The Outer Planes, Part 6/8: Rat Bastards
Looks like her theory was right! As a fellow scholar, it’s always gratifying to see academic theory borne out by practice.
Any dang way, do you guys remember that trip to Malfeas I mentioned a few comics ago? The following encounter was the build-up to that fateful fight. And like the presumably-sinful rat of today’s comic, it involves custom-tailored torment.
You see, if you want to get to the city at the center of Hell, you’ve got to cross the desert Cecelyne. And the important thing to know about Cecylyne is her weird travel restrictions. Making the trek across the desert takes no fewer than five days, no matter how fast you travel. It’s a grueling Lawrence of Arabia style trek at the best of times, but I wanted to make it that little bit more unpleasant for my PCs. I designed five “personal demons” that they would encounter, one on each day of their journey.
My strategy was to focus on a single negative emotion relevant to each PC: Loss, Loneliness, Jealousy, Revenge, and Regret. From there, I tried to create situations where the PCs could confront that demonically-personified aspect of themselves. This is the first time in years that I’ve dug out my old notes from that campaign, but I still have the write-up.
- Revenge (Whisp): You encounter a once-beautiful man, emaciated and pockmarked. His hands are overlarge—freakishly so—but he puts them to good use. He is throwing stones at a bit of castle wall. They bounce off ineffectually. Taunting voices drift down from the ramparts, bragging of his family’s death. Only his hair is still clean and lovely.
- Jealousy (Zhou): You spot a serious young man. He sits cross-legged atop an erg, staring hard into the middle distance. The sands shift madly about him. His body is long and slender, his hands grasping, his mouth perpetually frowning. As you climb the sands, you soon spot a tower sitting opposite the man. He looks inwards through a window at a level with his gaze. A beautiful woman writhes upon a bed there, a hideous old man beside her. “She dotes on him,” says the man. “She has not have the wit to look out from herself. To see anything better.”
- Loss (Branch): The figure wanders and wails. “Father? Master? Please come back.” There are black tears streaking down his face. They boil against the sand. Then you realize that they are all over his body, building up like tallow on a candle. He tows a flying machine behind him through the desert. It is broken, and he cannot repair it alone.
- Loneliness (Glyph): You enter an ancient stone structure half-buried in the sand. It has a high columned ceiling, but the place is broken and moldering. Books line shelves inside: row upon row of them receding into the gloom. There is a scuffling sound. A hunched creature, humanoid in form, with enormous teeth, bigger glasses, and a sallow complexion, stares at the pages of a tome. They are blank, and she is near tears as she turns the pages.
- Regret (Longsleep/Agony): You soon find the source of the muttering: A hulking brute in a shallow sand cave. He has many fine objects locked away in his room, but he hates them. “Here is a map. It is beautiful. I did not travel the real thing. Here is a book. The smell! The knowledge! I cannot read. And here is the prize of prizes, a portrait of the woman I loved. Behind him, a female Cyclops lies in bed. She poses seductively, making a spectacle of herself, but the brute does not turn to see.
I hesitate to copy + paste these things in full, because they read more like tone poems or SCP entries than encounters. But that’s because they’re all specific to the PCs. Poor Branch felt chained to his missing master’s legacy, and so couldn’t spread his own wings properly. Glyph was a bookish scholar, and had trouble making human connections. Longsleep and Agony were lovers once, but he left to pursue his art, and she chased him hopelessly ever after (a bit more of their story over here).
There is no set solution to these encounters. The PCs simply have to try and comfort their suffering demons in whatever way seems best. If they manage to come to an emotionally-satisfying resolution, the encounter sinks into the sands. If they fail to resolve their internal struggle, they get dinged with penalties in the sandstorm encounter at the end of the journey. Mechanically, each encounter was little more than a 5e style complex skill check.
This is a fast and loose setup, but my players still talk about it all these years later. Upon reflection, I think that’s due to the element of customization. All those dream sequences and vision quests you see in cinema… They’re nothing but devices for character development. When you recreate those experiences on the tabletop, you’re giving your players the chance to explore a PC’s inner world. And in campaigns full of fetch quests and combats and endless external obstacles, it can be refreshing to take an inward journey. (Even if it’s a journey to Hell.)
So what do you think? Have you ever had the opportunity to face your inner demons as a PC? Was it a dream sequence? A mind-reading monster? Perhaps you got hit with a souped-up version of phantasmal killer? Tell us all about your own inner journeys undertaken and personal hells confronted down in the comments!
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On the upside, if this Mouse Guard is already dead and in his appointed Afterlife, he won’t actually … die.
On the downside, that means he’ll pop up again and again, meaning Magus can keep hunting him until she’s full.
…
Oh, dear.
That will be one hell of a case of indigestion for Magus if the mice don’t actually die from the experience.
Or content for the other handbook, because the internet is weird like that.
I was thinking more that they’d go through instantaneous reincarnation, with the plane recreating their outsider bodies as soon as the previous one gets snuffed. ^_^
… hopefully outside of the Magus.
I expect so. It’ll expose to the stress of being hunted all over again, and will save Magus from unsightly bloating.
There are worse things than death. 🙁
Grappling rules! And not the sexy kind!
Just ask the Klingons!
I think the two closest turns my characters had of coming close to their inner demon was in a homebrewed World of Darkness campaign, and the fantastic Ravenloft campaign I was in a few years back.
In the World of Darkness, my character started out as a private detective. He was jaded, a borderline alcoholic, cynical and unkind. Events conspired to see him infected or cursed or … <i.something to gradually transform into a demon himself.
Faced with the manifestation of his inner darkness in his physical form, my P.I. had access to phenomenal powers, spawned by the dark side. Like the other players, he could have explored those powers, grown used to them…
Instead, he stubbornly clung to using a handgun, even persuading a priest to consecrate his bullets so they would work against creatures of evil. He refused to embrace the darkness, and actually managed to become a better person as the game continued.
This came to a climax when the party found itself in a post-apocalyptic Earth, where the few remaining humans were hunted by demons, and they discovered this was somehow all their fault. Humanity was on its last leg, unable to cultivate enough food to feed even a very small village – the only settlement we found – due to a constant cloud cover.
My P.I. had a breakdown and walked into the town’s disused chapel, where he fell to his knees before the altar and prayed for the people’s salvation, offering to pay the price.
Over the town, the cloud cover broke…
My Caliban Wizard in the Ravenloft game had a lot of pent-up anger. This should not come as much of a surprise, given the way Calibans are treated, even by their own families – and Lia’s father was a right bastard, who only refrained from killing her because his own mother threatened to cut him out of the will if he tried to snuff out his ‘liability’.
(Dear old dad was actually responsible for her condition, given that he’d cast spells on his pregnant wife in a misguided belief that this would make his heir be born strong.)
The further the game took Lia from home, the more free she felt to express herself. Given that the party had to face a lot of nastiness, this meant she showed ever greater amounts of rage over the darkness of the Demiplane of Dread… and this came to a head in a phantasmagorium.
Lia’s rage was manifested in a fiery room (she liked using fire-spells), with a colossal scorpion whose eyes were all the shape of her face, and giant spiders made of living flame lurked in the corners. The scorpion’s eyes/faces constantly chanted one word: “Killkillkillkillkillkill…”
It took the whole party to take the critter out, as well as open the door to the next chamber. Because the door, you see, was made out of Lia’s father somehow. Someone had tricked the old fool into causing his own death, and his ghost was in the door made of flesh and bone, still blaming his daughter for everything that had gone wrong in his life.
Door boss is hardest boss. True in every party.
Anyhoo, here’s some fanart I created for the Handbook of Heroes, crossing it over with my own comic, Sarcantasy:
Fanart – https://www.deviantart.com/grendelkin/art/Pet-the-Halfling-moment-865280028
…
upon fanart – https://www.deviantart.com/grendelkin/art/Size-Is-Everything-884474012
…
upon fanart – https://www.deviantart.com/grendelkin/art/Every-Kobold-Has-Her-Day-886848825
Because I really like the Handbook. ^_^ Thanks for the laughs, the imagination and the wonder, Colin and Laurel! Stay awesome.
Gunslinger being appreciated and happy? You sure you read the comic? 😛
Awesome art though!
It’s my world and my chibis, and I’ll be kind if I want to. 😉
Thanks very much! ^_^
Is Pug signing some boobage? Nice!
No, a tummy. ^_^
But still nice.
Hmm, that shoulder-guard the mouse is wearing looks oddly familiar, but I can’t quite place it. Is that one of the many Goblin mooks that died over the years?
I thought he was a Mouse Guard.
Commentary and the comic title implies the mouse is nowhere near as noble as the Mouse Guard. Probably some sinner stuck in a purgatory realm until they repent (or get eaten), unless they’re in for he eternal haul. Double points on ironic punishment if they were hulking huge, ate humanoids, or were speedsters in life.
On the other hand, the ‘slow mouse’ aspect could just be a consequence of a hedonistic lifestyle in their personal heaven of endless cheese/cream with no natural predators (read: they got fat and slothful).
I’m not very well-read on the Mouse Guard, but is it possible for one of them to fall from the path of grace and turn evil?
If so, then this guy could have thought he’d somehow lucked out after death and escaped punishment. He gorged himself on the plane’s bounty… and only then discovered it could be accessed any time by the likes of Magus, to whom he is a plump, delicious and above all slow snack.
Usually Mouse Guard are the most self-sacrificing of the bunch, given the harshest and most dangerous tasks of mouse society and essential to said society’s survival. They’re more or less paladins/boy scouts by necessity.
There are presumably vicious/evil mice of course in the setting – whether traitors of mouse kind or selfish criminals.
And there are other species that are the enemy of the mice – the Weasels who enslave the mouse-kin, for example. It would be a fitting punishment for them to go from a predatory militaristic slaver to the slaves they kept, helpless from all predators.
And let’s not forget this isn’t the only setting with mice-warriors. Redwall is chock full of medieval fighty critters.
I feel like “Rat Bastard” would be a good Mouseguard villain.
Now the question is, did Magus stumble into mice heaven, or mice hell? And do celestial/infernal mice taste different than the mortal kind?
I think Magus’s presence indicates that this is the Bad Place for mice.
If it were Mouse Heaven, presumably there would be Celestial rodents chasing her out.
But Magus isn’t a native or permanent feature to the plane under normal circumstances. So either this plane was created for her (a personal heaven), or the place alters itself to turn visitors into ideal ‘demons’ to enact punishment on its occupants.
For example, if Fighter were to enter it, it would be the realm of ‘Unarmed wealth-and-exp rich nobles with no town guards in sight’. Probably for the sinners who were greedy in life.
It’s also possible this realm is where all of Fighters dead clones end up (or just the one that was mouse-ified in an earlier comic). He’s an armor-wearing bastard, after all.
Maybe that’s part of Mouse Hell’s torment for its residents: visitors who are perceived as horrifying demons show up at random. The plane might draw such beings into it if they come close enough, but does not stop them from leaving. Or returning whenever they feel like it.
The wicked souls trapped inside would exist in a constant state of paranoia even when not actively being tormented, knowing that their Afterlife’s idyll could be shattered at any time, yet unable to resist feasting on its bounty.
Mice already live very nervous lives, seeing as they’re on a lot of creatures’ menus. The notion of having to spend eternity the same way, in spite of being in a plane that is otherwise idealised to them, could be soul-shattering and madness-inducing.
The planar setting / worldbuilding writes itself! Now if only we could get this published by a writer with RPG experience and make an official Handbookverse setting module..
Could easily be a hell for predatory folk of all kinds.
As far as ‘custom tailored experiences’ go, our party, at the climax of Return of the Runelords, got to write up and then witness personal scenes that explained how they got their campaign traits and became the people they were.
In the same campaign, one nasty monster decided to fixate on an anguished party member, taking up her visage and trying to murder her exclusively whilst inflicting fear conditions on her. My wizard took to isolating her from the creature with an emergency force sphere, letting the melee focused folks take out the creatures.
In another AP, one of our PCs died when a revenant of a NPC we fought in the previous book showed up with a vengeance (the PC was the one that struck the killing blow on them). They unfortunately did not survive that encounter, as they were not suited for melee combat, and the Revenant was extra effective at facing their murderer once they closed into melee.
Funky. Usually I’ve seen that sort of thing show up as a world of darkness style “prelude” rather than a denouement.
Yeah, it’s kind of like an origin story / session zero. You either do it at the start and it establishes/introduces the character to the audience in an unknown world…
…or you play it later, when the world and character is known and you let the audience learn how they got to the character they know well by now, from a past they know nothing about, or only had hints of.
Little known secret – the village of Brie is exports it cute (and cheese) to this plane.
Oh hey… Village of Brie. I really ought to make that mini-dungeon one day. 😛
Get a ‘swear jar’ for every day you don’t work on it :p Alternatively, ease into it with some ratfolk shenanigans in the comic?
Hmm, will there ever be a strip that features the town of Hordenheim (from ‘Death & Taxes’), or the other features/setting from your other modules?
AAW owns Hordenheim. That said, if I can introduce Vigil to the comic, I bet my publisher would look the other way on a little free marketing.
One of our party members was an assassin who, due to having morals, was fed a potion that altered her memories in extremely traumatic ways, in order to make her into a killer. In order to fix this, the party travelled into her mindscape, and there encountered her worst memories, her greatest mistakes, and spectres of those she’d killed, telling her that she wasn’t good enough, that she didn’t DESERVE redemption for what she’d done. It eventually came down to two doors; one leading her to the training room, where she once took her final test and became an assassin, and another leading down into the dungeons, where she was given the potion. Her assassin handlers were trying to convince her that being a killer was all she was good for, while her fellow PCs were telling her she was worth more than that, and could be better. Eventually, our once-assassin resolved to follow alongside her party members into the dungeon, where she found a younger version of herself, chained up. There was also an evil dream-spirit, so some of the more combat-heavy players could roll dice after several hours of intense role-play. In the end, the mind-spirit was vanished, and the former assassin’s memories, mind and morals restored. The session ended with the party heading to an abandoned stable outside of town, and within it burning the assassin’s collection of poison, her old life burning alongside it.
It honestly was one of the greatest sessions I’ve ever had the pleasure of DMing, and all of the character interactions were so beautiful
This sort of thing has the benefit of making the adventure really, truly ABOUT the PCs. That’s catnip for a certain kind of RP-focused player.
No one wants to be accused of Mary Sue-ism, but there is a charm to being the most important person in the world: the lynchpin around which everything turns. These are the sessions that can give a player that feeling.
That sounds like a wonderful close to a character arc, as well as opening the door to further roleplaying. My compliments to your GM!
The cloud mice’s scientific name is CuteMus Stratos. Their natural predators are Cattocumulus (also known as Cloud Nine).
Me: “But Laurel! It needs to be clear that this is another plane.”
Laurel: “What if I do mouse clouds? That’s otherworldly and stuff.”
Me: “OK, sure. Just give a little zephyr swirl to one of the mouse cloud tails.”
And that’s the story of how I contributed to today’s composition.
And it is an adorable contribution. Kudos to Laurel!
During a campaign, our DM had a set of Dark Powers looking to gain influence. If you died within a certain realm of this multiverse, these Dark Powers could take you into a dream realm, where they would attempt to trick you into selling control over you in return for great power.
Some backstory on my character: Sash was an elf who tried to train in both swordplay and wizardry, but failed in both. Unwilling to give up, they made a pact with a genie to gain arcane magic, and just pretended that they were a wizard. They had a mix of arrogance and insecurity that lead to them constantly trying to show off and prove themselves to others, only complementing other when it helped build beneficial relationships, and were generally an ass to everyone.
During the campaign, a poorly-executed plan to take down a hag lead to Sash getting killed. After death, they re-appeared in their memories, during the spellcasting duel during which they messed up an absorb elements and realised that they would never have the skill to become a wizard. Sash had their current personality, but none of the memories from after this point in time. Having learnt some moral lessons during the campaign, they decided to apologise to the combatants of the duel. Sash also decided not become a warlock nor a wizard, as that path never truly made them happy. The rest of the (one-on-one) session was three and a half hours of exploring identity, of what it meant to be comfortable with yourself and how to search for happiness when it seemed like the whole world was against you. Meanwhile, the Dark Powers that controlled this dream-plane kept on making Sash’s situation worse, then offering them vaguely-worded bargains to make things better (which were in fact promises to resurrect them in the real world, grant them powers, and taking control of their body). The session ended with Sash an old elf, starving and alone, in prison. Having discovered inner peace.
I have decided to grant the DM of the session the lifetime title of “Greatest DM”; this is because, half an hour after the session, while thinking about Sash’s psychology in the shower and its relationship to my own, I ended up experiencing what I believe is best described as inner peace. Which, uh… I knew roleplaying games could make you feel a lot of emotions, I did appreciate how much until then
Relevant meme is relevant: https://i.imgur.com/T2m94xLh.jpg
I’m honestly disappointed that I didn’t see this callback coming the moment the series started
I was gonna do this one…
https://www.handbookofheroes.com/archives/comic/knowledge-is-power
…But Laurel said it was too long ago and no one would remember the reference. Also, it turns out that Acheron already exists:
https://forgottenrealms.fandom.com/wiki/Acheron
Next up, the cat mafia dons argue over their territories and commoners under ‘protection’.
It was indeed Phantasmal Killer. Our DM homebrewed a vampire version of Scarecrow from Batman who used this effect as part of his lair action, and thus it resulted in the world first ever use of Countercharm by the party bard (ie me). It resulted in a cool moment where the smartass dwarven bard basically inserted themselves into the nightmare of the party monk and comforted them to the point where they could break out of the hallucination. Our characters already took council from each other, so that cemented the friendship pretty good.
There really ought to be a “talk them down from a bad trip” spell in the bard spell list. Reroll against an ongoing effect with bonuses or some such.
I once ran a Halloween special where four characters got sucked into a dream world by a witch and had to face their greatest fears. The rogue faced her lover trying to kill her, the wizard had to relive the loss of her first child, the paladin found herself transformed into a hag, and the bard, um, had to perform onstage in an ugly suit. Together, they faced their fears and fought back against the witch, soundly defeating her. She cursed them all, and their little dog too, and promised she’d be back next year.
The bard was a new addition to the party and no one really trusted him yet, so this was a good team-building exercise where the characters realized he wasn’t so bad.
Gotta love that bard. Every serious-face sessions needs a little comic relief!
His solution to the problem was to strip down and perform onstage in no suit at all. Was some much-needed merriment in the face of a living nightmare.
“Am I naked on live T.V.?
…
Ladies, your ratings just went up!”
I almost always try to set my pcs up for this kind of confrontation, since I think they’re a really interesting character building moment. For example, the Extinction Curse game I’m a player in is Gestalt, so I’ve built a Cleric/Barbarian. Lawful good cleric with the instincts and inner rage of a chaotic evil red dragon. Every day is a constant internal battle against her own rage and destructive instincts.
On the other hand, I’m also playing in a War For The Crown game where my vigilante investigator’s vigilante persona is growing into a split personality all its own, which is causing her merry hell trying to keep it in check, as it’s a far less moral individual than she is (CG investigator, CN vigilante persona)
I’ve always wanted to run an oradin with that concept.
Goddess of healing and purity and rainbow butterflies vs. god of punch stab smite your shit up!
Oh, yeah. On the setting i made there is a force/decease/phenomenon called Darkness. It infects people through several vector, both physical as wounds, blood, the air, as well as metaphysical, negative emotions, sins, horror. Once it infects someone it starts drawing to surface all the bad things on that person, all the negative parts of them and all the worst that would make them monsters. In some cases it does converts people on monsters. Vampires, werewolves, serial killers, tyrants. It’s difficult to say if those things are infected on small ways or started as that before spreading a vampiric or werewolf strain of it without the darkness. So once a person is infected the darkness starts growing in them twisting the person into an antitheses of themselves. The only solution other than death or a life of fighting the worst on themselves? Syntheses. Fighting their own dark selves not to defeat them but to accept them. Something more easy say than done. Yet for those that make it they unite themselves with their worst selves gaining unity with that part of them. So inner-demons are something we have fight a lot. Sometimes we use several methods to do them. Like the player thinking of the worst of that character, or other player doing like a caricature of the bad things on them for the PC to face. Jung would have a good time with a campaign with the darkness on it 🙂
The “Strange Aeons” campaign over in Pathfinder had some fun with this biz. Dream monsters turning folks into doppelgangers or ghouls based on vanity or fear of death.
Ah, I remember the dark mirror encounter. I was playing my old favorite, a snobbish elven wizard who had dedicated himself to Oghma and the quest to obtain all knowledge in search of self-actualization. While we were traversing a demiplane tower of some sort, our party came across a trap that produced shadowed interpretations of ourselves, and were each set up against each other.
(Hilariously, I distinctly remember our party’s rogue stealing from his own shadow, who represented his greed, and he was the only one who ended the encounter without resolving anything at all. Even after the scenario was explained to him, he kept reiterating that “the blackened bastard deserved it.”)
I was set to fight myself in single combat, and decided that I’d rather not waste that many spell slots – so I produced a dragonchess set and sat before my doppelganger, and we played. It was described by the GM as a game that rapidly devolved into speeddragonchess, with each of us readying a spell that served as the other’s timer, preparing to blast the other’s face off when they admitted defeat. I think something actually did get set on fire, but my wizard ended up seeing the “plight’ of our rogue and the rest of the party, and realized that surpassing himself endlessly would be a waste of time. He decided to lose, and the duplicate dissolved screaming about how incomprehensible this outcome was.
None of us ended up changing that much afterwards, what with the undead worm god we ended up having to fight later, but I look back on that encounter from time to time and enjoy the satisfaction of the perversion of reality melting like a witch in the rain.
Heh. I remember that episode of Next Gen: https://www.youtube.com/watch?v=yIRT6xRQkf8
I made a character who lived and quested on the Plane of Dreams. Unfortunately for her, she ends up under a curse (whether this is just bad luck, her patron betraying her, or simply a manifestation of her own psychological issues brought on by the plane is left ambiguous).
The problem is, she is convinced that she is still human, and that it’s everyone else who has become monstrous, hunting her, trying to eat her. The Dream World (and her friends, but that’s less relevant to the topic) is always showing her visions and metaphors and sometimes just straight up reflections of what she actually looks like, but she’s a master at manipulating dreamscapes with her will, and just forces them back to the way she wants. And all the while her paranoia and delusions worsen, and the souls of her victims continue to accumulate around her like a sickly mist…
https://forums.giantitp.com/showsinglepost.php?p=24809459&postcount=45
(I’m proud of the story section (which is in the “I tell myself it’s all a dream” spoiler inside the CR 11 spoiler), but it was definitely a bit of a rush job, and has some problems caused by me not having decided whether it was going to be in first or third person when I started it, with one particularly egregious case where I switched a section to third person and missed part of a sentence. Whoops!)
On a not wholly unrelated note, I believe that the Sandman audio play is still available for free on Audible right now. It happens to be my current read, and is very much in the same vein.
In the classic X2.Castle Amber, there is the “Alchemistry Laboratory”[sic], wherein clouds of animate black smoke descend to knock out the party and force them into strange/wonderful/horrible/weird dreamscapes. Those who fail a saving throw wind up actually waking up with souvenirs of their dream-quest (not so great if you died in the dream). When I have run the module over the years, typically the wicked get the rough ones, the kind get something positive, and the chaotic get the really weird stuff.
After the usual “the prince of the other dimension awards you a noble title, but no land” or “you gain [xp or item] from your time as a gladiatorial slave of the mushroom-people,” one party member (a kind and decent halfling blacksmith/warrior) dreamt of a corner of the Green Fields wherein he lived on a farm with “family members” who were thinly veiled members of the halfling pantheon. He felled trees, sharpened tools, gathered berries, and tended to livestock and was rewarded with some truly divine home-cooking. When he awoke, he held a walking stick that was a rod of security whose “pocket paradise” is a copy of that same farm (sans people, animals, or tasks). As everyone shared what had transpired in their solo-session, the halfling was the last one to chime in.
“What the HELL?!” exclaimed one player. “We all get tortured, she gets a tiara, and YOU go to heaven, do chores, and eat at Cracker Barrel?!”
After a quick google:
So there goes my first question. 😛
I am glad this comic gave us the opportunity to see famed planologist Dr. Maggy S. Purrson’s theories confirmed!