Inspired Monsters Part 1

This post is part of a multi-part series on my approach to monster design. I wanted to start with some memories, and in the next iteration I’ll discuss my approach to finding inspiration and ideas. In all my years of DMing two battles stand out as more memorable than all the rest. It’s not because they represented reaching the apex of a storyline, but because the battles themselves provided interesting player choices which generated tension.

As I discuss my design philosophy I will stress player agency through meaningful choice. If in combat, you always have a single best action to take, it can feel like you’re simply rolling dice. Now, that can be plenty of fun just join a craps table at a casino! But players want to feel like their choices influence whether or not their characters succeed. By creating situations where the player has to figure something out and can make designs which influence the outcome. you tend to generate more engaging play.

The first fight I’ll discuss was a boss fight at the top of a wizard’s tower which focused elemental energies. The environment was inspired by the location and an extension of the story, but it also created benefits and drawbacks for the PCs and their enemies. The room was a circle separated into quadrants filled with different elemental energies. In each quadrant there was a golem of that element. Those golems could enter the neighboring quadrants, but not the quadrant opposite its own element. When the elements in a quadrant were active (there was a switch in each section of the room), the golems would gain benefits. But only if in their own quadrant.

This created a series of interesting interactions. Each room section created an advantage or disadvantage for being within it, the golems had to decide whether to stay in their quadrant or help their neighbors.

The environment created interesting, impactful, choices for the players and the golems. Not only did where each character stand matter, the players also had to choose which golems to focus on and figure out how and if to shut off the elemental energies. If a disabled golem remained in its own quadrant, it would begin to heal if the element was active.

The battle ended with about half the party down while fighting in total darkness. Once they figured out what turning off the switches did, they focused on shutting down the golems one by one. It was a tense battle where every player had impactful options.

I won’t go into as much detail on the other battle. It took advantage of the physical game board. My daughter made a Christmas tree out of a paper plate that we used as a slime demon. It had tentacles and eyeballs on everywhere. I used those characteristics to give it some related attributes like grab attacks and immunity to flanking. What made the battle particularly memorable was using the pipe cleaner tentacles to create reach. It made for a really memorable fight as the game board became even more interactive than it usually was.

In both cases, the terrain added an extra dimension to character choice, leading to fun interesting battles. I’ll have more posts on monster design and in the next post I’ll discuss inspiration more. In the meantime, I leave you with a simple advice and a recommendation. Try to add one dynamic element to your monster or the battlefield which gives the players a meaningful choice. It could be as simple as giving the players a tough path to advantageous terrain. Or leverage a mechanic like the one I used for the golems, where the players have to learn it along the way.

For the recommendation, watch this Matt Colville video on action-oriented monsters. You’ll find me recommend many of his videos throughout the blog, as I think Matt makes many aspects of game design quite approachable.

Journey to Hawaiki’s Pantheon

I look forward to sharing resources I’ve used for game design in future posts. Some of my favorites are Matt Colville’s YouTube series and On-Writing by Stephen King. This first post is about designing my Polynesian inspired game-setting. My worlds always focus on a theme. In this world, I wanted to capture the feel of a mythological story. So, I centered world development on the Pantheon.

While many mythological Pantheons could be used directly in TTRPGs, the vast array of gods within and across Polynesia made this challenging. I struggled to find a starting point, so went back to the drawing board to consider what I’d do if no Pantheon existed. If I were designing a Pantheon from scratch, I’d start with key domains the gods needed to support, create those, and add details as needed.

I used a variation of that approach here. I started with the gods in the Maori creation story. Then, where I found gaps, I looked for other Polynesian gods to fill the gap. Overall, my goal was to design a Pantheon that captured Polynesian mythology and worked well for game design.

So, let me quickly summarize the creation story I used and the gods in it.

In the beginning, Papa (mother earth) and Rangi (father sky) were locked in an eternal embrace, with the world between them stuck in darkness. Their children grew tired of the darkness and lack of space and discussed what should be done. First a suggestion to slay their parents was raised, but in the end the siblings, all but Tawhiri, agreed to rend them apart. One by one their children tried, and failed, until Tane with the strength of his forests reaching into the sky broke his parents’ eternal embrace. The gods listed below form the major gods of this Pantheon.

Tane. Tane is associated with forests and birds.

Rongo. Rongo is associated with cultivated food.

Haumia. The father of uncultivated food.

Tangaroa. Fish and reptiles.

Tawhiri. The father of winds and storms.

I realized I needed gods associated with healing, war, and death. So, I looked around Polynesian stories for gods to cover these domains. I choose two more from Maori mythology, and one from Hawaii:

Ku. Ku is the god of war in Hawaiian mythology.

Hina. Goddess of the Moon, associated with fertility, and mother of Maui.

Hine-Nui-Te-PoThe mother of death. There is a great story about Maui trying to make humans immortal and failing related to Maui and Hine.

One thing we’ll cover in a later post is the godly influence mechanic I’m working on building. This required lesser gods that have some association with the major gods. This part took more research. Stories from Polynesian mythology are filled with hundreds of minor gods, and I imagine thousands more have been lost to time. I could have just started picking and choosing which ones to use, but I wanted to first understand the hierarchy of Polynesian gods. Usually, these minor gods represented a narrow natural phenomenon. Two broad patterns emerge.

The first pattern is the progeny of the major gods covered narrow aspects of their broad domain. Given the emphasis on genealogy in Polynesian mythology this was unsurprising. The Maori creation myth provides one example of how these gods relate to the major gods. Tawhiri wanted to exact vengeance on his siblings. To do this he created a host of minor gods associated with the winds. These included gods for the four directions of the winds, squalls, and fierce storms. Then he sent these gods to battle against his siblings. The story goes on to describe his siblings doing the same.

The second pattern is slightly harder to disambiguate. Many of the gods themselves have multiple aspects, and compound names to represent them. One particularly profound example from Hawaiian mythology is Hina. Hina of Hawaii has dozens of names each an aspect of who she is. Some examples for Hina are Hina-puku-iʻa (Hina-gathering-seafood) the goddess of fishermen, and Hina-ʻopu-hala-koʻa who gave birth to all reef life.

While I haven’t fully selected the minor gods I’m using, I decided to borrow inspiration from both approaches. The minor gods will encompass narrow aspects of the major gods’ domains, even when they are not distinctly separate in the stories.

The adventure begins: Secret Love

Note: The links highlighted throughout the text are to a WIP campaign wiki on Scabard, a wonderful DM tool I would highly recommend.

Chief Pauihito called the adventurers into his hut, an honor reserved only for those of great Mana. He sat sullenly on his throne holding a large, shattered conch shell. As the adventurers entered, he thanked the adventurers for coming so quickly.

Raising the shell gently, as if he could somehow will its pieces back together, he began. “This shell arrived this morning via bird, it was obviously sent as a message to end the engagement of my son Price Pauifeia and Princess Manao of Borotonga. Setting aside the great dishonor this places on our family, I am looking to avoid a war against the combined might of Tahitia and Borotonga. Alone, we are the strongest, but I fear the consequences of facing their combined might. Could you help me find out why they called off the engagement?” The wedding date was fast approaching, set initially to occur after the next full moon.

The PCs (player characters) proceeded to probe the chief for additional information. They asked about the recent visit from the Borotongan emissary, how the royal family reacted to the news, and if anything seemed amiss in the interactions between the two tribes. The chief shared that his daughter, Princess Tepiti seemed the most disappointed and mentioned some fisherman had said they saw the moon missing a few nights ago.

The PCs started out chasing down the few leads they had, beggining by talking with the Chief’s Kahuna HareHare. The kahuna shared a vision he had of the story of Hinemoa and Tutanekai. Though, the version of the dream portrayed a dark tale. Instead of reaching the other shore and finding her true love, she drowned halfway across the lake. HareHare suggested this may be a signal of Hinemoa’s disapproval and suggested a great sacrifice may be needed to obtain a clearer message.

Exploring the rest of the island, the PCs pieced together clear evidence the two princesses were in love and pulled a confession and a gift intended for Princess Manoa from Princess Tepiti. They also heard rumors of a ghost ship passing by the night after the moon was mysteriously absent.

HareHare worked with Su (the pc Kahuna) to conduct the ritual, using Tepiti’s gift to Manoa, and received the same vision. But this time, he received a Mele Hoku (star chant), as she swam towards the sound of the flute across the water and began to drown, a clear vision of the night sky was shown in the vision.

The next morning the PCs set out under the roof of voyaging on this unknown path through the skies. On the second day of their journey, the PCs crossed the path of the ghost ship. Though it was not a ghost ship, it was just a poor fishermen succumb to a mysterious, potentially magical, disease. They pushed the fishermen’s vessel away, lit it aflame to stop the disease from spreading, and continued on their way.

The remainder of the journey was uneventful and on the seventh night they reached the isle of MotiPoti. As they approached, they heard a whistling that sounded like the flute in the vision. They threw anchor for the night and waited until the morning.

As the sun rose, they found the whistling was simply wind howling through a cave entrance. The parties shapeshifter changed into a great frigatebird and scouted the island. In the cave they found a massive crab, known to be a favorite of the god Kiwa, along with a fresh body and footprints that likely belonged to the crabs last big meal.

The group first gathered supplies on the island for the journey back, and then ventured into the cave. A short battle ensued, and just as the crab was about to die Su put it to sleep. Little did the group realize, sparing this crab saved them from the full wrath of Kiwa later. They searched the cave, found a tattooed arm of a Tahitian, and mushrooms often used in some dark rituals.

The group quickly fled the island, fearing any other dangers that may lurk here, and set sail to Borotonga. With evidence from the island, they were convinced the Tahitian kahuna must have done something to poison the union between the Borotonga and Morotana.

After arriving in Borotonga, the group was escorted to Chief Temaunota. They presented the arm, the mushrooms, and their story. After a brief exchange with the chief and his kahuna they managed to convince him of their tale. Working with the islands kahuna and using the mushrooms originally put to a nefarious purpose, they set out to conduct a long and complicated ritual to reverse the plague.

After successfully appealing to the gods for help through the ritual, the PCs had won over the trust of the Borotongans. They then set out to chat with Princess Manoa. Although Princess Tepiti’s original gift was sacrificed to have the gods show them a path forward, during the journey the PCs competed to make the best replica of the original tiki. After a heart to heart with Princess Manoa, they approached the chief with a proposal for a new union between the islands.

With relatively little resistance, the chief vowed to renew the marriage between the islands, but this time proposed a marriage among the princesses.

Welcome to Worlds by Wally

Hey, I’m Greg, AKA Wally, an aspiring indie TTRPG publisher. 

At home, I’m a father and husband. In my day job I’m an economist and data scientist. To many friends, and hopefully some of you, I’m a Dungeon Master and aspiring storyteller. This blog is primarily documenting my journey in building Journey of the Wayfinder. It includes a campaign diary of the game, along with discussions about my approach to DMing and adventure design. You can also find links to my published adventures, and a calendar of public events I’m running.

This hobby is my favorite past-time. My first foray into TTRPGs was trying to expand Hero Quest into a full TTRPG at about 12 years old. Before I finished the game, I discovered Dungeons and Dragons. That first taste of home-brewing game rules and a world had me hooked on world building for life. 

While I have run games in many systems my forte is high fantasy, with fantasy heavy sci-fi (e.g., Star Wars) a close second. My favorite game systems are Sine Nomine’s Without Number Series, Shadowdark, and Pathfinder 2e. Journey of the Wayfinder, will be an expansion to Worlds Without Number.

Click here for my titles on DriveThruRPG!

Event Calendar

Click on the events below to join in a game! I’ll be hosting at local game nights and conventions regularly.