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, November 28, 2014
Disenchanter
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Thursday, November 27, 2014
Dire & Giant Weasels
I feel like giant weasels were a big deal in D&D
3.0/3.5—they basically made halfling paladins possible (and awesome!). So I’m surprised it took till the Reign of Winter Adventure
Path for them to make it into Pathfinder.
They’re here now, though, and ready for animal companion duty! (Or even mount duty, if your GM looks
kindly upon halflings, as all saintly GMs do.)
Meanwhile, dire weasels are even bigger and more aggressive
than their smaller giant kin (…which I admit is a confusing sentence). Pathfinder
Adventure Path #67: The Snows of Summer points out that weasels must
consume 40% of their body weight a day—which makes the Large dire weasels truly
terrifying, both for the amount of food they need to consume and for how
efficient they are in getting it (with abilities like compression, grab, and
blood drain). And should you hit
one? You now have a very angry
(thanks to blood rage) dire beast on your hands. Good luck!
Looking for their
first adventure, a band of novice warriors finds it: in the trees. A grippli town needs help defending itself
from giant pine martens, who happen to find the frogfolk delicious. The adventurers’ job is made more
difficult by a wayang rogue with shadow magic who takes advantage of the
confusion to rob the gripplis’ homes while the villagers are out keeping watch
for the martens.
Adventurers hole up
in a keep as hobgoblins surround them. If they can hold out for four days, help will find
them. (Alternately, they can find
the secret door leading to the caves beneath the keep.) After spending the first night trying
unsuccessfully to batter down the doors or scale the walls, the hobgoblins try
a new tactic: They send ravenous dire weasels to flush the party out. If there is a hidden hole into the
fortress, the dire weasels will find it.
A pipefox becomes
curious about a young traveling spellcaster…and even more curious about the
books he’s carrying. Seeking to
test the abilities of the spellcaster and his friends, the pipefox lures giant
weasels into their campsite. The magical beast watches eagerly to see what
magic the adventurers use and whether or not the spellcaster leaves his books
unattended (in which case the pipefox will try to make off with one of the
slimmer volumes). If the books
ever appear to be in danger from the weasels, the pipefox will intervene to
save them.
—Pathfinder Adventure
Path #67 82–83 & Pathfinder
Bestiary 4 275
Wayne Reynolds’s halfling on a giant weasel cover for Dragon #292 is one of my favorites from
that era. (Also check out this blog post for thoughts that cover inspired.)
Speaking of which, that issue might be worth checking out if
you see it lying around (and the PDF is easy to find online). It’s
wilderness-themed, with barbarian multiclass combinations, four saurial PC
races (the Forgotten Realms’ dinosaur-men) tweaked for 3.0, druid spells and PC
archetypes, a decent elf hunter prestige class, and evil plant monsters. It also has a fantasy RPG write-up of
Edo (medieval Tokyo) for you historical fantasy fans.
If you’re a comic book fan or a podcast fan, be sure to tune
in tomorrow—something bizarre happened to me on the Internet that I’ll be
throwing up a link to. Also, David
Fanany asked me a Mystara question that has an easy answer and a complicated
answer, so naturally I’ll be serving up at least one or the other.
Oh, and happy Thanksgiving!
In conclusion: Take me to the weasels!
Wednesday, November 26, 2014
Dire Corby
Another greatest …hit from the world’s oldest role-playing
game’s Fiend Folio. (It’s conceivable that I’m missing a
letter there.) Wingless humanoid
crows packed with muscles and sharp bits, dire corbies got a makeover from Rob
McCreary in Misfit Monsters Redeemed
and have been unleashing their terrible screeches at us ever since.
Honestly, that book is your best bet for more on these
creatures (though you can find the gist here). McCreary avoids easy answers for the dire corbies’ origin (they
aren’t simply warped subterranean tengus), serves up a ton of variant subraces,
and paints a picture of utterly mad, infanticidal (ovicidal?) monsters so
bloodthirsty that they would rather leap to their dooms than allow prey to
escape. There’s a dark humor for
players at the game table imagining a flock of dire corbies trying—and failing—to
leap across a crevasse at their characters. But when the GM starts pulling out more minis…and the dire
corbies start sticking the landing…and still more dire corbies start arriving
from the tunnels on the PCs’ side of the crevasse…well, suddenly dark humor
turns to dark horror very quickly…
A banshee is said to
haunt the Darkway between Worm Maw and the Severed Spine. Actually, the haunting cry blamed on
“the banshee” is actually a dread corby’s screech of doom. The dread corby is an adept who seeks
sacrifices to please his harpy mother—in his madness forgetting he devoured
half of her and crucified the rest almost a month ago. Her rotted body still bears a torc that
offers clues to opening the back door to a duergar keep. Any harpies who see the necklace will
assume the bearer is a murderer.
Crow Keep is an
entire tower relocated underground courtesy of a sinkhole. Adventurers who try to investigate it
will be set upon by dire corbies that spill out from the cliff faces
surrounding the keep on all sides.
They are led not by a rookery chief, but by a gold-hilted intelligent
sword that was once housed in the keep.
The evil weapon wants to command a kingdom, but until an adventurer can
wrest it from its current holder’s grasp, it is content with its sunken domain.
During the First War
of Souls, the old spirits of Chaos were driven away by the new Order—those
celestial beings who would become angels and devils in their time. The spirits who declined to fight on
either side were dispersed into the world as fey and kami, guardians of the
land, or as resentful oni and divs.
And then there were the crow spirits. They ignored all calls to account whatsoever, choosing to
devour and despoil the piled bodies of the spirit dead from both sides. When they even drove off the psychopomps
of the newly installed Lady of Graves, refusing to let them harvest the slain,
the victorious spirits of Order had had enough. They warped the crow spirits in body and mind and banished
them underground, dooming them to war for every scrap of food and feast on
their own young. To this day,
these dire corbies bear a particular hatred for the descendants of the kin who
escaped their fate, instinctively attacking gnomes, sulis, and undines, oreads,
or sylphs who come from kami stock before all other opponents. In the Land of Brass Lamps they come
boiling out of their cave homes to attack caravans that reek of genie magic,
and their wars with the leprechauns in the Mines of Oloran are legendary—if you
ask the right talespinner.
—Misfit Monsters
Redeemed 16–21 & Pathfinder
Bestiary 3 80
Since I’m all about societies and role-playing and
reinventing monsters, I sometimes am guilty of neglecting straight-up dungeon
crawl adventure seeds. Dire
corbies are a useful reminder to go back to basics.
Happy Thanksgiving Eve, all! May the dire corby on your table be properly stuffed and
seasoned.
Tuesday, November 25, 2014
Dimorphodon & Diplodocus
Dimorphodon has a stupid name for an animal that should be
labeled “amazing toothed toucan-pterosaur thing.” It also makes a great animal companion. Meanwhile, diplodocus gets the award
for longest sauropod—with a 60-ft. whiplike reach to boot.
Climbing a sheer
cliff, adventurers disturb a nest of dimorphodons. Given the terrain, the flying
pterosaurs have an advantage over the laden heroes. Fortunately the flock is easily driven off so long as the
adventurers don’t disturb the nest itself. But the dimorphodons’ poisonous bites may make the rest of
the climb difficult…and leave the party vulnerable to the entangling strikes of
the assassin vine on the rocks above.
Dimorphodons are
common pirate companions along the Wight Isles. They're prized for being even flashier than parrots or
toucans, as well as for wielding a bite whose poison can make the difference in
a close fight. It’s a buccaneer
tradition to teach the dimorphodon (using the animal’s racial bonus trick) to
snatch the hat off another pirate.
Doing so is a way to show you respect Wight Isle ways, and can get an
outsider in good with a strange crew.
An adventuring
company has been sparring with agents of the goddess of pain for months. They are cleaning out her lushly
appointed temple and gardens when the high priestess enacts the cult’s revenge. She smashes an orb in the party’s
presence and flees while the beast once trapped inside manifests. It turns out there are whips and then
there are whips…and long before the goddess became a deity of sybarites she was
a far cruder orcish deity of retribution…which is why a full-sized, whip-tailed
diplodocus manifests right in the middle of the city.
—Pathfinder Adventure Path #37 82–83 & Pathfinder Bestiary 4 58
Slightly more on the
dimorphodon appears in Pathfinder
Adventure Path #37: Souls for Smuggler's Shiv. (I believe a few references also pop up in Animal Archive, but don’t quote me on
that, since I’m at work and that book is tucked away in my nerd loft. Which I should really post pictures of
sometime.)
There’s just
something about a hex map. I don't
care how gorgeous or authentically medieval the looser format of a Forgotten
Realms or Golarion map is…I want my maps in 8, 24, and 40-mile hexes. My brother used to stare at my Known
World maps for hours, and he didn’t even play. (In retrospect, I wish I hadn’t moved
out right as he hit middle school.
His friends would have been awesome
to GM for.)
Blogger is being
cranky right now and won’t show me how I found this originally—through Bruce Heard
somehow—but this map of Brun made me so happy. And then I found this page. If anyone needs me, I’ll be here for a while.
(Confidential to any
Paizo staff who might come upon this: Hex map of one of
the Golarion continents? Like as a
holiday download or a limited-run poster map? Just a thought…)
Monday, November 24, 2014
Dimetrodon & Iguanodon
With their distinctive sails, dimetrodons are the
charismatic megafauna of their clade.
(Seriously, how many other Permian animals can you name? Okay fine, edaphosaurus; you’re very
smart.) In terms of ecological
niche, think of them as crocodiles with their own HVAC systems installed. Meanwhile, iguanodons get points for
being discovered pretty much before any other dinosaur (except Megalosaurus hipsterus) and for having
sweet thumb spikes.
The world tree
Yggdrasil holds far more than the nine worlds. Demirealms cling like mistletoe to its many branches. In a swampy domain time lost to time,
swamp korreds dance among the peat bogs and everglades. They also happen to disdain outsiders
even more than their highland kin.
One such korred offers to lead adventurers through the swamp. As soon as it is close to a rock large
enough to stone stride through, it
unleashes a stunning laugh, attracting a hunting pack of dimetrodons who have
learned such sounds promise helpless prey.
The nation of
Belgroth is an unusual land where humans, kobolds, and awakened iguanodons dressed in courtly finery live in harmony. Depending on their intelligence, the
iguanodons are valued as judges, guards, and draft animals in carnivore and
lizardfolk territory—all professions where a placid demeanor is useful in the
course of day-to-day events, but the suggestion of a thumb spike through the
eye never hurts. Would-be
thieves—including adventurers with cavalier attitudes toward breaking and
entering—should be warned that iguanodons are herd animals, and that instinct
to protect with violence extends to objects and buildings under their care.
Nemroth Green’s
dimetrodon companion Pink has saved his life on numerous occasions. Unfortunately, as the synapsid has
grown in size (advancing from Medium to Large) it has become more
aggressive. Flashing its fuchsia
sail in a mating display, the dimetrodon attacks objects it mistakes for
rivals, including kite sellers’ carts, horses in brightly colored jousting caparisons,
and pretty much any gnome’s hair.
—Pathfinder Bestiary 3
78
Belgroth is definitely my nod to James Gurney’s Dinotopia. I should probably clarify I’ve never read the books. I was a high school freshman when it
came out, and I remember looking at the pictures in Waldenbooks and realizing
my mind would have been beyond blown
if only they’d been published 10 years earlier.
I’ve mentioned this before, but as a Belgian by accident of
birth, I’m irrationally fond of the iguanodon for Belgium-related reasons.
I am indebted to today’s entry for introducing me to Dinosaurs! WTF?, a blog fighting the
good fight for humanity.
I am also super-aware that I am super-behind on reader
comments. Over the long weekend,
hopefully?
As we count down toward Turkey Day,
another equally beloved holiday took place this past weekend: Skanksgiving on The New Indie Canon!
With the help of WMUC alumn, former Rudie Patootie host, and ska aficionado Amanda Gaines, this
Saturday we abandoned the usual indie rock, pop, and folk to serve up two hours
of first, second, and third wave ska to all you hip turkeys. Here’s the link (good through Friday,
11/28, at midnight)—this is definitely one you’re going to grab as an mp3.
(Forgive the mic levels—I’m too loud; Amanda’s too soft—but
there’s only so much we could know/do with the tech we had.)
You can find more Skamanda on Twitter at @argaines. She’s also got a blog at rudietuesdays.wordpress.com
that she is admits she hasn't updated recently, but which I secretly love
because the last update features my too-soon-departed friend Josh. Special thanks to Aaron Smith and
Robert Marbury (whose just-released book on taxidermy art will make a gorgeous
Christmas gift) for helping me dig up some phenomenal old-school tracks.
Friday, November 21, 2014
Devilbound Creature
We know devils make pacts with mortals. We know they offer boons. And that’s fine at a story level. But if you want to represent that
mechanically, those details are often buried deep in a supplement or splatbook.
The devilbound creature template
conveniently appears in the Bestiary 4
right with three other nasty devils you would have looked up anyway. And it’s a good one—easy on the maths
(the British spelling seems somehow appropriate here), but with tons of
spell-like ability variation based on your choice of 16 signatory devils.
Already a nasty
spell-blaster, Carrie Vasterling’s bargain with a pit fiend has now made
her nigh-unstoppable. As a dueler,
she is simply hardier than the vast majority of her opponents, and this frees
her to spend her magical might in summoning
monsters rather than bolstering her defenses. Both her aboveboard formal duels and her secret
assassinations have managed to create a number of vacancies in the Congress of
Mages—vacancies being filled by proxies of Hell who are shifting the voting
blocs in subtle but sinister ways.
Guard duty: an
easy enough assignment. Even when
the prisoner is captain of the house men-at-arms, accused of not only
butchering half the royal family in a single night, but of also possibly being
the Mustachioed Man, a killer wanted for a slew of murders along the Fogway. It gets tougher when several of the
other turnkeys express aloud that the captain should suffer “an accident,” or
when the distraught house sorcerer comes down drunk, offering to interrogate
the accused with creative applications of ray
of frost. But the real drama
begins with a simple chambermaid is brought to the cells after curious objects
are found in her room. When black tentacles erupt from her body and
begin to tear out the bars so that the panicked girl can escape, it is clear
that there is at least one more mystery the castle tonight.
Desperate to get
another soul for his roster, the imp Skiver made a rather dubious
bargain…with an otyugh. Now the
poor folk of Wrendale are being tormented by a regenerating, fire-resistant, polymorphing sewer monster that won’t
stay in the sewer. Skiver,
meanwhile, is tormented by his own impatience—he never expected the otyugh to
survive this long. But the beast’s
own native cunning (Wis 13) and borrowed invisibility
have kept it very much alive, leaving Skiver as eager as the Wrendale folk to
see the dung-eater brought down.
But the imp needs to watch his back as well. The lemure contracted to answer the otyugh’s summons is not
the normal mindless blob of flesh, but a recently demoted barbazu who still
retains his memories and intelligence.
He is absolutely livid about
being an otyugh’s slave (and often its breakfast…because it’s an oytugh) and he
will do anything to see Skiver dead.
—Pathfinder Bestiary 4
56–57
Green Ronin’s Advanced
Bestiary also has the devil-bound creature template,
but that one’s got a hyphen and is, to continue being British, more mathsy.
Thursday, November 20, 2014
Desert Giant
Desert giants are…yeah, you guessed it. Giants. That live in the desert. Oh wait, I’m repeating myself from yesterday, aren't I?
Obviously desert giants are masters at traveling over sand,
and they put even the usual desert dervishes to shame when it comes to their
scimitar skills. But that’s all
price-of-entry, right? So what
else is interesting about them?
First they're not very magical—much more on the mundane end
of the spectrum than more mythic giants (for instance, the cloud giants that
sometimes sail over their lands).
That means the clerics found in larger desert giant tribes are likely
well respected, even at low levels.
Surprisingly, they also do not have the natural affinity for animals
that most giants have. Certainly,
the nobles are likely to have eagles or other large birds, the way a human lord
would keep falcons. But instead of
the usual cave bears or hell hounds, desert giants prefer humanoid slaves. Also, even the most benevolent giants
are rarely creatures of their word, making the lawful neutral desert giants a
rarity among their kind (and slightly less likely to roast you alive than the
lawful evil fire giants).
On a side note, not every campaign world needs every giant. I can easily imagine
campaigns where desert giants are the only
giants in the setting.
Encountering one of these 15-foot-tall men might be just one more reason
going across the dunes is a dangerous proposition: “The South is a land of
giants!” Or if you're doing a One Thousand and One Nights-style
campaign, you might have a single legendary city where all the inhabitants are
giants—a nice change from the usual cavalcade of jann and rocs.
Anyway, on to the adventure seeds!
Adventurers share the
hospitality of a desert giant tribe as they travel across the wastes. Things get complicated when the tribe’s
cleric passes away during the night. Given the rigors of desert life, especially the need for
healing and water purification, it is custom that no desert giant tribe should
be without a divine caster…and the next caster who appears is duty-bound to
serve a clan in need. The
apologetic but firm sheik shrugs that the adventuring company’s cleric is short
but that she’ll do. Meanwhile the
entire tribe begins sharpening their blades in case the party attempts to defy
custom.
Desert giants may
come from the desert…but they don't have to stay there. Their nimbleness and skill with blades
make them excellent pirates, provided accommodations are made aboard ship for
their size. Many a corsair has swooped
down upon what he thought was a simple dhow from afar, only to discover up
close that the ship’s apparent small size was an optical illusion created by
its 15-foot crew—who are now bearing down to board in turn.
Manticore Jack is
haunted by a ghost train. Years ago the desert giant guide lost a lightning rail work
crew to a gnoll attack and a freak tornado that swept them both dwarves and
gnolls into the sky. Now he relives that night in his sleep—a haunt of the
train and its crew follows him wherever he goes, manifesting during storms and
on nights the moon is just right.
Ending the haunt means finding what happened to the train or convincing
Manticore Jack that the deaths weren't his fault. But a side effect of the haunting is that while in its throes
Jack can't tell friend from foe.
The afflicted desert giant may attack adventurers, thinking they are the
hated gnolls come back to finish their raid.
—Pathfinder Bestiary 3
128
Obviously, there’s no reason Manticore Jack can’t be the
keffiyeh-wearing giant of the Bestiary 3,
but for a more American Old West feel give him cavalry sabers and maybe a few
levels in an appropriate hunter/tracker class/archetype.
Wednesday, November 19, 2014
Desert Drake
Desert drakes are…yeah, you guessed it. Drakes. That live in the desert. Powerful ones at that, besting all but their neighbors, the
rift drakes, and the hardy lava drakes.
Like blue dragons, desert drakes are earth dragons with
electricity-laced breath. Unlike
blue dragons, they come in mottled tans and yellows and reds, mirroring the
terrain of their desert habitats.
Thus, they are more ambush predators and burrowers than fliers,
creatures of dunes, cliffs, and rocky outcroppings more than the open sky.
In addition to the usual drake abilities, desert drakes have
a Dazzling Emergence (Ex) ability they can use during a surprise round. The Bestiary
3 doesn't really specify what that ability looks like. The default assumption is it has something
to do with the drake’s bite or gnashing of teeth because of its Weapon Focus
(bite) feat, but there are plenty of real-world lizard displays you could steal
from. Maybe it flashes an electric
blue tongue like a skink, raises a frill like frilled lizard, or spurts blood
from its eyes like a horned lizard.
A pair of desert
drakes takes advantage of a giant ant lion’s sand traps. When a victim stumbles into the
vermin’s pit, the desert drakes race in to pick off his companions while they
are distracted. The drakes may
even snatch a bite or two from the ant lion’s victim, relying on their speed
surges to avoid the bug’s giant pincers.
A rampage of drakes
corners a janni just as adventurers arrive on the scene. They are better fliers, they press
their advantage too closely for invisibility
to work, and the janni already expended his ethereal
jaunt on one of the strange errands of his kind. He strongly suggests that there is a flying carpet in it for them if the adventurers aid him. But he is careful to promise nothing,
because his flight is an inherent gift and the carpet he sits upon is merely
for show. He plans to hand it over
and vanish before the adventurers call his bluff.
The Endless White
is a nearly lifeless salt plain populated by only a few pure white desert
drakes. Even the pillars they nest
on are salt. Possibly these
columns are natural; possibly they are all that is left of unfortunates who
offended some god. (They may also
indicate the presence of a portal to the Quasi-Elemental Plane of Salt.) The drakes’ dazzling display involves
shooting blood from their eye ducts, and the crimson splash on the white salt
crust is often the last color their victims ever see.
—Pathfinder Bestiary 3
105
Argh! I keep
forgetting to post my radio show.
Here it is! Get it now! The link expires Friday
(11/21) at midnight, and it’s already Wednesday!
By the way, props to pierrotlunaire, brain-jack, eswynn, and
pacific-resistance for showing support during the show.
Also, I’m getting this bizarre thing were my microphone
vocals sound bad on my home computer but fine on my work one. If it sounds bad for you, my apologies;
I don’t know what’s up. Listen
anyway—the new Ex Cops track “White Noise” is awesome, and while I was never a
rabid Shins fan, getting to hear early James Mercer vocals on the Flake Music
reissue is just glorious.
Tuesday, November 18, 2014
Derhii
The derhii are a race of intelligent winged gorillas. So in one sentence you already know if
this is a monster for you.
Me? I’m a fan. (Real apes kind of trigger my uncanny
valley alert, but apes in fantasy I like.
Speaking of which, fantasy illustrators and comic artists tend to love apes—maybe because of the
expressive faces? Gorilla
Grodd…Gorillaz…Six-Gun Gorilla…Frank
Cho’s entire career… In fact, I’m
not even done this first paragraph, and I’d bet ten bucks that justjingles has
already roughed out a derhii sketch in pencil and is setting up her inks.)
In Golarion, derhii are associated with the Mwangi Expanse
and the (now-crashed/lost) flying cities of the Shory. In your home campaign…well they might
fit in anywhere, because when you’re an ape with a flying charge attack who can
knock victims prone with your falchion, you don’t need to ask permission.
Lone or small troops of these apes often find it beneficial
to ally with dragonnes, who are less intelligent but more powerful. Larger family groups can fend for
themselves but still might ally or offer fealty to powerful creatures like
dragons and sphinxes. And wise
adventurers would do well to keep an eye on those or any other alliances the
winged apes have. As neutral
carnivores, derhii aren’t immediately a threat, but they don’t promise peace
either, especially in lean times.
Knowing if a derhii tribe owes allegiance to a benevolent dragon, a
bloodthirsty dragonne, a mysterious magocracy, or no one but its silverfeather
chieftain (and the mouths he’s honor-bound to feed) could be a crucial bit of
intelligence to have before the Diplomacy and Intimidation checks start
rolling.
Entering a mystic
wood, adventurers find themselves observed by silent kodama for mile after
mile. Eventually the kami begin
playing a percussive song on hollow logs, summoning derhii sentinels to
question the party further. The
derhii are stern but will not offer violence if the adventurers do not. However, under no circumstances will
they allow the party to approach the lord of the wood, a near-mythical shedu.
Reincarnated as a
strix, a warrior must relearn his craft in his new body—and hopefully pick
up some new skills along the way.
His journey takes him and his companions to the cloud forests of
Mobitar, where derhii dervishes wheel above the trees and stony agoras of a
lost city. The warrior is allowed
to enroll and study with other derhii and strix. Over time it becomes clear that something is rotten at the
city’s core, and it involves the city’s owl-like priest caste, the syrinx.
Even the basest ape in
Juwar pays homage to the Lord of Storms, a derhii king named for his
booming voice. An adventuring
party has letters of passage signed by the king, but early in their journey the
drums announce that the king is ill, and soon their letters are worse than
useless. At least two factions of
derhii seek to overthrow the king’s tribe, and a spiny peluda and his girallon
servants are taking advantage of the conflict to gorge themselves on apes and
humanoids alike.
—Crucible of Chaos
28–29 & Pathfinder Bestiary 3 75
Really, really close readers of my vaugebooking (vagueblogging?)
will note that I was supposed to be on vacation in Portland/Seattle this week,
but then…not so much. More on that
another day. I’ve rescheduled for
December if you want to point me to awesome game/used bookstores and other fun
things to do.
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