Tuesday, January 15, 2013

Moonflower


Carnivorous plants are always nasty surprises (when they are surprises, that is—in most campaigns, especially dungeon-centric ones, you should run the moment your GM even mentions a plant, because it’s always bad news).  Moonflowers have the added bonus of being shockingly fast for a plant (the first time one outruns your party’s halfling paladin should be pretty amusing) and being alien (or primordial or other-dimensional) crops to boot.  Of course, the worst part of all is that they might do more than gobble up your friends—they might also turn your friends into spawn that then gobble up you…

The dwarves of the Sequoia Range are avid gardeners, using terraces and the mountains’ many natural microclimates to breed plants from a variety of biomes.  Of course, being dwarves they tend to favor plants of a more combative nature than most gardeners.  Tending mobile plant monsters like moonflowers is a test of honor for the more accomplished experts and druids.

The young mage-marquis of Davenport returned home from university to find his mother had vanished mysteriously in the forest.  After much searching he found her…sort of.  Now he raises a moonflower that bears the shape and face of his mother, and soon he will need to begin to feed it more than sunlight and water…

Greenearth and Vesper are separated by miles of space, but the planets share one particular valley due to a quirk in time and space.  In this vale strange tentacled monsters leap from tree to tree to avoid the carnivorous plants that dominate the underbrush.  Among the worst of these are the moonflowers, whose light pulses light up the night, luring terrestrial animals and unwary travelers toward their hungry maws.

Pathfinder Bestiary 2 192

Woke up in a cold sweat in the middle of the night.  Discovered I’d missed the Pathfinder Online Kickstarter deadline.  (I wish I was kidding that that is what woke me up.  But it was.  Confession is good for the soul.)  I’m super bummed because, though I’m not much of a computer gamer, I really wanted the super-dungeon hardcover and was going to pledge at that level.  Totally in a funk about this—got distracted with Christmas, work, and travel, missed it by a day.  Really, really hoping they make it available in some way to non-Kickstarters.  Sigh…

At least frozenbanks absolved me for my lack of Dream Quest knowledge.  Got a nice note from uwtartarus, too.  Had no idea you all dug Lovecraft so much!

Monday, January 14, 2013

Moon-Beast


What the Bestiary 3 hints at, the latest Pathfinder Adventure Path issue (#65: Into the Nightmare Rift) makes explicitly clear: moon-beasts are the masters of the denizens of Leng.  Given how much ink the various Pathfinder products have spent talking up the intimidation factor of the mysterious denizens, that tells you how scary the moon-beasts should be in your campaign.

(It gets worse: Moon-beasts in turn serve even more awful nasties.  But anyway…)

Moon-beasts are perfect to run if you want your players to chase mirages, battle illusion after illusion, and generally jump at shadows.  A moon-beast will craft mirage arcana landscapes to mislead PCs and lure them into traps, trick them into wasting spells with major image, damage them with quasi-real effects thanks to shadow conjuration and evocation, get them to attack each other with confusion, dominate monster, and veil, after which it will air walk or plane shift to safety.  (Oh right, and let’s not forget its Wisdom-draining rend attack, which makes PCs even more vulnerable to all of the above and heals the beast.)

Not into visiting Leng or its evil moon?  Put moon-beasts on the moon(s) of your world.  Or dump them below the earth—they make great replacements for mind flayers in a Pathfinder campaign, and a city full of them might look like any number of Lost World settings thanks to their skill at illusions.

A strange woman in a hood is revealed to be a lashunta masking her alien appearance (see the Inner Sea Bestiary). This is not her only secret—she is also a princess among her people, and she bears the brand of a moon-beast slaver who is actively hunting her.  Despite her peril, she is adamant that she not be returned home, though she will not say why.

The pirate ships of Len-Al hide a terrible secret.  The swarthy human and bugbear crews are led not by the turbaned denizens of Len-Al they call “Captain,” but by moon-beast commandants.  This explains why the raiding fleets so easily vanish into fog banks, storms, and mirage isles, and why the nation of Len-Al itself is so elusive—because half of it is on the world’s second moon.

When the ancient empire of Taos crumbled and its capital province literally vanished into the earth, moon-beasts were to blame.  Moon-beasts also experimented on the Taosian people, now trapped underground, birthing the first morlocks, chokers, and skulks thanks to their experiments with inbreeding and fleshcrafting.  Skulks and chokers long ago escaped the moon-beasts’ control, but the morlocks still serve faithfully, traveling up giant pits called Moonwells to capture slaves, who are then brought below and forced to people a series of Dream Cities until they are fed upon by their aberrant lords.

Pathfinder Bestiary 3 195

Every one of these H. P. Lovecraft posts I do reminds me that I will be a failure until I read at least some of his Dream Cycle, particularly The Dream-Quest of Unknown Kadath.

Looking for the monitor lizard?  The monkey?  The monkey swarm?  Well, there you go.

On Friday syringesin caught me apparently channeling Conan O’Brien.  And thanks to everyone who commented or liked!

Hey look!  It’s my first radio show of 2013, full of songs we liked in 2012. Well, the first half of 2012 anyway. You might even call it a "Best Of"!  Too bad I celebrated by being so absurdly late getting into the station!

 (Music starts 11 minutes into the file, because I suck. If the feed skips, load in Firefox or Chrome, Save As an mp3, and enjoy in iTunes. File good till Friday, 1/18, at midnight.)

Friday, January 11, 2013

Mongrelman


Every campaign world needs a race that is truly outcast, truly deformed, truly ugly, truly untouchable.  And in a world of half-breeds, quarter-breeds, magical experiments, planar breaches, and more, there has to be a place for those born just…wrong.  Mongrelmen are it.

The best part is, mongrelmen fit in any campaign.  Need a subterranean race of sewer dwellers corrupted by alchemical sludge?  Mongrelmen.  A reason half-dwarves, half-gnomes, and half-halflings don’t exist?  Mongrelmen.  A fey market out of the Dark Crystal, Labyrinth, or Hellboy II?  Mongrelmen.  Need to people a forgotten space station, or emulate New Crobuzon’s Remade and fReemade?  Mongrelmen.  No matter how close to Golarion, Greyhawk, or Tolkien you stick—or how far away you run from them—mongrelmen have a place in your campaign.

Mongrelmen are lawful neutral, not in the dogmatic fashion of axiomites and inevitables, but in the quiet way of a community that knows it has to stick together to survive, and for whom revolution is not an option.  Of course, if one is not of that community, there are no guarantees.  So a mongrelman village might be a party’s lone site of refuge while exploring the Realms Below…or the village headman might offer them up to the next morlock tribe that comes calling (see James Jacobs and Greg A. Vaughan’s Into the Darklands).  The point is, mongrelmen survive—and they make few apologies for doing so.

A city is thrown into chaos when mongrelmen boil up out of the sewers.  They immediately take up residence in the poorest quarters, scavenging, collecting refuse, and otherwise doing useful menial labor.  When questioned, they say only that they have completed a pilgrimage.  The city fathers want the mongrelmen gone, despite their utility, and a party of adventurers is dispatched to find out more about this pilgrimage if they can, and to force the mongrelmen to move on if they can’t.  The investigation involves cryptic warnings about rakshasas and “worm-things”…and attracts ravenous morlocks who are even less welcome than the mongrelmen.

A village of mongrelmen toil as slaves, harvesting strange psychic fungi and weird glowing crystals for their derro masters.  The derro and the mongrelmen are separated by a great chasm, and any outsider can see the mongrelmen could free themselves just be destroying the three bridges where the ritual trade takes place.  Getting the mongrelmen to throw off years of custom and subjugation in order to strike is another challenge altogether.

The asteroid cluster known as the Hermit Hollows hides the system’s largest colony of mongrelmen.  It also hides the legendary Cygnus Solis, a swan-shaped elven cruiser that vanished at the end of the last war.  Retrieving the Cygnus will be difficult: the grotesque humanoids (led by a claw-armed, giraffe-spotted oracle) worship the swanship as a goddess of beauty who will one day rejuvenate the mongrelmen race, and they will defend their icon to the death.

Pathfinder Bestiary 2 191

I’m surprised it’s “mongrelmen” and not “mongrelfolk.”  Speaking of which, 3.5’s Fiend Folio mongrelfolk had an extraordinary ability that let them emulate other races for the purposes of using race-tied magic weapons.  I definitely recommend adding this to your Pathfinder mongrelmen to reinforce their role as the ultimate scavengers.

I missed noting we hit one more landmark: 250 Tumblr posts as of Wednesday.  That’s pretty cool, especially on top of our 400-plus monsters overall.

Meanwhile, I discovered this series while researching devas for yesterday.  And I wonder…

Wait.  I’m wading into dangerous territory, because I really, really, really don’t want to wade too deep into 4e/D&D Next waters.  Some people love 4e (I’ve heard it’s quite good for new players), others hate it; I meanwhile simply followed Pathfinder and never looked back.  So take everything that follows as the musings of one ignorant dude.

Anyway, I browsed the articles a little…and I can’t decide if this is a good exercise or not.  I know that Wizards of the Coast is trying to get lots of input for D&D Next…but is crowdsourcing monsters necessary? 

That’s not rhetorical; I really don’t know—crowdsourcing seems like an amazing way to test mechanics, but monster flavor?  Is rating these descriptions on a five-point scale really useful for Wyatt, et al?  It’s hard not to see this as playing everything too safe—after having been burned by 4e, WotC is determined in this edition not to tread on any toes at all ever.

The nomenclature dilemma for archons/devas/eladrin in the linked article points to another issue of 4e vs. previous editions—the way it ran roughshod over the world’s oldest role-playing game’s established conventions.  Sometimes that’s good.  Big bold change can be more freeing than incremental tweaks.  Mechanics-wise, for instance, healing surges were a great idea.  I love the idea of boosting wizards slightly so they always have something to do in the game.  (That’s one of the reasons I tend to play eldritch knights or clerics, so I’m never reduced to being a wizard with a dagger or dragging the whole adventure to a halt so I can nap.)  And Torog, the Raven Queen, and several of the other new deities were pretty cool.  

But—setting aside every other drastic change 4e made, of which there were many—4e’s habit of casually slapping old labels on new monsters/gods/settings often seemed to be disrespecting what had come before.  So instead of seeming like a revolutionary rethinking in the style of Dark Sun, it often seemed kinda…rude.

Of course, now I’ve written myself into a trap: first I’m tsk-tsking WotC for being too cautious, the next lambasting them for having been too bold.  Fair point. 

Maybe what I’m getting at is this: Creating fantasy is tricky.  It’s hard to conjure up a shared experience at the table.  In radically altering mechanics and monsters and setting all at the same time, 4e may have been asking too much.  It’s always great to rethink and reinvent, right down to the smallest goblin—that’s what we try to do here—but it should be a process of addition…the “Yes, and” of improvisational theater.  In replacing and reassigning old names to unfamiliar faces, maybe what was upset and lost obscured what was fresh and new.

(On a very personal note, I will stand by a comment I’ve made before, which is that there was also a very hard-to-pin-down but nevertheless very real failure at the writing and page layout level.  4e books (I’ve bought one or two here and there when I had a gift certificate) just never read right.  My eyes would just fall off the page, and I retained absolutely nothing no matter how many times I re-read.  And that matters, especially for GMs, whom buy most of the non-core books.  Everyone talks about Paizo’s playtesting and GameMastery products and the leg up/ease they had by “just” releasing “3.75”…but what doesn’t get said is that they put a premium on rounding up the best writers and giving them a place to play.  That matters.  And it’s a spirit I try to emulate here.)

Finally, speaking of devas, this diva will be on the air tomorrow for the first time in weeks.  Tune in 10:00–noon Eastern U.S. time.  I haven’t prepped at all, so it won’t actually be good, but it will be me.  And that’s something, right?

Thursday, January 10, 2013

Monadic Deva


Monadic devas are angels—by definition neutral good.  For once, though, that doesn’t mean it’s hard to come up with encounter ideas for them. 

First off, as guardians of the Ethereal and Elemental Planes, they are likely to haunt the very portals plane-hopping PCs seek to use, and they may try to test PCs’ intentions or bar them outright from passage.  (I’m not alone in this reading; Ultimate Magic refers to them as “stubborn” and prone to “demand[ing] outrageous gifts of servitude.”)  Their habit of lending out their magic +3 morningstars can put them at odds with those who don’t want to return the gifts, or who use them in ways the devas find objectionable.  And when in doubt, you can always fall back on the fallen angel trope, swapping out the cure/good/holy attributes for their evil opposites.

A party is unknowingly infected with xill eggs.  A monadic deva will stop at nothing to keep them from accidentally infecting their home world with the loathsome outsiders.  Worse yet, the eggs have begun to corrupt the party’s auras, causing them to detect as evil.

Adventurers find a magical +3 morningstar, only to have its monadic deva owner come looking for it a few months later—and he wastes little time resorting to force if the adventurers resist.  Should the matter be peacefully resolved, the angel recruits the adventurers to find out what happened to the weapon’s last owner, a cleric of St. Rhysgard who sought to proselytize to the syrinx (see the Inner Sea Bestiary).  Once that mystery is solved, the deva could also use some help driving a kyton and his Advanced belker allies out of a noble djinni’s court on the Plane of Air.

One sect of monadic devas eschews the customary mace, favoring flails and scourges that they use upon themselves.  This order of flagellants wanders the Ethereal Plane in squads, believing their suffering draws the attention of night hags, xills, and other threats aware from the Material Plane.  They are quick to turn these same flails against others, however—and not just evil creatures.  They kindly but firmly require those who come to them for aid (particularly for the removal of curses, disease, fear, and fell magic) to join them in their abasements—and only heal them after suffering has expiated the supplicants’ sins.

Pathfinder Bestiary 2 27

In campaigns featuring servants of the Elemental Evils (as in: comma, Temple of), monadic devas can be great allies.

Also, did I really just base an adventure hook off the dictionary definition of “monadic,” which refers to a protozoan? 

Yes.  Yes, I did.

Wednesday, January 9, 2013

Mohrg

Mohrgs were the breakout stars of the 3.0 Monster Manual’s undead (no small feat, given that devourers, bodaks, and allips also muscled into that book amongst the usual wights, spectres, etc.).  Spawning undead are always scary, but intelligent spawning undead with paralyzing tongues/entrails take the cake. 

And the fact that I have to slash “tongue/entrails” really tells you everything you need to know about the appeal of this monster.  These are visually and viscerally terrifying undead.  Plus, they are the spirits of mass murderers and serial killers—among the worst humans whilst alive, now in death animated by their very love of killing.  Um, yikes.

Best of all, you can play them as brutes or schemers; they’re terrifying either way.  Brain Cortijo breaks down mohrgs in Undead Revisited, illustrating their potential as necrotic energy junkies (particularly young mohrgs) and undead minion-spawning masterminds (for older specimens).  And they could certainly handle class levels (going back to 3.5, I believe Dragon even featured articles for creating mohrg PCs).  In fact, the very fact that they are such physical nemeses makes them a refreshing change from all the undead spellcaster masterminds out there.

And who says a mohrg has to be the PCs’ enemy (at least at first)?  I can easily imagine playing a mohrg as a party’s Dexter-like ally: a bounty hunter, perhaps, who helps them out on tough cases—the evil they know who aids them against the greater evils they don’t.  Only later do they find out that he’s gone back to kill and reanimate everyone they’ve ever helped, making a mockery of all their good work and spawning an army out of their friends and neighbors, for nothing more than the sick joy of it.

There’s more to say about mohrgs, but I don’t have time to say it, so I’ll just shut up and get to the hooks, and let you say it in the comments!

Some say “Wild” Jamesun was the first gunslinger—a bounty hunter who saw the dread appeal of firearms before most men.  Others say he was a practiced hand with the crossbow long before the first blunderbuss was crafted.  What is not in question is that he and his posse of fast zombie spawn have decimated thorps and haciendas across the South—though now he aims to wound with his pistols rather than kill, so he can finish off his victims up close.

A debt collector in life, Marshall Lewel Fairborne is unusual in that he rose as a mohrg despite never having personally killed.  But he was so dogged, cold-hearted, and contemptuous in his hunt for debtors—aided by his magical paralyzing rod of office—and he blithely sent so many people to die of disease and privation in debtors’ prisons that his twisted spirit refused to rest in peace.  He still carries his rod of office (now matched with his paralyzing tongue) and he preys almost exclusively on the poor or bankrupt.

Undead battle in the streets of Camden—the result of a battle between a mob of mohrgs and the cultists of Shem-Zen the Binder.  The mohrgs are furious that the grave-robbing cultists have taken control of and experimented on their zombie minions, so their response has been to murder and reanimate even more innocents, sending them in waves to exhaust the clerics’ spells and resources.  Worse yet, the local citizens cannot flee the conflict—they are quarantined in the Common Quarter due to an outbreak of yellow pox—and only truly brave or mad heroes can enter the ghetto and save the trapped populace.

Pathfinder Bestiary 208

I’ll never forget an early installment of The Year’s Best Fantasy & Horror series that featured a shaman who went to kiss his lover, only to have her tongue revealed as a cursed gigantic tapeworm sent by a rival.  Mohrgs have a similarly delicious squick factor.

Also, the paralyzing rod above?  That’s actually not far from real life.  Patrick O’Brian’s obsessively researched Aubrey-Maturin series has several scenes with England’s Napoleon-era debt collectors, whom the law dictated debtors could not flee once the collectors touched them with their staves of office.

I didn’t spend much time with the WotC website, but when I did I thought the “Elite Opponents” column was great—a lesson in using templates to create unexpected takes on favorite monsters (or bold new monsters entirely with old monster stats secretly under the hood).  Here’s the mohrg entry, but be sure to browse the whole list.

Tuesday, January 8, 2013

Mobogo


The mobogo is another example of what I think we’ll call from now on “contingent monsters”—that is, their presence in an adventure is typically contingent on that of another monster or monsters.  In the mobogo’s case, as the Bestiary 3 notes, “Nearly all mobogos are attended by tribes of boggards.”

Which is fine—after all, boggards have probably been plaguing your players since Level 2.  First you throw some isolated boggard skirmishes at them, then some tougher encounters with traps at Level 3 some Advanced boggards or boggards with class levels at Level 5, and finally a whole tribe with a mobogo as the big finish around Level 8 or 9 before it’s time to move on to dragons and demons.

Still, I wonder about mobogos: What kinds of “pleasing swamp art” (again per the Bestiary 3) do they collect?  To what uses does an Int 6 monster put speak with animals or pass without trace, let alone its other abilities?  What about the very rare mobogos (if any) found apart from boggards?  Are they somehow related to dragons (wings, abilities!) or froghemoths (three eyes!)?  These are the things this blog makes me think about!

A green dragon tears apart the swamp looking for her lost child (a very young specimen).  A boggard tribe has captured it (at great cost to froggy life and limb) at the behest of their mobogo king, who is convinced he is part dragon.  The mobogo seems to think that mating with or devouring the dragon (or both) will unlock its own draconic potential.  Caught in the middle of this are the blameless subsistence fishers and trappers who beg for aid from passing adventurers.

The mobogo Burripolp found he enjoyed boggards more as a delicacies than as worshippers.  After devouring his tribe entirely, he sought other humanoids to consume.  Through crude cunning (and almost constant use of charm animal) he has turned the entire swamp into a network of animal spies who inform him of any two-legs entering his domain.

A corpulent prince of gluttonous appetites, Reginald went too far when he burned the wagons of the Ishi traveling folk, forcing them to toil in his fields as serfs.  A witch of the Ishi folk cursed Reginald that his hunger would consume him.  Now Reginald has grown so bloated he has become trapped in his own throne, and at his next public audience he will turn permanently into a mobogo and feast on his court—unless some brave adventurers happen to be on hand to stop him or the curse.

Pathfinder #12 88–89 & Pathfinder Bestiary 3 194

Still recovering from the time change (I woke at 5:45 AM today), but doing my best.

Hey did, I mention justjingles sent me a print of this?  It’s pretty!…  *dreamy face*  (And, for you print nerds out there, it’s served up all glossy and varnishy or something cool.  In other words, thanks Al!)

Monday, January 7, 2013

Mobat & Skaveling


And we’re back from vacation!  Happy New Year, and thanks for allowing me some much-needed R & R across the Pond.

Mobats aren’t much different from dire bats, but they are just enough so to be magical beasts—suggesting beings from a different epoch or deep underground where eldritch energies are at play.  Skavelings are these same bats turned to ghouls through necrotic manipulation.  Urdefhans are the default riders of these creatures, but there are any number of creatures that might find such beasts useful…

Mobats’ superior blindsense makes them nocturnal hunters par excellence.  Under the Darkreach Mountains they lair by pockets of netherjet, taking advantage of the ore’s magical-darkness-oozing properties to hunt prey with impunity.  And a mobat or skaveling challenge is one of the trademark signs of a Jasom Winterquill-designed tomb or trap.

The mummy-priest rulers of Kfuri favor skavelings as steeds.  The mobility the ghoul bats allow is essential for holding wide swathes of desert territory.  And roughly once a month the mummy-priests allow their bats to fly forth unsaddled to feed.  Doing this at irregular intervals keeps their human and armadillo-folk citizens cowering in their houses after dark, too frightened to rebel.

A stranger arrives at an adventuring party’s favorite inn.  The first sign of this is the death screams coming from the stable, where a newly arrived (and rubbed down!) skaveling has begun feasting on the helpless horses boarded there.

Pathfinder Bestiary 2 42

It occurs to me that not enough adventures really take advantage of the bat family’s echolocation…

Arrived back in the U.S. late last night, and got to work this morning to find not just one, but two Paizo packages waiting for me.  Among the many books enclosed was the Inner Sea Bestiary.  Once I get the monsters therein alphabetized in the same format as the hardcover Bestiaries, I’ll start including them in this blog starting with the letter N.

Much more to say, but for now I need sleep; the five-hour London-to-Baltimore time difference hurts