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.

The Depths of the Dungeon Moon: 20+ Questions

THIS DOCUMENT IS OUT OF DATE. PLEASE CONSULT DUNGEON MOON Q & A INSTEAD.

Jeff’s 20 questions are an exercise to help a GM add functional details to their campaign world. The type of details which will actually come up in play, and which the players will probably be curious about anyway. Since I will (eventually, hopefully) be running open sessions of The Depths of the Dungeon Moon, this may be of interest. (I’ve taken the liberty of adding a few questions I thought were relevant. I may add more over time as people ask me questions which seem to deserve answers).

Does the Dungeon Moon have weather?

Yes, and this is one of the few aspects of the sphere which has remained functioning relatively as it was intended to. Clouds, rain, and wind are common. Rain is the primary source of water for most villages. The natural sun provides the sphere with light and warmth, though due to the artificial atmosphere, the sky is always black.

It should be noted that the Dungeon Moon has no seasons.

What races & classes are available to play?

While many intelligent races inhabit the sphere, the only race available to play at present is humans. However, if you wish to play an elf, dwarf, or halfling, you may play those races as though they are a class. If you wish to play an elf, then your character will be a human with a “Spellsword,” or “Warlock” class. Racial options can be expanded beyond humans if the party is able to make alliances with other races.

Currently, classes are restricted to those present in the Lamentations of the Flame Princess core book. Though if you have a different class you’d wish to play, I would be willing to consider it.

Does this campaign include firearms?

Yes, as presented in the firearms section of the LotFP Rules & Magic hardcover. However, they must be purchased at 3x rural prices.

What is the deal with my cleric’s religion?

The gods of the sphere are not far-off, ephemeral deities. Any such god off is too far away to help you. The only gods of the sphere are the gods which live on or in the sphere. Typically these are normal creatures, such as humans, oozes, or even pigs, which have merged with an indistinct divine energy. The process by which this occurs is not entirely clear, but that does not make these gods any less divine. Notably, gods are as vulnerable to attack as any other monster. But they’re not a force to be attacked lightly.

Becoming a cleric involves finding a god, and making an offering to it which pleases it. The god then blesses the cleric, and the cleric may call upon the god’s divine energy to cast spells. This is one of the few non-insane reasons to leave the safety of the towns.

How did my Magic User learn his craft?

The Sphere is a citadel built by the greatest magic user of all time, and inhabited by a society of magic users for hundreds of years. And while those most gifted in the magical arts abandoned the sphere about 40 years ago, there are no shortage of less skilled practitioners willing to trade their paltry knowledge to an apprentice. It makes them feel important, plus apprentices are very useful for trying new spells on. Not to mention the mountains of magical scrolls and spells and devices which are commonly discovered in the depths.

Where can we go to buy standard equipment?

Standard equipment can be purchased during character creation at city prices. After that, standard equipment can be purchased in the town of Stockton at rural prices.

Where can we go to get platemail custom fitted for this monster I just befriended?

No non-human creatures can enter the towns due to the warding enchantments placed upon them. There are blacksmiths in Stockton with the skills to perform the task, but asking them to step outside the town’s protective runes will require a lot of persuasion, and a lot of silver.

Who is the mightiest wizard in the land?

The Motherless Warlock who created the Sphere was mightier than any wizard who came before him, or any wizard who has been here since.

At present, a relatively harmless Necromancer named Laif Arkturus is probably the mightiest wizard known to exist. He’s primarily an academic, but does not hesitate to prove his power and skill when it is necessary.

Who is the greatest warrior in the land?  

In a land with few warriors, the greatest warrior is whomever braves the depths and survives to tell the tale–and does so more than any of the other warriors in the room.  

Who is the richest person in the land?  

The town of Stockton has heard rumors that there is a woman in a far off town called Noshenburg. Her name is Lia Hune. She found an immense treasure in the caverns, and now lives like a queen.  

Where can we go to get some magical healing?  

Aside from any magical healing provided by player characters, or by items they find, there is no magical healing available in Stockton, nor any nearby location. However, each session of play will begin with full hit points.  

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?  

Poison and disease can be dealt with by the Old Herbert the Herbalist. His methods are odd, and he’s never managed to teach them to anyone else, but he can get you fixed up in Stockton for a moderate fee. Where he gets his materials is a mystery, since no plants grow within or even within sight of Stockton. But no one ever sees him leave, and he refuses to tell anyone his secrets. Anything else on that list, and I’m afraid you’re on your own.  

Is there a magic guild my MU belongs to or that I can join in order to get more spells?  

Magic users are free agents. Any “guilds” which may exist are, at best, loose confederations whose existence is not widely publicized.  

Where can I find an alchemist, sage or other expert NPC?  

None of these services are readily available in Stockton at present.  

Where can I hire mercenaries?  

The members of the party are not the only foolhardy young folk, eager to leave town. Stockton is full of whippersnappers eager to “Step over the line.” Unfortunately, they are universally untrained.  

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?  

Showing weapons within towns is generally considered impolite, but most people are understanding when they know that a person frequently leaves the safety of the town’s protective charms. People’s opinions on Magic Users tend to go either way: either they’re “the ones who got us all stuck on this rock heap,” or they’re “the ones who might figure out how to get us off this rock heap.”   Most towns are very small communities, and don’t have much in the way of formalized laws.

Which way to the nearest tavern?

Stockton has no booze. This sad fact has led people to develop some very strange hobbies.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

There is a herd of Acidhoof Antelope outside of Stockton. Ending that threat would mean that the few trade caravans which exist would make their way into Stockton more often.

Are there any wars brewing I could go fight?

No. Most people are afraid to leave their own towns, so war is out of the question.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

The town closest to Stockton, Aberton, has such a place. Recall that these places have no booze, and thus people tend to develop rather odd hobbies. Fortunately, this barbarism has been banned in STockton.

Are there any secret societies with sinister agendas I could join and/or fight?

Plenty. But they are secret.

What is there to eat around here?

Flavorless, disgusting gruel. And water. The gruel congeals from the air each day in a giant dish at the center of every town. It’s probably all you’ve ever eaten. If you were lucky, your parents were able to give you a loaf of bread for your birthday one year, and it was the greatest birthday gift you ever received.

On the Sphere, actual food is one of the greatest treasures you can uncover.

Any legendary lost treasures I could be looking for?

It is said that somewhere on the sphere–everybody has a different idea of where–is a lush valley of vegetation. To find this, and to be able to distribute its bounty across the sphere, would make a person wealthy indeed.

Where is the nearest dragon or other monster with Type H treasure?

It’s nothing more than a rumor, but when Ulfric of the Blasphemous Dead left the sphere, it is said he left his gold and many of his magical devices behind. It is also said that he left four undead hekatonkheires to guard his citadel in case he ever chose to return for his things.