A Cat of Tindalos

A Cat of Tindalos

Thursday, January 11, 2018

Note to Fans

Due to family health problems I've had to step back for the wonderful world of RPGs for a few weeks....
I look forward to being back as soon as I can!


Thursday, December 7, 2017

Additional Dungeon World Monsters

Flying Dagger SwarmSolitary, Amorphous, Construct
Strike (d10-2 damage 1 piercing)14 HP3 armor
Hand, Near
Special Qualities: Guards

A set of a dozen or more daggers, animated through spellcraft to obey the commands of their creator. When active, they form a swarm of sharp metal that flits through the air like a shoal of fish. If they are guarding a location, they rise and circle to form a whirlwind of blades.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dagger. The swarm can't regain hit points or gain temporary hit points. 

Instinct: Stabs
  • Levitates
  • Lunges
  • Skewers

Gygax Ghoul
Group, Devious, Terrifying
Bite (d6 damage)
10 HP
0 armor
Close
Special Qualities: Paraylze with touch, Undead

Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws. Their touch causes humans (including dwarves and halflings, but excluding elves) to become rigid unless a Defy Danger versus CON or paralyzation is successful. Ghouls delight in revolting and loathsome things – from which we draw our adjectives “ghoulish” and “ghastly”. 

Custom Move: When you are touched by a ghoul, ROLL+CON. On a 10+, you keep going. On a 7-9, you choose 1: You don't take -1 ongoing until you rest. Your movements are not slowed down. A part of your body is not paralyzed. On a 6-, you're paralyzed until after the combat. 

Instinct: Devours living and the dead
  • Consume all
  • Paralyze with a touch
  • Ambush


Wednesday, December 6, 2017

Dungeon World Monster

Cave FisherSolitary, Stealthy, Hoarder
Claws (d12 damage)12 HP3 armor
Close
Special Qualities: Blindsight, Fire does double damage, Silence spells stun

A cave fisher is a lobster-like monster which inhabits subterranean locations and ambushes its prey using a sticky filament similar to a strand of giant spider silk. Cave fishers grow to about seven feet (2.1 meters) long and have a hard, chitinous shell arranged in overlapping armor. It has eight legs and two forelimbs that end in large pincers. Living underground, cave fishers are sightless creatures that use multiple auditory sensor organs to detect prey. These organs are located on the head and could be mistaken for multiple eyes. The creature has a large proboscis from which it shot a long (up to 60 feet or 18 meters) sticky filament.

The cave fisher hides on ledges above passageways and hunts by emitting a long strand of sticky filament, either dangling it to catch passing creatures such as bats, or shooting it at a creature as it wanders by. They can also secrete their adhesive onto their feet and anchor themselves to a ledge, wall, or ceiling once they found a good hunting location. To release themselves, they secret a substance from their proboscis that contained their blood that dissolves the adhesive.

Cave fishers can attack any creature up to man-sized, but are intelligent enough to avoid large groups, preferring to pick off scouts, loners, and stragglers. On a successful attack, the victim is stuck to the cave fisher's filament and slowly drawn up to the cave fisher's level where it is attacked with the two front pincers. Cave fishers can reel in victims weighing up to 200 or possibly 400 lbs (91 to 182 kg). Their filament is very difficult to cut, sometimes even requiring a magically enhanced blade, and any failure to do so resulted in the blade being stuck fast. 

Cave fishers have flammable blood and therefore were very adverse to fire. Casting silence on a cave fisher makes it freeze in place as it listens intently, attacking only (and much less effectively) if it is attacked first.

 Instinct: Consume
  • Ambush
  • Capture with Sticky filament
  • Devour


Tuesday, December 5, 2017

Ebony Turtle Monster of the Week Mysteries

J. Cale (AKA Ebony Turtle from RPG Geek) has posted the following Monster-of-the-Week (revised edition mysteries. They are worth checking out:

From Below:
https://drive.google.com/open?id=1ld8ZCM4YdzCMcxgrne2kOv4jeuXPi8wB

The Grays are Coming:
https://drive.google.com/open?id=1wXVYYiDD7EOPGkmw6xVfUPFQnOYgBqn1

A little Supernatural Surf and Turf!