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Matovilka

@matovilka / matovilka.tumblr.com

This is about my dreams. And games. Dreams about games. (I'm 40+)
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Okay, you need to make sure you play this game at some point. Maybe not today or anything, because you’ll need about thirty minutes and a serious willingness to understand how it works, but - it’s so worth it. It’s basically an answer to our occasional frustration - why do assholes always come out on top? - and the beautiful thing about it is that not only does it explain how that happens, but also how we can change it.

“In the short run, the game defines the players. But in the long run, it’s us players who define the game.”

This is fascinating if you’re into math or sociology or computer programming or all of the above.

Everyone, everywhere, without exception, should play this thing through.

Don’t check just this - check out all of Nicky Case’s work. They’re a brilliant creator and I heavily recommend checking out at least one of their projects.  Their website can be found here.

Parable of the Polygons - an interactive experiment that shows how tiny individual biases can collectively cause segregation on a massive scale.

To Build a Better Ballot - an interactive experiment that shows the alternatives to the voting systems we currently use and how they can be more representative and democratic, along with their faults.

Coming Out Simulator - a short interactive story/novel about coming out, based off of Case’s own experiences. Not one I’ve played myself but still one I can recommend.

Loopy - a very simple but useful tool to show how systems interact with each other and how things can self-propagate.

We Become What We Behold - “ a game about news cycles, vicious cycles, infinite cycles.“ A short five-minute game about news and media. Warnings for violence, blood, death and stress.

OH MY GOD THIS IS FRICKING AMAIZNG WOW WOW WOW WOW YESSSSSSSSSSSSSSSSSSS YES INTELLECT 

I have often said that I think the world of Greyhawk that exists in the early D&D modules is more mysterious and vibrant than the branded campaign setting. Let’s see how the branded Greyhawk modules fare, yea?

This is WG4: The Forgotten Temple of Tharizdun (1982), the first WG module (WG1 was going to be The Village of Hommlet, WG2 the Temple of Elemental Evil and WG3 Lost Caverns of Tsojcanth, so this is WG4, even though all those products wound up with different codes). This is a sorta sequel to S4: Lost Caverns of Tsojcanth and there is a whole mess of continuity issues between that adventure, Elemental Evil and other stuff. Whatever its place there, the adventure itself starts with the party tracking a group of norker raiders (love a good norker!).

That leads to a dungeon with two distinct atmospheres — the upper ruins of the temple inhabited by the norkers and a lower reaches containing the dungeon. Interestingly, there is no clear guarantee a party will actually find the lower dungeon (potentially making it literally forgotten) and, honestly, the ruined temple is probably more than enough for a party to deal with. That region is largely deserted — only a handful of monsters haunt it. Rather, there are a good number of traps and cleverly deceptive spaces to navigate. There is a real sense of revelation the further you go into the complex and the rooms become less terrestrial. Sadly, that doesn’t pay off — the puzzles just reveal a treasure, not a god awakened or any special knowledge. Bit of a missed opportunity there.

The art here, by Karen Nelson, is maybe the strangest I’ve seen in a D&D module? IIRC Lawrence Schick called it the ugliest 1E cover. Its odd, for sure. I quite like the grell on the back and most of the interiors, though.

Steve: 1

Secret Service: 0

For those who don’t know, Steve Jackson Games was raided by the Secret Service in 1990, and all copies of the then-upcoming GURPS Cyberpunk were confiscated. Though this was bad for the company financially (they were set back months on a major project, and had to do layoffs), it did lend a certain air of pizazz to their product.

They ended up suing the government, and won. This was the first high-profile case for the Electronic Frontier Foundation, which successfully sued on behalf of the company, winning around $300,000 in the case.

The full story is here: http://www.sjgames.com/SS/

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I knew the EFF had been around longer than I've been alive, and that they've done so much for the internet that I take for granted. I like learning about how it came into being and what they've actually done. And I love learning that it actually worked, at least some of the time, that the people didn't just get conveniently disappeared, that the EFF sued and actually won and I live in a world with a better internet because they did that.

The affidavit on which SJ Games were raided was unbelievably flimsy . . . Loyd Blankenship was suspect because he ran a technologically literate and politically irreverent BBS, because he wrote about hacking, and because he received and re-posted a copy of the /Phrack newsletter. The company was raided simply because Loyd worked there and used its (entirely different) BBS!

... and also I find it amusing that in their illegal raid they didn't bring their own lockpicks or whatever. They tried to use the office letter openers.

In their diligent search for evidence, the agents also cut off locks, forced open footlockers, tore up dozens of boxes in the warehouse, and bent two of the office letter openers attempting to pick the lock on a file cabinet.

A two for one post today.

Dragon posts for Smaugust.

The Maple Leaf Drake is a small to medium sized woodland dragon that populates temperate forests across the globe. Their unique body morphology allows them to hide, almost seamlessly, amongst vast maple forests. This physiological adaptation also extends to seasonal color changes throughout the year. They will live their lives hidden amongst the leaves, using their long proboscis bill to pierce through the bark of Maple Trees to extract the sweet sap, which makes up the majority of it’s diet. 

Incredibly skittish, the Fearful Precious Red Coral Drake lives it’s life hidden amongst Red Coral. It’s long proboscis-like mouth snatching up small unsuspecting pray. 

Mechanical question;

How much would you say giving a creature spellcasting should increase its cr? For sake of a specific example, let's say there's a Asurendra Asura with full oracle casting, as I was contemplating one as a bbeg for a campaign.

Feel free to give other examples to help illustrate your point.

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Given that Asurenda already HAVE considerable power, adding even more to it wouldn't actually adjust its CR by as much as you think it would! If you're talking about the casting ability of a 20th level Oracle, then its CR would likely be adjusted to 22 or 23... or maybe even as low as 21 or as high as 24, depending on which specific spells they're being given! The Cleric/Oracle spell list in general is jam-packed with tasty buffs that I'm sure a fiend as intelligent and powerful as an Asurenda could maximize the use of. Don't forget spells like Blessing of Fervor! And especially not Death Ward, given that Asurenda have no protection from death effects...

Remember that giving them actual spells instead of spell-likes means they need to provide components, and they can be interrupted and countered much more easily than spell-likes. They're being given a weak point that clever players can take advantage of! Also remember that, unless you give them some sort of special rule or ability, a creature that's casting spells is taking its whole standard action to do so! In the case of the Asurenda, it may be cramming its higher level slots full of either buffs or Quickened spells that play well with its Full-Attack heavy kit.

Now, if you're talking about 20 levels worth of the actual Oracle CLASS, then you're getting a little goofy. Pathfinder's general rule is that a given creature's CR is equal to its base CR + its class levels, give or take some points depending on how powerful the base creature is already or what, if anything, the class actually adds to their base kit (a Succubus Bard doesn't reap many benefits until much higher levels, for example, so the CR doesn't jump up as high). The math on this... isn't always perfect, especially if the base creature is already CR 10+ and you're adding 10+ class levels; just take a look over at the Unique Monsters tab on AoN and sort by CR to see what I mean! There's diminishing returns at play... or, more accurately, some monsters are so powerful at base that the first few levels of a class don't even matter to their overall strength, and their CR doesn't go up at all until they actually start hitting more powerful class abilities!

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Here's the big dicebreaker interview with the designers & publishers whose names you know well.

Where do we go next?

I'm advocating for tumblr, and I'm in the PlusOneExp discord (just ask me if you need a link to what I'm finding to be a very welcoming island in the storm).

For now, that will suffice for me. I've tidied up my social links, I've sorted out my instagram and started making good use of the Stories feature, and I've long since given up on twitter. But I'm in a position that I'm yet to release my first project, so I've started at the bottom of the mountain and I won't be hit hard by the loss. I really feel for those who have lost years of hard work & struggle. It must feel like shit.

I appreciate this quote at the end of the article from Jess Levine:

“Every platform wants their walled garden, and the VC money that funded the existence of social media platforms that acted like a public is drying up as they realise maintaining what amounts to public infrastructure isn’t profitable,” Levine said.
“We're basically just speedrunning the neoliberal enclosure of anything resembling a public commons, this time with digital spaces rather than physical ones. As a creator and a generalist that markets their work online—and in some ways, even just as a person—that’s terrifying.”
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I wish I could just keep drawing all my other dragon ocs but I can help but designing new ones. This here's Debora and she lives in coniferous swamps. Still trying to flesh out this design. I just want to like a design for longer than a day for once.

Folklorist (Pathfinder Second Edition Archetype)

(art by Victor Rossi on Artstation)

There is something integral to the human experience in storytelling. The art of creating stories to entertain, teach, and bond over is something we’ve been doing ever since we developed sapience, and we’ll continue telling stories until we finally come to an end.

That love of storytelling is why we play RPGs, and games in general. After all, a ttRPG is by nature a collaborative storytelling experience.

It only makes sense then that there would be an archetype tied to that sacred role. And while this archetype shares bones with the bard class conceptually, both can exist on their own and together as well.

While such storytellers could easily show up anywhere, this archetype is heavily associated with the Mwangi Expanse, where the art of oral storytelling is a respected profession. Indeed, such is their gift for storytelling that they can use tales to help guide the actions of others, firmly believing that just as the real world shapes stories, so too do stories shape reality.

As part of the dedication for this archetype, these tale-weavers can spin a tale that is either about an ally or is relevant to their predicament, surrounding them with minor inspiring illusions that bolster their ability to fight a single enemy.

Before libraries or schools, stories were also the primary way to educate others, though oral tradition runs the risk of misinformation as tales or forgotten or unique circumstances that inspired a tale render it’s lesson inapplicable. As such, these storytellers learn a lot about various stories which can help them recall knowledge on almost any topic, but runs the risk of dubious information.

Just as a storyteller conveys a tale, skilled ones can convey magic, letting allied spellcasters channel their magic through them, which can be useful when cover or range is involved.

Many storytellers agree that three is an auspicious number, and the hero of a story often achieves their goal on the third attempt. As such, when inspiring an ally, that ally becomes more resistant and avoidant of their foe’s attacks on the second, and especially on the third attempt to resist the same effect.

More powerful storytellers can spin stories about whole groups of heroes, blessing many allies at once with a story rather than just one.

Interested in an archetype that adds a bit of bard flavor and knowledge to your character? This might be what you’re looking for. Naturally this works best with a character that supports allies either as their main gimmick or as a side thing to do with an action each turn. Heck, you could even double down and apply the archetype to the bard class for even more poetic and oratory support. However, any character with decent storytelling chops (especially high charisma, though that’s more for flavor than mechanical benefits) could benefit from the archetype. All in all, this is a good archetype with some tasty flavor.

The cool thing about oral traditions and folk tales is that stuff is constantly evolving, being remixed, and changing along with the people that tell those stories. As such, going into this archetype is carte blanch to absolutely go ham on making up all kinds of stories not just for use with the mechanics, but just general roleplaying opportunities as your storyteller cites or retells a story as part of character interaction.

 Though not well-known outside of his own kind, the kitsune hermit Kogafune is well-known as a lorekeeper and teacher, one with secret knowledge forgotten by most. Reaching him for information is difficult, forcing travel through trackless mountain wilderness. But reaching the old sorcerer can only benefit those with the dedication to find him.

As symbols of hope and goodwill, coatls, particularly the quetz coatls, often become secret patrons of storytellers to help them create stories of hope and bravery among mortals, the better to keep such feelings alight in the heart of mortals.

The thing about stories is their message can change a lot depending on who is telling the story. To the Gula human tribes, the story of Ekesor is about a man who heroically tricked an orc chieftain into ceding territory and giving away his daughter in marriage. Meanwhile, orcs tell of how the human showed cowardice in underhanded tricks and betraying hospitality.

Onerous Aspic (Monster)

(Yule Ooze by Steve Prescott)

(Oozes are real weird to balance. Just as written, they simply lack stuff like saves and AC. I think I did this one well enough though. Anyway, who loves food crimes?)

CR7 TN Huge Ooze

Long thought to be a joke, an edible ooze, the onerous aspic is unfortunately all too real. Rumored to be created by a mad cannibal-alchemist, or even the archfiend Gorgaleth himself, the onerous aspic devours all animals in its path, paralyzing those too big and preserving their bodies perfectly in a process that turns themselves into a perfect treat for a massive dragon or a wealthy cannibal feast. Onerous aspics are often made by such creatures with the intent of doing just that- letting them collect prey for eventual slaughter. A few crafty necromancers, however, have learned to use them as walking larders, as any animal contained within the aspic is perfectly preserved.

In combat, onerous aspics particularly tend towards the largest and meatiest animal they can, otherwise simply wandering forward into battle.

The Primordial Mother is an example of a living mythos; A maid that is of corporeal and faith. She is seen as both giver and taker. Mother and monster of the cosmic deep. A behemoth of the abyss, she is the leviathan of the mermaid world. 

While many mermaid species don’t possess culture or what would be deemed as such. There are species who do in fact display a sentience, a self awareness and with that a seeming spirituality. In some species of mermaids it appears as though the Primordial Mother is revered as a Goddess figure. Aside from her spiritual connection to certain mermaid species, it is believed that this specie is in fact the ancient progenitor of all mermaid species. Offerings, effigies, and carvings have been exhibited depicting this colossal maid and were the first things seen of this mysterious God. It was once believe to be purely religious iconography. It wasn’t until much later that the existence of Primordial Mother was confirmed.

While not agreed upon, it is believed that there is only ever one Primordial Mother at one time. The species is entirely comprised of males except for her. Males of the species will search the ocean depths to find her. Forming large harems. Many will never find a female Primordial Mother in their lifetime. When the Primordial mother dies, the largest, most dominant male within the harem with undergo a metamorphosis taking her place. Some speculate that there are many, though fewer in number, Primordial mothers. It is not known if this concept of a single mother is purely symbolic albeit believed by mermaid species. Regardless, the Primordial Mother inhabits such depths that it may never be known.

Flood Walker (Witch Archetype)

(art by Gycinn on DeviantArt)

Witches as a rule are often considered a form of spellcaster more in touch with the primal forces far from the light and safety of civilization (when not outright demonized with actual fiendish associations), and part of that has led to the idea of environment-plus-witch combos. Hans Christian Anderson’s sea witch and certain interpretations of his ice queen, any number of witches living in remote mountains or forests, et cetera.

That tradition carries over into Pathfinder with a handful of environment-focused witch archetypes, many of which we have covered on the blog previously, but now we’re looking at one focused on living in regions with a lot of rivers and a lot of flooding, which can vary from floodplains to the Serengeti to certain rainforests to any ol’ forest with a big river or three running through it and a lot of rain.

That’s a lot of ground to cover, but the one unifying factor is their connection to these floods.

While it’s not expressly stated in the archetype, it’s almost certainly associated with the region in the Lost Omens setting called the River Kingdoms, a large region known for it’s rivers and being a hotly contested wilderness where would-be kings and other rulers try to set up nations, most of which fail or fall eventually for any number of reasons, but probably happened at least once by way of flood (and potentially because one of these witches got pissed and decided to drown everyone).

Oh yes, forgot to mention, the flood walker is one of those “evil only” archetypes, probably because the River Kingdoms are also associated with Gyronna, goddess of hags and malevolent witchcraft.

While this obviously does not need to be the case in your setting, without any modification, some of the primary powers of the archetype literally revolve around subjecting victims to one of the most terrifying ways an air-breathing creature can die, so it could be hard to justify a goodly character, making this mostly the purview of villains and cruel antiheroes.

In any case, when you want to turn water against your foes in a very lethal way, these witches have an answer for you.

As mentioned above, these mystics must be evil since their literal modus operandi is drowning people, and becoming something other than evil causes them to lose access to these powers, either because their patron no longer wants to play nice, or because they actively refuse to use them. Actually retraining away from them takes much more effort though.

Naturally, they gain slightly different patron spells, notably the ability to force victims to only breathe water, suffocate them on dry land, and of course, blessing themselves with superior movement and power while in the water.

Perhaps their most insidious ability is their aura, which expends the air held in the lungs of their victims much faster than normal, putting them at risk of drowning faster than normal, and even subtly altering the water around them to make swimming in it harder, their thrashing cutting through the water while providing none of that handy equal and opposite reaction of movement to get them to the surface, though obviously the most skilled swimmers can brute force it and survive.

The witch themselves need never fear the water themselves, however, as they can simply will themselves to the surface to walk upon it.

Their most horrifying ability, however, is the ability to gain energy, either directly or by the patron rewarding them, when they cause another creature to drown, gaining additional power and vitality each time this happens, giving them plenty of incentive in and out of combat to send others to a watery grave, especially if they do so directly, as the benefits are doubled.

Unsurprisingly, the recommended hexes for this archetype revolve around those that give them superiority in water, the ability to blight foes or strangle them with their enchanted hair, as well as those that can be used to cause flooding by way of torrential rain.

This archetype is begging to be used in a region with a lot of water in it. However, being able to take advantage of the water can be difficult. Only two patrons grant control water as a spell (moon and water), so flooding an area to improve your chances is not always feasible depending on the build. In the hands of an NPC that has no reason to venture beyond their flooded/easily floodable domain is a much more reasonable use. That being said, spells that entrap a foe, preventing movement are good ways to help with their end goal of making them die by way of water. It should be noted for a caster that specializes in drowning enemies is that death by a lack of air is one of the few ways to bypass regeneration to kill something without having a certain damage type, if you can manage it.

We’ve talked a lot about what these mystics do, but not why, and the answers could be quite varied. They might be devotees of a deity like Gyronna who is outright malevolent and expects her followers to endorse her same level of cruelty for the power it gives them over others, or they might be bound to a watery patron that expects regular waterlogged sacrifices. Alternatively, the source of their magic might have nothing to do with it, but the nature of the power is what makes them evil. Perhaps they are sadistic or vengeful and hail from a watery or flood-prone land, viewing the depths as the perfect tool for destroying others. Meanwhile, creating a non-evil version of this archetype almost certainly can’t be done without getting rid of the “gains power and vitality from giving their victims one final, permanent bath” thing. You’d probably be better off using one of the other watery witch archetypes to represent a goodly witch of the river or waves, honestly.

 Many legends have held that the Shira River is inhabited by malicious youkai intent on drowning trespassers. While this is no doubt true in some cases, one individual is almost certainly to blame, a tengu hermit who lives by the river, using magic to drag unfortunate victims to a watery grave. The question of why is not on anyone’s mind, but they might simply be a murderous misanthrope, or perhaps sacrifice victims to a malevolent water spirit for the petty magical power they boast.

It may come as no surprise that many boggard witches are flood walkers, using the waters of the swamp to sacrifice air-breathers to their demonic gods. In response, however, Grippli in the same regions often train as witch hunters to single out and destroy these cruel mages as a result.

Curiously, despite their general malice, the Flood Walker witches of Moshin Falls have a particular hate of vampires, using their magic to bring running water to them. However, it’s an ideological motivation, not an altruistic one, and an alliance with such a witch cannot last under most circumstances.

Rager (Monster)

(Phyrexian Rager by Stephan Martiniere)

(The Phyrexian Rager is definitely an iconic phyrexian creature; first printed in Apocalypse, the finale of Old Phyrexia and of Magic's first long-form story arc, it has received a new printing and new art for the two times Phyrexia has got a facelift; Scars of Mirrodin block and the recent Phyrexian Invasion arc. I felt almost obligated to make statblocks for these. The three different art pieces it has have kept a relatively consistent design, which is great for me because I have multiple iterations of the same idea to draw from.)

CR7 NE Medium Aberration (Phyrexian)

Ragers are the shock troops of Phyrexia, serving on vanguard missions and in the front line of war. That is not to say they’re weak; indeed, a single rager is enough to hold off an average squadron of human soldiers and keep moving. Ragers have a habit of collecting body parts of their enemies- heads, limbs, organs- and returning them to their masters to be used in the creation of new beings for the glory of Phyrexia- most likely, more ragers.

Although a rager is built from a half dozen humanoid corpses, the core- its chest and face- is typically from a single creature, of whom it retains the appearance and a twisted echo of their personality. Ragers typically have around ten limbs- four legs, four clawed arms for damage, and two softer arms for manipulation- but this configuration is not a hard rule, and different combinations occur. Of these, however, almost all consistently make four claw attacks.

Monster Spotlight: Bogeyman

CR 10

Neutral Evil Medium Fey

Bestiary 3, pg. 42 (pic taken from Adventure Path: Extinction Curse: Legacy of the Lost God, pg. 79)

For years, FOR! YEARS! I’ve wanted to do an article on the Bogeyman. This monster has a very special spot in my heart, because around 10 years ago when I was just getting into tabletop stuff, I found a copy of Bestiary 3 on a game store shelf and flicked it open. After flicking past Behemoths and Asura, the most striking image to hit my eyes was what appeared to be a clown in a jaunty tophat and an absolutely menacing set of chompers. While by no means my favorite creature in Bestiary 3, my earliest memory of Pathfinder content was seeing that garish purple-and-red beast masquerading as a human, and as such the Bogeyman held a special place in my heart.

Which made it absolutely heartbreaking when my every attempt at extracting its picture from the PDF for use on this blog ended up looking HIDEOUS in a way my brain couldn’t reconcile with. As such, my first-ish exposure to Pathfinder languished… up until recently, with the release of 2nd Edition and a whole host of updated art for a WHOLE bunch of critters! While this Bogeyman isn’t my favorite–I’ll always love the bright purple bastard from 3–it certainly still portrays the mood of the Bogeyman in a way I enjoy. There’s plenty of Fey who cause fear for their own amusement, more than a few who eat it in some fashion, but Bogeymen are fear. They’re terror incarnate, they’re living nightmares, they’re the villain of a thousand stories and they know it, they revel in it, they wear it on their sleeves!

Bogeyman delight in finding singular victims and haunting them for days or even weeks, silently lurking under beds, within closets, in attics, or in basements, occasionally using Ghost Sound to create eerie noises, Darkness to cut the lights, or even Invisibility to quietly stalk their victims from their very own shadows until the haunted soul is on the verge of a breakdown. They’re artisans of terror, delicately crafting every moment of their target’s life of fear, plaguing them with Nightmares by night and by day whispering horrid thoughts into the victim’s ears from an invisible vantage point, making them lash out against friends and family to assure they’re entirely isolated when the malevolent Fey finally decides to end their lives. 

Like many creeping terrors, Bogeymen prefer to keep out of combat unless they’re sure they can win, remaining in the background otherwise. Unlike many creeping terrors, this should by no means make you think they’ll fold easily. They have high saves for their CR, DR 15/cold iron, and 21 SR, but their most infuriating defense is their ability to go invisible at will. Bogeymen are as maddeningly patient in combat as they are when seasoning their victims, flitting in and out of sight with Invisibility and exploiting their titanic +35 to Stealth checks to slither among combatants and find out where they’re weakest, physically and emotionally. Even an invisible Bogeyman can make use of its +28 to Intimidation checks to shake up anyone who can hear it speak as it waits for an opening, something it’s very keen on doing because as you may expect, Bogeymen are all about fear!

They live for fear, gaining Fast Healing 5 if someone within 30ft of them is suffering from any level of it. 30ft is, coincidentally, the range of their Deepest Fear aura, and illusion that shapes itself into the worst fears of anyone who views it. Failing a DC 25 Will save means you’re shaken as long as you’re in the aura, but succeeding the save renders one immune to it for 24 hours… but that just won’t do, will it? We can’t have someone NOT be afraid, so if someone succeeds and maintains a brave face, the Bogeyman disappears once more to Intimidate them, either through the skill check or with their claws. Their 1d8+1 damage claws aren’t really all that scary, but the burst of +6d6 from their Sneak Attack will probably make both the character AND the player jump. Both claws crit on a 19 or 20, and being critically hit by their claws causes Striking Fear to mount up. Failing another DC 25 Will save while already suffering from a fear effect compounds the fear, moving shaken to frightened, frightened to panicked, and panicked to paralyzed with fear (and thus vulnerable to being torn to shreds by Sneak Attack). While relying on crits is… well, unreliable at best, someone being hit even once while already shaken removes that person from the fight for several rounds, as frightened creatures must flee unless cornered, potentially giving the Fey deadly amounts of breathing room so it can recover and slip away… or savage a different, more vulnerable target.

Or just instantly kill someone who’s proven they’re a threat to it. For whatever demonic reason, Paizo decided to give them 3 castings of Quickened Phantasmal Killer each day! The moment it pops out of invisibility to Sneak Attack someone, it may be able to just take out someone else nearby with a glance! If your party doesn’t have any protection from fear, an encounter with a Bogeyman may go from tough to unwinnable in a single round.

If you can weather their initial Sneak Attack and have a way to counter their invisibility (like a sack of flour), things get much simpler. Adding onto that, anything that’s not afraid of them, either because it passed its save against the aura or was unaffected by it in the first place (in case you needed another reason to put Unbreakable Heart in your spell list), takes an enormous bite out of its offense and its defense and can potentially leave it floundering. Even with that weakness, Bogeymen still have access to Hold Person at 3/day to use against creatures they cannot terrify and Suggestion at will to manipulate them so they’re not ENTIRELY helpless against Paladins; keep that in mind if you’re going fey-hunting!

As a closing note, it’s a little funny to me that Bogeymen don’t actually have Darkvision, so their at-will Darkness–which would otherwise be an excellent tool to get in more Sneak Attacks–is just as much and impediment to them as it is to everyone else. It’s also extremely ironic that they’re not immune to fear effects, so any telepathic creature that succeeds against their Phantasmal Killer can turn it back around against them, potentially killing them with their own ability!

I love bogeymen. One of the nastiest fights I’ve ever run was with the bogeyman in Book 4 of Shattered Star. I have a bogeyman character in Pathfinder that I have teased before. Mater Cachinnarum, in the Mad Maddy Maddison entry. Yet another monster I need to write up in the not-too-distant-future

The Prickly Pumpkin Patch Drake is one of the smallest of the genus. Males reaching about 7 inches from head to tail and females ranging from 5 to 6 inches. As their namesake suggests this species of Pumpkin Patch Drake (or Jack-o-lantern Drake) has the signature Jack-o-lantern markings hidden beneath a layer of spiny skin. When provoked it will inflate it’s body revealing it’s hidden pumpkin face. However this Pumpkin Patch drake comes with another line of defense, noxious fumes. While not deadly these fumes are a major irritant to any would be predator. 

Corrupting Influences: Vampirism part 1

(art by Andrew Baker on Artstation)

And so begins the final corruption for 1st edition, and by extension this special on the blog. It’s fitting that we go out on another classical example of slow corruption into a monster.

Indeed, today we are covering the vampiric corruption, representing someone’s slow transformation into a creature of the night, a blood-sucking vampire!

A lot of modern fiction about vampires labors under the assumption that being turned into a vampire must be an instantaneous process. That bring drained dry by a vampire is enough to pass the curse or infection on, or perhaps feeding the victim a bit of their own blood afterwards. However, such was not really the case in Dracula.

Instead, Lucy and later Mina were preyed upon by Dracula for weeks until Lucy eventually died and came back as a monster, while Mina survived but was plagued by a special connection to the undead count which she used against him to help the other protagonists put and end to the horror.

Whether you interpret that as an infectious disease which consumed Lucy and made her rise or a direct result of her predation, Lucy was slowly becoming more vampire-like even before her death and rebirth as a monster with her memories, but none of her soul.

There are a few works that retain this slow transformation, (including at least one where it might all just be in the character’s head), but the further away we get from the original book, the more instant, direct transformations after death tend to be a thing (which, given how vampirism has been used as an allegory for STDs or the LGBT+ community in the past by people with positive and negative messages in mind, is not surprising, but we’ll get into that later this week.)

Such slow transformation forms the basis of the corruption version of vampirism in Pathfinder. While indeed anyone might rise as a vampire spawn or full vampire after being slain by a vampire, this corruption starts by way of multiple feedings, as the curse slowly takes hold.

Aversion to sunlight and favoring the night is just the beginning, as a thirst for blood takes hold, and the victim struggles with predatory instincts and amoral impulses, until either they find a cure or succumb and become a monster.

The creeping horror of knowing you or a friend is becoming a thing that preys upon sapient beings is perfect for how the corruption rules are meat to operate, and as the week progresses, we’ll see exactly how that goes!

I know generations are centered around consoles, but if play games on PC or a handheld was your first system, then just pick which gen was going on at the time

If you don't play video games then move along