Showing posts with label Dying Earth. Show all posts
Showing posts with label Dying Earth. Show all posts

Wednesday, November 11, 2020

Dying Earth Monsters IV - Sandestin

 

     In this fourth, and probably last, entry in my series  on the monsters of  Jack Vance's Dying Earth, we are going over the strange beings known as Sandestins. A species of genie/fae like creatures which are only seen in the employ of extremely powerful wizards, they carry about the business of making magic happen by using their extremely broad, even god-like powers. As an aside, Sandestins are the only creature that we've examined thus far that appears in multiple works that Vance made. In addition to their appearances on Dying Earth, they are also integral to the magic of another one of his series, The Lyonesse Trilogy. In spite of the fact that the magic system of D&D takes inspiration from, and is indeed named after Vance's work, one of the often overlooked aspects of wizards in the context of the Dying Earth is the fact that even the most powerful can only memorize perhaps a handful of spells, far less than even the Magic-User of oD&D. These spells take the form of complex mathematical formulae, as Pandelume explains to Turjan of Miir,


"
He [Turjan] learned the secret of of renewed youth, many spells of the ancients, and a strange abstract lore that Pandelume termed 'Mathematics'. "Within this instrument," said Pandelume, "resides the Universe. Passive in itself and not of sorcery, it elucidates every problem, each phase of existence, all the secrets of time and space. Your spells and runes are built upon its power and codified according to a great underlying mosaic of magic..." - Tales of the Dying Earth, Turjan of Miir.


     Unlike in D&D where speaking the formulae aloud in conjunction with the proper motions and reagents results in the spell being cast, in the Dying Earth, some of these formulae are designed simply to goad a Sandestin into complying and carrying out the wishes of the caster. As Vespanus expounds to Ambius,

"I first generate a phantasm, a perfect visualization of the completed building. After which I employ one of the minor sandestins, of the type called ‘madlings,’ who builds the structure in a matter of hours, flying in the materials from anywhere in the chronosphere wherein they may be found." - Songs of the Dying Earth, Abrizonde.


     Or as Osherl boasts to Rhialto,

"Very well. But you must dissolve the Stasis; I ride the flux of time as a sailor sails on the wind." - Tales of the Dying Earth, The Marvelous Rhialto


     For all their power, Sandestin are generally bound to an object or to the will of a particularly powerful mage, who keep track of their service with a series of points,

From the opening peered a small face with eyes as red as currants. "This is Osherl," said Ildefonse. "He is not altogether bifaulgulate, but he is clever and swift, if sometimes a trifle moody. His indenture runs to five points." - Tales of the Dying Earth, The Marvelous Rhialto

In order to ensure compliance from their Sandestins, the wizards of the Dying Earth use three methods: Exacting speech, the promise of or withholding of freedom, and the threat of both the Chug and an entity only termed The Great Name.

     Sandestins are fickle and clever beings that follow commands to the letter and no more. They actively connive to either solve a problem in the laziest manner that they can, or to stymie their domitor's efforts through subversion of their commands. Great care must be taken when dealing with them, as they will seize upon any opportunity to escape or slip the leash, as the wizards Rhialto and Ildefonse find when arguing with the creature known as Osherl,

"Ildefonse presently returned to the terrace, followed by Osherl and a second sandestin using the guise of a gaunt blue bird-like creature, some six feet in height. Ildefonse spoke in scathing tones: "Behold these two creatures! They can roam the chronoplex as easily as you or I can walk around the table; yet neither has the wit to announce his presence upon arrival." Osherl responded with a grin, "We were told to come to the work room. We did not wish to disturb your repast or restful slumber." - Tales of the Dying Earth, The Marvelous Rhialto


     The constant attempts by the fae-like beasts to escape must constantly be checked by the wizards who "command" them, alternative between threats and promises as they case may call for. In a particularly tense exchange Rhialto booms at Osherl,

"Precisely so. Osherl, the game is up! I here and now fine you three indenture points for faulty and faithless conduct." Osherl uttered a wild cry of emotion. Rhialto raised his hand to induce quiet. - Tales of the Dying Earth, Rhialto the Marvelous

     When spoken threats fail, wizards fall back on two enigmatic solutions: The Chug and the Great Name. When dealing with Osherl, Rhialto grows annoyed and releases the Chug from a pocket,

From his wallet darted a black- and red-striped object like a long thin snake. "Chug!" screamed Sarsem in horror. The chug wound itself around Osherl, darted its head into one of the fox-ears, emerged from the other and tied itself in a knot across Osherl's head...The chug dropped Osherl to the ground and returned to Rhialto's wallet. - Tales of the Dying Earth, The Marvelous Rhialto


     Trying to force similar compliance from the Sandestin called Sarsem, Rhialto laments the fact that he does not have Sarsem's Chug, implying that they are either unique or linked creatures,

Rhialto silently cured to himself as he watched the Sandestin disappear, "Preceptor, Ildefonse, even lacking the Chug, might be able to compel Sarsem to correct conduct." - Tales of the Dying Earth, The Marvelous Rhialto


     Bereft of any other options, Rhialto is forced to call upon the power of an entity that is not expounded upon to force both Sarsem and Osherl to do as he bids,

"Sarsem, listen carefully! Osherl, you must be my witness! I hesitate to call out that Great Name on such small affairs, but I am becoming ever more annoyed by your tricks. If you interfere once again in my recovery of the Perciplex, I will call upon—'' Both Osherl and Sarsem set up a fearful outcry. "Do not so much as mention the Name; he might hear!" - Tales of the Dying Earth, The Marvelous Rhialto

     Given the breadth of their abilities and the multi-dimensional life they are implied to live, Sandestins do not have anything resembling a uniform or consistent appearance. They can shift their form as easily as we do our clothing,

"Sarsem, will you sit?" asked Ildefonse, "In this guise, I find it more convenient to stand." "Then why not alter to human form and join us in comfort at the table?" pressed the wizard, "That is a good idea." Sarsem became a naked young epicene in an integument of lavender scales with puffs of purple hair like pompoms growing down his back. - Tales of the Dying Earth, The Marvelous Rhialto

     With their vast power and relatively small number of weaknesses, Sandestins are some of the most powerful creatures of the Dying Earth and can only be contained or threatened. Referees who wish to use them are wise to devise a way to inform players about Chugs and the Great Name—or to not do so, since the Dying Earth is after all an extremely dangerous place.

B/X & LotFP Stats

HD: 10 (HP 52)

Armor: Plate and Shield

Move: 120' (Can fly or walk)

Attacks: 2 Strikes, 1d4+6, Spellcasting

Special: Sandestins cast spells as a 17th level Magic-User. Against the attacks of a Chug, Sandestins count as being unarmored and they cannot save against any of their abilities. Sandestins are also subject to the rule of the Great Name, and one who knows the secret of it may command them.


Spell Level

Slots

Spells Known

1

5

Charm Person, Detect Magic, Enlarge, Hold Portal, Identify, Mending, Unseen Servant

2

5

Change Self, Detect Invisible, ESP, Invisibility, Knock, Magic Mouth, Mirror Image, Wizard Lock

3

5

Detect Illusion, Dispel Magic, Gaseous Form, Gust of Wind, Haste, Hold Person, Invisibility 10', Protection from Normal Missiles, Suggestion

4

5

Confusion, Minor Creation, Minor Globe of Invulnerability, Protection from Normal Weapons, Wizard Eye

5

4

Hold Monster, Interposing Hand, Passwall, Secret Chest, Stone Shape, Telekinesis, Teleport, Wall of Force

6

3

Barrier, Major Globe of Invulnerability, Move Earth, Mass Suggestion

7

3

Duo-Dimension, Grasping Hand, Mass Invisibility, Phase Door, Remote Surveillance, Spell Turning

8

2

Mass Charm Person, Polymorph Any Object

9

1

Shape Change, Time Stop


5th Edition Stats


Medium Humanoid (Sandestin), Chaotic Neutral

Armor Class: 20 (natural armor)

Hit Points: 187 (34d8 + 34)

Speed: 40ft., fly 90ft.

Abilities: Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 20 (+5), Wis 18 (+4), Cha 21 (+5)

Saving Throws: Int +12, Wis +9, Cha +8

Skills: Arcana +12, Deception +10, Insight +10, Perception +10

Damage Resistances: cold, fire

Damage Immunities: bludgeoning, piercing and slashing from nonmagical attacks or attacks made by Chugs.

Condition Immunities: exhaustion, paralyzed

Senses: Truesight 60ft., Passive Perception 18

Languages: Common, plus up to five other languages

Challenge: 19 (18,000 XP)

Spellcasting. Sandestins are 17th level spellcasters. Their spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). Sandestins typically have the following wizard spells prepared:

Spell Level

Slots

Spells Known

Cantrip

At Will

Blade Ward, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation

1

4

Alarm, Charm Person, Disguise Self, Mage Armor, Unseen Servant

2

4

Alter Self, Detect Thoughts, Enlarge/Reduce, Locate Object, Rope Trick

3

3

Blink, Counterspell, Dispel Magic, Haste, Major Image, Slow, Tongues

4

3

Arcane Eye, Banishment, Dimension Door, Fabricate, Polymorph

5

3

Animate Objects, Bigby's Hand, Creation, Hold Monster, Passwall, Scrying

6

1

Globe of Invulnerability, Guards and Wards, Move Earth, Programmed Illusion

7

1

Mirage Arcane, Mordenkainen's Magnificent Mansion, Plane Shift, Teleport

8

1

Control Weather, Telepathy

9

1

Time Stop, True Polymorph



Chug Weakness. Sandestins have disadvantage against any attacks or saves from Chugs.

Actions

Strike. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) slashing damage.


    Well that is another series of articles done! I wanted to take a moment to thank you all for reading, and point out that I have added some links on the side bar to help me eat! No pressure, but another interest would be awesome, and would help me continue to bring you fine folks more content from me. I also wanted to mention that I am in the process of putting together the final touches on the outline to A Death in Nysa and that I should be ready to pursue that project full bore come winter break. Thanks again!



Monday, February 3, 2020

Dying Earth Monsters Part III - Pelgrane


         
          
          In this third entry on my series on the denizens of the Dying Earth, I'm going over everybody's favorite evil flying predators, Pelgrane. While the Deodand are Vance's go to threat whenever he needed an inhuman enemy to bedevil his characters on the ground, Pelgrane are the ever present threat which makes travel across the Dying Earth as hazardous as the setting's name suggests.

          Our pal Cugel is nearly eaten by one while he is flying through the sky on a magic bed he had stolen from a wizard's manse:

"A black shadow fluttered across the sun; a heavy black object swooped down to alight at the foot of Cugel's bed; a pelgrane of middle years, to judge by the silky gray hair of its globular abdomen. Its head, two feet long, was carved of black horn, like that of a stag-beetle and white fangs curled up past its snout. Perching on the bedstead it regarded Cugel with both avidity and amusement. "Today I shall breakfast in bed," said the pelgrane. "Not often do I so indulge myself.""

          In a similar scene, Etarr and T'sais are threatened by one's approach in their tale:

They walked on in silence. Suddenly he grasped her arm and pulled her low in the furze. Three great shapes went flapping across the afterglow. "The pelgrane!"
They flew close overhead—gargoyle creatures, with wings creaking like rusty hinges. T'sais caught a glimpse of hard leathern body, great hatchet beak, leering eyes in a wizened face. She shrank against Etarr.
The pelgrane flapped across the forest.”


          Rhialto, when sent to another time period in the setting's history, is warned of a creature similar to a Pelgrane by one of his wizard fellows:

"The Grand Gazetteer lists only six magicians currently active, the nearest far to the north, in the present Land of Cutz. A flying creature known as the 'dyvolt' rules the skies; it resembles a pelgrane with a long nasal horn and uses the common language."

         Unfortunately these are the only direct mentions of the Pelgranes description which I could find, otherwise they're simply interacted with or mentioned by name. Like many of Vance's creatures, their actual looks are left up mostly to the reader's imagination. As a result of these somewhat contrary details, the truth of their appearance is somewhat murky beyond the fact that they are large, have the ability to fly, and like all of Vance's creatures, the ability to engage in witty banter. This allows us to draw one of a few conclusions:


  • Each Pelgrane is unique, or otherwise extremely diverse in appearance aside from a few general traits.
  • Pelgrane refers to a range of flying creatures which menace the Dying Earth.
  • The seemingly at odds descriptions are taken at face value. Pelgrane are gargoyle-like creatures with leathery hides, who eventually grow silky grey hair on their abdomens in middle age. They have hatchet beaks, filled with white fangs.

          None of these would make Pelgrane the strangest creature in the setting. While the situation is ambiguous, i'd go with the first option if I were going to include them in my own game; the variation in their looks would serve to further play up the bizarre nature of the Dying Earth. Anyway, let's move on to stats!


B/X Stats:

HD: 4 (HP 28)
Armor: As Leather
Move: 20', Fly 50'
Attacks: 1 Bite, 2d4+2
Special: Nimble Flyer; a Pelgrane may attack at any time before or after it's movement.


5th Edition Stats:

Large Monstrosity, Chaotic Evil
Armor Class: 14 (Natural Armor)
Hit Points: 42 (6d10 + 12)
Speed: 20 ft., fly 60 ft.
Abilities: Str 16 (+3), Dex 17 (+3), Con 14 (+2), Int 11 (+0), Wis 14 (+2), Cha 7 (-2)
Saving Throws: Dex +5
Skills: Perception +4
Damage Resistances: None
Condition Immunities: None
Senses: passive Perception 16
Languages: Common
Challenge: 3 (700 XP)
Flyby. Pelgranes do not provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Multiattack. Pelgrane make two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3)

All art is the property of it's respective owners.

Tuesday, October 15, 2019

Dying Earth Monsters Part II - Deodand


          I kicked off this series by going over the enigmatic Chun the Unavoidable, a singularly horrifying character in the mythology of the Dying Earth. This article will focus on one of the most commonly appearing creatures in the setting, the vicious beastmen known as Deodand. This hungry fellows show up in nearly every story set within the world, and they are common enough that every character has seemingly heard of or had first hand experience with them. I have found some OSR-compatible stats for Deodand in White Dwarf 58, but I felt that it'd be more fun to come up with my own for both Basic & 5th Edition. The Dying earth is overrun with various beastmen, most of whom are given only this brief description:

"Gid: hybrid of man, gargoyle, whorl, leaping insect.
Deodand: wolverine, basilisk, man.
Erb: bear, man, lank-lizard, demon,
Grue: man, ocular bat, the unusual hoon.
Leucomorph: unknown
Bazil: felinodore, man, (wasp?)."




          Of the six creatures mentioned, only the Gid and the Deodand appear directly at any point, and only the Deodand is featured multiple times. (As an aside, I really love that the writers of Zork straight up stole Grue.) In our reality, deodand is an animal, person or thing responsible for a person's death, and this name is perfect for how they're seen by others. Objects of fear and dread to the non-wizardly inhabitants of the Dying Earth, Deodand are are persistent threat to anyone walking alone at night or in deep woods who is not armed with magic,


A black figure stole into her sight, creeping along the ditch. In the light of the fireflies she saw him—a Deodand, wandered from the forest, a hairless man-thing with charcoal-black skin, a handsome face, marred and made demoniac by two fangs gleaming long, sharp and white down his lip. It was clad in a leather harness, and its long slit eyes were fastened hungrily on T'sais. He sprang at her with an exulting cry.”


          Oof. Now, obviously the idea that the cast of the Dying Earth being menaced by bestial men with charcoal-black skin can construed as problematic. However, the Deodand, while similar to humans, are utterly alien in both mindset and lifestyle. They seem to simply rove the wilderness, stalking any they find and pursuing them to their homes and beyond. Deodand fear little beyond magic,


The Deodand outside had lingered, and had been watching through the iron-barred window. Now it knocked at the door.
"Who's there?" called the man in the black hood, twisting about.
"I desire the one who has entered. I hunger for her flesh," said the soft voice of the Deodand. The man in the hood spoke sharply.
"Go, before I speak a spell to burn you with fire. Never return!"
"I go," said the Deodand

          Boogey-man like in approach, the Deodand wishes nothing more than to devour anything it comes across, and speaks with the typically erudite style which define all of Vance's characters,

You have no control over the grisly appetites of your fellows?” Cugel demanded.
I have no control over my own,” responded the deodand. “Only the fact of my broken limbs prevents me from leaping at your throat.”
Do you wish to live?” asked Cugel, putting his hand significantly to sword-hilt.
To a certain extent, though with not so fervent a yearning as do true men.”


B/X Stats

HD: 3 (HP 21)
Armor: As Chain

Move: 30'

Attacks: 2 Claws, 1d4+2
Special: Berserk Rage; when a Deodand has under 50% remaining HP, it gains +1 to Attack and Damage.


5th Edition Stats

Monstrous Humanoid, Chaotic Evil
Armor Class: 13 (Natural Armor)
Hit Points: 36 (4d8 + 12)
Speed: 30 ft., Climb 30ft.
Abilities: Str 17 (+3), Dex 12 (+1), Con 16 (+3), Int 12 (+1), Wis 12 (+1), Cha 7 (-2)
Saving Throws: Str +5, Con +5
Skills: Athletics +5, Perception +3, Stealth +5.
Damage Resistances: None
Condition Immunities: None
Senses: Darkvision 120ft., passive Perception 13
Languages: Common
Challenge: 2 (450 XP)

Berserk Rage. While it has 10 or fewer HP, Deodand have advantage on attack rolls, and deal an additional +2 damage with their claw attack.

Actions

Multiattack. Deodands make two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 +3) slashing damage.

Tuesday, July 30, 2019

Dying Earth Monsters Part I - Chun The Unavoidable

     Those of us who have played D&D owe a huge, incalculable debt to Jack Vance. Not only did he give us the magic system which underpins the majority of spell systems which exist within various editions, derivatives and versions of the game, he helped calcify the image of the typical adventurer in the form of Cugel the Clever and Liane the Wayfarer: Shiftless, mercenary and more than willing to rob their erstwhile employers if they failed to pay up.


     I'll get to the foes which vexed Cugel in a future post in this series, but today I wanted to go over my absolute favorite antagonist featured in the series and murderer of Liane, Chun the Unavoidable. Chun is simply put, creepy as all get out. Just look at this quote:

“The old man stood by another corpse with eye-sockets bereft and bloody. "This one came four days ago, and he met Chun the Unavoidable . . . And over there behind the arch is still, a great warrior in cloison armor. And there—and there—" he pointed, pointed. "And there—and there—like crushed flies."”

     He's one of the few creatures upon the Dying Earth that seems to give Wizards (the usual antagonists for the setting) pause, to the point that an assembled group of them make themselves scarce as soon as he is brought up. Chun lives among the rubble of the Place of Whispers, in the Old Town north of the city of Kaiin. There is a paucity of description or backstory on Chun (part of his appeal) and so I will simply post the full extent of what is given of him in the narrative:

“Over his shiny black back he wore a robe of eyeballs threaded on silk.” 

"And behind came Chun, running like a dog." 

     That's all we get. What is given a little more detail are his abilities, which imbue him with the ability not only to pursue any like Liane who dare to steal from him, but to follow them directly into extra-dimensional spaces crafted by magic:

"He (Liane) turned into an archway, pulled his bronze ring over his head, down to his feet. He stepped through, brought the ring up inside the darkness. Sanctuary. He was alone in a dark magic space, vanished from earthly gaze and knowledge. Brooding silence, dead space ...

He felt a stir behind him, a breath of air. At his elbow a voice said, "I am Chun the Unavoidable.""


     So Liane gets his eyes torn out and Chun adds them to his cloak and Lith gets a few more threads for her tapestry. Let's make him so that he can try to tear your PC's eyes out!


B/X Stats

HD: 17 (HP 102)
Armor: as Plate
Move: 30'; if pursuing see Special
Attacks: 2 Claws, 1d8+6
Special: Chun is resistant to all forms of magic and possesses True Sight. Instead of moving, Chun is able to move at the same speed of an unfriendly creature near to him, plus an additional 5'. Chun is always aware of the location of his quarry, even across differing dimensions, further, Chun may enter the Ethereal or Astral as long as he is in pursuit of a target, and may also enter spaces such as Tiny Huts, Portable Holes, Rope Tricks or similar effects.


5th Edition Stats

Medium Monstrosity, Chaotic Evil

Armor Class: 20 (natural armor)

Hit Points: 198 (18d8+54)

Speed: 30ft* (see The Unavoidable)

Abilities: Str: 20 (+5), Dex: 18 (+4), Con: 16 (+3), Int: 13 (+1), Wis: 18 (+4) Cha: 5 (-3)

Saving Throws: Str + 9, Wis +8
Skills: Athletics +10, Perception +9, Stealth +9
Damage Resistances: bludgeoning, piercing and slashing from nonmagical attacks.
Condition Immunities: Exhausted, Fatigued, Paralyzed, Stunned.
Senses: Truesight 60ft, Passive Perception 19
Languages: Common
Challenge: 14 (11,500 XP) 

Magic Resistance. Chun has advantage on saving throws against spells and other magical effects.

The Unavoidable. Chun always knows the direction and distance to any quarry he may target, regardless of which planes they are on. While in pursuit of his quarry Chun's speed is always the same as his target's +5'. If his quarry moves in a fashion which he is not able to match (such as teleporting or flying) Chun will simply move tirelessly towards them at a Dash until he catches up. Chun may enter spaces such as Tiny Huts or the extradimensional spaces made by Rope Trick and other similar spells or effects.

Legendary Resistance (3/Day). If Chun fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Chun's spellcasting ability is Wisdom (spell save DC 12). Chun can innately cast the following spells, requiring no material components:

At will: Blink
3/day: Plane Shift (self only)

Actions

Multiattack. Chun can either make two Unavoidable Strikes or one Unavoidable Strike and one Eye Pluck.

Unavoidable Strike. Melee Weapon Attack: automatic hit, reach 5ft., Hit: 16 slashing damage.

Eye Pluck. Melee Weapon Attack +9, reach 5ft., Hit: 1d6+5. Chun attempts to claw out one of his opponent's eyes to add to his cloak. This attack may only be used on prone creatures. A creature hit must make a DC 18 Dexterity saving throw or lose an eye.

Legendary Actions

Chun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Chun regains spent legendary actions at the start of his turn.

Pursue. Chun takes the Dash action.

Stalk (2 actions). Chun uses the Hide action.

Overpower (2 actions). Chun makes an Unavoidable Strike, the target must make a DC 16 Strength saving throw or be knocked prone.


Art by: Chun the Unavoidable by Nulsh, Chun the Unavoidable by M.Rasheed