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Showing posts with label fae. Show all posts
Showing posts with label fae. Show all posts

Tuesday, July 21, 2020

How Weird are Monsters?

Last night's game (I'm playing, not running) had an encounter that got me thinking. Forgive a brief campaign story for context.

The game is a Savage Worlds conversion of the Rules Cyclopedia. We are playing high-expert level (name level+) PCs. I'm a crotchety mystic (monk). An NPC ally is clearing a wilderness hex for his keep and we're helping out. The MU plans to build her tower nearby and the Elf is eyeing an ancient wood as his realm. At a nearby lake, the cleric has discovered some magic-infused clay under the water that can make clay golems. The trouble? A mysterious swirl (small whirlpool) in the water appears at different spots at different times. We observed a shepherd from a local population suddenly break off from his friends and flounder out into the water only to disappear beneath the surface. The party has decided that whatever it is must be destroyed. I'm personally convinced it's Nixies and the elf might not want to go murdering fellow fae, especially if he wants to be their local lord. Also, if I'm right, the shepherd is not dead. Currently, I'm outvoted.

OK, end of story.

I've talked a lot here not only about various D&D monsters, but also about the kind of world they might live in. This got me wondering about the general perception of monsters and magical beasts in a D&D setting. Not by the players, but in-game for the characters.

Obviously there can be a wide spectrum on this. There can be worlds where it's perfectly normal to have ogres drinking in a tavern. Other settings might not even have demihuman PCs. All of this is perfectly valid.

 (art by dangercook on DeviantArt)

The question is; how weird is it to run into true "monsters" in your world? At what point does that creature stop being just some critter or fella going about his business and become, well, monstrous? To be sure, there are all sorts of dangerous things in your typical fantasy setting, including people. Combat is almost certainly going to happen at some point, but not necessarily.

The party in my earlier story might well be justified in going straight to combat-mode in some settings, whereas in another world such actions could even be criminal. It's up to the DM and the players to work out which kind of a world they're playing in, so everyone is on the same page.


Thursday, May 11, 2017

RMA: Pixies


Rounding off the BX fairy-tale types is the pixie. This one is probably closest to the classic "fairy" that many people think of. They are small (1-2' tall) elfin humanoids with insect-like wings. They can be encountered in dungeons (Level 2 wandering monster) or in wilderness on the Flyer subtable and -weirdly- Desert humanoid. This makes me smile as I imagine a strain of pixie with scarab beetle shells and wearing tiny keffiyehs.

Pixie (from Moldvay) - 

AC: 3
HD: 1
Move: 90' (30') Fly 180' (60')
Attack: 1 (dagger)
Dmg: 1d4
No. App: 2-8 (10-40)
Save: E1
Morale: 7
AL: N

Like most fae, they aren't terribly powerful in combat, but seem to be present mostly to add to the "fantastic" element of the game. The most fun aspect of the pixie is its powerful invisibility ability. they can turn invisible at will and it is "improved" invisibility (they can attack and stay concealed). They always surprise under these circumstances and cannot be attacked during the first round! Even after you can spot their shadows, etc. you're still at -2 to hit them as they flit about.

That's actually a bit daunting if you are facing off against more than a couple of these little buggers, and there can be up to forty if you've stumbled upon their little village, etc. Their daggers do normal weapon damage, though their low HD means they aren't so great at hitting with them. Their low morale makes me think they would flee pretty quickly, but if they had a vested interest in hurting or killing someone, I can imagine them whittling someone down over time with periodic surprise attacks. 

To fight them, I imagine area of effect spells and things like sleep as being fairly effective. That said, I also suspect they aren't usually hostile. 

Befriending some pixies and having them use their invisibility to scout for the party would be a fun roleplaying situation to introduce. I can also imagine them as being servants to a more powerful being, possibly a high level elf sorcerer(-ess)?



Monday, May 8, 2017

RMA: Dryads


While dryads are a bit more mythology than fairy tale, their sylvan nature makes them a good fit for the fae thread these posts have been following of late. 

Fun fact: In Greek 'drys' signifies "oak." Thus, dryads are specifically the nymphs of oak trees. The dryads of ash trees were called the Meliai. Those associated with apple trees were the Epimeliad, and those associated with walnut-trees were the Caryatids. Thanks, wikipedia!

Dryad: (from Cook) - 

AC: 5
HD: 2*
Move: 120' (40')
Att: special
Dmg: 0
No. App: 0 (1d6)
Save: F4
Morale: 6
AL: N

Let's unpack this a bit. Dryads are only encountered in the wilderness, specifically in woods. That makes sense, since the description is "a beautiful female tree spirit who lives in a woodland setting or a dense forest."

Unsurprisingly -like many other fairy tale creatures- dryads are no great shakes as combatants. And like their fellow fae, that's really not the point of them. The signature features of the dryad are her beauty, her ability to charm, and her connection to her tree.

Dryads are described as "shy and non-violent." They cannot stray far from their tree and if it dies, they die. So they are not terribly hard to kill. The trick is being able to spot them. They can merge with their tree and be indistinguishable from the rest of the woods. 

However, dryads are also described as suspicious. If they are deliberately approached or followed as they move about, that's when they may turn on the charm. Note that the description specifically states that simply passing or standing near the tree doesn't count. So the dryad would most likely stay hidden in those circumstances. Their charm spell is powerful (-2 to saves), so there's a decent chance of it working. Once beguiled, the victim is taking inside the tree. There is nothing about how long this process takes, so the assumption is one round. 

Now here's the scary part. "Unless rescued immediately, the victim will never be seen again." There are two things to keep in mind here:

  1. I would interpret 'immediately' in this case to be 'before entering the tree'. So the victim's companions need to grab him fast and keep him away from the trunk.
  2. Note that it says "never be seen again," not "dead." So things like raise dead aren't necessarily an option. I would say a wish would do the trick, but even chopping down the tree won't bring your missing comrade back.
Another tidbit I'd like to mention: 1d6 appearing. That's right, the party could stumble into a grove of dryads. 


Imagine a dryad per PC casting their buffed charm spells. The 1-2 PCs who maybe make their saves having to decide which of their friends to tackle and keep from disappearing into the trees!


A final note: Dryads' treasure is in hollows beneath the trees' roots. I imagine that the wealth of their victims ends up down there. Treasure type D is fairly respectable for a 2HD creature, with a decent chance at a few thou in gold, not to mention gems, etc. Of course, chopping down a dryad's tree and digging up the loot might attract some unfriendly attention in an enchanted wood situation.

Thursday, May 4, 2017

RMA: Nixies




I thought I'd spend a little time looking at some of the more "fairy tale" creatures in the monster listings. Many are lifted right out of classic folklore and I think can be a real plus to giving a setting more of a fantasy/fantastic tone.

Usually, when I've talked about aquatic encounters in the past, I've focussed on the nautical. Nixies are river and lake dwellers, as opposed to mermaids and the like. They occur on the river and swamp wandering monster tables (there is no "Lake" table).

Nixie (from Cook)-

AC: 7
HD: 1
Move: 120' (40')
Att: 1
Dmg: 1d4
No. App.: 0 (2-40)
Save: E1
Morale: 6
AL: N
Treasure: B

There are many variations of this creature in folklore, but in BX nixies are described as 3' tall water sprites, resembling beautiful women with green, blue or gray-green skin. The AD&D version includes both genders and are slightly taller. I find the 1e version a bit too "monster" and not "fae" enough for my taste.

At 1 HD and AC 7, it's small wonder that they are shy of combat (see the Morale score). While they do have weapons, they are hardly formidable (1d4). Of course, the point of the nixie as an encounter is not to have them attack the party.

The nixies' charm ability is particularly interesting to me for a few reasons. First off, it takes ten of them to charm a target. At 2d20 appearing at or near their lairs, it's likely that at least one PC could be targeted. I imagine this as a chorus. A song with a literally enchanting harmony that throws its web over the character's will.

Some creatures, such as a harpy, use their charm effects to bypass a character's defenses and then slay him. Not so the nixie. They will take the character under the water and keep him as a slave for a year. So the PC isn't dead, but is will be out of the adventuring game for a while without rescue. Further, unlike the spell charm person, the character gets no opportunity after the initial saving throw to break the charm before the year is up. I assume things like dispel magic will do the trick, though.

Next, it mentions that the nixies can cast water breathing on their slaves, but needs to be renewed daily. This is an interesting little tweak as well. It ensures that their slaves can be kept well away from the surface, making rescue that much more difficult.

A final bit of interesting magic is their ability to summon GIANT BASS to their aid! These fish are a bit more hardy than the nixies (2HD), but are not individually terrifying. What's scary is that EACH nixie can summon one fish. Now I'm extrapolating a bit here, but under the Giant Fish entry on X31-32, the closest type in HD to the bass is the giant piranha. (3+3 HD vs. 2). The piranha is described as 5' long. So I'd put the bass at approximately 3' long, which would weigh in at about 25 pounds.

Bass Week 2025: The Next World Record Bass - In-Fisherman


Let's imagine the party is crossing a river or lake on a rowboat or similar and a dozen or so nixies show up. They croon one of the PCs into servitude and he starts climbing out of the boat.

Well of course his buddies aren't going to stand by and just let that happen, so they attack. The nixies summon twelve 3' long bass to defend them and all 300 pounds of these fish start shoving and rocking the boat. Next thing you know, the PCs are in the drink and at a serious disadvantage.

That said, I repeat that I don't think the nixies are best used as a combat encounter. I see the fae types not so much evil or malign as alien. Their concepts of morality is totally different from mortals. If they are immortal like in some fairy tales, why would the character make such a fuss about staying with them for a year?

Some ideas for nixie-related fun: The nixies might have useful information, or maybe they can retrieve something under the water for the PCs. If they want a slave, but the PCs aren't going to give up one of their own (and saving throws are made), bargaining with fairies is always rich meat for plot wrinkles. Since they are pretty much aquatic, maybe they want something from dry land they can't get themselves? If nothing else, an underwater adventure to rescue someone taken by the nixies might make a fun side quest.