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, October 31, 2014
Dagon
I had to drive seven hours to Massachusetts today, so the Dagon adventure seeds still need some ripening. Check back in a day or so!
Thursday, October 30, 2014
Cthulhu
Sometimes the gods of the alphabet are particularly
kind. Or perhaps particularly
cruel. Because we celebrate this Halloween-een
with the ultimate Great Old One: Cthulhu.
Yes, that Cthulhu.
Not Cthulhu, comma, star-spawn of. We’re talking the real, CR 30 unknowable herald of the end
times himself.
Colossal size.
36 Hit Dice. Mythic
power. Able to cast spells like
wish and implosion and summon CR 20 servitors every day. Whole paragraphs of immunities and
resistances and fast healing. Not
that it matters, because Cthulhu barely even exists in Euclidean space, so you
won’t hit him. And even if you
did, he’s immortal. Plus you’re
already insane from when his nightmares went rooting around your brain. Or just because you looked at him. Assing you didn’t die just for coming
within 300 feet of him.
Want to know more?
There’s a whole role-playing game named after him, with about a million
editions and publishers, including the d20 conversion by Monte Cook himself and
John Tynes. Not to mention the
horror section of your local library or comic shop. So you don’t need me to tell you why the Dreamer in the Deep
is a monster lover’s monster.
Hell, you can buy Cthulhu plushies.
So all I’ll add for GMs is that a little Lovecraft goes a
long way. The Mythos are so much
more well known than they were in 1981 when the Call of Cthulhu game was
launched by Chaosium. But in some
ways that familiarity also makes them more manageable and less horrific. Not every adventure needs to name-check
R’lyeh and cultists crying “Iä!”
(As good as it was, I felt Alan Moore’s Neonomicon was a little guilty
of this, cramming every Lovecraft reference it could into four issues.) You could have Cthulhu be the climax to
your entire campaign and never call him by that name unless the players put the
right pieces together. (He is
supposed to be ineffable, after all.)
As for players…well, if your PCs are fighting Cthulhu,
you’ve done something wrong.
Really wrong. At worst, you
should be fighting his many watery cults, or his star-spawn, or battling maybe
just one of his terrible arms reaching through a mystic portal that you’re
hurrying to shut. (Even a single
claw has 40 feet of reach and attacks an entire 10-foot square, not to mention
reeks of his unspeakable presence).
There are demon lords who aren't as deadly as Cthulhu—if you believe
Lovecraft, Dagon(!) serves him, not the other way around. So if you’re fighting Great Cthulhu
himself, it's because you blew it—you stopped none of the vile sacrifices,
failed to close any of the portals, got all the wrong books out of the library,
and you didn't rescue a single princess from any of the castles. The End Times are upon you.
That said…you’re playing Pathfinder, not Call of
Cthulhu. There are no Sanity
Points to worry about unless your DM house-rules them in. Wishes, miracles, empyreal lords, and
the gods themselves are yours to call upon. Your PCs may experience insanity, horrific wounds, multiple
deaths, even annihilation beyond all divine intervention. But it’s still a Pathfinder game.
So if the dice and the stars are just right…you might just
win.
(For a little while, anyway. The Dreamer can always awaken another millennium.)
The heavens are in disorder. As Good and Evil exhaust themselves in war, various neutral
and nonaligned factions begin to throw their weight around. Divs erupt from the deserts and the
seas to claim territory once held by the servants of the gods. Demodand nurseries crop up on several
worlds. Outer dragons return from
the void to engage in nervous discussions with couatl lords. Amid all this chaos, a party of
adventurers stops a pleroma from destroying the world…but in doing so, they
unknowingly allow a dark cult the aeon meant to destroy to flourish. Once the cult completes its rites, it
is only a matter of time before Great Cthulhu awakes.
Early in their careers, novice adventurers discover a metal
construct of unknown origin, which in turn leads them to a sunken complex full
of alien artifacts. With the
support of their lord and patron, they lead several forays into the complex,
eventually unearthing strange artifacts, ray guns, specialized armor, and new
metals (see the Technology Guide).
They even lead an exodus of newly animated androids to the surface world
to take their place in humanoid society.
Their discoveries eventually launch whole new fields of science and
bring wealth and cybernetic technologies to their hometown and their lord. …But this power comes with a
price. Pollution, greed, and fell
magic all follow in the wake of the technology boom. Shantaks and gugs arrive in darkness to hunt, drawn by the
thrumming electrical fields. And
then the complex’s power stores begin to run out. As the dynamos sputter and die, the technology begins to
falter…and so do the containment shields that hold a very dark portal deep
within the complex closed.
The Great Civil War is a disaster. Pennsylvania, Maryland, and Virginia are spell-blasted
ruins. Bloody Kansas is bloody no
longer under the iron rule of a Jesuit blue dragon. Lincoln’s latest resurrection cost the Union a wish and a
chunk of California. Despite
errant clockwork automatons devouring most of Boston, New England’s titans of
industry continue to pump out sabers, wands, guns, and dirigibles. The Southern forces, depleted of young
men, slaves, tengus, and even the zombies of all of the above, seek refuge in
the worst kind of arcane rituals.
Using spells stolen from Indian shamans, they discard summoned
elementals in favor of entities from beyond the stars. And at a lecture hall at Yale
University, a paleontologist with a fascination for the occult remarks that a
number of old prophecies need to be reëxamined, taking the geology of the North
American continent into account—particularly since so much of it was once
covered in water. “Perhaps the
sunken city of R’lyeh is not so sunken after all,” he tells the crowded
room. And perhaps he is right,
because 500 miles to the southwest, Confederate cultists continue their
chanting. This much is certain:
Something is rising in Raleigh.
—Pathfinder Bestiary 4 138–139
I’m pretty sure my first exposure to Call of Cthulhu was a
review of Cthulhu Now in Dragon Magazine.
Apparently Chaosium turned out some killer supplements and adventures
back in the day.
Regarding yesterday’s post, AlgaeNymph wrote:
I've always thought crucidaemons looked like EDI from Mass
Effect 3.
Dear AlgaeNymph, please stop exposing my utter ignorance of
all things video game-related.
Hate you forever, Patch.
(Seriously, people, I’m in bad shape. The last game system I had was an Atari
2600. My parents refused to let me
have a Nintendo and I’ve been behind ever since. You know when I beat Zelda? Grad school. On
a freakin’ emulator.)
Now that I have Googled EDI…I’ll be in my bunk.
Meanwhile, carthagian-chronicle went even deeper:
See I’ve never thought of most of the daemons obsessing
about anything. They are nihilist 1st and foremost and above all the most
infinitely patient of all the evil outsiders. They are united in that one goal
of a dark and dead universe and missing 4 heroes to leave a world of pitiless
killing devices that senselessly and dispassionately maim, kill, and make
mortals doubt the very existence of good is more than enough.
Like in my mind a Crucidaemon lays a minefield it doesn’t
rue that 4 PCs managed to find their way through it but revels (as much as a
numb nihilistic entity of oblivion can) that all the mortals that rely on the
trail it cuts through will now suffer and die. And unless someone actually
takes the time to get rid of everyone of those mines it will continue to pay
dividends for a long time, potentially the rest of time as the sufferings
collateral ripples out through the community.
That to me has always been the defining point of the
daemons’ pathology. Other outsiders use the suffering of others as a means to
an end, for daemons the suffering is the means and the end until eventually you
cease wanting to be as much as they do. As long as the painful nothing continues
they are winning and that is what makes them so terrifying. At best you are a
bit and uninteresting player in their long campaign.
I totally see your point. I’ll counter it with this, though: A) We know that
crucidaemons obsess over mortals who escape their clutches because we’re told
so in at least two canon sources (Bestiary 3 and Horsemen of the
Apocalypse). Some daemons may be
infinitely patient—thanadaemons in particular—but crucidaemons aren’t. B) Also crucidaemons are CR 15
creatures. It is a rare, truly
exceptional mortal that can escape the clutches of a 17-Hit Dice,
insanity-hurling outsider. To have
such feeble insects defy her has to shake the daemon out of her complacency. The first time a crucidaemon faces a
mortal, it’s nothing personal…but the second time, it is. C) Finally, daemons are a fallen lot,
as Todd Stewart has indicated in HotA and on this very blog. The loss of the Oinodaemon has left them
directionless and flawed. Maybe
they should be infinitely patient beings…but lacking direction, divided into
four warring camps and/or left to their own devices, and longing for oblivion
in a multiverse teeming with life…what’s left for them but to burrow deeper
into their own obsessions?
Wednesday, October 29, 2014
Crucidaemon
What if the iron maiden was not just a fanciful turn of
phrase, but was actually inspired by a real entity? If that were the case, there’s no question that the iron
maiden would be an homage to the original mistress of torture and traps, the crucidaemon.
The crucidaemon’s evil is the indifferent evil of the
torturer who never questions an order and the indiscriminate evil of a bear
trap or land mine. Unlike a devil,
who tortures to punish and ensure submission, a demon, who tortures to ruin and
maim, or a kyton, who tortures in pursuit of artistry and transformation, the
crucidaemon tortures purely to prolong the agony so long that even her victims’
very souls give up hope for an
afterlife. A victim who expires
and then goes to Heaven—or Hell—is an unacceptable loss to a crucidaemon. She wants her victims chasing only
oblivion.
That’s not to say crucidaemons don't take pride in their
work—they do, to the point of obsession.
Which means that if your PCs escape a crucidaemon’s trap complex, they
better kill her on the way out…or she’ll just come back to throw them into a
far worse nightmare next time.
That’s how horror works, right?
There’s always a sequel.
Adventurers are hired
to retrieve an important dissident from a remote prison colony. When they arrive, they find all is not
well, even by labor camp standards.
A suspicious number of the guards are grimspawn tieflings (see Blood of Fiends). Strange gray fogs roll into camp,
sapping memory and vitality. The
infirmary has been given over entirely to juju zombies. Whoever the commandant of the prison
was, he or she is long dead—or transformed. A crucidaemon runs this place now.
After being
overwhelmed in a demodand’s citadel, a party of adventurers find themselves
stripped of their gear and thrown into a dank oubliette to await the lord’s
pleasure. Salvation comes from an
unlikely source: a crucidaemon nemesis from a previous adventure. Utterly obsessed with the adventurers
since they escaped her clutches, the crucidaemon refuses to let them die at the
hands of “muck-covered Abyssal savages.”
But while she helps with their jailbreak, she is also constantly taking
notes on their tactics and weaknesses. Moreover, she tries to rig their final
escape from the citadel (such as by choosing the right planar portal or substituting
alternate spell foci) so that the adventurers land back in her lair on Abaddon.
Barricades have gone
up in the streets. The doors
to the debtors’ prison have been thrown open. The guillotines have been torn down. Revolution is in the air! But the authorities have circle mages
on their side, able to call down fire and summon beings from across the planes
to restore order. One such
summoned crucidaemon is particularly effective, turning the rebels’ own
barricades against them. Some she
rigs to collapse; others she covers in greater
glyphs of warding set to explode.
Already fragile, the rebellion will collapse is she is not stopped.
—Pathfinder Bestiary 3
62
“Iron Maiden?
Excellent!”
A wee bit more on crucidaemons can be found in Todd Stewart’s
Horsemen of the Apocalypse.
If kytons owe inspiration to the Hellraiser franchise, do crucidaemons recall, say, the Saw films? I don’t do horror so I have no idea. Your thoughts?
I’m no expert (I only read Avengers Spotlight as a kid, and not the main Avengers titles), but the crucidaemon in the Bestiary 3 looks an awful lot like Marvel’s Jocasta. I wonder how Machine Man feels about
whips and chains…?
Tuesday, October 28, 2014
Criosphinx
At long last, the criosphinx. The ram-headed perennial Nice Guy of the sphinx
dysfunctional family tree.
As we’ve discussed before, plenty has been written about the mating habits—or should I say,
mating schemes—of the
criosphinx. So let’s skip that and
instead look at the bigger picture.
Criosphinxes probably have to be very careful in how they claim, mark,
and defend their territories. A criosphinx wants to be well known enough that
he is respected and so that any local gynosphinxes hear of his presence. Yet he does not want to be so well
known or feared that caravans or wealthy travelers avoid his toll routes, or
worse yet, that he attracts some do-gooder knight or greedy blue dragon’s
interest. As a result, encounters
with a criosphinx tend to involve a fair amount of bluffing and intimidation
(hence the criosphinx’s bonuses in those skills) as he tries to quickly size up
the situation and whether to bluster, fight, or flee.
For three straight
years a criosphinx has flown into the Palm Agora on Midsummer’s Day to
trade riddles with the debaters and pundits who loiter there. He pays for the puzzles with rings
woven into his beard and hung on his horns. Once the last ring is gone, he retreats into the mountains
to woo with what he has learned.
Now it is Midsummer’s Day again, but the locals’ awe at his appearance
has worn off. After overhearing
jokes at his expense—something about him “having the horns of a cuckold
already”—the criosphinx goes mad and begins goring citizens in the street.
Adventurers are
tracking a thief who ran off into the desert with their treasure and a
string of their camels. After two
days they come across the camels, currently under the eye of a criosphinx who
intends to eat them. He offers to
use speak with animals to find out
more about the missing thief, but his price his high. The adventurers must part with at least half of the stolen
gold once they recover it, or they must agree to hobble a nearby gynosphinx so
that the criosphinx can “rescue” her.
A novice druid is
being terrorized by a criosphinx.
The criosphinx intends to set himself up as an oracle at a nearby oasis,
and the presence of a wise young woman who can also speak with animals threatens to upset his plans. Worse yet, the criosphinx’s trumpeting
and threats have caught the attention of a mated pair of desert drakes, who are
hungry for meals and tribute for themselves.
—Pathfinder Bestiary 3
252
More on sphinxes can of course be found in Jonathan H.
Keith’s chapter in Mythical Monsters
Revisited.
Also I am still sick.
Please send Theraflu.
Preferably via sylph courier.
This week my radio show had the misfortune to fall right in
the middle of a new board installation.
So the computer copied the wrong chunk of time, my voice was barely
audible in Mic 2 (Mic 1 wasn’t even functioning), and things were generally
FUBAR. Still, a show is a show,
especially since I spent a major chunk of it celebrating 20 years of Smashing
Pumpkins’ Pisces Iscariot. If you don’t mind your music with a
side of technical glitches, fast-forward through the nine minutes of dead air
at the start and enjoy!
(As always, if the feed skips Save As an mp3 for better
results. Link good till Friday,
10/31, at midnight.)
Monday, October 27, 2014
Coral Golem
Folk who live by the sea tend toward independence and are
careful about the company they keep.
Those who live above the waves know how hard and dangerous making a
living from the sea can be, and only let good men and women into their
trust. Those who live under the waves
see said dangers up close, and have a too-keen-appreciation for their place in
the food chain.
Small wonder, then, that sea mages and priests turn to coral golems—capable, resilient assistants that can stand firm against a summer
squall yet cut with the precision of a scalpel…or a barracuda’s jaws.
Avida is an undine—literally
born of the sea, courtesy of a spirit of sea foam and shoals that saved her
mother from a storm. Being a healer lets
her be in the human world but somewhat apart from it—a convenient role for a
woman marked by the salt water in her soul.
She created her coral golem servitor as a surgical aide, but she is
ready to direct it in self-defense…especially after a local guild master blames
her for his son’s death and sends ignorant adventurers after “the brine witch.”
The White Sand Desert
of Nestor is a stark-white, gleaming tableland that was once the basin of
an inland sea. The master of the Black
Needle, an obelisk-like tower that is one of the only landmarks in the
trackless desert, has put the unique features of the area to good use. A coral golem made from harvested fossils
guards the courtyard surrounding the Black Needle, and before attacking it has
orders to unstopper a decanter of endless
water, ensuring that it always has a healing pool of water to fight in
courtesy of the salty soil.
Lacking the ability
to cast a geas, a sorcerer used
the tabard of a famous holy guide (see the Advanced
Class Guide) to animate his coral golem.
(A marid ally supplied the limited
wish.) Adventurers who destroy the
golem can take up the tabard but will be influenced by the geas laid upon it—a geas
demanding they finish the task that got the guide killed in the first place.
—Pathfinder Bestiary 4
131
Edit: Thanks for your
patience on this entry. Original post:
No
post today. I have a fever. If you need me, I’ll be over here moaning.
Friday, October 24, 2014
Contract Devil
Many devils are about contracts. The phistophilus, or contract devil, is really about contracts.
The scribes, librarians, and record-keepers of Hell, these devils are in
fact literally draped in documents,
and they use these scrolls as whips in a way that a human librarian could only
dream of. (That’s not even
including their gore or impale attacks.)
With their ability to offer three wishes or the services of another devil, in the mortal world they
are truly iconic examples of the bargaining power of Hell, the crimson
dealmakers who seems to arrive at the most opportune moments to strike a
bargain. When encountered in Hell
itself, on the other hand, they are the symbols of a bureaucratic, legal, and
recordkeeping system more byzantine and convoluted—yet utterly ordered—than
anything else in existence.
A contract devil
serves an infernal duke of broken vows and undeath. Mortals who sign his contracts do not immediately
forfeit their souls upon death, but instead reanimate as
jiang-shi vampires, each with a copy of the implicating document nailed to its
head. The contract devil is always
accompanied by at least two of these hopping vampires at all times.
A good-natured rogue used
the last wish in his luck blade to restore a friend to life—never
realizing the sorcerer had once signed away his soul to a contract devil. Now the sorcerer has vanished and the
rogue is on the run from bearded devils sent by the phistophilus to punish his
interference. The attacks will not
stop until the contract devil is defeated or the rogue serves up a suitable
soul to make up for the truant sorcerer.
A party’s barrister
is defending their claim to a magical artifact when he is stolen away by a plane-shifting contract devil. “He’s
been subpoenaed as an expert witness,” is all the devil says before sweeping
the man away. With the artifact
impounded and their case in jeopardy, the party has little choice but to go to
Hell and rescue him, arriving in the granite city of Archvilius. Researching the right precedent to
guarantee their friend’s release in Archvilius’s many libraries is possible,
but would take months. With the aid
of the right tiefling law clerk, however, they will learn that the contract
devil has rivals who wish to see him humbled—so much so that they might even forgo the usual price of a
soul for their aid.
—Pathfinder #12
86–87 & Pathfinder Bestiary 3
76–77
Thursday, October 23, 2014
Contemplative
We are pleased to have reached the contemplatives. / After
hints in various sourcebooks, these cerebral beings were fully
introduced to the Golarion setting in Distant
Worlds as the Contemplatives of Ashok, a race of highly evolved monks. / Their
inclusion in the prosaically named “Bestiary
4” implies that there may be similarly evolved entities on other worlds,
though these lack the designation “of Ashok.” / Indeed, we are led to
understand that in primitive cultures such as yours, imagery of telepathic
brains is so common as to be a trope in your “science fictions.” // We pause
for an aside: We reject, utterly, however, the common assumption in these works
that such entities will necessarily reveal themselves to be unemotional or
manipulative “monsters.” / Such prejudice cannot be borne. // Little more than
brain-sacs, contemplatives rely on their profound intellects and spell-like
abilities to interact with the world.
Long evolved past your primitive human notions of morality or ethics,
they are nevertheless rarely combative unless their long-term ends justify
force. / You can be sure however, that many contemplatives develop formidable
skills as spellcasters, and even the basest contemplatives can unleash a
torrent of magic missiles. // Another aside: We are sure, at least. / The scale and scope of your comprehension
have yet to be measured. // Let it also be known that a life spent
communicating telepathically causes groups of contemplatives to have a largely…shall
we say, shared perspective on
life—something short of a hive mind, but communal enough that they prefer to
speak in the first-person plural “we.” / Clearly, we approve, and look forward
to the next step in the contemplatives’ evolution—on Akiton and on worlds
across the multiverse. //
The barbarian sacking
of the Opal Monastery has awakened a contemplative to the awful
vulnerability of its withered frame.
It seeks to craft a sturdier shell to house itself. With most of its fellows dead, there is
no one to dissuade the contemplative from stealing corpses—or even committing
murder—in the quest for raw materials for a carrion or bone golem chassis.
An unusual bardic
college teaches songs meant to echo the music of the spheres. Perhaps they are right, as
contemplatives float through the galleries and practice rooms as often as
students or choristers. One contemplative has been corrupted by its study of
the void, and begins secretly murdering students to communicate with dark
entities. Can it hide its research
from its fellows…or does the telepathy they share open them all to
corruption? (And can adventurers
identify a perpetrator who is just one floating brain among many?)
Orders of
contemplatives are spread across many worlds. The Contemplatives of Ashem study doorways and portals they
never pass through, as that would change their observations. The solipsistic Contemplatives of Nudal
run visitors through a gauntlet of tests meant to prove that they do indeed
exist. The Contemplatives of Raj
Takan are pleased to serve a vile rakshasa master so long as he never intrudes
upon their celestial observations, even going so far as to serve as his assassins. And the Contemplatives at the King’s
Right Hand have a 500-year lease to study the angels in a heaven whose very
divinity they can mathematically prove is false.
—Distant Worlds 60
& Pathfinder Bestiary 4 41
Inner Sea Combat
also has dwarven monks known as contemplatives. Just a coincidence…and yet…there’s always time travel…
Readers with long memories will be reminded of Jonathan M.
Richards’s brain-like fungal sapromnemes from the classic Dragon #267.
Contemplatives are the real deal that those fungi can only hope to
emulate.
Wednesday, October 22, 2014
Comozant Wyrd
The comozant wyrd is basically living St. Elmo’s fire—a
Small elemental of air and lightning (actually a plasma elemental, if you
really want to get technical about it) that can appear on ships’ masts,
chimneys, and other structures—even spear tips and horns! In fact, that’s one of the odder things
about comozant wyrds—they’re tethered (in the Material Plane at least) to
objects in a way few other creatures of Air are.
The wyrds can communicate through an elusive combination of
empathy and imagery (that might serve as a free divination), or they can communicate via a lightning lash (worth
2d8 damage).
That’s basically all the Bestiary
4 says. Pathfinder Adventure Path #57: Tempest Rising goes into way more detail about their inquisitive natures and strange method of
communication. All in all, they’re
a great way to add a little confusion to a pirate duel (maybe a plausible way
to save the party from a TPK perhaps?), supply a little information if PCs are
stuck, or just make the next random encounter in bad weather a little more
interesting.
Just don't lie to them—they don't like that, and it’s not
wise to anger living plasma.
During a lightning
storm, a comozant wyrd appears among the spires and chimneys of Ilvez. As it gambols along the rooftops, it
disturbs the nesting storks, Ilvez’s very territorial pseudodragons, and a gang
of tooth fairies—all of which make the lives of some adventurers involved in a
third-story manor heist much more difficult.
A dead alchemist’s
lab contains a strange machine that glows and sparks and seems to contain
living lightning in a globe. The
“lightning” is actually a comozant wyrd who found itself attracted by the
crude machine during a storm and then got stuck in the electrical field. The wyrd views the machine as a prison,
and how it reacts to an adventuring party depends on whether their actions
cause them to appear as would-be liberators or jailers.
A ship is drawn
through a whirlpool into the Plane of Air. A delighted comozant wyrd takes shape on the
figurehead. It pays no attention
to human crewmen, but is particularly fascinated with any half-humans and members
of the more animalistic races (like lizardfolk or tengus) present. Perhaps because of its fascination with
crossbreeds, it insists on leading the ship to a settlement of sylphs,
motivating the crew with visions or the lightning lash as needed.
—Pathfinder Adventure
Path #57 82–83 & Pathfinder Bestiary
4 40
And then there’s this St.Elmo’s Fire. The damage is 3d6
Wisdom drain if you’re under 45, 4d6 Charisma drain if you’re over. If you’re exactly 45, the damage stacks.
(I shouldn't make jokes like that, or else someone is going
to nail me pretty hard for PCU and Clerks in a decade or so.)
Friends in the news!
Occasional bar friend Lauren Shusterich’s new band popped up on All Songs Considered yesterday. And invaluable college friend* Mike
Veloso has been hard at work on Fantasia: Music Evolved and just dropped this Lorde remix on
Facebook today.
*Defined as a friend who stays up late enough to listen to
your freshman 3–5 a.m. radio show.
Tuesday, October 21, 2014
Coloxus
Let’s get the obvious out of the way. Looking like the guy from The Fly dressed for a Renaissance festival
(nice job by Dmitry Burmak in the Bestiary
3), the coloxus demon would make an awesome servant for the Lord of the
Flies, Baalzebul—except he’s an archdevil. But if you do a simple alignment swap and tweak the
coloxus’s resistances and traits to match the devil subtype, you have a
perfectly good denizen of Cocytus ready to go.
That said, let’s examine the coloxus demon the way we
should: as a demon. Clearly, these demons of vanity buzz
far above the ravening Abyssal hordes.
They are polite diplomats while on the clock and refined sybarites in
their spare time.
So what does that look like? Because it all sounds very devilish. Still, the demon inside the coloxus is
always there, lurking. A devil’s
hospitality, once offered, is safe as long as all parties hold to the
contract’s many codicils, while a coloxus’s guarantees of safety means nothing
the moment any witnesses’ backs are turned. Show one a mirror and the aghast coloxus might attack
immediately, witnesses be damned.
I did some thinking, and then the answer came to me: The
coloxus demon is Dr. Frank N. Furter.
In particular, the temper tantrum, murder, and subsequent dinner party
of Eddie (not to mention the numerous seductions/rapes and betrayals and human
puppetry).* If you ever want to
know how to portray a coloxus demon, “The Time Warp” to “Hot Patootie – Bless My Soul” is all
the blueprint you need.
Adventuring in the
Abyss, a party comes across a coloxus demon debating society and dinner
club. Their refined airs and
immaculate tailoring contrast strikingly with their choice of venue—the
ever-regenerating ribcage of a comatose titan they are slowly devouring
alive. Pointing this out to
them—indeed, mentioning their diet at all, or failing to partake—is considered
very rude…and grounds for attack.
A coloxus demon seems
to have an entire court of aasimars spellbound. Not one seems to see the fly-faced outsider for what he truly
is. An adventurer must find a way to stop him, even as the members of court ostracize
her for her incivility toward their new guest.
A succubus wants a coloxus
demon rival out of the way.
She gives adventurers everything they need to know to defeat him. If the adventurers don’t take the job,
the succubus makes sure to update them with every new sin the coloxus
perpetrates. (The vain coloxus is
especially fond of slaying those who were his rivals in life: singers of Cha 16
and above.) If the adventurers do
take the job, the succubus engineers the final showdown to take place in a hall of
enchanted mirrors, where every glass the scandalized demon shatters threatens
to unleash some trapped menace.
—Pathfinder Bestiary 3
72
*If you are the slightest bit tempted to write me an
impassioned email about how Frank’s actions are totes chaotic neutral, I want
you to know I love you and I respect your opinion. But you are not invited to my birthday party, because you
are a crazy person who doesn’t know right from wrong and I’m worried you’ll
poison the cake.
Monday, October 20, 2014
Colour Out of Space
How do we know the colour out of space
is a monstrosity beyond all reason?
It spells “colour” with a U.
(That sound you hear is all of my
British Commonwealth followers unfriending me at once.)
So, another Lovecraft creation imported
into Pathfinder courtesy of the Carrion Crown Adventure Path and the Bestiary 4. The colour out of space is an alien predator that feeds on
the vitality of living things around it until they glow with the same sickly
light, then fall into ash. Eventually
it reaches truly monstrous proportions (25-30 Hit Dice), after which it rockets
back into space (though possibly leaving spawn behind).
Then again, you don't even need the
stellar origins. Plenty of fantasy
novels feature strange radiances and life-leeching entities emerging from
blasted cities and shards of obsidian.
Call it a radiant shade, a vampiric hue, or a brightblight and you’re
good to use the colour out of space in even the most diehard medieval campaign.
A
sickly turquoise colour out of space has decimated the
mining town of Severed Gulch.
Adventures won’t find that out immediately, though. First they will have
to navigate the ashen landscape and contend with starving stray coyotes, worgs,
and colour-blighted settlers.
Undead, especially allips and wraiths, lurk in the mines as well, the
result of suicides and accidents suffered in the early days of the colour’s
predations. The incorporeal ooze
is particularly deadly if faced in the tight confines of the mine, but recently
it has become fascinated by a chamber of aquamarines and spends most of its
time examining itself in their sparkling facets.
Reports
come in of a distant town where all the inhabitants have turned
a glowing gray-green. The cause is
a young or perhaps stunted colour out of space, whose feeding spreads the usual
weird glow but causes fewer deformations or ashen deaths than a typical adult
specimen. Nevertheless, the glowing
locals are quite addicted to the ooze’s aura of lassitude and do not take
kindly to strangers’ questions.
After
a meteorite crashes into the City of Cathedrals, chaos
reigns, with doomsayers prophesying the end of the world and conservative
factions blaming the displeasure of the gods. In the confusion, no one notices a colour out of space slip away
from the meteor and into the crypts by the Pages’ Wing. Soon close to a dozen aspiring paladins
are dead. Only one adventurer, a
former resident of the Pages’ Wing, knows the cause—but not why he knows it. Over the course of the adventure, he
will have to face not only the colour out of space, but also the revelation
that a yithian has been riding his consciousness, littering it with knowledge
from the far future.
—Pathfinder
Adventure Path #46 76–77 & Pathfinder
Bestiary 4 38–39
I haven’t mentioned bleachling gnomes
because I believe they’re Golarion IP.
That said, if your campaign features bleachling gnomes, perhaps colours
out of space might be involved in their origin story, or the colorless gnomes
might have some power to defy the alien oozes.
Over the weekend I
finished Occult Mysteries. Other people have done far more
comprehensive reviews, so I don't need to, but my general feeling is similar to
the review I gave The Harrow Handbook—it’s
not a book for everyone, but the right group will quite enjoy this. The sections on astrology and using
Harrow cards as plot twist cards could easily be dropped into most
campaigns. (The sections on
numerology and arithmancy, on the other hand, seem best reserved for
GM/one-player solo play or side quests—that’s a lot of numbers to crunch.)
I always like descriptions of magical (or at least disturbing) tomes, so
the section on occult books was a pleasure. And I like the multiple choice “answers” to Golarion’s many
mysteries—like many World of Darkness books I used to read, OM is happy to serve up four possible
answers to every mystery without ever revealing which is the “true” one. I have this problem (and I suspect many
fans are in the same boat) where I love
canon and want to know everything
about a setting, yet paradoxically hate when all the gaps get filled in. Giving me four conflicting “right”
answers is just the right solution for players like me.
I should have Pathfinder Adventure Path #86: Lords of Rust finished by the end of
the day. Its looser structure
means it’s not quite the page-turning read that Fires of Creation was, but I suspect it will be more fun to play. (Light spoilers ahead, so beware.) FoC was a GM’s
dream—a new town to explore, a new ecology (of a PC race to boot), alien
familiars, etc.—all on top of a really fresh-feeling dungeon. LoR,
in the hands of the right GM, offers players a chance to hang out with the
Rippers from Tank Girl, fight chainsaw-wielding
bad guys in the Thunderdome, then duke it out with GLaDOS in demon drag. My guess is FoC is going to be the book you’ll enjoy re-reading down the road,
but LoR is the adventure you won’t
stop talking about for years to come.
Since WMUC's website was down this
Saturday, here’s a Spotify playlist with (most) of this weekend’s edition of The New Indie Canon. So it’s everything you love about my
radio show without stupid me talking.
(Which is best for everyone, really.)
What’s missing?
“Half Court Press” by Kitty Craft started off the show. I played “Lizzy Come Back to Life” for
soaply (yes, I take Tumblr requests/inspiration!) on the air, but since Spotify
didn’t have it I added “Laura” to the playlist instead. “A Hard One to Know” by Benjamin
Gibbard and “After Dawn” by Itasca should both come after Pinback. “Learning Slowly” from Purling Hiss
should come after Dogbite, and Randy’s Marsh’s “Push” and Taylor Swift’s “Out of the Woods” should sandwich Lorde to close us out on a ridiculously pop note.
Anyway, sorry about the technical
SNAFU, but enjoy a solid 90 minutes of mostly new music!
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