Tuesday, August 10, 2021

Mitflit

More fey, eh? Complaints about outsiders aside, I do quite like running fey (as stated previously). I think in many cases, using fey is a great excuse to get more flexible with your rules. Should your players find themselves shunted into your fey-world equivalent, there's a lot of ways you can mix things up.

The Mitflit at creature level -1 is something you can use right out of the gate when starting a new campaign from level 1. There's a lot of Gremlins that fit this category, but the mitflit has a few fun mechanics to leverage in use. Its Self-Loathing actually pairs well with Vengeful Anger in that if it has been frightened or tormented, it deals more damage than it otherwise would—something useful for combat that also gives some insight into the mind of this vindictive villain.

Personally, my favorite ability available to the mitflit is its Vermin Empathy in combination with its constant speak with animals. A mitflit with a vendetta may not be incredibly dangerous per se, but it sure will be annoying. 

- Reece

Hook 1 (Nemanja) - Bug Bonanza

In Detroit, the city with the largest concentration of Paranormals in the post-awakening USA, mitflit exterminators are highly sought after—whether the bugs that need chasing away are regular pests or foot-long magical worms and horse-sized arthropods.

The mitflits' popularity comes from how cleanly they do their jobs; there's no toxic chemicals, blood splatter, or (still not fully accepted as real) magic. Instead, the little men simply ask the bugs to leave, and they do as asked.

While the service is well-liked, anyone perceptive enough that finds themselves passing by the Pest Control Agency's warehouse may see an odd image—mitflits seem to be collecting all the vacated pests in one place, feeding, nurturing, and even training them for an unknown purpose.

Hook 2 (TJ) - Crabby Consequences

The tide pools around the southern edge of the Hag's Head Peninsula are teeming with sea life. When the tide goes out, a wide array of urchins, mussels, and crabs remain in these miniature ecosystems. Of particular note are the crabs, who do not shy away from the presence of small humanoids. If you spend enough time around these tide pools, you may find that the crabs seem to understand you. Spend an even longer amount of time here, and the mitflits that have been teaching the crabs may begin to grow envious of your time spent with them. Spend too long here, and the mitflits might just lash out.

Hook 3 (Reece) - Lord of the Flies

Mogrederdi, The Lord of Flies, was content in his kingdom. Others in the Court of Dark Hearts had spent a great amount of time and effort learning powerful shadow magicks or had sworn pacts with Devil Lords to gain an edge in The Eternal War with The Lavender King. The Lord of Flies was not himself powerful among the court, but he had built a... reputation of sorts. His ability to slip past The Lavender King's defenses into the material realm was coveted by many in the court that drew too much attention to themselves.

Mogrederdi did not command a great army of monsters or dark warriors, though he did have one advantage—his friends. Long ago, he had disposed of ideas of grandeur and instead honed a silver tongue for the insignificant creatures of the material plane. The various small insects he brought back would not normally be a problem for his enemies, though the path back from the material plane to The Infinite Garden did strange things to them. They were warped and enlarged during the transfer, making them fearsome creatures. The monstrous beings were not only empowered, but also loyal to their lord for granting them this power.

Yes, Morgrederdi was not himself powerful, but he didn't need power. He had something better—the respect of the powerful.

Monday, August 9, 2021

Minotaur

Upon reading the Minotaur entry, two things stand out to me. The first one is that beyond their love for mazes and stalking prey (both of which kind of come a dime a dozen among dungeon-delving monsters), Minotaurs are almost a blank slate—that makes it a perfect opportunity for world-building. Is your minotaur a solitary, accursed being, along the lines of the classic greek myth? Maybe your minotaurs are exiles from a seven-dimensional plane, who have gone mad without access to advanced technology, but their weird knowledge manifests in their impeccable understanding of geometry? Maybe the bull of Minos was an outlier, and other minotaurs (with a bit of int-tweaking) are a race of scholars, shunned from civilization for their monstrous appearance and odd appetites?

The other thing—which may slightly contradict my first point—is that the only language that minotaurs seem to speak is jotun, a language that, in Golarion at least, seems to be associated with giants, dragons, and other primal creatures of raw power and deep magic.

- Nemanja

Hook 1 (Max) - Priests of the Golden Horn

The Golden Horn sits majestically atop a cliffside overlooking the nearby ocean. The view is, however, not its most striking and famous feature, as the whole city is devoted to the worship of the bull demigod that purportedly protects it. All manner of travelers make the arduous journey to the Horn in order to seek his guidance.

All rites are overseen by the Bull Priests, the ruling caste of the metropolis, whose word is law. To slight them and deviate from their teachings is seen as anathema, frowned upon, and is generally speaking extremely dangerous.

Little does anyone know that their stringent tendencies, along with the fact that their deity is only seen at a specific time of day, are due to the fact that The Bull God is, in fact, a farce—a captured minotaur that the priests use as a puppet for their faith.

Hook 2 (Nemanja) - Anti-aurochs architecture

When the Second Helene Republic was formed in the XIV century, the greater community of Greece and surrounding areas begrudgingly accepted the Bull-men of Minos into their midst. Despite their fiery temper, the minotaurs have proven themselves both as soldiers (serving as heavy infantry) and as civil servants, especially architects. Indeed, their chokehold on architectural industries is such that many cities have neighbourhoods purposefully designed in such a labyrinthine way that members of other species find it impossible to traverse them. The most infamous of these is the Pathfinders' Peril, the massive labyrinth in Second Sparta that stretches through almost half the city and surrounds the mysterious White Bull's Temple.

What only a few people alive know is that the labyrinth is specifically not made to keep anyone out, but to keep the White Bull in.

The White Bull, for its part, is the ancient progenitor of the Minotaur race. It has the body of a giant, and the head of an aurochs (the ancient, European wild cattle). It is a hungry and bloodthirsty deity, but its power over the minotaurs has waned alongside its influence. Should it feed again, however, its influence will burn bright again, and with it, the rage of its children will awake too.

All of this should have been critical information for an invading army. Too bad that you, the human handler assigned to the Third Ottoman Kallikantzaros division, weren't briefed...

Hook 3 (TJ) - Grain of Satisfaction

Entimira never really understood the draw of an unending labyrinth. Isn't the point of a maze to eventually have the satisfaction of getting out? Why would he be interested in trapping people in unending twists and turns? Besides, once people gave up, where was the fun in killing them? It isn't like he was killing for food, and killing for sport never seemed quite right. No, his method was much better. This way, he got to see the joy people experienced at finally figuring it out. And this was far more efficient for food. He could actually eat this. Yes, as he stood over his meticulously arranged corn seedlings, he knew. This year's corn maze was going to be his best yet.

Friday, August 6, 2021

Mimic

 I'd say Mimics exist in the lower echelons of likeability with other creatures such as Rust Monsters, mainly due to them being used as a very adversarial tool along the lines of "ha, gotcha!" by many GMs. Of course, given its toolset, it is of no surprise to anyone that the mimic is typically deployed more so like a trap than an actual creature.

That is the most obvious and easy approach. But we are not here for the obvious and easy, are we? RAW, the mimic can only appear as a medium object—but it can be any object. Despite being portrayed as pretty much mindless, mimics do possess a considerable amount of intelligence (score of a 10 is higher than a lot of animals and beasts in the book), so what's to say they shouldn't use it? And why couldn't a particularly tricky one get very big and pretend it's, say, a house?

- Max

Hook 1 (Max) - Galvanni's Gift

An announcer in fine robes shouts in the middle of the town square.

“Master Galvanni’s magnificent adaptable armor! Get yours today, don’t wait! It can do anything you need! Change its size to fit your chiseled physique, cover your nostrils from poisonous fumes, shift its color to blend into surroundings, create a nifty little backpack should the need arise and so, so much more! Visit Galvanni’s workshop to set up a visit today! You won’t regret it!”

*You might regret it.*

Hook 2 (Nemanja) - An Unpleasant Guest


G̶͕̜͕̲̱͍̘̈͐̄̇͘͜l̶̡͌̾̑̔̉͂̌̚͝ų̴̻̖̗͖̤͓̒͐̈́͝g̶̢̮̯͍͇̫͊̃̀̓̎́̈͜͝g̷̡̠̠̗̮̪̎͑̑͋̊͛̀̀͜ä̷̞̯̹́́͂̊͐̓͛̕͘͘j̸̛͈̖̙̮̑̇̍͛̈a̶̡͍̮̠̦̻̭͍̱͐͋̽b̴̗͎̣̞͚͊͆́͌̒̑̏͆̉͜͝į̶̧̲̪̰̯̗̮̈́̒̍͛͒̎͆̀̋̍g̶̢̛̟̬̜̗̪͇̍̑ǧ̶͚̀̈́̏͠ is a mimic who really, really likes traveling.

                        To that end, he has perfected a very uncommon "hunting" strategy—his preferred disguise is that of a single golden coin. He will often travel for a while in the possession of an adventurer or wanderer until eventually revealing his true form, giving his earnest and nuanced review of locations visited before finally consuming his increasingly confused victim.

Hook 3 (TJ) - The Fence

When it comes to disposing of ill-gotten goods in Millstone, the underground knows that there's really only one place to go. One would be tempted to think that farming communities don't have much in the way of crime or the need to offload stolen items, but that betrays an outsider's misunderstanding of what it means to have a centralized milling operation. Millstone's strategic positioning on the widest and fastest part of Logan Creek is no mistake. Farmers from all over bring their grain to Millstone for its expedient and affordable milling services.

The nefarious underground may not have the same economy of scale as larger operations in major cities, but it is certainly profitable. And no one makes more profit in Millstone than The Fence. First-time contraband foisters may think that their contact is called "The Fence" because of what they do—fence stolen goods. When they get to the meeting location on the north side of town and the posts and beams begin to warp and tremble, they're quickly proven wrong.

Thursday, August 5, 2021

Merfolk (Warrior, Wavecaller)

Merfolk. You know 'em, you (might) love 'em, you probably don't use 'em. The problem with merfolk is that they have underwater combat baked in, which most GMs and tables I know avoid given the myriad of questions it raises. How do you breathe and/or hold your breath? How well do you swim? How do you deal with combat in three dimensions? Lucky for you, all of these questions are actually pretty easy to answer for Pathfinder 2e.

Aside from the very basic mechanics the current merfolk offer, there isn't much to them. The real question is: how big are your underwater societies? Do you have entire nations of merfolk in a mystical Atlantis-adjacent city? What about pockets of merfolk that congregate around the ports? Do merfolk laborers scrape mussels off of the bottoms of ships? Do you have saltwater and freshwater merfolk? Was your entire world covered over in water at one point, allowing certain large lakes to have landlocked (ha) merfolk?

Think about what the merfolk means from a socio-cultural perspective. And yes, you should try and run them once in a while. The three-dimensional practice at lower levels will come in handy when your players get access to fly later. Give it a try! You don't need the Pythagorean Theorem to run them, I promise.

- TJ

Hook 1 (Nemanja) - The Pirate Without a Ship

A new pirate confederacy has risen to power off the coast of Tatamiki Archipelago—and it's quite an unusual one. The Wavecrashers call themselves pirates, though they own not a single ship as their manpower consists entirely of merfolk and harpies.

Those rare few who have survived Wavecrashers attacks talk of an eerie feeling of complete coordination between the two groups; the moray-bodied merfolk start with a series of boarding attempts that force sailors onto the defensive, turning their focus below. After the initial attack, the albatross winged, harpoon-bearing harpies descend from the clouds and begin the slaughter.

Hook 2 (TJ) - Might of the Moon

The Saint's Hope sunk off the coast of An'Zeth long ago. Now every three months, when all the moons are full, the Saint's Hope rises again, ravaging the coast outside of Nishka. The typical rumors surround it: the ship is cursed, it's haunted, or the captain has unfinished business. Attempts have been made to sink the ship, but regardless of how many holes are put in it, it does not waver. Discerning eyes, however, will note that the hull and frame of the ship (which sailors say regenerate anew each time it rises) are actually comprised of a patchwork of newer and older wood. Truly discerning individuals may be able to spot bits and pieces of previous ships the Saint's Hope has destroyed in recent months. 

The merfolk hydromancers maintaining the ship's buoyancy can only muster the proper magnitude of aquatic magicks when the moons are full. This gives the remaining merfolk plenty of opportunities to practice their carpentry using scavenged wrecks. Considering how well-fed they are given all of the crews they've eaten, they could keep at this for quite some time.

Hook 3 (Reece) - A Way Off World

Dear Fen,

As requested I am cataloging what I can of the flora and fauna here. Contrary to what one might think, there are very few merfolk here on Archipelagus. Given the prevalence of the plane of water here, I am particularly surprised.

There is one society I was able to locate in my travels—they were quite hospitable, to the point that I almost started to appreciate their hospitality. After ridding myself of that terrible impulse, I did learn a few things of interest.

These Mer, the Mi'ran, have been searching for a way off-world for some time now. They were left behind when the rest of their kin skirted into the Plane of Water. Evidently, their Shaman-King offended a powerful elemental lord who now bars their escape from this world. Should someone resolve the issue, I think we could take advantage of what they can't bring with them...

Insincerely, 

Gorimat

Wednesday, August 4, 2021

Medusa

As is the case with mythological creatures being adapted into the TTRPG format, we all know what a Medusa is—a snake lady, can turn people to stone with her eyes, typically not the most social type. We could probably end it there and carry on with the hooks.

But let us dwell a moment on this here monster. Because, if you stop to think about it, is medusa really a “monster?” She is far from mindless, but just so happens to possess an ability that makes it hard for her to integrate into society. The snake hair probably doesn’t help either. Some medusas will probably accept their fate and live out their lives as monsters to scare children with. Some will not. I think that’s where you can make things interesting with them, for we’ve all seen the cave with countless petrified people—a place where a medusa stalks the shadows, but wouldn’t it be refreshing to see one that uses her powers to help those turned to stone, or uses her talents in other, more intriguing ways?

- Max

Hook 1 (Max) - Stone Cold

Mara, a wandering sculptor, is famous far and wide for her skill and incredible, life-like detail. She goes from city to city looking for inspiration, creating a few pieces, auctioning them off to some of the wealthiest people in the area, after which she moves on.

Many have tried to unearth the secret to her artistry, moreover, she always has a long list of upstart artists who want to become her students. She always refuses. This, combined with her rather seclusionary lifestyle, reportedly otherworldly beauty, and the all-around aura of mystery surrounding her character, it is no surprise that many chase after her.

No one has ever actually seen her at work, and she never takes on the job of replicating someone's likeness. Mara herself attributes this to the fact that only when inspiration strikes her can she truly work her magic, though some have suspicions, especially since whenever she is in a town reports of people missing arise...

Hook 2 (TJ) - The Queen's Pieces

As the auction progressed, a multitude of rare pieces of art and mysterious objects passed in front of the discerning patrons. Each bidder raised their card silently, driving the price for the lot of curios ever higher. In the front row, a sprite waited impatiently, flitting back and forth around their seat. Finally, the item they had been waiting for was revealed. A chessboard of immaculate make went up for auction. Quiet murmurs went up over the pure artistry of it—the embossed tiles, the magnificent carvings on the edge of the case. Most of all, people fawned over the incredibly crafted pieces. It depicted two kingdoms of sprites pitted eternally in stony battle with one other, trapped to the wits and whims of those who played. The sprite had found their family. Flying to the front, the sprite grabbed the auctioneer by the collar.

"Where did you get these?"

Hook 3 (Nemanja) - The Mother of Golems

The Underworld of Starkstone recently had a coup and is now under the heel of a mysterious grey eminence known only as the Mother Of Golems.

Indeed, Thessellema the Stonewielder is quite adept at golem-crafting, and found for herself a previously unexplored niche—she discovered that golems crafted from petrified humanoids are especially hardy, if sometimes a bit ornery.

Thessellema also happens to be the only person in the city who knows where the Ratcatchers, an elite society of trapsmiths, can be found at the moment, and time is running out...

Tuesday, August 3, 2021

Marilith

The Marilith stands out from most demons in the game in several ways.

First of all, the aesthetic—while most demons in the books tend to borrow from tolkienean and Christian (with the latter totally not being a subset of the former) sources, the marilith is decidedly Hindu in origin.

Secondly, while other high-level demons such as balors might also serve as generals in demonic armies, they are implied to do so through brute force and power, whereas the Mariliths are explicitly tacticians and strategists of their kind, said to understand the flow of chaos in a way very few other beings of the multiverse can.

In combat, a marilith is a true powerhouse. Able to deliver a staggering six attacks of opportunity per round, or decide to instead use any of those sword-wielding hands for incrementally better defense, all the while under the constant effect of fly? This monster will absolutely hurt you. It's demonic weakness fits the theme pretty well, though I fear it will very rarely come into actual play—should the demon try hurting someone on their turn, and fail at it (mind you, it would have to fail every single attack and/or spell in that turn) they take mental damage, as their massive ego is hurt by their perceived incompetence.

- Nemanja 

Hook 1 (Max) - For I Am The Light

Duma was a devout priest of the Sungod. For many years, he fought in his deity's name, felling countless opponents while remaining undefeated through his life. When one is heralded as the "God of Fighters", hubris is sure to follow.

That was the case with Duma. He eventually fought for the sport of it, not for the cause of his god. And as years went on, the inevitable happened, and he was slain. Alas, by that time he was no longer chosen of the Sungod and his soul was forfeit.

The forces of chaos took him in, feeding his ego over hundreds of years, convincing him that it was he, Duma, who was the real Sungod. After all this time, he is ready to claim his divinity and regain the title of the greatest fighter to walk the world.

Hook 2 (Nemanja) - Bristewald The Blade

As a young lad, Bristewald of Balhemia witnessed a battle that was over in seconds—a flash of light, and then blood and gore over the entire field. Despite being on the winning side, Bristewald was chilled to his bone, though he also saw something tragic yet romantic in how his enemies fell.

This inspired him to take up the fiddle when he returned home from the war; his songs, always tragic and melancholic, launched his career as a minstrel.

Despite his success, having seen what he had seen, Bristewald never stopped practicing with his sword either. Eventually, his exploits as a mercenary with a heart of gold also brought him fame and gold. And yet, a part of him never felt complete, as whenever he thought of that fateful battle, he felt dread. He knew not what it was that slaughtered his enemies, and feared that it could take him out one day just as easily. He would spend fortunes and do wild things just to get him closer to any small lead or bit of information about that day.

After twenty long years, found it he has—the shadow over his life is the Marilith Avasarala, a dread tactician of the underworld's armies. Fearing he can not be truly happy as long as the demon looms over the world, he now rides out with his companions to meet her on the battlefield. The Fates watch, as beating a marilith is a sure way to set one on the path to becoming one of Heaven's own enforcers...

Hook 3 (Reece) - The Vile Veil

Far to the northeast lies Utvash Veil, what many consider to be the most dangerous place in the world. When one first lands upon The Veil, the striking black-red beaches of its shores are both stunning and dangerous, as they are ridden with all manner of venomous creatures and corrupted elementals.

Should one be foolish enough to venture inland, The Cult of Many Blades has built a semblance of a society. While not overtly hostile, as they must trade with outsiders to sustain their living upon the island, the cult does very little to protect visitors to The Red Temple. This city of worship is entirely dedicated to worshipping The Great Mother, though one would have to be greatly dedicated to the cult to know exactly WHO The Great Mother is and why they worship her.

Though there are rumors about it, it is said that deep within the volcano, the cult's terrible goddess resides, birthing forth every manner of monster and demon upon the world. Should one choose to pursue answers or seek a boon from the Mother of Monsters, the trials to seek her out are incredibly difficult. The volcano from which the isle gets its name, Utvash, is adorned with a great obsidian tower that reaches far out of sight into the dark, swirling clouds above. While many horrors reside within, Degara Sindrinker—the Chosen Champion of The Mother—is perhaps the worst. As queen of the tower and a powerful pride demon, she will try the will of any parishioner, demanding total supplication of one's pride to The Great Mother...

Monday, August 2, 2021

Marid

When I think of Genies, it's hard to not envision Robin Williams' performance in Aladdin—a product of my age group, perhaps. It's worth noting that genies in the traditional (and Pathfinder) sense are beings of elemental power, and the Marid is reflective of that.

The marid has a lot of thematic and powerful spells in addition to a change shape ability that can be helpful for roleplay elements (ha). Between Rush of Water and a few other powerful melee abilities, the Marid is a powerful combatant and an interesting counterpart as far as elementals go. Think about how your players may encounter an elemental, and what circumstances might lead one to ally or be pitted against one. A marid could even make a compelling not-quite-evil villain in a gray-morality game, or one where society is at odds with the forces of nature.

Whatever the case, take a look at the marid and consider it an opportunity for both worldbuilding as something to use when you need to subvert some expectations about what exactly an elemental is.

- Reece

Hook 1 (Nemanja) - Mostly Unconditional

A Marid Shanzada is throwing a massive, seven-day feast on his private island, and inviting what seems to be anyone who has ever owed him a favour, which amounts to a lot of people. The highlight of the feast will be a three-day storytelling contest, to be judged by the Shanzada themself and rewarded by an unconditional wish. However, any stories that involve an Efreet or a demon of Hel in a non-adversarial role will throw the host into a rage, endangering all the guests...

Hook 2 (Reece) - The Sanctum of the Sea Festival

Far to the north, the coastal town of Tir Dor has developed a strange relationship with the local denizens of the sea. Though some consider them heretical, the people there note that their offerings and festivals do not prevent any from practicing their own beliefs.

Due to some strange confluence of magics, the town is surrounded by seawater that is incredibly "close" to the Elemental Plane of Water. Storms along the coastline there can be devastating, though Tir Dor has found a way to prevent being wiped off the map. Before each storm season, a festival is held for an entire week. The townsfolk sing, dance, create art, and tell stories of days past. Each year, water elementals rise from the sea and partake in the festivities, dancing with the townsfolk and partaking in the storytelling. The powerful Marid use this festival to bless the town, saving it from the ravaging storms.

This year, when an inquisitor comes to investigate if the town's festival is a threat to The Empire, tensions are high between the town and the representatives from the highly structured imperial officials...

Hook 3 (Max) - Baywatch

No ship has been able to leave or enter the Merchant's Bay in over a month which, as one might suspect, has had disastrous results on the local economy. Local and not only authorities have chimed in for a hefty reward for anyone able to resolve the issue.

The waters of the bay have become hostile, tidal waves crashing any vessel into splinters. Some hypothesize that this is gods' punishment, or perhaps that some hex was put upon the city by some malicious force. Truth, however, is a little more complicated than that.

The spirit that looks over the bay has had enough of it being constantly polluted by the mortal beings that travel upon it and decided to make the journey impossible. It resides in the middle of the maelstrom that covers the entire area, should anyone make it there to try and plead with the angered being.