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They Cried Monster Printable 3-18

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Slayer. Headsman. Hunter.
Bastard. Murderer. Monster.
They Cried Monster
You have been called many thingsYour kind are found in every corner of the land yet
your numbers are so small, and dwindle with each
passing year. Despite this, your kin tend to find one
another, banding together and finding solace in the
darker corners of the world.
But with each each hunt and every life lost,
a question plagues your every thought:
"Are the monsters the one you hunt,
or perhaps the ones you serve?"
Sheet: 1 - File: merged.pdf
They Cried Monster is a monster-hunting hack
for the world’s most popular role-playing game.
Based on stories like Hellboy, The Witcher, or Mushishi, They Cried
Monster tasks a group of world-weary Hunters to track monsters, solve
mysteries, and face the ethical dilemma of protecting humanity or the
monsters they have been hired to slay. Hunters must balance social
standing with the settlements and locals, as well as being quick to action
facing down the dangerous creatures that lurk in the wilderness.
FERAL-INDIE-STUDIOS.ITCH.IO
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Qualities
They Cried Monster
Name
Nickname
Str Health
Dex
Max
Quirks/Abilities
Level
Current
Armor
Int
Cha
Sheet: 2 - File: merged.pdf
Title
Hostile/Wary/Helpful
Hamlet - Population 3d10+10, Prominent NPCs3
Name
Title
Hostile/Wary/Helpful
Village - Population 5d10+20, Prominent NPCs5
Wants
Town - Population 7d10+40, Prominent NPCs7
Name
Wants
Title
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Prominent NPCs
Wis
� � Alchemist Set
� Bear Trap
� Bottle, Glassor Metal
� Boots, Spiked
� Bucket
� Caltrops
� Chain, 10 ft
� � Chest
� Chisel
� Crowbar
� Drill
� Grappling Hook
� Hammer
� Holy Water
� Iron Tongs
� � Ladder(10 ft)
� Lockpicks
� Magnet
� Manacles
� MetalFile
� Mirror, Silver
� Nails, Iron
� Net
Name
Wants
Type
City - Population 9d10+60, Prominent NPCs9
Name
Title
Hostile/Wary/Helpful
Qualities
Wants
Con
Inventory
They Cried Monster - Settlement
Prominent
NPCs
Mood
Name
Maximum Load(CON)
Wealth
� Pick
� Pole, 10ft
� Rope,50ft
� Sack,Waterproof
Sack,
� Shovel
� Soapstone,Writing
Soapstone,
� Spyglass
� Tent
� Waterskin
Weapons
� Candle
� Lantern
� Oil, Flammable
� Tinderbox
� Torch
�__________________________
�__________________________
�__________________________
�__________________________
�__________________________
��
� �_______________________
_______________________
� �_______________________
_______________________
���
���
���
Lighting
Armor
� Shield, +1 Armor
� Helmet, +1 Armor
� Wrappings or Leather
� � Studded or Piecemeal
� � � ChainMail
� � � � Splint Mail
� � � � � Full Plate
� BrassKnuckle, Club, Knife
� � Axe, Morning Star, Spear,
Sword
� � � Claymore,Great Axe,
Halberd, War Hammer
� � Bow
� � � Crossbow
� Arrows or Bolts, 10
Miscellaneous
Silver: 100 SPper Item Slot
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Hostile/Wary/Helpful
Mood
Population
Using This Zine
Slayer. Headsman. Hunter.
Bastard. Murderer. Monster.
You have been called many thingsYour kind are found in every corner of the
land yet your numbers are so small, and
dwindle with each passing year. Despite this,
your kin tend to find one another, banding
together and finding solace in the darker corners
of the world.
But with each each hunt and every life lost, a
question plagues your every thought:
"Are the monsters the one you hunt, or
perhaps the ones you serve?"
They Cried Monster is a monsterhunting hack for the world’s most
popular role-playing game.
Based on stories like Hellboy, The
Witcher, or Mushishi, They Cried
Monster tasks a group of world-weary
Hunters to track monsters, solve
mysteries, and face the ethical dilemma
of protecting humanity or the monsters
they have been hired to slay. Hunters
must balance social standing with the
settlements and locals as well as being
quick to action and facing down the
dangerous creatures that lurk in the
wilderness.
Sheet: 1 - File: body.pdf
This Zine details how players create and
play a Hunter, rules for interacting with
settlements and locals, how a monster
hunt works, and a few sample monsters
to use.
Players and tables are free to pick
whatever rule-set they find the most
enjoyable or are most comfortable
using.
Some recommended rule-sets:
• DCC
• Knave
• Black Hack
• B/X Essentials
• D&D
• Pathfinder
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You Are a Hunter
You are a Hunter: a freelance specialist
with years of experience and training
who is paid to hunt down monsters. It is
grim, bloody work that tends to weigh
heavily on your mind. Thankfully you
are not alone, as Hunters tend to find
one another, forming close knit “packs”
that roam the lands and answer the call
for work, wherever it may take them.
Hunter Creation
Characters are created normally for
whatever system or rules the table has
agreed to use, with the following
exceptions:
Disciplines and Quirks:
Hunters come from all walks of life and
whether through formal training or
experience have picked up skills and
abilities that make them adept at their
job. Upon creation, each Hunter may
pick one ability from the list below.
Sheet: 2 - File: body.pdf
Disciplines and Quirks
1. Hunter’s Eyes - Mutation, a popular surgery among Hunters that gives the eyes a
terrifying cat-like appearance. You can see in low-light perfectly and in total darkness out
to 30 feet.
2. Gutter Rat - Informal training, Hunters who survived and grew up on the street know
how to make themselves scarce and keep to the shadows. You have advantage on rolls to
remain hidden or silent.
3. School of the Gryphon - Formal training, the last school that trained and taught some
of the greatest Hunters in history, tragically burned down by superstitious locals a decade
back. Once per day, you may call upon your training to re-roll any failed roll, taking the
higher of the two.
4. Unkillable - Quirk, covered in scars, marks, and freshly healed wounds, you have a
knack for surviving what would kill any normal person. Once per day, when you drop to
0 Hit Points you remain conscious and heal 1 Hit Point.
5. Grand-Trail Hunter - Formal training, legendary packs of venerable hunters circle the
farthest and harshest parts of the world, taking on and training apprentices in the most
inhospitable of environments. You are unaffected by anything less than extreme hot or
cold environments.
6. War Ghost - Formal training, the warring armies of the east and west become breeding
grounds for some of the most dangerous and ruthless killers, including deserters like
yourself. You have a +1 to attack with any martial weapon you wield.
7. Bertle’s Gland - Mutation, a defamed magician named Bertle is a close ally of the
Hunter network and performs a special magic-implant surgery to Hunters in exchange
for stories and exotic teas. You gain one low level spell that you can cast once per day.
8. Unbowed - Quirk, hard-labor, slavery, or some other brutal life has broken your back
more times than you can count. You gain an extra 2 inventory slots (See Hunter’s
Inventory)
9. Silver Tongue - Informal training, a little charm and wit can go a long way in your
profession, something that you have picked up and honed over the years. Once per day,
you may use your words to charm one NPC with a 4-in-6 chance of changing their
attitude from “Wary” to “Friendly”.
10.Black Blood - Mutation, a dangerous procedure performed by the remaining members
of the House of the Adder that infuses the blood with a cocktail of deadly chemicals
and oxidized silver. You blood is toxic and harmful to anything living or dead, dealing
1d3 damage on contact or 1d6 if consumed.
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Collateral Damage:
automatically suffers 1d8 damage.
This represents the deft and
unpredictable strikes a Hunter makes in
the heat of combat.
This allows for smaller encounters or mass
combat to move quicker, moving the adventure
towards the monsters as well as making them
more formidable.
Inventory:
given point during the adventure you
may draw any common item from your
inventory, record it, and fill in the
appropriate amount of slots.
Unique, silver, and magical items must
be recorded before the adventure starts
and typically have a gold cost that must
be paid.
While abstract, this allows play to move
quickly, cut down on inventory micromanagement, and allow players to react in
decisive and calculated fashion.
Hunter’s are well-versed in killing and
few people can stand toe-to-toe with
one in martial combat.
After a Hunter has completed their
attacks, each enemy creature with
HD less than the Hunter and within
reach of them or their weapon
Sheet: 3 - File: body.pdf
Each hunter can carry a number of
items equal to their Constitution
modifier (referred to as “slots”) with
some items requiring more than one
inventory slot. This represents an
abstract way of tracking the space and
weight items take up.
Additionally, as a Hunter, it is assumed
that you prepare and equip yourself
very carefully whenever embarking on
an adventure. Rather than buy and equip
items before the adventure starts, at any
� � Alchemist Set
� Bear Trap
� Bottle, Glassor Metal
� Boots, Spiked
� Bucket
� Caltrops
� Chain, 10 ft
� � Chest
� Chisel
� Crowbar
� Drill
� Grappling Hook
� Hammer
� Holy Water
� Iron Tongs
� � Ladder(10 ft)
� Lockpicks
� Magnet
� Manacles
� MetalFile
� Mirror, Silver
� Nails, Iron
� Net
Inventory
� Pick
� Pole, 10ft
� Rope,50ft
� Sack,Waterproof
Sack,
� Shovel
� Soapstone,Writing
Soapstone,
� Spyglass
� Tent
� Waterskin
Lighting
Weapons
� BrassKnuckle, Club, Knife
� � Axe, Morning Star, Spear,
Sword
� � � Claymore,Great
Great Axe,
Halberd, War Hammer
� � Bow
� � � Crossbow
� Arrows or Bolts, 10
� Candle
� Lantern
� Oil, Flammable
� Tinderbox
� Torch
Armor
� Shield, +1 Armor
� Helmet, +1 Armor
� Wrappings or Leather
� � Studded or Piecemeal
� � � ChainMail
� � � � Splint Mail
� � � � � Full Plate
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Settlements and Locals
One of the more difficult aspects of
your job is dealing with the locals. More
often than not they are distrustful and
wary, only becoming helpful if you
assist them and perform favors. The real
trouble is when they become upset with
you and a perceived lack of action,
potentially becoming hostile and
outright dangerous.
Each settlement can be broken down
like so-
Type and Population:
PROMINENT NPC
Sheet: 4 - File: body.pdf
Each settlement has a population and
number of prominent NPC’s based on
size.
Hamlet - Population 3d10+10
- Prominent NPCs 3
Village - Population 5d10+20
- Prominent NPCs 5
Town - Population 7d10+40
- Prominent NPCs 7
City
- Population 9d10+60
- Prominent NPCs 9
While Hunters are free to interact with
any of the locals, the prominent NPCs
tend to hold sway over the mood of the
settlement as a whole. It is their
opinions that determine the actions of
the settlement. As well, they are the
ones who present the final payment to
the Hunters.
Prominent NPCs:
Each prominent NPC can be broken
down as such
Position: Their job or title
Descriptor: Looks and sounds.
Wants:: Something the Hunters can do.
Secret: Details the Hunters don’t know.
Attitude towards PCs:
Helpful/Wary/Hostile
All Prominent NPC’s start with an initial
attitude of “Wary”. Interacting with the
NPC’s is the main way to improve their
attitude to “Helpful”.
Discovering what they want, spending
an evening or day with them, and
generally being amicable are all ways to
change their attitude to “Helpful”.
As a GM it is important to keep track
of the attitudes of the Prominent
NPC’s since it influences whether or not
the settlement becomes hostile towards
the Hunters.
Commoner
HD 1 HP 4
Armor: Unarmored
Attack: As Weapon
Commoner Mob
HD 1/local HP 4/local
Armor: As Leather
Attack: As Weapon #/local
D10
Position
Physique
Speech
1
Artisan
Giant
Quick
2
Blacksmith
Stout
Torpid
3
Butcher
Obese
Regal
4
Clergy
Slender
Flowery
5
Cult Leader
Lanky
Blunt
6
Elder
Burly
Foul-mouthed
7
Innkeeper
Gaunt
Sparse
8 Leader (Formal) Short
Cryptic
9
Magician
Delicate
Stumbling
10
Merchant
Lithe Overly-descriptive
They are...
Altruistic
Brave
Empathetic
Kind
Courteous
Cunning
Stoic
Trustworthy
Determined
Joyful
But...
Bitter
Jaded
Arrogant
Deceitful
Greedy
Violent
Lazy
Idiotic
Cowardly
Paranoid
Recover som
Ingredient fr
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Example Community
Name: STRAUT’S WHARF
Type: Hamlet
Population: 25
Qualities: Impoverished, Sea-side, Reeks
Prominent NPCs: Elder Al-Sheef, Blacksmith Allie, Innkeeper Gormund
COMMUNITY
ELDER AL-SHEEF
Descriptor: They are
Giant and Quick. Brave
but Jaded
Wants: To know why the
monster is attacking.
Secret: Wants some of
the locals killed by the
monster.
Sheet: 5 - File: body.pdf
But...
D10
1
2
3
4
5
6
7
8
9
10
BLACKSMITH ALLIE
Descriptor: They are
Obese and Blunt.
Cunning but Cowardly.
Wants: Find their lover,
who has disappeared.
Secret: Has a secret love
child.
Wealth
Destitute
Impoverished
Troubled
Meager
Middling
Rising
Doing well
Well-off
Wealthy
Rich
Location
Sea-side
Mountainous
Quagmire
Lowlands
Tundra
Taiga
Grasslands
Foothills
Tropical
Ashlands
Wants
A trophy from the monster.
The location of the monster’s den.
To know why the monster is attacking.
Find their lover, who has disappeared.
Reclaim land lost by the monster.
Recover something taken by the monster.
Treasure hidden in monster territory.
Ingredient from the monster for potions.
Revenge for a dead family member.
Clear name from this conflict.
INNKEEPER GORMUND
Descriptor: They are
Short and Flowery.
Trustworthy but
Arrogant.
Wants: A trophy from the
monster.
Secret: Only pays half the
Hunters are owed.
Quirk
Reeks
Strange Currency
Paranoid
Dark Festival
Worships Primal Deity
Vegetarian
Terrible Mood
Behind the Times
No Alcohol
Books are Banned
Secret
Has a secret love child.
Only pays half the Hunters are owed.
Wants some of the locals killed.
Wants a scapegoat.
Enjoys the power the panic has given them.
Knows why the monster is attacking.
Spreads rumors about the Hunters
Killed someone.
Despises Hunters.
Dark and dangerous cult leanings.
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Settlement Mood
Mob Mentality
Nightly Events
Sheet: 6 - File: body.pdf
One of the important factor the hunters Each night the PC’s are in the
need to keep track of is the mood of
settlement something happens that
the settlement. If the town grows too
affects the mood of the town.
fearful or impatient the surviving
population will form a mob and attempt 2D6
Chart of Events
to kill or drive out the hunters.
No signs of the monster are
2
An angry mob will form if:
spotted.
The population is reduced to less
3 Local claims to see the monster.
than half AND a majority of the
Prominent NPC’s are Hostile to the
Tracks or signs of the monster
Hunters.
4 are spotted at the edges of the
settlement.
- OR All of the prominent NPC’s are
5 Local disappears (-1 population)
Hostile to the Hunters.
Locals grow restless and tensions
- OR rise… (add +1 to all rolls from
The population is reduced to less
6-9 here on, rolling on this again
than a quarter.
stacks)
10
Idiot mob goes out to hunt the
monster (-2d6 population)
11
Superstitious rumors (Random
NPC’s attitude is reduced by one
tier [helpful to wary, wary to
hostile])
12
Friend or family of Prominent
NPC is killed (-1 population,
Random NPC becomes Hostile)
13
Frightening stories are being
spread... (add +1 to all rolls from
here on, rolling on this again
stacks)
Monster attack in broad daylight!
(-2d6 population and random
+14 NPC’s attitude is reduced by one
tier [helpful to wary, wary to
hostile])
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How Did We Get Here?
Whenever the Hunters receive a
contract or are called upon, the situation
is usually far more complicated than the
locals let on; more often stemming from
a series of escalating conflicts between
the settlements and the monsters.
While it is the “job” of the Hunters to
kill the monster without question, they
are likely to either stumble across or
seek out the true cause of the conflict.
For inspiration and use at the table, each
monster has a flowchart for generating
the inciting incident and chain of events
that lead to the Hunters being called in.
(Remember, the Hunters initially only
know the “Situation” at the start of any
contract.)
Issue - A circumstance out of
everyone’s control.
Inciting Incident - A trigger or
conflict.
Escalation - How the conflict
was made worse.
Situation - What the Hunter’s
are hired to “fix.”
Tracking Monsters
At any point, the Hunters may attempt
to track the monster. This is done with
the following process:
1. Determine Marks
2. Roll dice and consult the tracking
chart
D20
Tracking Chart
1-5
3. Tally marks and repeat steps 1 & 2
6-10
Lost the Trail - No Marks
Encounter - Random wilderness
encounter and 1 Mark
1. Determine Marks
Marks are the point value of any given
monster and represent how difficult it is
to hunt. These are determined by the
monster’s HD (6HD = 6 Marks).
Sheet: 7 - File: body.pdf
When the total of marks are reached,
the Hunters have found the monster’s
lair and can make preparations to
ambush it.
2. Roll Dice and Consult Tracking Chart
Each day of Hunting the Hunters
collectively roll a d20 and consult the
tracking chart to see if they were
successful tracking the monster that day.
Every full day they spend in town
gathering information increases this roll
by +1.
3. Tally marks and repeat steps 1 & 2
At the end of the day, Hunters total the
amount of Marks, make camp for the
evening and repeat steps 1 & 2 the next
day.
11
12+
Ambush - The monster has caught
your scent and attacks you!
Tracks or Markings - 1 Mark
Clues
Whenever the Hunters gain a mark, they
also gain a clue as to why the monster is
attacking the settlement.
1D3
Clues
1
Sign of Issue
2
Sign of Inciting Incident
3
Sign of Escalation
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Bronzebeak Gryphon
• Armor Class: As Scale
• Hit Dice: 6-9
• Hit Points: 36-54
• Move: Standard, Fly Double Standard
• Damage: Beak 1d8 or Claws 1d6/1d6
• Gold: 400
• Rend:: If the Gryphon hits an
opponent with both Claws it deals an
additional 1d8 damage as it bites and
tears into the opponent.
• Airborne Tackle: As Attack while
airborne, the Gryphon dive-bombs an
opponent, pinning them to the
ground. Save versus hold or become
grappled and suffer 2d6 damage.
• Serrated Beak: A fully grown
Gryphon has a beak hard and sharp
enough to shear steel. Its beak attack
ignores armor class and critical hits
sever a random limb. (1-3 Arm, 4-5
Leg, 6 Head)
A massive beast with the body of a lion
and the wings and face of a fierce avian
predator. It’s wingbeats shake the tops of
trees and screech can be heard for miles.
Habits
• Mothers never willingly leave their
nests except to find food.
• Solitary and territorial
• Become hyper-aggressive during
mating season.
• Prefer game animals and livestock
Sheet: 8 - File: body.pdf
• Create nests made of debris on high,
hidden vantage points
Weaknesses
• It has hyper-sensitive sight and smell,
overwhelming either stuns it for a
round.
• High winds and bad weather make
flight difficult or impossible.
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Flowchart
D6
Issue
1
Mating Season
2
Hunting grounds are depleted
3
Migrating to new territory
4
Settlement has encroached
into territory
5
New road runs through
hunting ground
6
Gryphon is curious
D6
1
Incident
Gryphon begins stealing
livestock
2
Locals stumbled on its nest
3
Local trappers shot at the
Gryphon
Gryphon attacked a merchant
(no major injuries)
Local kid goes missing
(coincidence)
Gryphon has begun circling
the settlement
4
D6
1
2
3
4
5
6
Escalation
Locals steal the Gryphon’s
eggs
Locals kill one or all of its
offspring
Locals set fire to the
Gryphon’s territory
Gryphon kills and eats a local
Gryphon begins hunting
down and killing intruders
Locals have begun buying
crossbows
5
6
D6
1
Sheet: 9 - File: body.pdf
2
3
4
5
6
Situation
“The Gryphon is
murdering our children!”
“We can’t leave our homes
during the day!”
“The Monster has a taste
for human flesh!”
“It’s begun to prey on our
settlement!”
“We’ve been cut off from
the outside world!”
“The creature has gone mad!”
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Cindermander
• Armor Class: As Hide
• Hit Dice: 4-10
• Hit Points: 24-60
• Move: Standard
• Damage: Bite 1d8
• Gold: 200-500
• Immune to Fire
• Trample:: The Cindermander is clumsy
and erratic. Anyone caught in its path of
movement must Save versus Breath or
Hold or suffer 1d6 damage and be
knocked down.
• Gout of Cinders: As Attack, once per
day the Cindermander may belch a 30ft
by 30ft cloud of superheated ash. Save
versus Breath or suffer 3d6 fire damage.
• Burning Blood: A fully grown
Cindermander’s blood is hot enough to
burn firewood. Anyone within arms
length of who makes a successful attack
must save versus breath or suffer 1d4
fire damage and anything flammable
within the vicinity catches fire.
A giant lumbering salamander the color of
boiling tar and polished coal. Its breath smells
of brimstone and body simmers with a burning
heat.
Sheet: 10 - File: body.pdf
Habits
• Is omnivorous but prefers to consume
trees, brush, and dried wood.
• Eggs laid by them are as hot as furnaces
and tend to start bush fires.
• They prefer warm covered dens with
good ventilation.
• Not very intelligent, but clumsy and
strong.
• Will not attack unless provoked or food is
interfered with.
Weaknesses
• Stomach acts as a furnace but coal burns
too hot for them to handle, harming
them.
• Completely food motivated and
predictable.
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Flowchart
D6
1
Egg laying season.
2
Nearby forest used for
logging
3
Cindermander has grown too
large for territory.
4
Settlement constructed mostly
with wood.
5
Dry and blistering summer.
6
New Cindermander looking
for food.
D6
Sheet: 11 - File: body.pdf
Issue
Escalation
1
Locals burn down forest.
2
Loggers hire armed guards.
3
Starving Cindermander
attacks a sawmill.
4
Locals Destroy its den.
5
Wildfires break out.
6
Cindermander begins eating
wooden buildings.
D6
1
Incident
Local loggers fend
Cindermander off from its
food.
2
Nearby forest has been
depleted.
3
Cindermander clumsily
destroyed a cottage.
(no injuries).
4
Brush-fires originating from
Cindermander den.
5
Locals attack Cindermander
for eating firewood.
6
Hungry Cindermander ate a
cow.
D6
Situation
1
“It destroyed our forest!!”
2
“The monster has gone
rabid!”
3
“The beast is destroying
our homes!”
4
“Our town is burning to the
ground!”
5
“It’s taking our firewood,
we’ll freeze this winter!”
6
“A giant fire-breathing
creature is rampaging!”
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Rivengeist
Armor Class: As Leather
Hit Dice: 3-7
Hit Points: 18-42
Move: Hover Standard
Damage: Bloody claws and weapons
1d4/1d4/1d4 and Memories of Pain
• Gold: 200
• Memories of Pain: Those touched
by the Rivengeist are assaulted with its
final, painful memories. Save versus
madness or become stunned with
pain for 1 round
• Ethereal: Non-Silver or Magical
weapon attacks are at a disadvantage.
Additionally, the Rivengeist can pass
through 1 foot ((⅓ meter) of any nonsilver or magical substance.
• Shattering Scream: As Attack, The
Rivengeist lets out a ear-splitting
shriek, any non-magical or
untempered glass immediately
shatters.
A floating corpse, its body desecrated and
broken with instruments of “justice”. Its
movements are erratic and its eyes burn with a
terrifying anger.
A Rivengeist is a vengeful spirit
created when someone is wrongfully
executed or killed.
•
•
•
•
•
Habits
Sheet: 12 - File: body.pdf
• Is fueled by anger.
• Hyper-aggressive to any living mortal.
• Will systematically seek and hunt
down anyone connected to its death,
starting with the most significant
connections.
Weaknesses
• Always returns to its burial location
before sunrise.
• Can be exorcised if it’s kept from
returning to its burial site before
sunrise.
• Can be exorcised if its body is given a
proper burial and the persecutors are
brought to justice.
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Flowchart
D6
1
Settlement is incredibly
superstitious.
2
Local leader is a tyrant.
3
Famine from a bad harvest.
4
A plague has broken out.
5
Settlement prides itself on
“traditional values.”
6
Settlement has deep-seated
prejudice.
D6
1
Escalation
Locals deliver mob justice to
victim.
3
A rigged jury delivers an
execution
Leader has victim publicly
executed as an example.
4
Victim is murdered in their
own home.
5
Victim is exiled and left to die
in the cold
6
Victim is secretly imprisoned
and dies of starvation.
2
Sheet: 13 - File: body.pdf
Issue
D6
Incident
1
Superstition surrounds a
stranger.
2
Someone is accused of
witchcraft.
3
Someone kills an official in
self-defense
4
Someone accuses leader of
crimes.
5
Someone speaks out against
community.
6
A murder is pinned on
someone.
D6
1
2
Situation
“A ghost is haunting our
people!”
“A criminal has returned
from the grave!”
4
“The dead have begun to
rise!”
“The witch is here to kill us
all!”
5
“We are being wrongfully
punished by a demon!”
6
“A curse has been placed
on us!”
3
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The Blaakhart
Armor Class: As Hide
Hit Dice: 7-10
Hit Points: 42-60
Move: Standard,
Swim Double Standard
• Damage:
Trample 1d6/1d6,
or Gore 1d12
• Gold: 400-600
• Frightful Presence:
Anyone within vision,
save versus fear or
become frightened.
Critical failures cause
victims to flee.
• Gift of Rot: Any contact with the
body of the Blaakhart causes living
flesh to rot. Save versus poison or
suffer 1d6 damage and disadvantage
on strength and dexterity checks.
• Impale: As attack, if the Blaakhart
moves and successfully makes a Gore
attack, the victim is impaled and
hoisted onto its antlers. Each turn, the
victim must save versus Hold.
Success: Victim escapes.
Failure: Victim automatically suffers
1d12 damage and remains impaled.
Legs like the trunks of rotted trees, the smell
of putrefying flesh, and the body of rotting elk.
Corpses dangle from its antlers and its eyes
gaze out at the world with despair.
The Blaakhart is the dying spirit of
the surrounding wilderness.
•
•
•
•
Sheet: 14 - File: body.pdf
Habits
• Remains in territory.
• Prefers to ambush intruders.
• Hides in deep and putrid swamps.
Weaknesses
• Ritual performed on full moon can
“purify” the Blaakhart and have it
reborn.
• Silver charms fend off its Frightful
Presence.
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Flowchart
D6
1
Natural disaster destroys
ecosystem.
2
Rampant pollution from
locals.
3
Over-farming from settlement
4
Natural environment has died
off.
5
Plant-borne disease ravages
wildlife.
6
Nature revolts against
civilization.
D6
Sheet: 15 - File: body.pdf
Issue
Escalation
1
Plant die-off continues to
spread.
2
Hunting parties are being
killed off.
3
Disease runs rampant.
4
Locals begin torching
wilderness.
5
Famine has overtaken
settlement.
6
Settlement has been
quarantined.
D6
Incident
1
Disease breaks out in
settlement.
2
Local hunters spot Blaakhart.
3
Wilderness becomes
dangerous and deadly.
4
Crops and cattle begin dying
off.
5
Children disappear in the
wilderness.
6
Trapper’s body discovered
rotted and mutilated.
D6
Situation
“The monster brings a
great disaster!”
1
2
3
4
“Our dreams are plagued
by a living nightmare!”
“A demon has come to
drive us mad!”
“The apocalypse is
coming!”
5
“The winged monster is
killing us!”
6
“We have been cursed by
some cruel fate!”
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Tyrant Centipede
•
•
•
•
•
Armor Class
Class: As Leather
Hit Dice: 3-8
Hit Points: 24-64
Move: Double Standard, Climb Standard
Damage: Slap 1d8 or Headbutt 1d12,
Gum 1d4 or Throw 1d10
• Gold: 300-400
• Wail: The Tyrant wails if it hears
outsiders approaching and cannot hide,
unless they do so in a calm, comforting
manner. Targets save or fall into a rage
and attack the nearest target, friend or foe,
dealing damage as a raging Barbarian of
their level.
• Headbutt: The Tyrant throws its head
forward or back, smacking the target in
the nose or mouth, stunning the target for
one round, and immediately delivering a
Slap.
• Slap: Target saves, is knocked back 30’ on
a failure and only knocked prone on a
success.
• Gum: Tyrant Centipede grabs a target in
its massive, chubby baby hand and puts
the targets head in its mouth, they’re
blinded for one round by the excessive
slobber and then thrown into the nearest
party member.
Legend tells of a former king, cursed for his
arrogance and petulance to take the form of a giant
centipede with the head, torso and arms of a giant,
blind infant. As with any infant, the tyrant centipede
sleeps for the majority of the day and is extremely
sensitive to external stimuli.
Sheet: 16 - File: body.pdf
Habits
• Sleeps the majority of the day as infants
do.
• Is ashamed of his curse and tries to hide
himself away, is scared of things that
aren’t a threat to it.
• Prefers to live underground in dark,
twisting places - a mine for instance.
• Forages at night, prefers sweet and soft
foods such as fruits.
Weaknesses
• Shies away from light and loud noise.
Stunned by sudden loud noise.
• Easily distracted by bits and bobbles or
baby talk.
• Can be fed and then put to bed by the
exceptionally brave.
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D6
Flowchart
Issue
1
An influx of visitors in his
territory, making too much
noise, bringing too much light.
2
The Tyrant is tired, but
fighting sleep.
3
The Tyrant is hungry!
4
Tyrant is curious and trying to
play.
5
Tyrant is scared, migrating to
a new lair.
6
D6
1
2
3
Tyrant is teething!
4
5
D6
1
2
3
4
Sheet: 17 - File: body.pdf
5
6
Escalation
Locals try to scare the Tyrant
from his lair.
Locals are becoming agitated
and aggressive about the
Tyrant.
Locals set trap for the Tyrant
by trees/gardens.
Locals want to capture Tyrant
and train it.
Locals have spied the Tyrant’s
new lair and is selling the info
to Adventurers.
Locals gather with weapons
drawn to attack the Tyrant as
a group.
D6
1
sexuallytransmittedcentipedes.blogspot.com
Tyrant was glimpsed stealing
fruit from local trees and
gardens.
Tyrant tries to play with a
local child and witnesses
interpret it as a hostile act.
Tyrant was spotted traveling
to new lair.
Tyrant is in pain, has left its
lair and is attacking anyone
that gets close.
Situation
“The creature is ruining
our business!” (eventually,
it will)
2
“We have to shut it up, the
noise is too much to bear!”
3
“It’s eating us out of house
and home!” (it isn’t)
4
“We can capture it, force it
to work for us!”
5
Concept and Writing by:
Jesse Martin
6
Incident
Tyrant collapsed a tunnel on
miners/cavers/etc.
Tyrant is wailing, can be heard
outside the lair.
6
“If we’re lucky, they’ll kill
it - if we’re not, we’ll still be
rich!”
“This has gone on long
enough, we have to put it
down!”
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The Mothman
Sheet: 18 - File: body.pdf
•
•
•
•
•
•
•
Armor Class: Chainmail
Hit Dice: 5-7
Hit Points: 30-42
Move: Fly Double Standard
Damage: Claws 1d6/1d6
Gold: 500
Disorienting Aura:: Anyone with
eyesight, each turn, save versus
poison or become disoriented. Gain
disadvantage on attack and skill rolls.
• Gaze of Oblivion: As attack, one
person who makes eye contact, save
versus madness (averting eyes gives
advantage) or become overcome with
visions of death and despair. Paralysis
for 1d6 rounds and nightmares for
1d6 days.
• Harbinger of Doom: Any time The
Mothman is encountered, there is a 1in-20 chance that some terrible event
occurs, and a 1-in-100 chance that a
catastrophic event occurs.
Soundless, wings suspended and drifting in a
non-existent wind. The humanoid body is thin
and emaciated, while its face is illuminated with
two gleaming red eyes.
Habits
• Appears when disasters are imminent.
• Will not attack or physically harm
another living thing unless harmed.
• Prefers to observe and give
premonitions in the form of
nightmares.
Weaknesses
• Silver causes it great pain.
• Lead protects against its Disorienting
aura.
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Sheet: 19 - File: body.pdf
D6
Flowchart
Issue
1
A disaster is approaching.
2
A natural disaster has
occurred.
3
Superstition on the rise.
4
Recent tragedy.
5
Important building crumbling.
6
Unknown danger lurks
unseen.
D6
Escalation
1
Mothman appears in the sky.
2
Accidents continue to occur.
3
Nightmares plague everyone.
4
Architecture is failing.
5
Mothman spotted regularly at
night.
6
Locals begin growing into a
mob.
D6
Incident
1
Comet signals a dark portent.
2
Strange shape spotted in sky.
3
Children complain of
nightmares.
4
An accident kills locals.
5
Doomsayer is prophesying in
the main square.
6
Artist begins sketching
nightmare visions.
D6
Situation
1
“The monster brings a
great disaster!”
2
“Our dreams are plagued
by a living nightmare!”
3
“A demon has come to
drive us mad!”
4
“The apocalypse is
coming!”
5
“The winged monster is
killing us!”
6
“We have been cursed by
some cruel fate!”
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From the Creators:
They Cried Monster comes from two places: The first is a love for the “melancholy
anti-hero,” characters who are constantly challenged and beaten by the world
despite their best efforts to be good and serve it. The second is a deep and furious
angst at the loss of wilderness and wildlife.
The purpose of They Cried Monster was to craft something that married the two
and took a swing at breaking the “go kill the monster” adventure narrative. Instead
of making a game out of hunting monsters, I wanted to create a game out of the
moral character of the players themselves.
Do they kill they monster and make the locals happy?
Or do they find another way to end the situation?
Sheet: 20 - File: body.pdf
Music to set the mood
Hozier - In the Woods Somewhere
Shiver - Lucy Rose
Broadripple is Burning - Margot & The Nuclear So and So’s
Back Pack - AJJ
Beck + Call July Talk, Tanya Tagaq
Witcher 3 OST - Marcin Przyblowicz, Mikolai Stronski
Into the Wyrd and Wild - Section Nine
A FERAL INDIE PROJECT
FERAL-INDIE-STUDIOS.ITCH.IO
FOLLOW AND SUPPORT US ON:
ALEX COGGON
CHARLES FERGUSON-AVERY
• PATREON: patreon.com/AlexCoggon
• TWITTER: @AlexCoggonArt
• WEBSITE: www.aecoggonillustration.com
• INSTAGRAM: @charlie_fergusonavery
• TWITTER: @charliefergaves
Additional Writing by: Jesse Martin
sexuallytransmittedcentipedes.blogspot.com
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Qualities
They Cried Monster
Name
Nickname
Str Health
Dex
Max
Quirks/Abilities
Level
Current
Armor
Int
Cha
Sheet: 2 - File: merged.pdf
Title
Hostile/Wary/Helpful
Hamlet - Population 3d10+10, Prominent NPCs3
Name
Title
Hostile/Wary/Helpful
Village - Population 5d10+20, Prominent NPCs5
Wants
Town - Population 7d10+40, Prominent NPCs7
Name
Wants
Title
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Name
Wants
Wants
Title
Title
Hostile/Wary/Helpful
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Name
Wants
Title
Hostile/Wary/Helpful
Prominent NPCs
Wis
� � Alchemist Set
� Bear Trap
� Bottle, Glassor Metal
� Boots, Spiked
� Bucket
� Caltrops
� Chain, 10 ft
� � Chest
� Chisel
� Crowbar
� Drill
� Grappling Hook
� Hammer
� Holy Water
� Iron Tongs
� � Ladder(10 ft)
� Lockpicks
� Magnet
� Manacles
� MetalFile
� Mirror, Silver
� Nails, Iron
� Net
Name
Wants
Type
City - Population 9d10+60, Prominent NPCs9
Name
Title
Hostile/Wary/Helpful
Qualities
Wants
Con
Inventory
They Cried Monster - Settlement
Prominent
NPCs
Mood
Name
Maximum Load(CON)
Wealth
� Pick
� Pole, 10ft
� Rope,50ft
� Sack,Waterproof
Sack,
� Shovel
� Soapstone,Writing
Soapstone,
� Spyglass
� Tent
� Waterskin
Weapons
� Candle
� Lantern
� Oil, Flammable
� Tinderbox
� Torch
�__________________________
�__________________________
�__________________________
�__________________________
�__________________________
��
� �_______________________
_______________________
� �_______________________
_______________________
���
���
���
Lighting
Armor
� Shield, +1 Armor
� Helmet, +1 Armor
� Wrappings or Leather
� � Studded or Piecemeal
� � � ChainMail
� � � � Splint Mail
� � � � � Full Plate
� BrassKnuckle, Club, Knife
� � Axe, Morning Star, Spear,
Sword
� � � Claymore,Great Axe,
Halberd, War Hammer
� � Bow
� � � Crossbow
� Arrows or Bolts, 10
Miscellaneous
Silver: 100 SPper Item Slot
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Hostile/Wary/Helpful
Mood
Population
Slayer. Headsman. Hunter.
Bastard. Murderer. Monster.
They Cried Monster
You have been called many thingsYour kind are found in every corner of the land yet
your numbers are so small, and dwindle with each
passing year. Despite this, your kin tend to find one
another, banding together and finding solace in the
darker corners of the world.
But with each each hunt and every life lost,
a question plagues your every thought:
"Are the monsters the one you hunt,
or perhaps the ones you serve?"
Sheet: 1 - File: merged.pdf
They Cried Monster is a monster-hunting hack
for the world’s most popular role-playing game.
Based on stories like Hellboy, The Witcher, or Mushishi, They Cried
Monster tasks a group of world-weary Hunters to track monsters, solve
mysteries, and face the ethical dilemma of protecting humanity or the
monsters they have been hired to slay. Hunters must balance social
standing with the settlements and locals, as well as being quick to action
facing down the dangerous creatures that lurk in the wilderness.
FERAL-INDIE-STUDIOS.ITCH.IO
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