Categories
Creative Pursuits Games

The Bestomper: A Bizarre Monster that Looks Like a Foot

Legend tells of the profane experiments of the wizard Siahac, he who dwells in a black pyramid somewhere in the western peaks. Among his many inscrutable acts, one of the most amazing is the creation of the bestomper. He unleashed it upon an army of gnolls that approached his home. Bards in the taverns of St. Orlan still sing of how the creature that looked like a gigantic foot blasted the gnolls with various beams from its five eyes and stomped the rest into unidentifiable gore. When the battle finished, Siahac let the monster loose in the caverns under his black pyramid. Perhaps it torments the dwarves and goblins in their dim passages still.

The vital statics of the bestomper are as follows.

  • Armor Class: 20
  • Hit Dice: 11
  • Number of Attacks: one of the following each round
    • A stomp that does 3d6 points of damage
    • A bite that does 2d6 points of damage and has a 5% chance of decapitating on a successful hit
    • A blast of energy of one of its five eyes
  • Movement: magical levitation in all directions at 20′ per 10-second round
  • Resists magic as an 11th level mage
  • Approximately 8′ long by 4′ wide
  • Fanatical attitude, losing morale less than 3% of the time (11 on the 2-12 scale)

The bestomper reminds one of a giant foot, except that each toe bears an unblinking eye, and on the ball of the foot a slobbering mouth gapes to reveal jagged teeth. While the bestomper is agitated, a wail emits from its mouth in a 90 degree arc. All creatures with 40′ must save versus magic or fall prone for 1d6 rounds.

The bestomper hovers over the ground by magical levitation. Suddenly, it leaps 20′ in any direction to bring down the full force of its heel on an unlucky victim. Alternatively, it may tilt forward to apply its mouth to a victim, usually targeting the head of humanoids. 5% of the time when it bites down, it decapitates the victim (rolls a natural 20). Any successful bite attack heals the bestomper by 1d6 points of damage.

The hide of the bestomper is a tough leather that resists blows and slashes, but its eyes are more delicate. The toes wriggle about, making them 20% harder to hit (AC 24), but doing 10 points of damage incapacitates the eye, leaving it unable to use its unique energy beam. Eye blasts automatically hit so long as there is line of sight. The victim can only hope to resist the magical effect with a saving throw. Use the following table to randomly determine the type of energy beam for each toe.

  1. Paralyzation — the victim is held in place
  2. Weaken — the victim is enfeebled
  3. Confusion — a 10′ wide by 20′ long beam clouds the minds of targets
  4. Fire — a column of fire does 3d6 points of damage
  5. Dispell Magic — a wave of anti-magic envelopes the victim, disabling any magic effects and enchantments on items
  6. Freeze — a blast of ice does 2d6 points of damage and stuns the victim for one round
  7. Blindness — the eyes of the victim fill with energy and burst, producing permanent blindness
  8. Disintegrate — the victim and all items held are turned into pure energy that dissipates into thin air
  9. Death — the target’s eyes close, limbs slump and the lifeless body tumbles
  10. Slow — the victim find the world passing by at twice the speed, allowing only half the number of usual actions

Each toe has a single type of energy beam, different from the others. It is assumed the bestomper changes which 5 types it has available on the daily basis.

Whispered rumors, likely only speculation, say that Siahac created more than one bestomper, that he has improved upon his original design to create a bestomper with a brain in each toe that allows for simultaneous attacks. Facing five energy attacks every round would make such a beast nearly unbeatable.

I offer this monster description under a Creative Commons Attribution 4.0 International License.

Categories
Creative Pursuits D&D News

Terror in Tosasth

Like the mummified corpse of a king long forgotten, lying dreamless in a tomb hidden by innumerable layers of sand, mysterious treasures lure the imagination of true adventurers. Men have not long settled here on the edge of wilderness, and few are those who recall the tales of their grandmothers. Yet, the other folk remember a time when elves and dwarves built kingdoms that rose up, clashed and tumbled down again. Offer a dwarf a mug of ale or flatter an elf and you may coax a tale of Tosasth (TOH-sosth).

Despite the benefit of longer lives, only vague details may be conjured from elven memory about the once-great city that now is little more than a graveyard teeming with the undead. “Stay away from that cursed valley,” they will advise. Perhaps the stories told by their fathers were parables only, myths meant to illustrate the folly of hubris, for among the various horrors professed to dwell in Tosasth, a curious mind will discover a singular theme. Long ago, elves and dwarves who grew from parallel limbs of the tree of life, made war that ended in terrible catastrophe.

The series of adventures in this tome offer thrilling danger, spectacular loot and the answer to the mystery of Tosasth.

Terror in Tosasth is a collection of adventures I wrote for my ongoing Basic Fantasy Role-Playing Game campaign. I took my notes from the campaign and put them into the style used by the BFRPG community. There are 18 different adventures and procedures for running a city filled with undead.

Aside from all the writing, I felt the need to draw many images to fill in gaps in the pages. I thought I’d get away with recycling image from all the session reports. Nope. I had to draw at least 20 more images.

This material is all free under the Creative Commons Attribution-ShareAlike 4.0 International License. (Updated January 24, 2023)

Links above to releases update as I make them.

Categories
D&D Programming Random Generators

One Dice Six

Table I from Dungeon Master’s Guide Appendix A

It’s common for role-playing rules to include tables for generating complex results, similar to the image to the right from the first edition Dungeon Master’s Guide for generating dungeon maps. The user is meant to roll a twenty-sided dice and find a matching row from the first column. A roll of 4 matches the range of 3-5, indicates a door in the random dungeon and directs the user to Table II.

Automating the results with code provides two advantages over manually rolling. In the moment, at the table, it can be quite dramatic to click once and see a result. The other advantage is being able to rapidly re-roll and pick suitable results, such as when working on a new adventure and riffing on random results.

Categories
Creative Pursuits Martinez News

The Martini Available in Hardcover

I published a hardcover book containing the play I wrote this year, The Martini. The blurb on the back is as follows.

Martinez Cocktail — Martinez Special — Martini: the libation universally celebrated as the quintessential cocktail enjoys no documented nativity. Despite aspirations of adoptive metropolises, the sensible historian recognizes a likely heritage that begins in Martinez, California. Yet, like the last swallow of gin, vermouth and olive brine swirling at the bottom of a glass, the veil of time obscures important details of this sought-after story. Now, inside this book, you will find clarity in a delightful martini tale, told twice. Illustrated prose encourages gathering close and reading aloud, while a second form provides a play in one act to be performed and enjoyed by a gathering of friends.

You will find The Martini for sale on Lulu.com for $19.79. On Amazon.com, The Martini sells for $21.99, with free shipping if you already subscribe to Prime.

You might purchase this book because your gift-giving skills rival those of the jolly old elf himself.

Categories
Personal Poems

Mourning is a doorway back into daylight

Following is a song I wrote about 15 years ago. I thought I knew what it meant when I first wrote it, then I discovered a new meaning about seven years ago. I’ve discovered a more profound meaning, and it probably had this meaning all along. Before I explain, here are the words.

How Long Must You Cry

How long must you cry before you wonder why your life’s filled with pain? How long must you cry?

How long must you weep, crying yourself to sleep? Tear-stained memory. How long must you weep?

I know why you cry. I know why you cry. It’s for me. It’s for me. It’s for me. You cry for me.

How deep must you age before you turn the page? Gone is yesterday. How deep must you age?

How wise must you grow before you will know. I’m beyond your reach. How wise must you grow?

I know why you cry. I know why you cry. It’s for me. It’s for me. It’s for me. You cry for me.

When I first wrote this, this was kind of a bitter warning to someone who foolishly spurned my offer of friendship. I didn’t take the song very seriously and thought of it as “you don’t know what you’re missing”. The language is kind of extreme for the actual situation, but it’s stylized.

Years later, I discovered that instead of it being me speaking to someone else, it was someone I’d lost speaking to me. I imagined my father asking me how long I was going to feel sad about him dying. I took it as a statement to myself to suck it up, to repress the bad feelings.

Today, I started thinking of this song as an ideal version of myself, a version of myself who I dreamed I’d be as a child, speaking to myself as I really am. And I’m curious: when will I give up comparing myself to that unattainable ideal? When will I cease entertaining the idea of having a chance to replay the past?

So in this sense, I’m not attacking myself for feeling sad. There’s a version of me that could have been. There were decisions I made that got me where I am, and there were circumstances beyond my control that probably had a greater influence. It’s legitimate to mourn the loss of what could have been. The mourning is a doorway back into daylight. So, I’m pleased to find the song is not a bitter rant, nor a vigorous self-attack. It’s simply a question about when the truth will be accepted.