Horizons, is now
doing a mommy/daycare blog. IN SPACE.
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