- Aaztar-Ghola
- Adherer
- Aerial Servant
- Algoid
- Amphoron of Yothri: Worker
- Amphoron of Yothri: Warrior
- Amphoron of Yothri: Juggernaut
- Ant Lion
- Ape, Flying
- Aranea
- Arcanoplasm
- Artificer of Yothri
- Ascomoid
- Assassin Bug
- Astral Moth
- Astral Shark
- Aurumvorax
- Basilisk, Crimson
- Basilisk, Greater
- Bat: Doombat
- Beetle, Giant Rhinoceros
- Beetle, Giant Slicer
- Beetle, Giant Water
- Biclops
- Blood Hawk
- Blood Orchid
- Blood Orchid Savant
- Blood Orchid Grand Savant
- Bloodsuckle
- Bloody Bones
- Boalisk
- Bone Cobbler
- Boneneedle, Greater
- Boneneedle, Lesser
- Bonesucker
- Borsin
- Brass Man
- Brume
- Burning Dervish
- Cadaver
- Cadaver Lord
- Carbuncle
- Caryatid Column
- Cat, Feral Undead
- Caterprism
- Catfish, Giant Electric
- Catoblepas
- Cave Cricket
- Cave Eel
- Cave Fisher
- Cave Leech
- Centipede Nest
- Cerebral Stalker
- Chain Worm
- Chaos Knight
- Chupacabra
- Church Grim
- Churr
- Cimota
- Cimota Guardian
- Cimota, High
- Clam, Giant
- Clamor
- Cobra Flower
- Coffer Corpse
- Cooshee
- Corpse Rook
- Corpsespinner
- Corpsespun
- Crabman
- Crayfish, Monstrous
- Crimson Death
- Crypt Thing
- Dagon
- Dark Creeper
- Dark Stalker
- Darnoc
- Death Dog
- Death Worm
- Decapus
- Demon Prince: Teratashia
- Demon Prince: Thalasskpotis
- Demonic Knight
- Denizen of Leng
- Dire Corby
- Dracolisk
- Drake, Fire
- Drake, Ice
- Dust Digger
- Eblis
- Ectoplasm
- Eel, Giant Moray
- Eel, Gulper
- Elusa Hound
- Encephalon Gorger
- Exoskeleton: Giant Ant
- Exoskeleton: Giant Beetle
- Exoskeleton: Giant Crab
- Fear Guard
- Fen Witch
- Fetch
- Fire Crab, Greater
- Fire Crab, Lesser
- Fire Snake
- Flail Snail
- Flowershroud
- Foo Dog
- Forester's Bane
- Froghemoth
- Fungoid
- Fungus Bat
- Fyr
- Gallows Tree
- Gallows Tree Zombie
- Gargoyle: Four-Armed
- Gargoyle, Fungus
- Gargoyle, Green Guardian
- Gargoyle: Margoyle
- Genie: Hawanar
- Ghost-Ammonite
- Giant Slug of P'nakh
- Giant, Jack-in-Irons
- Gillmonkey
- Gloom Crawler
- Gnarlwood
- Gohl (Hydra Cloud)
- Golden Cat
- Golem, Flagstone
- Golem, Furnace
- Golem, Stone Guardian
- Golem, Wooden
- Gorbel
- Gorgimera
- Gorilla Bear
- Green Brain
- Gray Nisp
- Grimm
- Gripple
- Grue, Type 1
- Grue, Type 2
- Hanged Man
- Hangman Tree
- Hawktoad
- Helix Moth
- Hieroglyphicroc
- Hippocampus
- Hoar Fox
- Horsefly, Giant
- Huggermugger
- Igniguana
- Jackal of Darkness
- Jaculi
- Jelly, Mustard
- Jupiter Bloodsucker
- Kamadan
- Kampfult
- Kech
- Kelp Devil
- Kelpie
- Khargra
- Korred
- Kurok-spirit
- Land Lamprey
- Lava Child
- Leng Spider
- Leopard, Snow
- Leucrotta, Adult
- Leucrotta, Young
- Lithonnite
- Magmoid
- Mandragora
- Mandrill
- Mantari
- Midnight Peddler
- Mite
- Mite, Pestie
- Mummy of the Deep
- Murder Crow
- Naga: Hanu-naga
- Olive Slime
- Olive Slime Zombie
- Ooze, Glacial
- Ooze, Magma
- Origami Warrior
- Pech
- Phycomid
- Pleistocene Animals: Brontotherium
- Pleistocene Animals: Hyaenodon
- Pleistocene Animals: Mastodon
- Pleistocene Animals: Woolly Rhinoceros
- Pudding, Blood
- Pyrolisk
- Quadricorn
- Quickwood
- Rat, Shadow
- Red Jester
- Ronus
- Russet Mold
- Ryven
- Sandling
- Screaming Devilkin
- Scythe Tree
- Sea Serpent, Brine
- Sea Serpent, Deep Hunter
- Sea Serpent, Fanged
- Sea Serpent, Shipbreaker
- Sea Serpent, Spitting
- Seahorse, Giant
- Sepulchral Guardian
- Shadow Mastiff
- Shadow, Lesser
- Shroom
- Skeleton Warrior
- Skeleton, Stygian
- Skelzi
- Skulk
- Slithering Tracker
- Soul Reaper
- Stegocentipede
- Strangle Weed
- Tabaxi
- Taer
- Tangtal
- Tazelwurm
- Temporal Crawler
- Tendriculos
- Tentacled Horror
- Therianthrope: Foxwere
- Therianthrope: Lionwere
- Therianthrope: Owlwere
- Therianthrope: Wolfwere
- Treant, Lightning
- Tri-flower Frond
- Triton, Dark
- Troll, Spectral
- Troll, Two-headed
- Tunnel Prawn
- Tunnel Worm
- Vampire Rose
- Vegepygmy Commoner, Worker
- Vegepygmy Guard
- Vegepygmy Chief
- Volt
- Vorin
- Vulchling
- Lava Weird
- Were-mist
- Weredactyl
- Widow Creeper
- Witch Grass
- Witherstench
- Yellow Musk Creeper
- Yellow Musk Zombie
- Zombie Raven
Thursday, February 26, 2015
Fifth Edition Foes: Monster List
In response to Calvin's request, here's the list of monsters in Fifth Edition Foes. Alternatively, you can grab this two-page PDF of Appendix A, which lists all the monsters by type and CR.
Tuesday, February 24, 2015
Fifth Edition Foes: The Bone Cobbler
Now that PDFs of the Necromancer Games 5E books are rolling out, I finally have time to write some of the previews that should have been done, oh, four months ago while the Kickstarter was still running. Reviews of Fifth Edition Foes have been very positive, and let me tell you, it's great to hear strong reviews after so many months of work.
Offered here is one monster from 5EF that illustrates some of our approach. I won't say the bone cobbler typifies the book, because no single entry can be "typical" of a book containing 252 monsters. It's an example of how we went for monsters with strong story implications and with the potential to become far more dangerous than their raw numbers imply, in the hands of a GM who respects those story angles.
The bone cobbler doesn't belong on anyone's random encounters table. This is a creature that deserves to have an entire short adventure, or at least a detailed lair encounter, devised around it. Animate Bones is a great cinematic ability, and Bonestripping should put fear in the heart of every low-level adeventurer. If this thing gets you alone for four minutes, you aren't just dead; you're gone beyond hope of recovery by much of anything short of divine intervention. A GM who uses a bone cobbler needs to construct its lair like the set of a black-and-white gothic horror film, with plenty of secret doors that victims can be pulled through after all their companions have marched past, or trap doors that open silently under the last person in line and drop them into the bone cobbler's lair, where they're finished off by horrific skeletal abominations. The victim's friends have three minutes to recover the body, which is a tall order considering they probably don't know where it is and might not even know that the person is missing, if the GM did things correctly!
In other words, the bone cobbler is a ready-made Jeepers Creepers horror-movie villain waiting to be sprung on characters.
Just as important, however, is the fact that Fifth Edition Foes doesn't explain all of that for you. You might think that's because of space restrictions in the book, or is just laziness on our part, but in fact, we prefer to leave things like that unstated. Why? Because it's more fun for GMs to figure out for themselves. We believe GMs enjoy thinking about these sorts of things; why else would they be GMs? A book that does all the readers' thinking for them robs them of all those delicious "aha!" moments. Possibly worse, it assumes that our creativity is better than yours, and that's beyond deflating, it's an insult.
So that's a brief introduction to some of the philosophy underpinning Fifth Edition Foes. If you didn't get in on the Kickstarter, you can still buy the book in hardcover + PDF or just PDF through the Frog God Games website. The book has quite a few reviews at ENWorld and also has an extensive discussion thread there, and Sobran ran a multipart look at the book and some of our CR assignments on his Fantastic Frontier blog.
In coming days, I'll look at more of the monsters I found most interesting in 5EF, plus Quests of Doom and Lost Spells, of course!
Steve
Offered here is one monster from 5EF that illustrates some of our approach. I won't say the bone cobbler typifies the book, because no single entry can be "typical" of a book containing 252 monsters. It's an example of how we went for monsters with strong story implications and with the potential to become far more dangerous than their raw numbers imply, in the hands of a GM who respects those story angles.
The bone cobbler doesn't belong on anyone's random encounters table. This is a creature that deserves to have an entire short adventure, or at least a detailed lair encounter, devised around it. Animate Bones is a great cinematic ability, and Bonestripping should put fear in the heart of every low-level adeventurer. If this thing gets you alone for four minutes, you aren't just dead; you're gone beyond hope of recovery by much of anything short of divine intervention. A GM who uses a bone cobbler needs to construct its lair like the set of a black-and-white gothic horror film, with plenty of secret doors that victims can be pulled through after all their companions have marched past, or trap doors that open silently under the last person in line and drop them into the bone cobbler's lair, where they're finished off by horrific skeletal abominations. The victim's friends have three minutes to recover the body, which is a tall order considering they probably don't know where it is and might not even know that the person is missing, if the GM did things correctly!
In other words, the bone cobbler is a ready-made Jeepers Creepers horror-movie villain waiting to be sprung on characters.
Just as important, however, is the fact that Fifth Edition Foes doesn't explain all of that for you. You might think that's because of space restrictions in the book, or is just laziness on our part, but in fact, we prefer to leave things like that unstated. Why? Because it's more fun for GMs to figure out for themselves. We believe GMs enjoy thinking about these sorts of things; why else would they be GMs? A book that does all the readers' thinking for them robs them of all those delicious "aha!" moments. Possibly worse, it assumes that our creativity is better than yours, and that's beyond deflating, it's an insult.
So that's a brief introduction to some of the philosophy underpinning Fifth Edition Foes. If you didn't get in on the Kickstarter, you can still buy the book in hardcover + PDF or just PDF through the Frog God Games website. The book has quite a few reviews at ENWorld and also has an extensive discussion thread there, and Sobran ran a multipart look at the book and some of our CR assignments on his Fantastic Frontier blog.
In coming days, I'll look at more of the monsters I found most interesting in 5EF, plus Quests of Doom and Lost Spells, of course!
Steve
Friday, February 20, 2015
Howling Tower Returns to Kobold Press
Hey, I'm back at Kobold Press. Today's post was the first of six aimed at players.
Welcome to the end of the Howling Tower hiatus—thanks for coming! The Tower has been silent for too long. During the past year, I’ve been so occupied with huge writing projects that no time or energy was left over for small ones. Lots of good things came out of the past year — Hoard of the Dragon Queen and The Rise of Tiamat for Kobold Press, and a trio of Fifth Edition books published by Necromancer Games: Fifth Edition Foes, Lost Spells, and Quests of Doom. But now that those massive projects are wrapped up, the light is flickering again atop the creepy tower at the dismal end of the valley, and eerie wailing can be heard wafting through the pre-dawn mist again.
This six-part series of columns will be aimed squarely at RPG players instead of GMs. Gamemasters have reams of material to peruse when they want advice on how to do their jobs better, but the pickings can be slim where players are concerned. The goal is to help readers develop better roleplaying habits and attitudes so they can get the most enjoyment from their time around the game table.
Just because the advice is aimed at the players’ side of the screen doesn’t mean GMs should look away. They’re sure to find some useful tidbits here, too. You can’t be a good GM without understanding where your players are coming from.
Most of what we’ll cover can be summed up succinctly in two words: embrace immersion. The more you suspend disbelief and think like a character instead of like a player, the richer your experience becomes. That little gem of an idea has many facets to explore.
Read the rest at KoboldPress.com.
Welcome to the end of the Howling Tower hiatus—thanks for coming! The Tower has been silent for too long. During the past year, I’ve been so occupied with huge writing projects that no time or energy was left over for small ones. Lots of good things came out of the past year — Hoard of the Dragon Queen and The Rise of Tiamat for Kobold Press, and a trio of Fifth Edition books published by Necromancer Games: Fifth Edition Foes, Lost Spells, and Quests of Doom. But now that those massive projects are wrapped up, the light is flickering again atop the creepy tower at the dismal end of the valley, and eerie wailing can be heard wafting through the pre-dawn mist again.
This six-part series of columns will be aimed squarely at RPG players instead of GMs. Gamemasters have reams of material to peruse when they want advice on how to do their jobs better, but the pickings can be slim where players are concerned. The goal is to help readers develop better roleplaying habits and attitudes so they can get the most enjoyment from their time around the game table.
Just because the advice is aimed at the players’ side of the screen doesn’t mean GMs should look away. They’re sure to find some useful tidbits here, too. You can’t be a good GM without understanding where your players are coming from.
Most of what we’ll cover can be summed up succinctly in two words: embrace immersion. The more you suspend disbelief and think like a character instead of like a player, the richer your experience becomes. That little gem of an idea has many facets to explore.
Read the rest at KoboldPress.com.
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