Monday, April 7, 2025

How I'm doing thieves' cant from now on

Jasper, this month, is the Word. 

Jasper is the pass/code/warning that the Singers of the Cities (who, last month, sang “Opal” from their divine injuries; and on Mars I’d heard the Word and used it thrice, along with devious imitations, to fix possession of what was not rightfully my own; and even there I pondered Singers and their wounds) relay by word of mouth for that loose and roguish fraternity with which I have been involved (in various guises) these nine years. It goes out new every thirty days; and within hours every brother knows it, throughout six worlds and worldlets. Usually it’s grunted at you by some blood-soaked bastard staggering into your arms from a dark doorway; hissed at you as you pass a shadowed alley; scrawled on a paper scrap pressed into your palm by some nasty-grimy moving too fast through the crowd. And this month, it was: Jasper. 

Here are some alternate translations: 

Help! 

or 

I need help! 

or 

I can help you! 

or 

You are being watched! 

or 

They’re not watching now, so move! 

Final point of syntax: If the Word is used properly, you should never have to think twice about what it means in a given situation. Fine point of usage: Never trust anyone who uses it improperly.


From "Time Considered as a Helix of Semi-Precious Stones" by Samuel Delany

Monday, March 31, 2025

Some dungeon fauna

Add these to the list of troublesome resource-consuming creatures like rust monsters, oozes, and the like.

Tongue crab

Ornery crustaceans that come to about mid-thigh with a dull teal shell and big slimy purple tongue.

HD 2+1 AC 5 Att. +2 Pincer (1d4) x 2 or tongue (1d6 + special) Mv. 60’(20’) Save 14 ML 8 Xp 50 NA 2d8 (4d6)

  • Anklegrabber: if a pincer attack hits for full damage, target is knocked prone.
  • Tongue: Leaves fast-drying gluey slime on hit, subject gets a cumulative -1 to attacks and AC until PC spends a turn cleaning off. Stains terribly. 
  • Slime from their tongue can be harvested and used as an adhesive. Must be stored in an airtight container. 

Festerling

Scrawny dingo-creatures with pale greenish fur and equally pale fishy eyes. The bloated sacs beneath their chins lets them breath a gas that rapidly decays organic matter, which they have a rabid appetite for. 

HD 3 AC 6 Att. +2 bite (1d4+1) or rotting breath Mv. 120’(40’)  Save 14 ML 7 Xp 50 NA 2d6 (3d8)

  • Appetite: First priority will always be to rot and eat organic matter. 
  • Rotting breath: save vs. breath or take 1d6 damage. Destroys leather armor and held rations.
  • Gas sac can be harvested; contains 1 attack-worth of rotting breath.  


Rune-eater

Serpentine reptiles with iridescent scales and too many legs. Their head exists fully within the Weird—to mundane viewers, it appears their body terminates at the neck, above which is a shimmery nimbus through which the outline of a wedge-shaped lizard head is visible in certain light. 

HD 4+1 AC 6 Att. +3 claw x 2 (1d6) and bite (2d4) Ml. 7 Mv. 150’(50’) NA 1d6 (2d12) 
  • Only harmed by mundane attacks. 
  • Target spellcasters. Attacks always disrupt spells, even if they miss. A successful bite attack against a foe with prepared spells causes them to lose a spell at random. 
  • Devours the dweomer within magic symbols and glyphs, depowering them. 
  • During the pursuit/evasion sequence, rune-eaters will be distracted by dropped spell books and scrolls.
  • Their intestinal tract can be excised and unraveled to serve as a magic scroll with 1d4 random spells

Tar men

Bloated goopy bog bodies filled with pitch and tar. Drawn to flame like a moth; their hatred of the living is matched only by their desire to burn. 

HD 2 AC 9 Att. +1 slam (1d4 on a 4 target is stuck and automatically damaged next round) Ml. 12 Mv. 60’(20’) NA 1d8 (3d6) 
  • Highly flammable. If damaged by fire, a tar man takes 2 damage every round and its attacks deal +2 damage.
  • Can be damaged by mundane weapons but can only be killed by magic or fire.
  • Weapons get stuck, requiring a full round of effort to dislodge. 
  • Immune to poison and mind control.

Thursday, February 27, 2025

Hobgoblins

To live is to be at war. Some liken the world to a vast wilderness, where dangers silently roam the forests and hills beyond the safe confines of civilization. This is false. The world is like an open ocean filled with creatures that exist solely to destroy one another. There is nowhere to hide, nowhere to flee to escape the world of slaughter. All one can do to survive is kill as much as they can before they in turn meet their demise. 

That is life for a hobgoblin. Everything is a threat. Every other living being wants to subjugate or enslave or kill you and if they say they aren’t they’re lying or too weak to survive.

Their warbands aren't merely tactical formations, but survival mechanisms in a reality where isolation means death. By combining strength, hobgoblins create islands of relative stability in an endless sea of enemies. 

Though amenable to diplomacy when practicality demands, their fundamental worldview prevents true trust or alliance. The warband represents the only viable response to their existential condition: the means to survive amid the unceasing slaughter they believe defines all existence.

Mythic origins

Long ago, when the many heads of Idnach were at war with one another, the most vengeful bit off her right hand in an act of spite. From the red stump blood flowed profusely, and from each drop a hobgoblin was born. 

Hobgoblins spawn in pools of blood where trace amounts of Idnach’s blood remain. The pools are fed with the blood of other creatures, which is consumed by the great demon's blood so that it may grow. 

Locating and securing these blood pools is of utmost interest to hobgoblins. There are 39 active pools in the known lands, 22 controlled by the empire and the rest by rival legions. Many have been lost or destroyed; many due to inter-hobgoblin wars, and some from dwarven campaigns, which explains the bone-deep racial animus the hobgoblins have toward them. 

The hobgoblin emperor currently plots to send an army to Idnach's domain and reopen her ancient wound so that fresh blood might flow once more. 

Civilization

The basic unit of hobgoblin society is the warband. Smaller groups are nomadic and subsist mostly on raids and pillaging, Larger groups occupy castles or fortresses and slowly conquer the territory surrounding them. An orc horde might plunder a town and move on to the next, but hobgoblins have much more perspective. Captured villages are occupied and converted to closely monitored labor camps that fuel the hobgoblins' conquest. 

Warbands rarely subsume one another. Instead, defeated warbands simply fall under the others command, keeping their name and iconography. The mightiest hobgoblin legions are made up of dozens if not hundreds of warbands.

The only other thing that can be said to shape hobgoblin society as much as the military is the bureaucracy, though in truth no clear distinction can be made. The bureaucracy is an atavistically convoluted, dizzying nightmare of overlapping authority and nonsensical priorities. Extreme compartmentalization between departments and incompatible coding systems, layers and layers of mandatory verification conducted by mutually hostile agencies, betrayal officers with the sole purpose of sabotaging incomplete processes, ranks within ranks where authority is both absolute and constantly undermined; no hobgoblin administration would be complete without all this and more.

The paradox is that despite—or because of—this brutal inefficiency, hobgoblin bureaucracies function staggeringly well. Hobgoblins simply operate on an alien logic; their reality bends and tumbles into a shape that lets their systems work, while they find human organizing structures as ghastly and we find theirs. 


This bizarre logic extends to their design sensibility. Everything not covered in spikes is adorned with anguished gargoyles, severed limbs, vulgar blasphemies, barbed wire, and the like. Warband camps are like carnivals of horror and fortresses like disorienting cathedrals, every surface a riot of maddening ornamentation.

Hobgoblins & magic

Hobgoblins, like all children of Idnach, exist partially in the Weird. As other races must channel the etheric potencies of the Weird through precise ritual and craft, for hobgoblins it behaves like soft mud, where manipulating it is as straightforward as picking up a clod and molded it as one fancies. It can be said that hobgoblin warlocks have a “study” of magic as do magic-users of other races, but their practice is far more impressionistic, associated more with the honing of instinctive behaviors and bizarre compulsions than the application of formula. 

Hobgoblin magic items typically involve subverting a tool's conventional purpose. A lantern that spews occluding smoke. A whetstone that leaves any blade it passes over as malleable as soft clay. A hammer that pulls apart structures, freeing nails and fasteners with every swing. 

Warband generator

Roll 5d6. That's the number of basic grunts in the squad. 

A quarter of the basic grunts will be mounted, riding... (1d6)

  1. Wolves
  2. Boars
  3. Axebeaks
  4. Giant spiders 
  5. Giant bats
  6. Perytons

For every 8 basic grunts, the warband will be accompanied by a... (1d20)

  1. Ogre
  2. Troll
  3. Ettin
  4. Cyclops
  5. Manticore
  6. Hag
  7. Tirapheg
  8. Minotaur
  9. Evil treant carrying 1d4 hobgoblin sharpshooters in its branches
  10. Morningstar scorpion
  11. Otyugh
  12. Squad of 1d4+1 harpies carrying barbed nets and flaming oil
  13. Catoblepas
  14. Chimera
  15. Wyvern
  16. Squad of 1d6+1  bugbear shock troopers
  17. Flaywheel (like one of those circus wheel things covered in spikes and blades; moves 50'/round and anyone in its path must save vs. paralysis or takes 2d6 damage) piloted by 2 hobgoblin acrobats
  18. Giant crab w/ howdah carrying 1d4 hobgoblin grenadiers
  19. Rhagodessa
  20. Giant horned lizard

The warband will be led by a hobgoblin with 1d3+2 HD accompanied by 2 lieutenants with 1 fewer HD. 

There is a 50% chance that 1d4 of the basic grunts are hobgoblin warlocks—3 HD magic-users capable of doing one of the following every other round (choose or roll randomly):

  1. Cause an object within 60' to break (if it's held or worn by someone they get a save to resist).
  2. Create a 30' radius cloud of thick, chocking smoke anywhere within 120'.
  3. Throw a fireball up to 90' away that deals 3d6 damage in a 15' radius (save vs. spells for half).
  4. Levitate up to 20' for the next turn.
  5. Create an illusion that causes supernatural fear in up to 8 Hit Dice of creatures of 4 HD or lower.
  6. Undo the last damage suffered by an ally within 30'.
This post would be incomplete without the much-beloved Hayami Rasenjin hobgoblin, which I learned he submitted to a D&D monster drawing contest organized by the great Tony DiTerlizzi. 


DiTerlizzi's own take on the hobgoblin, which he said was inspired by the Tolmekians from NausicaƤ of the Valley of the Wind.