Tuesday, May 25, 2021

Magic, Madness, & Sadness Part I - All Eyes on the Beholder

"As you once did for the vacuous Rom, grant us eyes, grant us eyes. Plant eyes on our brains, to cleanse our beastly idiocy." - Micolash


    Beholders, along with Illithid, Slaadi and Displacer Beasts, are among the most iconic of D&D’s non-licensable monsters. They have been featured on multiple covers of the core rulebooks, including 5th edition’s Monster Manual. They also come off as disjointed and out of place in many settings. Like many monsters, Beholder’s particular origins usually boil down to one of two sources; they’re from another plane, or they’re just sort of there. 


    This is not to say that these explanations are insufficient, but rather there could be a greater attempt to integrate Beholders more deeply with the setting around them. Their shallow place is a shame, because Beholders are bad-ass. Here’s their B/X stats:

FREQUENCY: Very rare

NO. APPEARING: 1

ARMOR CLASS: 0/2/7

MOVE: 3”

HIT DICE: 45-75 hit points

% IN LAIR: 80%

TREASURE TYPE: I, S, T

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-8

SPECIAL ATTACKS: Magic

SPECIAL DEFENSES: Anti-magic ray

MAGIC RESISTANCE: Special

INTELLIGENCE: Exceptional

ALIGNMENT: Lawful evil

SIZE: L (4’-6’ dia.)

The creature’s eyestalks and eyes are also protected, although less well (thus the armor classes of 2 and 7 respectively). Because of its particular nature the beholder is able to withstand the loss of its eyestalks, these members are not computed as part of its hit point damage potential, and lost eyestalks will eventually grow back (1 week per lost member). The body of the monster can withstand two-thirds of its total damage potential, while the great central eye can withstand one-third this total, i.e. a beholder with 45 hit points can withstand 30 hit points of damage to its body before being killed; the eleventh eye can withstand 15 points before ceasing to function. Eyestalks take from 8 to 12 hit points each before being lost. The body of a beholder represents 75% of potential hit area, the central eye and the eyestalks 10% each, and the 10 small eyes 5%.

The various eyes of a beholder each have a different function:

Charm person

Disintegrate

Charm monster

Fear

Sleep

Slow

Telekinesis (2,500 GP wt.)

Cause Serious Wounds

Flesh-to-Stone

Death

Anti-Magic Cone (Central Eye)


    Let’s be real for a moment. Beholders are simply bizarre looking. They are large, hairless, levitating cyclops heads with snake-like tendrils on their scalps ending in eyes. On top of this, all of those eyes are magic. If one takes a step back from the fact that they have become normalized, it really sets in how oddball they are. Unlike many monsters, Beholders do not have any literary or mythological origins to ground them, and while they have an entire book dedicated to them in the form of I, Tyrant and a chapter in Lords Of Madness, those do little to actually connect them to the average campaign setting. 

     I don't dislike Beholders, but I wish they were more a part of the world around them. So in the vein of my previous articles on Werewolves and Doppelgangers, we’re going to look at a piece of related media for some inspiration. In this case we’re going to look towards the game Bloodborne.


    For anyone out of the loop, Bloodborne is a game by FromSoftware, and is a spiritual successor to the Dark Souls series. The main character is an outsider to the accursed city of Yharnam, searching for a miraculous cure to a mysterious disease that they are suffering from. After an ill-advised blood transfusion at a local clinic, the PC is ushered into a tale of Lycanthropy and Lovecraftian madness—infected with a supernatural, body-warping disease by the tainted blood coursing through their veins. With a few exceptions, almost every enemy in Bloodborne was once human. From the grossly distended limbs of the villagers turning into werewolves, to the massive Cleric Beast and Vicar Amelia, all of these monsters were once just like the player. By tying the source of enemies to what were once humans, the warping effects of the otherworldly Great Ones becomes all the more terrible to us.


    To bring this back to D&D, we can fight against the game’s general tendency to grasp for planar, or explanations that are otherwise taken as a given. Instead of creatures which have been created wholesale, Beholders are beings which have created themselves. They are the self-directed products of a magical arms race.


Remain wary of the frailty of men. Their wills are weak, minds young.” - Vicar Amelia


    Beholders are neither creatures from the Far Realm, nor the spawn of some "Great Mother", but rather men and women desiring power beyond their grasp. Many magic-users desire immortality. There is so much to learn, and a lifetime is simply too short to do so. 

    Not every magus is well-versed in the dark arts of Necromancy. For Transmuters, there is always the temptation to replace the weak flesh that they were born with, to improve it with enchantments that stretch their form past the boundaries of what can be achieved by a mere humanoid. Discarding the unneeded parts of themselves like so much dross, the magician grows distant from their natural form, winnowing their bodies into both a weapon, and a vessel to last them through eternity. The limbs are generally the first to be altered or removed. They are largely unnecessary to a being that can float or fly, and there is little that they can achieve that magic cannot. Changes are made without regards to societal norms or aesthetics. Favored spells are folded into the design of the increasingly utilitarian form of the magic-user, most easily in the form of eyes that exude spells at a mere glance.


    Sorcerers are arrogant by their very natures, and they often underestimate the effect that these sweeping changes will have upon their minds. Growing ever more distant from the humanoid experience, their minds begin to break under the strain of the inescapable unfamiliarity engendered by their unique bodies. As they lose their grip on sanity, their original motivations for seeking immortality in the first place begins to fade. All that is left is the naked pursuit of power, and the triumph of utility over aesthetics in their own bodies. These beings are known as Beholders, due to the fact that their eyes generally become the source of many of their abilities.

    While each Beholder is a unique being, sages speculate that there is some template, or set of common spells that are drawn in their creation, but it could also simply be that abilities such as permanent levitation and an anti-magic care are just too good to pass up. To see what form the Beholder takes, roll on the table below.


1d8

My Gods, What Have You Done to Yourself?”

1-2

The magus is now chiefly a massive floating head with tentacle-like eye stalks along their scalp. Their old features are still visible in a grotesque parody of their appearance. Their body may dangle uselessly below them, but many simply sever it entirely when it proves unneeded.

3-4

Much of the mage’s original form remains, but it is now too perfect or otherwise eerily symmetrical. They’ve also enhanced their bodies by adding additional eyes on their hands, backs of their heads, torsos, and legs.

5-6

Instead of trusting in the vagaries of flesh, the wizard has reduced their body into a mere remnant, housing it within some extremely durable enchanted object. Floating polyhedrals covered in eyes, animate statues with baleful gazes, the possibilities for an inventive mage are endless.

7-8

Like some frankensteinian rummage sale, the Beholder assembled itself from the parts of other creatures; dragon’s wings, medusa snakes, basilisk eyes. The magic-user stitched these stolen pieces to themselves and become something of awful power.


    Beholders are quite mad. Their forms are far beyond what most mortal minds are meant to handle, and the pain of their self-experimentation often claims the rest. Much like the Beholders themselves, while they are unique, there are also patterns in the types of madness that they exhibit.


1d10

That Isn’t True! You’ve Lost Your Mind!”

1-2

Those who were part of the Beholder’s old life are viewed with suspicion. They could be seen as potential weaknesses for them emotionally, or even loose ends that need ‘tying up.’

3-4

Having worked so hard for their new form, they see it as the height of perfection. Any insults to their appearance or abilities will be met with potentially deadly response to prove their supremacy.

5-6

Paranoid and solitary, the Beholder can no longer stand the sight of others. Perhaps they regret their condition, or they could believe that real or imagined enemies are pursuing them.

7-8

As if to prove their own choice to themselves, the magus will seek out the greatest threats or personal challenges that they can. This could mean slaying dangerous monsters, or even dominating entire communities.

9-10

Seeing itself as the example to which all others can aspire to, the Beholder reacts in one of two ways—it either attempts to completely obscure the method by which it achieved apotheosis, or it attempts to evangelize the path to any who will listen.


    To determine what powers the eyes of the Beholder possess, roll on the table below 10 times, ignoring any duplicate results. Every Beholder otherwise possesses the ability to levitate, as well as an Anti-Magic cone centered on one of their (generally many) eyes.


1d30

No! What is that Eye Doing?!”

1

Fear

2

Charm Person

3

Charm Monster

4

Slow

5

Flesh-to-Stone

6

Sleep

7

Telekinesis

8

Death

9

Cause Serious Wounds

10

Disintegrate

11

Confusion

12

Hallucinatory Terrain

13

Protection From Normal Weapons

14

Wall of Force

15

Animate Dead

16

Move Earth

17

Hold Monster/Person

18

Web

19

Haste

20

True Seeing

21

Forbiddance

22

Feeblemind

23

Geas

24

Globe of Invulnerability, Major

25

Grasping Hand

26

Magic Sword

27

Reverse Gravity

28

Insect Plague

29

Teleport

30

Major Creation


    So, this is the first in a multi-part series detailing various means by which Magic-Users attain immortality. I'm planning to do a take similar to this for each school of magic, but we'll see how that goes. As always, thanks for reading!

Sunday, May 9, 2021

Shanghai Shadowrun Part III - The Queen Celeste & The Lucky Coin

    Howdy there folks, this is the 3rd job overall in my Shadowrun campaign, you'll probably want to read both parts I and II, as well as my short article on the first coin of Luck


Locate the Mega-Freighter Queen Celeste. Break into the ship with the Bronze Sharks.

Steal the assigned cargo container. Do not sink the vessel. Avoid casualties.



The PC’s crew has become an important part of Pudong district’s underworld. Having exterminated the Glowing Eyes Circle and taken over the Jumbo Jackpots, they renamed both themselves and the Casino as The Golden Hands. Fixtures in the local scene, the crew have cultivated several notable allies; the tech-nomad tribe known as Godzilla’s Breath, The Red Pillar called Chen Silver Eyes, a White Paper Fan named Lao Long, and the Bronze Sharks. Business has recovered from the collapse it suffered from Sagacious Cho’s murder, and the Golden Hands has risen to a mid-tier establishment with a decent reputation.


Things are looking up, yet there are some issues the Golden Hands haven’t yet solved:


  • Golden Toad still wishes to go into business with the Golden Hands and the Great Empire triads. If ignored, he will show up unexpectedly at a serendipitous time.

  • Silver Eyes & Long hate one another intensely, and are both trying to find ways to use the crew to destroy their rival.

  • Due to calling in some favors, the Golden Hands ended up in debt to the Bronze Sharks.

  • Disney’s investigation into the theft of their animatronics is still ongoing. Ms. Delfonse is doggedly chasing down leads. Delafonse may be willing to play ball to nail Wuxing.

  • The Spirits unleashed by Wingji’s failed Feng-Shui ritual are still hunting for those responsible for them being trapped on the physical plane. They are going mad. Wingji is also quickly going mad.


The most pressing of these is the debt they owe to the Bronze Sharks. The gang outnumbers the PC’s and their allies by 5:1, and even worse, the Red Dragon will not intercede on their behalf should it come to that. The Sharks cannot handle the Celeste on their own. The pirate gang was given the job by a Johnson calling themselves Rapacious Bao. A Red Dragon fence from the Qingpu district, Bao was hired through several untraceable intermediaries to acquire the first of the Four Coins of Luck for the Great Eastern Dragon Lung, which just happens to be in the hold of the Queen Celeste. To throw off observers, the dragon is stealing from himself; he owns the Queen Celeste. The Bronze Shark’s leader, Toothy Ruogang, is in his pocket.



The Queen Celeste is a mega-freighter in every sense of the term; 300 meters long, 100 meters wide, and 50 meters tall. The ship holds thousands of cargo containers, both on the deck, and inside massive holds. Lung couldn’t help but safeguard the coin and the Celeste with a number of defenses to make the heist appear legitimate. None of those involved know what they’re guarding:


  • A squad of the 58th Battle Brigade. Eight of the mercs are at the entrance to the level above where the coin is being stored, another eight patrol the deck of the ship in squads of two. These folks are incredibly trigger-happy, and have been given a list of allowed personnel.

  • Several drones have been assigned to follow the freighter, normally staying far above the vessel. They are controlled by an on-site rigger named Bane Siphandon.

  • Shadowrunners Nobira Toshiki & Tatsuda Fuminsho, are embedded as members of the crew. Fuminsho is part of the ship’s deck crew, while Toshiki acts as a navigator’s mate. Toshiki has summoned several Watchers and an Air spirit and set them to patrol the ship’s holds.

  • The crew has been ordered to give an all-clear signal every 4 hours. If the signal is not transmitted, a Wuxing Maritime Security Division ship will be sent with a squad of marines to investigate.

  • There are cameras at the entrances to the crew quarters, control room, security room, each of the holds, and on the corners of each of the stacks. A pair of crew members monitor the camera feeds, and their alarm system has been tapped into by the Shadowrunners.

Though there is much stacked against them, their new allies in the Bronze Sharks can provide them with a few advantages, and they can avail themselves of their contacts:


  • Fickle is a demolitions expert favored by the Sharks. She is more an affiliate than a full member, and she is being paid by the gang for her services for the job. If asked, Fickle can be bribed into helping the party, or convinced to assist in return for a cut of the profits or a personal introduction to Silver Eyes.

  • Loud Song would understand the enigma that the Queen Celeste presents, and the potential opportunity and danger therein. She will wish to help the party unravel the mystery, but will not risk the safety of Godzilla’s Breath to do so.

  • The Bronze Sharks themselves contribute ten pirates and two vessels to the cause. The pirates are absolutely fanatical during this mission. Toothy Ruogang has spelled it out in no uncertain terms that failure here could result in all of their deaths.


The cargo container is on the 8th level down in the ship’s holds. The container ID is 429-TJ-951, and the coin is hidden inside of a lead box, stuffed into what appears to be a nondescript bench.

NPCs



58th Battle Brigader/Wuxing Security Marine


B

A

R

S

C

I

L

W

ESS

Init

IP

CM

3

5

4

3

3

4

3

4

6

8

1

10


Skills: Blades 3, Dodge 3, Intimidation 3, Pistols 3, Automatics 3, Unarmed 3.

Gear: Ceska Black Scorpion, Lined Coat, Knife/Sword.



Nobira Toshiki, Magus of Clouds


B

A

R

S

C

I

L

W

ESS

M

Init

IP

CM

3

3

3

3

3

4

3

4

6

3

7

1

10


Skills: Assensing 3, Astral Combat 3, Pistols 3, Conjuring Group 3, Sorcery Group 3.

Gear: Armor Vest, Fichetti Security 600

Spells: Detect Life, Light, Physical Barrier, Powerbolt, Silence, Stunball



Tatsuda Fuminsho, Yakuza Assassin


B

A

R

S

C

I

L

W

ESS

Init

IP

CM

4

5

5 (6)

4

3

4

3

4

3.8

9 (10)

2

10


Skills: Athletics Group 2, Blades 3, Dodge 4, Firearms Group 5, Infiltration 3, Perception 3, Unarmed Combat 4.

Cyberware: Cybereyes (Flare Compensation), Smartlink, Wired Reflexes I.

Gear: Assault Rifle, Katana, Knife, Full Body Armor.



Bane Siphandon, Drone Operator


B

A

R

S

C

I

L

W

ESS

Init

IP

CM

3

3

3

3

3

5

5

5

2.7

8

1

10


Skills: Cracking Skill Group 4, Electronics Skill Group 3, Gunnery 3, Perception 2, Pilot Aircraft 3, Pilot Ground Craft 3.

Cyberware: Commlink, Datajack, Control Rig, Simrig

Gear: Armor Vest, Fichetti Security 600