if you're a player in my hellsbent campaign do not look at this page. thank you <3
Cosmic Funnies

JVL
AnasAbdin

❣ Chile in a Photography ❣

Kiana Khansmith
NASA

Janaina Medeiros
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Today's Document
ojovivo
will byers stan first human second

Discoholic 🪩

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Claire Keane

titsay
Aqua Utopia|海の底で記憶を紡ぐ

Origami Around
Game of Thrones Daily
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@pariahpain
if you're a player in my hellsbent campaign do not look at this page. thank you <3
"hunger can be a terrible thing" as lifestyle advice: 😟😬😐🙄👎😠🤬💀🔨🔨🔨
"hunger can be a terrible thing" as a horror fiction device: 😃🥰🫶💯🌞💖🐬🌊✨️✨️✨️
"your thoughtless consumption is making you fat and lazy": 👎
"your thoughtless consumption is feeding the horrors born of the exploitation and suffering required to enable it like a blood-gorged tick": 👍
acheiropoieton, still alive in the crypt.
would it be fucked up if there was a miraculous image that appeared on your bedroom wall above your bed? and it started slowly eating the wall and everything around it, calling to you until you gave in and let yourself be eaten ? what if centuries later people built a church around that icon and it was still hungry?
Carnivorous giraffes who have flexible necks and who can stretch their jaws all the way down to their chests. It blends in perfectly with zoo or sanctuary giraffes, where it eats birds and squirrels and almost never takes children when the parents aren’t looking.
if i was immortal killing myself would be my hobby and like i truly believe it would fix something in me. i do
The ‘Blood falls’ in Antarctica. Caused by a subterranean lake high in salt and oxidised iron. When the water comes into contact with the air, it rusts, giving it its amazing red colour.
Monster Idea: A kind of hive mind formed from a dozen raccoons who were accidentally mutated by the local college biology department. They’re about as smart as an octopus, individually, but groups of them are more capable of planning, and when all twelve are together the raccoons are smarter than most professors. They escaped from the holding cages where they were supposed to be tagged for research, and ran off into the town.
The hive mind is gathering trinkets, food, and electronic components to stockpile on the roof of an abandoned radio station. Their goal is to broadcast a signal and awaken all the other raccoons in the county!
PCs get involved when a friend reports a strange robbery by “goblins” which was actually committed by two raccoons in a trench coat. Can they stop this plan? Is there a peaceful resolution? Who was to blame for the original mutation?
chance encounter
hellbent
Random Tricks for D&D
In D&D, tricks are like traps only weirder and less lethal. They're placed on objects by dungeon inhabitants and ambient magic. A tricked object is triggered when creatures interact with it. Roll d100 on this table for a random Trick Effect (text table under the cut).
Hah, that's some OSR / OG Tomb of Horrors dungeoncrawl design. It's a game of exploration! Just don't touch anything! What is this "saving throw" you speak of! It can be heaps of fun, actually, as long as everyone knows what they're into. :)
Geological horror. You find a geode and crack it open and the crystal lining its walls is human blood that can't be genetically matched to anyone. You find a human skeleton but every one of the bones is made from rock, a rock that you know can't be whittled into those shapes. You find layers of clay and loam that sport ancient fossils at the top and the still-rotting corpses of modern animals at the bottom.
This reminds me of the blood river in Antarctica. For like a century scientists had no clue why this river looked like, acted like, and felt exactly like blood. Turns out it’s just really high in iron.
"Blood River in Antartica" yeah right there's no way a river looks like bl-
...nevermind
Blood Falls isn't just high in iron, it's the byproducts of extremophile bacteria that have been isolated under a glacier in a iron- and sulfur-rich anoxic brine for the past 5 million years.
Community Monster #2- The Local Supermarket
A supermarket that seems to have appeared… or has it always been here? It's hard to remember. But Jenny next door said its great; the deals are affordable and the staff is really friendly. She's taking her kids with her to it now, and offered I go with too.She was right though, the staff is really friendly… but I cant seem to remember where I parked…
Type: Bubble (motivation: to keep inside things inside, and outside things outside)
Effects:
Entering the bubble creates an identical clone of the person who entered. The original person becomes trapped in the bubble. This clone has the original's memories but it's only motivation is to get more people to enter the bubble.
The phenomenon is centered on the local supermarket. People who go shopping there find that they cannot leave, as the parking lot endlessly loops them back to the store. Everyone who visits is trapped inside, and the store's stock is rapidly running out as panic overtakes the shoppers. Worse, there's more than just customers lurking between the aisles…
Weakness: The people who go missing are taken deep into the store's employee-only area and hooked into a horrific organic computing system, that uses them to maximize the store's profits and consumer exploitation. If the hunters remove all the victims from the system, the store and its clones rapidly deteriorate.
Custom: If a hunters are forced into the machine, they must roll Act Under Pressure to escape. On a 10+, they escape it with no issue. On a mix, they take 1 harm ignore armor the implants dig into their flesh and veins or tear out of them. On a miss, they are restrained and trapped there- the other hunters must free them in order for them to get out. If they try to use any move, they take -1 ongoing until they're freed.
Minion: The Employees
They only wish to keep the supermarket going nice and smoothly. They are overly friendly and seemingly nice, but if anyone attempts to escape they become rabid and almost feral-like. Eventually, they will lead shoppers to the Profit-Taker, a bio-mechanical super computer located in the "manager's office" below the store.
Type: Renfield (motivation: to push victims towards the monster)
Supernatural powers, if any: Stronger than humans, weirdly more durable, superhuman speed
Attacks: Razor-sharp nails (1 harm hand) Thick, rubbery skin(+2 armor)
Harm: 7
Weakness: The Supermarket's main source for maintaining order is its employees. The employees have extra strength and durability, however, are extremely sensitive to heat and flames. This is because they are extremely susceptible to getting fired. Using fire on them causes them to lose their armor.
The Supersoldier Initiative
An experiment had begun, government funded and supported, yet never announced to the public or foreign powers. Those experimented on are those in prison and/or jail, those that the higher ups believe "would never be missed or noticed to be gone." Things were going well, until an accident at the facility made the experiments escape.
This mystery can take place in any location, but recommended in rural/near out of the grid areas.
Hooks:
Prisons/jails seem to be lighting their intake on inmates, unknown where they are going.
Professional companies will get receive word to keep an eye out for "escaped criminals", but only the higher ups will have the classified info as to what the criminals have become.
Normal citizens will see signs of destruction outside of town, such as broken down trees, shattered rocks, and docks destroyed. Wildlife animals may have been killed and consumned as well, their bodies left behind with unusual marks on it.
A body of one of the experiments is discovered and brought to the hospital, where it turns out its not dead.
Monster: Supersoldier Elite
Type: Beast (Motivation: to run wild, destroying and killing)
They're more beast than human now. The facilities top of the line experiment. Razor-sharp claws, huge jaw with multiple layers of teeth. It has no neck, the flesh of the shoulders going up to the head. The top of the head is incredibly hard, almost mithril-like. It's legs are thick to support the body, but very athletic/light.
Powers:
Razor-sharp claws that can tear through metal like napkins.
Hard head used for breaking stone or foundation.
Super fast.
Eagle-like sight.
Skin thick and durable.
Shark-like teeth.
Super Strength
Resistance to heat, acid, and electricity (grants an additional +1 armor to what its resistant to).
Adaptation.
Weakness: The scientists developed a failsafe for it should it escape- by exposing it to extreme cold, it will become sluggish and slow. It's resistances will be nullified as well, and its skin will become brittle. Exposing its muscle/inner tissue with a combination of electricity and acid it will explode into semi-liquid chunks.
Attacks:
Razor-sharp claws- 2 harm hand messy ignore armor
Hard head- 3 harm hand forceful ignore armor
Sharp teeth- 2 harm intimate messy restraining
Harm: 10 harm, +1 armor
Custom move:
Adaptation- If the Elite is struck multiple times by certain weapons, elements not listed in his resistances, or pure magic, it will gain a temporary resistance to it until the encounter ends. The only thing it will not gain a resistance to is ice.
Minion: Supersoldier Experiments
The lesser versions before the Elite. They are more human shaped and each has only one-two abilities compared to the Elite.
Type: Brute (motivation: to hurt and terrify)
Powers:
This is constant:
Super Strength
Then pick one - two per Experiment:
Razor-sharp claws that can tear through metal like napkins.
Hard head used for breaking stone or foundation.
Super fast.
Skin thick and durable.
Shark-like teeth.
Resistance to heat, acid, and electricity.
Eagle-like sight.
Weakness: Unlike the Elite, they still have some hint of humanity left within themselves. Find something that links them to their identity and they may snap out of their rampage.
Attacks:
Super-punch- 2 harm hand.
(if picked) Razor-sharp claws- 2 harm hand messy ignore armor
(if picked) Hard head- 3 harm hand forceful ignore armor
(if picked) Sharp teeth- 2 harm intimate messy restraining
(if picked) +1 armor
Harm: 6 harm
Minion: Sadistic Scientist
Scientists that want to see how this all goes down, taking notes about what each experiment they find does. Almost as if they wanted the accident that freed the experiments to happen...
They will do anything within their power to make sure the experiments live.
Type: Guardian (motivation: to protect the experiments, even if they kill them).
Attacks:
Laser Gun- 2 harms far quiet
Net Launcher- 0 harm close restraining
9mm- 2 harm close loud
Harm: 4 harm
Bystander: Frantic Scientist
Scientists that are trying to recapture the experiments and stop the sadistic scientists. Some may even be more concerned about the paperwork after the incident more than the lives potentially lost during.
Type: Witness (motive: to reveal information)
Bystander: The Police
Once helping the government with supplying jail/prison inmates for the Supersoldier Initiative, now they deny any and all involvement and will be more in the way than helpful.
Type: Busybody (motivation: to interfere in other people's plans) OR Official (motivation: to be suspicious)
This one would of been a phenomenon mystery concept, however none of the phenomenon types really... felt right/fit it to me? It's essentially a big building, so it doesn't move. But having attacks is also weird to give it, idk.
The House always wins
People on the Vegas strip have gone missing, many believing that they got drunk and lost their way. The cause? A casino, the High Roller, has suddenly had a influx on winners, taking a trip to the penthouse suite to "spend the rest of their lives" at... or at least the last of their lives.
Monster: Aspect of Greed
Type: Parasite (motivation: to infest, control, and devour
The aspect of greed has taken over an existing casino, turning it into low stake high reward. It draws in new players with its low stakes and, those at are lucky enough to hit jackpot multiple times (which is once-twice daily), they are brought up to the penthouse. There the Aspect infests itself into the lucky winner, slowly draining them until they are nothing but dry husks. However, if they prove their worth they instead become the Staff, where they lead more people into the casino effectively giving it more prey.
Powers:
Addiction
Game Manipulation
Luck Detection
Weakness: The House Always Wins in the end... except when it doesn't. Much like gambling addicts, the Aspect of Greed will raise the stakes if it means the reward for itself is far greater. This will mean that it will take riskier bets, such as self-banishment if it loses a game. However, you HAVE to build up to it- it will not jump straight to that if it were just a normal game. Raise it over time, let it win some, get its ego up before the big bets.
Otherwise, using Big Magic in the casinos that circle around it will banish it out of the High Roller. However, this will mean the party is split as it sends minions out to stop the ritual once it knows what's going on.
Armor does not take into account for either- when it loses games it takes around 1-10 harm ignore armor depending on how high the stakes are.
Attacks:
Life-absorbtion- 2 harm close far ignore armor
It's a literal building (+3 armor)
Harm: 15 harm
Custom Moves:
Let the Games Begin- When the players challenge the Aspect, they will take turns on which game is being played. Meaning, the Aspect picks the game first, then the hunter, then back to the Aspect. It goes back and forth until theres one winner, and the hunter does have a chance to lose. All rolls will be done with Act Under Pressure because they ARE under pressure.
Only one hunter can challenge the Aspect to the game. However, that does not mean the other hunters cannot help in other ways as well. The Aspect's Staff will try to tilt the favor to the Aspect at any given chance. The Hunters not playing will have to keep an eye out and stop them before they do something to make the playing hunter lose. To the Aspect, so long as it's not the one cheating, it's not at fault. It will be annoyed if the playing Hunter uses that logic as well, but won't block it.
Addiction/Just One More Game...- The Hunters can easily fall under the influence of the Aspect should they play its random casino games. In order to snap out of it, they must roll Act Under Pressure.
On a 10+, they snap out of it. On a mix, they leave it alone but the temptation is there... they have -1 forward if they play another game (yes, that includes the challenge against The Aspect.) On a miss, they cannot stop playing, it's way too addicting! They have -1 ongoing while in the casino, including the final battle with the Aspect. Maybe one more spin will get them the jackpot...
Minion: The Staff
Type: Renfield (motivation: to push victims towards the monster)
People under the influence of the Aspect of Greed that weren't turned into husks. They lead people into the High Roller, scope out who has better luck, and then make sure they win so that they can go to the penthouse above. The richer the soul, the better luck they have.
Powers:
Game Manipulation
Soul Sight
Attacks:
9mm (2 harm close loud)
Brass Knuckles (1 harm hands small)
Harm: 5 harm
Custom Moves:
Game Manipulation: The Staff will turn the tides of a game no matter what, mostly subtly.
Bystander: Gamblers
Type: Victim (motivation: to unknowingly put themselves in danger.)
These are just random players in the casino. They do not know what they have got themselves into. They will more than likely refuse to leave with the hunters to go anywhere unless convinced that this area is not safe. Otherwise, they will slowly fall under the influence of the Aspect, continuously playing games until they hit their lucky streak and head up to the pent house.
Home Safety Hotline-Based Threat: The Dream Weaver
CW: SPIDERS & ARACHNOPHOBIA
I'll include an image from in-game, however I will put it under a Read More so that it hopefully won't cause triggers. I will also tag appropriatly.
Monster: Dream Weavers
Dream Weavers are large, spider-like creatures known to weave dreams into reality. They also are known to cause nearby humans to only dream about everything being covered in webs. They will only move into a household if no other spiders are present.
Type: Parasite (motive: to feed off of dreams and make sure their food source doesn’t escape)
Powers:
- Sticky Webbing
- Sleep-inducing venom
- Dream Eater
Weakness: Dream Weavers live off on only dreams. To ensure it doesn’t get its food source and encourage it to leave, one must stay awake until it moves on. One can also attempt to leave the house the Dream Weaver resides in. However, attempting either will enrage the Dream Weaver and try to keep them within by ensnaring the victim and injecting the venom.
For a more forceful approach, one can utilize sledgehammers to crush it, but it is not reccomended
Attacks:
- Ensnare (0 harm far webbed)
- Sleep-inducing Venom (1 harm intimate sleep-inducing)
Harm: 8 harm
Custom Moves:
- Ensnare: If a hunter gets caught in the webbing the Dream Weaver creates, if they have a sharp weapon such as a knife they can cut themselves out. If they try to break out through sheer force alone, they must roll No Limits.
- Sleep-inducing Venom: Hunters injected with the venom will fall asleep eventually, not instantaneously like normal bystanders. Within a time frame of the Keeper’s choosing, they must take something that will keep them awake, or else they will fall asleep. Sleep can only be roused via smelling salts or ice cold water.
Phenomenon: The Sculk
A type of xenofungus of unknown origin that is almost pitch black with blue glowing dots on it and the texture of lichen. It's soft and sticky to the touch. It could have been from the depths of a cave or from a meteorite that crashed long ago. The fungus thrives in the dark and spreads when it tastes death upon its fruiting body. Whenever anything dies on it and it spreads, the material it spreads to turns almost bone-like. It only seems to spread upon dirt, gravel, clay, granite, and stone, but it's rare for it to spread to other materials as well such as wood.
Once it settles into its home, it will do anything in its power to protect it. It will grow nodules that will sense noise, which in turn will send signals to a strange bone-like structure called a Sculk Shrieker to call out. If the Shrieker calls out enough, the true guardian of the Sculk will rise from the lichen and charge at whatever made the noise.
Type: Biohazard (motive: to infect, harm, and spread)
Power:
Spread & Grow
Overwhelming Presence
Summon The Warden
Weakness: Simply scraping the Sculk with an iron hoe and putting it in a metal soundproof container can help contain it for relocation. Once its contained, it will not be able to summon The Warden.
Custom Moves:
Spread & Grow: anything that dies on it, whether its a fly or a hunted rabbit, will help it spread more onto whatever material its next to
Overwhelming Presence: Whenever someone travel upon any remnant of the Sculk, they feel an overwhelming presence of something watching them.
Monster: The Warden
A 9ft tall humanoid covered head to toe in the Sculk. They are broad bodied with thick arms and elephant-like legs & feet. It has no eyes, instead a massive mouth on the front and strange tendrils on the side of the head. Its chest is exposed, revealing its ribs and what seem to be a glowing, beating heart. The heart beats faster when it's on the hunt.
Type: Executioner (Motive: to punish those that enter The Sculk's territory)
Powers:
Unnatural strength
Incredible speed
Enhanced senses
Supersonic Blast
Clouded Vision
Weakness: The Warden is completely blind and relies on vibration, smell, and touch in order to find its mark. The easiest way to avoid it from emerging all together is to sneak around the Sculk and don't trigger the Shriekers. One can also divert its attention by throwing something against a hard surface.
You can also overwhelm its senses by multiple people making noise- as it only focuses on one target, it will get confused on what to go after next.
To kill the Warden, one has to strike right at the heart in its chest. When it's killed, the Sculk will take time to regenerate a new Warden to send out.
Attacks:
Supersonic Blast (3 harm far forceful magic)
Heavy Slams (4 harm hand)
Harm: 16
Custom Moves:
Clouded Vision: Anyone who gets close to The Warden will lose their vision. If a hunter gets too close, they must roll with +cool. On a success, they avoid losing their sight and won't have to roll again when they get close. On a mix, the won't lose their sight but will have to roll again if they get close. On a miss, they lose their sight- they take -1 ongoing on Act Under Pressure, Kick Some Ass, Use Magic, Investigate a Mystery, and Read a Bad Situation until they are able to get away from the Sculk.
Minion: Sculk Shriekers
Thicker version of the Sculk with four rib-like protrusions set in a circle. In the center of the circle is a writhing glowing mass. Each corner between the protrusions are circular nodules that look like eyes.
Type: Renfield (motive: to push the monsters to the victims)
Powers:
Clouded Vision
Loud Shrieking
Sense presence via sculk sensor
Harm: 1 harm (armor 2)
Weakness:
Metal hoe or explosions- anything else won't hurt it
It won't react if there's no sensor nearby
Custom Moves:
Clouded Vision: Anyone who gets close to The Warden will lose their vision. If a hunter gets too close, they must roll with +cool. On a success, they avoid losing their sight and won't have to roll again when they get close. On a mix, the won't lose their sight but will have to roll again if they get close. On a miss, they lose their sight- they take -1 ongoing on Act Under Pressure, Kick Some Ass, Use Magic, Investigate a Mystery, and Read a Bad Situation until they are able to get away from the Sculk.
Monster: Lawn Ornament Mimics
Lawn Ornament Mimics take the form of lawn decorations, ranging from garden gnomes to a seasonal variety such as skeletons and reindeer. It removes the original ornament to take its place, making the lawn its new territory. Anyone that encroaches onto its territory will have it lash out or hunt them. Otherwise, it will not bother anything or anyone else once it’s settled down.
They also reproduce via fragmentation or binary fission, meaning if a piece of themselves is broken off, a new individual develops from that piece or they split themselves in half naturally.
Type: Parasite (motive: to possess, control and devour)
Powers:
False Appearance
Strong Carapace
Adhesive Residue
Razor-sharp Teeth
Acid Spray
Weakness:
A way to tell a lawn mimic from an ordinary decoration is to tap it with a stick. If its hard, doesn’t crack, and possibly sticks to the stick, that’s a mimic.
As the mimic will regenerate/reproduce if even a little piece of it still exists after being killed/destroyed, it’s advised to disintegrate every last piece of it with blue fire or a disintegration spell. Bug Spray will also help melt the carapace to get to its soft weak spot. Melted carapaces do not regenerate into new beings.
Attacks:
Bite (2 harm hand ignore-armor messy)
Acid Spray (1 harm far area volatile)
Harm: 9 harm (2 armor)
Custom Moves:
False Appearance: While the mimic remains motionless, it is indistinguishable from an ordinary lawn object.
Strong Carapace: Unlike ordinary lawn ornaments, the mimic has a thick, hardened shell encasing its soft flesh.
Adhesive: The mimic adheres to anything that touches it and starts to dissolve it for consumption.