Making Monsters Memorable

Welcome Worldbuilder! I’m told that you want to make your monsters stand out from those of other crafters, that you want your fell creatures to still be known for what they are, yet also distinctive and refreshingly new. You also want them to be challenging and full of surprises for those who’ve studied them from other realms, yes? You have set a large task for yourself, but I can help you in this, listen carefully. I will take one monster and show you what to do, the rest lies in your hands.

Subject Matters

Before you can begin to reshape your monster, you need to have one. Pick a denizen of your world and I will show you what could be! The Hobgoblin? Hmmm… a complex one, that. Now, you must know who Hobgoblins are in order to envision what they can become.

  • What are they like?
  • What base inclinations colour their thoughts and behaviours?
  • What is their history, both in and out of the game?
  • What information and inspirations are available for them?

My studies tell of an intelligent race with a natural bent for strategic warfare, and a natural observance of hierarchy, yet not without their weaknesses too. They are born racists, universally believing themselves superior to all other races, even other Goblinoids. This imparts to them a lack of empathy towards other cultures and greatly affects how they treat prisoners and slaves. They respect power, gravitating towards those who prove themselves in battle and leadership. They are violent and not above cruelty. They are more dexterous and tougher than Humans, but no wiser, smarter or stronger than Man. They are gifted with the ability to see in the dark, and are naturally stealthy, better able to silence their movements when necessary. While technically capable of living into their sixties, they rarely do so due to their war-filled lifestyle. Not as prolific as their Goblin cousins, they do breed quickly and bear small litters of young who attain adulthood in little more than a decade. They make war on all other races and sometimes even fight among themselves, although their tribal leaders tend to stop interracial fighting whenever they can.

The Destination Sets The Journey

Now that you know who they are, you need a goal in mind for what you want to achieve with your monster. What role will they play?

  • Do you want them to be more dangerous in battle?
  • More cunning before battle is joined?
  • Do you want them to have a larger effect on the ecology of your world?
  • Do you want them to have a more involved role in your world’s societies?

Where do you want to take them? Decide this and you are half done. To illustrate my technique, I will select two contrasting goals so that you may learn more of the methods behind the results.

For my first goal, I will make them a dangerous horde, threatening to leap from the shadows of the civilized world and overwhelm the cultured races with chaos and death. For my second goal, I will shape them to be more long-term in their strategies. They still wish to rule supreme, but they need not burn the world in the process. I will call the first ones the Savage Hobgoblins and the second ones the Empire Hobgoblins. While it is possible to have both types in the same setting, it is not often done unless you are severely limiting the numbers of different monsters in your world, and wish to have multiple types of each that you do retain.

Pimping Your Ride Isn’t Everything

There are many things that can be done physically to a monster to surprise your players. Indeed, many books have been written on this very subject and doubtless many more will continue to be published in the future. While such methods are useful and have their place, they are not the only solution. Regardless of what changes you do or don’t make in their abilities, be mindful of two things:

  1. Maintain a consistent theme, and
  2. A few carefully chosen changes can be more impressive than a host of blatant ones.

The minute your players see a 12-foot tall, winged Hobgoblin with chitinous armoured skin and flames shooting from its eyes they’ll know you’ve upped the ante. They may be more challenged when fighting it, but they won’t be terribly surprised after the initial sighting – it’s too obvious and cheesy. That is the overcompensation tactic they are expecting. Instead, use subtlety, and sneak up on them with the changes you’ve made. Also, remember that physical changes are not the most dangerous ones in the long term. Altering how a monster thinks and acts is far more devious as it can not be immediately detected.

A Savage Mind, And A Will To Match

For our Savage Hobgoblins, we will make only slight stat changes, removing the racial +4 bonus to Move Silently and replacing it with the Toughness feat to represent their lack of focus on being sneaky and a greater focus on being tough Barbarians. Moving beyond the Monster Manual stats, we can consider how they may behave differently than a standard Hobgoblin.

First, lets make them act more savagely. They don’t care about what’s left after they destroy an enemy, so their battle tactics will be more destructive than would be expected. With no concern for prisoners or treasure, they won’t hesitate to do things like set fire to a village in the dead of night (burning all within), or cause a mud or rock slide to crush a town at the bottom of a hill. Only after softening up their foes, will they attack.

In actual combat, they will focus on maneuvers that quickly maim their opponents, allowing them to move on to the next opponent. A group of Savage Hobgoblins will deliberately sweep through an opposing force, delivering maiming attacks as they pass and then returning to attack again. This behaviour will be quite different from what most players will expect. Most times a monster will rush up to a PC and exchange blows until one side is dead – not so with these guts. Players hoping to get a bead on them for area of attack spells will be faced with moving targets.

Beyond distinguishing them through their battle methods, there are many other ways to make them stand out from the page. No matter how advanced or primitive a race is, they will have a culture with specific features both shaped by and serving to reinforce their actions. Perhaps these Hobgoblins live a very austere life with their only decorations being tattered remains from their victims – a scorched painting tied to a pole and placed outside a leather tent, body parts of their victims hung from tree limbs around their village, etc. Since they live to create as much destruction as possible, they won’t stay long in any one place. They won’t build permanent structures, preferring tents that can be taken with them as they migrate across the land. They will worship the most destructive forces of nature, such as lightning, tornadoes ,or fire, seeking to emulate them as much as possible.

A Winning Strategy Forged in Blood

For the Empire Hobgoblins, we need make no stats-oriented changes, concentrating instead on their equipment, tactics and cultural mindset. These Hobgoblins have a long-term goal in mind. They wish nothing less than total domination of the world, subjugating all other races, bending them to their will. They are very calculating in their territorial expansions, only choosing to fight when the odds are most favourable. Leaving as little to chance as possible, they will employ overwhelming numbers of heavily armed & armored, well-trained troops fighting in strict formations, backed up with mobile siege engines.

Their empire is very well organized and designed for both maximum defense and ease of troop transport through their lands. In addition to being expert fighters and superb tacticians, they are also quite skilled at mining and road building. Lastly, the Empire Hobgoblins are very accomplished slave masters, utilizing the various races to their most effective uses. Dwarven slaves make their weaponry and serve as the empire’s civil engineers, designing the cities, highways and fortifications. Elven slaves make for the best mages and diplomats to as-of-yet unconquered lands, while Humans can fill out the ranks wherever more bodies are needed.

Even the other Goblinoids and Humanoids do not escape servitude. Goblins make excellent tunnellers and front line fodder, Bugbears and Orcs are well suited as the mainstay of their infantry, while Ogres, Trolls and Hill Giants are reserved as heavy-hitting shock troops. Despite the comparatively shorter lifespans of the Hobgoblins to races such as Elves, Dwarves, Goblins or even Humans, their rigorous adherence to a military hierarchy in all aspects of their society and their severity in dealing with any rebellion has served them well in maintaining a firm hand on their slaves.

Meanwhile, their precise, almost surgical strikes upon select locations at the borders of their ever-expanding empire are rarely met with resistance that is able to be sustained indefinitely. So singlemindedly obsessed is their entire culture upon the goal of one day ruling the world from the seat of a globe-spanning empire that they do not fret any setback or delay in their expansion, simply regrouping and planning a greater battle at a later time to ensure victory. Even if this victory comes several generations later, it is of no concern to the Hobgoblin warmongers as they are secure in their belief in their inherent birthright of being innately superior to all other races. They know that Hobgoblins are destined to be the masters of all, and thus do not care how long it takes to reach this inevitable and inescapable goal.

When the PC adventurers encounter Empire Hobgoblins who hold the above to be true, their interactions with them will be very different than if the GM’s Hobgoblins were nothing more than the stats copied from the book. Their attitudes, history and beliefs will colour everything they say and do in ways that will have the players remembering them for a long time to come!

Applying The Lessons Learned

These two samples of what a simple Hobgoblin can be expanded into (when refocused through the lens of a goal and the robes of a theme) are but the leading edge of the creative blade. Any combination of monster, motivation, goals, cultures, settings and circumstances can be used as the creative seeds for adding volumes of racial character to a generic stat block. With practice, a prospective Worldbuilder will reach the point where the biggest challenge will be reining in their leaps of creativity so as to allow other aspects of the setting to equally sparkle for the attention of the treasure and XP-seeking hearts of your players.

The Gamecraft 25: Backdrop Events

Last week’s Gamecraft 25 focused on interesting and distinctive locations for your adventures, this week we’re going to take a look at events as backdrops.  I created this list with the intention of using these as “window-dressing” for the scenario at hand; events that may help, hinder, or just add color and complication to the adventure.  As I looked at the list it became obvious that any of these could be the focus of the adventure itself.  Regardless of how you choose to use them, here is this week’s list; 25 Exciting Backdrop Events.

  1. An ongoing carnival, fair, circus, or festival.
  2. Market day, auction, or merchant trade summit.  This could be anything from local farmers bringing their crops to town to a craftsmen trade fair.  Maybe it’s some sort of competition, such as a contest between the greatest blacksmiths in the land.  Might even be something messy like a cattle drive or some more exotic herd.
  3. Before, during, or after an invasion.  Who or what the invaders are will play a major role in this event.  Is the invasion a land grab or maybe just a resource raid?  Do the locales successfully defend their home, or is a conquering force occupying the region?
  4. During the signing of a major peace treaty.  Tension is in the air as representatives from all interested parties attend the signing.  Perhaps the signing is occurring in neutral territory such as a foreign city uninvolved in the original conflict.
  5. There is a serial killer on the loose.  Maybe the latest victim was important to the heroes or someone they needed to talk to.
  6. A major ongoing crime spree.  Paranoia is running high and the victims are looking for answers, maybe even vigilante justice.
  7. A huge regional celebration.  The area could be swarming with visitors and foreigners, not to mention thieves and crooks looking to take advantage of the crowds.  Getting anything done could be difficult with the mobs of drunken party-goers.
  8. During an important astrological event.
  9. A huge group of pilgrims or refugees in a small area.
  10. Just after the end of a major war.  Was the region on the winning or losing side?  Are the heroes allied to either side of the conflict?  Were they involved?
  11. During the coronation of a new leader.
  12. A major natural disaster.  If the disaster occurred nearby the town may be flooded with refugees.  If it happened in the city what kind of destruction has been wrought?  Perhaps there are collapsed buildings from an earthquake.  Maybe there are still a couple of feet of water in the neighborhoods near the river.  An important temple may have been lost in a city-wide fire.
  13. During a massive summit between major factions.
  14. A very specialized harvest of something that can only be gathered periodically.  Perhaps it’s a rare flower that only blooms during an eclipse, or an unusual species of fish that spawns once a decade.
  15. A major sporting event or race.
  16. A period of public mourning for an important figure.  The beloved monarch’s 85 year reign has finally ended; mourners have come from across the kingdom to pay their respects.  Meanwhile noble families jockey for position.
  17. An arcane disaster at a magical university.  The problem could range from simply adding a little color to the setting, such as random crazy illusions throughout the city, to truly threatening, a rip between the material world and the abyss.
  18. An extreme act of terrorism.  A secretive fringe group has destroyed a major location killing hundreds.  Now they demand something or else they’ll kill more innocents.  On the other hand maybe no one has claimed responsibility and now the king has “locked-down” the city during the investigation.  Could make life tough on the heroes.
  19. The marriage of a major public figure.
  20. During an important religious event.
  21. On the day that the region is required to pay tribute to something.  This could be taxes or treasure to a lord or even virgins to a nearby dragon.
  22. Just after the birth of someone important.
  23. In the middle of a war between two groups of monsters.  Gnolls and orcs waging war with each other across the valley the heroes call home.
  24. In the middle of an ongoing guild war.  This could be between competing merchant houses, rival noble families, or even a classic war between thieves’ guilds.
  25. On the heels of an important discovery.

I hope you guys find this week’s list inspiring, feel free to comment about, expand on, or add to these events.

Until next time…

The Gamecraft 25: Distinctive Locations

I’m a list guy.  I have shopping lists, to-do lists, and even gaming lists.  One of the resources I use most as a GM however is my list of adventure ideas and components.  Currently the list is about 15 pages long and divided into multiple categories such as Plot Twists, Memorable NPC’s, and Unusual Circumstances.  I thought I’d share parts of the list for you guys to look at and mine for ideas.  Today we’ll take a look at one of my favorite categories; Distinctive Locations, a quick list of 25 exciting and memorable places in which to craft a story and challenge your players.

  1. A village set high up in the side of a cliff face in the style of the American Indians of the southwest.
  2. A community elevated on stilts over a pond, marsh, or bog and connected by bridges and ropes.  Maybe it’s abandoned and sits over dry ground, why was it elevated in the first place?
  3. An old dam with a connecting aqueduct system.  Does it still hold back water or is it just a wall-like structure connecting two sides of a canyon?
  4. An orphanage haunted by the ghosts of former residents.  Maybe they were tortured and abused?  As a disturbing twist perhaps the children were part of an evil cult that killed the masters of the orphanage.
  5. A giant botanical garden or some sort of supernatural zoo. Could be the pride of the city, or maybe just an eclectic private collection.
  6. A massive wrecked ship set in the middle of a dry lake bed.  The hull may be partially embedded in the playa forming a makeshift “dungeon”.
  7. A lighthouse set upon a rocky outcropping overlooking a vast desert or savanna.
  8. A slave trading bazaar set in a secret location.  Maybe the location is revealed by “invitation” only.
  9. A creepy backwoods village with residents that seem a little “odd”.  Think toothless banjo-playing bard.
  10. A lone cemetery set high in the mountains many miles from the nearest settlement.  Dates on headstones seem to indicate people have been buried here as recently as last month.
  11. The ruins of an arcane college set upon a small isle in the middle of a mountain lake.
  12. Some sort of colony or commune.  The residents may share a common religion (monks) or disease (lepers), or may dwell together because of trade (artists) or background (criminals).
  13. A set of sea caves beneath a sleepy seaside village.  They may be prone to rapid flooding due to rising tides or sudden rainfall.
  14. Inside an important monument.  What is the monument dedicated to (a religion, history, famous battle) and who built it (humans, dwarves, goblins, giants)?
  15. A building dedicated to entertainment such as an arena, theater, or opera house.  For added excitement maybe an event or production is underway.
  16. Set aboard a large riverboat, ferry, or barge.
  17. The burnt-out ruins of an inn set in the middle of an old forest.  Maybe the heroes are hurt, tired, and were expecting to be able to recover at the inn.
  18. A massive tree-top settlement constructed by an atypical race such as dwarves.
  19. A plateau in the desert or badlands.  Atop the plateau is a fertile and lush oasis.
  20. An ongoing construction site for a major structure, perhaps a cathedral, castle, or ziggurat.
  21. A prison or an asylum.
  22. A long-forgotten abbey in a remote location.  Everything about the abbey seems good and holy but evidence suggests that the original inhabitants were of a traditionally evil race.
  23. An outpost on the very far edge of civilization.
  24. A huge sewer system beneath a relatively small town.  Is this the signs of an earlier settlement?
  25. An abandoned location that was occupied and thriving the last time the heroes were there.

Hope you find at least a few ideas here for your next adventure.  Until next time…