Achieving the right tone in a horror
game can be a challenge as a GM. Players often have enough abilities
and resources at their disposal to confront traditional horrors
head-on. There isn't much scary about a zombie when a quick sword
blow solves that problem once and for all.
In
Vathak, I've played up the horror
elements that are beyond the players' sight. The war with the Old One
drives so many narratives in Vathak, but it's often something distant
and illusory. Is there even a war? And if there, who is winning it?
And
how? In the heartlands of
Grigoria, where my players have spent the majority of their time thus
far, these are questions weighing heavily upon the minds of the
people. It is what makes the Church of the One True God so strong,
despite all of its failings. It is what makes the monarchy of
Grigoria so important to daily life, in spite of their imperialistic
(and sometimes genocidal!) history. These horrific elements cast that
ever-so-titular Shadow over Vathak, leaving a gloomy world for the
players to explore.
Name dropping the setting title while explaining its flavor? Yes indeed.
How,
then, to bring it home to the players in some meaningful way? Well, I've had great success in
taking traditional fantasy elements and giving them the Vathak touch.
In a
world this grim and often hopeless, what transformations have taken
place in those shadows? Beyond the forces of cosmic horror, what is there? What of
the monstrous creatures that roam the countryside? What happens
in the unclaimed corners of the world? What grows just beyond the
vision of Vathak's defenders? And what festers beneath it, signs of
wars both past and present?
To
propose an answer to at least one of those questions, I created the
blite. Little manifestations of body horror and slasher-flick gore,
the blite is a marker of that Vathak touch. They may not pose a
significant threat, but they are awash in Vathak's atmosphere. They
are a living history of their absent creators. They are unsettling,
deviating from the expectation just
enough. They are twisted corruptions, signs that nothing is sacred.
Image courtesy of Dave Allsop and subsequently borrowed from the internet to
sorta-kinda fill my need for a color-muted mite on my VTT.
(We cannot all be so blessed with artistic talent.)
And,
perhaps most importantly, they are a simple threat that
players can stretch their murderhobo muscles against while keeping
the truly horrific things—those things that truly drive terror into
the hearts of not just player character, but perhaps players
themselves (but not too much; be gentle to your players!)—looming
far enough overhead and out of reach of their blades. The PCs can
have the fulfilling rush of making the world a little safer and a little
good-er, but eventually must come to the realization they still bask
in that everlooming Shadow. For now...
For
those interested, the full blite statblock is below. Mostly, it's
just a mite with a few different tricks tacked on for that Vathak
touch.
Blite CR 1/2
This grotesque,
corpulent creature is more head than body, its eyes a milky white
save for bloodshot streaks that bleed a crimson hue across its
otherwise pale skin.
XP
200
LE Small fey
(half-undead)
Init
+1; Senses
darkvision 120 ft., low-light vision, scent; Perception +6
DEFENSE
AC 12, touch 12, flat-footed 11
(+1 Dex, +1 size)
hp 7 (2d6); fast healing 1
Fort
–1, Ref +2, Will +3; +2 vs. disease, mind-affecting
effects
DR 2/piercing
Defensive Abilities
exsanguinate, resist level drain
Weaknesses light
sensitivity, positive energy affinity
OFFENSE
Speed 20 ft., climb 20 ft.
Melee 2 claws +2 (1d3–1/19–20)
Ranged blood
spray +2 touch (2d3 acid plus disease) or bone needle +2 (1-1 plus
bleed 1)
Special Attacks blood drain (1
Constitution), hatred (+1 to attack rolls vs. humanoid creatures with
the human subtype)
Spell-Like Abilities (CL 1st;
concentration +0)
At will— bleed
1/day— ray of
sickening (DC 10)
STATISTICS
Str 8, Dex 13, Con
11, Int 8, Wis 13, Cha 8
Base Atk +0;
CMB –2; CMD 9
Feats Weapon Finesse
Skills
Climb +4, Craft (traps) +8, Escape Artist +6,
Perception +6, Stealth +14; Racial Modifiers +4 Craft (traps),
+4 Stealth
Languages Undercommon
Gear 1d4 bone needles
ECOLOGY
Environment any underground or
urban
Organization solitary, blister (2–8), or bloat
(9–20 plus 1 chieftain of 2nd–4th level)
Treasure
standard (1d4 bone needles)
SPECIAL ABILITIES
Blood Spray (Ex) Every 1d4 rounds a blite can spray a
stream of caustic blood from its bloated eyes as a ranged touch
attack with a maximum range of 15 feet. This blood spray deals 2d3
points of acid damage and exposes the target to the blite's toxic
blood.
Exsanguinate (Ex) As an
immediate action after being hit by an attack that bypasses its DR, a
blite can forcibly extrude most of the blood in its body. This gory
display leaves a fine mist of blood in a 5-ft.-radius around the
blite, granting 20% concealment to creatures within it and exposing
them to the blite's toxic blood. A blite that exsanguinates itself
loses its DR 2/piercing and fast healing, but gains DR 2/slashing,
Improved Grapple as a temporary bonus feat, and a +4 racial modifier
to grapple checks, as its need for sustenance grows irrepressible.
Positive Energy Affinity (Ex)
The overabundance of flowing blood within it causes a blite to
respond to positive and negative energy as though it were a living
creature.
Toxic Blood (Ex) A
blite's blood can carry many diseases, but most often leprosy. Blites
are immune to the diseases they carry, which varies by bloat.
(Leprosy: contact;
save
Fort DC 10; onset
2d4 weeks; frequency
1/week; effect
1d2 Cha damage; cure
2 consecutive saves. This save is Constitution-based.)
Disgusting ambush
predators, the blites a constructed race from the subterranean mites
that once inhabited Vathak. Given a predilection for blood-based
sustenance by the Vampire Lords that enslaved and selective bred
their current form, blites that survived the fall of their masters
have taken on aspects of their behaviors. Spurning the world of light
to hunt blood in the safety of darkness, blites live in isolated
warrens much like their fully fey cousins. Cowards at heart, but
trapped between a miserable life and unlife, blites wish nothing more
than to capture living prey—a single Medium humanoid can sustain a
blister of blites for a week until finally being bled dry. A blite's
blood gives it remarkable healing properties (a blessing of being
attuned to positive energy), but makes them disgusting foes to face
in combat. The average blite stands 3 feet tall and weighs 45 pounds
(of which half is blood).