Saturday, June 24, 2017

Frightful Fridays! Cerebric Spider

Hello and welcome to another Frightful Fridays! This week's monster is within spitting distance of Friday, so we're getting there. Actually, as it turns out, the next three monsters will be published on Fridays, due to circumstances beyond my control. Back to this week's monster, though: it's an ordinary brain-sucking spider, like you have pretty much everywhere.

I hope you enjoy(?) the cerebric spider, and I'll see you again on Friday(!) with another monster. Thanks for reading!



A mass of swirling gray matter is visible in this translucent spider’s abdomen.
Cerebric Spider      CR 11
XP 12,800
CE Medium aberration
Init +9; Senses darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
hp 136 (16d8+64); regeneration 5 (cold)
Fort +11, Ref +10, Will +12
DR 10/cold iron and magic; SR 22
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +20 (2d6+12 plus 3d6 electricity, grab, poison, and stunning shock)
Special Attacks brain sucking proboscis, neh-thalggu hatred, poison
STATISTICS
Str 27, Dex 20, Con 18, Int 21, Wis 14, Cha 17
Base Atk +12; CMB +20 (+24 grapple); CMD 36 (44 vs. trip)
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack, Stealthy
Skills Acrobatics +22 (+26 to jump), Climb +22, Escape Artist +22, Intimidate +22, Knowledge (all) +26, Perception +21, Spellcraft +23, Stealth +22; Racial Modifiers +12 Knowledge (all)
Languages Abyssal, Aklo, Common, Draconic, Terran; telepathy 100 ft.
SQ ready lore
ECOLOGY
Environment any temperate or warm land or underground
Organization solitary, pair, trust (3–6)
Treasure incidental
SPECIAL ABILITIES
Brain Sucking Proboscis (Ex) Against a pinned opponent or an opponent denied its Dexterity bonus, a cerebric spider can insert a cartilaginous proboscis into its head as a full round action which provokes attacks of opportunity. The victim takes 1d6 points of Intelligence drain (increasing to 1d8+2 points if it currently suffers from the spider’s liquefactive poison). This drain is reduced by half (to a minimum of 0) if the victim succeeds at a DC 22 Fortitude save. The save DC is Constitution-based.
Liquefactive Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d6 Int damage, and victim must immediately attempt a second save to avoid have 1 point of Int damage convert to Int drain; cure 3 consecutive saves.
Neh-Thalggu Hatred (Ex) A cerebric spider despises its creators. It gains a +2 racial bonus on attack and damage rolls against neh-thalggus, as well as a +2 dodge bonus to AC against the creatures.
Ready Lore (Ex) All Knowledge skills are class skills for cerebric spiders. A number of times per day equal to its Intelligence modifier, it can take 20 on a Knowledge check.
Stunning Shock (Ex) When a cerebric spider damages a target with electricity damage, the target must succeed on a DC 22 Fortitude save or become stunned for 2d4 rounds. On a successful save, the target is instead staggered for 1 round.


A cabal of neh-thalggus realized their numbers were too small to effectively capture many brains in populated areas, especially more lucrative brains belonging to highly intelligent creatures. To remedy this problem, they bioengineered creatures vaguely in their image, but with changes to make them better hunters. Aware of a general sense of arachnophobia among most of the populace (at least according to the overwhelming majority of the brains they had absorbed), the neh-thalggus decided the best form for their creations was that of a spider. Fortunately, cerebric spiders—as the cabal referred to the creatures—were more than capable of extracting liquefied brain matter from their victims and bringing the slurry back to their masters. Unfortunately, the spiders, which originally had enough wits to stalk prey more effectively, grew prodigiously more intelligent and turned on their creators. After utterly destroying the neh-thalggus and devouring the brains stored on their backs, the cerebric spiders hunted for themselves and devastated the nearby community originally plagued by the neh-thalggus. As another unfortunate oversight, the spiders’ creators never considered whether their creations might be fertile. Thus, cerebric spiders have spread throughout the world. They have learned not to consume brains as voraciously as they once did, partially because they realize wholesale devastation brings retribution, but mostly because they have turned toward other pursuits. Cerebric spiders are now researching ways to achieve inherent spellcasting and develop a world-wide hive mind.

Monday, June 19, 2017

Frightful Fridays! Feather Boa Constrictor

Hello again and welcome to another Frightful "Fridays!" This week pairs the feather boa constrictor with last week's glitter elemental. Throw both into an encounter, so characters will be blinded and then strangled by a flying snake. It will be fun!

I hope you enjoy the feather boa constrictor, and I'll be back again soon with another monster. Thanks for reading!


Rather than scales, bright feathers cover the entire length of this snake and flutter almost continuously.
Feather Boa Constrictor      CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision, scent; Perception +13
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
OFFENSE
Speed 40 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite +7 (1d6+6 plus grab)
Special Attacks constrict (1d6+6)
STATISTICS
Str 19, Dex 17, Con 16, Int 2, Wis 13, Cha 12
Base Atk +3; CMB +7 (+11 grapple); CMD 21 (can't be tripped)
Feats Dodge, Mobility
Skills Acrobatics +3 (+7 to jump), Climb +12, Disguise +1 (+9 to appear as a feathered wrap), Fly +3, Perception +13, Stealth +16; Racial Modifiers +8 Disguise to appear as a feathered wrap, +8 Perception, +8 Stealth
ECOLOGY
Environment temperate or warm land
Organization solitary, pair, or tangle (3–6)
Treasure none

Whether evolutionary offshoots of snakes or birds, or deliberate experiments to make flying snakes, feather boa constrictors have thrived and propagated themselves enough to create robust populations, primarily in urban areas where they can stalk humanoid prey. Generally smaller than many constrictors, feather boa constrictors weigh an average of 50 pounds and grow no more than 5 feet in length. Larger specimens are found in the wild, but the snakes’ penchant for going unnoticed in urban environments limits their size, except in cases where considerably larger humanoids inhabit an area. The snakes possess numerous smaller muscles they use to move clusters of feathers, which give them an ungainly form of flight wherein they undulate through the air.

Feather boa constrictors have a subtle and slow acting form of chameleonic ability, allowing them to change the color and texture of their feathers. In the wild, they choose drab colors, typically browns and greens, which allow them to hide effectively in trees and foliage. In urban settings, they adopt more vibrant colors to blend in with fashions worn by high-society types or people with ostentatious styles. They are cunning and patient enough to follow someone with a wrap similar in appearance and hiding with the discarded item to better imitate it and devour it afterwards. To keep up the ruse, they use their feathers to lighten their apparent weight. When the snakes have their victims alone, they squeeze the life out of them and then devour the crushed remains. If help arrives for their prey, they awkwardly carry their prey up and out of reach of others.

Nature-oriented individuals train feather boa constrictors so they can blend in with attendees at appropriate events and maintain a less-than-obvious weapon.

Feather Boa Constrictor Companions

Starting Statistics: Size Small; Speed 30 ft., climb 20 ft., fly 40 ft. (average); AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 19, Con 12, Int 2, Wis 13, Cha 12; Special Qualities low-light vision, scent.

4th-Level Adjustment: Size Medium; Speed 40 ft., climb 20 ft., fly 30 ft. (poor); Attack bite (1d6 plus grab); Ability Scores Str +6, Dex –2, Con +4; Special Attacks constrict (1d6).


Monday, June 12, 2017

Frightful Fridays! Glitter Elemental

Hello, and welcome to the latest Frightful Fridays! This monster comes about from a brief online discussion with my friend, Greg, who wondered if there was such a thing as a glitter elemental. There may be other iterations out there, but just in case there were absolutely no glitter elementals in existence, I worked one up. Blind your characters mercilessly with one today! (or, you know, whenever you can reasonably put one in a game)

I hope you enjoy the glitter elemental. I'll be back later this week with another monster. Thanks for reading!



A swirl of brightly colored particles surrounds this formless mass of earth, which has holes for sparkling eyes and an empty mouth. A trail of the scintillating particles follows it as it moves.

GLITTER ELEMENTAL
Languages Auran, Terran

ECOLOGY
Environment any (Plane of Air or Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure incidental (precious earth minerals contained in a glitter elemental's body)

SPECIAL ABILITIES
Glitter Bomb (Ex) A glitter elemental is destroyed when it reaches 0 hp. When it dies, it explodes in a cloud of particles affecting all creatures within double the range of its glittering aura. All affected creatures must succeed at a Will save (DC equals save DC of its glittering aura) or suffer from the effects of glitterdust, except the duration is 1 minute per elemental’s HD. Glitter elementals are immune to this ability from other glitter elementals.
Glittering Aura (Ex) The particles surrounding a glitter elemental stick to every surface which they contact. All creatures within the aura take a –40 penalty on Stealth checks and must succeed at a Reflex save to avoid having the particles remain affixed to them (imposing a –20 penalty on Stealth checks when affected creatures leave the aura). Removing the glitter requires a gallon of water. Glitter elementals are immune to the aura of other glitter elementals.


Small Glitter Elemental      CR 1
XP 400
N Small outsider (air, earth, elemental, native)
Init +6; Senses blindsight 10 ft., darkvision 60 ft.; Perception +5
Aura glittering aura (5 ft., DC 12)
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0
Immune elemental traits
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee slam +4 (1d6+1)
Special Attacks glitter bomb
STATISTICS
Str 12, Dex 15, Con 13, Int 4, Wis 10, Cha 13
Base Atk +2; CMB +2 (+4 dirty trick); CMD 14 (16 vs. dirty trick)
Feats Improved Dirty TrickB, APG, Improved Initiative
Skills Acrobatics +6, Diplomacy +5, Fly +8, Knowledge (planes) +1, Perception +5, Stealth –2; Racial Modifiers –8 Stealth


Medium Glitter Elemental      CR 3
XP 800
N Medium outsider (air, earth, elemental, native)
Init +7; Senses blindsight 20 ft., darkvision 60 ft.; Perception +6
Aura glittering aura (10 ft., DC 14)
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +1
Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 60 ft. (average)
Melee slam +7 (1d8+4)
Special Attacks glitter bomb
STATISTICS
Str 16, Dex 17, Con 15, Int 4, Wis 10, Cha 15
Base Atk +4; CMB +7 (+9 dirty trick); CMD 21 (23 vs. dirty trick)
Feats Dodge, Improved Dirty TrickB, APG, Improved Initiative
Skills Acrobatics +8, Diplomacy +8, Fly +8, Knowledge (planes) +2, Perception +6, Stealth –5; Racial Modifiers –8 Stealth


Large Glitter Elemental      CR 5
XP 1,600
N Large outsider (air, earth, elemental, native)
Init +9; Senses blindsight 30 ft., darkvision 60 ft.; Perception +11
Aura glittering aura (15 ft., DC 17)
DEFENSE
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +4
DR 5/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +12 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks glitter bomb
STATISTICS
Str 20, Dex 21, Con 17, Int 6, Wis 10, Cha 17
Base Atk +8; CMB +14 (+18 dirty trick); CMD 30 (32 vs. dirty trick)
Feats Combat Reflexes, Dodge, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Iron Will
Skills Acrobatics +12, Diplomacy +14, Fly +14, Knowledge (planes) +9, Perception +11, Stealth –7; Racial Modifiers –8 Stealth


Huge Glitter Elemental      CR 7
XP 3,200
N Huge outsider (air, earth, elemental, native)
Init +10; Senses blindsight 60 ft., darkvision 60 ft.; Perception +13
Aura glittering aura (30 ft., DC 19)
DEFENSE
AC 21, touch 15, flat-footed 14 (+6 Dex, +1 dodge, +6 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +13, Will +5
DR 5/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +15 (2d8+7)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 24, Dex 23, Con 19, Int 6, Wis 10, Cha 19
Base Atk +10; CMB +19 (+23 dirty trick); CMD 36 (38 vs. dirty trick)
Feats Combat Reflexes, Dodge, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Iron Will, Mobility
Skills Acrobatics +15, Diplomacy +17, Fly +13, Knowledge (planes) +11, Perception +13, Stealth –10; Racial Modifiers –8 Stealth


Greater Glitter Elemental      CR 9
XP 6,400
N Huge outsider (air, earth, elemental, native)
Init +11; Senses blindsight 80 ft., darkvision 60 ft.; Perception +16
Aura glittering aura (40 ft., DC 21)
DEFENSE
AC 24, touch 16, flat-footed 16 (+7 Dex, +1 dodge, +8 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +15, Will +6
DR 10/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 80 ft. (good)
Melee 2 slams +20 (3d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 28, Dex 25, Con 19, Int 8, Wis 10, Cha 21
Base Atk +13; CMB +24 (+28 dirty trick); CMD 42 (44 vs. dirty trick)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Improved Iron Will, Iron Will, Mobility
Skills Acrobatics +21, Diplomacy +21, Fly +17, Knowledge (planes) +15, Perception +16, Sense Motive +11, Stealth –9; Racial Modifiers –8 Stealth


Elder Glitter Elemental      CR 11
XP 12,800
N Huge outsider (air, earth, elemental, native)
Init +12; Senses blindsight 120 ft., darkvision 60 ft.; Perception +19
Aura glittering aura (60 ft., DC 24)
DEFENSE
AC 27, touch 17, flat-footed 18 (+8 Dex, +1 dodge, +10 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +18, Will +7
DR 10/—; Immune elemental traits
OFFENSE
Speed 30 ft., burrow 20 ft., fly 100 ft. (perfect)
Melee 2 slams +25 (3d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks glitter bomb
STATISTICS
Str 32, Dex 27, Con 19, Int 10, Wis 10, Cha 23
Base Atk +16; CMB +29 (+33 dirty trick); CMD 48 (50 vs. dirty trick)
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Dirty TrickB, APG, Improved Dirty TrickB, APG, Improved Initiative, Improved Iron Will, Iron Will, Mobility, Skill Focus (Diplomacy)
Skills Acrobatics +22, Diplomacy +31, Fly +22, Knowledge (arcana) +17, Knowledge (planes) +19, Perception +19, Sense Motive +19, Stealth –8; Racial Modifiers –8 Stealth


Air elementals and earth elementals are mortal enemies and conduct devastating conflicts. During one such ancient conflict where the elementals nearly exterminated each other, a cabal of elementals put aside their differences and secretly created a melding of the two opposing creatures, with an eye toward developing something capable of ending the conflict. The resulting glitter elementals synthesized the two elements and worked an accord between the enemies, in some cases by bringing them together to destroy what they saw as abominations. Some glitter elementals still act as planar ambassadors, but many others have travelled to other planes to satisfy their curiosity, especially when it comes to eternal conflicts. A rare few answer calls by paranoid spellcasters who use the elementals to suss out invisible enemies.


Much like other elementals, glitter elementals vary in appearance from individual to individual, with some casting off precious metals in their glittering auras and others throwing off particles with more esoteric colors. They can all innately sense the particles pervading the air around them, which allows them to sense their immediate surroundings the need for eyesight.

Tuesday, June 6, 2017

Frightful Fridays! Cloud Panther

Hello and welcome to another Frightful Fridays! (I'm sure it's Friday somewhere in the universe) This edition's monster proves Carl Sandburg's claim as slightly inaccurate. The fog actually murders on large cat feet. At any rate, this particular cat might cause PCs to think twice about stepping out into a murky night.

I hope you enjoy the cloud panther, and I'll see you next time with another monster. Thanks for reading!


Shaped like a large cat, this solid mass of fog would seem harmless were it not for the razor-like claws and fangs.
Cloud Panther      CR 7
XP 3,200
CN Medium magical beast
Init +9; Senses darkvision 60 ft., low-light vision, mistsight; Perception +13
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +4
DR 5/magic; Immune electricity, precision damage
Weaknesses vulnerability to wind
OFFENSE
Speed fly 60 ft. (good)
Melee bite +14 (1d8+2 plus grab), 2 claws +14 (1d6+2)
Special Attacks pounce, rake (2 claws +14, 1d6+2)
Spell-Like Abilities (CL 9th; concentration +9)
   Constant—blur
   3/day—fog cloud
STATISTICS
Str 14, Dex 21, Con 17, Int 9, Wis 12, Cha 10
Base Atk +9; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
Feats Agile Maneuvers, Dodge, Improved Initiative, Skill Focus (Perception), Weapon Finesse
Skills Fly +13, Perception +13, Stealth +18; Racial Modifiers +8 Stealth
SQ gaseous, hide in plain sight
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or roll (3–8)
Treasure none
SPECIAL ABILITIES
Gaseous (Ex) A cloud panther can pass through small holes or narrow opening without reducing its speed.
Hide in Plain Sight (Ex) A cloud panther can use the Stealth skill even while being observed. As long as it stands in fog or similar cloud-like atmosphere, it can hide itself from view in the open without actually hiding behind anything.
Immunity to Precision Damage (Ex) A cloud panther takes no damage from sneak attacks, critical hits, or other forms of precision damage.
Mistsight (Ex) A cloud panther can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.
Vulnerability to Wind (Ex) A cloud panther is treated as two sizes smaller against wind effects. Additionally, if subjected to severe or more powerful winds, it loses its DR, hide in plain sight ability, and the benefits of blur until the beginning of its next turn.

Cloud panthers have distant elemental ancestry, but not enough to be true elemental creatures. Sages argue over two possible origins for cloud panthers, with one group claiming their forebears were a pride of elemental cat-like animals stranded on the Material Plane, and the other group positing a primal fusing of elemental stuff with a terrestrial cat. Whatever their origins, cloud panthers breed true (and, in some cases, can spontaneously generate other cloud panthers from thick fog).

Cloud panthers are highly intelligent relative to their apparent bestial nature. A single panther displays considerable patience and cunning when stalking targets, using the cover of mist or other inclement weather to hide from its prey. A roll of cloud panthers employs distraction and other strategies to bring down larger, more powerful prey. The creatures avoid windy areas and flee when confronted with foes who use wind-manipulating magic against them. They often ally with powerful air elementals and serve as hunting companions to djinn. Cloud panthers’ elemental ancestry persists in their instinctive hatred for earth creatures, which the panthers usually attack in preference to other opponents.

A typical cloud panther is just over 5 feet long and weighs 60 pounds.

Friday, May 26, 2017

Frightful Fridays! Blattraupe

Hey there! Unbelievably, Frightful Fridays! has managed to work its way back to a Friday. PaizoCon is to blame for this phenomenon, but I hope to get things back on track in subsequent weeks. This week's monster is the blattraupe, inspired by a finding by Theodric the Obscure himself. This caterpillar is both pro- and anti-nature, depending on how it's deployed.

I hope you enjoy the blattraupe, and I'll see you again with another monster. Thanks for reading!


This caterpillar is green with brown mottling. Minute leaves protrude from its skin.
Blattraupe      CR 3
XP 800
N Tiny magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +7
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
Defensive Abilities leaf armor
OFFENSE
Speed 20 ft., climb 10 ft.
Melee bite +9 (1d3–4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison, wood destroyer
STATISTICS
Str 2, Dex 17, Con 14, Int 3, Wis 13, Cha 8
Base Atk +4; CMB +5; CMD 11 (can't be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Climb +11, Perception +7, Stealth +15 (+19 in forests); Racial Modifiers +4 Stealth in forests
ECOLOGY
Environment temperate and warm forests
Organization solitary, pair, pile (3–6)
Treasure none
SPECIAL ABILITIES
Blattraupe Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d4 Dex damage and victim gains the benefit of barkskin; if a victim is reduced 0 Dex, it is petrified; cure 2 consecutive saves. A creature that successfully bites the blattraupe is subject to its poison.
Leaf Armor (Ex) Once per day as a full round action, a blattraupe extrudes leaves from its body, which then surround it, granting it an additional +2 natural armor bonus and DR 2/piercing. However, its base speed drops to 15 feet when it uses this ability. This effect lasts for 1 hour, at which point the leaves fall off.
Wood Destroyer (Ex) A blattraupe bypasses a wooden object’s first 5 points of hardness. Additionally, it adds its Dexterity modifier, instead of Strength modifier, to damage against plant creatures and wooden objects. Finally, the blattraupe benefits from the Improved Sunder feat when attempting to sunder a wooden object.

A blattraupe is a woodland menace, and trees riddled with perfectly round holes mark its territory. Since the caterpillar is somewhat intelligent, it manages its lair to prevent absolute destruction of the trees supporting it. Fortunately for the creature, its poisonous bite causes victims to petrify into wooden effigies, and it can feast on such victims at its leisure. Because the blattraupe devours petrified victims entirely, very little persists to warn travelers about the dangers of blattraupen-infested woods. Worse, the creatures silently wriggle their way onto wagons and into backpacks to relocate to settlements where they can find wood aplenty. It takes very little time for a blattraupe to inflict terrible damage to structures, often toppling them as the creature indulges its gluttonous appetite at the base of such buildings.

Malicious druids and those opposed to nature employ blattraupen; the former to create life-like wooden statues to adorn their homes, and the latter to destroy forests and flush out prey. While blattraupen are reticent to destroy trees, it is possible to coerce them into it—usually by starving them.


A 7th-level neutral spellcaster with the Improved Familiar feat and the wild empathy class feature can gain a blattraupe as a familiar. While the creature serves as a familiar, the spellcaster gains a +1 natural armor bonus.

Sunday, May 21, 2017

Frightful Fridays! Death Crab

Hello, and welcome to another edition of Frightful Fridays! The image for this monster is courtesy of my friend, Patrick, and I really took to the idea of a scavenging crab taking the skull from a barely functional undead creature, where the fusion of the two creates an even more dangerous monster.

I hope you enjoy the death crab, and I'll be back again with another monster. Thanks for reading!



This seemingly ordinary red crab inhabits a skull with glowing, green eyes. When the crab moves, the skull stays with it.
Death Crab      CR 3
XP 800
NE Tiny magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
Immune negative energy
OFFENSE
Speed 20 ft.
Melee 2 claws +8 (1d3+2 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks attach, death bite, serrated claws
STATISTICS
Str 5, Dex 14, Con 15, Int 3, Wis 12, Cha 14
Base Atk +4; CMB +4 (+8 grapple); CMD 11 (19 vs. trip)
Feats Go UnnoticedAPG, Improved Initiative, Weapon FinesseB
Skills Perception +8, Stealth +14; Racial Modifiers +4 Stealth
SQ skull symbiosis
ECOLOGY
Environment coastlines
Organization solitary, pair, or band (3–6)
Treasure incidental
SPECIAL ABILITIES
Death Bite (Su) If a death crab maintains a grapple against an opponent, in addition to dealing its claw damage, its attached skull bites the opponent. The creature must succeed at a DC 14 Fortitude save or take 1d2 points of Constitution damage, which grants the skull 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) and increases its hardness by 1 (up to a maximum of 10). The save DC is Charisma-based.
Serrated Claws (Ex) A death crab deftly attacks with its wicked claws. It gains Weapon Finesse as a bonus feat and adds its Dexterity modifier to its claw damage.
Skull Symbiosis (Su) The skull a death crab inhabits belonged to an undead creature and provides several benefits to the crab. While the skull is intact, the crab gains immunity to negative energy damage (positive energy still heals it), and the crab’s natural armor bonus increases by +2 (already included in its AC). Finally, the skull grants the death crab its signature death bite attack. Destroying the skull removes these abilities from the crab. The skull itself has 10 hp and hardness 5 and uses the death crab’s AC and CMD. The skull must be targeted separately to inflict damage to it, and it takes no damage from spells or effects that have an area of effect. However, if it is the area of effect for a spell or effect that deals positive energy damage to undead (such as a cleric’s channel energy), the skull suffers the damage, which bypasses the skull’s hardness and does not allow the skull a save.

When bleached skeletons wash up on shore, a strange species of hermit crabs breaks off the skulls and inhabits them. In many cases, the skeletons belong to the restless dead, so the skulls retain a measure of the malign spirits animating them. The skulls fuse to their new hosts and drive them to commit acts of murder or vengeance. This symbiotic relationship benefits the crabs, which become harder to strike and can dispatch prey with ease. Death crabs are still carrion eaters and allow their kills to rot before feasting on them. In rare cases, death induced by Constitution damage causes the remains to animate as a skeleton or zombie, but death crabs are usually quick to sever the heads from such victims, especially if the crabs have produced offspring.

Intelligent water-bound undead employ death crabs as guardians, usually favoring them over unintelligent undead, especially since the melding of the two adds a terrible intelligence to the whole. Death crabs allowed to grow to prodigious sizes inhabit the skulls of more impressive creatures provided by their undead caretakers.


Sunday, May 14, 2017

Frightful Fridays! Imaginought

Hello and welcome to a new Frightful Fridays! We're inching closer to this feature's namesake, and I hope to continue doing so. The imaginought is a blank slate until it experiences fearful thoughts and then takes the shape of those thoughts to terrorize its victims. It also likes to "play dead" and let its fast healing restore it to health, so it can launch a final, horrifying attack.

I hope you enjoy the imaginought, and I'll be back again with another monster. Thanks for reading!



A menagerie of horrifying images crosses this creature’s body. Its face is featureless apart from a wide, toothy grin.
Imaginought      CR 7
XP 3,200
NE Large outsider (native)
Init +3; Senses darkvision 60 ft., scent; Perception +14
Aura fear (30 ft., DC 18)
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 85 (9d10+36); fast healing 2
Fort +7, Ref +9, Will +8
DR 5/good; Immune cold, fire; Resist acid 10, electricity 10
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly 80 ft. (good)
Melee bite +14 (1d8+5), 2 claws +13 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks fearful energies, rend (2 claws, 1d6+7)
Spell-Like Abilities (CL 9th; concentration +13)
   At will—detect thoughts (DC 16)
   3/day—burning hands (DC 15), summon swarm
   1/day—bane (DC 15), phantasmal killer (DC 18)
STATISTICS
Str 20, Dex 17, Con 18, Int 13, Wis 15, Cha 18
Base Atk +9; CMB +15; CMD 28
Feats Dazzling Display, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (bite)
Skills Acrobatics +3 (+7 to jump), Bluff +16, Climb +13, Disable Device +15, Disguise +16, Fly +11, Intimidate +21, Knowledge (local) +10, Perception +14, Stealth +11
Languages Common; telepathy 60 ft.
SQ taste of fear
ECOLOGY
Environment any
Organization solitary, pair, nightmare (3–6)
Treasure incidental
SPECIAL ABILITIES
Fearful Energies (Su) If an imaginought has successfully read the surface thoughts of a creature with a fear of a particular type of energy, its burning hands spell-like ability deals maximum damage of that energy type to the phobic creature. Additionally, the creature takes a –2 penalty on its save against burning hands.
Taste of Fear (Su) An imaginought gains a +8 morale bonus on Survival checks to track victims that have failed their Will save against its fear aura.

An imaginought is a bogeyman created from the fearful thoughts of those who enter the foreboding space it inhabits. A blank slate before it is first created, it develops a suite of tricks and powers to maximize the impact of its frightful nature. The creature inherently knows what its “creator” fears, but, should it survive beyond the moment of its creation, it learns to read thoughts to improve and expand its tactics.

A hulking brute of a bipedal creature, standing about 8 feet tall, an imaginought starts with very few details on its dead grey flesh, other than dagger-like claws and a gnashing bite. As it encounters more fears, it coalesces into a preferred nightmare form. A palpable wave of fear emanates from an imaginought. Each creature has subtle differences based on the phobias it has tasted. Typically, though, an imaginought features insects, spiders, or snakes crawling along its body, or a fiery aura. An imaginought is sensitive to numeric superstitions, so it may have 13 total digits on their hands, 6 digits on each hand, or an odd number of horns crowning its brow. These features do not give the creature extra or more powerful attacks. An imaginought also speaks in a familiar voice to its victim, usually belonging to an authority figure or someone who bullied the victim in the past.

An imaginought lives only to sow terror. It likely lets victims go so it can invoke a sense of fear of subsequent encounters. The creature enjoys playing dead where it waits for its victim to draw near and check on it or strike a fatal blow, at which point it leaps up in a horrifying display and continues its attack. Among themselves, imaginoughts are dull and lifeless, perhaps exchanging fearful patterns with each other. The creatures have no original thoughts of their own and rely on sentient creatures’ thoughts and fears from which they create mirror distortions. Without intelligent victims to feed them, they become inert. Thus, imaginoughts stalk their victims to maintain a flow of negative emotions. Some imaginoughts work with animate dreams and night hags to enhance the terror they create and provide the more powerful creatures with victims.


Tuesday, May 9, 2017

Frightful Fridays! Ghost Maw

Hello, and welcome to a new edition of Frightful FridaysTerrible Tuesdays! This week's monster, the ghost maw, is fun for underground explorations where flight is not quite so easy. Maybe it's not fun for the characters who find themselves trapped in 30 cubic feet of stone, though.

I hope you enjoy the ghost maw, and I'll see you again with another monster. Thanks for reading!


A ghostly worm of incredible size and featuring a gnashing, toothy mouth emerges from the surrounding stone.
Ghost Maw      CR 14
XP 38,400
NE Colossal undead (incorporeal)
Init +6; Senses darkvision 60 ft., tremorsense 120 ft.; Perception +17
DEFENSE
AC 26, touch 26, flat-footed 23 (+21 deflection, +2 Dex, +1 dodge, –8 size)
hp 210 (20d8+120); fast healing 5 (while underground)
Fort +12, Ref +8, Will +14
Defensive Abilities incorporeal, malevolent mantle, rejuvenation; Immune undead traits
OFFENSE
Speed fly 90 ft. (poor)
Melee incorporeal touch +18 (6d6+8 negative energy/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks incorporeal terrain, trample (6d6+11 negative energy, DC 22)
STATISTICS
Str —, Dex 15, Con —, Int 1, Wis 14, Cha 23
Base Atk +15; CMB +33; CMD 57 (can't be tripped)
Feats Critical Focus, Dodge, Exhausting Critical, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Skill Focus (Fly), Skill Focus (Perception), Tiring Critical, Weapon Focus (incorporeal touch)
Skills Fly +10, Perception +17, Stealth –6 (+10 underground); Racial Modifiers +8 Stealth (+24 underground)
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Incorporeal Terrain (Su) As a standard action, a ghost maw can transform force solid terrain equal to its space to become incorporeal. Creatures on the transformed terrain must succeed at a DC 26 Reflex save or fall 30 feet (taking 3d6 points of damage). As a free action at the beginning of the ghost maw’s next turn, it can return the terrain to corporeality. Creatures caught in the reconstituted terrain take 8d6 points of damage, as if buried in a cave-in (DC 26 Reflex save for half damage). The creature takes damage as per being buried in a cave-in (1d6 points of nonlethal damage per minute, and then 1d6 points of lethal damage on a failed DC 15 Constitution check each minute after falling unconscious). The save DCs are Charisma-based.
Malevolent Mantle (Su) A ghost maw has a +16 deflection bonus (which stacks with the deflection bonus provided by its Charisma modifier). It also has a +8 racial bonus on its attack and damage rolls.
Rejuvenation (Su) When a ghost maw is destroyed, it only remains destroyed for 2d6 days. After this time, the creature reforms where it was destroyed, fully healed. The only way to permanently destroy a ghost maw is to destroy its corpse and cover the remains in a gallon of holy water (or use a spell such as consecrate).

The malevolent spirit of a burrowing worm which dies while trapped in the earth, a ghost maw seeks to entomb other creatures in the earth and watch them slowly die due to lack of lack of oxygen and the press of earth upon their bodies. It achieves this by rendering ground it intersects with into incorporeality, pulling victims into the ground, and then restoring the earth to reality, crushing all those unable to escape the trap. Failing to harm its prey through its preferred method, it passes over them and drains the life from those unable to move out of the way.

Intelligent incorporeal creatures lure ghost maws to groups of victims and wait for the ghostly worms to entomb the victims within rock where they make easy targets. Ghost maws attack anything that moves, so incorporeality is no guarantee of safety from the creatures. However, the worms prefer flesh and blood creatures to incorporeal prey, so they attack available corporeal creatures, especially those rooted to the ground. Ghost maws are instinctively aware of their connection to the earth and usually stay within reach so they can benefit from its embrace.

Tuesday, May 2, 2017

Frightful Fridays! Cloth Ooze

Hello, and welcome to another Frightful not-so-Fridays! This time, I've got an ooze for you, and, well, it's indistinguishable from a pile of dirty laundry. It is slightly more strangle-y than dirty laundry, though.

I hope you enjoy the cloth ooze, and I'll see you next time with another monster. Thanks for reading!

It's just a harmless pile of clothes.


This mismatched pile of clothing quivers ever so slightly.
Cloth Ooze      CR 4
XP 1,200
N Medium ooze
Init +5; Senses blindsight 60 ft.; Perception +7
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 47 (5d8+25)
Fort +6, Ref +2, Will +3
DR 5/slashing; Immune ooze traits
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d6+6 plus grab and trip)
Special Attacks constrict (1d6+4), reflexive disarm, strangle
STATISTICS
Str 19, Dex 12, Con 21, Int 1, Wis 14, Cha 4
Base Atk +3; CMB +6 (+10 grapple); CMD 18 (can't be tripped)
Feats Improved Initiative, Power Attack, Weapon Focus (slam)
Skills Perception +7
SQ camouflage, single-minded attacker
ECOLOGY
Environment any underground or urban
Organization solitary
Treasure incidental
SPECIAL ATTACKS
Camouflage (Ex) Since a cloth ooze looks like a pile of clothes when at rest, a DC 20 Perception check is required to notice it before it attacks the first time. Anyone with ranks in Survival or Knowledge (dungeoneering) can use either of those skills instead of Perception to notice the ooze.
Reflexive Disarm (Ex) If a cloth ooze has an attack of opportunity remaining, it makes an immediate disarm attempt when struck by a melee weapon. Since the ooze cannot distinguish between weapons, it makes this attempt when struck by a natural weapon or an unarmed strike, automatically failing.
Single-Minded Attacker (Ex) A cloth ooze always uses Power Attack when attacking. Its stats reflect this. Additionally, the ooze attempts to first grab an opponent it has hit with its slam attack. If it fails to grab its opponent, it makes a trip attempt.
Strangle (Ex) Foes grappled by a cloth ooze cannot speak or cast spells with verbal components.

Cloth oozes possess the typical acidic composition common to oozes, but it is considerably weaker. Therefore, they cannot burn their victims with their attacks and must instead wait for victims to succumb to their blows or strangulation before they can digest their meals. An odd property of cloth ooze acid renders them unable to dissolve cloth; rather, the material sticks to them. This gives them a small measure of protection and makes it difficult for anything other than slashing weapons to harm them effectively.

Another slight difference between cloth oozes and most ordinary oozes is their very rudimentary intelligence. This suits them well as they have migrated to urban environments where their ability to blend in works better than in a dungeon environment. They have enough patience to wait for a victim to move adjacent to them before they attack. The material comprising them allows them to grab hold of victims, or, failing that, tangle up their victims and cause them to topple over.
Creatures which provide cloth oozes with a steady diet can keep them as guardians, but the oozes have a propensity for turning on their “masters” when food is scarce or when careless controllers get too close.


Sunday, April 23, 2017

Frightful Fridays! Fundamentowl


Hello and welcome to this rain-delayed Frightful Fridays! OK, so rain wasn't the only thing delaying monster entries, but I'm back with an owl which has been exposed to the darkest secrets of the universe and has returned to share these secrets with everyone--regardless of whether they want to know. Even a brief glance into the creature's star-filled eyes induces mild insanity.

Also, Theodric has returned to the blog, breaking up the interminable monster posts. It means I'll have to share again, and I'm happy for it. Check out his latest post here: Swords & Wizardry: It's what I'm running.

I hope you enjoy the fundamentowl, and I'll be back again with another monster. Thanks for reading!



This giant owl’s feathers are a uniform gray; its blue eyes, displaying unrecognizable constellations of stars, have an almost magnetic pull.
Fundamentowl      CR 8
XP 4,800
CN Small magical beast
Init +13; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 22, touch 20, flat-footed 17 (+5 Dex, +4 insight, +2 natural, +1 size)
hp 95 (10d10+40)
Fort +11, Ref +12, Will +0
Defensive Abilities improved evasion, improved uncanny dodge; Immune cold
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +16 (1d4–1 plus grab)
Special Attacks gaze (30 ft., DC 19), grab (Medium), inject knowledge, mental broadcast
Spell-Like Abilities (CL 10th; concentration +14)
   3/day—dimension door, hold monster (DC 19)
   1/day—divination
STATISTICS
Str 8, Dex 21, Con 19, Int 16, Wis 5, Cha 18
Base Atk +10; CMB +14 (+18 grapple); CMD 27
Feats Agile Maneuvers, Dimensional AgilityUC, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Fly +11, Knowledge (arcana, dungeoneering, geography, history, nature, planes, religion) +20, Perception +10, Sense Motive +9, Stealth +17; Racial Modifiers +8 Knowledge (arcana, dungeoneering, geography, history, nature, planes, religion), +8 Perception, +8 Sense Motive, +4 Stealth
Languages Aklo, Common, Sylvan; telepathy 100 ft.
SQ strange knowledge
ECOLOGY
Environment any land
Organization solitary, pair, or curiosity (3–6)
Treasure none
SPECIAL ABILITIES
Gaze (Su) Creatures failing a DC 19 Will save take 1d4 points of Wisdom damage from a fundamentowl’s gaze. A creature that failed its save must attempt a second save to avoid 1 point of Wisdom damage converting to 1 point of Wisdom drain.
Inject Knowledge (Su) If a fundamentowl begins its turn grappling a creature, it forces a stream of information into the creature. A victim failing a DC 19 Will save takes 1d6 points of Wisdom damage (and must attempt a second save to avoid converting 1 point of Wisdom damage to 1 point of Wisdom drain), but it can take 20 on a single Knowledge skill check it makes within 24 hours and can make the check untrained. A creature gains a use of this boon for each failed save against inject knowledge.
Mental Broadcast (Su) If a fundamentowl is affected by a mind-affecting spell or effect and it fails its Will save, it broadcasts the spell or effect to all creatures within range of its telepathy. Affected creatures must also attempt the Will save (the save DC is unchanged by this ability) or suffer the same effects.
Strange Knowledge (Ex) All Knowledge skills are class skills for a fundamentowl. Additionally, the fundamentowl receives a +4 insight bonus to its AC and initiative.

Fundamentowls are one-time familiars which sought knowledge beyond what they gained while serving witches or wizards. These familiars traveled to faraway locations where reality bled away and revealed the secrets of the universe. While they gained considerable knowledge, their minds warped and they went mad. The familiars, shaped into owls for unfathomable reasons, returned to their homes and give in to their compulsions to share their secrets with other creatures, regardless of the detrimental side effects. Imparting knowledge, even forcibly, takes a burden off their minds at least for a while. Fundamentowls also locate familiars and tantalize them with hidden vistas of information denied to them by their masters, thus repeating the cycle.


Saturday, April 22, 2017

Swords & Wizardry: It's what I'm running.

HAPPY SWORDS & WIZARDRY APPRECIATION DAY FROM NORTHERN APPALACHIA!

Well, it's been more than a while since you've heard from your obscure, rambling host, and Mike Welham has thankfully kept MPR from falling into utter dereliction. It might have something to do with moving across the country and having a new baby, but even before that I was running on low. Out of the interstices I creep to update you on the state of my game, which happily, will also largely be a post of joining in communal OSRness of the S&W kind.


How I got to S&W

The past 10 months, I have been playing in a weekly PF game by Skype, which has just now gone on a hiatus (I leveled my magus up to 5th level, thank you very much). The year before that, I was in a 5e game in which part of the time I DMed Tyranny of Dragons and a part of the time another player DMed Princes of the Apocalypse. In the further past in San Antonio, I had run a S&W Complete game set in Waterdeep in which I relocated old modules to Undermountain -- we were having fun but I couldn't get the group together enough to really build the kind of campaign I wanted. North Texas RPG Con 2016 just whetted my appetite even more for a regular home campaign in which we would build an interesting setting, characters, and stories. Now that I have the kind of home base I want in the old butcher's shop beneath my house (complete with a massive table left by a short-lived textile business of some kind), I have started said game using S&W. 

The Players

I first found some experienced players among some of the college students of a nearby college town. As time progressed, they have proven to have a hard time continuing consistently because of their school and work loads, but I also have added two completely new players -- guys who always wanted to play but couldn't find people to teach them back in the day. Hey, scifi/fantasy reading clubs aren't a bad way to meet new players. I need to branch out again to find some more new players -- I'd like a bigger group and I miss the diversity that the college folks brought to the group. (Read: A group with gals is better.)

The Building Blocks

I started preparing the nascent setting by reading Hommlet and the original City State of the Invincible Overlord booklets. I decided Hommlet would be their home base and the province would belong to the City State. No Temple of Elemental Evil -- I would introduce another evil. The nearby town of Nulb? The characters original hometown, now in ruins thanks to an horrific event when they were children. Underneath the ruins? The Hall of Bones, adapted physically so that I could use the The Lost Catacombs pages for game mats.



I looked at the gods of the CSIO and decided that they were a bit of a mess -- both an inspiring mess (How do I explain this hodgepodge of deities as a historical development and how would they actually work as a society's pantheon?) and a mess that needed some straightening up (too many gods of the same basic kind and other types completely missing). Here are the gods in the original booklet:



Odin
Modron (“Great Mother”)
Brigid
Mabon (“Great Son”)
Thoth
Dagda
Harmakhis (Horus)
Teutates (=Toutatis)
Quetzalcoatl
Lugh
Apollo
Fenris Wolf
Nephthys (but misspelled, just as in DDG&H supplement)
(Spider God?)
Donn (Celtic Death)
Gods of Pegana (the so-called “old gods”)
Toad God in Mermist Swamp (Obviously I'm going to make Tsathoggua)
Unnamed Sea Goddess
Balder
Varuna
Hanuman the Accursed
Idun
The Sea God Manannan
Arghrasmak (Temple of the Gargoyle) “living god”
Crimson Dragon

The historical key to this is that I decided the City State was a originally a colony found by a southern Rome analogue who hired Germanic/Nordic warriors to conquer a region peopled by monsters and Celt analogues. Their great, older rival was an Egypt analogue from whom they appropriated some deities -- all things Romans were wont to do. (Wikipedia has introductory entries on this process in the religious vein.) That allowed me to revise the list by identifying various gods with one another in the following way:



Odin the Dagda, Odin All-Father
Sol Odinsson, Sol Invictus, Sol of the City State, Sol-Horus, Sol-Harmakhis, the Eye of Odin
Modron the Great Mother, Brigid
Mabon the Great Son
Thoth the Terrible, God of Knowledge and Learning
Quetzalcoatl, He-of-the-Mithral-Feathers, 1st Serpent, Dragon King, God of Rivers & Mtns
Fenris Wolf, Lord of Ragnarok
Nephthys, Lady of the Holy Mortuary, Mistress of Wealth
Death (Donn)
Tsathoggua, the Toad God, God of Wetlands and Caverns
Kiopa’a, Star of the Seas, Polestar, Queen of Sea Fae
Arghrasmak the Living God, God of Gargoyles.
Balder, the Hidden Son, Hope of Mankind
Varuna All-Seeing, Lord of Rains, Arbiter of Oaths, Guardian of Cosmic Law
Hanuman the Accursed, God of Therianthropes
Idun, Lady of the Golden Orchard, Long of Time and Limb
Typhon the Two-Faced, Tyrant of All Oceans

The rebellious gods of Pegana I kept around and the god Teutates=Toutatis (thanks, Astrix comics!) became simply a title that a social group would add to the name of their patron deity. I'm still playing around with how I'm going to handle the spider god, though Wraith Overlord: Terror of the City State has a nice idea in it. (Where the heck did that title come from? Still haven't figured it out.) And I'm still playing with what exactly I'm going to do with the Crimson Dragon. Also, a few deities also indicate that the Rome analogue not only had the rivalry with an Egypt analogue, but also some sort of contact with an Indic analogue. (Meso-america is for dragons.)


Deities I added

First off, I needed a paladin patron to take the places of Muir (I don't care for the name) and Cuthbert (I wanted to cut the odd real-world tie here and have a Joan of Arc like feel to the figure, but germanified). Thus was born St. Ingaberht. She heads the following list:

Ingaberht, Patron Saint of Templars and Holy Knighthood

Orcus, Punisher of Broken Oaths, Demon Lord of the Undead
Frey, Lugh, Lord of the Elves
Circe, Witch Goddess
Morithal, Lord of Unceasing Hunger: Remember this little gem!?

This kind of top-down work gave me lots of ideas for the setting and hooks for potential stories, and allows the players to locate their characters within the setting. Less of them took me up on the idea of having their character being from Nulb, but they still came up with ideas for why they were in Hommlet and interested in Nulb and each other, so it worked out.


Now the question, Why and how does S&W provide the ruleset for this campaign? To be continued in a second posting!