Showing posts with label Observer's Book of Monsters. Show all posts
Showing posts with label Observer's Book of Monsters. Show all posts

Friday, 23 June 2017

New monsters

I found out about Campaign wiki today. I don't even know what I was searching for. Monsters, sure, but I'm not really sure what, because I spent so long being fascinated I forgot what I went for. Good isn't it?

Anyway, I put up a couple of things that I've been thinking about. The Blood Goblin has been in my mind for a very long time, I just like the 'Haemogoblin' joke, and the Poison Dwarf was something I thought of the other day, I don't know why ('The Poison Dwarf' was a nickname given to a character in the TV show Dallas back in the 1980s, why it should pop into my head a few days ago, I cannot really explain). The Glue-vine is also based on a joke of course, this time one I was preparing for John M Stater's great (but sadly abortive) Strange New World. I had a bunch of stuff that I was working on but it never came to much. Shame really, I liked the idea of collaborative planet-building very much.

Here goes anyway, 3 new(-ish) monsters, or maybe just my idiosyncratic take on some common enough ideas.

I hope I've got the stats about right (I don't really understand ascending AC or challenge ratings by the way, so I might be slightly out on those).


Blood Goblin

Blood Goblins (or Haemogoblins) are pale vampiric Goblins that live with other Goblins, especially underground. Whether they are a separate race, the mutant offspring of regular Goblins, or under a terrible curse, is unknown. If the Maze Master wishes, up to 1-in-6 regular goblins may be replaced by Blood Goblins. Blood Goblins have a -1 penalty to fighting in full daylight and use neither missile weapons nor blunt weapons. They prefer melee and will only use slashing weapons, or their own claws and teeth. If a Blood Goblin wounds an enemy, the wounded enemy will continue to slowly bleed and lose 1hp/round until healing takes place. This is because Blood Goblin saliva (regularly applied to weapons and claws by licking) prevents blood clotting. Furthermore, if it is still alive, the Blood Goblin will be able to track that enemy (at normal movement) until it is healed.

AC 5(14), HD1-1, ATT 2 claws/1 bite/weapon DAM 2d4/1d6/by weapon MV 90’(30’) NM ML7



Poison Dwarf

Poison Dwarves (or Dwarfs) are a chaotic race of Dwarves generally found far underground in small groups of 3d6, or in the castles of Fire Giants, where they sometimes work as weaponsmiths and armourers, at which they excel. Their metal armour always counts as 1AC point lower (higher) than is usual for its class (eg, chain counts as chain-and-shield, plate counts as plate-and-shield etc). Their skin is a mudlike colour, generally a glistening greyish brown. Like many Dwarves, they favour smashing weapons in combat, especially maces and warhammers. They are very strong and have +1 damage. If a Poison Dwarf wounds an opponent in melee, there is a 1-in-6 chance that the opponent will need to make a save v Poison (failure means immediate collapse followed by death in 2d6 rounds, success means all actions at -2 for 6d6 turns). If the corpse of a Poison Dwarf is looted (for example, to retrieve the superior armour) then unless the player states the PC is taking precautions such as wearing gloves the PC will have to save v Poison for the same penalties.  Poison Dwarves are immune to all poisons, and only take ½ damage from fire-based attacks.

AC 4(15), HD1+1, ATT 1 weapon DAM by weapon MV 90’(30’) D1 ML9



Glue-vine

A glue-vine is a large carnivorous plant found in hot swampy, forested and jungle conditions, consisting of a central bulb and a number of sticky barbed tendrils. It will have d4 tendrils for each HD it has, up to 4HD, which can spread up to 20’ from the central bulb. These tendrils can be seen (same chance as for secret doors) if PCs are searching the area. Otherwise, when one or more PCs enter the area, the glue-vine surprises on 1-4 (on a d6). The tendrils are barbed, strong and constrictive, pulling the prey back towards the central bulb. Any PCs hit by a tendril must save v paralysis or be dragged into the centre of the plant where they will be digested over d6 hours (take d20 acid damage per hour or part thereof). PCs cannot fight the glue-vine from the inside due to paralysis, they must be rescued from without. Attacking the glue-vine with fire will also deal ½ damage to the plant and ½ to anyone trapped inside. Cutting off all the tendrils will result in the glue-vine closing itself up completely and squirting a paralysing sap over itself; anyone in contact with the glue-vine (attempting to rescue a comrade from inside, hitting the central bulb in melee) must save v paralysis or be stuck. The glue-vine will then slowly grow new tendrils at the rate of 1’ per day. Though they do not collect treasure as such, killing a glue-vine will undoubtedly reveal the possessions of its victims, which may include coins, gems and magic items (more for larger, older plants with greater HD).


AC 2(17) (bulb) 5(14) tendrils: HD1 to 4 (tendrils have d4 hp each), ATT d4 per HD DAM paralysis + d20 per hour MV0 but can reach up to 20’ ML12




For completeness, here's the 'Glue Vine' write-up (not exactly identical, in the 24th century, hyphens are old hat) that I originally planned to send to John:



Glue Vine (radix glutinosa Keplerii-Szermankovai): this is a large plant which derives nourishment from entrapping and dissolving prey. The plant has a central bole between 1-3 metres across and numerous roots that burrow beneath the surface. These are of two types; there are tough, short ‘anchor roots’ which hold the plant stable, and long ‘vines’, the tips of which project about 0.5 metres above the soil, at a distance of 2-5 metres from the body of the plant. These roots produce an extremely sticky (70+ on the Buchanan Scale) sap that gives the plant its name. When prey – typically for this plant a small herd herbivore known as a Swamp Pig – wanders into the root-zone, it can become stuck to the roots. The plant then begins to contract its root, dragging the animal slowly within the main body, where it is dissolved by the virulent digestive chemicals in the plant’s inner core.


Sunday, 22 January 2017

One more for the Observer's Book of Monsters


The Fossegrim ('Waterfall-spirit') is as its name suggests a spirit that lives in a waterfall. They are always male and mostly found in Scandinavia. In Sweden they are sometimes called 'Stromkarl' ('River-man'). They are very talented musicians apparently, and can with gifts of food sometimes be tempted to teach their skill with fiddling and harping to mortals. They also mate with females who go bathing at the waterfalls; if the offspring of this union is male, it will on reaching adulthood reveal its Fossegrim nature and find a waterfall to inhabit.

Distribution based on approximate usage of the term 'foss' (Norwegian, Icelandic) or 'fors' (Swedish, I kinda guessed about distributions); in Northern England, especially in North Yorkshire and Cumbria, there are many waterfalls called either 'Foss' or 'Force', so it seems reasonable that Fossegrimen live in them.

Sunday, 8 March 2015

My one-time 'Dark Age' campaign...

Jens D over at the Disoriented Ranger has been asking me about my Arthurian campaign that I never really ran but did a lot of work preparing. This is mostly because Jens is working on his 'Lost Songs of the Nibelungs' project, and his AD550 setting is conceptually pretty similar to my AD500 setting... his is focussed more on Germanic Europe (though not exclusively) and mine was focussed more on the ex-provinces of the Western Empire (particularly Britain, but extending into other areas, both in and without the Empire); but neither of these settings is considered to be exclusive an anyway, they're only 50 years and a few hundred miles apart - practically identical in gaming terms, no?

So what is there to say about my Arthurian setting that I haven't said already?

Well, first it's so old-school it barely exists electronically at all. I 'wrote' it - what I wrote at all, and didn't just imagine - using a curious system called 'pencil and paper'. I have some things, written and overwritten and scribbled out and recopied and changed on other bits of paper. That's going to make it difficult to actually stick up here.

Secondly, I never really ran it as such. It was just a structure to hold things together. The players would be operating in this world with big plots going on around them that they could interact with but the basic nitty-gritty of being murder-hobos would be... well, pretty much the same as most other D&D games. They'd still be going round taking rewards from villagers who needed saving from the Orcs who'd taken up residence in the caves north of town, or tracking down rumours as to where the Wizard Valerian had his tower so they could loot it. That sort of stuff. Only, conceptually, the Tower of Valerian might be an old Roman watch-tower, and the silver coins that the party got as a reward for killing the Orcs would be sesterces.

I started with a bunch of assumptions. Some were about the 'story' aspects and some were about gaming, how the rules would work. The two aren't separate of course, but teasing out the different aspects is probably easier if one assumes that they were. So I'm going to to describe the assumptions about the game-world first, and then specific rule-tweaks or interpretations that flow from that.

Firstly, that the earliest legendary or pseudo-historical sources for 'King Arthur' and the history of Britain were more-or-less accurate. So, in this conception, Arthur was a warleader who fought against both 'Saxons' and other British leaders, fighting a series of battles in various parts of Britain. These battles are numbered; these numbers would provide an approximate framework for the passage of 'campaign time' over several years (it became 9 years in the end). The locations would also pattern the geographical space of the campaign as well as the time. I fixed the locations and used these as the regions of Britain that the adventurers would be adventuring in. The assumption would be that the results of the PCs adventures would somehow affect the overall structure of the story in the campaign-world. For example, if the PCs were successful in disrupting the humanoids' plans in 'The Keep on the Borderlands' (in this instance, relocated to the East Midlands of England, near Peterborough if I recall correctly) then this would mean that at the subsequent 'Arthurian' battle in space & time (at the ford of the river Dubglas in Linnius, which I took as being in Lincolnshire), the humanoid enemies would not be able to send their full contingent to the battle. Of course, if the PCs failed to significantly disrupt the humanoids'/evil priests' plans, then the humanoids would march off to battle undisturbed, making the eventual victory of Arthur's forces less likely. In this way, the PCs would be acting as commandos or partisans, disrupting the enemy's supply lines and infrastructure, in order to make it more difficult for the forces of chaos to wage war.

For reasons already explained elsewhere, I identified the Angles with Orcs, and played many of the invasions of the lands of the Empire, and sometimes the races inhabiting it, as being by 'monsters' or demi-humans - apart from Angles = Orcs (also, Orkney ie the Orcades would be Orc-islands - it was much later and mainly for a joke that I decided that most of Northern Englland should be 'Orkshire'), Goths/Jutes = 'Giant races', Franks = werewolves, Irish (Gaels) = Ghouls, Greeks (Hellenes) = Elves and the Langobardi (Longbeards, Lombards) = Dwarves. Later I decided to assimilate the Burgundians to the Nebelungs and make them Dwarves too, and the Danes (and any other Dan- or Tan- names) Elves of the 'Tuatha De Danaan'. Mostly I was assuming that things would be set in Europe but I was also working on other areas being visited - in which case Uruk in Mesopotamia would be an Orc-city, the former kingdom of Elam would be a land of Elves and Judea, much like the land of the Eoten in Scandinavia, an abode of Giants. This is what is currently what is feeding into the idea behind the 'Observer's Book of Monsters' - monsters have particular distributions based on their legendary distributions.

Second, I assumed that some of the really fantastical sources had some validity in terms of quests and whatnot; the Quest for the Holy Grail, which in some ways is a retelling of a story about sailing (possibly to Ireland?) to find a magic cauldron (itself a theme of other Celtic legends) can be part of the overarching plot too. So, I knew I wanted a plot about a quest for a cauldron. Swords, too - the Sword in the Stone and Excalibur (AKA Caliburn or Caladvwlch), the finding and getting and losing of which play an important part in the stories of Arthur would be important. Celtic legends mention swords as well as cauldrons. In fact there is a quartet of treasures from Irish legend made up of a sword, cauldron, spear and stone. These are the four treasures that appear in Alan Garner's Elidor; and I wanted to take the idea from Elidor and such works as Song of the Dwarves (by Thorarinn Gunnarson, who it seems also wrote some Mystara-based fiction) the idea of linked adventuring worlds too.

The Four Treasures - two of which had become the direct objects of mythic quests already - would each be linked to an element in the classical system of elements (Earth, Air, Fire and Water). Each element would also be linked to a race. This goes back to a very early stratum of my campaign-design, the first campaign notes I ever wrote in about 1981. Back then, I assigned the elements on the following basis: Dwarves - Fire; Elves - Air; Halflings - Earth; Humans - Water. This time, I assigned them as Dwarves - Earth; Elves - Air; Humans - Water; Orcs - Fire. The four races in turn would each be properly linked to a home-world that the players would journey to. This world-element-treasure-race linking would then determine the character of that homeworld/adventure zone.

So, I had four linked worlds, each with its own special treasure, each the home-world of a particular race, and some idea that the point was that the players adventure through these worlds as part of their mystical questing. The overarching quest-thing (following the years of fighting in Britain with odd side quests) would be a sort of restoration - the idea would be to get rid of a treasure that didn't belong, and restore it to its rightful world. The first of these quests would be to take Arthur's air-sword (by a process of assimilation this I considered to be the Sword of Nuada Argetlam, AKA Nodens, AKA Ludd Ereint Llaw, formerly worshipped at Lydney in Gloustershire) to where it belonged - the next world along, which would be the world of Air/Elves.

This was going to be the world of Warhammer. Yes, each world would have its own rule-set. The world of the Elves would be governed by the rules of WHFRP, and completing quests there would lead to the next world; the world of Orcs. This would be accessed from Warhammer World by finding the Fire-Spear, would be governed by a mish-mash of the Runequest and Stormbringer rules, and would feature a geography that was substantially the Young Kingdoms with as much of Glorantha as I knew about mushed into it, up in the north-east corner. Restoring the Fire-spear to the Kingdom of Org (a realm of degenerate ab-humans in the Young Kingdoms, located in the Forest of Troos, which with the addition of Trolls from the Runequest setting became an ancient Orkish kingdom in my conception), the next bit of the journey through the worlds would see the PCs finding the Earth-stone and taking it to the next world, that of the Dwarves, where they would find that they were in Middle-Earth.

Now, I know the Tolkien's Middle-Earth is also our Middle-Earth. But then, the world of the Young Kingdoms is also our Earth, as Elric proves when he summons the soul of Roland. It doesn't matter. In this campaign, they're all linked parallel worlds. Anyway, in Middle-Earth, the PCs would restore the Stone (of Destiny) to the Dwarves, and then find the final treasure, the Cauldron that they were after all along, and return to our world with it, thus restoring the cosmic balance and all that jazz.

That then was the overarching conceit of it all. Pretty much every bit of D&D stuff I owned, as well as all the Warhammer, MERP and RQ/Stormbringer stuff I had, was going to be shoe-horned in somehow. There would be about 9 years of battles and adventuring in our world - which I more or less assume would mean that in the first year, they'd be First Level, and in the ninth year, they'd be Ninth Level - and then instead of settling down to build a lordship and a dynasty, I thought I'd send them on a weird dimension-spanning quest. In each world they visited, they'd have to translate that character into a functional equivalent in the new system. It never reached that point, but I'd have been perfectly OK with them leaving that character in that campaign world and bringing another character along to the next world, should they decide to do that (or you know, if someone died).

As for assumptions about rules, the most important was that - as I outlined in a post the other day - what was in the books was assumed to map onto reality as it was perceived by the people involved. Armour, for instance. I assumed that 'plate mail' in the rules meant 'the best armour you could get'. Therefore, the best armour in the late C5th arguably being old Roman armour, I reasoned that this must be functionally equivalent to plate. Everyone wearing 'plate mail' in the sources I had must logically have been wearing lorica segmentata, as there was no such thing as 'plate mail' in AD495. I did wonder about cross-bows - as far as I knew at the time (pre-internet days!), though the Romans had ballistae, they didn't have personal hand-held cross-bows. But for the most part, I used the weapon- and armour-lists as written.

One major change that I decided on was to scrap the Experience rules. Character advancement is painfully slow in OD&D, as John Arendt points out in this very cromulent post from Dreams in the Lich House. If it takes a First Level Fighter the same amount of combat as embodied in 200 Orcs to reach Second Level, whereas in modern games it takes the combat necessary to defeat 3 Orcs, this explains two things: why my current party spends so much time complaining that they're never going to reach Second Level and if this were Skyrim they'd all be 3rd Level by now (they've defeated 3 Fire Beetles, 3 Robber Flies, 1 Giant Centipede, 4 Acolytes and a L3 Cleric), and also, why I never managed as a player to take a character past 3rd Level. My revised conception (as these events were all going to take a long time, ie several years) would be that each year would constitute a Level. The first year of the campaign would be AD487; this would be the year of a lot of First Level adventuring round the East Midlands and the Battle of the River Glein (the Lincolnshire Glen); the second year of the campaign and Second Level aventuring would also mostly happen in the East Midlands, culminating in the battles of the River Dubglas in Linnuis (also Lincolnshire - I don't want to get into arguments about 'actual' sites, I picked some that made some sense to me). Eventually, after 9 years of adventuring, the last battle would be Badon Hill in AD495. Jens D is currently examining some other aspects of the question of time over at Disorientated Ranger in this post.

Otherwise, everything was pretty much as written, I didn't have to change very much. I wasn't overly concerned about the vast amount of gold in D&D for example, I really don't care if the economy is inflationary, though at various times I've tinkered with reforming the coinage. But it isn't all that important in the scheme of things.

Sunday, 1 February 2015

Goblins galore!


A shot of some of my goblins that I was painting up for Kings of War... well, they languished in the box for a while, like 18 months, until yesterday when I got my paints down from the loft and painted their hats red. I'd decided that they needed more colour, and remembered the Redcaps of fairly folklore. What could be better for these be-capped Night Goblins? OK, technically the goblin 6 from the left in the front row is not a Night Goblin, but I only have a certain quantity of Goblins, and I was one short for this unit. Look, he's in a Night Goblin unit, he'll be statted as a Night Goblin (if I ever play a game where they're not just statted as 'Goblins').

So... still got a lot of work to do on these to get them looking 'nice' (if they ever do, I'm a rubbish painter) but I thought I might post them here. I looked up Redcaps - I didn't know that they were particularly from Northern England and Southern and Central Scotland. Perhaps they deserve their own entry in the Observer's Book of Monsters?

Sunday, 4 January 2015

The Observers' Book of Monsters

I've been quite excited by the posts on The Disoriented Ranger that Jens has been posting about his new idea, ''The Lost Song of the Niebelungs". It seems to me that what Jens is attempting to do is to tailor D&D for a Volkswandrung/'Dark Age' setting of Seigfried, Beowulf etc.

Because Jens is doing hard stuff like trying to see how character advancement works and trying to find suitable names for attributes, whereas I just do crazy things like tell him heroes need to be adopted by Dwarves, I'm just riffing off the idea of setting a game in Early Medieval Europe. That was one of the settings I tried to make D&D work in, back in the day, as an 'Arthurian' campaign.

So, because I can just make stuff tangentally connected to someone else's project, I thought I'd show some of my latest silliness. I have made some maps for a hypothetical 'Observer's Book of Monsters'. For those who don't know the Observer's Books, they were a series of field-guides to various subjects (Birds, Aircraft, Football...) published in the UK from the 1930s onwards. And thinking about what monsters might live in different parts of Europe (for Jens' game, of course) got me thinking about how to show the distribution of monsters and thus the 'Observer's Book of Monsters' was born... a new topic which I'm going to be adding to over coming months I suspect.








Maybe not terribly accurate but I had fun making them. I am quite prepared to consider doing this in a more disciplined and organised way, however. If anybody wants to say 'no! What you have failed to take into account is the Spanish Centaur found in depictions from the 3rd Century BC from Guadalquivir...' or whatever, I'm quite prepared to listen.

I'm not looking forward to mapping the distribution of the European (or Common) Goblin however. I suspect that's 'all over the place'.