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    Default Re: MitD V: MitD and the Templates of Doom (Please Read the First Post)

    Section 3: Proposed Ideas

    Section 3a: Suggestions that Fit the Big Scenes (FBS)
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    This category groups ideas that fit the "big 3" scenes of MitD: the circus scene (particularly the requirement to both be a circus act where nothing is done, and the varied response from the public), the tower scene (that is, the ability to punch a person and a horse through a wall when trying to "hit light") and the escape scene (i.e. teleportation of O'Chul and V). The proposals may still have other objections (such as size problems, or simply that the above explanations require stretching the rules of D&D), but must NOT belong to the discarded categories (see Section 2c: Categories), unless they are somehow exceptional (e.g. an undead that eats burgers and sleeps).

    Aboleth Mage
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    Pros:
    • 28 Strength
    • Effective caster level 16th would allow him to have greater teleport
    • Appearance: "The aboleth is a revolting fishlike amphibian" but charisma 14 could count as "beautiful" for someone that isn't too nauseated by fish-like beings
    • Can only speak languages that are used underwater - would be surprising to hear him speak out of the water, and in common no less.
      
    • Very rare to be found outside of their natural environment (water)
    • Grows bigger as it ages - father would be bigger than MitD
    • Eating creatures gives him their memories, which would explain why he doesn't like to eat babies (no memories - bland and boring food) and why he likes stew (he never knows what he's going to get, it's a big surprise!)

    Cons:
    This creature could be considered the "almost" FBS suggestion.
    • Strength is almost to the 30 used as rule of thumb for the tower scene, but not quite there
    • Huge, almost small enough to fit in the box - and if made any smaller by age or template, he'd be too weak
    • CR17 is almost to the rule of thumb expected power level
    • 3 eyes - almost the right amount - vertically stacked.
    • Study-based spellcasting is a poor fit for MitD, who is never seen studying spells

    Dread Linnorm (MM2 141)
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    Pros:
    • Huge Strength
    • Wish (Sorcerer Levels)
    • Ugly (with high Charisma)

    Cons:
    • Colossal - requires him to be a runt, which brings problems re: high-level spell access
    • Two Heads - requires a reason why it lost one (e.g. decapitation)
    • Immunity to all spells of the enchantment school

    Hagunemnon (Protean) (SRD or ELH 196)
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    Pros:
    • Great strength (53)
    • teleportation (plane shift) abilities
    • Access to Planar Travel through convenient partial shapeshift into Umbral Blot, which includes greater teleport
    • As a psionic creature, it may have been converted by the means described in the Expanded Psionics handbook, which would give him psionic teleport
    • adequate size
    • his shapeshifting sounds disturbing, but has 34 CHA.
    • Has no languages, thus being surprising it can talk.
    • Its psionic ability to detect thoughts would explain his knowledge of the ritual, probably having heard RC's thoughts on the subject.

    Cons:
    • Plane shift doesn't fit well with the escape as shown (see 1b: The Escape), and while greater teleport fits slightly better, it requires a timely shapeshift into the exact appropriate creature. There is no evidence that psionic-class creatures have been converted as per EP handbook.
    • Its powers are psionic-based (see 2b Psionics).
    • Its constant shapeshifting has not been reflected in a change of MitD (mouth and eyes stay roughly the same)

    Neothelid (SRD or XPH 204)
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    Pros:
    • Fairly high strength (30)
    • Psionic Teleport at will
    • Vomit-inducing, since it's a gigantic worm with tentacles
    • Heavy eating
    • Rarely communicates in a meaningful way
    • Its ability to Trace Teleport would explain how it knew where to send O'Chul and V

    Cons:
    • Difficulty explaining the earthquake and the stomp, lacking legs.
    • Defences not that great
    • No eyes
    • Gargantuan

    Schlock Mercenary's Carbosilicate Amorph
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    Pros:
    • Can use a teraport to teleport
    • Incredible strength and fighting abilities. Invulnerable to anything short of plasma weapons.
    • Looks like a pile of poo
    • Endearing and adorable
    • Fits under the umbrella easily, but his dad could have been bigger if he had eaten recently
    • Famous for his unbridled appetite.
    • Rich could probably secure copyright from Howard Tayler

    Cons:
    • Rich probably wouldn't use a SF character from another comic in his fantasy comic.


    Slaad (ELH 217)
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    White/Black slaads only.
    Pros:
    • Very strong, epic defences
    • Can teleport others
    • Disgusting appearance (humanoid toad)
    • Not inmune to mind-affecting spells
    • White one fits in the box/umbrella. Black only in the box.

    Cons:
    • Tricky reproduction cycle means black/white slaads are unlikely to have a "father" (unless it is of the foundling variety).
    • MitD would have to be over 300 years old, having evolved through green, grey and death slaad varieties. This does not mesh well with his mental characteristics. (unless Rich has bent the reproduction flavor text)
    • It may be Product Identity (listed as such in d20.org, but not in the WotC legal documentation).
      • Even if it is, it may not be impossible for Rich to use it for free, unlike trademarked creatures.
    • Can talk common, and thus wouldn't surprise the hunters that he can talk. Unless, that is, slaads usually talk like this (but this is probably Rule of Funny)
    • It may be too recognisable as a humanoid toad to fit the wizard's comment in the circus scene.


    Uvuudaum
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    Pros:
    • greater teleport available 3 times a day as an SLA explains the escape
    • very high strength (39), is very ugly but has extremely high charisma (46)
    • large bonuses to knowledge:arcana and spellcraft explains understanding of the ritual
    • Large size, so fits in the box (not so much under the umbrella)
    • Normally communicates with telepathy, not by speaking, so it's surprising it talks.
    • A confusion aura could explain reactions in the circus, particularly if it's weakened by MitD being a youngster of the species.

    Cons:
    • Might not have eyes or mouth (unmentioned in description, not present in pictures)
    • His confusion aura should give everyone missing saves around him swirly eyes, but no such thing is visible in the circus scene.



    Section 3b: Frequently Proposed Unlikely Ideas
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    These ideas have been frequently brought up, but they fail in a major way that presents a major problem. If you are considering them, please address the problem listed in your initial post.
    Tarrasque (SRD or MM 240)
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    Tarrasque is an iconic creature, famed for eating a lot and sleeping a lot. Unfortunately, there is no particular reason to think that MitD is an iconic creature, and Tarrasque brings several other issues to the table, the most important of which is its lack of teleportation/wishing abilities. Other issues: Tarrasque is traditionally unique and non-reproducing (not part of a species) and far bigger than can fit under an umbrella.

    Snarl jr
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    Probably the #1 proposed idea, the "son-of-Snarl" has a major problem: it does not match Rich's words that MitD is a monster someone else (i.e. not him) invented (see Section 1a: "it isn't something I just made up for the story" & "I realize that the line between something I made up and something someone else made up is a pretty fine one, but I trust that someone will figure it out eventually"). Snarl has also not displayed any form of teleportation magic, nor any particular appetite, nor need to sleep.

    Furthermore, Snarl has been kept a major secret - it's unlikely that the hunters would know, or that they have seen so many Snarl Jr.s running around they can talk about not having seen "one of these".

    Grue
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    Can challenge any lone adventurer, has insatiable appetite and sparse descriptions mention it being horrible. However, it wouldn't desire to be lighted as MitD does, and it is not known to have magic (e.g. teleportation). Note that MitD has been in the light before joining team evil, both in the jungle and specially in the circus, and has never shown any discomfort from being in the light.

    Pun-Pun & Family
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    Pun-Pun isn't really something that can be classified as "one of those", and it seems likely that Rich made a joke of this idea when MitD suggested he might be a kobold, only to be told he's to tall for a kobold


    Section 3c: Copyrighted Ideas
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    All ideas listed here, regardless of how well they fit, have a major problem: they are trademarked, or otherwise unavailable for Rich's use due to legal issues (see Section 1b Legal Issues)

    Boggart (Harry Potter)
    Diawolf
    Domo-kun
    Father (KND)
    FF Black Mage
    FF Red Mage
    Godzilla & pals
    Gozer (Ghostbusters)
    Haggunenon (HHGTTG)
    Heffalump
    Kirby
    Snorlax
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    A great fit, since "They can throw incredibly powerful punches and cause immense earthquakes", is known for its huge appetite (including his ability to eat moldy food) and its sleeping. It also grows from a much smaller pokemon, Munchlax, and fits in the box as an adult (6' 11''). Using Metronome, it could have a plot-casuality induced access to "escape from battle" abilities.

    Shadow (from Babylon 5)
    SMT3 and Persona 3 and 4 (from Megami Tensei)
    Skull (from PvP)
    Tonberri
    Vatch (from Witches of Karres)
    Vorlon (from Babylon 5)
    Weeping Angel (from Dr. Who)
    Ygramul (Neverending Story)
    Yoshi
    Q (from Star Trek)

    Section 3d: Proposed ideas
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    Ideas that have been proposed, but cannot explain all 3 major MitD scenes (circus; tower; escape. See 3a)

    Anaxim (SRD or ELH 158)
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    Construct, no teleportation.

    Astral Dreadnaught
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    only one eye, gargantuan, can't explain the escape

    Atropal (SRD or ELH 159)
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    Undead: doesn't eat or sleep.

    Baku
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    28 STR, probability travel might be a form of teleport (unclear), fairly unrecognisable. However, also not specially disgusting looking.

    Barghest (SRD or MM 22)
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    Pros:
    • Eats a lot, and gets stronger as he eats (reference)
    • Greater Barghest has dimension door

    Cons:
    • Not really all that strong, (max 20)
    • No earthquake ability
    • Dimension door doesn't explain the escape well
    • can speak (but not in common)


    Black Troll
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    Large, ugly as every troll, but looking demonic on top. Can cast Teleportation without error, explaining the escape (but not what the hell a troll is doing with that spell and 10 INT and CHA). Unfortunately, not quite strong enough.

    Brachyurus (SRD or ELH 170)
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    Strong and relatively ugly, but can't explain the escape

    Braxat (MM2 37)
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    Not particularly strong, CR9 and can only explain the escape with Dimension Door.

    Brood Keeper (MM3)
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    Can't explain the escape, the fear aura doesn't fit the circus scene, too big, not strong enough. Rich may have had a hand in their creation.

    Bigfoot
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    Very strong, presumed ugly even though no-one ever manages to see him. However, no magic, and thus doesn't explain the escape.

    Centaur (SRD or MM 32)
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    Not strong enough, can't explain the earthquake, the tower scene, the circus scene or the escape.

    Cherub (four-faced version)
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    Pros:
    • Strength of 36.
    • "four-sided head with the faces of a lion, ox, eagle, and man," which can be disgusting
    • Wish as an SLA, easily explains the escape
    • Has earthquake as a power, could explain the stomp.
    • Large size
    • Can be advanced to gargantuan, meaning that MitD's "father" could be either another larger cherub who was raising him or just a god specifically.
    • Strange to find a cherub in a rainforest.

    Cons:
    • Like most angelic hosts and demonic armies, it is hard to understand how it went unrecognised in the circus act - most people would have heard of them at their religious service of choice.
    • OotS Cherubs don't look like that.
    • Four sets of eyes
    • Unsurprising it can talk common (can talk all languages)
    • SBGH would probably not likely sell divine beings into slavery
    • Immune to mind-affecting spells and abilities.
    • Doesn't really fit with why Xykon and Redcloak expect him to be "scary" and eat children


    Chi You
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    Vaguely defined. Weird looking, but not particularly revolting. Can speak.

    Coeurl
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    CR4, nowhere near powerful enough. Can't explain the escape

    Corpse Tearer Linnorm (MM2 141)
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    Strong and with access to miracle, but only through cleric spells, which would give him Animate Dead, which MitD is known not to be able to cast

    Crystalle
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    Can cast Wish, but limited since the ioun stone has limited charges. STR 33. Cons: appearance not particularly disgusting; Elemental: doesn't eat or sleep.

    Cuatl
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    Cannot explain the escape (caster level not high enough), since it has cleric abilities, should be able to help RC

    Dao (MoP 172)
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    aka "earth genie". Pros:
    • Can grant wishes
    • Can cast earthquake
    • Has a "shove" ability to push enemies

    Cons:
    • Unsurprising it can talk
    • CR6, little strength, no defences
    • Not unusually ugly
    • Unclear how father would be "bigger and hungrier"

    Disenchanter
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    Not strong enough, cannot explain the escape, not powerful enough to be Xykon's Ace in the Hole.

    Displacer Beast (MM 60)
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    Can't explain the escape, not strong enough

    Dragon (SRD or MM 68 + most MMs)
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    Pros:
    • Decent defences
    • they like to eat and sleep

    Cons:
    • They don't get the kind of strength and powers needed until they are way too big for the box.
    • They are very recognisable, and thus don't match the circus' reactions.

    Draknor
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    Sprouts from the ground, but we have seen MitD in high floors of towers.

    Dream Larva (SRD or ELH 161)
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    Pros:
    • Worst Nightmare ability explains circus' reactions (as long as it is a 'young' dream larva, so that it is not immediately lethal)
    • Very strong (42), high CR, defences and DR
    • Dreamscape allows teleportation, with a certain amount or rules bending (see here for an explanation)

    Cons:
    • Immune to mind-affecting effects
    • Dreamscape doesn't explain the escape all that well
    • Not known for its appetite, or its need to sleep
    • Unclear if a young dream larva can even exist, and would be less lethal than an adult one.


    Earth Elemental (SRD or MM 97)
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    Unstated how it would cause the escape, it cannot provide material for undead

    Efreet
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    Not powerful enough in D&D, regardless of how powerful they were in the original mythology

    Enveloper (1e FF)
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    Insufficient strength, it's main ability of absorbing powers (thus explaining the escape scene), would also give MitD knowledge that would be at odds with his known naïvety and ignorance.

    Ephemeral Hangman (ToM 161)
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    Pros:
    • Looks like a mass of black tentacles centered around a large maw and a trunklike body.
    • Large, but when in darkness or shadowy illumination, it can fit into spaces that appear too small for it
    • The base species prefers eating children "and others too small and weak to fight back"

    Cons:
    • Can't explain the escape scene
    • Probably too weak: CR7, STR 22

    Epic Dragon (SRD or ELH 181)
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    Pros:
    • Have access to Wish
    • Very strong
    • Like most dragons, it likes to eat and sleep

    Cons:
    • They don't get the kind of strength and powers needed until they are way too big for the box.
    • Beautiful (sp. prismatic)
    • They are very recognisable, and thus don't match the circus' reactions.

    Fiendwurm (MM2 99)
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    strong and known for eating constantly, can't talk, can send people to the Abyss, but that explains the escape very badly if at all, and lack of limbs and gargantuan size are problematic.

    Fihyr, Greater
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    too many eyes, not strong enough, not challenging enough, can't explain the escape.

    Formian Myrmarch
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    Not strong enough to explain the tower scene

    General Ox
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    Sorcerer with access to 9th level spells, and STR 36. Doesn't quite match the circus scene's public reactions

    Genie/Djinn (SRD or MM 114)
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    while able to cast wish, they can talk, they are not particularly ugly, and they're nowhere near powerful enough for MitD

    Ghour
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    Decently strong, but insufficient CR and too big. Being a demon, it's morality and 'father' doesn't match well MitD's.

    Giant Space Hamster
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    Not strong enough, no magical powers, not ugly enough for the circus scene

    Gibbering Orb (SRD or ELH 191)
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    Can't stomp due to lack of limbs. Shouldn't leave tracks. Too many eyes and mouths. No explanation for Escape, except far-fetched "ate someone with access to wish the day before".

    Girard (Member of the Order of the Scribble)
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    Unsurprising it can talk, wouldn't be exhibited as a circus freak, wouldn't be hunted by the SBGH, is now known to be dead.

    Glabrezu (SRD or MM 43)
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    Pros:
    • Access to wish
    • Fairly powerful

    Cons:
    • Too big
    • No parent
    • Unlikely to change morality (since it is a denizen of a morality plane)
    • Low CR

    Gloom
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    Fairly strong, very powerful, but has no eyes, shadow walk isn't quite good enough to explain the escape and "tall, very dark, elf-eared person with a cloak" is not exactly "I've never seen anything like it before"

    Goristro
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    Huge, and can't teleport, or explain the escape in any other way. See also Pit Fiend.

    Gozilla (& family)
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    Too big, unclear how they account for the escape. Copyright issues possible

    Gray Render (SRD or MM 138)
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    Too many eyes, and unclear how it accounts for the escape.

    Grendel
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    Unclear how it accounts for the escape scene, except if it were demon-spawn due to conversion to D&D, which is a very big stretch. Difficulty addressing its strength, defences, earthquake ability.

    Grey Slaad (MM 231)
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    can teleport people both within a plane and between planes, but so-so strength

    Guardinal, Leonal
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    Not strong enough, aura of fear for evil creatures should have been seen in the comic.

    Gug (CoC)
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    (From Call of Cthulhu) Very ugly, and causes loss of sanity when looked at. Has a small chance of knowing how to teleport, but is not strong enough, particularly if young version is assumed due to size problems.

    Ha-Naga (SRD or ELH 195)
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    Access to wish, and fairly strong although, being gargantuan, too big for the umbrella (when moving), and lack of limbs make several scenes difficult to explain (like pulling on the rope). Not particularly vomit-inducing. Proposing a child version reduces the strength bellow appropriate amount. Psionic powers could explain the earthquake, but not the tower scene.

    Half-Giant (SRD or XPH 200)
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    Strong and psionic, but can talk, unclear how it accoutns for circus scene and the escape.

    Hellfire Wyrm (MM2 125)
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    Dragon, and thus can't explain the circus scene properly. Too big (huge)

    Hoary Hunter (SRD or ELH 197)
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    Very strong, can plane shift, but not revolting enough to explain the circus' reactions

    Hunefer
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    Undead; due to paralysing aura can't explain the circus scene.

    Illithid
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    Not strong enough, can't explain the escape

    Illurien (MM5)
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    Female, Insufficient strength

    Incubus
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    Not powerful enough, difficulty changing alignments, can't explain the circus scene

    Infernal (SRD or ELH 164)
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    Immune to mind affecting spells, unclear how it accounts for the escape scene (it's greater teleport is self-only). Can animate dead, which RC claims MitD cannot.

    Jaberwock
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    Difficult to gauge if it fits or not, since the jaberwocky is never really described. However, being unique, it doesn't fit the comment of MitD being "one of these".

    King-Kong descendant
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    Problem addressing strength and size at the same time. Cannot explain the escape scene.

    Kyton, Eremite
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    Can't explain the escape, since it can only self-teleport. Created after strip #100

    Lamassu, Celestial
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    Not strong enough, can cast cleric spells.

    Li Lung (Earth Dragon) (OA)
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    Pros:
    • Yellow eyes
    • Reasonably strong, potentially challenging, and correctly sized up to young adult
    • Damage reduction
    • Earthquake AND a powerful roar
    • Plane Shift

    Cons:
    • plane shift doesn't explain the escape well
    • Personality (sleepiness, constant desire to consume, etc) doesn't match typical li lung's description
    • As a young adult, it is not powerful enough

    Marut
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    Construct, has a vendetta against undead, embodiment of a morality plane

    Nabassu (WotC book previews or Fiendish Codex 1)
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    Not particularly strong, can only teleport themselves, and kill any level-1s that look at them, thus having difficulty explaining its success as a circus act.

    Neh-Thalggu (SRD or ELH 206)
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    incorporeal

    Neo-otyugh (2e MM?)
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    Can't explain the escape. Unclear strength (otyugh is definitely too weak). Too many eyes (3).

    Nessie the Loch Ness Monster
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    Too big for the umbrella, can't explain the escape scene, difficulty existing in dry land

    Nightmare Beast (MM2 161)
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    Pros:
    • Fairly strong
    • spends most of its time looking for food, and then sleeping
    • Dimension door
    • Can't talk

    Cons:
    • Dimension door doesn't explain the escape well
    • Red eyes
    • Everyone in the city should've been having terrible nightmares

    Ophan Angel
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    Good stats, but hundreds of eyes, and no good explanation for the escape.

    Outsider, The (H.P. Lovecraft)
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    undead

    Paizo Golem
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    Construct. Can't explain the escape scene or the circus scene. Created 5 years after strip #100

    Phaerimm (Monsters of Faerun 70)
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    Very, very ugly, access to wish through sorcerer levels, but not strong enough for the tower scene, and has no eyes.

    Pit Fiend (SRD or MM 57)
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    Pros:
    • Strong, good defences
    • Highly skilled in Knowledge Arcane, -Religion, -Planes and in Spellcraft which would explain how the MitD could identify the ritual with merely a glance.
    • Access to Wish

    Cons:
    • Pit Fiends probably don't have children and aren't child-like. (From Roy's Archon's words here, it seems OotS-verse has normal "advancement" of celestial beings. On the other hand, two demons have mentioned parents)
    • It is not surprising it can talk.
    • It can reanimate the dead
    • Circus scene presents two problems: demonic creatures are not difficult to recognise (in a broad sense, if not the specific type), and the reaction one would expect is fear, not vomiting.
    • Rich's comments in W&XPs seem to indicate that morality planes creatures can't change alignments more than slightly.

    Planetar Angel (SRD or MM 11)
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    Has cleric levels

    Psammead
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    Can grant wishes, but is not strong, is too small and being damage by water is something that does not match well with MitD's life in the rainforest. Also, Psammeads cannot grant their own wishes, so it cannot explain the earthquake or the tower scene.

    Reality warper (e.g. Superman's Fifth-Dimensional Imp)
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    Their reality revision power would explain the escape scene, but not the tower scene. A reality warper can cause anything they desire to become true, but in the tower scene, the exact opposite of MitD's desires (to hit as lightly as possible) happened.

    SCP-682
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    Published in 2007, didn't exist during comic #100. Can't explain the escape (except by an undefined unrestricted ability to adapt). The personalities are very different. Arguably too powerful to be MitD.

    Shadow Dragon (Draconomicon 191)
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    Pros:
    • It can cast Dimension Door as a supernatural ability once per day.
    • Its size is Large as a young adult and adult, and Medium if it is juvenile.
    • It has damage resistance 5 when it becomes a young adult.
    • It's Shadowy and gets 9/10ths concealment from this....

    Cons:
    • Not incredibly strong
    • Doesn't explain the earthquake or the escape

    Shedu, Greater (FF)
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    Not strong enough. Unclear what its stats are in 3.5. Not surprising it can talk.

    Shoggoth (CoC)
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    Unclear if it can explain the escape, it may drive the public of the circus insane.

    Shadowcloak Elder
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    Shadow Blend doesn't match MitD's instructions to stay in the shadows (other than in Xykon's tower), not quite strong enough, can't talk, can't explain the escape.

    Shirokinukatsukami
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    Not enough strength (20), can't explain the escape due to only self-teleporting

    Siabrie
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    Insufficient strength, female, beautiful, can't account for the escape.

    Snark
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    Cannot explain the escape scene, and most likely cannot explain the earthquake or tower scenes (although the descriptions are vague)

    Solar (SRD or MM 12)
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    Cons:
    • Solars don't really have children and aren't child-like.
    • It is not surprising it can talk.
    • It can reanimate the dead

    Sphinx (SRD or MM 232)
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    Not really strong enough; the suggested idea was a kind of rock sphinx, but that can't be found in the stat'ed lists.

    Starspawn (aka Son of Cthulhu)
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    Drives people looking at him insane, thus having difficulty explaining its success as a circus act. Strength high, but not impressively so.

    Sun Wukong
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    Talks, no father, not part of a group, vegetarian.

    Titan (SRD or MM 242)
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    Pros: High Strength, mythologically, the Titan Uranus ate his children.
    Cons: The only way to rescue O'Chul is by using Maze, which fits badly. It wouldn't be surprising it can talk.

    Titan, Elder
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    Not surprising it can talk. Can't explain the circus.

    Troll
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    Not strong enough, can't explain the escape, has difficulty explaining the circus (trolls are fairly common creatures, not something that unrecognisable).

    Truly Horrid Umber Hulk (MM 248)
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    Fairly strong, confusing gaze might explain the circus' reactions. However, doesn't have teleportation abilities, or earthquake.

    Two-headed Cyclops
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    Two heads, but only one eye each, lazy & fairly ugly, but can't explain the escape and are not that strong. They can also speak, but only elven, not common.

    Ulgurstasta Sorcerer
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    Undead. Eats (swallows whole) bodies to produce undead, so should have been able to help RC. Gargantuan. Defences too weak to explain the Tower scene or Belkar's attack.

    Ultroloth
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    Demonic (morality problems), insufficient strength & defences, can't explain the escape

    Uluu Thalongh
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    Not surprising to be found in a jungle/rainforest. Unclear if it accounts for the escape.

    Umpleby (1st ed FF)
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    Can't explain the circus scene, or the escape.

    Vasuthant (MM3 182)
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    Undead. Can't explain the escape

    Vermiurge (SRD or ELH 226)
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    revolting sight, but can speak and is immune to mind-affecting spells.

    Warforged (Eberron or MM3 190)
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    Construct

    Wendigo (FF 186)
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    Very strong, fairly ugly, famously hungry creatures. However, no magic, and thus doesn't explain the escape.

    Wild Things
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    Cannot explain the escape

    Wumpus
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    Doesn't explain the escape.

    Yeti
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    Very strong, presumed ugly even though no-one ever manages to see him. However, no magic, and thus doesn't explain the escape.

    Xor-Yost (Planar Handbook 122)
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    Can't explain the escape

    Zodar (FF 199)
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    Pros:
    • Very strong
    • Can cast wish once in a lifetime, and any spell three times in a lifetime
    • Human-sized
    • Invulnerable to all damage except bludgeoning explains his resistance to Belkar's and Miko's attacks.

    Cons:
    • Does not explain the circus scene, since it basically looks like a man in a black armor
    • The official version of Zodar is a construct, which would discard him; there is, however, an unofficial version that retains the 2.0 version that was monstrous, and that existed before the official one.


    Section 3e: Light-Hearted Ideas
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    These ideas are not meant to be taken seriously, and were added to this post only because they amused me enough I wanted them recorded for posterity. Please don't read too much into them (or what they say about my sense of humour)
    • Inmune to blades, including scissors, but suffers from papercuts?
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      Must be a Rock
    • The most dangerous box ever:
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    • The fearsome Gazebo
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      HotAndCold explained:
      -A gazebo is obviously a powerful monster, devouring the story's PC without any chance of rebuttal.
      -It takes no damage from a +3 arrow, just as MitD apparently takes no damage from Miko's or Belkar's attacks.
      -Would you recognize a gazebo's tracks?
      -Or expect to find one in a jungle and even speaking in Common, for that matter?
      -It is, of course, a juvenile gazebo, explaining its roughly Medium size, rather than its being large enough for, y'know, people to hang out in it.
      -I... guess he could be a particularly ugly gazebo? Although technically speaking, the gazebo's never actually described in the story beyond its dimensions, color, and the pointiness of its top. So I guess one could argue the gazebo's horrific appearance.
      -The description states that the PC "awakened" the gazebo, implying that it was sleeping. Perhaps it had recently used one of its mighty and tiring abilities!
    • A Fanboy
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      Truly grotesque creatures, Fanboys have been known to consume vast quantities of whatever they get their hands on (including mouldy cheeseburgers), while skulking in the darkness of their 'boxes'. When inserted into fantasy fiction, they often wield great quantities of inexplicable power (Mary Sue Syndrome) and have difficulty remembering minor plot details (Gate? What gate?) They are truly the most fearsome creature any Creator can face, and yet are beautiful in that a Creator would be nothing without them. And of course, the monstrous and twisted exterior hides an innocence ill-befitting a horrendous beast, and a niceness of character little understood by those around, often causing them to be bullied by lesser souls in the vicinity.

      We are all MitD in the quiet corners of our souls.

    Last edited by Grey_Wolf_c; 2012-07-31 at 10:32 AM.
    Interested in MitD? Join us in MitD's thread.
    There is a world of imagination
    Deep in the corners of your mind
    Where reality is an intruder
    And myth and legend thrive
    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Ceterum autem censeo Hilgya malefica est