Posts Tagged ‘ monsters ’

The Girl in the Water Tower

In life, her name was Annabella Jenkins. She was a student at New Falls High School, but she had few interactions with her peers during the school day due to her mental disability keeping her out of general education classes. Pretty and too trusting, Annabella desired very much to fit in, to have friends, to go to dances, and, above all, to have a boyfriend like Cindy Robinson had.

It was this latter desire that Cindy and some of her friends used to lure Annabella to the catwalk around the town’s watertower. Everyone, even Annabella, for a time had fun. A few beers and a few cigarettes were shared. When things took a turn toward the ugly, it took most of the high schoolers a while to notice. Annabella was the last to notice, and by then she’d agreed to go swimming in the tower.

Frustrated, angry at herself, and too ashamed to admit that she was being made fun of, Annabella climbed the rest of the way to the top of the tower. One of the boys opened it, and Annabella jumped in. It proved a fatal mistake. Pretty and too trusting Annabella drowned. Of course, the death shocked and saddened the town, but shock and sadness were all the justice Annabella got.

The Girl in the Water Tower is a Scary Monster.

The Girl in the Water Tower is scary when it throws down its hair. It wants a real friend.

Fight 4
Grab 5
Chase 3
Scare 3

Qualities
It’s a drowned teenage girl.
Its hair snakes, stretches, and entangles.
It can appear as it did in life.
It cannot be away from the watertower during the day.

Virtues
Health 40
Terror 8

Stuff
Climb Like a Spider ØØØ
* Scuttle Rapidly (Chase +2)
* Stick to Walls and Ceilings

Dangerous Hair ØØØ
* Entangling Mess (Move -1)
* Grab at a Distance
* Wield Weapons (Damage +1)

Weep Horribly ØØ
* Mind-Numbing Grief (Think -2)

November 24th, 2014  in RPG No Comments »

The Gumberoo

I’ve started a new project based on William T. Cox’s whimsically delightful Fearsome Creatures of the Lumberwoods, originally published in 1910.

Here’s an excerpt:

The gumberoo (Megalogaster repercussus) lives in foggy regions, especially near wooded ocean coasts in northern climes. Fortunately, gumberoos seem to be rare, but this might because this beast prefers “to remain in hiding most of the time in the base of enormous, burned-out cedar trees, from where it sallies forth occasionally on frightful marauding expeditions.” A gumberoo is always hungry and attempts to devour anything that appears to be food. “A whole horse may be eaten at one sitting, distending the gumberoo out of all proportions, but failing to appease its hunger or cause it the slightest discomfort.” A gumberoo resembles a coal-black, almost hairless bear. Its skin is “smooth, tough, and shiny and bears not even a wrinkle.” In fact, a gumberoo’s hide has amazing elastic properties. “Its elastic hide hurls back with equal ease the charging elk and the wrathy hornet.” Fire, however, proves to be a particular effective weapon against a gumberoo, but care must be taken, for these beasts tend to explode when burned.

HD 4+1; AC 2 (17); Atks 2 claws (1d4), bite (1d6+1); SV 13; Special elastic hide, fire vulnerability; MV 9; AL C; CL/XP 5/240

Elastic Hide: Any attack from a physical source, such as a sword or an arrow or a claw, may bounce off the gumberoo’s elastic hide without inflicting any damage. A gumberoo is permitted a saving throw against these attacks. Success means it takes no damage. If the gumberoo’s saving throw die roll equals 18-20, the attack rebounds to inflict normal damage to the attacker.

Fire Vulnerability: Any time a gumberoo is attacked with fire from any source, it must make a saving throw. Failure means the gumberoo explodes, inflicting 4d6 points of damage to creatures in a 10-foot radius. On the plus side, the gumberoo dies.

August 16th, 2014  in Spes Magna News No Comments »

Gettin’ Stuff Done

As my summer vacation winds down, I’m finally getting some new products on the Interwebz for you to purchase. This week, I’ve finished Ean Illiam’s Cavern Stores for Dungeon World and Aquatic Depths & Denizens for Swords & Wizardry. The links in that last sentence take you to DriveThruRPG where you can read the product descriptions. The rest of this post includes content excerpts from both PDFs.

From Ean Illiam’s Cavern Stores

Groitzarr’s Vile Menagerie (1 weight)
This common bamboo bird cage holds five scabrous, repulsive birds, each about the size of a parakeet. They perch silently, their rheumy eyes watching their surroundings with disturbing intensity. When you feed one of these foul birds a drop of your blood, roll+CHA. *On a 10+, the bird squawks out a clear, useful prediction of the near future. *On a 7-9, the bird’s prophecy is puzzling and riddlesome. Take a cumulative -1 forward each time to you use the birds more than once per day.

Custom Move: Dangerous Woods
When you act as scout while traveling through the woods near the village, roll+WIS. *On a 10+, choose 2. *On a 7-9, choose 1. If you’re known to have harmed local fey creatures, take -1 ongoing.

* No unwelcome attention is attracted.
* No equipment turns up missing.
* No clues to the true nature of the trouble are discovered.

Mastiff
Thick necked, solid skulled. Blunt muzzles. Crushing jaws and sharp teeth. Ean’s mastiffs are every bit as well-trained as his guards.

Group
Bite (d8 damage) | 6 HP | 1 Armor | Close
Instinct: To obey the master

* Drag down a foe
* Go for the throat

From Aquatic Depths & Denizens

Combat in Three Dimensions
Combatants who fight while swimming may jockey for advantageous position. Whenever an attacker wants to attack with a positional advantage, the attacker and the defender both make saving throws.

* Attacker Succeeds, Defender Fails: The attacker gains a +2 attack roll bonus.
* Defender Succeeds, Attacker Fails: The attack suffers a -2 attack roll penalty.
* Both Fail or Both Succeed: The attacker gains no advantage or penalty.

The Referee should describe the aquatic ballet of violence as attacker and defender push and twist against each other and the water as the attacker attempts to gain a momentary advantage.

Bahari
Squat, thick-skinned, hairless, spotted by barnacle-like growths, Bahari enjoy a +4 bonus on saving throws against poison and a +1 bonus to Armor Class due to their tough hides. They can see in the dark (darkvision) to a limit of 60 feet and have a natural swim speed of 6 and an out-of-water movement rate of 6. Bahari who are player characters may be Fighters, Thieves, or multi-classed Druid/Fighters or Fighter/Thieves.

Those Bahari who are not player characters might have abilities and limitations wildly different from those of an adventuring Bahar. The nature of the Bahar race as a whole is entirely the province of the Referee, and might include non-player characters of any class.

Jet
Spell Level Magic-User, 3rd-level; Range touch; Duration 1 turn/level + 1d6 turns

This spell triples the recipient’s swim speed for its duration. The Referee secretly rolls 1d6 additional turns; the recipient does not know exactly how long Jet will last.

Lycanthrope, Wereshark
HD 7; AC 1 (18); Atks bite (2d8), weapon (1d8); SV 9; Special breathe water, lycanthropy, hit only by magic or silver weapons; MV 0//18; AL C; CL/XP 8/800

Weresharks appear have humanoid torsos and powerful arms topped by the head of a shark. The shark’s distinctive dorsal fin grows from a wereshark’s back. Instead of legs, weresharks have a shark’s powerful tail. These monsters prowl shallow waters for prey. Weresharks can control normal sharks.

August 7th, 2014  in RPG, Spes Magna News No Comments »

The Sudden Feaster

Check your conscience before you go to bed. Check under your bed, and in your closet as well, especially if your conscience isn’t clear. And I mean really clear, not just rationalized into something you think qualifies as clear. The sudden feaster smells your sins, and their stench whets its appetite for flesh. Your flesh. When a sudden feaster appears, seemingly out of nowhere, its fanged maw gapes wide and snaps shut fast and hard enough to sever limbs, making it all the easier for the feaster to gorge itself on your blood.

A sudden feaster is a fearsome, ogre-like creature driven by dark urges to hunt and devour the wicked. This monster is not, however, some righteous avenger of wrongs. Rather, it delights in the pain it inflicts, in the seeds of terror it sows in its victim’s life before it strikes.

Stats for Barbarians of Lemuria:

Attributes
Strength: 4
Agility: 1
Mind: 1

Combat Abilities
Attack: bite +0 (damage d6+2)
Defense: 2
Protection: d3-1 (magical hide)
Lifeblood: 14

Special
A sudden feaster can appear from and disappear into spaces too small to accommodate its bulk, doing one or the other once per round. If its victim cannot see it, a sudden feaster may make a check, modified by its mind and opposed by its victim’s mind, to create a sense of dread in the victim.

Stats for Dungeon World:

Intelligent, Large, Solitary, Stealthy, Terrifying
Bite (d10+1 damage, 1 piercing)
16 HP
1 Armor
Close, Forceful, Reach
Instinct: To eat the wicked

* Appear from or disappear into surprising places
* Make scary noises
* Sniff out the wicked

Stats for Swords & Wizardry:

Hit Dice: 6+2
Armor Class: 5 [14]
Attacks: 1 bite (1d10+1)
Saving Throw: 11
Special: appear/disappear, sow terror
Move: 9
Alignment: Chaos
Number Encountered: 1
Challenge Level/XP: 8/800

A sudden feaster can disappear into or appear from spaces too small to accommodate its bulk, doing so once per round. If it is unseen, it can sow terror by scraping its nails slightly on a solid surface, causing a board to creak ever so lightly, rapping on a window pane, et cetera. The victim’s idea that something might be lurking nearby festers in the subconscious. The victim must make a saving throw or suffer a fear-induced –2 penalty on attack rolls and saving throws for 1d4 rounds.

May 16th, 2014  in RPG 1 Comment »

Spiky Golem

A few days ago, I posted stats for the man-owl. As usual, I shared the post’s link via Facebook and G+. Not too long after, Eric Webb posted a picture in response, stating “A challenger appears”. The picture is to the right of these words, and my game stats for this alleged challenger appear below. Again, I offer the stats for three different games.

Spiky Golem

The spiky golem is an animated construct made of cuir bouilli with iron fastenings and hundreds of iron spikes, all fashioned around the skeleton of an executed criminal. It is given life by its creator, who summons and binds an infernal spirit to the man-like construct. As a result of this binding, a spiky golem has a dull, malevolent intelligence. Due to enchantments on its intelligence, the golem’s creator forces the monster’s obedience while earning its hatred.

A spiky golem attacks savagely with its powerful arms, delivering blows that both crack bones and tear flesh.

Stats for Barbarians of Lemuria:

Attributes
Strength: 4
Agility: 2
Mind: -1

Combat Abilities
Attack: 2 clubbing blows +0 (damage d6)
Defense: 2
Protection: d6 (rugged materials)
Lifeblood: 14

Special
A spiky golem takes half-damage from spells, and it is immune to mind-affecting spells. Due to the magical enchantments that strengthen its materials, roll 2d6 and take the larger of the two rolls when determining protection.

Stats for Dungeon World:

Construct, Group
Clubbing Blows (d8+2 damage, 1 piercing)
10 HP
2 Armor
Close, Forceful, Messy
Special Qualities: Covered in spikes
Instinct: To crush

* Detach animated spike
* Follow orders hatefully

Stats for Swords & Wizardry:

Hit Dice: 6 (30 hit points)
Armor Class: 6 [13]
Attacks: 2 clubbing blows (2d6)
Saving Throw: 11
Special: Hit only by magical weapons, immune to most spells
Move: 9
Alignment: Chaos
Number Encountered: 1d4
Challenge Level: 9/1,100

Only +1 or better magic weapons can harm a spiky golem. Magic Missile inflict normal damage to a spiky golem. An evil reversal of a Cure Light Wounds or Cure Serious Wounds spell heals a spiky golem a number of hit points equal to half the damage it would normally inflict. No other spells affect a spiky golem.

May 11th, 2014  in RPG No Comments »