Posts

Maw of the River: A Trophy Gold Incursion

Image
ALERT! An Incursion For Trophy Gold We interrupt our regularly scheduled broadcasts to do some self-promo. I've just released a work-in-progress version of my Trophy Gold Incursion, "Maw of the River". Please check it out, spread the word, and most of all PLAY IT! Tell me what you think, love it or hate it. This is the first thing I've ever put together myself and I'm proud of a lot of it. Returning with a normal blog post some time later this week back with Kult or Imperium Maledictum. https://theark485.itch.io/the-maw-of-the-river-trophy-gold-incursion

Wraith Hound: Kult Edition (Redux)

Image
  I find myself about to run a pretty big campaign using Kult: Divinity Lost taking more from the survival horror sphere ala Resident Evil and Silent Hill. To that end (But also because practice is good) I have need of some of my old monsters re-imagined in this style. So without further ado here is a reinterpretation of the Wraith Hound. (As for mentions of The Dream, this will be a liminal horror space revolving around the central antagonist of the story known as the Muse. I’ll get a write-up for Her in at some point in the future when I’m closer to talking about the rest of this.) WRAITH HOUNDS Eyeless canid horrors that exist only to hunt down and torture beings lost in the darkness beyond the light of their dreams. Mewling, pathetic beasts with bodies of old cracked leather, and wretched guttural howls out of blackened throats of whirling teeth. These entities were borne of malicious violence and intense animalistic desire now unfettered by flesh and free to inflict their pe...

Liminal Horror Monster: The Mnemosyne

Mnemosyne Shaped as a fleshy hippocampus with multitudes of writhing suckers in a roiling and distended belly. Befouls bodies of water with chemical secretions that smell of adhesives and turpentine where it sleeps and dreams deeply. The creature projects an aura of deep love and compassion through its cyclopean eye luring people to its hiding place through their dreams. Embracing the Mnemosyne through its dozens of writhing mouthed tendrils allows one to enter into a world of nostalgic bliss seeing things as they were or should be while the creature secretly feeds off of their powerful emotions. People that have been fed upon become bonded to the Mnemosyne protecting it at all costs until they have been fed upon enough to be sublimated into the pool becoming nothing more than a liquified husk. Those who aren’t consumed are given purpose and the will to make their world in the dream a reality. The most faithful and devoted servants of the Mnemosyne are even given a semblance of the cre...

D23: The Pool

Health issues meant that unfortunately I'm not going to be able to keep up as is but I'm going to continue to follow this dungeon at my own pace and see where it goes. D23 lives on. So, without further ado... THE POOL A gymnasium of polished marble and concrete dominated by a large diving pool. Shining waters reflect the hazy blue light from a fathomless ceiling. Bright red diving boards creak remembering patrons from the past. Birds In The Pool 1-2 FLOCK OF FLAMINGOS (AS SMALL ANIMAL): Obnoxious and loud. Will eat anything thrown in the pool. Colored bright blue from feeding on the ethereal shrimp at the bottom of the pool. 3-4 PAIR OF GHOST SHOEBILLS (AS CRANE): A mated pair. Appear to glide over the water and make no sound unless disturbed. Their call is deafening but they are otherwise non-hostile unless provoked. Will hide at the bottom of the pool if frightened after defending themselves. 5-6 ONE GIANT CASSOWARY (AS BEAR): Highly territorial. Waits in the pool before ...

D23: Monster - The Concierge

Image
THE CONCIERGE The manager’s right hand on the first floor gifted power to lord over the guests who vexed him in life. Looks out for the interests of the hotel and its reputation over the individual desires of any guest. Exceptional manners. Useful out of spite. Attentive and petty. Desires only for you to check in, follow the rules, and check out. What’s so hard about that? HD: 6 Armor As Chain Strength Of The House: While on the 1st Floor the Concierge has several abilities granted by the Manager. Each must be invoked by configuring the esoteric clockwork gears on his wristwatch. Can teleport anywhere on the 1st floor and take anyone or anything in his grasp with him. Visitors who make themselves pests (Or at least their luggage) are often dropped in the Gullet for the house to sort out. Can lock / unlock any door on this floor or portals leading to the outside. Staircases can be made to vanish but this power does not extend to the elevator. Cannot die. If this body is slain, re...

D23: Monster - Wraith Hound

Image
WRAITH HOUND Carrion creatures of The Path leashed and taught to beg by the stewards of the hotel. Shaped like malefic canines with leathery cracked skin and slit-like wounds for mouths. Blind but smells fear, desperation, and weakness just as well as any bloodhound. Pack hunters whose howl isolates their prey in a labyrinth of shadows and false exits using their foreknowledge of the winding Path all around them. Feeds on blood with lashing tentacles emerging from their mouths ending in suckling proboscis’. Can be “domesticated” with a steady supply of fresh kills and companionship. HD: 2 Armor: As Leather Claws 1d6 / Proboscis 1d4 (Damage heals the Wraith Hound) THE CHASE: The howl of a Wraith Hound forces a target to make a save or else become Isolated. While Isolated, the environment becomes a winding maze of shadows and repeating corridors blinding the victim from anything happening in the outside world. All they can see are the false walls and the Wraith Hounds. While a victim ...

D23: The Channel Hall

Image
  The Channel Hall The deck of a wooden frigate acts as the path between destinations affixed with sails that flow in a non-existent wind inside of a massive glass bottle that encases the whole ship. Just outside of the glass sea creatures flit about in an artificial sunlight while coral and algae grow on the ceiling. Gulls and sea swell fill your ears while the smell of the fresh ocean air contrasts sharply with the perfume of the rest of the hotel. The “bottle” has two narrow necks connected to the deck of the ship with hatches on either side connecting adjoining rooms stylized to look as cork caps. Upon closer inspection, the sounds of the sea are coming from discrete loudspeakers in the corners of the chamber while the sea smells are emanating from diffusers hidden inside of the wooden barrels on deck. There are several cracks in the glass bottle though none are yet large enough to spring a leak in the surrounding aquarium.               ...