Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Thursday, 17 March 2022

Myth

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

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I've been pretty vocal about my love of Monster Manuals. I guess I might need to know how many HP a Gorbel has, but I'm really more interested in their weird powers and behaviour. Fire on the Velvet Horizon is essentially an entire book of this stuff.

Luckily I'm not alone here, and I've been reading some medieval monk's Fiend Folio knock-off recently. I'd previously assumed that these Bestiaries were full of errors born out of ignorance. "Oh look, isn't it funny how little this 13th Century Scottish recluse knew about giraffes."

Well I'm sure that accounts for some of the content, but here even local fauna is given fantastical qualities, inevitably making some point about Christian vices or virtues. Weasels can resurrect their beloved young, dogs can always be trusted to provide truthful testimony, and goat blood is hot enough to dissolve diamonds. 

I picked up this book as inspiration for a bank of myths I'm writing for my medieval experiment. Whether they're a monster, place, or event, I want these myths to feel mythic. The sort of stories people would tell as allegory in our world, but real in this one. 



THE WYVERN

All jaw and neck like knotted string
All wing and tail with baleful sting

That Twisted, Venomous Reptile
STR 17, DEX 17, CHA 3, 12hp
Cowering wings (A2 when grounded), bite (2d10) or sting (d8, wound causes bloating death within an hour unless thoroughly washed out with fresh milk)

  • A clumsy flier, drawn to places rich with the stench of upcoming death
  • Fights only to secure its nest (see below), protect its young, or for petty revenge
  • Disgusted by the sound of a baby’s cry

Wyvern Eggs

  • The satiated creature lays two eggs among the carrion of battle, without need for a mate
  • Each hatches as a different beast (see right), carrying their mother’s venom
  • The offspring share a feast of the dead before travelling in opposite directions

Her Poisonous Young

Form (d6)
1: Adder
2: Newt
3: Frog
4: Weasel
5: Scorpion
6: Flightless Swan

Abomination (d6)
1: Barbed Scales
2: Unhinged Jaw
3: Prehensile Tongue
4: Bloated Stomach
5: Twin Tails
6: Horned Snout

Wednesday, 24 February 2021

GRIMLITE - Birthing a Horror

I've just split GRIMLITE into two documents. The first is the booklet-sized rulebook, complete with faction rosters and campaign rules, and the other is just the Horrors/Scenes that can be printed separately and mix-and-matched together. 

The selfish reason for this is because I'm sick of reprinting the whole thing whenever I add a new Horror/Scene, but I also just want to write a lot more of them. I'm aiming for 36 of each, doubling what's in there right now, but I've no idea if this is realistic.

They're straightforward enough to write, but I want each of them to feel unique. Each should break a rule somewhere, or do something that makes them stand clearly apart from the others. I have a big notes document where I scribble down these ideas, with Horrors usually starting as a quirk of how they'll play, with the flavour moulded around this concept.

So let's do now now, because apparently I need to write 18 more.

Looking down my list of concepts there are three that I'd like to work on:

  1. Horror that attacks only through its Minions, never itself.
  2. Horror that uses its Nexuses like 3 stages of a boss encounter, with a colossal "Final Form".
  3. Horror that has Nexuses as giant limbs reaching up through the ground, its body only emerging when all three are destroyed
Let's go with number 3, which for now I'm calling the Voidweed.



For any given Horror we need to think about:
  • Deployment
  • Stats
  • Minions
  • Nexuses
  • Nexus Effects (I should give these a proper name like I did for "Responses")
  • Responses
  • Rewards
  • Solo/Coop Changes if needed

Deployment
So if the Voidweed is be interacting firstly through its grasping limbs, the core of the beast is hidden away underground. Let's call it the Bloom, as we want this to be evocative, but also broad enough to allow a range of modelling options. I'm imagining some sort of fleshy rose-headed monstrosity, like something from a grimdark Little Shop of Horrors. 

But for deployment this is nice and simple. Keep the Horror off the board to begin with.

Stats
If we're using the Nexuses as the straight up fighting ability of the creature, I feel like the Bloom should be a little weirder and more indirect. Maybe they have some weird scent or spore effect. 

We'll give it Tough, as I imagine this thing being wrapped in briars and thorns, so hard to fight in melee. The guideline for Horror attacks is around 6 damage potential, so we'll give it some T3x2 thorns, but its real power will lie in its special power.

Some of this can be added into the Reactions table, but I like giving this sort of Horror a power that triggers at the end of the player turn. If you're not careful it can be high-maintenance, especially if you had multiple on the board at once, but the Horror is already a focal point of any battle. They're allowed to call for a bit more attention. It's nice knowing that you're only ever going to have one of these to deal with, and in this case the Bloom isn't even going to show up until later in the battle, so let's make something weird.

Enraging Scent: When this Horror successfully Saves against all Damage from an attack, the attacker must immediately make a Free Attack against their nearest visible Ally.

Don't think I've done something that triggers on a successful Save like this. 

Of course it's unfair, but the key here is that you can think your way around it. Put your attackers into positions where they can't attack an ally, or at least put a disposable grunt next to them to take the hit. It's tricky, but Horrors aren't meant to be easy. 

Minions
Strictly speaking, not ever Horror needs these, especially if the Minion's role is being fulfilled elsewhere such as the multi-Horrors (Weird Hunters, Twin Leapers) or those that weaponise their Nexuses like this one (also Eliminator Drone).

I think Minions help a lot with avoiding the Horror just getting rushed, but I want the Nexuses to be the main focus. Let's just put something really simple in here, a weak grunt protecting each Nexus.

Not every element of the Horror needs to be fancy. Keep the main thing the main thing. 

Nexuses
So this is the meat of this Horror. It's easy to just make the Nexuses act like a minion, but the concept here was that these are three limbs of a larger being, sprouting out from the ground all over the battlefield.

To begin with, I'm thinking that we'll use the Response table exclusively for these. It won't give any extra fanciness to the Bloom (it won't be around for most of the battle) or the Minions (they're not a focus here). 

Best of all, we know that these limbs will never be on the board at the same time as the Bloom, so we don't have to worry about their complexities rubbing up on each other. 

So let's make them nimble as a contrast to the Tough Bloom, forcing the Warbands to get up close and personal with it. We'll also give them the ability to burrow around the board and entangle or throw their enemies around. 

Nexus Effects
Because the Nexuses are looking relatively complex I think we should keep this simple. Let's use it to spur the minions into action, responding as their precious vines are chopped down. 

Responses
I was previously thinking we'd use this purely for the Vines, but I think it would be good to keep this quite simple, seeing as both the Horror and Nexuses have ended up being somewhat mechanically fancy. 

Maybe we'll use this to represent the smaller vines that are presumably sprouting up around the battlefield and making life difficult for everybody, alongside some simple effects on the Vines.

Rewards
Sometimes these just write themselves. I like to draw on the abilities of the Horror/Nexus/Minions as well as the themes of the battle, so here we're clearly thinking some sort of plant theme. 

I'll go with the classics, trimmed-down versions of the special abilities of each of the Horror/Nexus and a reformed version of the Minion for hire (nice way to reuse those miniatures!).

Solo/Coop Changes
Here I'm not so much worried about tuning the difficulty, but taking into the account that the player(s) will be unopposed outside of the Horror, which sometimes creates weird situations where objectives are either completely without challenge or impossible. For some Horrors I'll throw in some extra Minions if I think the lack of an enemy warband will make things too easy to manage. You want things to feel a bit out of control.

So for this Horror I don't think we need any changes. There's enough going on here with the Minions and Nexuses all running around. 

Here's the finished monstrosity.


HORROR: VOIDWEED
Crawling and climbing into our world from somewhere much darker.

Deployment
Keep the Horror off the board to begin with.

Voidweed Bloom (Tough 3+)
Lashing Thorns (T3x2)
Enraging Scent: When this Horror successfully Saves against all Damage from an attack, the attacker must immediately make a Free Attack against their nearest visible Ally.

Minions
Deploy a Thornguard next to each Nexus.

Thornguard (Nimble 5+)
Eternal pruners of the Voidweed.
Pruning Blades (T1x2)

Nexuses
The choking limbs of the being below.
Deploy 3 Vines evenly around the board. They can be fought like a normal unit and are Destroyed when Taken Out. 

Voidweed Vine (Nimble 4+)
Choke (T1x4 - Uses this attack against Downed enemies only)
Hurling Grasp (T1x2 - Treat any Shock result that benefits the Target as Thrown instead. Uses this attack against Standing enemies only)
Burrower: Ignores a single piece of terrain when moving.
Creeper: When the Vine rolls a non-beneficial Shock Table result it treats it as Crawl instead.

Nexus Effects
  1. All Thornguard make a free Move and Attack.
  2. All Thornguard make a free Move toward the remaining Vine.
  3. All Thornguard become Fierce. Deploy the Bloom in the centre of the board.
Response
  1. All Downed warband members take 1 damage as vines entangle them.
  2. Each Vine lunges out with a snaking vine (R1x3).
  3. Any unit touching a Vine takes 1 damage. 
  4. All Vines move toward the centre of the table.
  5. All Downed Vines make a free Move.
  6. All Vines make a Free Recovery.
Rewards
  1. Penitent Thornguard (Fierce, Nimble 5+) [Max 3, 4pts]
    Pruning Blades (T1x2)
  2. Creeper Cloak: When you roll a non-beneficial Shock Table result, treat it as Crawl instead [Max 1, 2pts]
  3. Enragement Bomb: [T1xSpecial - Use per battle. If the target is hit they make an immediate Free Attack against their closest visible Ally [Max 1, 2pts]


Wednesday, 6 April 2016

Boxmen and Gun-Idols

Too much time in the Far Lands changes people.

If they travelled via the Underground, they have moved beneath time. What seems like a month-long jaunt from Bastion may have been several lifetimes of existence in an alien realm.

Some pick up a new look or religion. Others encase themselves in a metal shell and worship a bio-mechanical slaughter beast.

2d6 Boxmen Worship-Team
STR 8, DEX 4, WIL 5, 4hp, Lead Sarcophogarb (Armour 2), withered arms, theatrical voice.

  • Gather new worshippers for its Gun Idol, or prompt it to destroy heretics.  
  • Tip over onto something for d8 damage, needing help from two other boxmen to get back up.  
  • Act based on its Order (see below image)



Roll d8 for the Boxmen's Order
1: Blood Box: Require fresh blood poured into their face-slit each day to avoid going into a cannibalistic frenzy.
2: Protectors: Always looking for a victim to protect, or more accurately a villain to punish.
3: Eat-Noise: Elitists that believe they have the duty to move across reality consuming everything.
4: Un-Rulers: Want to take down anyone claiming to rule another, to allow pure worship of the Gun Idols.
5: Downfallers: Really love watching things crumble.
6: Scab-Band: Believe that the holiest act is to almost destroy something and let it grow back stronger.
7: Sinking Ships: Believe that reality is ending any minute now, so help it along any way you can.
8: Ultimate Violets: Seek out all other false Gun-Idols and destroy them.

Gun Idols
STR 16, DEX 7, WIL 4, 20hp, Huge Bio-Organic Body (Armour 2), Gun-Organ (d12 plus see specific details below).

  • Tremble, roar, and blast things. 
  • Stop for a rest at the worst time, prompting a ritual by the worship-team. 
  • Act based on its specific type (see below). 



Roll d6 to see which type of Gun Idol the Worship-Team is following.

1: Redbird:  Beat its flabby useless wings (d6) and fire a beam of liquid red energy (d12).
2: Alchemiphant: Eats lesser minerals and excretes gold. Fires explosive blasts from a corrugated trunk (d12).
3: Sun Dog: Spends the whole day basking in the sun to fire a beams of black energy by night (d12).
4: Birther: Blind, its eyes gouged out in a past battle, it releases a swarm of explosive flying-things from its maw (d12 blast).
5: Melt-Child: Doesn't have a gun as such, but can glow with energy to melt everything within 50m (d12 ongoing damage, can sustain for rounds before requiring a day's rest). The worship-team have adapted their suits to be immune to this.
6: Raggy: All rotten and mangy, his gun has fallen off and his jaw hangs limp, but his team still worship him.




Tuesday, 24 March 2015

The Iconic Monster of Into the Odd is...

I've spoken before about how the concept of an Iconic Monster doesn't fit with Into the Odd's guidance of making monsters unique and unknown.

But really it's clear.


Humans of some sort will probably be the most frequent being you interact with in the game. So have 6 Human Encounters in Bastion.

People have Ability Scores of 10 and 3hp, unless stated otherwise.  

1 - Two Moss-Protection-Cabinet Agents investigating the scene of a crime (polished club (d6), fuzzy yellow hat, magnifying glass, whistle). Want to protect the thousands of species of moss indigenous to Bastion from industrial harm and educate the populace. 
2 - Three Spider-Burglars arguing as they scale a wall (wrist spike (d6), black lycra suit and goggles). Want to make a big score so that they never have to do this again.   
3 - Eight Dismemberers looking for victims (machete (d6), strong whiskey, blood-soaked black suits, bag of hands and feet) Want to collect hands and feet to sell to their client and find a way to clear their consciences afterwards.
4 - Twelve Curfew Enforcers driving people indoors (Loud old shotgun (d8), Black breastplates and helms (1), reflective visors). Want to get people off the streets, as they are expecting something nasty to come from Underground tonight. 
5. An Onion Seller latching onto you (Smelly old onions, smelly old clothes, drooling mouth).Wants to sell you onions and make his first friend. 
6. Marching Band Slaughterers partway through a march as people flee (Detachment, Tattered band uniform, bladed brass instruments (d8), tall red hat). Want to perform their dissonant march and kill bystanders as dictated by the sheet music, as part of some yet unsuccessful summoning ritual. 

Tuesday, 24 February 2015

B. R. Yarr's Severed Battalion


General B. R. Yarr - Head in a Jar
STR 0, DEX 0, WIL 17, 2hp, Armour 1. Confined to a reinforced glass jar.
Completely immobile. Can only act through a telepathic link with his Severed Battalion.
Wants to find a way to gather more members to his battalion, and eventually find a way to grow a new body. Won't settle for a fragile human body again.

Headless Battalion: STR 14, DEX 6, 9hp, Hatchets (d6), Pistols (d6), Blooded uniforms. Attacks are impaired unless the target is being held by another headless, who will grunt to guide their ally's attacks.



Monday, 2 February 2015

Horrible Things in the Golden Lands - The Ux

Ux
STR 10, DEX 5, WIL 18, 13hp, Armour 2, d6 Claws (under sunlight only).
These colossal old creatures want to gather more servants, and contact other super-intelligent beings.
Under sunlight they have complete control of thermal energy within non-living matter, and so can melt or freeze objects at will, as well we mould them into desired shapes while liquid before cooling. Anyone subjected to superheated matter takes d12 damage. 
Under starlight they share senses with all other beings within the nearby area and communicate telepathically. They encourage these beings to serve through bribery or threats.
Each has d20 servants, each of which is (roll 1d6) 1-2: Human, 3-4: Animal, 5: Constructed, 6: Monstrous.




Wednesday, 17 December 2014

Odd Encounters - Mask

Mask
STR 14, DEX 18, WIL 12, 14hp, Armour 1. Featherless-Wing (d6).
Wants to find out everything about you, and lie about its identity.
A 9ft tall, unnaturally elegant, creature. Resembles a white, featherless bird. Will create an elaborate, false, backstory for itself and claim grand powers that it does not possess. If a anyone bows to it, and proclaims "You speak the truth", it will gain whatever false powers it has claimed in the presence of that individual only.
Cannot, under any circumstances, reveal the truth about its identity, or admit to lying.



Sunday, 23 February 2014

The Worst Thing from Bastion's Underground

When the galleon, Emerald Sky, returned from an expedition to the Golden Lands, its entire crew were missing. Instead, the ship was being piloted quite expertly by an unnatural monster. The striding brain stepped onto Bastion's docks, snatching up a few unsuspecting stevedores, before squeezing through a refuse chute, vanishing beneath the city. It hasn't been seen since.


Striding Brain
STR 15, DEX 14, WIL 18, 16hp, Armour 2, Tentacles (d12).
Immensely intelligent, the brain will never fight when the odds are against it. Can climb as a spider, broadcast telepathically, and operate machinery with ease. It is motivated by gathering Arcana and materials to create a vast machine of unknown purpose in its lair.
On Critical Damage the victim is snatched up and eaten, crunched up by the creature's retractable beak.

Saturday, 22 February 2014

The Second Worst Thing from Bastion's Underground

Every child in Bastion has their own stories about the Underground, but they all know of the Maggot Children. The legend claims that babies thrown into the sewers grow into monstrous abominations. This particular urban myth is based on a truth even more horrible. 


Maggot Child
STR 7, DEX 12, WIL 10, 6hp, Bite (1d6).
These abominations act and speak as you would expect from any street urchin, right up until they're in biting range. On Critical Damage they inflict the target with their foul condition. The target immediately starts to secrete a white liquid from their skin, forming a cocoon. Within 24 hours the victim emerges as a Maggot Child. Any attempt to disturb the metamorphosis will cause the victim to lose d12 STR. If they survive this, they will retain their (mostly) human form.

Friday, 21 February 2014

The Third Worst Thing from Bastion's Underground

The tunnel network underneath Bastion serves as sewer, catacomb, smuggling route, and homeless shelter in equal measure. Neighbouring caves have been disturbed by all this activity, and all sorts of strange creatures pour forth.

Embalmer Crab
STR 18, DEX 16, WIL 5, 12hp, Armour 2. Claws (d10).
Usually found in pairs. Quite content to ignore passers by, unless hungry.
On Critical Damage the crab vomits a gluey fluid over the incapacitated victim, which hardens around them like plaster. They suffocate unless the shell is broken, and the crab will try to carry them back to its home.