Monday, May 15, 2017

Kreature Kompendium


Threat N Ink Issue #7 Kreature Kompendium is a zine-size monster book compiled by Jethro D. Wall available via mail order here. It's for old school D&D mostly, but the stat blocks are variable and haphazard, and the mechanical description of special abilities nonexistent. In other words, if you're looking for a meticulously table-ready collection of creatures with novel mechanics, this isn't that book.

This, instead, is one of the inspiration fodder monster books, where the mechanical details come second to having something really interesting conceptually to throw at players. The Kreature Kompendium reminds me a lot of goofy fun bestiaries of old, like the monster book of the Field Guide to Encounters, but at times it has a more modern and knowing absurdist streak like something from the literary New Weird.

In the former category I'd put the Blignag Cocksparrer which we are told "prefer to ride sweet Nash skateboards into battle" although some "have looted BMXs from human victims or received them as gifts from relatives for Christmas." In the latter category is something like The Painting that Paints Itself and the associated random table to determine the PCs reaction.

As those descriptions might indicate, the monsters are a varied lot, other than they are all what you would call "nonstandard." A couple of my favorites: The Charming Tongued Snuggler that thinks it's the Snaggle Toothed Charmer, but its poor understanding of human frailty causing it to suffocate humans with its tongue while trying to drink their blood; and the Destroyer Bitch Goddess whose special attack generates a time loop where that attack is repeated 666d100 times.

It's a lot of fun. The artwork by various artists is evocative, sometimes crude, and always not the sort of thing that would be used in a modern, corporate monster compendium--which is exactly from what you want from a book like this.

If the above sounds interesting, then you should definitely check it out.

Sunday, May 14, 2017

The Mighty

Art by Jack Kirby
In the Country of Sang in the Land of Azurth, there are those born among the human tribes and city-states that have abilities beyond those of other mortals. These are the Mighty.

No one knows why the Mighty are so gifted. Some believe they bear the blood of the Ancients, who had mastered mastered sorcerery and science to make themselves superhuman, while others think that they are specially chosen by forgotten gods. Often Mighty individuals will appear as normal humans until some sort of fateful trial or challenge, but these experiences are merely the catalysts of change not the source of their power.


Mighty Traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. The Mighty live somewhat longer lifespans as mundane humanity, perhaps a bit over a century, but the mature at the same rate.
Alignment. The Mighty may be of any alignment.
Size. The Mighty are powerfully built and generally tall (6 to 7 feet, or sometimes more). Your size is Medium.
Speed. Base walking speed is 30 feet.
Athletic Prowess. You have proficiency in the Athletics skill.
Superhuman Endurance. You can focus your will to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Strength Beyond Mortals. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Fearlessness. You have advantage on saves against fear.

Art by Bruce Timm

Friday, May 12, 2017

Weird Revisited: Five Million Years to Dungeon

The original version of this post appeared in July 2010. I had just rewatched Five Million Years to Earth the weekend before.



Five Million Years to Earth (originally known in the UK as Quatermass and the Pit) was a 1967 Hammer Film adapted from a 1958 BBC TV serial of the same name. This was the third Hammer Film adaption of one of Nigel Kneale’s Quatermass serials, featuring the British rocket scientist, Bernard Quatermass’s encounters with X-Files-esque alien incursions.

For those who haven’t seen it, the film starts with the discover of an anomalous primate skeleton by workmen digging a new underground station in Hobb’s End, London. The large-brained primate is found in strata much deeper than it has any business being. If this discovery weren't enough, digging is halted again when what is taken for a unexploded German rocket is found nearby--only the so-called bomb isn’t magnetic.

Quatermass gets called in, and soon discovers the thing isn’t some V-rocket, but something far stranger--an alien spacecraft. The history of Hobb’s End as “bad place” plagued by ghost sightings and poltergeist activity, and a shape suggestive of a pentagram on the outside of the craft, leads Quatermass to link the presence of the craft with the human perception of supernatural evil. When they are finally able to get inside the craft and find tripodal, arthropod-like creatures with horns--suggesting the horn’s of the devil--Quatermass sees his theory as confirmed.

A few more experiments and a lot more ominous psychic phenomena later, and we find out the aliens are Martians who, like Lovecraft’s Old Ones, experimented on human ancestors and influenced our evolution. Their race dying, the Martian’s came to the “hostile” environment of earth and tried to turn humanity into a mental continuation of their race, if not a physical one. This includes, unfortunately, their violent attitudes about racial purity, which awaken horribly in London humanity in the film's climax.

It occurs to me that this might be a good explanation for dungeons, if one wanted to go in a weird science-fantasy direction, rather than a “mythic underworld” one.

Consider this: a spacecraft from a dying world crashes in the ancient past on a fantasy world. Their psychic power is considerable--maybe they're those perennial brainpower-baddies, the mind-flayers, or maybe they're the thri-keen (why not give those guys something to do for once?). This race goes about influencing the evolution of the world. Maybe orcs and other humanoids are derived from hominid stock, or maybe, in a twist, humans (the moral mixed-bag), are derived from goody-goody elvish or dwarvish stock. Unlike Qautermass’s Martians, maybe our hypothetical race doesn’t stop there. Perhaps a whole lot of dungeon monsters are part of their attempt to recreate all the flora and fauna of their dying world? Other things, like undead, might be manifestations of their powerful psychic residue lingering in their semi-sentient technology. You get the idea.

This would probably work best in a world with only one dungeon (a megadungeon, naturally) where this was the “ultimate secret” in its lowest depths. Who knows, after discovering the spacecraft in the dungeons lowest levels, and mastering (or not) the alien psychic-tech, maybe the PCs go on their own voyage of conquest High Crusade style?

Thursday, May 11, 2017

Three Rooms in Amber

I've been running X2: Castle Amber for my 5e Land of Azurth game. As my session reports suggest, I've tweaked so things and changed other quite a bit. At times, I've got better ideas after I actually run it. I may post all my alterations at some point, but here are the the pertinent encounters in the "color rooms" in Castle Amber:

Overview: I envisioned these rooms as looking like more fanciful (maybe) version of the sort of rooms in Versailles or Schönbrunn Palace. I didn't have good reference in place to get that across to the players when I ran it, though, and it probably doesn't matter much anyway. I won't repeat everything Moldavy wrote that I kept, but only what I interpreted or replaced.

WHITE ROOM: The white carpet is crunchy underfoot with frosty. The walls are dusted with frost. Hard rime coats the furniture. In the center of the room, In the center of the room a giant salamander (over 10 feet long), white and striped with vein blue, lolls on a chaise longue. It's finned tail extends well beyond chair and lazy stirs up snowflakes from the carpet. 

I think actual salamanders are more interesting that lizards for magical creatures. 

GREEN ROOM: The room looks like it might be in an abandon home. The green wallpaper is peeling, vines are growing down the walls. The giant in the center of the room is entirely encased in armor with a vaguely floral motif, and that armor is complete covered in verdigris. He is easily mistaken for a statue until he moves.


I had in mind this image by Eoghan Kerrigan for the appearance of the giant, if it were patined. I want to put a little bit of distance from the Green Knight so it wouldn't be immediately picked up on, but the schtick was still the same.

RED ROOM: A large man (barrell-chested and bandy-legged) in crimson monk's robes over glittering, golden scale armor, sits cross-legged on the floor in a pose of meditation. His skin is charcoal black. His eyes appear to be windows into an internal furnace. His reddish blonde hair glows and smolders like coals.  The man has fallen from the sun; he's one of the countless throngs of dwarfs that make up the sun. They labor at the work of the cosmos and dance and sing radiant hymns to the glory of the gods. The man was into the void in a gout of ecstatic solar toil and fell to earth. 

I utilized the background of my reskins of the Azer here, since I had never put it in a game. I already had another celestial castaway in the adventure.

Wednesday, May 10, 2017

Wednesday Comics: Storm: The Labyrinth of Death

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Labyrinth of Death (1983) 
(Dutch: Het Doolhof van de Dood) (part 4)
Art by Don Lawrence; script by Martin Lodewijk

The giant creature with the multiple jaws holds back from attacking Storm and his comrades. They surmise it must be afraid of the light still emanating from Storm. It's something the monster has never seen before.

The Theocrats guards charge into the chamber. They aren't so luck. The creature begins devouring them.



Storm and friends, while somewhat conflicted about leaving the guards to their fate, realize the distraction they provide is their only hope of escape. Marduk's lackey manages to get away too, by following them.

Next they come upon a chamber full of rotting monster skins. This must be where it comes to shed. Ember notices a whole far up in the domed ceiling. They surmise the creature comes to this place so cases from decay can escape.

Storm comes up with a daring plan. Maybe they can use the skins to create a hot air balloon to fly up to the opening and escape. They cut strips of some skins and wrap them around swords and a shield to make a basket. They attach a balloon made from a large skin with similar strips.

Just as the balloon begins to rise:


The creatures tendrils wrap around Brush-head's leg. Rather than let the creature drag them all to their doom, the rebel leader cuts herself free of the balloon.


As the others rise to freedom, Ember recreates she never even knew the woman's name.

The opening is (luckily) large enough for the balloon to pass through, They kick Marduk's lackey off as they rise into the skies of Pandarve on their way to their next adventure.

THE END

Monday, May 8, 2017

The Inn Between Worlds

Our Land of Azurth 5e game continued last night with the fifth session of our free adaptation of X2: Castle Amber. Last time, the party had opened the gate with the silver keys--and promptly been attacked by an amber lion statue come to life. Two shatter spells meant the end to that creatures, and a load of amber shards as loot.


The party passed through the gate and found themselves in a rather unusual French inn, Bonne Joissance. Unusually because the staff are all fae, including the all woman band. Each will show the party to a door to a different locale where they fight find on of the treasures they are looking for (the same door, but it opens to a different place depending on which band member opens it).

The harp player opens the door to the forest Sylaire and a half-ruined tower upon a tor. There they find Freydis, a faerie queen who sits a vigil waiting for her lover. She will exchange the Sword of Sylaire for the party subduing (but not killing) her lover, now a werewolf under the full moon. The werewolf and his pack attack the tower, but again the mages save the day with a barrage of scorching rays.


When the door is opened by flutist the party passes through a limpid pond and a lovelorn knight, Luc. He's being trying to find a feather to match the one he snatched (and then lost) from the cape of a swanmay as she fled their dalliance at dawn. He's certain he can find a substitute to present to her, but no mundane feather seems to match. He is willing to trade the Ring of Eibon for a feather from the fearsome jubjub that dwells in the nearby forest. Shade the Ranger tracks the bird, and (via speak with animals) she learns it is willing to part with two feathers for something shiny. The party offers up some amber from the statue and gives one feather to Luc, getting the ring in exchange.

The drummer ushers them the hall of Lord Huidemar. Huidemar is very pleased to see the party as their coming has been prophesied. He relates that he is widely known as a fool, but he will become a wise man when they give him the feather of the Simurgh bird. They give him the jubjub feather instead, but he doesn't seem to know the diffference. They get the Serpent Encircled Mirror in exchange.


The guitar player opens the door to the location of the potion of time travel--the dungeons of the debauched sorceress, the Lady d'Azederac. The party interrupts a ritual. Their coming exasperates her but is not unexpected. It has been prophesied that beings from another world would bring her an acorn of gold from Eden. The presentation of this relic would turn her from her iniquities and set her on the path of saintliness. The party presents her with one of their acorns (though not from Eden, of course) and get the potion in exchange.

Returning one last time to the inn, the party uses the items to summon the tomb of Estyvan.

Sunday, May 7, 2017

The Weird and the Unusual


The difficulty with dealing with the fantastic is too-often repeated tropes/ideas become cliches, and kind of unfantastic. The D&D (read: prevailing) view of elves, dwarves, dragons, etc. has thoroughly mundanified and Gygaxian-realismed these things into yawns for a lot of people. Now, it's resonable to ask just how fantastic an element needs to be in a game about killing stuff and taking its treasure, but feeling burned out on the standard tropes has led to a lot of folks reaching for the Weird. It's funny that almost 100 year-old tropes can seem fresh and untrod territory, but fantasy is nothing if not a conservative genre, I guess.

The trouble is, those elements might get a little stale for some people, too, with repetition. So there's the New Weird or gonzo, of course, but I'd also like to suggest that maybe things don't have to be wholly "new." They just have to be a bit surprising, and those surprises can each be employed a small number of times so they stay fresh.

I think looking back to mythology and folklore helps a lot, because there are a lot of forgotten elements in those that make no sense from the modern perspective, and so have tended to be dropped from retellings. Medieval bestiaries are good, too.

Here's an interesting thing I came across a couple of years ago: "mundane" animals as treasure guardians:

Washington Irving notes the folk-belief that the spiritual guardians of buried treasure could take on the form of animals, such as toads. “Wild vines entangled the trees, and flaunted in their faces; brambles and briers caught their clothes as they passes; the garter snake glided across their path; the spotted toad hopped and waddled before them; and the restless cat-bird mewed at them from every thicket. Had Wolfert Webber [a man in search of treasure, but who was unschooled in folk-magic] been deeply read in romantic legend, he might have fancied himself entering upon forbidden enchanted ground; or that these were some of the guardians set to keep watch upon buried treasure.” Diedrich Knickerbocker (pseud.), “The Adventures of the Black Fisherman,” Tales of a Traveller (1825), 2: 356.

So replace a dragon or some other "fantastic" creature with just an animal, acting kind of strange and maybe able to talk. Adventure Time! sort of (I'm sure unknowingly) uses this trope with a frog that serves as a portal to lumpy space:


Monsters that want to chat, instead of kill the party immediately, are also a mythological staple that is not as often done in rpgs (though I try to do a bit of this in Mortzengersturm). This one can hard because PCs are a stabby lot, but it can help put them in the old school mindset of the goal being to get treasure, not necessarily kill things. A loquacious monster is a challenge, not an encounter.

Finally I would suggest the behavioral reskin (this is sort of a broader application of the talking monster principle). We're all familiar with putting new flesh on a set of stats, but a more subtler reskin will sometimes surprise players more. If goblins aren't following their Gygaxian role, but instead all consumed with building/repairing some ancient machine, maybe that hooks the PCs interest? Maybe it's only me, but I think backwards talking derro that can only be understood if you look in a mirror as they speak, move a known monster away from an evil dwarf back to the Shaverian paranoid weirdness.

Those are just some examples, which may or may not work for you, but I'm sure you can think of your own. Instead of trying hard to make things fresh and new, just make them a little odd.