Monstober Day 30: Thief.

The Flea was a scrawny, short, underfed, homely member of the local thieves guild, barely noticed by the other members. She initially got by plotting and scheming of larger crimes. Her abilities lent themselves well to petty pickpocketing, stealing from merchant’s carts, and occasionally finding a meal in the garbage. Hunger was her primary motivation until she found the book, the ring, and the cloak.

There’s an old saying in fantasy RPGs that one of the deadliest things one can run into is another player character. (Or at least an NPC with class levels.)

The Flea was a scrawny, short, underfed, homely member of the local thieves guild, barely noticed by the other members. She initially plotted and schemed of larger crimes, dreaming of becoming guild leader. Her abilities lent themselves well to petty pickpocketing, stealing from merchant’s carts, and occasionally finding a meal in the garbage. Despite her ambition, she was a starving petty thief. Hunger was her primary motivation until she found the book, the ring, and the cloak.

The book is the Diary of the Great Thief Gerald Rother, explaining in intricate detail how he took control of the guild and maintained that control for three decades. He had a reputation for being a fair and just guild leader. He was absolutely hated by the local authorities included royalty. He was also somewhat of a fraud.

Gerald used the Ring of Domination to manipulate his own guild members. Before his death, he hid his cloak, ring, diary, and dagger in a nook that only the most desperate of street rats would think to look in. Eden, “the Flea,” was just that. Following the diary’s instructions, she started pulling the strings within the guild while maintaining her sheepish, almost unnoticed appearance.

After a few years, she managed to elevate her friend, Pete “the Weasel” into the appearance of guild leader. Eden became reclusive, operating out of a small cottage where she found Gerald’s gear. She made a rare appearance now and then when the situation warranted a hands-on approach. Most of the time she relied on messengers and Pete to tell her what was happening around the city and in the guild. She also pressed the Cloak of Invisibility into service for the purpose of spying on the guild, the City Watch, and the nobles.

Eden “the Flea”: Init +4; Atk poisoned dagger +10 (+5) melee (1d12+1 then 1d4 +1, plus poison) crossbow +4 ranged (1d6) AC 14; HD 5d6 (16 hp.); MV 30’; Act 2d20; SP poison (Fort DC 18 or death, dmg 1d12+1d4 Str on successful save),thief skills 75% (disguise, move silently, climb, pick locks, hide in shadows); SV Fort +3, Ref +8, Will +4; AL C.

+1 Cloak of Invisibility.
Ring of Domination.
+1 Dagger.
Diary of The Great Thief Gerald Rother.

Monstober Day 28: Choir.

These beings resemble a floating set of choir robes, holding a dagger or song book in invisible hands. If encountered as a group, they form a powerful amalgam, each more destructive than the one before it. Their faces have narrow eye slits and elongated mouths. The sounds they emit are capable of driving sane beings mad or destroying structures.

Choir of Discord.

For Dungeon Crawl Classics or similar D20 games.
These beings resemble a floating set of choir robes, holding a dagger or song book in invisible hands. If encountered as a group, they form a powerful amalgam, each more destructive than the one before it. Their faces have narrow eye slits and elongated mouths. The sounds they emit are capable of driving sane beings mad or destroying structures.

Dark Singer:

Init +1; Atk dagger +3 melee (1d4); AC 13; HD 5d8; MV 20’, fly 30’; Act 1d20; SP destructive song (DC 13 Will if soloist. See Below.) Disruptive Aura; SV Fort +2, Ref +3, Will +6; AL C.

Solo stats are as above. However they rarely appear this way. Song of Madness. AC, HD, and Saves as above.

Duet. Init +2, Act 2d20, Song of Torment- save becomes DC 14. AC14, +1d8 HD, All Saves +1

Trio: Init +3, Act 2d20, Song of Destruction save becomes DC 15.

Quartet: Init +4, Act 2d20+1d24, Destructive Song save becomes DC 16.

Chamber Choir (5 -12) +1d8 HD per member. Act 2d20+1d24. All saves +1 per member. Dischord of Discord. All with hearing within 10′ per choir member must make a Fort Save DC 13 + 1 for every two members. Take 6d8, save for half damage. Nearby structures begin to take this damage (no save) every round after the second.

Disruptive Aura: Any creature that moves within 5′ of a Dark Singer or group must make a Will Save DC 12 (regardless of group size) or lose 1 action for 1d4 rounds.

Thanks for stopping by. Art and more on their abilities as well as origin to come.

Monstober Day 27: Judge.

It’s all fun and games until you go from “Not guilty” to “Please lock me up.”

A Monster of the Week challenge.

Intro: A Reptilian hybrid in Des Moines, IA has managed to wriggle her way up through the ranks and become a judge. She’s now dispensing “justice” according to what her Reptilian masters have ordained. Unfortunately, she’s also become more bloodthirsty as time goes on.

Day: Judge Julie Latch lets certain specific criminals loose on orders in a plain white envelope given to her by her courtroom deputy. Her overseers give the orders, she follows them. Some of the criminals who are released are of special interest to the Reptilians. Anyone who questions Judge Latch is silenced by outside influences and manipulations.

It comes to the group’s attention that someone who was recently arrested because of their actions has just been released from jail on a technicality.

Shadows: Judge Latch starts questioning some of her orders. She becomes increasingly annoyed that some of the worst criminals are, in fact, being cycled through her court and given a free pass. Something begins hunting criminals down shortly after their release.

Sunset: Judge Latch excessively sentences a criminal to jail against her orders. Her overseers order her to take administrative leave. Her three hench people depart with her. A conflict between Reptilians and hybrids begins. The human pawns are caught in the middle.

Nightfall: Latch and her crew start killing and possibly feeding on criminals in the streets at night. It becomes obvious enough that the local news catches on before the Overseers can cover it up. Curfew is ordered by the Office of the Mayor. Police begin to actively patrol the streets, making it more difficult for anyone to do anything after 6:00 PM

Midnight: Latch and/or her hench people get caught on camera eating one of the criminals she let out on a technicality the week before. The Reptilian apocalypse begins. SCP has to be called in to contain the situation before it gets completely out of control.

This is my first go at creating a true MotW timeline. I still haven’t quite mastered monster generation. More on that when I get it figured out. Thanks for stopping by. More to come.

Monstober Day 26: Toy.

Kronus’ most recent creation. Mega Action Man comes with 16 points of articulation, Super Jujitsu Grip, Laser sword, Atomic Raygun, Rocket pack, and Missile launcher. Other figures and playsets sold separately. Batteries not included.

Toy Robot Man for Power Rangers RPG.

Mega Action Man

THREAT LEVEL: 7
SIZE: COMMON | HEALTH: 12
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
AERIAL MOVEMENT: 60 ft.
Kronus’ most recent creation. Mega Action Man comes with 16 points of articulation, Super Jujitsu Grip, Laser sword, Atomic Raygun, Rocket pack, and Missile launcher. Other figures and playsets sold separately. Batteries not included.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6*
Perception +d4
Targeting +d6*
PERKS:
Rocket Powered Leap: .
Super Jiu Jitsu Grip: is a trained combatant and receives Edge on all unarmed combat as long as it is not wounded.
ATTACKS:
Unarmed Combat (Melee): +d6*, Reach (Toughness, 1 Blunt Damage)
Atomic Raygun (Targeting): +d6*, Range 30 feet (Evasion, 1 Energy Damage)
Lightning Vision (2x/scene, Targeting): +d4, Range 20 ft. (Evasion, 1 Electric Damage) lightning from its eyes in a 20 ft. line, targeting all creatures in that area.
The Laser Sword: (Melee): +d6*, Reach (Toughness, 1 Laser Damage)
The Missile Launcher: Once per scene: Targeting): +d6*, Range 120 ft. (Evasion, 1 Explosion Damage)
POWERS:
Plasticine body:
HANGUPS:
Weak Point: Mega Action Man’s strength resides within the screw on his back that holds him together.

Monstober Day 25: Cave.

This fierce subterranean species of giant spider stalks its prey from the shadows before pouncing on it! #Monstober #Monstober2022 @TrueFeyQueen888 @TrueFeyGaming @Mrs_MothMan_Art

Sabre tooth Cave Spider.

For Dungeon Crawl Classics and other D20 based RPGs.

This monster lurks in caves and other semi-subterranean areas, preferring mostly large game as its meal. This spider is roughly the size of a lion or similar large cat. If cornered or outnumbered, it will retreat to its lair, usually nearby.

Sabre Tooth Cave Spider: Init +3; Atk bite +6 melee (1d10 plus poison) Pounce +4 melee (1d8 plus extra attack.); AC 16; HD 4d8; MV 30’; Act 1d20; SP poison (DC 20 Fort save or lose an extra 3d4+4 hit points and 4 Agility temporarily; success results in loss of additional 1d4 hit points only), stealthy (+10 to attempts to move silently); SV Fort +2, Ref +1, Will -1; AL C.

The sabre tooth cave spider will always attempt to attack from the shadows, attempting to paralyze its prey before dragging it off to be eaten. It prefers to Pounce from a short distance to catch its prey off guard. If this attack is successful, the spider immediately gets its regular attack on the target for free. It rarely attacks more than two or three creatures, especially if man-sized or greater.

At the Judge’s discretion, there could be as many as 3-5 of these spiders operating together in a single area. They share the risks as well as the prey. If the target is large enough, two of these spiders have been known to take down the same target.

Monstober Day 23: Simian

Simone began to upgrade her own body with tools and parts scavenged from neighboring labs. Her augmented cybernetic brain even allowed her to to exert mind control over the security and lab techs watching over her at night. When the day of her escape came, her intelligence had evolved beyond the need for simple revenge. She walked out the front door and flew off into the night.

Simone for ICONS RPG

She was once a rescue chimp being taken care of in a simian research lab. Simone was an extraordinarily intelligent chimp, constantly outperforming her peers. Cognitive experts and zoologists alike came from different countries to study her progress at the International Scientific Research Center in Paris France.

An accidental fire that started in a neighboring lab left her burned and disfigured. Well known cyberneticist, Dr Leah Macklin, operated and left Simone superior to many humans. Simone, still bitter from the accident, immediately began plotting to kill her human keepers and escape. Simone began to see herself as a superior being in almost every regard.

Simone began to upgrade her own body with tools and parts scavenged from neighboring labs. Her augmented cybernetic brain even allowed her to to exert mind control over the security and lab techs watching over her at night. When the day of her escape came, her intelligence had evolved beyond the need for simple revenge. She walked out the front door and flew off into the night.

Her next move was to steal a lot of high tech lab equipment and take over a warehouse. From there, she further enhanced her own body and create a series of robotic henchmen. Simone began to build a criminal and financial empire. She might have remained anonymously successful had she not begun a corporate espionage campaign against one of the world’s most powerful tech companies.

Conflict soon escalated until Simone became personally involved. That’s where the heroes come in.

Further Capers: Simone is interested in three things: money, technology, and staying free. Most of her capers are going to involve an intricate web of henchmen and unwitting pawns. She is one of those villains with a pre-planned escape route and a half dozen ways to prevent capture. She has more recently begun surrounding herself with human creature comforts. She is constantly looking for money and upgrades.

Monstober Day 19: Pet

The question was always whether or not the witness PC was hallucinating or if Fluffy really was all that cursed/possessed. Whenever something bad or mysterious happened in another room, suspicion fell on Fluffy, even if it was in the same room as the group. Or was it? Bwa ha ha!

“What is up with this f&$%ing Cat?!?”

No stats on this one because it doesn’t need any. This is something I once pulled in a Call of Cthulhu game and it stuck. Since then, it has appeared in no fewer than three campaigns. I’ve used this bit with different animals, but it’s fun every time.

The lead into this is the group is either in possession of a cat or going to a location where the owners have a cat that takes a liking to a particular Player Character. (Preferably one that likes pets for their character.) The catch is, the animal is not entirely what it seems. The cat, Fluffy, becomes attached to the PC and stays close to them whenever they’re around.

Next, the Game Master picks a different PC than the one Fluffy is attached-to. Whenever the rest of the group’s attention is focused elsewhere, Fluffy will do something absolutely freaky, but only this one character will see it. The GM may even wish to pass the witnessing player a note describing what Fluffy does.

Now, this could potentially be a hallucination. It could be that Fluffy is cursed or even possessed. Maybe Fluffy is actually a corrupted avatar of Bast just messing with the mortals. Whatever is going on with Fluffy, only one character, the witness, ever sees this cat do anything weird.

It was a sure thing that if the witness PC called the cat out and tried to force Fluffy into doing something strange, nothing would happen. But as soon as the group’s back was turned, Fluffy would openly mock the witness. Fluffy never really hurt anyone overtly, and no one in the group ever put the kitty in danger. (Nor would we.)

The question was always whether or not the witness PC was hallucinating or if Fluffy really was all that cursed/possessed. Whenever something bad or mysterious happened in another room, suspicion fell on Fluffy, even if it was in the same room as the group. Or was it? Bwa ha ha!

Sometimes Fluffy was just a cat being a cat, too. Jumping up on counters, running around the room, randomly knocking stuff over, etc. You know? Things especially hyper but lovable Siamese cats tend to do normally.

Regardless, this type of pet situation makes for darned interesting role-playing. It doesn’t have to be related to anything the group is doing, and Fluffy can haunt the group long after it is found. Witness PC can eventually convince the group that there is, in fact, something going on with this feline. But, good luck getting Fluffy to go along with it.

Good times. Thanks for stopping by. Please be kind to animals in real life (and in game.) Even if kitty does act a little freaky.

Monstober Day 18: Gulp

Picture, if you will, an enormous bipedal hammerhead shark with four large sucker covered tentacles sticking out of its face. It has a gigantic maw filled with rows of razor sharp teeth. For added intensity, there are sharp, blade like projections running down the center of its back.

Apparently Frog and (be)hemoth isn’t a creature unless the nice Wizards of the Coast give permission.

Sigh. So, I present my take on a classic favorite. This is the Sharkhemoth. It’s preferred method of digesting its prey is to slam them into its giant, tooth-filled maw.

Picture, if you will, an enormous bipedal hammerhead shark with four large sucker covered tentacles sticking out of its face. It has a gigantic maw filled with rows of razor sharp teeth. For added intensity, there are sharp, blade like projections running down the center of its back.

Sharkhemoth: Init +2; Atk bite +5 melee (1d10+3) + Swallow (see below), Tentacle +3 melee (1d8+3) + grab; AC 15; HD 6d8+2; hp 25; MV 30’ Swim 40′; Act 4d20; SP Grab, Swallow whole; SV Fort +5, Ref +3, Will +1; AL C.

If the attack roll for the bite is 4 or more greater than the number required (or a Critical Hit), they can swallow creatures (man-size or smaller) whole; swallowed victims take 3d6 points of damage each round thereafter.

Tentacle attacks: If one tentacle hits, do damage as normal (1d8+3,) If two tentacles hit the same target, the target must make a Ref Save DC 12 or be grabbed. Grabbed targets with two tentacles reduce their action dice by one step. If three tentacles hit the same target, the target must make a Ref Save DC 14 or be grabbed. Grabbed targets with three tentacles reduce their action dice by two steps. If all four tentacles hit the same target, the target must make a Ref Save DC 16 or be grabbed. Grabbed targets with four tentacles reduce their action dice by three steps. Once grabbed, the target may make a STR check equal to the DC of the Ref save used to make the initial attack (2 = DC 12, 3= DC 14, 4= DC 16.) to break free. Breaking free of the tentacles may only be attempted once per turn one of the character’s actions.

If grabbed by all four tentacles, the Sharkhemoth automatically receives a fifth attack as a free action to attempt to bite/swallow anyone in its tentacles.

Monstober Day 17: Laugh

Unfortunately, years of success, money, women, and repeated use of the spell have corrupted Larry Snelling. He has become a dark shell of his former self. The evil muse inside his mind starts to take physical form more each time Snelling invokes the dark powers. It becomes harder and harder to cover each show without the dark secret getting out.

How does a stage comedian stay on top?
(Dead Moines on Stage for Monster of the Week RPG.)

*Content Warning*: Murder, Occult Ritual, Dark Magic, Gore.

By using an ancient blood curse that takes life energy in exchange for talent. The ritual psycho’s stage name is Mr Obtuse, because he always has an angle. He travels from town to town, stage to stage in every local comedy club that can be found. Some venues are so small he doesn’t waste his time invoking the dark magicks. Other times, one or two people randomly turn up missing from the airport bar or nearby hotel.

Larry, “Mr Obtuse” Snelling was a poor, downtrodden, talentless hack of a comedian until he accidentally summoned upon what he thought was a stage magician’s prop box. It contained a grimoire of ancient spells that could enhance many aspects of stage magic. All Snelling wanted to do was make people laugh. After researching the grimoire excessively, he found the perfect spell to do exactly what he wanted.

Some nights Mr Obtuse isn’t quite as funny as others. He started in small, local comedy clubs and only moves up to major venues and elsewhere on rare occasions. He claims he feels more comfortable in small clubs. In actuality, he knows it’s more difficult to tie him to any disappearances or murders that happen in the area.

Unfortunately, years of success, money, women, and repeated use of the spell have corrupted Larry Snelling. He has become a dark shell of his former self. The evil muse inside his mind starts to take physical form more each time Snelling invokes the dark powers. It becomes harder and harder to cover each show without the dark secret getting out.

When he finally gets to Des Moines, stress by being approached by local radio talent and multiple interviews start to take their toll. Suddenly he finds himself relying on the ritual more and more until finally, he snaps. Worse, the dark muse may take its final form and consume Snelling.

Hopefully the group catches on before a beloved pet or family member is sacrificed for Mr Obtuse’s talent. Will the group discover the Grimoire and recover it before he skips town? The monster will only come out more and more if he is not stopped.

Thanks for stopping by to see me, though. I appreciate you! No dark anything needed. Inspired by Tales from the Darkside and my friend Miss Pandora Greaves. More to come for Monster of the Week.

Monstober Day 12: Face

A face has appeared out of nowhere. It seemingly has no body, no arms, legs. It’s as if a face were printed on one side of a massive coin. It flew into Bennet’s Cove unannounced, silently, and began taking over the minds of the townspeople. Now it’s up to the Power Rangers Super Lightning Force to stop it.

A new threat for Power Rangers RPG.

“I’m waiting for Brock to say it,” Olivia remarked over the comms.
“Nah. He won’t go there,” replied Trent.
“Guys, we’ve fought a lot of weird stuff, but this one wins the prize. First it’s a UFO. Then it’s a freaky face. Now it’s MY face. What the heck?!?”
“Guess he went there,” Xander said quietly as everyone tried to contain their laughter. “Face puns incoming.”

A face has appeared out of nowhere. It seemingly has no body, no arms, legs. It’s as if a face were printed on one side of a massive coin. It flew into Bennet’s Cove unannounced, silently, and began taking over the minds of the townspeople. Now it’s up to the Power Rangers Super Lightning Force to stop it.

That Face.
THREAT LEVEL: 8
SIZE: LARGE | HEALTH: 6
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 20 | CLEVERNESS: 20
Flight MOVEMENT: 30 ft.
SKILLS:
Targeting +d8*
Initiative +d6
Languages: English, French, Spanish, Japanese, Chinese, Putty.
ATTACKS:
Energy Beams (Targeting): +d8*, Range 90 ft.
(Evasion, 2 Energy Damage)

Sonic Ray (Targeting): +d8*, Range 20 ft.
(Evasion 1 Sonic Damage, Stun.)

Mind Control Ray (Targeting): +d8*, Reach 100 ft. (Willpower,
Target falls under The Face’s Control)

Powers:
Mimic Faces/Voices: The Face uses a limited form of telepathy, allowing it to mimic the face and voice of anyone it sees. However, it does not know what the person being mimicked thinks or knows. This power can be used to confuse or misdirect opponents.

Mind Control Ray: The Face emits a Mind Control Ray to any one target within 100 ft. If it hits the target must make a Willpower save or fall under the Face’s Control. Additional saves may proc if the target is prompted emotionally by friends, family, etc or asked to do something completely contrary to their nature. Only one target at a time may be controlled. Once controlled the target may move any distance and still be controlled. The Face is able to see and hear through the senses of the controlled target.

Teleport anywhere between the Earth and the moon 1x/Scene.

Hangups:
Unable to walk or engage in melee combat.
Gigantify! completely rewrites this threat’s structure and abilities.

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