Tuesday, July 18, 2023

Weird Monsters: Otyugh

Now comes the otyugh, one of the stranger occupants of the rogues’ gallery of strange Dungeons and Dragons monsters. The otyugh first appeared in the 1e Monster Manual (1977), and Echohawk over at En World has written up a pretty exhaustive history of the monster in the game.

The otyugh is an intelligent, telepathic aberration and an early attempt to rationalize the dungeon ecology through Gygaxian naturalism. The monster is part of the “clean-up crew” along with the carrion crawler, gelatinous cube, and the oozes. The otyugh, which may or may not have been inspired by the Star Wars trash compactor monster, is a scavenger that consumes a “diet of dung, offal, and carrion.”

It’s a fairly tough monster for a humble niche. The early artwork for the otyugh was not particularly inspiring: not even the great Erol Otus could make this monster very fearsome. The 3e Monster Manual (2000), though, finally hit upon a visual design for the otyugh that made the creature look like the alien monstrosity that it is.

This basic look was carried over into both 4e and 5e. Although there have been several licensed and off-brand otyugh miniatures over the years, I don’t think I had any before I picked up this Nozur’s Marvelous Miniatures version from WizKids. It’s a nice sculpt and a fairly straightforward paint. I airbrushed a basecoat of leather brown, then experimented with some of the Army Painter tones. The finished miniature got a layer of Vallejo gloss varnish.

I’m not completely satisfied with the results: the teeth are a bit more muddled than I would have liked and the gloss from the varnish is a bit too much even for a slimy sewer monster. Not quite sure what I need to do with these glossy figures.

Tuesday, July 11, 2023

How it Started

In the mid eighties I had a fairly brief stint painting miniatures for my Dungeons and Dragons games. As I’ve mentioned before, I was first made aware of D&D through an article in Dynamite magazine from 1981 that prominently featured photos of kids playing with painted miniatures. That same year the 1981 JCPenney Christmas catalog had an intriguing spread of D&D paraphernalia, including pictures of the Dungeon! boardgame, Moldvay Basic, the 1e Player’s Handbook with Trampier cover, and the contents of Grenadier’s Dungeoneers and Monsters Action Art boxed sets, including a striking bugbear. These images made me forever associate the game with miniatures.

The game books, however, made clear that miniatures were strictly optional and I spent the first few years happily playing without lead figures. But once I had a chance to buy minis with my own money, I jumped. I first started collecting and painting figures around 84 or 85, a tumultuous time for D&D licensed miniatures: the Grenadier license ended in 1982, then TSR produced their own miniatures in 83 and 84, then Citadel had the license in 85 and 86, before Ral Partha won the license in 87. As such, my small collection of vintage miniatures contains representatives from all four of these lines.

I didn’t do much gaming during college, and so my collecting and painting of miniatures ceased altogether. Even after I resumed running D&D games, everything was theater of the mind until Wizards of the Coast launched their Dungeons and Dragons Miniature Game in 2003. The plastic figures, which came in random packs, were relatively cheap, highly portable, and best of all, pre-painted. I amassed a good collection over the next four or five years. My buying steadily fell off once I had a decent selection, and as prices rose and quality dropped. By the time Wizards discontinued the line in 2011, I was buying hardly anything except singles on the secondary market to fill the holes in my collection.

On August 11, 2012 I pledged the Reaper Miniatures Bones: An Evolution Of Gaming Miniatures Kickstarter. I hadn’t painted miniatures for over 20 years, but I was between D&D games and wanted to pick the hobby back up. I received my pledge in 2013 and the very first miniature I tackled was this Sandra Garrity hydra, and I expressly chose it because it was a nice large sculpt, seemingly a simple starter model. I had to relearn many lessons forgotten over the intervening years but at the time I was fairly happy with the results.

My initial goal, and the one I still strive for, is to produce miniatures for the tabletop that are at least as good as the pre-painted options. I’m not looking to win any Golden Demons, but I do want something respectable that I can use in my games.

That said, I look upon this hydra ten years later with no small amount of cringe. The brushwork is sloppy and heavy, the color scheme boring, and there’s no shading to speak of. And to be fair to myself, the initial line of Reaper Bones were a little rough: many of the casts were blurry, flashy, and marred by mold lines. I also followed the advice that “Reaper Bones don’t need to be primed,” which, in my experience, is a lie. Even with a thorough scrubbing, I find that most base coat colors do not adhere well to the original Bones material, which leads to overpainting. A thin layer of gray primer would have done wonders for this hydra.

I’ve continued to back each and every Kickstarter since, and bought additional unpainted miniatures from WizKids and other companies. This next hydra is from the Reaper Bones 5: Escape from Pizza Dungeon Kickstarter, and the Greek Odyssey Expansion pack. It’s a great sculpt by Julie Guthrie, clearly inspired by Ray Harryhausen’s design from Jason and the Argonauts (1963). It was also cast in the newer Bones Black material, so the details are crisper and sharper. I primed this with Army Painter gray and used the airbrush for the base coat, then spent much of the time with inks and highlighting.

I’m sorely tempted to strip the original hydra and start over, if only to see what I could do now. I’m glad that my skills have improved over the last ten years, but I’m under no illusion that I am anything but a middling painter: Painting the Bones V Hydra by Bird with a Brush shows what a real painter can do with this same model. That said, I’m happy with where I am at: I find painting a soothing, enjoyable pastime that helps clear my head in between other projects. New skills and techniques continually beckon: I want to get better with my airbrush, and I want to try out wet blending.

Tuesday, July 4, 2023

Huge and Hungry: Purple Worms

“These huge and hungry monsters lurk nearly everywhere just beneath the surface of the land… Purple Worms never check morale and will always attack” —Dungeons and Dragons Book II: Monsters and Treasures (1974).

Purple worms have seemingly been in every single edition of D&D, plus David R. Megarry’s Dungeon! board game (1975). They feature prominently in the underworld tableau on the back cover of the 1e Monster Manual (1977). In the early versions of the game purple worms were one of the apex challenges, found only on the lowest dungeon level matrices: 50 feet long and eight to ten feet in diameter, with 15d8 Hit Dice, a poison sting, and the ability to swallow an ogre whole, they were not to be trifled with. For perspective, Orcus and Demogorgon “only” had 12d12 and 10d20 HD respectively in Eldritch Wizardry (1975).

Although I had a pretty decent pre-painted purple worm from the 2006 War of the Dragon Queen set, I grabbed the Goremaw miniature from the Reaper Bones 3: The Search for Mr. Bones Kickstarter back in 2015. I think my plan was to paint this one, like Mashaaf, for my Age of Worms campaign, possibly as a stand-in for an Ulgurstasta. In any case, this miniature became yet another Bones 3 model stuck in my painting logjam.

I finally got around to tackling this figure in April and once again, a Michael Mordor tutorial proved extremely helpful. I primed the model with Army Painter spray-on Uniform Gray, then used Army Painter Alien Purple for the base coat. Due to the sheet size of Goremaw, the airbrush helped make quick work of this step. I then used Army Painter purple tone before painting a yellowed bone color on the horns/teeth/whatever that cover its body. Mordor used more of a pure white on those. I tried his technique of washing the teeth with Army Painter Strong Tone, then wicking away the highlighted areas with a Q-Tip. I didn’t get the same great results he got, in part because my bone color was already stained and the Strong Tone didn’t create a good enough contrast. I would have been better off using a pure white to pull off this technique.

I then did a lot of dry brushing. I initially thought I had done too much but overall I’m satisfied with the results. This was an incredibly fun model to paint: the Bobby Jackson sculpt has a very dynamic, writhing pose and looks like the monster just burst out of the dungeon floor to surprise some poor adventurers. It’s also a suitably large model, heavy in the hand and about 100mm in diameter at the base, suitable for its Gargantuan size.

Purple Worms in the Great Dungeon

Purple worms are only found in the North within the basin of the Great Gobbo River. It is said that the hills of granite and ledge that encircle the basin act as natural barriers to the worms, preventing their expansion into other areas. Along the flood plains and foothills of the Gobbo the worms are a frequent terror, and a mottled variety are found living in the muck at the bottom of Black Lake. The dragon Old Brokehorn has been spooted fighting more than one of these horrors, a terrifying struggle between two titans. Purple worms are said to occasionally tunnel into the deepest levels of the Great Dungeon, and particularly bold adventurers have sought out worm tunnels as a possible new route into the lower halls. Clutches of purple worm eggs are sometimes found with 1d10+10 immature worms.

The following text is Open Game Content.

Purple Worm, Immature

This flailing, wriggling creature appears to be a gigantic earthworm, five feet long and nearly a foot round, its slimy skin colored a purple so dark as to be nearly black.

0e

Immature Purple Worm CL 3 (60 XP)

An immature purple worm has a poisonous sting but cannot swallow whole.

HD 1; AC 4 [15]; Atk 1 bite (1d6), sting (1d4 + poison); Move 4; Save 17; AL N; Special lethal poison (+4 saving throw).

3.5e

Immature Purple Worm CR 1/2

Always N Medium magical beast

Init +0; Senses tremorsense 30 ft.; Listen +2

Defense

AC 16 (+6 natural), touch 10, flat-footed 16

hp 9 (1d10+4)

Fort +2, Ref +2, Will -2

Offense

Spd 10 ft., burrow 10 ft., swim 5 ft.

Melee 1 bite +1 (1d6), 1 sting -4 (1d4 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks poison (DC 11, 1d2 Str/1d4 Str)

Statistics

Str 11, Dex 10, Con 13, Int 1, Wis 6, Cha 6

Base Atk +1; Grp +1

Feats Toughness

Skills Listen +2, Swim +0

Ecology

Environment Underground

Organization hatching (11–20)

Treasure standard

Advancement 2–5 HD (Medium); 6–10 HD (Large); 11–15 HD (Huge)

5e

Immature Purple Worm
Medium monstrosity, unaligned
Armor Class 14 (natural)
Hit Points 22 (4d8 + 4)
Speed 20 ft., burrow 10 ft.
StrDexConIntWisCha
11 (+0)10 (+0)13 (+1)1 (-5)6 (-2)4 (-3)
Saving Throws Con +3, Wis +0
Senses blindsight 15 ft., tremorsense 30 ft., passive Perception 8
Languages
Challenge 1/2 (100 XP)
Actions
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Stinger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.