Dissecting Monsters: The Mother's Creature from "Better Than Any Man"

You may have noticed I didn’t post anything last week. That is because I was dead. Or at least close to it. I did very little with my time aside from trying to take breaths between coughing fits. I did manage to work in some “holding my head in the vain hope that it stops pounding,” but that isn’t exactly blog-worthy, you know?

But now I’m only mostly dead, and that’s well enough to get back to work.

-The Mother’s Creature-

Armor 14, 5 Hit Dice, Movement 30’, 1 limb attack doing really weird things (see below), Morale 12.

This creature appears as a human torso with arms in various stages of bone coverage poking out of it in all directions. It even walks on a pair of its hands. It has a head, stuck sideways on an exposed spine. Its limbs, not being attached to its torso by a firm skeleton, can attack targets up to 50’ away. On a successful hit, it does no damage, but instead attaches a new human arm to the character in a random location.

If the creature is damaged and it successfully attacks, it will instead take the arms of the persons it targets, one arm at a time. This does 1d8 Hit Points of damage to the victim, who must then save versus Paralyzation or go into shock. Adding the arm into its collection will restore 1d8 Hit Points to the creature.

The new limb is instantly wired into the character’s nervous and circulatory systems and is for all intents and purposes a new permanent limb. The character will not know how to control it, however, and it will flail and thrash around as familiar thought patterns, conscious and unconscious, now lead to unpredictable results. In response, familiar body parts will operate less effectively as the body attempts to compensate. The character will suffer a 1 point Dexterity modifier penalty for each limb added. The modifier can be restored at a rate of one point per week as the character learns to use his new limb(s).Note that current equipment can be destroyed by the attachment of a new arm. An arm being stuck into a character’s chest or back will destroy armor worn, for instance. On the plus side, extra arms means that a character can have more equipment to hand, carry an extra shield, or even wield a weapon—once they are under control, that is.

First off, the appearance of this creature cannot be undersold. If you’re flipping through the pages of the book, glancing this piece will make you stop. Even writing this now I find my eyes drawn away from my screen to the book sitting open on my desk. This monster scares me. It’s a rare and glorious thing. Most monsters, including The Provider’s Creature, look the way I’d expect a monster to look. Even if their appearance is entirely unique, they follow some unwritten formula for creating a monstrous creature. But this fucker looks like he comes from some forgotten childhood nightmare. Something you can never quite piece together in your mind, but which unsettles you none the less.

Mechanically, there’s really only one interesting thing about this creature, but that thing is complex and requires a lot of dissection.

First, this creature has no basic attack. No bite, or claw, or even the ambiguous “slam” attack. It has only its own special ability. And while this may not be appropriate for every monster, it seems to me an underutilized idea. If a monster can do some strange crazy thing to its victims, focus in on that. Many creatures we hear about in stories prefer to kill in their own special way, and won’t resort to biting and kicking.

Second, the creature only deals damage when it’s wounded. It can certainly attack aggressively, and cause serious inconvenience for those it targets. But aside from a temporary dexterity penalty and some potentially damaged equipment, the Mother’s Creature causes no harm until it itself is harmed. This gives the players a curious way to defeat it: don’t fight it. Once they start fighting it, the bastard can start immobilizing party members and causing serious damage. It’s a kind of hidden trick which the players might figure out which makes the creature pretty non-threatening. I like the idea that while a monster can be defeated using traditional methods, there’s also a much simpler method which requires very little effort, but may be difficult to figure out.

Third, while having an extra arm growing out of your knee is sure to make people wary of you; will cost you a lot of silver in equipment repairs; and temporarily gives you a penalty to your dexterity; it’s ultimately beneficial. People are wary of adventurers already, more silver can always be plundered, and if your character survives a few days the dexterity penalty will go away. After that, you’ve got a kickass third arm which can hold a second shield to protect your lower half, or wield a sword to make your opponents wish they could protect THEIR lower halves. The idea that an encounter with a monster could leave you better off for having suffered its attentions is enticing.

Fourth and finally, this creature is just as likely to leave you alive and armless as it is to kill you. At higher levels, it’s actually more likely to leave you alive an armless than it is to kill you. I like that. I’ve become very fond of high mortality play in the last few years, but there’s no reason every monster needs to be a life or death encounter. Some could be encounters like this one where a character may end up useless (and therefore functionally dead). Others may have a worst-case outcome of a character being severely impaired, but still playable. And, occasionally, there’s no reason a monster couldn’t simply be a theme park ride. A very scary experience which, in truth, has very little chance of causing any harm.

Dissecting Monsters: The Provider's Creature from "Better Than Any Man"

Something I’ve been doing a lot of lately is finding monsters, particularly from books people seem to like, and dissecting them to find what I like, what I don’t, and how I cam make monsters which are as good or better. Nifty content for a blog post, save that it would pretty much require me to post someone else’s content. But the other day I had a bright idea. See, the monsters which really elevated my perspective on monster design were those found in James Raggi’s “Better Than Any Man” module. Those are the monsters which really started my mind working, and helped me make the decision to start this project off in earnest. They’re also from a module which is free! So I asked for Raggi’s permission to post the creatures from that book, he gave it, and here we are.  I really do recommend you download Better Than Any Man, And if you are so inclined, toss a few bucks at it before you download it. It’s worth more than a lot of other books I’ve shelled out cash for.

And while I’m telling you how to spend your hard earned money, hurry up and fund the LotFP Referee Book IndieGoGo campaign! It’s already fully funded, but by the time this goes up I think there will only be 2 days left. So if you want to be a part of improving the book, your time is limited. I highly recommend it.

Now, lets get on with it:

-The Provider’s Creature-

Armor 17, 6 Hit Dice, Movement 30’, 1 tentacle attack for every mêlée opponent doing 1d10-(number of opponents) damage each, Morale 12.

The Provider’s creature is a ten foot tall thorny tentacle monster that behaves as a magic receptacle. When a Magic-User spell is cast at it (and it must be at it and not just the creature being within the area of an area effect spell), the spell does not leave the caster’s mind, but the creature gains the ability to cast it once a day, effective immediately. This effect is cumulative. The spell does not actually affect the creature.

The Provider has been casting her “Create Food” spell at the creature every day, and so as the adventure begins it can cast the spell ten times per day, thus “feeding” one meal to 300 people every day. It is often all those people eat.

I thought I’d start off with one of the simpler creatures. It’s a slow (human standard is 120′) moving land octopus with barbs and a wicked beak. There are really two interesting things about it.

First is its attack. “1 tentacle attack for every melee opponent doing 1d10-(number of opponents) damage each.” It’s an unusual way to model the creature’s many appendages. If there’s only one person present, the creature can deal massive damage by focusing all of its attention on that one character. But as more people engage it, and it’s forced to divide its attention (and its tentacles) between more targets, it begins to lose effectiveness. If you have a party of 10 people or more, the creature’s base attack becomes effectively useless. That’s not even a very large party! All you’d need are 5 PCs who each brought one mercenary hireling along with them.

I can’t decide if I view this as a flaw or a feature. On the one hand it seems ridiculous that being struck with one of those huge devilish looking barbs isn’t going to hurt at all. On the other hand, it’s an interesting indication that perhaps there’s something wrong with the creature’s mind. It can’t focus on a single target if many are present, and as it divides its focus, it becomes unable to effectively attack at all. It may hit you, but its so distracted, that it just gently bumps you without causing any harm. An effective strategy for defeating the creature is just to surround it with too many targets to focus on, turning it into a harmless fish out of water which can be killed at the player’s leisure.

I think the monster could be improved either by explicitly spelling out the above speculative explanation for its inability to fight too many targets at once, or or by capping the number of melee opponents which can modify its abilities at 5.

The second interesting aspect of The Provider’s Creature is the way it reacts to magic. Conceivably, the creature could have any number of spells already in its repertoire when the players encounter it, though in the case of this particular module it only has numerous iterations of “Create Stuff That Seems to Be Food But Isn’t,” which isn’t much of a threat to the players unless they’re hungry. And I think this actually works a lot better.

If the players encounter the monster, and they have no magic user, or no spells on hand, or just choose not to cast anything, then the fight is fairly straightforward. It’ll be a brutal slugging fest if you don’t have 10 melee combatants to dilute the creature’s damage roll, but there won’t be any deadly tricks to come bite you in the ass. If the magic user DOES get involved, though, the beast suddenly becomes much more threatening.

The challenge of the monster is mutable, depending on player action. I like that a lot.

Magical Marvel 19: Cloud Armor Ring

When worn, this ring immediately causes a funny tingling sensation in the wearer’s finger, and the purple gem begins to pulse with a smokey light. Slowly, this smoke begins to extend from the ring, forming around the wearer’s body. Over the course of an hour, the smoke spreads to cover the wearer’s body entirely in a shifting purple cloud.

Once it is fully active, the cloud functions as a suit of plate armor which is not encumbering, and does not impede movement in the slightest. Wearing it feels no different than wearing loose clothing made of lightweight cloth, and as such, does not impede spellcasting at all. Note that its protective effect begins only after the ring has been worn for 1 full hour, to allow the smoke to spread fully over the body. Note also that the ring does not grant any armor bonus in addition to armors which are already worn. A character wearing plate armor and this ring only receives the protective benefits of one.

Unfortunately, after an hour has passed and the armor is active, the wearer’s every movement makes a cacophony of noise. A simple motion of the hands is as loud as clashing swords, and every step sounds like a cascade of copper pots being banged together all at once. Because of this, while the armor is active, random encounters will be rolled 3 times more frequently than normal. This can be simulated either by rolling more frequently, or simply by rolling 3 dice every time you would normally roll a single check.

Picture Thursday 41: Teeny Tiny Castle on the Water

LOOK AT THE ADORABLE CHIBI CASTLE! Doesn’t it just make you want to design an extensive series of water-themed sub levels for it?

Based on my (extremely rudimentary) research, I don’t think this is an actual period structure. More likely it’s a modern structure made to look like a castle. None the less I can easily imagine something like this existing. A noble lord’s retreat for fishing trips, or the citadel of a hobbit constructed in the human style. One particularly clever Imgurian suggested that it could be the embassy of an aquatic race–a place where humans and mer-folk could comfortably meet.

What is a rumor table?

Of late, I’ve been working harder on tabletop stuff than I think I ever have before. I have a lot to write about. Unfortunately, I can’t share any of it. I’ve been trying to increase the amount of work I do on my monster book each week, since at my present rate I’m progressing too slowly to finish it within the single year that I promised. Of course, I can’t share any of that content, since it’s part of a book, and it’s no fun sharing bits of it before it’s done! I’ve also been working on the Dungeon Moon game, which of course I can’t share because the entire goal of that setting is to run it for other people in the online tabletop community. Spoiling all of its secrets simply won’t do! I already cheated a little bit by posting the toy rowboat on Friday.

It’s been suggested that I ought to write about my processes and challenges with these projects, which seems interesting enough. Lets try that.

One of my goals with this monster book is to make every line of writing count. In reading other monster books (both mainstream and indie) as research, I’ve found the amount of wasted space very frustrating. Perhaps I simply don’t care about the kinds of things which other people care about. That’s entirely possible, I do have a bit of an odd perspective. Regardless, I want every line of writing in here to be a line of writing that I would be happy to pay for. Once you have it in your hands, you can tell me if I’ve succeeded in that.

Before starting on my second drafts, I tried to figure out some unique sections I could include in my monster entries. Information which was useful and interesting, and which most monster manuals don’t have. Among other things, I was linked to a person who suggested “Rumor Tables.”

“That’s a pretty cool idea!” I thought. “A small list of rumors the players might hear, which might send them off in search of this new unknown creature. I like it!” So I’ve been including it. But I’ve written a fair number of second drafts, now, and I’m starting to feel less certain of that decision.

For one thing, I feel as though they’re starting to get repetitive. I find it difficult to write more than one or two for a given monster. I’ve been playing with the style a bit, trying to find the best way to make it work. I think I like rumors best when they’re written in the style of a crazy story related by a yokel. Here are a few examples of rumors I’ve drafted.

  • Call me crazy all you like, but I swear, I’ve walked that path through the woods a dozen times. And that boulder has never been there before!
  • An elderly leatherworker has heard tell of a creature whose skin is tougher than stone. He’s getting on in years, and he’d love to create one last masterwork before he retires. If someone were to bring him the skin of such a creature, he’d reward them handsomely…
  • Something happened in the village just east of here. Everybody is dead, and no one quite knows why. The only person who got out alive was the blind beggar.
  • Three of farmer Logan’s pigs were slaughtered and eaten last night. It looks to be the work of a wild animal, but the only thing big enough to leave those marks is a bear. And with 3 feet of snow on the ground, you can bet none of those are out and about!
  • I was talking to this feller the other day, and he just up and walked away from me. “Help, I don’t know where I’m going!” he shouted. “Then stop walking!” I says to him. “I can’t!” he whined. Pft. Can’t stop walking. Dumbest joke I’ve ever heard. Haven’t seen him since, though.
  • I was doing my business in the bushes out on the road, when a fine looking woman passed through. Strangest thing, she didn’t have no horse or guards, or more than simple clothing. Still she musta been loaded, figuring as she wore diamonds on her face, like spectacles!

Are these really that useful? It’s starting to feel like all I’m doing is imagining a non-fatal encounter with a monster, and then jotting down a way the PCs could learn about that. I’m starting to doubt that this is worth the page space it’s taking up.

Further, I’ve also begun to wonder if I completely misunderstood what was meant by “rumor tables.” I understood it to mean a list of adventure hooks. Perhaps what was actually meant was “A list of rumors about the creature which may or may not be true,” like what Courtney does with his Ecology posts.

Thoughts?

Magical Marvels 18: The Toy Boat

This tiny toy boat is very well made. It even has little oars! Aside from being a bit of an art piece, though, it seems mundane. Save for the fact that it starts glowing when Detect Magic is cast.

If the players happen to get the little boat wet, it will rapidly expand into a full-sized rowboat, which can easily carry four people in full adventuring gear. Once dry, it returns to its original, non-encumbering size. Of course, things don’t become dry as soon as they are removed from water. It might take a few hours on a hot summer day, or even several days if the weather is less favorable. The party may be forced to leave it behind and retrieve it later.

If the characters do bring this with them, be sure to note who is carrying it, and take appropriate action if they, say, walk beneath a waterfall, or get hit by a blast of water while fighting an elemental. The suddenly expanding boat may destroy any fragile equipment stored in the same container as it.

Picture Thursday 40: Spider Dragon by Dan Merrell

I’ve been a little quiet lately, trying to push myself to use more of my energy on the Monster Book and the Dungeon Moon setting. Fortunately I’ve discovered that sleep is optional, even if procrastination seems almost hopelessly inevitable.

BUT LOOK AT THOSE COLORS! Seriously, this is the most beautiful horrifying creature I’ve ever seen. Blue is such an underused color with monster design, and look at that teal tongue! And you may notice that the artist, Dan Merrell, did not create this digitally. I don’t have the same distaste for digital art that some others have, but that doesn’t mean it isn’t cool to see a piece created without them!

I feel like this thing would spin acidic webs which would melt the creatures trapped in it into a pile of edible goo.

The Maze of One-Way Doors

Not too long ago, I played in a game which contained a maze of one-way doors. From one side they appeared to be normal doors. However, once the players had walked through them and the door was closed, it simply did not exist on the other side. Whether this is the work of marvelous engineering, or simply magic, it’s not important. The important thing is that once the players walk through a door, they cannot walk back out the way they came. They must move forwards.

I liked the idea, and so decided to give it a go myself. I constructed a maze of moderate size. It was primarily made up of empty 10′ x 10′ rooms, but there were a number of puzzle and challenge rooms to add variety, along with a pretty interesting encounter table. I thought it would be a lot of fun to run through, and to my delight, the players did find it and enter the maze.

The players in this group are very good, though, and they were careful in their approach. The party’s fighter entered alone at first. He opened a new door to look through it, and in doing so caused the door he’d come through to close. He returned to where the door had been, and pounded on the wall to let his companions know they should open the door, which they did.

Having discovered the trick, the party decided to leave one party member in each room they passed. So one party member would stay outside, and the remaining two would enter the first room. Then one of them would remain in the first room, while the last party member went into all of the adjacent rooms, and opened all of the doors in there to look inside those rooms. Using this method, they were able to discover a route from the first room, back to the outside of the maze. Since they knew a way out, and thus no longer needed someone outside the maze, they were able to systematically map a large portion of the maze.

The players were clever, and I approve of clever play. Unfortunately, it wasn’t fun. For them or for me. Essentially all I was doing was reading them a long list of room descriptions within their searchable zone, while they took notes. The encounters were entertaining, but the encounters could have happened anywhere. They would have been improved by placing them outside of the maze, because the maze was boring.

Eventually the players gave up and headed off to a different area of the dungeon. And I’m left to wonder: can a maze of one-way doors be done better, or is it simply never going to be fun if your players are cautious and skilled?

Some thoughts on how it might be improved for more highly skilled players:

  • I had a warning of sorts printed above the door. “To enter is easy. To become lost is easier. To return is failure. To die is worse.” I thought it was cool and thematic, but it’s what put the players on edge in the first place. Without it, they probably all would have entered the first door together. I think, though, that they’d still have landed on the same strategy. Particularly if they ended up on one of the many failed paths which leads back outside of the maze.
  • There’s no reason to assume that a one-way door would allow sound to pass through it. By soundproofing the maze, I could prevent the characters from requesting a door be opened from the other side. Of course, I can’t stop the players sitting at the table together from talking, and telling them they can’t just seems dickish. Plus, the workaround seems obvious: “Open this door 60 seconds after it closes.”
  • I like one-way door mazes because they’re a challenging trap which could conceivably be engineered. But if I’m willing to amp up the magic, I could say that each door is a normal, two-way door so long as there are people on both sides of it. Only when everybody has passed through the door will it become a one-way door. And, so long as any door in the room is a two-way door, none of the other doors in the room exist. (So one can only attempt to move forward once everyone has entered the new room and become trapped in it.)

I’d be curious to hear other’s thoughts on one-way-door mazes.

Picture Thursday 39: "For All that Could Have Been" by Noah Bradley

I like the way the artist divides the viewer’s attention between the figures on the left, and the citadel on the right, even though most of the space is filled with an empty wasteland. Further, I like the fact that only one of the figures really seems to be grieving amidst the graves. The rest have had their attention drawn away by the light shooting into the heavens. Is the lone figure’s grief so great, or has he simply not yet noticed? Do the others stare in wonderment, or do they know what this light heralds? Perhaps another such light is why this graveyard exists in the first place.

Noah Bradley seems like a very interesting fellow, and he’s got loads of art like this. Take a look!

Link: Everyone is John

I take it this has been floating around the Internet for some time, but it’s the first time I’ve seen it, so perhaps it will be the first time you’ve seen it as well.

Everyone is John” is a game which emphasizes the creation of a shared narrative, which places it well outside of my normal wheelhouse*. It’s also competitive, which is strange but kind of cool.

In the game, the players each take on the roll of a single personality within the profoundly incompetent, schizophrenic protagonist; “John.” Each of the players has some very basic skills, and some goals. The players fight for control of their shared body, and try to accomplish more of their own goals than the other personalities do.

At two pages, the rules are worth a read for entertainment value alone. And actually playing the game wouldn’t take all that long. I may give it a try next time one of my players needs to arrive late / leave early.