Pathfinder
is a game with a lot of monsters. Some have been part of the Dungeons
and Dragons game for a very long time. Others are more recent
additions. These monsters cover a vast variety of different kinds,
from lowly goblins to powerful dragons to terrifying undead. Some
monsters, like orcs and the aforementioned goblins, are staples of
the game, showing up in some form in virtually every campaign, while
others are rarer and see only occasional use, if any use at all. And
some monsters are really just variations on other monsters, only with
different names and slightly different abilities.
While
there are many monsters in the game that were simply made up by the
author of some supplement or adventure or other, most of the monsters
are inspired by real-world folklore and mythology. Many of these only
vaguely resemble the sources that inspired them, but many others are
closer to their real-world roots. A subset of these monsters trace
their inspiration back to real-world cryptids. These are
creatures that many real people believe in—some strongly—creatures
that are somewhat more plausible than dragons or vampires, but are
still far from accepted by the scientific community. These are
creatures like the Loch Ness Monster, Bigfoot, and the chupacabra.
Mystery Monsters Revisited, the latest
book in the Pathfinder Campaign Setting
series, examines ten of these cryptids in detail. It is also the
latest in a line of Revisted books
that has been uniformly excellent in quality. Each book has examined
ten creatures (or ten treasures in the case of Classic Treasures Revisited), generally
painting them in a new light and breathing new life into them. The
line began with Classic Monsters Revisited
(which looked at the staples like goblins, trolls, and bugbears) in
2008 and has since had numerous other offerings, such as Dragons Revisited, Undead Revisited, and the slightly
differently titled Misfit Monsters Redeemed
(which looked at ten of the most absurd monsters ever created for the
game and made them playable). Like its predecessors, Mystery
Monsters Revisited provides an
excellent insight into its ten subject creatures and how they fit
into the world of Golarion. It allows gamemasters to enrich their
games by including creatures that are more than just nameless things
to kill, giving each creature a reason and purpose for being there.
And even if some of these creatures never actually show up in a game,
the book still provides a compelling read that adds just a little
more awe to the game world.
The
ten creatures presented in this book are the bunyip, chupacabra,
death worm, mokele-mbembe, mothman, Sandpoint Devil (based on the
Jersey Devil), sasquatch (Bigfoot), sea serpent, water orm (which
covers creatures like the Loch Ness Monster and Ogopogo), and yeti.
One thing that initially surprised me a little is that, in game,
tales of these creatures are treated with pretty much the same
scepticism as they are in the real world. Some people believe
readily; others scoff. In a world teeming with supernatural
creatures, some far more bizarre than any of these cryptids, it
seems, at first glance, a little strange that people might find talk
of sasquatches or sea serpents difficult to believe. However, when
you think about it a little more, you realize that a world with so
many lifeforms is going to have even more tales and stories, most of
them embellished beyond recognition or even totally made up. It makes
sense that some people are going to dismiss many of these tales—not
even necessarily tales of these cryptids, but of many other monsters
that they haven’t personally witnessed. They might disbelieve
outright or simply believe people have mistaken a bugbear for a
sasquatch, or something similar. So, in the end, I really like that
Mystery Monsters Revisited
has kept the “mystery” around these creatures. It adds a little
twist to the world. Just because it’s a world where virtually
anything is possible doesn’t mean that people automatically believe
everything they hear.
Alas,
the mysterious nature of these creatures doesn’t work quite so well
when mixed with the mechanics of the Pathfinder game. It’s hard to
establish a monster that virtually no one knows precise information
about when a single Knowledge skill check can reveal many, if not
all, the details about that monster. Still, this is one of those
areas where I believe GMs are well within their purview to fudge the
rules a little, allowing for extra-rare categories on Knowledge
checks. While this shouldn’t be done to excess, it adds to the fun
of the game if, once in a while, the PCs encounter something strange
and unknown.
Each
of the ten chapters in this book is laid out in the same basic
manner. Each begins with a general overview of that chapter’s
monster, then continues with sections on “Evidence” (what signs
there are of the creature in the world), “Ecology”, “Habitat &
Society”, “Campaign Role”, “Treasure”, “[Monster] on
Golarion” (covering where on Golarion the creature can be found),
and ending with stats for a sample creature (generally a specific
individual or variant, but in the case of the mokele-mbembe and the
Sandpoint Devil, the base stats for the creature). There are also
several sidebars in each chapter covering short miscellaneous
details, such as magic items related to the creature or unusual
special abilities. To a certain extent, I think that putting all the
monsters into the same format is somewhat limiting. It forces each
monster to conform to a specific pattern, one that may not always fit
each creature. While the “Ecology” section makes sense for all
the monsters, the “Treasure” section is a much harder fit. Many
of these monsters don’t collect treasure and in many cases, it
feels like the author of that chapter is straining to come up with
something to put in about treasure. Many of the treasure sections
contain lines to the effect of, “As with most animals, the
accumulation of treasure holds little interest for...” That said,
while I find the chapter format constraining, it’s not overly so.
The authors still convey a great deal of information in each chapter
and manage to make each cryptid a vibrant and unique creature. I do
particularly love the sidebar on the real-world folklore that appears
in each chapter.
One
of the great things about this book (and others in the Revisited
line) is that it has opened my eyes to creatures that I might
otherwise have ignored or made little use of. The yeti, for example,
has always been a creature that I’ve found... well, somewhat
boring. Until now, nothing really interesting has ever been done with
it. Now, however, they suddenly have a history and a personality, one
that sets them apart from all the other humanoid creatures in the
world. When my Jade Regent
play-by-post group reaches The Hungry Storm
(an adventure I disparaged
for having dull encounters with yeti after yeti), I’ll actually
have material to help spice up its endless yeti encounters. The book
has also helped bring my attention to creatures I have simply never
really noticed before, such as the mothman. I had seen it in Bestiary
2, of course, but I had never
really looked at it. Now, I can’t wait to find a time to use a
mothman in one of my games. I don’t know if I’ll ever find the
right moment for it, but I’m aware of mothmen now, and so the
likelihood is certainly much greater than it was.
Overall,
Mystery Monsters Revisited
is a fine addition to the Revisited
line of books. I wouldn’t call it an invaluable resource as games
can run perfectly fine without it, but it is a resource that will
enrich games that make use of any of the creatures within its covers.
And even if you don’t have any plans to use any of these creatures,
it is still a fun read that expands the world of Golarion a little
bit, and might just plant the seeds of ideas that might result in you
using these creatures after all.
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