Showing posts with label New Monsters. Show all posts
Showing posts with label New Monsters. Show all posts

Monday, October 16, 2023

The Rotting Queen


So-named because pieces keep falling off her miniature
There she is, the Rotting Queen. Half-shadow elf, half-spider, ruling forgotten halls beneath Broceliande.

The majority of the ancient and terrified community of grey elves she has enslaved have not seen the sun in 300 years, they do nothing but bemoan their fate, obey her obscene commands, and occasionally notice body parts keep falling off her.

The actual spider-elves and Unseelie Fae consider her a grotesque, she makes them uneasy (do you know how fucked up you have to be to make the Unseelie Fae uneasy?), but they do not know her secret.



This is what "she" really looks like. The actual Queen died centuries ago, a small squirming daemonic parasite that inhabits her left eyes has been puppeting her husk since at least the end of the Malachite Era. It has absorbed her personality, believes itself to be the Queen, and will squirm off to find a new host if given half a chance.

It eats magic.

Her lonely realm looks like a Piranesi drawing lit by Richard Corben:

Traps and creatures down there will be:

40% Necromantic
40% Spider-themed
20% Weird magic like your arms slithers off and grows a tail and hates you.

She has a panther, and will you throw you in a pit with him if you become inconvenient.

Her halls are patrolled by Danse Macabre skeletons, who ensure, peace, order, obedience, and a constant eerie background music.

The halls are lit and irradiated by emanations from the Eldritch Fountain...
...which must be periodically fed the blood of high-level magic-users...
So expeditions outside the catacombs are regrettably necessary. For these purposes, the Queen relies on a cadre of hunter-necromancers...

...to kidnap sorcerers and bring them back to her realm.

The actual process of extracting the magic from a wizard takes hours and involves a lot of hooks and chains and is completely excruciating, though one in ten wizards actually like it. They die happily in the octile embrace of the Rotting Queen.

The good news is they have to keep the wizard alive to do it, so there's usually just enough time to:
  1. Realize you lost your wizard and they aren't just dicking around in the library
  2. Find out from locals that they saw your pointy-hat friend being carried off by what looked from a distance like maybe some drunk friends in a reverse-Weekend-At-Bernies situation 
  3. Go oh, wait, zombies
  4. Find out the nearest source of zombies is the Rotting Queen's catacombs
  5. Mount a daring rescue
Now here's the kicker: since only the blood of high-level magic-users is useful to the Rotting Queen, The Rotting Queen is eager to make herself useful to low-level magic-users. She wants you to level up.

If you're out there with your party members, killing hill giants and robbing crypts and making a name for yourself, buying everybody drinks at the tavern with thousand year old coins, you may eventually get a knock on the door.

And if you follow the hooded and black-clad figure you find standing there, they will lead you down and down again to the Rotting Queen, who will be happy to help you--as the butcher is happy to see the spring lamb fed.

She will assume a pleasing form.

The tome you seek? She knows where it is.
The creature you must fight? She knows its weakness.
It's all going to be fine.

Monday, January 25, 2021

Unseelie Fae Race, for Old School D&D

Dad, where do new character races come from?

Well, sometimes a gamemaster gets a text from a goth girl who is also a game master...











UNSEELIE FAE

character race (part fae / part tiefling)


Fly: 30’/round (half of human ground speed)

Infravision: 60 feet

+1 Dex

+1 Cha

Pick size: 6 inches, Halfling size, Normal

Pick one (pointy ears are free): Horns, antennae, hoofs, double-length fingers with extra joint, thorns all over body, devil tail, active webs all over body or just in hair, fires burning in pupils



-2 Con

-1 Str

Roll hit points twice and pick the lowest at every level

Double damage from iron weapons (most weapons are steel, iron weapons are primitve) d4 damage from just touching iron

Ordinary people will not talk to you—peasants, most commoners, etc are terrified of faeries


Spells /bonus spells (Pick two)

(use each once per day--twice per day or pick a third at 5th level, three times or pick a fourth at 10th, at-will or pick a 5th at 15th level)


Darkness

Detect Magic 

Charm

Shrink (opposite of Enlarge)

Sleep


Unseelie Fae owe allegiance to Queen Nyctalis of Broceliande. She may call upon them for a service.




Monday, July 23, 2018

A Bad Baby


Several of the Demon City stretch goals have been unlocked, including a whole handful of horrible Filipino monsters from new OSR hotness Mabel Harper, here's one hot off the press, not yet edited or illustrated:

There are quiet parts of a city, far from the commercial zoning, expensive shops, and tourist traps, where the sounds of construction and honking cars and spitting, sneering people are distant echoes--those neighborhoods with abandoned pharmacies, rundown churches on every corner, and colorful graffiti decorating condemned architecture. Sometimes in these places, a baby cries in a dark alleyway. The cries naturally beckon gentle souls to the source; when they arrive, they find a child, small and terrified and alone.

The infant often looks a lot like the person who comes to the rescue. Same skin color and color of the eyes. Sometimes even facial features. The familiarity breeds further goodwill. It’s by design.

When the Good Samaritan picks up the child, the illusion dissipates. The child--no, no, the thing--transforms. The metamorphosis is sickening: bones lengthen and pop into place, flesh grows taut over a bestial visage, and pale, bloodstained fur sprouts over the soft baby skin. The resulting monster is much larger than the victim, and it will devour them.

This is the Tiyanak, a corrupted dead infant who seeks to destroy the good and caring people in this world. Despite what some say, abortions do not give rise to the Tiyanak; rather, its fate is woven by cruelty and carelessness, especially of the ones who should have shown the child care. The infant died young and violently, without a name or a proper burial. Feeling embittered at their fate, without an identity to anchor them, their ghost is reborn as a monstrous spirit to enact petty, violent vengeance against those who would show them kindness. Transference at its bloodiest.

There is only one thing that can end the Tiyanak’s reign of terror: the original infant corpse must be located, correctly identified and named by the closest living relative, and finally given a burial. Only then will the restless, vengeful spirit transform back into a mournful little ghost and continue on its way to peaceful oblivion.

Design Notes:

An adventure featuring a Tiyanak is about identification. During the PCs’ investigation, the story of its violent past must be discovered, and either the original perpetrator of the abuse that killed it or a relative of theirs must be tracked down and forced to confront the truth of their transgression. Given that humans are not often willing to confront their own wrongs (the power of denial is strong), this usually isn’t as easy as just tracking down whoever can put the baby to rest. The PCs must also convince them that it’s their responsibility to do penance. This will be difficult, especially if the parent directly responsible for the infant’s death is still alive and is therefore the only person able to stop the Tiyanak.

Calm: 3
Agility: 5
Toughness: 8
Perception: 4
Appeal: 4
Cash: 0
Knowledge: 0

Calm Check: 8
Cards: The Fool, Ten of Cups

Special abilities:

Devouring Maw: In its true form, the Tiyanak’s maw is filled with hundreds of razor-sharp teeth and can open wide enough to swallow most humans. A successful attack inflicts standard damage and grapples the target. A creature of any size may be eventually swallowed this way.
Infant Cry: When in infant form, the Tiyanak’s cry beckons kind-hearted souls to it. NPCs cannot resist, but PCs aware of the vengeance spirit’s ways may resist by making a Calm check against an intensity equal to the Tiyanak’s Appeal.

Invulnerability: The Tiyanak can be harmed by ordinary weapons, but it cannot be slain by them. If defeated, it will simply dematerialize until the next night, when it will return in perfect health.

Manifestation: The Tiyanak appears near potential victims after the sun goes down, often in lonely alleyways, but really in any place in the dark far away from crowds and a lot of noise. After manifesting, it must move normally and will disappear before sunrise.

Shapeshift: The Tiyanak may take the form of an infant no older than twelve months old. The infant’s appearance may reflect similarities such as skin, hair, eye color, or even facial structure to the approaching victim. The Tiyanak may also take the form of a black bird. It may use this ability to flee or locate potential victims.

Weaknesses:

The holy symbols of any faith cause the Tiyanak to make a Calm check or flee until said symbols are out of sight. The intensity of the Calm check is equal to the degree of fervor of whoever is wielding it (1-9). In the case of an incidentally encountered symbol (a glimpsed church steeple, for instance), the intensity is 2.

Touching a holy symbol, including holy water, does damage to the Tiyanak as an ordinary physical attack.
If one wears their clothes inside out, the Tiyanak’s cursed infant cry will not attract them.

After the Tiyanak is given a name, but before its original corpse is buried (and therefore laid to rest), the Tiyanak becomes frightened when its true name is used. The monster must make a successful Calm check against the speaker’s Calm each round, or flee.
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You might wanna get in on the Demon City Kickstarter before it ends.


Wednesday, April 11, 2018

Hungry Ghosts + Frostbitten & Mutilated Unboxing

click to enlarge

Some hungry ghosts are pathetic, some are scornful, all feel they are owed something—by their living descendants or by others who failed to acknowledge them properly in life.

Hungry Ghosts are ugly fiends and come creeping on their bellies, smiling, eating junk food and trash. They want to make the living join them in hell by committing suicide, and so do awful things. They will molest anyone until they cry.

Hell makes them so bad they can never be satisfied. They can be exorcised through complex chants in a chalked circle while burning special contracts that send them back to their homes.

Demon City Stats

Typical Hungry Ghost

Calm: 0
Agility: 2
Toughness: 4 (can only be hurt by cold things)
Perception: 2
Appeal: 0
Cash: 0
Knowledge: 1

Calm Check: 7
Cards: King/Queen of Cups (10)

Special abilities:

Ectoplasmic form: Hungry ghosts can touch their victims but neither their victims nor any other natural physical force can touch them. The only exception is ice and things chilled below freezing.

Climbing: All hungry ghosts can move across walls and ceilings at normal speed.

Infinite mutilation: If a hungry ghost slices or bites off a part of a creature, the victim will never bleed out—simply remain alive and maimed at 0 Toughness.

Devouring: A hungry ghost can chew through any substance as if it were meat.

Mutant physiognomy: Hungry ghosts come in many shapes—spheres with bloated faces, serpent-centaurs, bizarre concatenations of limbs and heads, massive eyes for heads on distended necks with teeth down either side. If a ghost has a strange shape, it may add some minor extra ability. They are never flying creatures, however.


Weaknesses:

Ice and things chilled below freezing can hurt a hungry ghost as can sorcery.

Hungry ghosts cannot kill a living being, only torment it until it wants to kill itself.

Hungry ghosts are greedy but cannot tell the difference between real and fake food or money.

Hungry ghosts are also confused by patterns, and patterned wallpaper or carpets will disorient them.
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And now, a word from our sponsor:

The hardcopies of Frostbitten & Mutilated are showing up. They look so much better than I expected, like slim black bibles...








 Below are some photos from fans--thanks for putting them up...





If you have one, there's still time to enter the Bad Take Contest if you want.

If you don't, get on it before they are gone.


Wednesday, March 28, 2018

You're gonna wanna get those floorboards looked at




HAUNT (Ghost)

A haunt is a ghost that possesses an entire building as if it were a body, and it has no separate form. Its power is proportional to the number who have perished, terrified, within its walls. It seeks to expand these powers. That is: it terrorizes for the sake of increasing its ability to terrorize for the sake of terrorizing. It is in that way very human. 

Exorcisms performed on haunts require an understanding of the nature of the violence which began the cycle. The haunt’s soul will be housed on the premises in some innocuous and fragile thing present during the originating trauma (a jewelry box, a portrait, a housefly), and this must be destroyed in order to exorcise the house. If the building is destroyed without exorcism, whatever else is on the land will be similarly haunted.

Design Notes:

The basic adventure design for a haunt isn’t too complicated—the party is sent to investigate the building and it can “win” by research into its origins leading to the haunt’s soul, by crawling randomly around the premises until they stumble on it and items relating its significance, or by merely escaping and giving up after a session or two’s worth of amusing abuse.
However, in fine detail it requires some preparation—the Host should either mentally picture a large building they know well enough to describe room-by-room or prepare a map. In both cases, you’ll need to devise traps and effects that could happen in each room—the more variety the better.
Also—Hosts wishing to devise a HAL-like technological artificial intelligence that controls a building or starship should note that such a creature could work, mechanically, very similarly to a haunt—with the (hidden or difficult-to-access) central processing unit taking the place of the soul.

Demon City stats:

Calm: 0
Agility: 4 (represents the agility of creatures inside and the ghost’s ability to act before its victims)
Toughness: n/a (the building material is ordinary, but only destroying it will not destroy the ghost)
Perception: Within the building—n/a, they perceive everything. Outside it they perceive nothing.
Appeal: 0
Cash: 0
Knowledge: 4

Calm Check: 7
Cards: The Tower (16)

Special Abilities:

Disembodied: The haunt itself cannot be harmed except by an exorcism and destruction of the small vessel where its soul is.

Manipulate Architecture: The ghost can control its building in various ways. The object of these manipulation is always to extract as much fear out of its victim before killing it—
-Open or close any door
-Lock or unlock any door
-See and hear everything in the building
-Sense the fears of anyone in the building
-Add a repeating room behind a closed set of doors
-Create disturbing audible and visual illusions (usually requiring a Calm Check on the victim’s part)
-Double or halve any dimensions of a room
-Telekinetically move any object that is “native” to the house (striking with an Intensity of 4)
-Animate any dead in the house as a Drone (see Revenant/Drone)
-Turn patterned surfaces into 100’ deep pools
The ghost may only enact one of these changes per round. The ghost cannot prevent keys from opening locked doors—though it may close and lock them in the next round. 

Weaknesses:
The ghost can sense nothing outside its building.

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Tuesday, February 27, 2018

If I Have To Paint One More Goddamn Gecko...

Two more horrors for Demon City.
Click to suffer along with me
SWARMS


A swarm is any group of rat-sized or smaller animals that attacks en masse, usually due to some paranormal agency. The statistics indicate how the group fights as a whole before being dispersed, not the qualities that determine the life or death of an individual creature within the swarm.

Design Notes:

Swarms rely heavily on the descriptive powers of the Host. It’s easy to say “thousands of locusts”, it’s much harder to picture the living layered carpets of carapace and jeweled faces and noises, seeking your eyes and ears and the spaces between clothing and flesh. Every time the party attacks or even moves through the swarm the Host should try to keep the images, sounds, feelings and smells of moving through mounds of animals alive in their heads. As Stalin allegedly said “Sometimes quantity has a quality all its own”.


Typical Swarm

Calm: 1
Agility: 6
Toughness: 4
Perception: 6
Appeal: 0
Cash: 0
Knowledge: 0

Calm Check: 4
Cards: None (Though they often operate under the cards of a creator/controller)




Special abilities:

Mass attack: A typical swarm can attack up to 3 targets at once.

(possibly) Flying: If it’s birds, flies, etc
(possibly) Aquatic: Piranha, jellyfish etc (Toughness 5)
(possibly) Climbing: If it’s spiders, roaches, etc
(possibly) Venomous: If it includes scorpions, vipers, jellyfish etc—a successful attack forces the victim to make a Toughness check, see individual animal for effects.
(possibly) Repulsive But Harmless: Some swarms (like most insect swarms) can inflict no real damage but are just intensely disturbing. These force a Calm check each round.
(possibly) Diseased: If it’s rats, mice, sparrows—in addition to normal damage, a successful attack forces the victim to make a Toughness check or else contract a disease—treat as a 3 Intensity Poison.



SWARM GOLEM

Swarm golems are human-shaped creatures which dissolve into swarms on contact with anyone investigating closely. They are created by demons or through necromancy and are employed as spies, they have no ability to think independently and can only record what they see and repeat it in strange voices back to their masters.

Design Notes:

The swarm golem should be good for a disturbing moment, especially if you can find a suitably unlikely NPC—“The waitresses’ cheek caves in, warping into an avalanche of maggots, they hit the floor tik-tik-tiktik”. Its not meant to sustain a whole adventure on its own, but one good shock is sometimes all you need to carry off the tension in the rest of the adventure.

Typical Swarm Golem

Calm: 1
Agility: 6
Toughness: 4
Perception: 6
Appeal: 0
Cash: 0
Knowledge: 1

Calm Check: 7
Cards:  None (Though they often operate under the cards of a creator/controller)

Special abilities:

Once the creature dissolves it is identical to a swarm (see above):
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Friday, February 23, 2018

Those Who Bring Piercing Weapons

First: Some bad news--Stacy from Contessa has cancer.
Better news--for 6 more day, you can help. Here.


Now here's a monster from Demon City...
click to enlarge

DEMONS OF THE SEVENTH ORDER—Those Who Bring Piercing Weapons

Those Who Bring Piercing Weapons, The Ravens of Dispersion, The Bringers of Murder, The Seven Catastrophes lie in wait in high places. When called, they come seeking—gathering in the periphery of the life of a luckless victim, their curse is to slay those with whom that pinion soul has had some one chosen contact. They may be summoned to slay all with whom the victim speaks, all with whom the victim lies, all with whom the victim engages in commerce, any who (as in the case of Cain) harm the victim, etc—the necromancer or curse which summons them decides the nature of the forbidden act to be punished.

The summoning takes one week, and requires the Necromancer (a seventh son of a seventh son or a promiscuous woman who has witnessed a crime) devote a day to lust, a day to wrath, a day to envy, a day to pride, a day to gluttony, a day to greed, and the final day to sloth, playing each day a single pure note from the diatonic musical scale while passing through seven gates.

The names of these crow-headed beings have seven syllables, like Swallowtail Catastrophe, or seven letters, like Umbilic or Abaddon.

Calm: 7
Agility: 7
Toughness: 7
Perception: 7
Appeal: 0
Cash: 0
Knowledge: 7

Calm Check: 7
Cards: Knight of Swords (10), Chariot (7)

Special abilities:

Demonic: Demons don’t need to breathe or digest, don’t age, and are immune to poison, etc. and cannot be mentally controlled with psionic abilities. Animals will avoid demons in any form. Technological contrivances like firearms and explosives can hurt but never kill The Ravens, except for those noted below.

Sixth Sense: All demons are supersensitive to danger, hostile emotions and signs of past trauma or the supernatural.

Immunity: The Catastrophes can only be physically hurt by magic, by their own weapons (any of them), or by weapons derived from nitrogen (such as nitroglycerin or liquid nitrogen).

Flight: These demons can fly as crows or ravens.

Seven Weapons: The Ravens of Dispersion forge and wield weapons of seven metals: one carries arms of gold, one silver, one copper, one iron, one tin, one mercury and one lead. They are often thrown and cause standard damage. The lead weapon causes the victim to save or lose a point of Knowledge over 7 days.  The mercury weapon is a kind of liquid web which coats the demon’s beak and claws and causes the victim to check Toughness vs and Intensity of 7 or lose 1 Knowledge and 1 Calm.

Weaknesses:

The holy symbols of any faith causes a demon to make a Calm check or flee until they are out of sight. The intensity of the calm check is equal to the degree of fervor of whoever is wielding it (1-9). In the case of an incidentally encountered symbol (a glimpsed church steeple, for instance) the intensity is 2.

Touching a holy symbol, including holy water, does damage to a demon as an ordinary physical attack.

Speaking the true name of demon causes it great pain, and the creature must make a Calm Check against the speaker’s Calm each round to avoid obeying the attacker.

Can only be physically hurt by magic, by their own weapons (any of them), or by weapons derived from nitrogen (such as nitroglycerin or liquid nitrogen).


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Thursday, February 22, 2018

Horror Vacui (guest-starring Scrap Princess)

Scrap Princess wrote this monster and these tables for Demon City.
painting by me

In the vast darkness of human pre-history , we were hunted.  All those panicked times leading up to now, like a stark concrete peak,rising out of the food-chained ocean.
Now lions, tigers, wolves, these barely exist outside cages. 
We have plenty left to fear though: War. Strangers. Violence. Inadequacies. Inevitabilities.

And yet, it's not enough.
Our minds began back then, as minds of prey.
We have the dreams of prey still, dreams of struggling to run.
 All our phantom-pain calls out, and Horror Vacui are what answer.

A chimeric, catacryptic , ectopredator.

They aren't real though.
Not yet.
They will build themselves up from glances and impressions. Ancestral memories and might-of-beens  .
Then when they are real enough to kill, they do so. 

Its first attack is always followed by a glimpse (Row 2-3), a sighting (Row 4). Then when the attack happens, the last of its details are confirmed (Row 4).

So as Host, don’t treat the Horror Vacui as physically existing until the first attack. After then treat it like a real animal, with unpredictable intelligence, and uncanny speed and stealth, and one “impossible” ability (Row 6).

Its physical capacities are equivalent to a methed up bear. The mental capacity, less consistent.  Mostly a beast, with jags of insight and cruel cunning.

The people attacked might not be the same people who first sighted it. There is a criteria to the selection:

- To be in particular location. Sometimes this one defined by a homogeneity continuity (e.g "woods but not the suburb beside it, "industrial district until it becomes housing", "a desert area in a national park, but the rivers or copse there"), for others it can be heterogenic but geographically defined ("the area contained by state highways 1 and 2 and Packers pass, nicknamed the Corpse Triangle”).

-To be a heightened or focused emotional state. This can be bliss, dread, terror, despair, jubilation, anger, euphoria , ennui etc.

-A seemingly arbitrary criteria (see Row 1) actually informed by some weird quirk of the Horror.

If there's multiple possible prey, the following preferences will determine who sees and/or attacked:

-Isolated, or in a group of 2-3
-Lost or disorientated
-In poor lighting or bad visibility (mist, dust-storm) 

The Horror Vacui will continue this pattern until it’s killed (only possible after it has attacked at least once) or its appearance and attacks are established and known to at least 150 people. At that point it will no longer appear in the terrain, though there's a 2 in 10 chance that this particular Horror Vacui (with that appearance and power) will reappear somewhere else (drop a knife on a map).

However, 3 entirely new Horror Vacui will form somewhere else in the world. Prophetic dreams will be had by those who encountered it (See Row 8.)

If it’s killed, its body will break down rapidly into mundane and conceivable but unlikely things; a mangy bear with barbed wire grown into its snout, a deer with an unprecedentedly large facial teratoma, a wolf carcass surrounded by old farm tools.

It is possible to save and preserve notable and significant parts of Horror Vacui without them degrading into mundanity, but only if they are quickly hidden and protected by occult means. The “occult means” can be those extrapolated from religious or cultural practices, or from an idiosyncratic belief system if it's followed with enough intensity.

Any documentation of it or samples taken will always be vague , damaged or inconclusive. 

Design Notes: (by Zak)

Aside from the adventures design implied in the tables to describe it, the best way to get mileage out of a Vacui is to have players or NPCs who recognize the traces as things left by an actual creature that can be understood (somewhat) ecologically. It has behaviors and tendencies, and can be found using them. What none of the rows on the table tell you is where the thing lairs—that juicy detail is left to the Host—perhaps based on the information the other tables provide. The first row should give the Host a lot of information about how to begin setting up the adventure, what the party hears about first, etc.

Calm: 0
Agility: 5
Toughness: 8
Perception: 6
Appeal: 0

Calm Check: 8
Cards: Wheel of Fortune (10), Strength (8)

Special Abilities:

Bite or “hug” inflicts damage and grapples simultaneously.

Row 1: Connections between all the victims/witnesses:

1 In process of learning and practicing something new to them. (Uncertain, distracted movements. Like a foal trying to walk. It will avoid confidence, certainty or familiarity) 

2 Smelling like several people, either due to close physical contact with others (fucking, prolonged fight, contact sport), wearing someone else's clothing/clothes, using someone else's old towel. (From its far-outside-perceptive, smelling like more than 1 person made the victims seemed like “larger” people, and more significant as prey. It’s trying to maximize the result of a hunt.)

3 Strongly allergic to something (bees , cats, gluten etc) (Its presence triggers mild allergy attacks. This attacks are always accompanied by unusually sweating and smell. The Horror can follow this smell through closed and sealed doors.)

4 Significant body part replaced (artificial leg, glass eye, false teeth, organ receiver) (It’s drawn to the mix of flesh and other. Either as an echo of nutrition seeking or weakness. Or people like this seem to occupy more liminal states and appear more vivid to the Horror )

5 Recently travelled overseas. (The different “smell signature” makes the victims stand out to the Horror. The less someone smells like their environment, the more they stand out to the Vacui.)

6 Recent contact with or often exposed to pungent/fragrant chemicals. (This Horror Vacui is too cautious. It will only approach when comforted and slightly drugged by chemical reek.)

7 All wearing a recently dry cleaned item of clothing. (Some chemical in this process causes the clothing to luminize under u.v in a particular tantalizing way. To a lesser degree, anything that glows under U.V, attracts the Horror Vacui )

8 All the victims were well off, but more specifically had large properties. (The Vacui will actually be concealed on their property for a number of days before attacking them elsewhere)

9 Cat owners and/or people with cactus gardens (The Vacui needs to eat something gravel like to grind up the body inside it. It will swallow large amounts of washed gravel or cat litter after consuming someone.)

10 Motorcyclists and a pizza franchise mascot (Actually anyone with their face full obscured. The less it can see of a face the more sure it feels of an attack.)

 
Rows 2 and 3 Glimpse —“Looked like a..
but…”

1-A hunched man, knuckle walker though, an ape? 
1-But too big

2-Stilted walking, head snapping around, a crane? Stork? How big do they get?
2-But jaw was weird, hooked. Too muscular

3-Muscular slunking, a big cat, a jaguar?
3-But a few too many legs, never can count them,  twisting movement 

4-A mass until it stood up like man, a bear?
4-But seemingly no head

5-Even though I was looking right at it, didn’t realize it was there till it moved..a deer..
5-But snout too long, didn’t look it would eat plants with that jaw

6-I haven’t seen that dog before.. 
6-But eyes glowing

7-Seen the bushes shake first, then it slips out in view, eels travel overland, but too big, too cold for pythons right?
7-Hurts to look at, like someone pushing on your eyeball

8-Belly dragging; crocodile, lizard, salamander?
8-Things sticking out of , like a spears or arrows

9-Long necked..like a giraffe did have it have a snake tail? Plodded
9-Musculature swelled and rippled like film blistering in a fire

10-Some kind of shelled, many legged , clicking thing, beetle or scorpion?
10-Moved like it barely touched the ground



Row 4 Sighting “The thing about it that stayed with me..”

1 Limbs narrow to points or hooks

2 Deep bassy breath or bone humming whine.

3 Alternates between bipedal and polypedal movements and/or hops, jumps

4 Smoke or steam begins to rise off it.

5 Is it .. imitating you ?

6 Glistening, wet

7 Weird bursts of speed like speed up footage or being pulled suddenly by string

8 Pressure drop, eyes pop, became hard to breath 

9 Teeth jutting all over it

10 Mouth opened and shut like it was talking or eating the air



Row 5 Attack “Details reported before expiring”

1 Its eyes and mouth are located somewhere else on its body, what you thought was its head is a deceptive mimicry due to colouration or growths.

2 It has such kind eyes.

3 Mouth opens absurdly wide.

4 Eye watering chemical reek.

5 Hair, scales or feathers short and hard like wire, independently undulating like seeking leeches.

6 Asymmetrical; placement and size of its body parts doesn't mirror bilaterally.

7 Human teeth, various , crudely attached in mouth.

8 Obvious state of arousal. Engorged, dripping, etc.

9 Very little fat on it, “Shrink-wrapped” look. Bones look like they could rip through skin at any moment.

10 Eyes and/or nose replaced with twitching distended wart like growth.


Row 6 Impossibility

1 It’s either far away or very close, and can seemingly instantly alternate between these distances.

2 Speed matches any other being (including if travelling in vehicle) it can see, as long they can't see it.

3 Can pour itself like a liquid, but only when it’s too dark or too bright to see.

4 It can appear anywhere out of direct sight but near a previous witness/prey. Very likely to do this if no-one else matches its selection criteria.

5 It can choose to overload the senses of all but one person, everyone else being able to only have awareness of nothing but its smell/sound/ or one visual aspect.

6 Can change the weather, from clear skies to raging storm, in about 10 minutes. If weather already bad, it can make it locally extremely bad.

7 Disappears behind things too slight for its size, can compress itself down to a tenth of its size.

8 Can short out electrical devices if its near and discussed openly.

9 Can make anyone nearby unable to read or understand other visual information like maps or interfaces.

10 No sound made within 10 meters can be heard outside that 10 meters.


Row 7 Spoor/ Signs You Are Close

1 Food starts tasting metallic when it becomes aware of you.

2 Domestic animals that appear to be hit by a truck, found no-one where near roads.

3 Stolen clothing, reeking of piss.

4 Single powerpoles pushed off kilter, always about 20 degrees.

5 Vehicle dragged far off road, partially buried or up tree.

6 Teeth and skull fragments embedded in tree or other solid material.

7 Black tarry stool, in long rope like strands. Clumps of hair and teeth.

8 Depictions of human faces on signs or billboards scratched or chewed off.

9 Ripped open and partially eaten biohazard bags, sharps containers or other medical waste.

10 Animal calls, but wrong time for them (day animals at night, etc), or too loud (a cat meow but carrying for kilometres) , or unlikely for area.



Row 8 OH THE DREAMS YOU’LL HAVE

1 A family pet approaches on 2 legs, it suddenly decays and coughs forth 3 ripe maggots . You wrap them in newspaper and they emerge as butterfly. As the fly away the sky bleeds after them.

2 Everyone is reading bleeding newspapers. Someone runs down the street, a screen has bitten off most their hand, no-one reacts, they hold up the remaining 3 fingers to you and scream and scream and scream.

3 The  shitting out teeth, so much teeth.  It hurts so. You go into 3 restaurants, but they are empty, you cannot ask to use the toilet.

4 You trying to tell a story, you try 3 times, but each time every time you speak a bite is taken out of your friends face and you must spit out the meat. They don’t seem to mind.

5 Something is chasing you but you open the doors to 3 houses without going inside, to trick it. The trick works. You are no longer pursued. A radio tuned to a foreign language is heard inside the houses and it gets louder and louder and louder and lo..

6 Something has bitten off your hands, you ask for directions to a hospital, but the person asks doesn’t understand you and keeps trying to get you try and point out where you got bitten on these large maps of the world. When you look up their face is blank except for 3 stump prints

7 You are very hungry and you begin to eat this meat someone was going to cook for you raw. Then they come home and you try and hide the meat inside books. They enter the kitchen and smile at you. When they go to open the fridge the fridge gobbles them up in 3 bites. You open the fridge and the raw meat is there again. (This dream repeats 4-5 times before dreamer forces themselves awake.)

8 You are at your parents house. They are back from vacation. They can’t get the lights to work. You discover the light bulbs are full of blood. You replace one 3 times , but it fills up with blood each time. Frustrated, you set the house on fire and force your parents outside in the cold night. The dream ends with them huddled, naked and afraid while you warm yourself by the house.

9 You are being interviewed on TV! The microphone doesn’t seem to work though, then it's a sausage . The interviewed holds it out to you and you slowly and carefully take it in your mouth. When you talk with your mouth full of sausage , everyone can understand you, and is very interested and pleased, even though blood and meat are falling out of your mouth. You turn at look at the cameras. They have eyes for lens, a snake, a cat and a dog. Sudden it’s raining and you realize everyone is outside.

10 You have had brain surgery and they gave you a pig brain. It works fine but you can’t write. Someone tells you to try writing with a knife on this child. The child has hair like a sheep and is trying to squirm out of your grip  .You keep trying to reassure the child that it’s only 3 chapters, it’s only 3 chapters.


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