Saturday, August 13, 2022

Deciding on Monsters

Let's take this a little slower.  Using the map from the previous post, republished here, suppose we starting the players in a lesser village, say Vardarac.  From previous work I've done, the type of hex (4) indicates a village with 2 hammers ... thus, a small temple, hostel, day market, bakery, hovels, a windmill and so on.  Nothing really special, but still decently settled.

Incidentally, Vardarac is real, though a Google map search only shows the village has been depressingly modernised.  The image from google maps is reminiscent of the kind of thing we see in small town Saskatchewan or Manitoba, here in Canada.

From here we want to decide on the monsters that will "kill the party."  We don't really want to kill anyone, but let's admit that having dangerous monsters available for the party to contend with remains a big part of D&D.  The chicken shown might be formidable, but it's not exactly what we're looking for.

The above map gives us some good locations: there are numerous swamps up and down the Drava and Danube rivers, which are surely inhabited by something; there are the rivers themselves, offering water beasts; east of Apatin there's a forest nearly seven miles across ... and of course any hex on the map that's even a little green has copses of forest that are anywhere between a mile and three miles wide.  Vardarac is in just such a green hex, so we can envision small forests near the village, with their east and southern edges meeting the swampy areas next to the rivers.

The area is upon the borderland between Hungary on the northeast and Slavonia on the south and west.  In my game, these are both controlled by the Ottomans, and therefore this is only a "provincial" border. The swamp is innundated deciduous forest land, covered with water in flood season (3-4 months after snowmelt), turning to brush & mud flats with autumn and eventually hard, dry dirtpan between trees as the land freezes with winter.  Because of this difficult-to-patrol area between constabularies, we can assume the forests are full of thieves, bandits, even river pirates since the rivers are important traffic routes.  

We might equally assume there are places in the swamp where even the criminals won't go — which grants a potential hook.  Classic D&D would have this be a "rumour," which is a lazy means of exposition.  Since the party is starting in Vardarac, we can assume their locals and they already know where the bad places are.  Don't go into the swamp south of Darda; river pirates dwell on the Danube's offshoot north of Kopa; the old abandoned manor north of Vardarac is haunted ... these are things the party would have heard about all their lives.  Who knows if those are true warnings or not?  They are a place to start.

But "where" isn't the real problem.  Our larger requirement is a sustainable setting, which asks for monsters that make sense in the environment — and by this, I don't just mean that swamp monsters belong in a swamp.  The city of Osijek and the surrounding towns are ALSO part of the environment.  These places are filled with professional soldiers, knights, nobles, wealthy merchants with hundreds of river sailors and guards ... whose livelihood relies upon not being attacked by river pirates and oh, say a dragon turtle, conveniently floating in the middle of the Danube.  Anything truly big, or overtly accessible, should have been found by some non-player professional, and therefore shouldn't be there for the party to find.

Additionally, we should assume that whatever's out there doesn't exist in convenient lame-scale D&D sizes.  Oh, sure, we can have the party kill half a dozen bivouacked goblins or an owl bear that's somehow escaped the net of professional hunters, but that does not make a sustainable campaign.  It makes a session, maybe, if that.  No, what we want is some sort of monster that the party can fight for a while, settled somewhere between the trees and mudflats where it's deliberately kept from being noticed.  Perhaps a small cadre of doppelgangers, though I'm borrowing from my own earlier campaigns with that one.

How about a legion of huge spiders, mysteriously gestating from a source within the swamp?  This has potential, since we could have so many spiders that yes, the various local leaders and hunters are themselves overwhelmed.  Local talk could start along the lines of, "Doesn't it feel like there's more spiders that usual, lately?"  Followed by the burgher of Vardarac calling the villagers together to assemble a hunting party to clear out the infestation of spiders that are harrying the farmers along the eastern woodlands.  A bounty per spider could be offered ... and as the 1st level party engages, they do rather well.  These spiders only have 2 hit dice, and perhaps have a weak poison, or can only deliver one dose a day ... certainly not a poison that outright kills.  Maybe they're wolf spiders and have no poison at all.

But as the party continues to engage, there seem to be a lot more still ... and at last they're forced to withdraw, as all the hunters are.  A call is made for help; local constables arrive and the battle is re-engaged.  Do the players take part?  That's up to them.

Next they learn this spider problem has affected many places throughout the swamps, from Petrijevei to Sonta.  They learn the spiders appeared in such numbers in Apatin that the town was literally under siege, until a grouping of mages were able to reduce the numbers.  Speculation arises that the spiders are coming from some place ... perhaps if that place were identified, the local lords could deal with it directly; if only there were a group of scouts willing to plunge into the swamp and locate the source.

But then, where might that be?  A helpful librarian might know the answer; perhaps some subtle clue exists for the players to witness and upon which to build a theory.  Wouldn't it be interesting if, when the players did enter the wilderness at the guessed at place, suddenly, no spiders.  Hm.  That's ... telling.

The problem with examples is that they derail the real point — that whatever monsters we choose, they must fit the wholistic nature of the environment.  There are swamps here, but none are more than 3-5 miles from human settlement.  An underground setting is impractical because the water table's so high, the sub-surface is porous and impossible to build down into.  A mysterious tower within the swamp makes no sense — the excessive water in the soil denies the growing of any really big trees, which would fall over in a flood, so a high enough tower to be adventured in would be noticed.  And approached, in order to tax the owner and question their appearance within this already-owned swamp.

So we're rather limited to surface, secretive adventure models.  Something which the party is the first to discover, or which represents a problem too big for the area to manage easily.  Very often, good adventures are made from the party stumbling around and finding something that simply hasn't be found before.  Virtually every horror movie follows this trope — and a great many thrillers, also.  For example, the party is walking through the woods and discovers three trolls who have swum their way downstream from the hills to the west ... and there are hills just 40 miles that way, surrounding the upper Drava.  Or perhaps there are three treants who have been here for two hundred years ... and perhaps haven't even moved in all that time.  Heck, a treant could grow to full size in the middle of a town, without anyone suspecting for a moment that it's a treant ... until someone decided to cut it down.

Another interloping sort of design is the "disaster."  A plague ship arrives in Osijek and is forced to moor in quarantine across the river.  It's there for a week, with the crew dying one after another; but any who try to escape the ship are shot full of arrows or obliterated by a mage.

Then, unexpectedly, a fire breaks out aboard ship; there are screams, and burning bodies throwing themselves into the river ... but this isn't the problem.  The problem is that the rats aboard ship abandon it.  Hundreds of rats, streaming out in every direction, soon to infect other rats — and in a different way we've reproduced the spider narrative.

Or perhaps it isn't a plague; perhaps it's a ship full of ghouls.  Upstream, one ghoul got aboard and before anyone could deal with it, a dozen crew members were infected.  Now the ship runs aground outside Apatin, while the former crew of 160 now emerge and stumble into the town.  Of course, many would be killed, but all of them?  And so instead of rats or spiders, it's ghouls, with the party stumbling across them from time to time ... perhaps encountering an isolated hamlet that's been completely transformed ...

None of these possibilities challenge the status quo.  Despite the rats, the spiders or the ghouls, despite what treants or trolls might do before they're dealt with, the wagons continue to roll, the ships continue down the rivers, even as the number of plague victims begin to stack up.  The setting's structure and function is maintained ... and the players are free to find ways to press their advantage, either by meeting these problems head on, or using the distraction to find their way into other activities that might be more difficult if the local lords weren't away fighting ghouls.

2 comments:

  1. One of the major failings of the module-based modern "game" is that if there were really a dragon terrorizing the countryside, it would have been dealt with.

    This post forces us to think cleverly not only about which particular monsters are here but why are they here as opposed to 1) not here and 2) not already dealt with. That's a lot tougher to do than "easily accessible dungeon 5 minutes from town filled with portable treasure." So it is left undone.

    I admit it is a weakness in my own creativity as well.

    ReplyDelete
  2. Don't fault yourself, Shelby. No one told you.

    ReplyDelete