Wrathofzombie’s Stab at the Monster Manuals- B

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Barghest [Pathfinder, Castles & Crusades, Monster Manual]

All three books have a slightly different version of what the Barghest is and none of them wholly appeal to me.  Reading wikipedia for another form of reference (not to mention real life folklore on the beast) I decided that I like the idea of a Barghest (inspired by Bram Stoker’s Dracula) being an intelligent beast constantly filled with hate and self-loathing.  It looks at humans and desires to be just like them.  The creature lingers on the fringes of civilization watching and waiting for the right moment to strike.

When possible it will approach a lone target and attempt to befriend them (usually this doesn’t work) or just outright attack.  Barghests are conflicted in their actions.  They act violently against the target ravaging their body and mind as they consume their flesh and soul.  Barghests are assailed with visions of the person’s life and emotions.  This lasts for roughly a week during which the Barghest believes it has a place to belong.  Once the visions leave the creature turns its sights on the rest of the family.

Feed: The Barghest sustains itself and its misery by feeding on the flesh and souls of humans.  The creature gains access to the victim’s emotions, memories, and gains the ability to sound just like the victim.  This effect lasts roughly one week.

Shape Change: A Barghest can change shape between a black wolf and its natural form.

Unluck: The despair of a Barghest saturates the area around it.  Things break, accidents happen, people tend to be more irritable.  Mechanical Option: A GM could decide that this unluck aura causes all targets in area to roll any test twice and take lower of the two rolls.

Possible World Knowledge

  • Barghest’s are terrified of their visage and will shatter any mirror they come across.
  • Barghest’s target beautiful or extremely talented people.
  • Barghest’s cannot stand the laugher of children.
  • Barghest’s are minions of demons [F].
  • Barghest’s are weak against silver [F].
  • Barghest’s cannot move in the sunlight. [F].

Basilisk [Pathfinder, Castles & Crusades, Monster Manual]

 

As with the Barghest I’m not really a fan of the various books incarnations of the Basilisk.  I think that Pathfinder lost some cool flavor by explaining the creature as such, “called the ‘king of serpents’, is in fact not a serpent at all, but rather an eight-legged reptile with a nasty disposition…”  That really doesn’t invoke any feeling of dread or mysticism for me. I’m more in line with J.K. Rowling’s version of the Basilisk.  It is the king of serpents, spiders flee before it, the crowing of a rooster kills it, etc etc.  That is a cool and powerful foe that has a crafty way it can be killed.

Stone Gaze: Anyone who is caught by the Basilik’s gaze is turned to stone.

Poison Fangs: The Basilik’s fangs are extremely deadly.  Those pierced by the fang must make a constitution based save or die a horribly slow and painful death.

King of Serpents: All other snakes are cowed by the Basilisk and will not fight it and will attempt to get out of the creatures way.  Spiders flee from the creature and its general vicinity.

 Possible World Knowledge

  • The Basilisk’s fangs are extremely poisonous.
  • A Basilisk’s gaze turns a person to stone.
  • The Basilisk is immune to its own gaze.
  • The Basilisk’s scales are coated in a slimy toxin. [F].
  • The Basilisk has the ability to control people with its gaze [F].
  • The Basilisk is immune to fire [F].

Behir [Pathfinder, Castles & Crusades, Monster Manual]

The Behir is basically a dragon with legs.  It has a breath weapon and can rake with its claws and yadda yadda yadda.  Pathfinder and MM make reference or elude that it is an offspring or part of the genus of Dragonkin, which is boring.  I started pondering on how this creature could become more frightening than just a derivative of a dragon and I started thinking about creatures in the real world.  A hobo spider is pretty fucking scary, but do you know what is more frightening than that?  A spider that can kill a hobo.

There is a particular type of spider (and I’m completely blanking on the name- but basically it is a smallish version of a daddy long-leg and has a pretty much all white body).  These little bastards actively go after, kill, and eat hobo spiders, and are pretty resilient against the hobo venom.

What if the Behir is a dragon killer?  It is extremely resilient to a Dragon’s breath (it can still be hurt by it) and maybe it has a poison that will slowly cause a scale rot on a dragon or something.  Maybe it takes days or weeks or whatever for the dragon to die and this fearsome creatures just bides its time?  What if you take the wasp approach and the Behir lays eggs in the Dragon’s stomach that hatch and eat their way out?  If you’re a GM that has benevolent dragons or even evil ones that are in desperation, this could be a worth adventure or thing to encounter.  A sick dragon fighting to the death only to roar in pain and die mid-fight and these small Behir baby larva things come bursting from the dragon’s belly.

 

Beholder [Monster Manual]

I have a love-hate relationship with a Beholder.  They are frightening and weird and scary and awesome.  However their sheer ability to kill every-fucking-thing-they-come-across-in-the-blink-of-their-multiple-eyes just kinda chaps my ass..  I generally end up ignoring half of their powers or use them all at various times..  but the whole casts X of these kickassery powers at will gets to be too much.  However I think Beholders can be left as is because they are already fucked up and unique.

Belker [Monster Manual]

Plainly an anti-smoking ad.  Not to mention part of the description is, “they are very reclusive, and have no interest in the affairs of others.”  Ummm.. why even open your mouth?  Nix.

Bugbear [Pathfinder, Castles & Crusades, Monster Manual]

I want to give Bugbears in my setting a different edge than the standard “they are the largest goblinoids and love to cause pain and misery just because.”  I like the idea of Bugbears being this creepy disgusting creatures that live in the wilds.  They have no association with the other Goblinoids, because they too are fearful of Bugbears.

The Bugbears worship spiders.  I don’t mean in the Drow sense, where Lolth gives them guidance.  I mean they just worship spiders; gigantic Arachnids that would as soon as eat them as let them follow them.  Certain Bugbears, chieftains or shamans drink small does of Spider venom and have “visions.”  These insane ramblings are the doctrine of the Bugbear people.  It’s interesting enough to hear people talk and prophesize when they are on shrooms or LSD, but to be on potent venom, I think that could be entertaining (in a fantasy setting- I don’t need to hear a person’s death rattle from ingesting rat poison)!

Bugbears would still be lumbering dangerous beasts that live in clans or war tribes, but their structure and would make no sense to outsiders because of the way it is “ordained.”  How do you argue or communicate with a group of creatures that believe eating the intestines of fallen enemies instills them with increased strength because their leader high on spider venom told them so?  With a sword.

Possible World Knowledge

  • Bugbears exist in tribes that often war with one another.
  • Bugbears prefer to have a few charge directly in while others flank and catch opponents off guard.
  • Bugbears use poison to gain visions that they believe guide them.
  • Bugbears have poisonous fangs [F].
  • Bugbears have the ability to communicate with spiders [F].
  • Bugbears serve a powerful spider god [F].

 

Bulette [Pathfinder, Castles & Crusades, Monster Manual]

Bulette’s are cool.  They work because people fear sharks.  You describe this thing as a shark with hard armor and its on land and its coming at the players.  They’ll start paying attention.  The only thing I really changed on them is that they are able to move through rock and earth as though it is water, really going with that “land shark” angle.
This ferocious hunter literally swims through the land and leaps out and attacking, sometimes swallowing enemies whole.

How to utterly ruin a monster.. domestication.


Wrathofzombie’s Look at Monster Manuals- A

Knowledge: I like giving my players conflicting information on creatures, because it makes it so they have to deliberate on what is the most effective and true piece of information.  I will include a few of these with the monsters.

Back to the Index

 

Aboleth [Pathfinder]

Aboleth’s are an ancient and vile race that dwells deep in oceans and lakes.  They consider themselves superior to all creatures and have no qualms enslaving or killing en mass.  Aboleth society is so foreign that not much is known about it.  These creatures have an insatiable thirst for knowledge on what makes other life forms function.  They use their Transmute Flesh ability to push the boundaries of reality and create horrors that serve them in all sorts of diabolical ways.

Mucus Cloud: The Aboleth is able to secrete a viscous cloud of mucus that hovers about them.  This substance, when absorbed through the skin, creates a euphoric effect in the victim.  Prolonged exposure can result in addiction and dependency.  This ability is only useable in water.

 Slime: On a successful attack from one of the Aboleth’s tentacles the target must make a Constitution based save or watch in horror as their skin begins to soften into a slimy membrane over 1d4 rounds.  The creature’s new skin is soft and tender, which reduces their Constitution by 4.  Creatures that are afflicted by this must keep their skin moistened or it begins to crack and bleed.  The target is now considered aquatic and gains all the benefits and penalties of that.  Remove disease will cure a person of this ailment.

Transmute Flesh: The Aboleth enjoy figuring out what makes a creature function as it does.  They are able to morph and shape a creatures flesh in new twisted and vile ways.  A target must make a Constitution based Save to resist the effects of this ability.  An Aboleth can safely use this ability once on a given target every 24 hours. Any further use that risks killing the target (target takes 1d4 Con damage per other attempts with a failed save).

Possible World Knowledge

  • Aboleth’s are ancient.
  • Aboleth’s have a fear of fire.
  • Aboleth’s are the creators of many horrors across the world.
  • Aboleth’s are giant carnivorous fish [F].
  • Aboleth’s are able to read thoughts [F].
  • Aboleth’s are benevolent to those who serve them well [F].

Angels/Archons/et al.

I do not like to have any form of celestial creature as an active character in my game.  I look at the stats of some of these creatures in 3.x and Pathfinder and think why the fuck is there even heroes when these bitches can do all that they can?  Why are players out there fighting demons and devils when Angel’s are so much better equipped to handle the task?  Kinda defeats the purpose.  I tend to handle any sort of divine interactions as visions.  It’s probably my Atheist nature but I rarely have Gods heavily involved.  They may have some influence or sway, but mostly aloof about the mortal realm as a whole.  Nix.

 

Ankheg [Pathfinder]

 Ankheg’s are a plague to the rural areas.  These creatures are roughly the size of a horse and love to feed on livestock.  Ankheg’s live underground and use their pincers and saliva to burrow.  To attack prey they use their tremorsense to get right beneath them, bursting from the earth and dragging food back down.

Another problem for livestock owners lies in how an Ankheg reproduces.  The beast fertilizes its own eggs and then lays its eggs in a thin line on the grass where livestock will eat them.  The eggs that aren’t destroyed (3d4) settle in the creatures gut and begin to gestate for roughly 2 months.  At this point the eggs hatch and the larva, reaching up to 1 ½ feet in length, begin eating through the creature’s stomach.  Only at this point is it evident that something is wrong with the creature.  The larva will eat through the creature in roughly 1d4 hours and then begin to borrow into the earth.  Once deep enough they will create a burrow that will house them while they pupate for 1 month into an Ankheg.

Acid Spit: When an Ankheg is agitated or afraid it can spew a glob of sticky acid up to a distance of 60 ft.  The acid does an initial 3d4 damage and an additional 1d4 damage per round that the acid is not cleaned off.  It takes an Ankheg’s glands six hours to produce enough acid that can be spit, thus the creature tends to save this until it is in a flight or fight mode.

 Tremorsense: An Ankheg has the ability to feel creatures walking above it or around it due to tiny hairs on its legs that pick up vibrations from the earth.  Ankheg’s use this ability while burrowing to get right below a creature and surprise their prey.  Creatures get a -2 to any perception rolls when an Ankheg uses this against them.

Possible World Knowledge

  • Ankheg’s are afraid of fire and will skitter away from it.
  • Ankheg’s favorite meal is cow.
  • Ankheg’s are as intelligent as a dog.
  • The Ankheg’s chitin provides protection against acid [F].
  • Ankheg’s are as intelligent as a man [F].
  • The Ankheg creates a cloud that kills animals and crops [F].

Ant, Giant [Pathfinder]

There really isn’t much that can be done with Ants.  At best you can make variants of ants.  Fire ants do an extra d3 burning damage and maybe attackers take 1d3 damage from heat by being close to them.  That’s about as far as it goes.

Aranea [Monster Manual]

 Zak S. really has a point that there are just too many fucking versions of spiders in the various monster books.  The Aranea can talk, shape change, AND cast spells.  Its shape change ability is limited though.  Natural form, human form, and a hybrid human/spider form…  so basically it is a not-totally-evil Drider thing..  While it may be cool for players to encounter it..  I think that it is so hard wired into player’s brains, “AH SPIDER! KILL IT!” That it wouldn’t get much out in the way of a dialogue or something alternate than a slug fest.  Nix.

 

Assassin Vine

The Assassin Vine is a dangerous adversary to those traveling through heavily wooded areas.  It blends in perfectly with the surrounding flora and is almost indistinguishable save for its trunk which has a blood red tinted bark.  Assassin Vines survive on bodily fluid of creatures, once done it drops the carcass to the ground.  The ground littered with skeletons tends to be the only warning of the plants, and by then it is often too late.

Entangled: The Assassin Vine will attempt to entangle a target so as to absorb their bodily fluids.  This is resolved as a normal attack, however for each additional vine that dedicated to the task, it receives an additional +1 to its roll.  Targets take no damage from being entangled.

 Vitality Drain: Assassin Vines live off of the bodily fluids of those they capture.  When a vine attacks it attempts to force its tendrils down the creature’s throat and absorb its bodily fluids.  If a target is entangled on the next round they must make a Constitution based save or lose 1d4 Con.  Each round this test is made.  Once the target reaches 0 Con they are dead and are a dehydrated looking husk of their former self.

Berries: After an Assassin Vine has fed berries will grow from its stalks.  These berries contain the blood and life essence of its prey.  If a berry is eaten it restores 1d4 HP.

 Possible World Knowledge

  • The berries of the Assassin Vine are filled with blood that restores vitality to those who eat it (1d4).
  • Assassin Vines sap can be used in alchemy potions.
  • Assassin Vines are immune to fire [F].
  • Assassin Vines are intelligent and see out their prey [F].
  • Assassin Vines have extremely poisonous barbs [F].

Animals (Including Herd) [Et Al.]

I really don’t need to go into the various animals in the monster books; either a GM will use them because they fill a niche in their world or serve a purpose.

Athach [Monster Manual]

This is just a dumber and smellier version of an Ogre with an extra arm on its chest.  When I get to Ogre I’ll discuss this in more depth. Nix.


Wrathofzombie’s Stab at Monster Manuals

I talked about some of the awesome ideas floating around the blogsphere about monsters, their various incarnations, and how they are handled (by myself and others) and how it inspired me to jot down my ideas as well.

Monsters…  Creepy and frightening things that go bump in the night and keep people huddled together in their homes.  Monsters have been a staple of role-playing games since the beginning, however somewhere along the way they became bland and generic.  An attempt was made to make it so these monsters could be fit into any setting.  The flavor was lost.  Recently many blogs and authors have discussed or began to recreate monsters.

I decided to look at the Pathfinder Bestiary, Dungeons and Dragons 3.5 Monster Manual, and Castles and Crusades Monsters and Treasure as well as a plethora of awesome OSR blogs and historical reference to change the monsters into something I and my group would think was fun, cool, and entertaining.

This post will contain links to each of the entries as they come out.

A Monsters

B Monsters

C Monsters

D Monsters

E Monsters

F Monsters

G Monsters

H Monsters

I Monsters

No J.. So sad.

K Monsters

L Monsters

M Monsters

N Monsters

O Monsters

P Monsters

Q Monsters

R Monsters

S Monsters

T Monsters

U Monsters

V Monsters

W Monsters

X Monsters

Y Monsters

Z Monsters


Wrathofzombie Frankengame Alchemist.

In keeping with my Frankengame philosophy (Part One, Part Two, and Part Three) I decided I wanted to incorporate the Alchemist from the Pathfinder Advanced Players Guide using the Castles and Crusades class structure and system as a base.

Alchemist (Intelligence)

Level 1 Alchemy- Alchemists are able to create standard alchemy fare with ease.  Things like Twinder Twigs, Alchemist Fire, Acid Flasks, Tanglefoot Bags, Smoke Sticks, Sunrods, and Thunder Stones all are able to be made without a roll from the Alchemist.  Each costs ¼ of the original cost and takes one hour to make.  An Alchemist must have an Alchemist Lab to be able to create these.

Bomb- Alchemists are able to create explosive compounds by using strange chemicals and herbs.  As the Alchemist experiments and becomes more experienced he can make more bombs each day and they are more potent.

An Alchemist can make a number of bombs equal to ½ their level (minimum of 1) to a maximum of 5 at level 10.  An Alchemists bombs do 1d4 damage from levels 1-5, 1d6 damage from 6-8, and 2d6 damage from 9-10.

 

Examine Potions- An Alchemist can identify what a potions is by holding it in his hands for one minute and succeeding on an Intelligence check minus the level of the potion.

Extracts- Extracts are quick potions that an Alchemist can whip up in one minute.  An Alchemist can only make a number of extracts equal to their level +2 per day.  Extracts are unstable and go inert if not used by the end of the day.

An Alchemist starts with 2 level one Extracts.  Each level an Alchemist makes a discovery through research and gains two new Extracts (to be determined randomly).

Level 1- (White)- Cure Light Wounds, Endure Elements, Elixer of Invigoration*, Obscuring Mist, Remove Fear, Resist Elements

(Grey)- Change Self, Charm Person, Comprehend Language, Command, Detect Secret Doors, Feather Fall, Jump, Sleep, Spider Climb,

(Black)- Detect Undead

Level 2- (White)- Remove Paralysis

(Grey)- Alter Self, Detect Thoughts, Levitate (drinker), Mirror Image, See Invisibility

(Black)- Darkness, Invisibility, Scare, Web

Level 3- (White)- Remove Curse, Remove Disease, Water Breathing

(Grey)- Clairvoyance, Dispel Magic (Drinker), Fly, Nondetection, Tongues

(Black)- Blink, Gaseous Form, Stinking Cloud

Level 4- (White)- Air/Water Walk, Create Water, Delay Poison, Cure Serious Wounds, Remove Curse, Freedom of Movement, Neutralize Poison

(Grey)- Confusion, Detect Scrying, Discern Lies, Shout

(Black)- Fear, Improved Invisibility, Polymorph

Level 5- (White)- Create Food

(Grey)- Dream, Nightmare, Telekinesis, True Seeing

(Black)- Cloud Kill

Level 6- (White)- Restoration, True Strike

(Grey)- Anti-Magic Shell

(Black)- Transmute Flesh to Stone

Level 2- Mutagen- The Alchemist has begun experimenting with potions and using his own body as the test subject.  Through error or on purpose he has discovered a concoction that turns him into a horrible monster.  The potion takes one hour to make and contains some of the Alchemists own blood. An Alchemist can only make one of these per day.  If another person drinks this potion they must succeed a Constitution based save or become horribly ill for one hour.

After drinking the potion the Alchemist undergoes a painful transformation that takes a full round action.  Once transformed the Alchemist is considered a Large creature and looks like a hideous monster.  The Alchemist chooses either Strength, Dexterity, or Constitution and gains a +4 modifier to it.  He also takes a -2 modifier to either his Intelligence or Wisdom as well as a -4 modifier to his Charisma.  He gains +2 Natural Armor bonus and his fists now do a 1d6 + Str mod damage.

This transformation lasts 10 minutes per level of the Alchemist and cannot be ended prematurely.

Level 3- Craft Poisons (Intelligence) – Alchemists are able to craft various poisons, so long as they have the correct ingredients.  An Alchemist must succeed at an Intelligence check to successfully craft the poison (as per the rules in Castles and Crusades Monsters and Treasure, pg 126).

Level 5- Poison Training- The Alchemist has become adept at handling poisons and no longer runs the risk of poisoning himself when applying poison to a weapon, etc.

Level 7- Brew Potion- An Alchemist has learned to give their Extracts permanency by taking time at an Alchemists lab and allowing the strange concoctions to simmer and stew.  Brewing a potion takes a number of hours equal to the extracts level which consumes the Alchemists use of that Extract for the day and costs an amount of 100gold per spell level in components needed to preserve the potion.

Prime Attribute- Intelligence

Armor- Leathers and no shields (except Buckler).

Level Hit Dice Base Attack Bonus
1

d6

+0
2

d6

+1
3

d6

+1
4

d6

+1
5

d6

+1
6

d6

+2
7

d6

+2
8

d6

+2
9

d6

+2
10

d6

+3
11+

d6

+3*

Here’s Another 23 Questions Answered, Zak

GM Questionnaire

This is in response to Zak’s posting from yesterday.

1. If you had to pick a single invention in a game you were most proud of what would it be?

 My Wrath of Zombie game for Savage Worlds.  I’ve gotten quite a bit of good feed back on it and more than 2,000 downloads.  I can’t have fucked up that badly.

 2. When was the last time you GMed?

 GMed on Sunday 01/15/12 and going to again on 01/22/12.  Running a google + game w/ my friends inMontana.  I run a game every two weeks at least.

3. When was the last time you played?

 I played in a game for 6 months last year before it kinda lost steam and before that it had been 10 years.

 

4. Give us a one-sentence pitch for an adventure you haven’t run but would like to.

 Due to some strange curse the cries of babies are fatal to those who hear it and the PC’s need to figure out how this happened and how to stop it.

 

5. What do you do while you wait for players to do things?

 Take a piss, grab a beer, eat some food.  I also listen to what they are talking about ready to throw in a piece of info in case they missed it.

 

6. What, if anything, do you eat while you play?

 I have players who bring really unhealthy snacks, and I might have a nibble or two, but generally I have carrot sticks, Iced Tea, and beer.

 

7. Do you find GMing physically exhausting?

Not really, more mentally exhausted when I’m finished, but there is also a strong sense of elation to an awesome session as well.

 

8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?

In the game I am running my PC just got done killing a medusa and to blow off steam one decided to get completely sloshed.  I was excited because I got to use Jeff’s Carousing rules.  My player blacked out and woke up next to the Magistrate of Saltmarsh, a scrawny hook-nosed stern looking man.  I had planned to have his weird dementia come out later, but this was an excellent opportunity.

I had used Vornheim to generate his strangeness and came up with the fact that he creates wax effigies of his dead loved ones and dresses them up with love and care. So that is what my player woke up to…

 

9. Do your players take your serious setting and make it unserious? Vice versa? Neither?

 I think a healthy mix of the two.  If you take something too seriously it stops being fun.

 

10. What do you do with goblins?

 From an upcoming project:

The Goblin is always a staple in my campaigns since I first started role-playing.  I’ve loved Goblins since I read Goblins in the Castle when I was little.  They are terrifying, mischievous, with a culture beyond our comprehension.  Not because it is so vastly alien or complex, but just because it doesn’t make any damned sense.

Noisms makes a very good point about how Goblins should be portrayed in fantasy settings.  I know that Paizo did some awesome stuff with Goblins in their Classic Monsters Revisited book.

I’ve never really just treated Goblins as part of the Orc family.  Here’s how I handle it:

As long as there has been civilization there have been naughty children.  Legend speaks of children so disobedient and unruly that their parents offered them up to the Witch of the Woods hoping that the token of a bad child would grant her blessing in the future for a more obedient offspring.

The Witch of the Woods came in the shadows of the night and snatched up these children and took them deep within the forests.  There she encouraged the children’s terrible behavior, teaching them new ways of naughtiness, disobedience, and cruelty.  With each act the child took it changed them, warped their exterior to match the terrible nature within until they were mutated into what is now known as the Goblin.

While Goblin’s are not physically fierce foes it is their cruelty, complete unpredictability, and lack of care and respect for life, even their own, that frightens people and keeps them living in fear of Goblin attacks.

 

11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?

 The player I mentioned above is attempting to fashion a crossbow version of Sex Machine’s cock piece mini-gun.

 

12. What’s the funniest table moment you can remember right now?

I was running a Star Wars Legacy game and I convinced my girlfriend to play (no small feat mind you).  The group were all playing scoundrels on the fringes of the galaxy and my g/f was a Jedi out to experience the galaxy and the Force.

They were in a cantina and my g/f decided to hit on a guy at the bar.  They were talking and having fun when one of my other players says he is going to cock block her.  He walks up and scares the guy off.  Angie got so mad she used the Jedi Mind Trick (rolled a 20) for him to fuck a Barabel.  He went up talked and I had him roll a Charisma check to see how the creature reacted.  He rolled a 20.

He was hurt so bad he spend a week in a bacta tank and his crew lost respect for him.  Awesome.

 

13. What was the last game book you looked at–aside from things you referenced in a game–why were you looking at it?

I reread Vornheim and also just read Dungeon Alphabet, both damned fine books for any GM.

14. Who’s your idea of the perfect RPG illustrator?

I really dig Wayne Reynolds, Brom, Russ Nicholson, and Frank Frazetta.  I pull a bit of inspiration from these artists.

 

15. Does your game ever make your players genuinely afraid?

I do at times..  They’ll see the mad glint in my eyes and know that I’m scheming something…  From just the way I make the atmosphere to having them eat a muffin that is crammed full of molars to eating at woman’s house and lifting the tray lid to see a small child who’s legs have been sliced up..  realizing what you are eating..  Yeah..  they fear me.

 

16. What was the best time you ever had running an adventure you didn’t write? (If ever)

I generally don’t run modules..  However I did just run Tower of the Stargazer and had a blast.

 

17. What would be the ideal physical set up to run a game in?

 I would like a large open space with a round table for everyone to play at.  Wouldn’t mind some bay windows and a bar.

 

18. If you had to think of the two most disparate games or game products that you like what would they be?

I’d have to go with Dread and Pathfinder.

 

19. If you had to think of the most disparate influences overall on your game, what would they be?

 Being an Atheist/socialist and not really digging strong divine presences in my game (demons and devils are fucking cool though) mixed with a love for the strange, weird, and macabre and OSRR.

20. As a GM, what kind of player do you want at your table?

 One who can let go of the “rules” and just have some fucking fun.

 

21. What’s a real life experience you’ve translated into game terms?

 11 years ago I almost died from a gastro-intestinal ulcer (too much Aspirin is bad).  I lost three pints of blood (came pouring out my ass in case you were curious).  I had to get a blood transfusion and spend 4 days in ICU..  I can describe the effects of massive blood loss rather well now.

22. Is there an RPG product that you wish existed but doesn’t?

 I’d really dig a kick ass dungeon building kit book that is simple and awesome like Vornheim.

 

23. Is there anyone you know who you talk about RPGs with who doesn’t play? How do those conversations go?

 I’m pretty open about my geekyness!  I hide nothing.  However I bounce ideas off my girlfriend and sometimes guilt her into playing a session or two with us (she only cries a little bit).  She listens to my ideas and offers her own clever take which helps me see shit differently.

 

23a.  My girlfriend will play for me, but it is not something that she would seek out and enjoy on her own.  She is a very strong closet nerd and that is something I have to be wary about.  We’ll be playing or watching a “nerd” movie and she’ll be into it and I’ll point that out, not mocking but with excitement and glee, and she’ll clam up about it.  The other thing that happens is if I DON’T point it out she’ll get frustrated, “Didn’t you hear what I said?  I made a Star Wars reference for you.”

I WISH she was more into gaming, but obviously I wouldn’t change her.  She is really clever and can come up with some really cool shit when playing.

I think that is one of the many reasons we BOTH like the Big Bang Theory so much.  Our relationship, in some ways, has similarities with Penny and Leonard (although Angie is not vapid or simple minded, she’s getting her PhD in Toxicology for fuck sake).  However she isn’t into the nerd stuff that much and I only have a flimsy grasp on all the science jargen.


Going Dark….

I will be going dark tomorrow to support the stand against SOPA.  Take a moment to do the same.  If you are WordPress there is an easy option to do this down in settings!  Not sure about Blogger.

Think about what is at stake here.  Fight the powers.


The Homunculus

I have been working on fiddling with monsters, changing some of them to how I would run them in my games.  Hopefully I’ll start posting it soon, but here is a preview of one:

 

Homunculus [Pathfinder, Castles & Crusades, Monster Manual]

I’ve never been a huge fan of the Homunculus (aside from letting a player create one) because they’re basically weak and pathetic imp-looking creatures.  If I want a creature that will be troublesome for players..  It will be Imps, not a Homunculus.

 

The Monster Manual Homunculus is just fucking boring, there is zero flavor text.  The Pathfinder and Castles & Crusades at least have some flavor of this creature that goes bat-shit crazy should the master die.  That’s a little better.

 

Zak posted a link to wiki page about the Homunculus and there is some pretty cool info here.  Zak’s version of the creature offers some good food for thought and taking in what the Wiki page said, especially about Teratoma, made me think of how I would handle Homunculus from now on:

 

Wizards dabble in the secrets of the arcane and to some this is an all-consuming arduous task.  Wizards often require help but loathe to share their research or secrets with others, even possible apprentices.  Thus they delve into the strange world of the Homunculus.

 

These strange creatures are created from the wizard’s own flesh and blood.  The Wizard must craft a potion containing his blood, flesh, hair, and a tooth that are mixed with herbs and charged with arcane energies.  Once the potion is drunk the wizard’s body small pulsating lump on his side that grows over three months to the size of a large watermelon.  On the full moon of the third month the lump bursts and in a deluge of pus, blood, and worse this strange creature is deposited on the floor.

 

The Homunculus is an extension of the wizard and has some of his personality and features, although oddly distorted as if possibly showing what is really inside the wizard (this can be determined by the player or rolled randomly on the table below) standing roughly 18 to 24 inches in height.  The creature is absolutely dedicated to the wizard and will follow any command without question.  The Homunculus has a personality and is conscious but does not have free will.  The Homunculus also has one strange ability or power that is granted due to the magical nature of its creation.

 

Should its master die the creature obtains full free will but something inside the Homunculus has broken, as if a vital piece of itself has been lost forever.  This can lead to violent outbreaks of rage, sorrow, or even delusions of grandeur as the creature thinks it is now the master and seeks its own gains, but often these are strange and incomprehensible as the creature is an artificial being removed from humanity.

 

Should a Homunculus be destroyed the wizard suffers 2d10 damage.

 

Roll twice on table, once for deformity and once for ability.

 

Homunculus Table

Roll

Deformity

Ability

1

Hunchback Ability to cast 2 spells (levels 1 or 2) as a 3rd level wizard

2

Odd colored Skin (blue, green, black, purple, yellow, etc) Able to discern lies

3

Curled hands Poisonous bite- 1d6 dex damage

4

Oddly deformed extremities Able to cause target relive terrible tragedy

5

Bleeding gums Fear aura

6

Needle fanged teeth Acidic Vomit- 1d8 damage

7

Scarred body Sprout Wings- gain flight

8

Enlarged head Change Shape into small animal

9

Exact copy of wizard Can attempt to merge and posses creature

10

Pustules all over body Cover area of floor with sticky thick mucus

11

No eyes Able to absorb memories from target

12

Constant Conjunctivitis Feed of creatures vitality- 1d6 con damage

13

Unable to talk only shrieks Ability to warp wood into any shape

 

14

Strange pot belly Ability to rust any metal it touches

15

Infantile body Blood is an airborne hallucinogen

16

Black pulsating veins Magic spells cast at it are absorbed and cause creature to grow in size

17

Organs on outside of its body Is able to create food and water for one person once per day

 

18

Necrotic Body parts that fall off and eventually grow back Is able to mimic the skills of a person it touches for 24 hours

 

19

Shallow hollow face with terrified eyes Its fingers are edible and grant the wizard strange random effects.  Once all have been eaten they grow back

 

20

Constantly twitches, spits, and wets itself Causes nodes to appear all over target that turn into edible fungus and mold in 1d4 days.

 


Top Posts From Wrathofzombie

I proposed a few weeks ago that people posted their top 1o posts (or more or less) to give people a glimpse of what their blog is about.  I also feel that the awesome ideas and posts that we, as bloggers, do tend get buried under (not saying they are any worse) our more normal/standard posts.

If you feel up to doing this please send me an email: ihaveangerissues-aut-g-m-a-i-l-dot-com with the link and on January 13th I will do a post linking everyone who participates!  Spread the word!

 

So here are the top posts from Wrathofzombie (more than ten):

 

Transforming the Earth for Your Campaign Setting

Frankengame Creation Part 1, Part 2, Part 3

The Monster Conundrum: The Known or Unknown

So You Want to Sleep in a Dungeon Chart

Die a Hero or Live Long Enough to Become a Villain

Wrath of Zombie Survival Horror RPG by wrathofzombie

Firefly RPG (using AGE system) by wrathofzombie

Grave Diggin’

A Villain With a Heart

How My Gaming Style Changed and Where I Want to go From Here

 


Santacore Has Cometh!

Don't be a Munson... Go download Santicore!

Jez over at Giblet Blizzard has released the Santicore gifts in a truly awesome PDF!  I cannot stress enough just how truly awesome this project turned out!  It is really cool to see members of the gaming community come together and create some creative shit!

Well done to everyone who participated in this.

I want to give a hearty thank you to Jez for sending some props my way and giving me the opportunity to give some creative output a few times (aside from my Santacore gift) during the project.

 

Go.  Now.  Download.  Give thanks!


Awesome Weird Music Video for Inspiration

I’m not a HUGE fan of Interpol, but every so often I dig one of their songs.

This one in particular is good for mood.  It has an eerie ambiance to it as well as an almost helplessness to it.


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