On the Ecology of the Aboleth



"We give a name to a thing, and the name limits it. There are creatures before names. We are foolish to think they are limited."
-Obadiah, Taurian speaker

Nomenclature: Aboleth, Uobilyth, spawn of Piscathces, Agnathans, Pleco

Description: Aquatic resperating, psionic, fish-people



Things that are known:

  • They do not display emotion or empathy
  • They resemble large (20' long and 3 tons or so) rubbery blue green fish possessing only caudal (tail) fins
  • Their mucus allows air-breathers to extract oxygen from water. It also prevents them from extrating it from the air
  • It has three slit-like eyes, stacked vertically, each a solid color
  • It has 2 pairs of tentacles. Two thin ones that are 10' long and resemble a mustache, and 2 broader, flatter tentacles that resemble pectoral fins. Outside of water, they literally use these to drag themselves around.
  • It has tube-like orifices along it's body that secrete slime
  • They have powers of illusion and mind, able to trick and dominate other creatures
  • They are assumed to take slaves, though what is done with living captives is unknown
  • Their mouth appears as a giant sucker on the outside
  • From corpses it has been discovered that all Aboleth are hermaphroditic
  • They can breath both air and water
  • Their purposes and reasoning are inscrutable even to the hyper-intelligent



Rumors and other whispers in the dark:


  • Secrecy is of the utmost importance to the Aboleth. It is a biological imperative on the order of breeding in mammals
  • All written language descends from ancient elder Aboleth glyphs. If an aboleth were to become angry and erase the root glyphs to protect them from lesser minds, then language based on those glyphs would corrospondingly vanish
  • No one has ever killed an Aboleth  ever. Those who claim to have killed one have fallen victim to an illusion
  • The description we have of an Aboleth is an illusion. To see their true form would drive the viewer mad
  • All knowledge of encountered Aboleth comes from the weakest members of the tribe, expelled for being too weak to even survive mental interaction with an average Aboleth
  • They are long lived, the weak living 1,000 years and the oldest perhaps being immortal
  • What they use slaves for is unknown, some possibilities have been raised from reports
    • They are used in constructing grand cities
    • They live on the shore and fight each other endlessly for an unknown purpose
    • They keep slaves because slaves are for eating. If we weren't meant to be slaves, why would we taste so delicious
    • Bonding with slaves improves their own abilities. A strong slave makes them stronger
    • They need mental fields in addition to physical substance which is why they take slaves
    • Slaves are subject to deranged biological experimentation
  • They pursue the ancient art of super-science, eschewing magic in all its forms
  • Aboleth slime is a potent narcotic and they treat their slaves much better then their previous life. This has proven to be a surprise for more than one 'rescuer'
  • They do not track time by days and nights, for the sun does not penetrate so far beneath the earth. They instead track time by tidal cycles and patterns, a method poorly understood by land creatures
  • Their power with mental powers and illusion magics stem from not waning hordes of crazed, loving, degenerate drug addicts bothering them. It's a defense mechanism developed to protect them
  • An Aboleth is selected to be a Ruler, which is in contact with all Aboleth of the city at once. His mind knows what they know and increases in size to match
  • They are said to be magic resistant
  • They are worshiped as god-kings by many of the lesser sea creatures like tritons and sahuagin.
  • Their eyes are actual physical manifestations of a pineal gland that acts as a light-sensor. This is actually where the strength of their psionic powers comes from
  • They do not come from a single world, but instead raid many worlds across all dimensions. This means that there is only one Aboleth culture
  • The Aboleth are able to inscribe Glyphs that contain eldritch energies. 
  • The Aboleth were the first creatures that existed from all else. They know this because every Aboleth remembers it
  • They exude their toxic slime via both their tentacles and their large abdominal tubes
  • They are not actually creatures, but simply biological robots doing the bidding of a secret oceanic society
  • They aren't simply biological robots, but an out of control weapon granted to a foolish race bargaining with the Crossroad God of Unsatisfying Bargains. Once they received their psionic, mind-controlling, amphibious, armored, magical bio-weapon, they couldn't control it, leading to their own demise
  • Greed actually is the source of their creation. The desire for wealth, capitalism itself, is not just an idea. Societies that used capitalism discovered it had actual physical form. Once a society accepts capitalism, Aboleths became freed from their cage on the Platonic Plane of Ideal Forms
  • They are actually just tapeworms feeding on the gut we all inhabit. This theory is in general discredit because it comes from the seers of Kashgar, a kingdom far from the sea
  • They were once human who desired to extend their lives. The enlargement of their organs was the only way to accomplish this and eventually it drove them into the sea. This was long ago and the depths have changed them, made their thoughts and minds grow stranger and stranger, hating the light and land denied them, filled with the desire to eradicate every hint from their past biology.
  • They are living fossils
  • Their flesh is prized by dragons
  • They can easily control anomalocaris and other invertebrates, but the control of vertebrates is more difficult. Chordates have some inborn resistance. They are frustrated at the rise in dominance of vertebrates, because it has reduced the pool of available subjects and size of the invertebrate thrall species. 
  • They are a race of degenerate aesthetes who enslaved people they thought had the ability to make great art
  • They are followed by skinless men who babble insane poetry. If they speak to you, it drives you mad and you attempt to unscrew your own head
  • They are immune to death and disease because they can psioncially control bacteria, viruses, and even the cells in their own body
  • They permanently dominate thralls by absorbing them into their body completely taking over their circulatory fun and birthing them 3 days later with their psyche completely destroyed
  • Aboleth possess racial memory, back to the earliest member of their race
  • Aboleth are immortal, and the world they were born to inhabit is no longer the world they exist in, leading to the decline of their dominance
  • Some Aboleth are amphibious or can fly
  • They actually evolved from frogs and their jelly has developed from a way to stun prey with goo. Suggesting this to an Aboleth would be a unique way to commit suicide!
  • Aboleths are actually a small group of leeches that fed from they body of a god. In thanks, they work tirelessly to bring her back to life
  • Their psionic powers evolved from their ability to control simple fish to protect their lair
  • Some Aboleth are said to enter a deadly death frenzy near death or have their bite adapted to be used in combat 
  • They are very wary of Illithids, because they have no memory of their existence. One day they simply were when they were not before. This gives Illithids the singular distinction of having the ability to make an Aboleth nervous.
  • Actually, Aboleth are a dying race. They have created the Illithids with the best they they are to take their place. They are a new vibrant race created from the Aboleth themselves
  • Neither of those are true, the Aboleth and Illithid meet and immediately fight for superiority
  • The Illithids are from the end of time, beings created by the Aboleth. Upon discovering that the Illithids are part themselves, they decide that they refuse to be eclipsed. They seek alliances suddenly with other races for this reason, to assist them in the war against the far future
  • Aboleths are related to the Illithid (Psionic, 4 tenticles, intelligent, slimy skin, underground, Lawful Evil)
  • The Aboleth are the pregentator of many monsters. Cloakers, mimics and other bizzare creatures under the ground
  • Aboleth are said to absorb the memories of everyone they eat. This defines their culture
  • They come from Piscathces, the blood queen. She no longer cares for her creations. The Aboleth possess this knowledge and it liberates them
  • They were created by a god to protect his tomb while he rested waiting for the surface to wipe itself out. Being good servants, Aboleth have taken steps to make this happen
  • The Aboleth have been asleep, and are really bothered by this terrible monkey infestation that happened while they were asleep
  • Aboleth ruled all the world until man created gods. They strive to reconqer the world and will stop at nothing less then the destruction of all gods
  • They have no religion and such, but exposure to the elder evils causes them to respect their force in daily life
    • Bolothamogg (Him who watches from beyond the stars): They leave gaps and space in their architecture to respect him. He is also known as Yog-Sothoth
    • Holashner (Hunger below): They construct protrusions and use the black bile of the world in their construction. He is also known as Shudde M'ell or Tsathoggua
    • Piscaethces (Blood queen): Red domed windows of red crystal show their respect. She is also known as Cthulhu or Shub-Niggurath
    • Shothotugg (Eater of Worlds): Pools are added, filled with magical, multi-colored liquids heavier than water. Swirls and vortex patterns adorn the floor. He is also known as Azathoth
    • Y'chak (The Violet Flame): Pillars of violet flame that burn underwater are created. These are used to pass information between the members of the city. He is also known as Nyarlathotep or Hastur
  • Aboleth are not actually ancient or long lived. They are only recent creations, the function of hyper-evolution. They are literal living cancer
  • Icebergs do not drift. They are ice vehicles constructed for the transport of Aboleth cities
  • Again, they are not immoral. They are in the process of de-evolution and regression. Now they can only walk on the land with difficulty, and each generation is less bright then the one before. They continue to keep slaves because they always have, but no longer grow. It is the last grasp of a society trying to maintain power before they become nothing but simple, albeit delicious, fish
  • They are actually the creation of all races. Expelling us onto the surface was for the sole purpose of producing a better slave. We "rule" the surface, in the same way a pig "rules" a pen. 
  • They no longer take all their slaves, leaving some in communities to recruit new slaves. 
  • Aboleth Mucus can be kept, stored, and sold as an alchemical grenade
The Aboleth
The Aboleth is a revolting fishlike amphibian, primarily subterranean, roughly the size of a killer whale. It vaguely resembles a catfish, but has four long tentacles and four orifices along its belly. The tentacles can be used to drag its bulk across dry land. These horrid abominations are extremely intelligent: an Aboleth can cast charm monster three times per day, and create a phantasmal force three times per day. In the water, an Aboleth surrounds itself with a cloud of mucus that requires anyone inhaling it to make a saving throw or become unable to breathe air for 3 hours. Finally, the slime on an Aboleth’s tentacles causes disease if a saving throw fails. Those afflicted suffer a change to their skin, which must be immersed in water every hour, or the victim suffers 1d6 points of damage.

Aboleth: HD 9; AC 3 [16]; Atk 4 tentacles (1d6 + slime); Save 6; Move 9 (swim 12); CL 12; XP 2000; Special: Charm monster (3/day), Phantasmal force (3/day), Mucus cloud in water (save or cannot breathe air for 3 hours), special disease upon successful hit (save or must be immersed in water every hour).


SRD Aboleth Entry, Psionic Version
Pathfinder Aboleth Entry
Classic Aboleth Entry

This is coming to print in Bestial Ecosystems! If you like posts like this, support me on Patreon!

On the Ecology of the Basilisk

 "I thought it was absurd. Certainly sculptors could create such statues—there's no mythical beast that turns men to stone. Never would have believed it if I hadn't seen it with my own eyes. " -Olik, carpetbagger

Nomenclature: Basilisk, Ob, Oub. 

Description: A lizard hatched from an egg who's gaze turns men to stone

Things that are known:
  • Death scouts where basilisks lair
  • They are the king of all serpents, and they wear their crown of a mitre-shaped crest
Rumors and other whispers in the dark:
  • The oft ignored common garden snake wears the head of a rooster and parades around as a basilisk, mocking the other forest animals
  • The cockatrice and the basilisk are twins, one is born from a chicken egg hatched by a toad, the other from a snakes egg hatched by an raptor
  • The basilisk is just a cockatrice, except instead of a stinger on the tail, it's a live striking snake
  • It's visage is so horrible, if it catches a glance of itself in a mirror, it would instantly burst asunder with horror and fear, crinkling up like a leaf in a blaze
  • Satan, Asmodeus, and other greater devils can only walk the earth in the form of a cockatrice
  • Basilisks are wounds in reality where greater unfathomable creatures gain power over all who see it
  • The word Basilisks are slang for 'depraved' women, since the serpent is known as a hater of all creatures who can bear life
  • Reptiles cannot stand the presence of a basilisk, fleeing when one approaches
  • The basilisk has two heads, one on each end, because one mouth was too little to spray their venom
  • The basilisk is too proud to crawl upon the ground and move via virtue of multiplied flexion, it moves loftily raising its crowned head high off of the ground
  • The breath of a basilisk is so fetid, it causes flora to wilt
  • The heart of a basilisk it so foul, it can be turned as undead
  • Weasels, stoats, ferrets, and mink hunt basilisk, and are immune to any defenses the basilisk possesses 
  • A basilisk that hears the rooster crow at sunrise will be struck dead on the spot
  • Basilisks lair in fields near villages and approach women while obscured, whispering that they must bring their children or forfeit their own lives
  • Basilisks are hydrophobic
  • A basilisk can only be born from a cock's egg, which is troublesome, as you can imagine. 
  • The heart of a basilisk is contained inside the head, and it is viewing this through the basilisks eyes that causes death. A swift bruise to the head is fatal
  • When a man is killed by a foreigner, their soul manifests as a basilisk
  • The basilisk sleeps with its eyes open and can see when they are shut
Variants
Most basilisks have a gaze that turns people to stone, though this is not true of all basilisks
Golden Basilisks have a gaze that burns up whatever moves towards it
Starry Basilisks are a mottled white and cause an intense instance of horror, causing the viewer to drop dead by fright
Bloody Basilisks cause skin, muscle, and flesh to slough off becoming nothingness, leaving a skeleton

Valuable Resources 
Basilisk corpses are very useful. Hanging one from the rafters will repel spiders and swallows
Basilisk blood will grant success in petitions and provides remedies for many diseases.
Basilisk eyes are filled with arcane and eldritch power, useable in many enchantments

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On the Unity of Life

Hey everyone, hope you're well.

I had a very special book as a child. It was a Victorian era book published for the purposes of swaying the Royal Society, that the very idea, the contemptuous arrogant thought of something as patently absurd as Continents moving about willy, nilly, like billiard balls on a romper table had to be stomped out, for the good of science, society, and humanity

Indeed, this was the thrust of the eighty-page fabric bound book, smelling of tobacco, yellowed pages, a glimpse into a world around just a hundred or so years before I was born. 

Plate tectonics, is without question, a core geological theory widely accepted by scientific professionals and most cogent functioning citizens. Geologists still don't know what's in the ground. Can't get there. They tried in Russia. Honestly, and believe me, I know how this sounds. They had to stop because the drill kept melting and workers could hear "the constant tortured screams of the damned".

I dunno. I wasn't there.

Certainty is a comfort for the powerless.

There's a geneticist, and he proposed a wack-a-doodle theory that humans exist, because one day, a very handsome pig met a very randy monkey princess, and they fucked a lot, and here we are today.

I'm not sure which I'm more entertained by: the theory, the manipulative rhetoric used by both proponents and opponents of the theory, or how infuriated people get when you suggest something they are quite certain about, thank you, isn't true. I imagine it's just a fraction of how the clearly intelligent hoi-polloi were aghast that some heretic would claim we evolved at some point from the chimpanzee. How dare he suggest we were just monkeys. 

You know, it doesn't stop at the monkey.

There's no separation of life. There was a pool of amino acids plus energy, single celled organisms, then multi-cellular organisms, then everyone took off trying to find something that works well for them. 

All life is related. That tree is human. That dog is a frog. That bacteria is an ant. We are all the same. All these categorizations are just based on arbitrary traits. We have the code (genomes) that lets us trace it, but the 'it' that we are tracing is a route back to a form that all life originates.

Everything may not have an ego and be 'aware' of their existence, but everything, literally every living thing has the exact same experience of existence that you do. They are alive. 

Maybe not rocks. Probably. Who knows??! not me. 

We ritually purify earth and take it to a specially purified and prepared room, with no variations in air, temperature, and motion. They keep this space inside an airlock, lest any secular impurities foil the process. They take the rock and burn it in a fire at 1000 degrees Celsius, then spin it, coating it with a shield. Then we use light to place our complex runes onto this surface. Then we put it in the liquid, where the runes take form. Then, to make the runes function, we shoot the cosmic boron and phosphorus, necessary for life, into it with a ray. Then we apply electricity and it. . . well, you're not reading this on newsprint, are you?

Is that alive? 

Could it be the first alien, the first non-earthian life? Not in outer space, but something we make ourselves. Something that is not part of 'earth-life'. When I was a child this life was primitive, and simple. Now it reminds me of things, listens when I talk,  and drives me to my in person Dungeons & Dragons games every week. For now, I'm going to enjoy the primitive and archaic forms of this new form of golem-life, comfortable in my uncertainty.

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On 10 Reasons for the Wizard's Tower


Why do Wizards hang out in towers?

10. Symbolism! The tower is an ancient symbol of arrogance and hubris. Look at how high my tower reaches over my demense! Behold my power and glory!

9. Isolationism! Towers represent the idea of someone who wishes to remove themselves from polite society. They are above it.

8. Fortification! There is only one entrance. In order to invade, you must storm up the stairs. There is literally less square surface area to enchant/protect.

7. Visibility! If you wield vast cosmic power, you wouldn't want anyone approaching to be able to hide from you, no?

6. Display of Power! It takes knowledge, engineering and know-how to build a tower, otherwise every peasant would do it.

5. Protection! Robbery, Home Invasion, and Murder were commonplace. Nobody can just break into a tower -- the separation and height protect it from stealthy infiltration.

4. Power! Ley lines and magical sources are more corrupted near the ground. The higher the tower the more energy is available.

3. Peace and Quiet! Being up in the air like that gives you some distance from whatever distracting hustle and bustle is on the ground.

2. Freedom! It's cheaper then a castle and there's no lawn or grounds! Upkeep is easy and they can avoid all those distracting mundane tasks that they are forced to engage in.

1. Safety! It provides protection and a convenient excuse for all those irate peasants who are certain that you are the reason all their cows are sick.

And the number one reason for wizards to live in towers --

It's the most efficient layout for storing all their damn books!

Frog God games recently published my opus Alchemy. In it contains a list of magical mortars you can use to enchant castle and tower walls. It's incredibly dense in content. And it's a real book, with a real limited print run. You should check it out and get it on your shelf before they are all gone.

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On the Thursday Trick, Vents, Sprays, and Agency

This post was originally published in September of 2011. If you're interested in Tricks and Traps like these, be sure to check out Artifices, Deceptions, and Dilemmas, collecting all of these along with beautiful illustrations. 

Vents & Sprays (Vents/Sprays)

Trigger: Varies Effects: Multiple Targets, Never Misses
Save:WandsDuration: Instant
Resets: AutomaticBypass: Avoid

Description: These traps are characterized by a variety of factors that separate them from spells or ranged attack traps. First, they often involved gasses or liquids and because they are often sprayed out over a large area they have the property of never missing.

In some cases there is also an onset delay. This means these traps can be triggered and the effect happen in a certain amount of time (sprinklers in a room) or a delay before the substance affects the characters (such as a room filling with water.

Examples of the things that might be vented or sprayed included slime, shrapnel, cold, acid, boiling water, flaming oil/tar, sewage, mummy dust, poison, fire, magma, smoke, methane, sand, steam, sulphur, and water.

If a to hit roll is required it will always ignore armor, but not necessarily shield bonuses. Saving throws may apply given the circumstance. Rods, Staves and Wands is the traditional saving throw for such attacks, allowing half damage or to avoid instant death.

Detection: These traps can be both the best kinds of traps, and the worst kinds of traps. Because they often have extremely negative properties, they can be ran in such a way where they are just Gotcha! traps, causing death or massive damage very quickly. However, this is an extremely poor way to run such traps, for several reasons. None of the vents and sprays above will be able to remove signs of their presence. Some examples
  • Slime will leave a slick slimy coating on the walls and floor
  • Shrapnel will leave gouges and scars in the walls and floor and ceilings
  • Cold vents and sprays may show some signs of their presence due to temperature differences,  areas where the cold strikes repeated may show cracking, the growth of natural molds and fungi may be retarded. If the trap is triggered often or recently, there may be frost, ice or water on surfaces. If it has been triggered somewhat recently, the water will affect the appearance of the walls (they will be cleaner).
  • Acid will leave pits and scarring on whatever surface it is sprayed on. There may be a scent, or the players eyes may start to become irritated.
  • Boiling water may show up due to temperature differences, and will generally insure a sparkling clean area where the walls and floor are blasted with it.
  • Flaming oil and tar will generally cover the upper walls and ceiling with black soot, and the floor may appear greasy or covered in scorch marks. Tar will stick to a surface and blacken and harden under high heat. The hallway may carry a scent of burning tar.
  • Sewage will smell overpoweringly terrible, unless it is stored behind water (like in a toilet) or behind an air tight valve or door.  There will still be an odor because it will be triggered occasionally filling an area with filth. There may be an unusually high amount of mold or spores or other type things in the area due to the rich food source the filth provides.
  • Mummy Dust may leave a coating of dust on surfaces, cause a musty spell, and their may be corpses in the hallway.
  • If a poison is being used in a spray, it most likely is fairly virulent, and therefore their should be corpses, either dessicated in a forgotten dungeon like a tomb, or bones or signs of being dragged off in a more active area.
  • If fire is being vented out, then on the surface that the fire is across from there will certainly be burn or scorch marks. Their may also be burnt corpses.
  • Magma if sprayed or vented out, will melt and re-solidify, causing whatever surface the magma contacts to deform. Areas where magma is sprayed will bubble, twist, buckle, and bulge from the constant melting and re-hardening. Bones and various other mineral items (armor and such) may be embedded in seeming solid surfaces.
  • Smoke will often linger for far longer then it takes to dissipate, leaving a smell for 60' to 100' from the location of the trap for days.
  • Methane is a very dangerous trap, relying on the players flaming light to trigger an explosion. There are several things to keep in mind with methane. First, it is odorless, the natural gas smell you are familiar with is a modern additive to help detect leaks. Second, it displaces oxygen, so even if the entire party has some means of seeing in the dark, it can rapidly cause asphyxiation. Use the rules for how long characters can hold their breaths unprepared for the length of time they can stay conscious.
  • Sand will both collect on the floor (and in clothes, armor, food, despite the best intentions). The first notice the adventurers will have will likely be the sound of sand crunching under their feet. Any surfaces subject to a spray of sand will likely be scrubbed clean. Repeated sand blastings will scour a surface clean, but will also remove the top layer, exposing rougher rock or metal beneath. Sometimes this will be used to fill a sealed chamber, in which case sand coated corpses will often be discovered.
  • Steam is going to insure that whatever surfaces the steam hits are clean, except for the bits of boiled flesh that it removes from it's targets. Do not forget to continue to apply damage as heat metal for people caught in steam wearing metal armor.
  • Sulfur is an interesting compound, either acidic causing burns, or a fine dust causing explosions, or a gas, causing choking and irritation. It is also known as brimstone. The primary method of detection is it's overpowering rotten eggs smell, which is natural.
  • Water is often not sprayed on people for damage, but more often is used to fill a sealed chamber trapping and drowning whoever is within. Water traps often leave water marks, as the fluid removes dirt and grime from surfaces and deposits it on a line along the wall. It also can have a briny or salty smell.
Do not forget that the vents and sprays also must come from somewhere. Nozzles, slots, slats or shutters will be visible places where the substances are expelled.

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On the Monster Conversation

This post was originally published on 6/2016. It is linked on the Links to Wisdom wiki

I read an excellent post on Dungeon Fantastic by Peter V. Dell'Orto about players negotiating with monsters. 
  
GURPS uses an objective mechanical interface for social encounters. This isn't too common in the old school world. It was really refreshing to hear from someone else using objective social mechanics in play. What's interesting is the wildly different experiences he has.

It, ostensibly, is about errors players make during negotiations with monsters. This is a whole knot of complexity, but I don't think anything players choose to do in play is an error because I don't have an outcome in mind.

Errors players make during negotiations:
  • Not negotiating
  • Negotiating from imagined strength
  • Negotiating from weakness
  • Demanding one-way trust
These points are expanded on in his post. Not negotiating is always fighting to the death. Negotiating from imagined strength is acting as if the monsters can't challenge the party. The original article is worth reading.

This doesn't match my experience of play at all. And it's not just with the groups that know me. My players are constantly aware of dangers. They know they can't do the above things. Well, they can, but it probably ends up with someone in the party dying.

Critical hits did this also this week with their piece "Realism vs. Genre Conventions" by guest poster Jon Lemich. He says:

"There’s an illusion of threat, but how often does the party really lose a fight? Even if the GM doesn’t fudge any die rolls, they’re still building encounters that are designed for your party to win. That’s illusionism, too; and so is fudging die rolls: The decision not to flee from combat against the wandering monster has no consequences if the GM fudges the dice to prevent a TPK from a pointless random encounter, but rolling behind the screen, the players don’t know you’re fudging the dice, so you preserve the tension if you do it we."

I feel like an alien on an alien planet.

Let's start at the top. How often does the party really lose a fight? I've been part of two total party kills since spring. Once as the Dungeon Master and once as a player. So, like, frequently?

Who is still building encounters designed for the party to win? I mean, pathfinder players, sure. Anyone who wants to run a combat gauntlet. But what part of "the party should win this encounter" is part of the design? The introductory adventure for 5th edition contains multiple deadly encounters. No one was expected to win the Venomfang fight.

Have we not exhaustively covered the territory of why random encounters aren't pointless? Haven't we exhaustively covered the topic of how players can tell that you're fudging dice, because you're not a trained actor/liar?

Negotiation


My experiences with the players and monster negotiations have been different. First, players talk with anything that isn't immediately attacking them, because talking is safer and more productive than fighting. They don't have to be encouraged to negotiate. It's usually the first thing they try to do. (In more than one instance, players have said, "It's attacking us? Are you sure we can't talk to it?". Once they even used their turn in combat, just to make sure that it wouldn't converse.)

Even when vastly outnumbering the opponents they choose to parley because of the risk that reinforcements could be called. They know they have a reputation and that even if an enemy is weak, there's always more enemies than party members.

Players are nervous around monsters because they never know what they can do. When you randomize abilities and have creatures like undead and dragons that can have unknown abilities players become very cautious.

Second, they never feel like they are so much stronger than the monsters that they can 'not negotiate'. I give them the target number of whatever they are trying to negotiate for; they don't choose to negotiate from imagined strength. And because of the way relationships work, I've seen them build trust with factions and individuals.

I'm not putting the blame on Peter here. Clearly the baseline expectation of most gamers is different and somewhat shocking when exposed to this different playstyle. Someone out there is creating encounters that the players are designed to win.

Even in my set encounters, there's a high variability in encounter numbers. It's possible they might run into only a few creatures, or maybe a lot of them. This isn't even counting wandering encounters from creatures nearby that might be attracted to the sounds of a fight or people talking, nor random encounters from creatures indigenous to the area.

I don't know about other people, but specifically what and how many are encountered is unknown to me. I decide the creatures, yes. But generally the range of the encounter goes from completely trivial to unwinnable fight.

What I am saying is that these aren't mistakes. They are natural outgrowths of behavior in the players due to their environment. I'm assuming Peter talks about these being mistakes because they aren't successful tactics for the players. But as a Dungeon Master, that's not my problem. My problem is running a responsive and living game world, which very quickly visits negative consequences on people who do such stupid things when talking to monsters.

I'm not talking about punishing anyone or playing "mother may I" or any of the other quick accusations. The incorrect assumption under the basis of the entire argument is that the dungeon master is the opponent they are negotiating with, rather than an impartial arbiter, and that bad things that happen to the characters are a reflection of the esteem and worth of the player. Neither of these are true. We are playing to find out what happens. 

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On the ecology of the Owlbear

   "fuckin' wizards" -ubiquitous 

Nomenclature: Owlbear, Urstrix, Owlkin, Wildkin

Description: A hideous fusion of owl and bear

Things that are known:
  • They are a combination of bear and owl traits in the form of a ferocious beast
Rumors and other whispers in the dark:
  • Owlbears are all erudite scholars and only act like bears to get people to leave them alone to read
  • Owlbears don't sleep, and are berserk, frothing mad their entire lives. They are birthed whole by a magical plant pod
  • Owlbears are incapable of feeling fear 
  • Owlbears are excellent swimmers and water hunters
  • Owlbears hibernate, this makes them a seasonal threat, encroaching on civilized territories during harvest season
  • Owlbears are unwilling to eat food that doesn't struggle. They like to play with their food
  • It's actually a Bearowl
  • They are actually just lonely, and the terrifying "Owlbear Hug" is simply a cry for love. They don't know their own strength
  • Some people race owlbears. Sometimes they don't race, so much as eat the jockey
  • Once they have a scent, they won't stop till they catch their prey
  • They are surprisingly intelligent, building and protecting bee and termite mounds for sources of meat and honey
  • Owlbears are actually just bears. Only people with poor vision, idiots, and liars say owlbears exist
  • In spite of being creatures of motive humors and warm blood, they lay eggs
  • They are called owlbears because the wizard who made them was named 'Ser Claude Grand Panjandrum Owlbear'
  • Owlbears are super intense and unpleasant at parties
  • Some owlbears are so furious, that their furiousness fills their form, fabricating foul fasciate rods of furious fury, a vortex gone too heavy, too radical, too extreme to exist
  • Others drink decaf
  • Owlbears don't have 'eyeballs', but reflective blank tubes in place of eyes instead
  • Owlbears are able to move without making any sound
  • Once the love of an owlbear dies, they grieve and sing a dirge until death, killing any who interrupt their song
  • Owlbears build their nests in trees and drop down onto interlopers
  • Owlbears hide in cherry trees by painting their nails red. Have you ever seen an owlbear in a cherry tree? Works pretty good, eh?
  • Owlbears are the mortal enemies and opponents of griffons and other raptor-crossbreeds. Griffons know the owlbears will eat them, and so proactively gang up and attack owlbears when they are discovered
  • Owlbears are a myth. They are actually a kobold psy-op, they construct owlbear body puppets from wood and drive them around to scare away humans
  • Owlbears are summoned as harbingers for more dangerous magical creatures. When the most abominable and unlucky owlbears arrive, crying out with their hoarse and dismal voices, it is an omen of the approach of some terrible thing
  • Owlbears, oddly enough, are just owls infected by were-bears
  • Owlbears are grown from tree pods by nymphs to protect the forest
Variants 
Deranged These owlbears are a bad mix, the combination of owl and bear driving them to madness. They are misshapen and much stronger than a normal owlbear
Berserk/Raging Sometimes during an owlbears life, they are subject to a terrible disease. As their brain degenerates, they are nothing but fierce frothing fury
Spotted In northern lightly wooded areas, you'll find the rare spotted owlbear
Horned This owlbear variation uses their horns in battles for status against other male owlbears, this grants them an extra goring attack each round. 
Artic This type of polar owlbear has stark white feathers and is adapted to live in areas of extreme cold
Siege This owlbear has been enchanted and bred over generations to become larger, more muscular, and much more aggressive. Though popular as pets and mounts for their size and strength, they are rarely legal to own, and most are put down when found as being "too dangerous"

Combat Tricks 
Hootroar: everyone within hearing range must save or become frightened
Bearhug-owlbite: If the owlbear can grab a target, they can automatically hit with their bite attack as long as the target is held (in addition to the crushing damage from the hug)

Valuable Resources 
Owlbear hide can make a supple and easily enchantable leather garment
Owlbear eggs allow talented people to raise them as loyal guards or mounts
Owlbear feathers can be used in the creation of ink pens for magical scrolls
Owlbear teeth and claws will fetch a good price at market

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