Archive for the ‘ Greek Myth ’ Category

Birds of a Feather Kill Together

Here’s my piece written for the latest Game Geek.

Since the earliest days of RPGs, mythology has provided fertile soil for the gamer’s imagination. Recently, I started re-reading Samuel Butler’s prose translation of The Iliad. Somehow, this bizarre passage from the beginning of Book III had managed to slip under my oddness radar during previous readings:

“When the companies were thus arrayed, each under its own captain, the Trojans advanced as a flight of wild fowl or cranes that scream overhead when rain and winter drive them over the flowing waters of Oceanus to bring death and destruction on the Pygmies, and they wrangle in the air as they fly; but the Achaeans marched silently, in high heart, and minded to stand by one another.”

Yes, you read that correctly. Homer compares the Trojans to screaming flights of birds that kill and destroy Pygmy society every winter. Which got me to thinking: What would that look like in a game?

Step the First

Whenever I create a new creature, I look for an already made monster that I can reskin and refluff. In game terms, it’s obvious Homer describes some sort of swarm. I searched through d20pfsrd.com for swarms, looking for those that could fly.

After browsing through swarms of wasps, hellwasps, bats, botflies, locusts, and mosquitos, I decided that the bat swarm was the best place to start. Studying the bat swarm’s stat block revealed several areas that needed to be changed.

First off, the bats are too small. I don’t want a swarm of Diminutive birds. Perilous parakeets or bloodthirsty budgies aren’t what I’m looking. The largest creature that has swarm traits are Tiny. That’s roughly the size of a housecat, which seems right to me.

So, I slap the Giant creature simple template on the bat swarm. This bumps the individual animal’s size up to Tiny. I adjust ability scores and add a natural armor bonus. I don’t bump up the swarm’s damage, however. Swarm damage is linked to swarm Hit Dice rather than size. Next I remove the bat swarm’s wounding special ability. I don’t want it too obvious that my bird swarm is really just a bat swarm with some minor modifications.

Examining the altered stat block, I feel that I’m off to a good start, but my bird swarm doesn’t look like something that could “bring death and destruction” to an entire people. Civilization-threatening invasions of monsters should inspire a little more terror than what a slightly tweaked bat swarm delivers.

Since I like templates, I figured it wouldn’t hurt to browse through the rest of them. I hadn’t scrolled down far when I found what I was looking for: the Apocalypse Swarm template from Green Ronin’s Advanced Bestiary. More stat block adjustments ensued.

Adding the Giant Creature and Apocalypse Swarm templates to a bat swarm should give me a CR 6 monster. I need to compare the stat block to the parameters for that CR. Indeed it seems as if CR 6 is about right on target.

Step the Second

I’ve reskinned the stat block. Now it’s time to refluff the monster. I need some introductory descriptive text and to make sure my new stat block is complete and well-formatted. Here’s the final product:

The sky goes dark. A cacophony of squawks, caws, and shrieks competes with the thunderous flapping of a hundreds of wings. The birds! The birds have returned, and death comes with them!

Apocalpytic Flight of Wild Fowl
CR 6; XP 2,400
N Tiny animal (swarm)
Init +3; Senses low-light vision; Perception +17

DEFENSE
AC 19, touch 16, flat-footed 15 (+3 Dex, +1 Dodge, +3 natural, +2 size)
hp 68 (8d8+32); fast healing 10
Fort +9, Ref +11, Will +4
Defensive Abilities half damage from slashing and piercing weapons, swarm traits; SR 19

OFFENSE
Speed 20 ft., fly 120 ft. (average)
Melee swarm (3d6)
Space 10 ft.; Reach 0 ft.
Special Attacks fear (DC 12), greater distraction (DC 19)

STATISTICS
Str 7, Dex 17, Con 17, Int 2, Wis 14, Cha 7
Base Atk +6; CMB –; CMD
Feats Ability Focus (greater distraction) (B), Dodge, Lightning Reflexes, Mobility, Toughness
Skills Fly +14, Perception +17; Racial Modifiers +8 Perception
SQ swarm traits

SPECIAL ABILITIES
Fear (Su): Each creature within 100 feet of a flight of wild fowl that witnesses it bringing down another creature must succeed on a Will save (DC 10 + 1/2 flight’s HD + flight’s Cha modifier) or be frightened for 1 minute. Success leaves the creature shaken for 1 minute but does not negate the need to make a new saving throw for each such incident. Fear is a mind-affecting fear effect.

Greater Distraction (Ex): A creature that fails its save against a flight’s distraction special attack is nauseated for 1d4 rounds.

Splitting (Ex): When a flight of wild fowl takes more than 10 points of damage from a single attack, it splits into two identical flights, each with one-half the hit points that the original flight had when it split (rounded down). A flight of wild fowl with 1 hit point cannot be split, and one with 0 hit points is dispersed as normal. Each piece of a flight of wild fowl can heal damage normally, up to the number of hit points it had upon formation. Healing damage does not allow the flights to recombine. For example, a flight of wild fowl with 68 hit points that takes 15 points of damage would split into two flights with 26 hit points each (one-half of the original flight’s remaining 53 hp, rounded down). Each of these two flights of wild fowl can heal 10 points of damage per round with fast healing, but it cannot exceed 26 hit points.

ECOLOGY
Environment any temperate or tropical
Organization solitary, pair, flock (3-6 swarms), or apocalypse (11-20 swarms)
Treasure none

Step the Third

Now that I’ve got a scary swarm inspired by one of the enduring classics of Western literature, I need to unleash these monsters on my unsuspecting players. Fortunately, the next leg of my campaign takes the adventurers into a northern forest region where the PCs hope to thwart a dark elf plot to turn an annual winter festival into an orgy of death and terror. It ought not be hard to work at least one of my new swarms into the scenario.

May 3rd, 2011  in Greek Myth, RPG No Comments »

Feats & Bards & Magic Items & Monsters!

Spes Magna Games has two new PDFs for sale via the Purchase link above.

Brand new in our inventory is Gazae et Monstri: Treasure & Monsters from Greek & Roman Myth, which sells for $0.99 US. Six new magic items wait to be looted from the pages of this PDF. Five monsters wait to be defeated by your players. Previous posts on this site have previewed G&M content:

More Flesh-Eating Mares & Delphic Mists
An Awful Giant & Flesh-Eating Mares
Magic Items & Monsters of Greek and Roman Myth

Make your game more mythic with G&M!

The other new PDF is Latina Facta & Versatile Performance Redux, which combines two products previously available only to Quid Novi? subscribers and puts them on sale for $0.75 US. Latina Facta presents 15 new feats, each one inspired by a Latin phrase or saying. For example:

Age. Fac Ut Gaudeam! (General)
Go ahead. Make my day!
Prerequisite: Intimidate 3 ranks.
Benefit: When you successfully demoralize an enemy via Intimidate, that enemy is not only shaken but is also forced to delay his initiative for his next turn by 10 points.

Fas Est Et Ab Hoste Doceri (General)
It’s proper to learn even from an enemy.
Prerequisite: 1 rank in the chosen Knowledge skill.
Benefit: Choose a one Knowledge skill from this list: Arcana, Dungeoneering, Local, Nature, Planes, or Religion. You gain a +4 bonus on checks to identify monsters and their special powers or vulnerabilities with the chosen skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Knowledge skill.

Versatile Performance Redux offers an alternative Versatile Performance class feature for Pathfinder bards. With VPR, your bard not only gets an additional skill point at certain levels, but also lears different Associated Arts. An Associated Art is a special ability inspired by terms and techniques of acting, dance, and music. For example:

Dissonance (Su) Dissonant music is harsh, discordant, and lacks harmony. A bard using Dissonance with Inspire Courage applies half the bonus as a morale penalty to his enemies saving throws against fear, attack rolls, and weapon damage rolls (minimum -1). Enemies must be within 30 feet and able to hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The bard’s allies receive no benefit from Inspire Courage when the bard uses Dissonance. This is a mind-affecting ability with audible components.

Breakaway (Sp) A breakaway is a specially designed prop or set piece that looks solid but shatters easily. By expending 1 round of Bardic Performance as a standard action, the bard grants increased ability to damage objects to a single ally within 30 feet who can see and hear the bard. Until the end of the affected ally’s next turn, that ally enjoys a +2 competence bonus on checks to break or burst objects, including attempts to sunder.

All told, VPR includes 14 Associated Arts divided into acting, music, and dance categories.

More Flesh-Eating Mares & Delphic Mists

How about one more preview of the soon-to-be-released PDF of Greek/Roman mythological magic items and monsters? I’ve already posted fluff text for the mares of Diomedes. Here’s the rough draft stat block:

Mare of Diomedes
The horses wheel in your direction, neighing as they charge. There is something savage about their attitude, reminding you more of a wolf pack on the hunt than a herd of horses on the run.

CR 3; XP 800
N Large animal
Init +2; Senses low-light vision, scent; Perception +7

Defense
AC 15, touch 11, flat-footed 13 (+2 Dex, -1 size, +4 natural)
hp 25 (3d8+12)
Fort +7, Ref +5, Will +2

Offense
Speed 60 ft.
Melee bite +5 (1d6+4), 2 hooves +0 melee (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (1d6+6, bite and 1 hoof), trample (1d4+6, DC 15)

Statistics
Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 8
Base Atk +2; CMB +7; CMD 19 (23 vs. trip)
Feats Endurance, Run
Skills Perception +7

Ecology
Environment temperate plains
Organization solitary, pair, or pack (3-18)
Treasure none

The biggest, baddest monster in the PDF is the CR 15 Python, a unique dragon formed from the primordial ooze of creation. Python lairs in a vast series of caves, into the uppermost of which seep the Delphic mists:

Delphic Mists
These magical vapors rise from the earth itself in rear of the uppermost cave of Python’s lair. Any creature with Int 13+ and Wis of 18+ who inhales these vapors must make a DC 15 Fortitude save or become fatigued. Furthermore, if the breather fails this saving throw, it gains the ability to use divination as a spell-like ability. This spell-like ability must be used within 5 rounds of failing the save, and it can only be once per failed saving throw against the fatiguing effects of the Delphic mists.