Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Thursday, January 05, 2023

DUNGEON23: Which Monsters?

 

I was flipping through the 2e monster manual, looking for inspiration as to what will be under the ziggurat, when I realized there’s no reason I need to use the monsters in there.  I didn’t use the usual stats for the bandits based around the ziggurat, I have in mind one area that will use completely unique monsters, and another area where I’m using a traditional monster but mutated (no promises on either of those; these are ideas only, and when I get there I may have thunked up better ones).  And I’m already using ascending ACs, so I may as well wallow in my blasphemy.

 

Therefore, you’ll recognize names, but the stat blocks won’t be the same.  I know that’s going to be an issue for some, but it’s one that’s easy to fix, so I don’t feeling a burning need to include the “official” stats. 

 

This also gives me the opportunity to contemplate new spins on traditional monsters, which can be a lot of fun, if much slower.  And while I truly intend this to be a megadungeon, I’m going to continue to err on the side of quality over quantity.

Friday, June 04, 2021

Trash Witches


The Trash Witches dwell in the refuse pits beyond the city walls. They are immune to fires and poison, and can eat damn near anything; however, clean water and soap burns them. 


They know all the secrets of the city, but they trade only in objects that hold sentimental value; nothing else is of value to them. Those who mock or cheat a Trash Witch will constantly be losing items that are important to them.


In combat, they take half damage from any attack that doesn't involve something the attacker has loved or does love. Every time you attack a Trash Witch, there's a 5% chance you'll lose your weapon in the grand pile of objects Trash Witches wear on their backs like hermit crabs wear their shells.


Art by the incomparable Brian Froud.

Tuesday, April 02, 2019

What the Arkenstone Can Do For You

The PCs are finally geared up (or angry enough) to take on the dragon! It's gonna be a big event in your campaign (because: DRAGON!!!) and you want the treasure hoard to be worthy of it. How do you make it something truly special without making it stupidly huge? How can you make quality compensate for the fact that you're not actually giving your players literal hillocks and ravines of coinage?



 Here are some suggestions for things that have served me well over the years:

History


The dragon hoard par excellence is probably still Smaug’s, and it’s heaped with the story of the dwarvish kingdoms and their alliances and rivalries with their neighbors. Describing the treasure is one of the few times you have the undivided attention of everyone at the table, so it’s a great time to sprinkle (not dump) some exposition on your players. Coins bearing the face and name of the second Warlock-emperor of the Melechan dynasty (worth ten times their mere weight value to collectors), arrows crafted by elven fletchers to slay the Arch-lich Kazshet, or the gilded toe-bone of the poet-scholar St. Gweniach will draw a lot more attention to the history of your setting than any dry dissertation by long-bearded scholars or sleepy ents. Focus on bits of history that are or will be important to your campaign’s current events, and especially the active interests of your players and their PCs.


Danger


Smaug’s hoard contains the Arkenstone, a wondrous gemstone that bears more than a passing resemblance to the doom-fraught Sillmarils. Perhaps the Temple of the Risen Sun doesn’t think a reliquary of St. Gweniach belongs in the hands of murderhobos. Perhaps Kazshet’s agents infiltrated the circle of elven fletchers to add a curse to the enchanted arrows. Perhaps, as with the Arkenstone, there are cultural or personal or political ramifications to the ownership of some of that treasure. One of the things that makes The Hobbit stand out from generic fantasy fare is that there are exciting and fascinating consequences to the slaying of Smaug. So it can be with the dragons in your campaign.


Something Personal


This is a great time to make callbacks to the backgrounds of the PCs or events that happened earlier in the campaign. The paladin’s great-grandfather’s sword doesn’t need to be in the hoard, but there might be a sword that’s marked with the rune of a company of knights he once rode with, or the champion’s prize from a tourney the great-grandfather competed in. There might be a treatise on abjuration magic written by the wizard who was a mentor to the wizard PC’s teacher. There might be some piece of jewelry or other objet d’art that a villain vanquished by the PCs early in their careers sent as tribute or bribe to the dragon. Callbacks like this are a great way to make the players feel like their characters fit into the setting.

Thursday, May 24, 2018

Go and STAHP!

So, Mordenkainen’s Tome of Foes is, as I’m sure you’ve heard, like that Volo’s book but different. Where Volo’s was more “Who are the People in Your Neighborhood,” Mordenkainen’s is a 30,000-foot view of the default multi-dimensional politics of D&D. The first section is the Blood War.

Now, straight up, the Blood War is one of my least favorite bits from Planescape. It’s just not that terribly compelling to me. It’s an endless, eternal war with no real prospect for major movement, forget climax. The way it’s described in Mordenkainen's makes it clear that, should either side actually achieve any serious victory, it could very well cascade into a rolling series of conquests that result in the end of everything, everywhere.

This is perfect if your game is all about the PCs trying to prop up the status quo by running around putting out little fires. To me, it feels way too much like Joss Whedon stomping on your face with the “Reprise” episode of Angel forever. Anyone who scratches at it even a little will see the nihilism-filling under the candy shell. It’s the antithesis of everything in Rients’ Broodmother Sky Fortress. If your idea of a good time is unleashing the PCs on your poor, unsuspecting worlds and watching them actually change things and knock stuff over or build their own stuff, the Blood War could serve as the outer bounds of that sandbox, but it threatens to become a wet blanket to smother the whole thing.

Even worse, it takes WotC something like 2,000 words to basically say that the demons and devils are engaged in near-constant warfare on the banks of the river Styx, primarily where it flows into the first layer of the Hells. The war is trapped in a deadlock where vast hordes of ravening demons smash against the highly organized and disciplined defenses of the devils. Both sides scour the multiverse for a way to break the impasse, thus creating all manner of opportunities for PCs to thwart cults, treasure-hunters, etc.

That up there is less than 100 words and gives you just about everything in the 2,000 words from the book. Paying writers by the word is a sickness that needs to be stamped out.

Now, we do get some fun stuff on demonic and devilish cults, the big personalities of the Hells (which is new for 5e) and the Abyss (which is largely lifted from the Out of the Abyss adventure) as well as fun random tables for creating cults and the like. Lots of useful stuff here for DMs, especially if you’re running a sort of PC-Inquisitors-vs.-Cults-of-Evil campaign. There are ways to customize cambions based on who their otherworldly parent was. We also get some tiefling sub-races based on the heavy-hitters from the Hells. Alas, there’s nothing in there about Abyssal tieflings. Boo!

The section on elves is probably the most useful for players. It’s nearly 30 pages long and gives us what may be the most Tolkien-esque version of D&D elves to date. It’s laced through with that melancholy sense of doom, this time cast as family drama, with the elves eternally longing for the acknowledgement and acceptance of a father who never really wanted them and can’t set aside his jealousy long enough to forgive them for wanting something he had no interest in giving them or helping them acquire. (Seriously, everyone comes out of this looking like self-centered jerks.) We get a nice big elven pantheon, and then we get new elven subraces, including sea elves, shadar-kai, and yet another version of the eladrin (this one kinda being four sub-races in one, as your eladrin character can shift between four seasonal versions depending on their general mood that day).

This is followed by shorter sections on the dwarves (including the duergar subrace), the giths (including playable versions of both gith-kind and an excuse for gith of both kinds to cooperate temporarily), and finally a section on halflings and gnomes (including rules for the sverfneblin sub-race).

This stuff could be nifty-keen if:

  1. Your DM reads this stuff and agrees that it describes how it works in your campaign, and…
  2. Your players read this stuff and incorporate it into how they play their characters.


The shortest of these sections is 12 pages long. There was a time when I would have read these entries with the obsessive eye for detail of a medieval scholastic. But that was junior high, and I was weird. For most of us, we might incorporate some of the sub-races listed here, as well as some of the fun random tables. Otherwise, there’s a lot of stuff that you might read once and then promptly forget.

In spite of all that, if you’re a DM, you want this book. Why? Because it has some of the best monsters ever officially produced for the game. The very first monster, the allip, is what happens to a scholar who learns cursed knowledge. The only way to escape the curse is to basically infect another scholar with a manic episode in which they scribble out all manner of nonsense that also includes the secret that cursed you. Flip the page (past the Astral Dreadnaught) and you find the balhannoth, a teleporting tentacle monster that uses illusions of your deepest desire to lure you into its traps. There’s the boneclaw, the result of a botched attempt to transform into a lich and which bonds with someone with “an unusually hate-filled heart.” They might not even realize they now have a talon-fingered undead slave eager to fulfill their most blood-curdling revenge fantasies, resulting in all manner of Carrie-esque hijinks. The cadaver collector is an automaton that spears corpses on itself and then raises the spirits of those corpses as specters in combat, which alas is mildly overshadowed by the more versatile corpse flower which kills you before adding you to the flower-like arrangement of corpses in its tangles, which it later uses to power its magical abilities.

And that’s just the first handful of pages from the bestiary. It doesn’t include the various sorts of deathlock, warlocks who have gravely offended their patrons and paid the price, or the alkilith, demonic fungus that grows in broken windows and open doorways, transforming them into portals to the Abyss. We also get the duergar hammer and screamer, mining machines with punished duergar strapped inside, which feed on the pain of their tortured occupants. There are the very Harryhausen eidolons, guardian spirits that animate sacred statues. There are the elder elemental kaiju, and the trapped-in-armor elemental mamluk myrmidons. We get horror-movie-esque baddies like the giant nightwalker and the body-snatching oblex. We get wargamey ogre variants: battering-ram, bolt-launcher, and howdah. We get some interesting variations on old favorites. The retriever is now a drowish automaton that scours the Demonweb for demons to enslave. Grue are now a version of the star spawn, cthulhuish monsters analogous to demons or fey. The grey render is the very embodiment of Kiel’s “Good Boys.”

Alas, the failings of the first part of the book do intrude in the bestiary. This shows up most strongly in the devil and demon entries, most of which read like units for a wargame. Still, there’s a ton of fun stuff for DMs in the monster section. If you’re a player, you can probably give this book a pass, especially if your DM uses bespoke settings and will allow you to use the Unearthed Arcana versions of the sub-races in this book.


Tuesday, March 07, 2017

What the Heck is That?!?

I haven't found any solid rules in 5e D&D for adjudicating Nature and Arcana checks to learn more about monsters. My players (who for whatever reason haven't all run out and purchased a copy of the MM and memorized its contents; I suspect "not being a teenager" to be high on the list of reasons ;) ) ask for these rolls a lot. I certainly don't mind; part of playing under the philosophy that "it's not the DM's job to balance the encounters; it's the players' job to unbalance the encounters in their favor" is giving the players enough information to make intelligent decisions about which encounters they want to tackle and how.

So that means, whenever they encounter an unusual critter, they'll ask what they know about it and I'll ask for either a Nature or Arcana check. Which do I ask for? Arcana for the following creature types:


  • Aberrations
  • Celestials
  • Constructs
  • Elementals
  • Fey
  • Fiends
  • Monstrosities
  • Undead


All the rest us Nature checks; I'll take the highest of either Nature or Arcana for dragons.

So the players roll their dice (usually they all do this) and I start with the second-highest roll ("Ok, the bard knows blah-blah-blah...") and then move to the highest ("... and the wizard can also tell you blah-blah-blah.")

So what do I tell them?

On a roll up to 9:
I tell them they don't know much. I tell them maybe what the thing eats, and a rumor (that I openly label as such) that might be true and says more about the setting than the monster ("The shepherds down by Greenford have trouble with these things coming out of the forest and swiping sheep every three or so years.") and may or may not be true.

(In general, whenever the players make a knowledge check, I tell them something no matter how badly they roll, even if it's not immediately useful.)

10-14:
Either an immunity or resistance, or one major attack or defense the creature has. If it has a defining characteristic (like a displacer beast's illusionary positioning) they'll get that instead.

15-20:
All immunities, resistances, and vulnerabilities, plus one major attack or defense, and any not-obvious forms of locomotion. If they ask, I might tell them about senses, but not give ranges, as well as relative speeds (faster/slower than you).

21-25:
All-of-the-above, plus highest and lowest stats, all senses and their ranges, plus their speeds.

25+:
Pretty much anything they want to know. If they roll above 30, I'm just handing them the book to peruse.

Saturday, October 22, 2016

Monster Manual Cage Fight!

Alex Schroeder has weighed in with his thoughts on what makes a good monster book. I have to admit, there’s a lot there that clicks with me. As much as I love my weird and artsy, Noism’s book-of-pics-with-no-stats doesn’t sound as useful to me as, well, a traditional MM.

This has led to some introspection on which monsters I use. As I mentioned to Alex before, a lot of what makes a monster click with me is awesome art. It was di Terlizzi who really made hobgoblins work for me, both as monsters and as a PC race. Trampier made both the rakshasa and the pseudodragon must-use races for me in the original MM. So I, for one, will never denigrate the importance of good, inspiring illustration to make a monster not just come alive, but sell it to me as a DM.

That said, no stats? Sure, I could come up with the stats myself, but, as Alex points out, that starts to degrade the verisimilitude of the setting. I could also make up what spells do on the spur of the moment, but soon I’m wondering why I bought a game at all. Spending the hours working out the details for that sort of thing and communicating them to my players is part of what I’m paying the publisher for.

Don’t I want my players to be surprised by the monsters? Sometimes, but not most of the time. Most of the time I’m painting in broad strokes across the canvas of my setting when I put monsters down. I want my choice of monsters to communicate things to the players. They should see (or even just hear about) the monsters and be able to think, “Oh, if Brian’s using them, that means…”

And that’s why I tend to use well-known monsters that come with their own implications for the players. Orcs are tribal warriors, vicious but proud and fecund. Hobgoblins are militaristic conquerors. Gnolls are bestial and savage, destroyers and ruiners. Gryphons are proud and majestic predators. Dragons are powerful hoarders who spread fear and devastation far and wide. Sometimes, all I need to say is the monster’s name and players drop all sorts of assumptions down on the table. That’s great! It allows me to create the illusion of depth with minimalist strokes.

So on the one hand, it would seem I would embrace a book like Volo’s Guide to Monsters with open arms. And I would, if I didn’t put my own individual spin on monsters. Orcs are noble savages (with the emphasis on “savage”) from Sir Frazier’s Golden Bough. Hobgoblins are Romans minus the humanity. Gnolls, like hyenas, are matriarchal. It’s gryphons, not griffons, and they are sentient. Dragons are extremely feline in their mannerisms and sadisms. A book like Volo’s Guide to Monsters means instead of adding on to what the players already know about these races, now I have to walk them back from the official line.

It gets even worse with monsters that have a strong presence in mythology. Trolls, for instance, are guardians of places of transition: bridges, mountain passes, magical gates, etc. This fits with how they’re described in mythology. It doesn’t jive at all with what’s in the MMs.

So what do I want from an MM? 2e’s Monstrous Manual came closest to perfection for me: broad strokes with a few telling details to build verisimilitude. Give the players just enough info that they can understand why I’m using the monsters I’m using, but leave me the latitude to make them fit into my setting.

Wednesday, July 15, 2015

What is Interesting?

Tales of the Grotesque and Dungeonesque has tackled the question, “What makes a monster interesting?” The answer provided is the old standby of solutions to the been-there-done-that doldrums: reskinning.

With apologies to our good host at G&D, I've always been meh about reskinning. Call an ork a “bizak” and it's still an orc. Sure, describing goblins as "diminutive, wizened, man-like fey, each wearing a cloth cap that appears to be dipped in blood" is awesome the first time the PCs run into them. (And I love that description, by the way. Makes them sound like something from an Alan Lee illustration.) The second time, they'll just be “more of those wizened man-fey” and the third time they'll be “goblins” (or, possibly, “red-caps.”)

The problem with reskinning is that it's just kicking the can down the road. You've made a boring monster more interesting for a single encounter. What about the next time? And the time after that? You could just use different monsters every time, though if you're going to do that, why not just use different monsters before resorting to reskinning? There's almost certainly a goblin-analogue in Fiend Folio you haven't used yet, like xvarts or dark creepers.

What really makes a monster interesting is what the players can do with it. If your “wizened, man-like fey” are just another EXP-piñata, well, ok, the PCs attack, dice are rolled, moving along. On the other hand, if the PCs can confound them by wearing their clothes inside out, that's a bit more interesting. Goblins you can trade with are more interesting yet, especially if they allow you to push deeper into the hex-crawl or are the only source for certain goods.

I want to return to that “inside-out” thing, though. Monsters that invoke fairy-tale logic are some of the best because they prod the players to interact with the world in non-standard ways. Vampires are awesome for this because they're nearly impossible to kill otherwise. But everyone knows how vulnerable they are if you expose them to sunlight or find their coffins. Now, suddenly, all sorts of things about the adventure are important: where is the nearest holy ground, what time of day is it, do the PCs encounter the vampire deep underground or in a tottering ruin or at a public event where exposure could thwart its plans? Players who couldn't care less about the campaign's calendar are suddenly very interested in the phases of the moon when they know they're up against lycanthropes.

Finally, monsters are interesting when they have a noticeable impact on the world. Goblins hiding up in their caves are not terribly interesting. Goblins who are raiding merchant caravans and driving up prices are a lot more interesting. Goblins who have infiltrated a walled city's sewers and are stealing babies for some nefarious purpose are more interesting yet. And they get even more interesting when they're feeding those babies to a black dragon who will rise from the sewers and wreak havoc should the flow of babies be interrupted by, say, a group of do-gooding adventurers. When slaying the monster doesn't mean just additional EXP, but also affects the world around them (lower prices at the blacksmith or the gratitude of a city no longer on the verge of riots), that makes the whole world more interesting. That's one of the cool things about dragons in the old stories. Slaying a dragon wasn't just an extra notch on the knight's sword hilt. It meant a new lease on life for the entire community the dragon was preying upon, it meant a happy reunion for the princess and her family, it unleashed a flood of lost wealth returned to the local economy. 5e kinda gets at that with their regional effects for “mythic” monsters, one of the things I very much appreciate about the new edition.

Wednesday, February 25, 2015

Succubi Suck!

The succubus of 1e AD&D is the stuff of jokes because of the picture. Still, she was a classic femme fatale, able to lure the innocent to their doom with a come-hither gaze, copious charm spells, and a deadly kiss. She suffered from being rather fragile in a toe-to-toe fight (unless she could summon in some help), was yet another good reason for PCs to be constantly paranoid, and, honestly, was eclipsed by the more flexible and dangerous lamia.

When WotC took over,the succubus’ repertoire got broadened. She became the ultimate spy, an expert in such skills as bluffing, intimidation, impersonation, and investigation. Toss in her magical powers and she could become the true power behind the throne, a sort of Grima Wormtongue with more sex appeal.

So, what did WotC do with the succubus in 5e?

Frankly, I’m not sure.

Oh, I have the MM. She (and the incubus) are on pages 284 and 285. The flavor text talks about the succubus infiltrating the dreams of a chosen victim in order to weaken their moral resolve. That might be a fun thing to play, or a neat little side-plot to a more developed adventure (“Why is Brother Anselm always looking so tired these days? And why is he so cranky?”). It’s not, however, the sort of thing D&D adventures are typically made of. Nor is her sleep-invading power defined in any way, so exactly how you thwart it is really up to the DM.

She’s got great Deception and Persuasion skill bonuses (+9) and a good Insight bonus (+5) to back them up. But while those skills are exceptional, they’re hardly supernatural. She can still shift her form. But she’s lost all her magical abilities like suggestion except for her charm power.

Which can only be used on a single person at a time.

And only lasts 24 hours at most.

And then, when it ends, can’t be used again on the same individual for another 24 hours.

A harem of inc/succubi could be a really annoying additional obstacle in a fight; you're here to kill the Grand Warlock, but while you're attempting to put the hurt on him, his whatever-cubi buddies are hanging out in the ethereal, tossing charms and popping into the material world just long enough to drop 5d10+5 points of slobbery kootie damage on someone. But, frankly, is that cooler than a wand of lightning bolts, a flock of pet harpies, or a pair of amorous red slaadi?

To put it bluntly, I’m a bit at a loss as to what I’m supposed to do with this critter. She’d probably be most effective popping in, charming some NPC, then going ethereal while she interrogates her new best friend via her telepathic bond that can bridge planes. Useful, sure, but it would seem you could replace the monster with a nifty spell or two. Like scrying.

Scrying is one of the powers the lamia has, in addition to suggestion. She can also toss geas once per day. Her intoxicating touch, while nowhere near as potent as the old Wisdom-draining one, is a lot more fun and useful than the succubus’ boring kiss (which does nothing but deal damage and can only be used on someone she’s charmed, and even then gives the target another saving throw to break out of the charm).

The only thing that the succubus has over the lamia is the ability to go ethereal. It’s a neat trick that will allow the succubus to escape certain death most of the time (until the PCs get a way to thwart it). Whether that allows for a cool repeating villain or creates an annoying and not-fun headache for the players will depend on careful play by the DM.

As for me, right now I’m tempted to replace every inc/succubus with a lamia. They’re both rated at Challenge 4, the lamia has more neat tricks in her bag, and she’s much more likely to come across as challenging rather than annoying.

Monday, September 22, 2014

Addendum to my Review of 5e's MM

There are a few bits of coolness in 5e’s MM I forgot to mention yesterday. First are lairs. Many monsters has a special “lair actions.” These special actions don’t count towards the usual limit of actions a monster has and happen on initiative count 20 (though after any tying initiatives). Most are just extra attacks:

A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the [black] dragon chooses… Any creature in the cloud when it appears must make… a DC15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save...

A lot also knock people prone. Many are clearly designed to give a single monster a fighting chance against the focused alpha strikes PCs will (wisely) unleash against “legendary” monsters. Some are suitably creepy and atmospheric, such as eyes opening on solid surfaces in a beholder’s lair to fire off an extra eye-ray attack, or walls suddenly sprouting “grasping appendages.”

These legendary monsters also create “regional effects.” These are very similar to the sorts of things that precede the attacks of the dragons or the arrival of the monsters in Raphael Chandler’s Teratic Tome. These range from the atmospheric to the mechanical. Some look fairly lame on the surface of things: the first time you enter a demi-lich’s lair you take 16 points of necrotic damage, a sum that will certainly keep out the riff-raff, but barely serves to slow down a party of adventurers over 4th level. On the other end of things, they can make otherwise mundane encounters far more interesting. For instance, the terrain around a blue dragon’s lair can develope dangerous hidden sinkholes. Rodents and birds within a mile of a green dragon’s lair serve as its eyes and ears. Kraken can control the weather within 6 miles of their lairs.

These are both cool ideas and, frankly, I wouldn’t object to extending them to more monsters than got them. Those of you who enjoy playing with mythic-underworld dungeons might even want to come up with lists for orcs, goblins, and similar humanoid manifestations of the evil that lurks where the sun never reaches.

Sunday, September 21, 2014

5e's Monster of a Manual

It’s thick; at 352 pages it’s just noticeably thicker than the the PHB. And it’s full of monsters! (I know: shock and surprise.)

All the standards are represented: dragons both metallic and chromatic (but not gem), giants from hill to storm (plus ettins and formorian), goblinoids from kobold to bugbear, orcs, gnolls, skeletons and zombies and wraiths and vampires, elementals, genies, angels, devils, demons, slaad (and yugoloths!), non-insecty lamia and snakes-made-of-water weirds.

It appears the authors have defaulted to older versions of monsters, as exemplified by the lamia (a move in the right direction) and the water weird (which wasn’t so much). With incubi/succubi, they split the difference and separated them from both devils and demons, making them the independent contractors of the nether-realms.

There are also numerous quotes in the margins referencing classic D&D stuff. Count Strahd, Emirikol the Chaotic, the Temple of Elemental Evil, Acererak, Iggwilv, House Orien (from Eberron), and Undermountain all get shout-outs in the margin notes.

Modrons up to the pentadrone are in the book. The classic demon lords are named and briefly described, but not statted. Beyond Asmodeus, the devils don’t get nearly so much attention (and the hierarchy appears to be the one described in Cook’s Book of Vile Darkness, with Geryon, Malagard, and Moloch all deposed).

It’s not quite the 2e Monstrous Manual. Most creatures get a full-page write-up, but a lot more of that page is taken up with art and the stat block. Still, we do get a few interesting tidbits about each critter, though there’s some blatant padding as well, such as being told multiple times in the aboleth entry about how they remember being defeated by the gods in ancient times. If you’ve got a copy of the 2e book, keep it handy; it remains the best source of monster-based inspiration-fuel yet for D&D.

There are some rather interesting back-and-forth call outs from one monster to another. There’s an intriguing triangle developed between the efreet, salamanders, and the azer, for instance. Graz’zt gets mentioned a lot. Don’t be surprised if he’s central to the plot in organized play in 2015.

There’s a surprising number of monsters that don’t actually die when killed. In addition to vampires, demons, devils, and similar that we expect that sort of behavior from, rakshasa and naga also come back after being slain. Expect to see these as lieutenants and Big Bads that show up later in a chain of adventures, bearing a grudge and with more friends to put the hurt on the PCs.

Like the PHB, the art is very much a mixed bag. Also like the PHB, some of the best stuff is the environmental pieces. Among the best creature illustrations are the hunting pseudodragon, the trippy myconids, the colorful adult salamander, the disturbing piercer, and the amazing harpy.

Unlike the PHB, there’s a distinct lack of multiculturalism in the book. Most of the monsters, especially the humanoids, are wearing tamer versions of 3e’s dungeon-punk stylings, with more restrained bandage-wrappings and shorter spikes on their pauldrons. Even the monsters that you’d expect to be flaunting exotic cultural trappings, like the oni and kenku (who’ve lost all traces of their hawkish beginnings and are now fully crow-ish) look decidedly plain in their simple tunics and hoods and robes.

There’s an annoying amount of soft focus, sometimes taken to extremes. The picture that opens the drow entry is so soft-focused you can barely make out the figures, and facial-features are non-existent. It’s a technique whose time has come, gone, and seriously needs to be retired.

Some critters have small black-and-white studies accompanying their full-color art, and there’s never been a better example of how ubiquitous color has not improved RPG books. The black-and-white sketches are nearly universally superior to their color brethren in life, creativity, detail and playfulness. See especially the delightful running otyugh at the bottom of page 8 for an excellent example of what I mean.

The organization is more than a little puzzling, and I suspect it was done more with an eye towards making things easy for the layout team than it was with making things easier for the DM. Each entry is divided into two parts: a write-up that’s well organized into useful paragraphs summed up with a quick phrase in bold letters and a stat-block. So far, this is great, and works really well for most monsters. Things get a bit wonky, however, when you get a monster type that includes lots of individual critters. In that case, the written descriptions are grouped together and then the stat-blocks and illustrations are grouped together. This puts the werewolf’s written description on page 207 and its stat-block on page 211. The worst offender might be the erinyes, with five pages between the description and the stat-block.

Things really fall apart with Appendix A: Miscellaneous Creatures. What’s in Appendix A? We are told:

This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.

So what’s actually there? Lots of normal animals, giant animals and a weirdly random smattering of classic monsters like blink dogs, winter wolves, blood hawks, flying snakes, phase spiders, and worgs. Plus, the sea horse.

Yes, the sea horse. Since it’s listed as being a “tiny beast” I assume they mean the little curl-tailed critter, and not some fabulous combination of fish and equine. Why is it there? Damned if I know. (Is summoning a single sea horse part of some druid spell?)

But wait, it gets worse, because these creatures are listed in alphabetical order and not by creature type. This means the giant constrictor snake is next to the giant crab and nowhere near the giant poisonous snake. The giant spider is on page 328, the giant wolf spider is on page 330, the phase spider is on page 334, and the just-plain spider is on page 337. If you’re building a spider-themed dungeon and just want a full list of all the spiders, sorry buddy, you’re SOL. Even the index in the back lists them alphabetically, which means if you don’t know to look for the giant wolf spider, you’re likely to miss it entirely. Nor are there any wandering encounter tables from which you could crib a list.

In short, Appendix A appears to be a collection of critters they wanted to include stats for but didn’t want to do full-page writeups on. A few get art. For the most part, all you get is the stat-block, with four to five critters on each page. It’s a mess, and unless you know exactly what you’re looking for, good luck finding anything.

It nearly ruins the whole thing for me. If I didn’t have a group of 5e players very much enjoying the game described in the PHB, the MM might have soured me to 5e. As a DM who often builds adventures by flipping through the MM for inspiration, this mess is going to prove deeply suboptimal. Still, much can be salvaged by publishing a horde of good, themed random encounter tables, lists of monsters by challenge rating (there’s none in the MM), and a better organized index.

ADDENDUM: First, I forgot to talk about two bits of coolness in MM, which are lair powers and environmental effects from the monsters themselves. I rectify that in another post.

Second, WotC has published a PDF version of the index of monsters by challenge rating. This is good to see, and would be great if they included the page number these critters appear on in the MM. This list is from the upcoming DMG.

Thursday, June 26, 2014

You've Got a Nothic Thing Coming

WotC has released a sample page of monsters from the Starter Box. Keep in mind that the whole point of the Starter Box is to train budding new DMs. That said, I think there’s both good and bad in what I’m seeing here:



First, the bad: why no picture of the nothic? Maybe it’s on another page? This is clearly a bizarre thing. Does it have working hands? Legs? Or does it move about upon a giant slimy tail, like a slug?

Nothics have traditionally been goofy-looking critters with no more backstory than “humanoid that wants to eat your face and has wacky eye powers.” Clearly, WotC wants to change this, and I love the notion of them being mutated wizards who have peered too long and too deep into the abyss. (Though doesn't that better fit warlocks?  And how, exactly, does one turn into a nothic?  What should PC wizards do to avoid such a fate, and can a foe trick them into it?)

But there’s so much that’s left to the imagination here. Do they have opposable thumbs? What do they want? Do they serve some dark cosmic being, or are they all Gollums-without-rings, lurking about in dark places and going on and on about eating raw fish?

The answers to those questions can be happily campaign or even location-specific, with card-cheat, pants-wearing nothics in one location and feral, face-chewing nothics in another. But there are deeper issues with this description that cripple its utility at the table. How does their Rotting Gaze attack work? Is it a beam that shoots from the eye, and if so, can it be reflected with a mirror? Or does the nothic just manifest wild entropy in the flesh of its target? Or is it some sort of necrotic tear-spray?

In a computer game, the differences are fairly academic. In a tabletop RPG, they’re vital. Knowing something of how the attack works answers questions like:

  • can it penetrate magical defenses? Fog? Smoke?
  • can one character try to block the attack by leaping between the nothic and its target?
  • does the attack damage gear? Can it be used against inanimate objects like doors, ropes, chains, or blindfolds?
  • can the PCs harvest it and use it against foes after killing a nothic?


And that’s just what I can come up with off the top of my head about how players will tackle this odd critter. With only the (nearly complete lack of) clues in the description, it’s impossible to guess, which means nothics in one campaign will be fleeing at the sight of mirrors while in others they will be flinging necrotic tears with wild abandon.

Which isn’t that huge an issue in home games but is HUGE in organized play. And I kinda thought WotC wanted organized play to be a big thing now? 

And that all said, the weird insight ability is awesome! Can the nothic search for a secret in particular, or are they random? If the former, they’d make excellent interrogators and (ha-ha) private eyes.

Friday, September 16, 2011

Hex Mapping Part 17: You're Everything That a Big Bad Wolf Could Want

I'm going to assume that most of you are already familiar with wandering monster tables. The idea is pretty simple: you write up a list of monsters you want the players to be able to encounter and then number them so that they can be chosen by a die roll.

The outdoor wondering monster list in Cook's Expert book is a little more complex. It involves nested lists; that is rolling on one list references other lists. The monsters are grouped by similarity. For instance, the lists you can roll for a swamp encounter include Men, Flyer, Humanoid, Swimmer, Undead, Insect, and Dragon. Each of these send you to another list which actually includes the monsters. Not only does this give you a huge variety of monsters without having to resort to d100s, it also makes certain types of monsters more common in one place that in another. In the swamp list Undead appear twice. Animal is listed twice for the woods list, and Men is listed six times for encounters in a hex that includes a city.

When it comes to actually listing the monsters, some tables just list the names and often in alphabetical order. Again, redundancy is used to increase the likelihood of encountering a particular type of critter. This is the sort of wandering monster table most of us are used to.

In Vault of the Drow, Gygax gives us a very different sort of list. His wandering monster lists include detailed groups, each of which has a specific purpose or goal that they are pursuing when the PCs encounter them. Zack does something very similar with his expansive random encounter lists in Vornheim.

The great thing about these lists is that they do a lot of the heavy lifting for you. You don't have to guess why this particular band of slaves and drow overseers are wandering through the fungus forest. Gygax lays it all out for you. The bad thing about this sort of list is that you can only roll on it so many times before it starts repeating itself. Zack suggests crossing encounters off in his lists and replacing them with new ones as they are used.

Cook's list is the opposite. Even if your rolls do turn up two different groups of nomads, the lack of details means its very easy for you to make each distinctive. Unfortunately, by that same token, it's entirely up to you, in the heat of the moment, to make them distinctive. If you're good at that sort of on-the-fly encounter creation, this is great. Not everyone is, though, and you're going to be rolling on these tables a lot as you run your hex crawl. There's no reason you can't give yourself a little more help if you need it.

So let’s investigate a compromise option. In addition to a list of monsters, you can also use a list of motivations. This simply tells us what is foremost on the mind of the wandering monster. It serves principally as a springboard for improvisation.

You can roll all the dice at once, but I'd suggest rolling the monster first and then the motivation. I designed this list so that rolling a 2d4 returns a reasonable motivation for bestial monsters. For sentient creatures, roll a 1d10.

  1. - diplomacy
  2. - patrolling territory
  3. - hurt
  4. - horny
  5. - hungry
  6. - napping
  7. - fighting! (roll again on the wandering monster table to see who the monsters you first rolled are, or are planning on, fighting)
  8. - home
  9. - raiding
  10. - art

This list is purposefully vague. “Diplomacy” might mean you’ve encountered an envoy from one tribe to another, or it might mean a caravan carrying tribute, or a craftsman gathering materials to build a peace-offering. “Horny” might mean a couple preparing to get frisky, humanoids raiding to engage in a bit of bride-kidnapping, or a more poetic soul pining for a lost love. “Home” could mean they’re in their lair, or they’re seeking a new lair, or they’re improving their lair in some way.

Now we simply combine this with territory-specific lists of creatures. This list is for the eastern jungles. If the PCs are traveling through the goblin territory, roll a d8. If they are in the Lizardfolk territory, roll 3d4. When they have reached the orc territories, you can roll a 5d4. And you can always roll a straight-up d20 when you want something really random.

1 - goblins
2 - rock baboon
3 - python
4 - giant bees
5 - crab spiders
6 - goblins with (roll a d6):
1 - 2: harmless giant spider mounts (doubles movement rate)
3: black widow spider mounts
4 - 6: tarantella spider mounts
7 - lizardfolk
8 - black widow spiders
9 - basilisk
10 - lizardfolk mounted on tuatara lizards
11 - spitting cobra
12 - orcs mounted on dire wolves
13 - hydra
14 - orcs
15 - ogre
16 - robber fly
17 - orcs
18 - wolves
19 - ogres riding elephants
20 - displacer beasts

There is, of course, lots of room for expanding this list. I didn’t manage to get most of the giant lizards listed in Moldvay’s Basic, for instance, or any fey, etc. But this, combined with our motivations table and the reactions table mentioned last time, gives us a good working list that can provide a wide variety of encounters on the fly.

Thursday, August 11, 2011

A Hamsterish Bestiary

I mentioned Taichara's Hamsterish Hoard of D&D yesterday. She's got a great assortment of imaginative, original critters for BECMI (which means you can pretty much use any of them as-is for any TSR edition of D&D). Going through it, I made this annotated and incomplete list of monsters that might make an appearance on my example hex-map island.

Alraune - carniverous mandrake (plant)

Ankeri - gazelle-men (humanoid)

Brass Jackal - clockwork jackal (clockwork guardian)

Briarbones - aggressive vine wrapped around skeleton (plant)

Cepes - fungus-men (plant)

Cricipter - flying hamsters! (cute)

Dreamsnake - memory-stealing serpent (snake, reptile)

Greenfang - carniverous cabbage (plant)

Heartbriar - carniverous, ambulatory plant (plant)

Iaret (Cobra Lord) - snake-man (snake, reptile, humanoid)

K'kithil - sapient scarabs (insect, humanoid)

K'sshir (Nightmist) - carniverous cloud (phenomena)

Lithira (Pearl Gazelle) - magical gazelle (herd animal)

Lurru - large locust (insect)

Marrowlight - carniverous pumpkin (plant)

Raintiger - magical, stormcalling feline (elemental, water, feline)

Sau'inpu - necrophagic humanoid jackals (canine humanoid)

Sshian - snake-men (snake, reptile, overlord)

Thief-of-Hues - color (and emotion) stealing snake (snake, reptile)

Thursday, September 30, 2010

New Monster: Merochi

Merochi

AC: 6 (+4 if using ascending AC) for males, 8 (+2) for females
Hit Dice: 3
Move: 120’
Attacks: 1
Damage: by weapon type, or 1-3 for claws and 1d6 for bite
Number Appearing: special
Save As: Fighter 3 or as a witch, when applicable
Morale: special
Treasure Type: A
Alignment: Neutral

Merochi are lion-like humanoids who inhabit tropical and sub-tropical plains and jungles, though some prides have been known to stake claim to lands in more temperate zones. The males stand near 7’ tall with the females rarely more than half-a-foot shorter.

The leonine merochi lay claim to broad territories far beyond what would normally be expected of their limited numbers. This is largely due to the structure of their civilization. With an economy based heavily on hunting, and only supplemented by agriculture and herds, the merochi require large territories which are jealously guarded. Poaching on merochi territory carries the most severe penalties, especially if those poachers are male.

Gender roles are strictly observed among the merochi. The principal, some say singular, duty of the males is warfare. There are only three acceptable professions for males: warriors, sorcerers, and the craftsmen who make weapons and armor. They'll spend the majority of their time training, caring for the youngest cubs, teaching the next generation of males, and overseeing the slaves that care for their fields and herds. When necessary, they also spend a considerable amount of time patrolling the borders of the territories claimed by their pride.

The duties of the female are to hunt and bear young. Indeed, they are even expected to do both at once; until the final stages of her pregnancy, females continue to bring in their share of the meat. Females may also be priestesses or witches, overseeing and caring for those spots within their territory deemed sacred.

This is probably due in large part to the fact that only females may own land. The males patrol and defend it, but it actually belongs to the females of the pride. Females born into a pride tend to stay with the pride their entire lives, and so inherit their land from their mothers and bequeath it to their daughters. Hunting grounds, fields, water, and the structures built upon the land remain the property of the pride, for as many generations as the pride lasts. The only thing a male may bequeath to his sons, and very few do even this much, is his weapons.

Young males who survive the arduous rites of passage to adulthood are ceremonially ejected from the pride. Those who would not live as landless brigands or mercenaries in distant lands must claim a pride for their own. The traditional method for doing this is to drive or slay current males of an existing pride. Warfare among the merochi is in the heroic style. The only ranged weapon allowed is the spear and the javelin. Indeed, so strict is the adherence to gender roles, the male will not touch bows, arrows or slings, since those are traditionally weapons of the females. Likewise, the female will not touch a shield or a sword as those are strictly weapons of war. The favored weapon of the merochi warrior is the spear. They usually also carry a shield, and will often wear breastplates of hide sometimes reinforced with metal. Ambushes and subterfuge are allowed, as are potions and spells to increase the vigor and strength of a warrior, but poison is forbidden. Among wealthier warriors, chariots are common, but only to transport the warrior to the battle. Once he has arrived, the warrior dismounts and fights on foot.

Poaching in the pride’s territory is seen as a challenge to their control of it. It is also seen as a direct challenge to the males whose duty it is to protect these territories. For their part, females rarely involve themselves beyond tracking poachers and pointing them out to the males. Should the males in the pride be slain the females will engage in the traditional three-day period of mourning, after which they will engage in a traditional seven-day period of celebration and revelry, welcoming the victors as the new males of the pride. Even though they may not be able to mate successfully with victorious males who are not of their race, they will still expect such males to take up the traditional duties, since "furless" protectors are better than none at all. Males who refuse will be viciously hunted by the females, and if caught, will be butchered and their meat spoiled and ruined, then scattered along the edge of their border as a warning to others.

Merochi align themselves into loose nations based around large ceremonial sites. These religious complexes are dominated by ziggurats and pyramids and include broad courtyards, arenas for sporting events, granaries and storehouses, and long, low dwellings. Most of these latter remain empty for most of the year, but fill up during important religious festivals. Males are forbidden to linger longer than a week in these places; those who remain longer will have their manes shorn, and may even be castrated or have their thumbs cut off.
Merochi huntresses encountered in the wild will almost certainly be hunting. Roll a d6 to see how many are encountered; if a 6 is rolled, roll the d6 one more time and add the two rolls together to see how many are encountered. A group of eight or more will include two young huntresses recently elevated to adulthood who have but two hit dice. A group of ten or more will include one witch between 3rd and 6th level. There is a 1-in-20 chance that any group of huntresses encountered will include an apprentice witch (2nd level), though there will never be more than one any group of huntresses encountered.

Huntresses hunting for game have a morale of 6 when facing organized opponents. However, they will never flee when defending their homes and sacred sites, and all fight as if one hit die higher when defending their young.

Merochi males on patrol are encountered in small groups of one or two, but will be accompanied by a slave shieldbearer (who does not fight) 25% of the time. There’s a 1-in-10 chance that the merochi will be mounted on chariots, in which case the chance of a slave to drive the chariot is 75%. Merochi warriors have a morale of 8 which rises to 10 if their females are in sight.

A merochi warband includes 2-8 individuals. In groups larger than four, half of them will have 1-2 healing potions, and two will possess potions that provide +2 on attack and damage rolls due to strength enhancement.

Art by Wilhelm Kuhnert and Johann Jakob Frey.