Slack 'n' Hash

Rule One

Monsters

Monsters are rare. Characters probably won't have more than two monstrous encounters in an adventure unless they go into a particularly dangerous area. Given that most monsters are bestial and about as intelligent as animals, how can they be used as instruments of cruelty by the GM? The simple answer, my friends, is very easily indeed.

Monsters have enhanced senses.
Is one of the players particularly whiny? Does his character try to browbeat the others into getting his own way? Does he talk loud and try to walk tall? Oh, good. There's always one, isn't there? Well, fortunately said characters don't like to blend into the background. They're more likely to make noises. Keep track of those characters. The more of a stink they kick up, the more times the monster can attack them first.
Hit and run!
How many creatures stand and fight even if they're outnumbered and outgunned? Really? Outside of humanity there aren't many of them, quite frankly. A wounded monster that's cornered might fight all the harder, and a tigress might go mad to defend her young, but usually if there's a chance to fight and run away a monster will take it. Have monsters run in, strike, and run off again. Run the characters ragged: all that armour will soon tire them out. Monsters don't normally wear armour. They don't normally wear any clothes at all. And you can bet they spend more time running than the PCs.
Pick on the little guy.
Monsters may not be bright, but they know easier prey when they see it. If there's someone who isn't heavily armed and armoured, or is smaller and not as muscular and is trailing behind the rest of the party, then it makes more sense to pick that guy off. Look for that footage of lions attacking wildebeest. You'll get the idea.
Track them.
A monster could trail the PCs for days, waiting for them to weaken. Now and again you might have the monster trail the PCs for days on end, letting other encounters wear them down before finally striking. The characters are probably easy to track: besides their footprints, there are scents which hang around for ages; cooking smells and smoke carry quite far; and you can bet most players don't like to spend too much time thinking about where they bury their spoor. For all you know, they might just shit on the ground. Of course, it is possible that you have one or more ex-soldiers at your gaming table and that may be the first thing they mention. Never mind, eh? Can't win 'em all.

Last modified: 26/11/08. All material ©2003-8 its creators.

Customise the Sidebar