Folks may remember my interest in Lilith. (See here, here, and here.) I love George MacDonald's novel named after her. I remember seeing a Lilith collection at Lucky Dog Books (back when they were Paperbacks Plus) a couple of years back, and when I went back for it, it was gone. Wondering what I missed, I went looking for the book online, and found Elaine Cunningham's Lilith Unbound. I thought that must have been the book, but when I saw it was published in 2011, I figured that it is unlikely that this was only a year ago and that it must have been at least two. So, anybody have any ideas what I was looking at? Or want to recommend anything else in the Lilith category?
It's so nice to have moments to relax and even blog a little note. I hope everyone else is soon in this place. If it were not for the holidays, I'm not sure how those of us in academia would keep going.
Friday, December 21, 2012
Friday, December 14, 2012
Frightful Fridays! Goliath Etherfish
It's Friday, so that means another Frightful creature for your enjoyment! Thanks again to Flash, I'm back to nature--this time he provided a picture of the goliath tigerfish, which eats smaller crocodiles and attacks the rare human. I figured I'd turn things up just a little by creating a larger version that attacks from the Ethereal Plane. Hopefully, characters will be truly horrified when a 15-foot-long fish with foot-long teeth materializes from out of nowhere and attacks.
I hope you enjoy this installment of Frightful Fridays! Next week I hope to provide you with an early Christmas gift in the form of a mash-up double feature. Thanks for reading!
This improbably large, mottled grey fish appears out of thin air to
attack. It opens its maw, revealing numerous teeth each the length of a short
sword.
Goliath Etherfish CR
8
XP 4,800
CE Huge magical beast (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision;
Perception +9
Defense
AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural,
–2 size)
hp 104 (11d10+44)
Fort +11, Ref +10, Will +4
Offense
Speed 10 ft., swim 40 ft.
Melee bite +16 (3d8+6/19–20 plus bleed and grab), tail slap +10
(2d6+3)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d6), ethereal jaunt, regurgitate,
swallow whole (2d6+3 bludgeoning damage, AC 14, 10 hp)
Statistics
Str 22, Dex 17, Con 18, Int 8, Wis
13, Cha 11
Base Atk +11; CMB +19 (+23 grapple); CMD 33
Feats Dodge, Improved Critical (bite), Improved Initiative,
Mobility, Skill Focus (Stealth), Weapon Focus (bite)
Skills Perception +9, Stealth +4, Swim +20
SQ ethereal swim
Ecology
Environment warm seas or Ethereal Plane
Organization solitary, pair, or flotilla (3–12)
Treasure incidental
Special Abilities
Ethereal Jaunt (Su) A goliath etherfish can shift from the
Etherial Plane to the Material Plane as a free action, and it can shift back as
a move action (or part of a move action). Creatures the etherfish has swallowed
whole travel with it. Otherwise, this ability functions like ethereal jaunt
(CL 16th).
Ethereal Swim (Ex) A goliath etherfish can move its swim speed
in any direction on the Ethereal Plane.
Regurgitate (Ex) When a goliath etherfish swallows 4 Medium
creatures (or the equivalent in a mix of Large, Medium and Small creatures), it
regurgitates the contents of its stomach into the Ethereal Plane. This does no
damage to disgorged victims, but a character may resist this by forcing the etherfish
to succeed at a grapple check to dislodge the character.
A goliath etherfish would make for a frightening predator in the seas
of the Material Plane, but the fact it can attack its prey from the Ethereal
Plane makes it even more terrifying. The creature prefers its sustenance comes
from the Material Plane, so it launches occasional attacks in populated areas
to fill its stomach with as many victims as possible. If it finds a bounty of
prey, it fills itself up, disgorges victims on the Ethereal Plane, and then returns
to grab more. A goliath etherfish is 15 feet long and weighs roughly 1 ton.
No scholar has been able to ascertain the goliath etherfish’s origins.
Most scholars speculate the progenitors were a group of terrestrial fish that
got swept up in an ancient interplanar portal. The etherfish not only adapted
to their new environment, but they also kept their ties to the Material
Plane—ties they exploit to hunt for prey.
The creature’s remarkable Dexterity, especially considering its size,
owes to its adaptation to the currents of the Ethereal Plane.
Desperate planar travelers who are knowledgeable about goliath etherfish
attempt to present themselves as tempting meals for an etherfish. They allow
the creature to return to the Ethereal Plane and either wait for the creature
to regurgitate them or cut themselves free. This method of travel is
inexpensive but fraught with danger.
Friday, December 7, 2012
Frightful Fridays! Scorned One
Welcome once again to Frightful Fridays! This time, the feature is on its (f)rightful night. This week's image inspired me to create an undead creature created from the fallout of an affair (either the former lover, or the new lover to whom the person having the affair will not commit). A "scorned one" manifests when it takes its own life or is murdered as a result of the affair, and it seeks revenge on its former lover. Once it achieves this goal, it sows discord in its former community and strings along another victim or two, before departing for other towns where it can continue killing without drawing suspicion to itself.
My intention was to create a monster that could be the center of a smaller arc in a campaign. A trusted NPC announces to the characters that he is smitten with a young lady and cannot get her out of his mind. The relationship proceeds as the characters adventure, but, each time they meet with the NPC, something seems "off." Eventually, the characters discover victims of the scorned one and must rush to save the NPC. Likewise, a scorned one could be a one-off foe using its emotional manipulation aura to assist a more powerful creature.
If you end up using a scorned one (or any of the other Friday Frights), let me know in the comments section. See you next week!
This beautiful woman suddenly transforms
into a hideous creature whose face is all teeth. Meanwhile, the erstwhile
suitor with her seems oblivious to her transformation.
Scorned
One CR 7
XP 3,200
NE Medium undead (shapechanger)
Init +9; Senses
darkvision 60 ft.; Perception +16
Aura emotional manipulation aura
Defense
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
hp 85 (10d8+40)
Fort +7, Ref +8, Will +10
Immune undead traits
Offense
Speed 30 ft.
Melee bite +12 (1d6–1/19–20 plus attach and 1d2 Wisdom drain), 2
claws +12 (1d4–1 plus poison)
Special Attacks enthrallment, 1d2 Wis drain, poison
Spell-Like Abilities (CL 10th; concentration +14)
At will—detect
thoughts (DC 16)
3/day—charm
person (DC 17, includes a +2 racial bonus)
Statistics
Str 8, Dex 21, Con —, Int 16, Wis 17, Cha 19
Base Atk +7; CMB +12; CMD 22
Feats Agile Maneuvers, Dodge, Improved Initiative, Persuasive,
Weapon Finesse
Skills Diplomacy +21, Disguise +17 (+27 while using change shape
ability), Intimidate +17, Perception +16, Perform (dance) +17, Sense Motive
+14, Sleight of Hand +12, Stealth +15; Racial Modifiers +10 Disguise while
using change shape ability
Languages Common,
Elven
SQ change shape (alter self),
courtly demeanor
Ecology
Environment any urban
Organization solitary (alone or with enthralled suitor)
Treasure standard
Special Abilities
Courtly Demeanor (Ex) A scorned one treats Diplomacy and one
Perform skill as class skills.
Emotional Manipulation Aura
(Su) A scorned one emits
an aura that changes the emotional state of creatures within 60 feet. A scorned
one chooses one of the following effects (which it can change after 1 minute):
calm (per calm emotions), despair
(per crushing despair) or fear
(affected creature gains the shaken condition). Anyone within the aura's radius
must make a DC 19 Will save to avoid having their emotions manipulated; a
character who succeeds at the save is immune to the scorned one's aura for 24
hours. The save DC is Charisma-based.
Enthrallment (Su) A character under the influence of a scorned one's charm person sees it in
its changed form rather than its true form, even if the scorned one reveals its
form to others. If a scorned one chooses, it can exempt a charmed character from its emotional manipulation aura.
Poison (Ex) Claws—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect
1d4 Str; cure 1 save. The save DC is
based solely on a scored one's Hit Dice.
Wisdom Drain (Su) When a scorned one succeeds at a bite attack, it
drains 1d2 Wisdom from its victim. For each point it drains, it heals 5 hit
points.
Rarely when the victim of an affair decides to take
his or her own life as a result of the affair, overwhelming feelings of
betrayal and abandonment reanimate the corpse and create a scorned one. The
resulting creature's new appearance no longer resembles that of the former
humanoid; instead, it has an immense maw taking up most of its face, dripping
talons in place of its fingernails and telltale signs of the suicide method it
used. However, a scorned one can change its shape to look like a normal
humanoid—an ability it uses to gain revenge on its former partner and to
inflict the same pain and suffering on others.
The first order of business for a scorned one is to
destroy the person who betrayed it. It slowly works itself into its victim's
life, using detect thoughts to create
an appearance its victim finds attractive. A scorned one prefers to hold off
using its charm person ability with
the expectation that its target will follow the same behavior that ultimately
led to its creation. The creature allows its target to court it, but, showing a
surprising patience for its revenge, it remains coy for a while to heighten its
victim's desire. A scorned one
eventually "relents" and agrees to consummate the
relationship, at which point it reveals its true form and attempts to slay its
victim.
After a scorned one kills its first victim, it
wanders through its former community and delights in manipulating the emotions
of those around it. A character's only encounter with a scorned one might be
the sudden recollection of a painful or frightening memory. The creature enjoys
observing the reactions to the emotional misery it inflicts; after a minute it
usually converts its aura to a calming one, so it can remain above suspicion
while further confusing the victims of its manipulation. After tiring of this activity, a scorned one seeks out another victim to lure into the facade of a relationship and ultimately kill.
Saturday, December 1, 2012
Frightful Fridays! Naturgeist
My apologies for the delay in this week's Frightful Friday! I ended up running a short-notice "courier mission," and I was not able to submit this last night.
This week's Frightful Friday! (or, perhaps, Surprising Saturday!) continues with the fantastical beast theme, but this time the creature is not a product of some mad wizard. Instead, the naturgeist ("spirit of Nature") is created by angry druids or even a vengeful nature deity. This creature may look a little odd, but, when earthquakes and tornadoes strike, buildings and weapons crumble in the naturegeist's presence, and numerous, powerful natural allies stride into battle, the characters won't be too concerned with its goofy appearance.
I hope you enjoy this week's Frightful "Friday!" If you've got any suggestions, I'd love to hear them. Have a great weekend!
This creature looks like a bizarre amalgamation of animals and insects. The deer head’s eyes flash with a mixture of sorrow and rage. When it opens its mouth, it lets out a bellow unnervingly combining the cries of all its component creatures.
Naturgeist CR 15
XP 51,200
N Large magical beast
Init +11; Senses darkvision 60 ft., low-light vision; Perception +27
Aura unmaking aura
Defense
AC 28, touch 16, flat-footed 21 (+7 Dex, +12 natural, –1 size)
hp 218 (19d10+114); fast healing 10
Fort +17, Ref +18, Will +13
DR 15/non-metal weapons; Immune poison; Resist cold 20, electricity 20, fire 20
Weaknesses animal mind-affecting vulnerability
Offense
Speed 40 ft., fly 50 ft. (good), swim 40 ft.
Melee bite +27 (3d8+8/19–20 plus trip), 2 claws +26 (3d6+8), gore +26 (3d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks bypass metal armor, nature's entreaty
Spell-Like Abilities (CL 19th; concentration +24)
At will—wall of thorns
3/day—earthquake, whirlwind (DC 23)
Save DCs are Wisdom-based.
Statistics
Str 26, Dex 25, Con 22, Int 16, Wis 21, Cha 17
Base Atk +19; CMB +28 (+30 bull rush); CMD 45 (47 vs. bull rush, 49 vs. trip)
Feats Awesome Blow, Greater Penetrating Strike, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Intimidating Prowess, Iron Will, Penetrating Strike, Power Attack, Weapon Focus (bite)
Skills Fly +17, Handle Animal +18, Intimidate +29, Knowledge (nature) +21, Perception +27, Sense Motive +23, Stealth +11, Swim +28
Languages Common, Druidic, Sylvan (can't speak)
SQ apex beast
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Apex Beast (Ex) A naturgeist treats Handle Animal, Intimidate and Sense Motive as class skills.
Bypass Metal Armor (Su) A naturgeist ignores armor bonuses provided by metal armor.
Animal Mind-Affecting Vulnerability (Su) A spellcaster who uses any mind-affecting spell with a target of one animal (or more), such as charm animal or hold animal, imposes a -8 penalty to a naturgeist’s Will save.
Nature’s Entreaty (Su) Once per 5 rounds, a naturgeist may summon an ally as a free action, per summon nature’s ally VIII. Any summoned creatures remain for 10 minutes or until the naturgeist dismisses them or is slain. The creature typically summons rocs for terrestrial encounters, dire sharks for aquatic encounters or elementals appropriate to the location.
Unmaking Aura (Su) Within 60 feet of a naturgeist, all manufactured items erode, rust or otherwise fall apart. Metal items, manufactured stonework and constructs within the aura take 1d6 points of damage that bypasses hardness per round. Non-magical items do not receive a saving throw, but magical items may succeed at a DC 22 Fortitude save each round to avoid the damage. The save DC is Charisma-based.
When humanoids despoil the wilderness, hunt animals to near extinction or otherwise grievously harm the natural world, a naturgeist forms from surviving, native creatures to exact wrath on the perpetrators. A naturgeist is a four-legged creature, but each leg comes from a different animal or insect; its head and torso are a patchwork of animals and insects as well. The creature measures about 8 feet in length, stands 6-feet tall and weighs roughly 2,000 pounds.
A naturgeist uses its aura of unmaking and its spell-like abilities to lay waste to the civilized area nearest to the devastation it vindicates. It usually focuses its attack on the most heavily armored characters, especially if the armor is crafted from metal. Druids and rangers have greater capability to stop the creature's attacks peaceably, but such characters might be reticent to do so if they realize what a naturgeist represents. If a druid or ranger can convince the creature that the community will redress the wrongs, it will cease its attack, return to a secluded area and revert to its constituent creatures.
While a naturgeist typically forms spontaneously, a cabal of five or more druids or rangers led by a druid of at least 15th level can perform a ritual that removes all spellcasting abilities from the participants for a week to call a naturgeist.
This week's Frightful Friday! (or, perhaps, Surprising Saturday!) continues with the fantastical beast theme, but this time the creature is not a product of some mad wizard. Instead, the naturgeist ("spirit of Nature") is created by angry druids or even a vengeful nature deity. This creature may look a little odd, but, when earthquakes and tornadoes strike, buildings and weapons crumble in the naturegeist's presence, and numerous, powerful natural allies stride into battle, the characters won't be too concerned with its goofy appearance.
I hope you enjoy this week's Frightful "Friday!" If you've got any suggestions, I'd love to hear them. Have a great weekend!
This creature looks like a bizarre amalgamation of animals and insects. The deer head’s eyes flash with a mixture of sorrow and rage. When it opens its mouth, it lets out a bellow unnervingly combining the cries of all its component creatures.
Naturgeist CR 15
XP 51,200
N Large magical beast
Init +11; Senses darkvision 60 ft., low-light vision; Perception +27
Aura unmaking aura
Defense
AC 28, touch 16, flat-footed 21 (+7 Dex, +12 natural, –1 size)
hp 218 (19d10+114); fast healing 10
Fort +17, Ref +18, Will +13
DR 15/non-metal weapons; Immune poison; Resist cold 20, electricity 20, fire 20
Weaknesses animal mind-affecting vulnerability
Offense
Speed 40 ft., fly 50 ft. (good), swim 40 ft.
Melee bite +27 (3d8+8/19–20 plus trip), 2 claws +26 (3d6+8), gore +26 (3d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks bypass metal armor, nature's entreaty
Spell-Like Abilities (CL 19th; concentration +24)
At will—wall of thorns
3/day—earthquake, whirlwind (DC 23)
Save DCs are Wisdom-based.
Statistics
Str 26, Dex 25, Con 22, Int 16, Wis 21, Cha 17
Base Atk +19; CMB +28 (+30 bull rush); CMD 45 (47 vs. bull rush, 49 vs. trip)
Feats Awesome Blow, Greater Penetrating Strike, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Intimidating Prowess, Iron Will, Penetrating Strike, Power Attack, Weapon Focus (bite)
Skills Fly +17, Handle Animal +18, Intimidate +29, Knowledge (nature) +21, Perception +27, Sense Motive +23, Stealth +11, Swim +28
Languages Common, Druidic, Sylvan (can't speak)
SQ apex beast
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Apex Beast (Ex) A naturgeist treats Handle Animal, Intimidate and Sense Motive as class skills.
Bypass Metal Armor (Su) A naturgeist ignores armor bonuses provided by metal armor.
Animal Mind-Affecting Vulnerability (Su) A spellcaster who uses any mind-affecting spell with a target of one animal (or more), such as charm animal or hold animal, imposes a -8 penalty to a naturgeist’s Will save.
Nature’s Entreaty (Su) Once per 5 rounds, a naturgeist may summon an ally as a free action, per summon nature’s ally VIII. Any summoned creatures remain for 10 minutes or until the naturgeist dismisses them or is slain. The creature typically summons rocs for terrestrial encounters, dire sharks for aquatic encounters or elementals appropriate to the location.
Unmaking Aura (Su) Within 60 feet of a naturgeist, all manufactured items erode, rust or otherwise fall apart. Metal items, manufactured stonework and constructs within the aura take 1d6 points of damage that bypasses hardness per round. Non-magical items do not receive a saving throw, but magical items may succeed at a DC 22 Fortitude save each round to avoid the damage. The save DC is Charisma-based.
When humanoids despoil the wilderness, hunt animals to near extinction or otherwise grievously harm the natural world, a naturgeist forms from surviving, native creatures to exact wrath on the perpetrators. A naturgeist is a four-legged creature, but each leg comes from a different animal or insect; its head and torso are a patchwork of animals and insects as well. The creature measures about 8 feet in length, stands 6-feet tall and weighs roughly 2,000 pounds.
A naturgeist uses its aura of unmaking and its spell-like abilities to lay waste to the civilized area nearest to the devastation it vindicates. It usually focuses its attack on the most heavily armored characters, especially if the armor is crafted from metal. Druids and rangers have greater capability to stop the creature's attacks peaceably, but such characters might be reticent to do so if they realize what a naturgeist represents. If a druid or ranger can convince the creature that the community will redress the wrongs, it will cease its attack, return to a secluded area and revert to its constituent creatures.
While a naturgeist typically forms spontaneously, a cabal of five or more druids or rangers led by a druid of at least 15th level can perform a ritual that removes all spellcasting abilities from the participants for a week to call a naturgeist.
Friday, November 23, 2012
Frightful Fridays! Spiderbear
Welcome to this Black Friday edition of Frightful Fridays! This week's image is courtesy of Patrick Curtin, and it continues the creepy vermin trend. However, this time the monster is one of those crazy amalgamations--specifically a combination of bear and spider. I can imagine some utterly insane wizard looking upon the owlbear and shouting to no one in particular, "I can do better!" I decided to use the trapdoor spider as the "better half" of this crossbreed, because, in my mind, there's nothing more frightening than this thing launching itself out of a concealed pit at its prey. (I also deviated a little from the image, since I felt the thing should have four spider legs in addition to the four bear legs.)
I hope you enjoy this week's Frightful Friday! As always, I am open for any suggestions for future installments.
This disturbing
combination of large, brown bear and spider has eight legs, alternating pairs
of bear and spider. Its head is mostly spider-like, including mandibles and multiple
eyes, but it also features a bear’s ears, eyes and nose.
Spiderbear CR 5
XP 1,600
N Large magical beast
Init +6; Senses darkvision 60 ft., low-light
vision, scent; Perception +9
Defense
AC 17, touch 11,
flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +4
Offense
Speed 40 ft.,
burrow 20 ft., climb 20 ft.
Melee bite +11
(1d8+5 plus poison) and 2 claws +10 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks poison,
traps
Statistics
Str 20, Dex 15, Con 19, Int 3, Wis 14, Cha 12
Base Atk +6; CMB +12 (+16 grapple); CMD 24 (36 vs. trip)
Feats Improved
Initiative, Skill Focus (Perception), Weapon Focus (bite)
Skills Climb +17,
Perception +9, Stealth +13 (+21 when in trap door); Racial Modifiers +8 Stealth (+16 when in trap door)
Ecology
Environment temperate
forests
Organization
solitary, pair, or crater (3–8)
Treasure
incidental
Special Abilities
Poison (Ex) bite—injury;
save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
The save DC is Constitution-based.
Traps A
spiderbear leaves its empty trap doors for potential prey to fall into. While a
spiderbear has no capacity to specifically craft traps, the empty trap doors
make natural pit traps, and the creature coats the interior with its poison to further debilitate
victims. The creature instinctively knows where its trap doors lie and will not
accidentally fall into them itself. Spiderbear
Pit: CR 3; Type mechanical; Perception DC 25; Disable Device DC 20; Trigger
location; Reset repair; Effect 20-ft.-deep pit (2d6 falling
damage plus poison [spiderbear]), DC 20 Reflex avoids.
Many adventurers do not realize they have entered a
spiderbear den until one of their party falls into one of its many trap doors or
the creature ambushes them from one. The creature stands 8 feet tall and weighs
up to 2,000 pounds.
Sages speculate that the spiderbear’s genesis derived from
an insane desire by an ancient wizard to outdo the owlbear's creation. The most common
species of spiderbear combines features of the grizzly bear and a giant
trapdoor spider. Like the owlbear, a spiderbear breeds true, and it has established
itself in remote forests where it hunts and kills other prey—including owlbears.
Owing to the creature’s trapdoor spider origins, a spiderbear is a much more
patient hunter, and it waits to ambush prey falling into one of its abandoned trap
doors or drawing close to its hiding place.
Rumors persist that larger, more deadly versions of the
spiderbear exist, such as a combination dire bear/giant tarantula.
Tuesday, November 20, 2012
What Last Month's Halloween Reading Did
I posted very briefly about last month's Halloween reading: Anno Dracula and 'Salem's Lot. They reminded me of an important lesson I learned, at least back when I read Bram Stoker's original novel, if not earlier. As Van Helsing realized, he was dealing with a manipulative genius, who for most of the novel proved himself a mastermind always one step (at least!) ahead of his opponents. In Kim Newman's novel, it is easy to believe that this is how he rises to become Royal Consort and de facto ruler of the British empire (I could say more, but I'll avoid spoilers). The vampire in Stephen King's modern classic is of the same stamp as Dracula -- a fact which the Van Helsing analogue among the latter-day vampire hunter characters explicitly acknowledges.
Vampires in fiction and gaming should follow this line if they want to evoke the same kind of responses. The vampire should be more than a feral undead predator of the living. The ghoul is more on this level, and Nosferatu starts to tilt in that direction. For myself, I intend to work harder the next time I use a vampire to portray the villain as a creature at least as intelligent as it is evil -- a planner, a manipulator, a strategist of the highest order. A GM should be thinking about how the vampire could reasonably anticipate players and keep them reactive. There should be enough cat-and-mouse where the players understand that they are the mice and they are in real peril -- even if they prevail, some cruel suffering on their part would seem unavoidable.
I'd love to hear any stories or tips of effective use of the vampire.
Monday, November 19, 2012
Pre-Thanksgiving Post 2012
The Turkey Golem just dropped this off for me at home as I hang out with the family and get ready for the holidays:
While I didn't have time to dig in and give MP ramblers a proper post, I couldn't pass up drawing attention to the OSR love given by Creative Director James Jacob in the frontispiece. He mentions Lamentations of the Flame Princess which he picked up at GenCon and Dungeon Crawl Classic RPG which Rob McCreary is running in an in-office campaign. In the past, love has been offered by Erik Mona to Swords & Wizardry. I enjoy this kind of thing not just because of its inherent positivity, nor simply because it is an occasion where I see fellow RPGeeks sharing my own tastes, but because it illustrates that there is no impermeable old school/new school barrier on the side of designers any more than there is on the side of fans -- while recognizing that the fan/designer distinction generally is only one with occasion-specific meaning. I hope everyone had a great Mythopoeic Monday and that my fellow Americans are looking forward to a fantastic Thanksgiving.
While I didn't have time to dig in and give MP ramblers a proper post, I couldn't pass up drawing attention to the OSR love given by Creative Director James Jacob in the frontispiece. He mentions Lamentations of the Flame Princess which he picked up at GenCon and Dungeon Crawl Classic RPG which Rob McCreary is running in an in-office campaign. In the past, love has been offered by Erik Mona to Swords & Wizardry. I enjoy this kind of thing not just because of its inherent positivity, nor simply because it is an occasion where I see fellow RPGeeks sharing my own tastes, but because it illustrates that there is no impermeable old school/new school barrier on the side of designers any more than there is on the side of fans -- while recognizing that the fan/designer distinction generally is only one with occasion-specific meaning. I hope everyone had a great Mythopoeic Monday and that my fellow Americans are looking forward to a fantastic Thanksgiving.
Saturday, November 17, 2012
Elizabeth Kobold-Ross
THE NEWS.
D. This can't be happening! Is today April 1? No, their site's been hacked. That's it.
A. @#$%^&*! This is Fourth Edition's fault, isn't it? DAMMIT!
B. I'll buy two subscriptions this time -- no, three! I'll give them to family and friends! Just give me another year...
D. This is because I didn't renew my subscription fast enough. I meant to, but we were between issues, and I was going to do it soon! I'm a terrible person. I should have written more reviews and highlighted KQ on the blog more often. Now there's nothing I can do. I want to crawl into a chaotic cave and never come out.
A. Okay, I'm nowhere near acceptance. I'm very sad that this excellent magazine is folding. But I want to add my voice of thanks to Miranda Horner, Christina Stiles, Chris Bodan, Cathy Rundell, Crystal Frasier, Wade Rockett, Pierce Watters, Jeff Grubb, and everyone who ever contributed to the production and support of what had become my favorite magazine. But above all to Wolfgang and his wife Shelly. I hope the next stage for you two brings better things.
D. This can't be happening! Is today April 1? No, their site's been hacked. That's it.
A. @#$%^&*! This is Fourth Edition's fault, isn't it? DAMMIT!
B. I'll buy two subscriptions this time -- no, three! I'll give them to family and friends! Just give me another year...
D. This is because I didn't renew my subscription fast enough. I meant to, but we were between issues, and I was going to do it soon! I'm a terrible person. I should have written more reviews and highlighted KQ on the blog more often. Now there's nothing I can do. I want to crawl into a chaotic cave and never come out.
A. Okay, I'm nowhere near acceptance. I'm very sad that this excellent magazine is folding. But I want to add my voice of thanks to Miranda Horner, Christina Stiles, Chris Bodan, Cathy Rundell, Crystal Frasier, Wade Rockett, Pierce Watters, Jeff Grubb, and everyone who ever contributed to the production and support of what had become my favorite magazine. But above all to Wolfgang and his wife Shelly. I hope the next stage for you two brings better things.
Friday, November 16, 2012
Frightful Fridays! Cymothoa
Welcome to this week's Frightful Fridays! Thanks to a suggestion by Flash_CXXI, I've gone back to a creature from nature for inspiration. The Cymothoa Exigua (also known as the tongue-eating louse) is a parasite that replaces its fish victim's tongue with itself, apparently leaving the fish unharmed. Leaving victims unharmed is no fun, though, so I created the simply named cymothoa, an aberration that uses similar parasites to replace its victims' tongues for its own malign purposes.
With that, I wish American readers a Happy Thanksgiving! I've got my next monster lined up for Black Friday, and a few more beyond, but if you have any suggestions, please pass them my way. I'll be happy to make them part of the Frightful Friday! lineup.
Image provided by this aritcle.
This pale, six-legged,
insectoid creature stands as tall as a dog. Pink, fleshy tongues seem to writhe
within its mouth, and beneath spikes covering the creature's body.
Cymothoa CR 6
XP 2,400
NE Small aberration
Init +8; Senses darkvision 60 ft.; Perception
+13
Defense
AC 20, touch 16,
flat-footed 15 (+4 Dex, +1 dodge, +4 natural, +1 size)
hp 67 (9d8+27)
Fort +6, Ref +7, Will +7
Offense
Speed 40 ft.,
burrow 20 ft., swim 30 ft.
Melee bite +11
(1d4–1 plus infest and poison)
Ranged 2 spikes
+11 (1d6 plus infest and poison)
Special Attacks
infest, poison, self-destructing false tongue, stolen spells
Statistics
Str 8, Dex 19, Con 17, Int 13, Wis 12, Cha 18
Base Atk +6; CMB +9; CMD 19 (27 vs. trip)
Feats Agile
Maneuvers, Dodge, Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics
+12 (+16 when jumping), Knowledge (arcana) +13, Perception +13, Spellcraft +17,
Stealth +23, Swim +14; Racial Modifiers Acrobatics (+4 when jumping), +4
Spellcraft
Ecology
Environment any
temperate
Organization
solitary, pair, or flock (3–12)
Treasure none
Special Abilities
Infest (Ex) If a cymothoa hits with its bite or a spike, it
implants its victim with a false tongue that travels to the victim's mouth in 1
round. The implanted tongue attempts to dissolve its victim's tongue
(painlessly if the victim is still poisoned), requiring its victim to succeed
at a DC 17 Fortitude save to keep his tongue. The round after it dissolves its
target's tongue it adheres itself to its victim's mouth. A DC 15 Heal check
reveals the false tongue. A character succeeding at a DC 20 Heal check can
remove the tongue with no damage; otherwise, the false tongue self-destructs. A
character who loses his tongue (and does not have an adhered false tongue)
incurs a -4 penalty to all Charisma-based checks and a 20% spell failure chance
when casting spells with a verbal component.
Poison (Ex) Bite
(or spike)—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2
Dex; cure 2 consecutive saves. The save DC is Constitution-based.
Self-Destructing
False Tongue (Ex and Su) A cymothoa exerts telepathic control over its
false tongues, and it can direct one to self-destruct. If the tongue is in a
victim, it deals 2d6 acid damage the first round and 1d6 additional acid damage
the following round if the acid is not washed out.
Stolen Spells (Su)
If a cymothoa successfully infests an arcane spellcaster with a false tongue,
it can cast any spells the victim casts while he carries the false tongue. The
spell must have a verbal component and cannot have an expensive material
component, and the cymothoa must succeed at a Spellcraft check (DC equal to 10
plus twice the level of the spell cast) to gain the spell. It can only cast
each spell it absorbs once, even if its victim casts the same spell multiple
times.
A cymothoa looks like a large, spiky, white louse. It stands
two-feet tall and weighs 50 pounds. Numerous fleshy protuberances resembling
tongues crawl inside its maw and along its body, typically underneath
protective spikes.
A cymothoa is a cowardly creature that attacks its victims
in two phases. During its first attack, it attempts to infest arcane
spellcasters with false tongues. It will attack other creatures and infest them
as well, but only if the other targets present a threat. It then flees and
waits until it can collect arcane spells from its victims' false tongues and
then launches a second attack using its victims' spells against them. It will
also detonate all false tongues it had implanted previously. As a cymothoa feeds
on creatures it kills, it grows more false tongues it can use for future
attacks.
Rarely, a powerful creature will employ a cymothoa to
implant a false tongue that it can then use to hear anything the victim utters.
Any measures preventing telepathic communication prevent the false tongue from
relaying this information to the cymothoa, but the false tongue does not
register as magical scrying.
Tuesday, November 13, 2012
Sunday's Book Haul
This Sunday was one of Half-Price Book's coveted 50% off coupon days. I visited three stores in the area and found two books I'd been looking for and one book from the AD&D's 2e era that I decided was worth having. I hope that the third book in Stephen Hunt's steampunk series is better than the second one, since I enjoyed the first one a lot. Wendy Doniger's The Hindus is magisterial if you are looking for a comprehensive historical work on Hinduisms. What riches did the Ramblers reel in? Make me jealous!
Monday, November 12, 2012
Another Mythopoeic Art Cornucopia!
Just in time for the season of Thanksgiving, I think it’s time for another fantasy art appreciation
post. In addition to enjoying the art in
the products that you purchase, the internet has made it possible be to exposed
to and enjoy more fantasy art than ever before -- good news for both artists
and consumers of all kinds. And so, here are some artists I’ve been enjoying,
featured on the sites below.
Paizo has become one of the great patrons of fantasy art,
and has been often featured on this blog due to their generous fan policy. Art director Sarah Robinson has started her own blog. While it has not been updated in some time,
maybe with a little encouragement she will give it more attention.
Check out the work of multiple awards-nominated Lucas Graciano. (Well, yes, he has done some beautiful work for Paizo as well, like the cover of Artifacts & Legends to the right. Another recent contributor has been Michal Ivan. From RPG to comic covers, one of my favorites right now is Erik
Jones. If you haven’t seen his
gorgeous PF comic covers, check them out on his site.
Just so you know I’m also digging people who are not doing work for
Paizo, let me recommend Mike Nash, Graeme McCormack, and Sean Andrew Murphy. Also, Lamentations
of the Flame Princess introduced me to the wonderful Cynthia Sheppard. I've also been enjoying the work of Kim Kincaid. And thanks to Patrick Curtin for reminding me of Aaron Miller at a timely juncture.
Some illustrators band together, like a party of adventures. Check out Shadowcore for one such illustrious fellowship and Muddy Colors for another. There's also a new online magazine for digital artists: The Round Tablet.
Some illustrators band together, like a party of adventures. Check out Shadowcore for one such illustrious fellowship and Muddy Colors for another. There's also a new online magazine for digital artists: The Round Tablet.
Finally,
we do well to remember that art occurs in many mediums. Daren
Horley does a lot of work for films.
Sometimes, the art is wondrous even when the film as a whole is not, so look
for inspiration in unexpected locations. What eye candy have you been feeding your mythopoeic imaginations? What artists do you think are not to be missed? Let me know and maybe, just maybe, I'll get this Mythopoeic Monday feature back on track.
By the way, a big thanks to all my friends who are pitching in to keep the blog active, especially Mike Welham, Paizo's 2012 RPG SuperStar and his Friday Frights! However, there are other friends active behind the scenes and I expect you will be seeing more new contributors in the days to come.
Friday, November 9, 2012
Frightful Fridays! First Fright
Welcome to the first official Frightful Fridays! offering. This week I present the tammuz, a demonic creature that doesn't quite resemble its namesake—the Sumerian god, Tammuz. Based on the myths surrounding Tammuz, though, it makes sense that this creature would spring up out of the Abyss from the sheer despair Tammuz experienced while imprisoned on the plane.
I hope you enjoy this week's Frightful Friday! I will see you next week.
This skull-faced
scorpion clacks its claws and waves its stinger menacingly, while a palpable
sense of despondency emanates from it.
Tammuz CR 12
XP 19,200
CE Large outsider (chaotic, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception
+22
Aura despair
Defense
AC 27, touch 15,
flat-footed 21 (+6 Dex, +12 natural, –1 size)
hp 168 (16d10+80)
Fort +15, Ref +11, Will +13
DR 15/good; Resist acid 10, cold 10, fire 10; SR 23
Offense
Speed 40 ft., fly
60 ft. (good)
Melee 2 claws +24
(2d8+9), sting +24 (2d6+9/19–20 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks
poison
Spell-Like Abilities
(CL 14th; concentration +17)
At will—eyebite
(DC 19)
3/day—waves of
exhaustion (DC 20)
1/day—power word stun
(DC 21)
1/6 months—plane shift
(DC 20)
Statistics
Str 28, Dex 23, Con 20, Int 19, Wis 16, Cha 17
Base Atk +16; CMB +26; CMD 42 (54 vs. trip)
Feats Bleeding
Critical, Cleave, Critical Focus, Critical Mastery(B), Exhausting Critical,
Improved Critical (sting), Improved Initiative, Power Attack, Tiring Critical
Skills Bluff +22,
Fly +27, Intimidate +22, Knowledge (arcana) +23, Knowledge (planes) +23,
Knowledge (religion) +23, Perception +22, Sense Motive +22, Spellcraft +23,
Stealth +21
Languages
Abyssal, Aklo, Celestial, Common, Infernal
Ecology
Environment any
(the Abyss)
Organization
solitary or court (2–8)
Treasure standard
Special Abilities
Aura of Despair (Su)
A tammuz radiates despair in a 30-foot radius; any creature within that radius
must succeed on a DC 21 Will save to resist its effects. Any creature who fails
takes a -4 penalty on saves for 24 hours or until it successfully hits the
tammuz generating the aura. A creature that has resisted or broken the effect
cannot be affected again by the same tammuz’s aura for 24 hours.
Poison (Ex) Sting—injury;
save Fort DC 23; frequency 1/round for 10 rounds; effect 2d4 Con and 1d4 Wis; cure
2 consecutive saves. The save DC is Constitution-based.
When the Sumerian demi-god Tammuz’s wife Inanna returned
from the underworld that had been her prison, she required Tammuz to take her
place. Tammuz hid from her, but demons eventually found him and dragged him to
the underworld where he remained until Inanna granted him a reprieve of sorts, allowing
his sister Geshtinana to trade places with him every six months. During Tammuz’s
initial imprisonment in the Abyss, he despaired, and the strange stuff of that
plane reacted by creating evil creatures embodying his hopelessness. The
creatures took the name of their erstwhile creator and travel to the Material
Plane to inflict their particular brand of evil on unsuspecting mortals. A tammuz
(plural tammuz) is 10 feet in length, including its 3-foot long tail that ends
in a wicked stinger, and it weighs 600 pounds.
A tammuz is an extremely foul-tempered creature that
delights in fatiguing or otherwise hampering its prey. After it has rendered
its victim helpless, it repeatedly stings the unfortunate creature and laughs
gratingly at the creature’s cries of pain and despair. It feeds on a dying
creature’s feelings of hopelessness; the longer the creature expresses its
agony, the longer a tammuz will allow it to live. Assuming no one has hunted down
the creature by the point of its six-month plane
shift cycle, it goes quiet as it stalks a victim that it eventually attempts
to plane shift to the Abyss. Sometimes,
a tammuz presents itself as a disturbing sage of sorts, and it offers obscure
knowledge in exchange for allowing the demonic creature to plane shift the beneficiaries to a plane of its choosing. In most
cases where it makes this bargain, its sends its victims to the Abyss, but capriciousness
might dictate that it send its victims to another more appropriate plane
(sending primarily chaotic characters to Hell, for example).
Tuesday, November 6, 2012
Dave Gross, King of Paths
The end of last week brought me my Paizo subscriptions box, and among the contents was the newest volume of the Pathfinder Tales: Dave Gross' Queen of Thorns. Even with a lot to do, I gobbled it up over the weekend.
This, the third offering from Gross in the PF Tales line crowns him as the undisputed king of the line, and should secure a wider reading for the Jeggare/Virholt novels. (Be sure to start with the "Pawns of Hell" serial fiction that introduced the characters in The Council of Thieves Adventure Path.) What is it that fuels my bold claims? Perhaps Gross has some competition when it comes to energetic plots and world evocation, but when it comes to character development that is satisfying and sophisticated, there is no beating the arc of development that he has traversed so far with Varian Jeggare and Radovan Virholt. It is hard to beat in any contemporary fantasy of which I am aware -- in a class with James Enge in Blood of Ambrose, Zelazny in the first Amber series, and Howard Andrew Jones in The Desert of Souls. (A couple of Vance's characters in the Lyonnesse series get close and perhaps Vlad Taltos in Steve Brust's novels will rise to this level -- I've only made it through the first set of the Taltos series, so I'm undecided in that case.)
If you have been holding off from Pathfinder Tales, dive in and read these three together first. If you have been looking for a fantasy series that will take you on a varied ride with compelling characters and amazing changes of scenery, look no further -- Gross will take you from Golarion's analogue of silverscreen Transylvania to its fantasy Orient (major martial arts films homages) to its Faerie in this last volume. Just try and beat that.
I keep trying to think of something to be more critical of, but I'm afraid Gross has pulled an A+ on the Mythopoeic Obscura grading scale. Disputers are directed to the paladin below.
This, the third offering from Gross in the PF Tales line crowns him as the undisputed king of the line, and should secure a wider reading for the Jeggare/Virholt novels. (Be sure to start with the "Pawns of Hell" serial fiction that introduced the characters in The Council of Thieves Adventure Path.) What is it that fuels my bold claims? Perhaps Gross has some competition when it comes to energetic plots and world evocation, but when it comes to character development that is satisfying and sophisticated, there is no beating the arc of development that he has traversed so far with Varian Jeggare and Radovan Virholt. It is hard to beat in any contemporary fantasy of which I am aware -- in a class with James Enge in Blood of Ambrose, Zelazny in the first Amber series, and Howard Andrew Jones in The Desert of Souls. (A couple of Vance's characters in the Lyonnesse series get close and perhaps Vlad Taltos in Steve Brust's novels will rise to this level -- I've only made it through the first set of the Taltos series, so I'm undecided in that case.)
If you have been holding off from Pathfinder Tales, dive in and read these three together first. If you have been looking for a fantasy series that will take you on a varied ride with compelling characters and amazing changes of scenery, look no further -- Gross will take you from Golarion's analogue of silverscreen Transylvania to its fantasy Orient (major martial arts films homages) to its Faerie in this last volume. Just try and beat that.
I keep trying to think of something to be more critical of, but I'm afraid Gross has pulled an A+ on the Mythopoeic Obscura grading scale. Disputers are directed to the paladin below.
Wednesday, October 31, 2012
Frightful Fridays! Preview
Welcome to Frightful Fridays: Halloween Edition! Theodric and his associates find many unusual images that beg to be turned into monsters for the Pathfinder Roleplaying Game, so I'm hoping to turn this into a regular feature. The first offering is based on the image of the creepy assassin bug, which uses its victims as armor and as a convenient place to hide so it can ambush other prey.
Stay tuned for the next monster a week from Friday!
Giant Assassin Bug
This large, brown
insect has an elongated head with a distinct narrowed neck, long legs, and a
prominent, segmented rostrum. It has a pair of corpses impaled on spiky
bristles jutting out from its abdomen.
Giant Assassin Bug CR 3
XP 800
N Medium vermin
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 15, touch 11,
flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +7, Ref +2, Will +2
Immune
mind-affecting effects
Offense
Speed 40 ft.,
climb 20 ft.
Melee bite +7
(2d4+5 plus poison)
Special Attacks
poison, stridulation
Statistics
Str 19, Dex 12, Con 16, Int —, Wis 13, Cha 9
Base Atk +3; CMB +6; CMD 17
Feats Improved
InitiativeB
Skills Climb +11,
Perception +5, Stealth +5, Survival +5; Racial
Modifiers +4 Perception, +4 Stealth, +4 Survival
SQ corpse armor,
corpse camouflage
Ecology
Environment any
terrestrial
Organization
solitary, pair, gang (3–6), nest (7–12)
Treasure none
Special Abilities
Corpse Armor (Ex)
A giant assassin bug may take a standard action to pick up a corpse and use it
as natural armor. Every Medium corpse (or two Small corpses) it attaches to
itself provides an additional +1 natural armor bonus, up to a maximum of +4.
The assassin bug does not benefit from smaller or larger corpses. A typical encounter
with a giant assassin bug starts with the creature having enough corpses to
give it AC 16.
Corpse Camouflage
(Ex) An assassin bug gains a +8 bonus to its Stealth checks when it buries
itself under at least two Medium creatures’ corpses.
Poison (Ex) Bite—injury;
save Fort DC 15; frequency 1/round for 6 rounds; effect
1d2 Con; cure 2 consecutive saves.
The save DC is Constitution-based.
Stridulation (Ex)
An assassin bug rubs its rostrum against ridges in its prosternum to produce a
frightening sound. All creatures within 60 feet of the assassin bug must
succeed at a DC 11 Will save to avoid becoming shaken. A victim who succeeds at
the save is immune to that particular assassin bug’s stridulation for 24 hours.
This is a mind-affecting fear effect, and its save DC is Charisma-based.
A giant assassin bug is no different from the considerably
smaller, normal version of the creature…with the disturbing exception that it
is large enough to grab a fallen member of an adventuring party and use the
corpse as a shield against the corpse’s former allies. A typical specimen is
five feet in length (excluding the six-inch rostrum) and weighs about 100 pounds.
Much like the normal assassin bug, the giant version preys on
large arthropods, and characters may interrupt a single assassin bug (or a
group) tearing through a giant ant hive. The creature relies on its rostrum to
deliver a powerful bite that also injects its prey with a liquefying poison. An
assassin bug fighting multiple foes will switch to a new opponent when it successfully
bites one. When any of its foes die, the assassin bug instinctively moves to
grab its dead victim as impromptu armor by impaling the corpse on its otherwise
harmless spikes.
Occasionally, an enterprising necromancer employs giant
assassin bugs as weird allies to the mindless undead he creates. A bug hides
among decaying zombies and sometimes bears a couple of the creatures on its
spikes as writhing armor. The bug is, of course, immune to channel attempts
used to harm undead creatures, and once the bug has feasted on the liquefied
remains of its victims, the necromancer has more corpses to replace any fallen
zombies.
Happy Halloween!
Yes, I've been crazy busy and having trouble finding time for posting. I did find time to finally read two contemporary vampire classics that I'd been planning on for this Halloween: 'Salem's Lot and Anno Dracula. The former hit my horror button harder and the latter hit my Victoriana fanboy button harder, but I enjoyed and recommend both if you haven't gotten around to them. I am Legend will just have to wait for some other year. What did you sink your teeth into this year, my blood-thirsty ramblers?
Labels:
Fantastical Fiction,
Holidays,
Horror
Location:
Translyvania, Romania
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