Best Left Buried - Hunter's Guide To Monsters
Best Left Buried - Hunter's Guide To Monsters
Best Left Buried - Hunter's Guide To Monsters
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Thanks to: Luke Gearing, Ben Milton, Alex Hill, Ben Warren,
James Lader, Harrison Swift, Sam Sleney, Abigail LaLonde,
Josh Davenport, Perrtu Vedenoja, Luka Rejec,
Michael Lombardi, Connagh Doohan, Huw Williams,
Michael Bacon
The Hunter’s Guide to
A Menagerie of Moods 68
Adaptation Library 78
Beasts of the Crypt 88
Misshapen Magic 114
Monster Crafting 122
5
Creating and Running
The Purpose
Monsters in Best Left Buried exist for a reason—either for the
gameplay, a result of the Doomsayer's rationale, or for the
narrative, a result of the game world's canon. The best
monsters combine these two approaches organically.
Imagining Monsters
One of the most effort-efficient methods of Crypt stocking is modifying monsters
you know. vFind unexplored angles, by asking yourself how can you make it fresh
and unexpected. If you know everything about a monster, it is not as threatening.
“Gotcha” situations are rarely a win for players. Guessing part of the mystery is
skilled play, and should be rewarded! So while the Doomsayer can create these
moments at will, an antagonistic gameplay experience is not encouraged.
Consider
From a gameplay perspective: From a narrative perspective:
• What fear or horror do you want this • What is the Crypt’s apex predator?
monster to explore? How does it maintain dominance?
• What kind of challenge does • What new arrivals infest the Crypt?
it present? How have they altered its balance?
7
Imagining Monsters
The Visuals
Find ways to cosmetically demonstrate a monster's theme.
Visuals are a reflection of character and capabilities, not
simply set dressing. These clues reward intelligent play. If a
monster drips acid players might realise it can damage
equipment (Acidic Adaptation). A monster wearing a necklace
of severed heads, clearly doesn’t value mercy.
The Actions
Consider which actions will narratively and mechanically
reinforce the monster's theme.
10
Using Monsters
Tools for Running the
Monster Consistently
Omens
These are signs and traces the monster leaves around and
within the Crypt—its lasting environmental impact granting it
a sense of place.
Moods
These are a generalised expression of what the monster is
feeling or doing.
Adaptations
These mechanically express a monster’s narrative
capabilities—not simply combat abilities but tools used to
survive and thrive.
1/2. has symbiotic creatures living on 3/2. must observe some curious and
it that aids it in battle ineffable ritual
2/2. has a prominent facial feature 4/4. always initiates battle in the same
made of an unusual substance manner
2/3. apparent blend of two distinct 4/5. deliberately leaves signs of its
creatures passage
2/4. produces its voice in a very 4/6. announces its presence well in
unusual way (such as bodily advance
vents)
5/1. was once a person, twisted by
2/5. moves as if suspended in water magic into their current form
rather than air
5/2. was born from some awful sin
2/6. makes the air feel extremely thick locals perpetrated
and heavy
5/3. is from beyond the stars and the
world as we understand it
12
Spicing Up Monsters
The Monster Cont...
5/4. is the creation of an alchemist
who meddled with energies
beyond their control
Monsters
In the Crypt, there are some types of foe that appear again and
again. If poorly managed, these classic enemies can become
tiring, risking becoming a horde of expendable enemies or
cookie cutter stereotypes. The tools in this chapter provide
some random tables and fresh stat blocks to present
interesting and varied versions of these timeless adversaries.
Brigands, Fighters, and Thieves
16
Brigands
1D12 Brigand
Band Names
1. Scourge of Elkenwode
2. Keene Reavers
3. The Gelde’n Bastards
4. Calmyn Knaves
5. Abbey of the Heathen
6. The Flagellators
7. Mistweaver’s Phantoms
8. Skyclaimer’s Spooks
9. The Knife Disciples
10. The Pauper’s Pickers
11. The Taker’s Men
12. The Butcher’s Band
3. Foecleaver 4. Duelist
Armour 9 | Vigour 9 | Grip 3 Armour 8 | Vigour 30 | Grip 3
BRAWN 1 | WIT 1 | WILL 0 BRAWN 0 | WIT 1 | WILL 2
5. Phalanx 6. Grandmaster
Armour 10 | Vigour 12 | Grip 3 Armour 9 | Vigour 15 | Grip 6
BRAWN 2 | WIT 0 | WILL 0 BRAWN 2 | WIT 1 | WILL 1
18
Brigands
1D6 Specialist Troops
1. Cutpurse 2. Assassin
Armour 8 | Vigour 6 | Grip 2 Armour 8 | Vigour 9 | Grip 2
BRAWN 0 | WIT 1 | WILL 0 BRAWN 0 | WIT 2 | WILL 1
3. Berserker 4. Alchemist
Armour 8 | Vigour 12 | Grip 3 Armour 7 | Vigour 8 | Grip 5
BRAWN 2 | WIT 0 | WILL 1 BRAWN -1 | WIT 1 | WILL 0
19
Cultists Wizards, Priests, Acolytes
1D6 Cultists
1. Acolyte 2. Zealot
Armour 7 | Vigour 6 | Grip 2 Armour 8 | Vigour 9 | Grip 4
BRAWN 0 | WIT 0 | WILL 1 BRAWN 0 | WIT 1 | WILL 1
3. Corpsemonger 4. Dreadblade
Armour 8 | Vigour 9 | Grip 4 Armour 9 | Vigour 12 | Grip 2
BRAWN 0 | WIT 1 | WILL 2 BRAWN 2 | WIT 0 | WILL 1
The Trap: The Cult can find things that assuage the hunger.
They are the only ones capable of helping or understanding
22
Cultists
2. Ardents
of the Brimstone Circles
23
Cultists
3. Cultivators
of Decay
The Sting: The more Guests you bring in, the less and
less your will matters in Consensus. The more alive you
remain, the less agency you retain.
4. Apostles
of the New Flesh
Their senses were wider than the sky. Their experiences Powers
deepened, beyond what even they could plumb. Their 1. Delicious
flesh twisted, into shapes undreamt by nature. Suffering
2. Bloodscent
Perhaps, in their heart of hearts, they fear what they are
3. Wound-Knitting
becoming, the extremity they witnessed, but how can
4. Gelatinous Grip
they cope without their New Flesh?
5. Bloodthirsty
6. Amorphous
The Hook: The cult is privy to all manner of greater
and deeper extravagances.
25
Cultists
5. Seekers
of Life-Eternal
In the end, all withers and dies, such is the cruel law of
Entropy. The Seekers recoil from flesh’s inevitable
failings and strive to transcend their frail forms
subverting death’s cosmic laws.
26
Cultists
6. Scholars
of the Demon-Sultan
27
Goblins
Mood: Hunter-Gatherer
The world is unkind to Goblins. Born
1D6 Gadgets
1. Glass Wire: Applied to a Restrained
when a halfling succumbs to base
target as an action. When moving a
instincts to endlessly feed after being
Zone or taking an action, the target
left after an uncaring world left them
loses 1 Vigour. Removing the wire
only the merest scraps.
takes an action and costs 1 Vigour.
Wretched as they are, they make the
2. Muck Pockets: As an action, can dip
most of it, which is quite a lot with a
their weapon in the muck granting
Goblin’s ingenuity...
their Attacks the Venomous
Adaptation.
28
Goblins
1D6 Majicks
The spells bestow the adaptation in
parenthesis or, if cast in a month-long
ritual, inflict the listed localized effect.
29
Goblins
1D6 Goblins
1. Anklebiter 2. Roach-Knight
Armour 7 | Vigour 4 | Grip 2 Armour 8 | Vigour 9 | Grip 4
BRAWN 0 | WIT 1 | WILL -1 BRAWN 1 | WIT 1 | WILL -1
3. Majishuns 4. Junk-Miser
Armour 7 | Vigour 9 | Grip 6 Armour 8 | Vigour 12 | Grip 2
BRAWN 0 | WIT 1 | WILL 2 BRAWN 0 | WIT 2 | WILL -1
2 from the Goblin Majiks Table 2 from the Goblin Gadgets Table
Their spelling may not be ideal, nor Ingenious among their fellows, these
their sigils expertly crafted, nor their goblins cobble together mechanisms
book binding even approaching and machines unfettered by the
acceptable—but their power is unreasonable claims of physics, logic
undeniable. Even more so than other and common decency.
wizards, their magic seeps into the
land, and spreading..
30
Goblins
5. Fight-King! 6. Hybrid
Armour 8 | Vigour 15 | Grip 5 Armour 8 | Vigour 12 | Grip 3
BRAWN 0 | WIT 2 | WILL -1 BRAWN 0 | WIT 2 | WILL -1
Basic Armour | Light Weapon 1 set from the Goblin Hybrids Table
32
Great Beasts
1D12 Rumours
It is up to the Doomsayer whether any rolled rumours are
actually true.
2. Ruined farmsteads, blackened and 8. The Beast has attacked at the same
burned, torn to pieces. time of day for a couple of weeks.
4. An earthquake announced the 10. The Beast’s teeth are gold and its
Beast’s arrival. nails are silver!
5. A half-dozen soldiers sent to 11. The Beast ate a demon, who now
dispatch the Beast were made into a dwells in its stomach causing
grisly display. its wrath!
6. A local temple declares the Beast to 12. The Beast was kept in secret by a
be a punishment for mankind’s sins! village child while growing to its
current size.
33
Great Beasts
1D6 Beasts
1. Basilisk 2. Troll
Armour 8 | Vigour 24 | Grip 4 Armour 8 | Vigour 20 | Grip 4
BRAWN 2 | WIT 0 | WILL -1 BRAWN 2 | WIT 0 | WILL 0
3. Giant 4. Chimera
Armour 7 | Vigour 36 | Grip 3 Armour 7 | Vigour 12 | Grip 4
BRAWN 4 | WIT 0 | WILL 0 BRAWN 2 | WIT 0 | WILL 0
5. Phoenix 6. Drake
Armour 8 | Vigour 12 | Grip 6 Armour 9 | Vigour 36 | Grip 12
BRAWN 0 | WIT 2 | WILL 0 BRAWN 3 | WIT 1 | WILL 2
34
Great Beasts
1D66 Aspects
Reroll any Adaptations the Beast
already has.
36
Undead
4. Cursed By:
1. Trespassing upon a Holy Site
2. A Powerful Wizard
3. A Cruel Twist of Fate
5. Possessed By:
1. A Lich’s Scattered Mind
2. A Desperate Cinderbeast
3. A Trickster Spirit
The most basic risen dead, a corpse with Much like the Zombie, a menial
magic's merest mote driving its un-life. labourer and passable combatant
They respond to only the clearest, whose lack of flesh makes them
simplest instructions and created by any somewhat more nimble—
fool with a spellbook. and unnerving.
Ethereal | 1 from the Spirit Power Table Weapon Master | Radiant Blade |
My Shining Armour Gleams | Sworn
Skilled Necromancers can even bind
Enemy (Martial)
souls. These incorporeal undead
struggle to affect the material world Killing has a power all its own, the
directly but their spirit energies wreck worst kind of magic. The most lethal
havoc on mortals. warriors discover this as they cut short
innumerable lives, accumulating this
energy like filth, staining their souls.
When they finally succumb to death’s
cold touch, their body goes on, this
baleful power forming a pseudo-soul of
38
its own: the Death Knight!
Undead
5. Lich
Armour 8 | Vigour 15 | Grip 9
BRAWN 0 | WIT 2 | WILL 2
6. Unmartyred
Armour 8 | Vigour 15 | Grip 9
BRAWN 0 | WIT 3 | WILL 3
1D3 Wizards
1. Apprentice 2. Wizard
Armour 7 | Vigour 6 | Grip 6 Armour 7 | Vigour 15 | Grip 12
BRAWN 0 | WIT 0 | WILL 1 BRAWN 0 | WIT 1 | WILL 2
3. Archmage
Armour 8 | Vigour 24 | Grip 18
BRAWN -1 | WIT 1 | WILL 3
40
Wizards
1D6 Types
1. Necromancer 2. Locomancer
Animative Execution | Shadow Mangle Space | Dreadful Word |
Glamours | Spirits of the Beyond Petrifying Gaze
3. Hex-Tongued 4. Catastrophist
Hex Spewer | Evil Eye | Luck Eater Charging Blast | Spew Flame |
Fire and Lightning Strange
There are many reasons people seek
curses: spite, revenge, justice—in the The arcane arts are useful for all manner
end the Hex-Tongued rarely care so of things: creating beautiful objects or
long as their terms are agreed to. All effects, defending the persecuted and
manner of hexes, from the tiniest discovering untold knowledge.
un-luck to bloodline fouling curses can
Catastrophists are quite proficient at
be made with the right rings of words,
using magic to destroy. People,
the perfect piece of the target, just a tiny
buildings, villages, monsters,
touch of magic...
Cryptdiggers, animals, landmarks; it's
all very much the same to their bolts of
arcane fire.
Wizards
1D6 Types
5. Spook 6. Elementalist
Face-Taker | Iron Whisperer | Flame-Wreathed | Shunt |
Umbral Dash Shape the Earth
More urbane wizards utilize their These wizards study the natural world
talents to act as spies and agents, and its composite separable and
treading the thin line between arcanist inseparable parts. They can throw
and shadowjack. Replacing their morals flame, shift the earth and call upon the
with magic, they walk unseen through winds to obey. While some mistake
crowds, charm locks open and coat them for druids, Elementalists are not
targets in supernatural gloom. bound to respect the natural world as
Druids are...
42
Wizards
Beyonders Things from Beyond SPACE and TIME
SPECIAL ADAPTATION
Mindshatter: Once per Turn, the monster can spend EITHER 2 points of an
enemy’s Grip to power an Advancement or Adaptation OR 1 point of an
enemy’s Grip to fuel Exertion.
Beyonders
Incomprehensible beings from Distant Realms at the very edges
of real space, Beyonders do not resemble any living creature,
speak languages or obey masters and lack observable culture.
Scholars debate if they are individuals aspects of larger beings
or, even, a single greater organism’s quasi-cellular components.
Their (plausible) sentience is rarely observed—the only constant
is their corrupting nature, inhuman form and insatiable hunger.
45
Beyonders
1D12 Dreaming 1D12 Creature
Ancients Impossibilities
1. The Thousand Eyed Giant 1. It seeps through cracked walls and
2. The Primordial Ooze runs through brickwork.
3. That Which Sees Compressible
4. The Vast One
2. Its limbs seep poison, painful to
5. They That Lurk In Dreams
the touch. Toxic Blades
6. The Fathomless Eternity
7. The King of Horizons 3. It flickers in and out of existence.
8. The Crowned with Eyes Ethereal
9. The Deplorable Deeps
4. Its mass is black as night and
10. The Truth Riddled with Thorns
barely visible in shadow.
11. The Ever-Slain
Shadowclad
12. It Blossoms with Teeth
5. Its touch melts flesh and bone,
metal fares little better. Acidic
3. Lurker 4. Leech
Armour 8 | Vigour 15 Armour 8 | Vigour 30
BRAWN 0 | WIT 2 | WILL 2 BRAWN 1 | WIT 1 | WILL 2
The Old Gods rule from the Star Tree of Xytok, a distant nebulae,
and care little for mortal affairs. Their servants, however, attend
to deeds of Celestial importance: purging heretics, waging of
grand religious wars and prophesying.
Special Advancement:
1. Vaul The Maker, God of Craft 3. Ados the Drake, God of Purity
and Wisdom and Riches
Vaul is the Chief of the Old Gods. Their
Ados’ greatest enemies are witches and
Heralds forge powerful magic items,
the unfaithful. As master of Dragons,
wisely rule their demesnes, and cherish
many of Ados’ faithful take on a
battling their enemies, particularly the
draconic aspect such as scales, flaming
Beyonders and Dreaming Ancients.
breath and love of gold. Their talonic
Spear (Long) | Artisan of Magic | Wrymspears dance with
Blind | Echosense | Censure | holy light.
Titan Slayer
Wyrmspear (Long), Fire-Breathing,
2. Barakiel, the Allfather, God of the My Shining Armour Gleams,
Four Elements Radiant Blade,
Barakiel is Earthshaper, Firemaker, Sworn Foe (Arcane)
Stormcaller and Tidebringer, and their
Heralds are the most emotive. They crave
human sacrifice and protect their
Master’s elementals by shifting their
form between the elements, to suit the
tide of battle.
Celestials
Heralds of Freyal are perhaps the least Keelathi’s Heralds are shadowy figures
likely to appear. They are called as and powerful seers—shrouded in
arbiters of legal disputes or as wardens mystery, only glimpsed by the holiest
for Freyal’s greatest servants, the of Godsmen. They often travel in
Knightly Order of the Blessed Rose. secret, concealing their Godhood
during their divine missions.
Longsword (Hand), Shield,
Blessing of the Ancients, Censure, Staff of Otherwordly Gaze (Long),
Lead From The Front Blood of the Magi, Disguise,
Manawrath, I See Future In The
5. Hannar, the Giver, God of Nature
Stars, Unreadable
and Healing
7. Narak Y Karan, God of Duality
Hannar’s Heralds are less warlike,
often presiding over sacred groves, Steeped in duplicity, Narak Y Karan’s
mountaintops, or other sacred sites, Heralds act as roguish spymasters
but remain daunting combatants. rather than Godly manifestations.
Their society consists of stratas, each more evil than the last.
53
Cinderbeasts
1D6 Omens
1. All the demented signs of rampant,
unapologetic torture
Letha’s base creatures are the Brutes, While less violent, the Petty Nobility
colossal humanoids with Cinderbeast are far more insidious, possessing at
Aspects: bull horns, moth eyes or crab least two Cinderbeast Aspects.
claws. Unintelligent and incredibly Reaching into the Prime Material, they
violent, they desire only to kill and tempt mortals with offerings of sorcery,
consume. In the Prime Material, they riches and power. They are cruel,
usually carve a terrifying, destructive manipulative and possess a sharp legal
path until stopped by Knights, Wizards wit, capturing many a tempted mortal
or Cryptdiggers. in contracts damning them to eternal
imprisonment in Letha.
6. Peer
Armour 9 | Vigour 40 | Grip 10
BRAWN 3 | WIT 2 | WILL 3
Fae are capricious. When rolling a Fae’s mood, roll once on the
Fae Mood Table, and once on the mood table indicated by
their Courtly allegiance. Either choose from or combine the
two results. Fae creatures also each gain one Suggested
Advancement from their Court’s list. Courtlings and Nobles
gain two.
3. Darklin Court - Hold dominion over 6. Torran Court - The swamp Fae of
Islesmere’s forests, banished by the Torre are built to mirror Torrian
ancient Skail but returning to the society. At their best they are
world. Otherworlder Mood amicable philosophers and builders,
and at their worst they are bitter and
petty creatures who resent Torrian
society’s fall. Aquatic Moods
58
Fae
1D6 Fae
1. Sapling Sprite 2. Ashen Knight
Armour 8 | Vigour 9 Armour 10 | Vigour 17 | Grip 3
BRAWN 0 | WIT 2 | WILL 1 BRAWN 3 | WIT -1 | WILL 1
5. Courtling 6. Noble
Armour 8 | Vigour 24 | Grip 5 Armour 8 | Vigour 32 | Grip 8
BRAWN 1 | WIT 3 | WILL 2 BRAWN D3 | WIT D3 | WILL D3
59
Mechanists
Intelligent machines, creatures of
absolute Law or Logic
Mechanists
On a bleak and bitter world of red dust, empty mines and desolate
railways, sits the greatest city ever built—the City of Brass. It rises
above the rusty dunes: streaming silver spires, sculpted brass halls
and golden palaces, molten yet eternal.
They are beings of the purest Law and Logic. They calculate and
evaluate. To outsiders, they seem very generous indeed, said to
grant mortals wishes of staggering power, but often misinterpret
the true desire through a lens of hyperlogic.
62
Mechanists
the Engine Minds:
Ostentatious, artful, and exacting in the extreme; the masters of the
Brass City defy mortal convention in every way. Their names are best
described in mathematical formulae, but they will deign to suffer long,
run-on descriptors.
1D6 [B]
1. Cognition 4. Conditional
2. Pendulum 5. Imperative
3. Intersect 6. Operation
1D6 [C]
63
Void Hearted
The Grimm, the Accursed,
Creatures of Dark OR Death
Void-Hearted
Behind this world's veil is another, colder one. Not quite a pale
shadow, perhaps a hollow twin.
The masters of the Dying World are the Grimm drifting through
an eternal existence, despondently trying to squeeze some
measure of joy from their lessers’ suffering. Their monuments
decay and fall to ruin before completion, their cities run rancid
with plague and sin.
Powerful as they are, hateful as they are, they are still prisoners.
The Dying World's magnetism always pulls them back.
65
Void-Hearted
1D6 Omens The Grimm
1. Horrendously mutilated bodies,
unfortunately still alive Armour 9 | Vigour 32 | Grip 8
BRAWN 2 | WIT 1 | WILL 23
2. Withered plants, cracked stones,
corroded buildings Special Adaptation
Grand Aspect of Dread: Choose a
3. Smears of blood, dire prophecies
Dread Power and gain all the
gouged into stone, wailing
Adaptations in its entry on the
and weeping
table below.
4. Low thunder, creaking and rumbling, 1D6 Dread Powers
dirge chants 1. The Thirst: Its victims are drained
and left painfully close to death,
5. Dust, bones, bitter blood and
ragged punctures on their chests,
far-off ash
necks, faces. Some say it has no body
6. Deep caves, dour cemeteries, dead and is a parasitic wind which pulls
forests, the depths of the ocean the blood from your flesh.
66
Void-Hearted
3. The Shadow-Drowned: A mile-long 6. The Crow King: A cloak of sable
serpent with whorling stone scales feathers, a long and crooked beak, 6
and a dozen ragged pits for eyes. She cruelly curved claws. It holds
dwells in a lake’s turgid, sludgy dolorous court at the peak of a vast,
depths, occasionally rising to snap mile-tall blackened stone tree over
up a boatful of Forsaken fleeing the cawing and preening Dread
shore’s stalking Dread Captains. Captains, occasionally casting
Adaptations: Aquatic, Devour Forsaken from the branches.
(whole), Deeper Darkness, Adaptations: Flying, Leaping Slam,
Hideous Strength Fighting Retreat, Breath Stealer
These, even more than other random tables, are guidelines not
rules. If a roll doesn't make sense, re-roll or replace it. We
have also included a D6 table of Adaptations and
Advancements in case you need to quickly add some
mechanical abilities to creatures of that Moods. Finally, we
also added some Omens to use with these creatures, so you can
impart even more personality on their surroundings.
General Moods
1. Helpful 4. Wary
2. Friendly 5. Unfriendly
3. Indifferent 6. Hostile
68
Moods
Abomination Moods Aethereal Moods
Horrors, Demons, or Elementals Creatures of the Sky and
1. Skulking 4. Sleeping Elemental Air
2. Gibbering 5. Hungry 1. Billowing 4. Gliding
3. Feeding 6. Aggressive 2. Zephyrous 5. Sweltering
3. Howling 6. Cutting
Suggested Adaptations:
1. Acidic 4. Mindspike Suggested Adaptations:
2. Compressible 5. Fearsome Elemental (Air)
3. Mangle Space 6. Consume Power 1. Flying 4. Guardian Wind
2. Nimble 5. Sprinter
1D6 Omens:
3. Disorganised 6. Brume Blast
1. Horrifically and bizarrely mangled
bodies, wounds in curious shapes 1D6 Omens:
and patterns 1. Fallen as if from a great height, sliced
to pieces, or asphyxiated
2. Shifting bulk that moulds and squirms
in unlikely patterns 2. Very little apart from scattered objects
and a gentle but constant breeze
3. The environment twisted and
deformed, caustic slime scars, 3. Wind-ripped fabrics and all surfaces
improbable insect hives scoured of dust
6. Spaces that have been melted out, 6. The air itself, palaces of cloud,
arcane laboratories, chambers of great size and
extra-dimensional spaces quality acoustics
69
Moods
Aqueous Moods Arcane Moods
Creatures of the Sea and Wizards, Sages, Monks
Elemental Water 1. Ritualistic 4. Focused
1. Boiling 4. Whirling 2. Calculated 5. Overwhelmed
2. Condensing 5. Pooling 3. Distracted 6. Exhausted
3. Evaporating 6. Putrefying
Suggested Adaptations:
Suggested Adaptations: 1. Fire and 3. Concoctionist
Elemental (Water) Lightning 4. Magic Reflector
1. Gelatinous Grip 4. Toxic Blood Strange 5. Charging Blast
2. Aquatic 5. Shunt 2. Arcane Wards 6. Slicken
3. Amorphous 6. Slicken
1D6 Omens:
1D6 Omens: 1. Twisted, burned and encased in all
1. Drenched and drowned, frozen in manner of bizarre and impossible ways
place, or partially dissolved
2. Intermittent shuffling, bursts of speed,
2. Puddles, trails of slime, slightly a distracted tangent
softened floor and acid-scarred objects
3. Books perused, esoterica examined,
3. Drenched objects, damp air, stagnant the environment magic-scarred
puddles gently drying
4. Mumblings and utterings, the grating
4. Sloshing, wave crashes, soft drip, screech of magic, arcane intonations
drip, drip
5. Curious herbs, perfumes and potent
5. The freshness of rain, the salty tang of inks, dried parchment
the sea
6. Geometry defying shelters, lonely
6. Bodies of water of all sizes, towers, gates of arcane power
containers, clouds
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Moods
Construct Moods Critter Moods
Rats, Goblins, or Birds
Skeletons, Fungonids, Golems
1. Distracted 4. Opportunistic
1. Oblivious 4. Defensive
2. Inquisitive 5. Hungry
2. Confused 5. Implacable
3. Skittish 6. Playful
3. Indifferent 6. Enraged
Suggested Adaptations:
Suggested Adaptations:
1. Fragile 5. Disguise (as
1. Cacophonous 4. Inevitable
2. Spider Climb another animal
2. Clumsy 5. Unstoppable
3. Leaping Attack or plant)
Movements 6. Unreadable
4. Ambusher 6. Escape Cloud
3. Ironclad Power
1D6 Omens:
1D6 Omens:
1. Viciously nibbled extremities, bones
1. Bodies broken and bent, torn rather
unbroken but stripped of flesh
than sliced
2. Winding columns of innumerable
2. Heavy, deep impressions, each step
followers, or the random wanderings
settled into before moving on
of an aimless loner
3. A trail of clumsy carnage,
3. Small scratches, slime trails, teeth
objects scattered
marks, droppings, shed scales
4. Grinding stones, thumping footsteps,
4. Grunts and chittering, chirps and song,
the crashes of knocked over furniture
buzzing and creaking scales
5. Coal-dust, baked clay, oil, the sting of
5. Animal musk, damp fur, dust and mud,
alcohol polishes
fish-stench
6. Esoteric workshops, a sigil-laden dais,
6. Burrows in the dirt, webs, nooks in
an uncanny doll-house imitation of a
trees, abandoned buildings, skeletons
home
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Moods
Devious Moods Earthen Moods
Thieves, Dastards and Worse Creatures of the Caverns and
1. Observant 4. Predatory Elemental Earth
2. Paranoid 5. Vicious 1. Abiding 4. Avalanching
3. Distrustful 6. Restless 2. Grinding 5. Eroding
3. Melting 6. Condensing
Suggested Adaptations:
1. Knife from 4. Iron Whisperer Suggested Adaptations:
the Shadows 5. Ambusher Elemental (Earth)
2. Toxic Blade 6. Shadow-Coated 1. Ironshelled 4. Sundering
3. Nimble Dodge 2. Hulking 5. You Can’t Run
3. Compressible 6. Shape the Land
1D6 Omens:
1. A single, small puncture leaking 1D6 Omens:
incredible amounts of blood, bloated 1. Brutally bludgeoned, buried alive, or
and sickly wounds. petrified
2. Almost none, careful and deliberate, 2. Holes bored in stone, objects flung or
broken and misleading smashed out of the way
3. Almost none, the slightest shift of a 3. Stone scoured and misshapen at the
carpet, an open lock, an monster’s passing, scattered soil
extinguished torch
4. Bass tones of tectonic grinding, an
4. Very few, soft padded steps, the avalanche’s thunder, creaking of
drawing of a whispering blade, the immense weight
slightest creak of rope
5. The stench of sod, old and bitter dust,
5. Oiled leather, if anything at all, the the cold freshness of caves
merest hint of soot or chalk
6. The earth itself, caverns of all shapes
6. Secret rooms, dingy basements, and sizes, huge crystals, sandbanks
distasteful taverns
72
Moods
Glacial Moods Holy Moods
Creatures of the Cold and Priests, Paladins, Zealots
Elemental Ice 1. Mournful 4. Superiour
1. Billowing 4. Seeping 2. Zealous 5. Contemplative
2. Biting 5. Calculating 3. Respectful 6. Tempted
3. Flurrying 6. Gouging
Suggested Adaptations:
Suggested Adaptations: 1. Lay on Hands 4. Resurrectionist
Elemental (Air) 2. Radiant Blade 5. Censure
1. Brittleskinned 4. Slicken 3. Holy Song of 6. Inspiring
2. Razorclawed 5. Aura of War Presence
3. Aquatic Exhaustion
1D6 Omens:
6. Petrifying Gaze
1. Brutally dispatched, but anointed and
1D6 Omens: respected in death
1. Frozen in place, impaled with slowly
2. Slow and deliberate march in
melting icicles, or twitching and blue
impractical formation
with frostbite
3. Traces of blessed unguents, holy icons,
2. Frozen footsteps, chilled air, ice blocks
hastily traced symbols
in sealed bottles
4. Deep rhythmic chanting, whispered
3. Ice-scars on the wall, nooks speckled
prayers, belted hymns slightly off tune
with frost, water hard as iron,
hoarfrost 5. Sacred smoke, perfumed vestments,
spilled wine
4. Deep glacier rumbles and creaking,
distant shattering of ice 6. Elaborate pavilions, shrines and
temples, well-appointed manors
5. The cruel crispness of winter, withered
plants
73
Moods
Guard Moods Hungering Moods
Soldiers, Orcs, or Bandits
Werewolves, Ghouls, the
1. Skulking 4. Sleeping
Supernaturally Hungry
2. Gibbering 5. Sleeping
1. Unfulfilled 4. Fixated
3. Feeding 6. Aggressive
2. Thirsty 5. Satiated
Suggested Adaptations: 3. Disquieted 6. Ravenous
1. Distracted 4. Corruptible
Suggested Adaptations:
2. Tenacious 5. Arguing
1. Fleshgorging 4. Chase them
3. Lazy 6. Alert
2. Bloodscent Down
1D6 Omens: 3. Bloodthirsty 5. Hunger Pangs
1. Clean efficient kills, or as a violent mob 6. Wind-Up Smash
4. Barked orders, tramping boots, shouts 3. Bite marks, chewed objects, spit stains,
and yells any scrap of food is utterly gone,
spit stains
5. Damp leather, sweat, the leavings of
violence 4. Chewing and tearing of food,
otherwise gentle panting and
6. Town walls, grimey bunk-houses,
hungry moans
wagon-camps
5. The old copper scent of blood, dried
leather, pungent spittle
74
Moods
Hunter-Gatherer Igneous Moods
Moods Creatures of the Heat and
Goblins, Bullywugs, and Ratfolk Elemental Flame
1. Cautious 4. Playful 1. Blazing 4. Combusting
2. Unobservant 5. Lurking 2. Smoldering 5. Consumptive
3. Friendly 6. Scheming 3. Crackling 6. Extinguishing
2. Broken plants, strips of disturbed dust, 2. Burn marks, scorched scenery, smoke
a careful single file to hide numbers on the horizon or leaking from under a
door
3. Totems and icons, warnings or
welcomings, trampled paths 3. Charred furniture, piles of ash, molten
and deformed glass
4. Animal calls, communal song, the
chitter-chatter of daily life 4. The low crackle of gentle flames, an
inferno’s roar, the crackle of lightning
5. Animal-musk, drying meats, roasting
food, distilled fruits and aging cheese 5. The angry, acrid sting of smoke, the
blunt and dull scent of ash
6. Villages of all shapes, sizes,
and decoration 6. Furnaces, wildfires, thunderstorms,
Brass cities
75
Moods
Martial Moods Nobility Moods
Soldiers, Warriors, Knights Lords, the Gentry, the Powerful
1. Aggressive 4. Relaxed 1. Diplomatic 4. Devious
2. Vindictive 5. Sore 2. Intrigued 5. Self-Righteous
3. Smug 6. Wary 3. Belligerent 6. Spiteful
76
Moods
Otherworlder Moods Unthinking Moods
Imps, Elementals, or Poltergeists Mindless Creatures, Machines
1. Nattering 4. Deceitful 1. Idling 4. Completing
2. Ethereal 5. Furious 2. Wandering Routines
3. Destructive 6. Dispassionate 3. Focusing 5. Complying
6. Refusing
Suggested Adaptations:
1. Otherworldly 5. Fire and Suggested Adaptations:
Gaze Lightning 1. Hexaddled 4. Unreadable
2. Blinking Strange 2. Fear of the 5. Will it Never Die?
3. Disguise 6. Mangle Space Light 6. Unobservant
4. Reality Betrays 3. Unstoppable
You
1D6 Omens:
1D6 Omens: 1. Ragged and ruined in
1. Messily obliterated, strategically unpredictable places
dissected, runes of tribute carved
2. Slow and steady plods in straight lines
into victims
forming a muddled path
2. Gentle scorch marks, rows of strange
3. Accidental damages, toppled objects,
growths, floor and walls ‘twisted’ out
busted doors
of the way
4. None, or heavy thuds of foot steps, the
3. Disassembled and discarded objects
occasional crash of objects
4. Oscillating throbs, the squeaking of
5. All kinds of scents picked up from
twisted wood, metal-stress
aimless travel
5. Ozone tang, sulphurous vapours,
6. Any old space that provides even a
sweet nectar
modicum of shelter from the elements,
6. Dimensional retreats, castles of poison scattered all about with junk
glass, palaces of liquid colour, caves
hollowed out of the night, star-spun
ships, the dark hidden in the heart
of a fire
77
Adaptations
Adaptation
Library
In addition to the 44 Adaptations included in the
Cryptdigger’s Guide to Survival, here are 100 Adaptations to
bless your terrifying monstrous creations.
78
Adaptations
1. Adaptive Defence: The monster 7. Barrelling Charge: As an action,
adapts to opponent’s attacks. Each the monster can move to another
creature’s first Attack against it Zone. Creatures in Zones the
has the Upper Hand but its monster moves through or into
following Attacks are Against must pass a Wit Check or take D3
the Odds. damage and cannot Attack the
monster because of this movement.
2. A Dark Mirror: When a visible
creature uses an Advancement, 8. Blistering Speed: The monster can
spend 1 Grip to gain a one-use take two different actions on
copy of the Advancement. When its Turn.
used, the usual costs of the
9. Breath-Stealer: As an action, the
Advancement must be fulfilled.
monster plucks the breath from a
3. Ambusher: The monster’s Attacks Restrained creature, rendering
on the first combat Turn have the them Incapacitated. With another
Upper Hand and, if they hit, action, the monster can devour the
targets are also Restrained until breath of the Incapacitated
their next Turn ends. creature to regain D6+1 Vigour or
D3+1 Grip, and the target regains
4. Animative Execution: When the
their breath.
monster successfully uses Finish
Him!, it tears out the target’s 10. Brume-Blast: As an action, the
skeleton, and animates it as with monster can unleash a gout of
Spirits of the Beyond. smoke or obscuring gas into its
Zone or an adjacent one. Until
5. Appalling Violence: The
dispersed, all creatures in the Zone
monster’s Attacks that deal 4+
are Blinded.
damage trigger a Grip Check
for viewers. 11. Cacophonous: The monster
lumbers around without the
6. Aura of Exhaustion: Stat Checks
lightest pretension of stealth.
and Attacks made in the monster’s
Observation Checks to detect its
Zone are Against the Odds.
presence are Trivial and all its
Omens roughly indicate its
current position.
79
Adaptations
12. Cage of Thorns: As an action, 16. Cleaving Blows: When damaging an
spend 2 Grip for the monster to enemy with an Attack, other
make a special Ranged Weapon enemies with less Armour in the
Attack. If it hits, the target is also same Zone as the target take damage
Restrained by thorns, taking D3 equal to the monster’s Brawn.
damage for every action including
17. Clumsy Movements: The monster’s
removing the vines. Other
actions are lumbering and clumsy,
creatures can remove the vines
requiring significant wind up. At the
without damaging the target.
start of each Round before anyone
13. Censure: As an action, the acts, the Doomsayer declares what
monster can spend 3 Grip to raise a the monster will do each Turn.
holy symbol, unleash a secret Minor deviations are permitted if the
signal or produce a psionic blast, original plan is impossible (e.g. the
repelling certain creatures. monster may Attack another
Creatures the monster chooses creature in range if the original
can’t enter the monster’s Zone for target moved out of range).
10 minutes or until combat ends,
18. Commander: As an action, the
whichever applies.
monster can spend 3 Grip to
14. Charging Blast: As an action, the command an allied creature, who
monster can spend 2 Grip to place immediately takes an additional
a slowly growing orb of energy in a Turn.
visible Zone. At the start of its next
19. Consume Power: As an action, the
turn it detonates, dealing D6 + Will
monster can partially consume
damage to all creatures in the
another monster’s corpse in its
Zone.
Zone, absorbing D3 Vigour and one
15. Chase Them Down: When a of its Adaptations for 24 hours.
creature successfully Escapes from
20. Coordinated Take Down: When
the monster’s Zone, the monster
Ganging Up, the monster can forgo
can spend 2 Grip to follow them
the Upper Hand to inflict Stunned
one Zone.
on a successful hit.
80
Adaptations
21. Cursling Blades: The monster’s 28. Echosense: The monster has the
Attacks treat targets as Upper Hand on Observation
unarmoured (Armour 7), unless Checks involving hearing and
wearing magical armour. cannot be Blinded as long as it
can hear.
22. Deeper Darkness: The monster
projects an aura of shadow 29. Elemental Fear: To Attack a
withering all light sources within creature that can use a chosen
100’ of it, which are reduced to element, the monster must roll a
illuminating their Zone. Grip Check or waste the Attack.
25. Dopple-Monster: After taking 32. Escape Tactics: When the monster
damage, the monster splits into is damaged, it may spend 1 Grip to
two copies of itself. Escape to an adjacent Zone.
26. Dreadful Word: As an action, the 33. Evil Eye: As an action, the monster
monster can spend 3 Grip to utter a may force a target to roll a Will
deplorable and abominable word, Check. If they fail, the target gains a
battering the minds of mortals. All Growing Affliction, or one worsens
listening creatures with a Grip one step.
score must make a Brawn Check or
34. Face-Taker: The monster can
be Stunned until their next Turn
spend 2 Grip to take a recently dead
ends.
human’s face and transform into a
27. Easily Dismayed: When an Attack, physically perfect copy of them. Any
Adaptation or Advancement deals harm, even a pin-prick, breaks the
5+ damage to the monster, it loses transformation. The monster gains
1 Grip. none of the target’s knowledge or81
special abilities.
Adaptations
35. Fascinating Gaze: As an action, the 41. Focused Defence: The monster’s
monster can focus on a creature to defence is reactive, and quickly
force an Against the Odds Will slows down. The first Attack
Check. If they fail, the target’s against the monster each Turn is
actions can only target the monster Against the Odds. Following
or its Zone. Attacks have the Upper Hand.
36. Falling to Bits: If the monster takes 42. Fragile Defences: As an action,
4+ damage, part of its body falls off players can roll a Brawn Check
and animates with the following against the monster to crack open
Stats: its defences, reducing its Armour
by 2. This also occurs when a
Animated Extremity bludgeoning attack deals 4+
BRAWN 1 | WIT 0 | WILL -1
damage to it. Its Armour can only
Armour 7 | Vigour 3
be reduced this way once.
Hand Weapon
43. Frail: The monster suffers an
Disorganised | Undead Injury on a damage roll of 5 or 6
or, with Heavy Weapons, on a 4, 5,
37. Feeds on Misfortune: When a
or 6.
visible creature makes any roll
Against the Odds, the monster 44. Guardian Winds: Ranged Attacks
gains the Upper Hand for any roll against the monster are Against
that day. the Odds.
85
Adaptations
83. Swarm: A group of tiny creatures 89. Toxic Blood: Deal D3 damage to
large enough to pose a threat to a Attackers making slashing or
person. Successful non-magical piercing Weapon Attacks in short
Weapon Attacks only deal 1 or melee range.
damage. Other sources or
90. Unobservant: The monster is
innovative plans may deal more.
Against the Odds on all
Conventional Grappling is
Observation Checks.
Impossible. At 50% Vigour, its
Attacks, Brawn and Wit Checks 91. Unreadable: Creatures can’t use
are Against the Odds. Otherwise Exertion responding to the
treat it as a single monster. monster’s actions.
84. Sworn Foe: Choose a type of 92. Untrue Visions: The monster’s
Advancement (i.e. Martial, Arcane, perception is partially misaligned
Devious or Holy). When any with our reality. Each Turn roll a
creature uses that type of D6: On 6 it hallucinates badly,
Advancement, double the losing its Turn.
Grip cost.
93. Venomous: Choose one: Blinded,
85. Terrifying Roar: As an action, the Stunned or D3 Damage. When the
monster can issue a blood- monster’s Attacks deal damage,
curdling, gut-cramping cry. the target must roll a Brawn Check
Creatures who hear the roar must or suffer the chosen effect. Blinded
make a Grip Check. and Stunned creatures recover at
the end of their next Turn.
86. Thunderous Blows: The monster’s
Attacks knock targets prone and 94. Vulnerable Point: With exact
Stun them until their next Turn knowledge of a Vulnerable Point, a
ends. successful Attack against the
monster voluntarily made Against
87. Tide of Teeth: Attacks against
the Odds hits it with an automatic
targets the monster damaged last
6 on the damage die without
Turn have the Upper Hand.
causing an Injury.
88. Titan-Slayer: Attacks against
95. Will it Never Die?: When the
creatures with more Vigour have
monster’s Vigour is reduced to 0 it
the Upper Hand.
becomes 1 instead, and Brawn is
86 reduced by 1, to a minimum of -1.
Adaptations
96. Wind-Up Smash: The monster can
voluntarily roll an Attack with
Against The Odds, dealing double
damage if it hits.
87
Beasts of the Crypt
Beasts of
the Crypt
Simple Foes, powerful enemies
Within are 18/24 new monsters to use in your games. Some are
simple foes, others powerful enemies worth building entire
Crypts around.
88
Bestiary
Bog Troll
Mood: Commoner Sometimes witches spawn.
Armour 8 | Vigour 18 | Grip 6 Occasionally, these unwanted
BRAWN 2 | WIT 1 | WILL 1 children are tossed in the Bog.
Sometimes growing up to become
Grubby Claws (Heavy) OR
Bog-Trolls.
Other Weapon
Broad shouldered and pot-bellied,
Woundknitting, Hexproof
with long lumpy muscled limbs and
Special Adaptations lupine legs. They scamper about like
Arcane Rage: When an Arcane 8’ tall apes covered in thick muck,
Advancement is audible or visible to a their leather-scaled skin pulled taut
Bog-Troll, roll a Will Check. If it fails, around jutting bone spurs.
the Bog-Troll is enraged, gaining
They are usually quite reasonable. If
Razorclawed and Bloodscent. It must
solitary life suits them, they happily
Attack creatures with Arcane
haunt marshes parents warn their
Advancements, particularly ‘Witches’.
children never to roam. Otherwise,
The Arcane Rage ends when nothing
they retreat deeper into the wetlands,
visible is alive or when the Bog-Troll is
forming small conclaves of their kind.
reduced to 0 Vigour.
The only thing they unconditionally
The Flesh Undying: When reduced to 0
despise, fairly and unsurprisingly,
Vigour, the Bog-Troll is merely
are witches.
catatonic for D3 hours plus 1 hour for
each additional damage while
catatonic. When this ends, it awakens
with 1 Vigour. To permanently kill a
Bog-Troll, burn its heart and return its
body to the Bog.
89
Bestiaryof the Crypt
Beasts
Chaos-Enforcer Corpse-Drake
Mood: Otherworlder Mood: Great Beast
Armour 8 | Vigour 18 | Grip 6 Armour 9 | Vigour 36 | Grip 6
BRAWN 0 | WIT 1 | WILL 2 BRAWN 3 | WIT 1 | WILL 0
91
Bestiary
Druids of the Deep
Mood: Earthen They are not inherently hostile to
Armour 8 | Vigour 8 | Grip 3 interlopers from above. Such things
BRAWN 0 | WIT 1 | WILL 0 happen so they contentedly stalk and
watch, so long as balance is
Pick one set:
maintained. Respectful trespass
Huntsman: Chase them Down |
is permitted.
Cursling Blades | Hand and Ranged
Weapon | +1 Brawn However, those breaking the Druid’s
innumerable and unfathomable laws
Stalker: Set-Up Shot | Disguise |
find retribution sudden, swift and final.
Light and Ranged Weapon | +1 Wit
Wendigo: Bloodthristy |
Fleshgorging | Hand Weapon
92
Bestiary
Grandmaster of the Deeps
Mood: Earthen • Vicious Fury
Armour 8 | Vigour 20 | Grip 9 Wind-Up: The eyes of a nearby animal
BRAWN 0 | WIT 1 | WILL 2 blaze burning red as it thrashes and
foams at the mouth.
Special Adaptation:
Action: The thrashing ceases as it
Grandmaster of the Deeps: On its
furiously leaps into the fray,
Turn, in addition to its move and
undaunted as an Enraged Beast,
action the Grandmaster of the Deep
relentlessly attacking until
may prepare one of the following
everything is dead.
Windup Actions to occur at the start of
the Grandmaster’s next Turn.
Enraged Beast
• Upheaval Mood: Enraged
Wind-Up: The Grandmaster stamps as Armour 7 | Vigour 6 | Grip 1
ripples spread through their Zone BRAWN 1 | WIT 1 | WILL -1
and adjacent Zones, which rumble
Vicious Claws (Hand)
and shake.
Action: The rumbling Zones are Hunger Pangs | Spider Climb
upturned in a sudden quake,
becoming Inescapable. All creatures
within roll a Wit Check or take D3
damage.
• Thorn Surge
Wind-Up: The Grandmaster points a
wizened finger at a Zone, where thick
thorny brambles begin creeping from
the ground.
Action: The brambles surge up,
Restraining all creatures in that
Zone. To escape, spend 1 Vigour and
your action to roll a Brawn or
Wit Check.
93
Bestiary
Firumhazal, She Of Charred Wing
Mood: Special Wyrm of Legend: Each Turn, in
Armour 9 | Vigour 80 | Grip 9 addition to its move and action,
BRAWN 0 | WIT 1 | WILL 0 Firumhazal may prepare one of the
following Windup Actions to occur at
Cleaving Blows | Devour |
the start of her next Turn.
Hideous Strength | Hulking |
Inevitable | Ironshelled | • Gout of Flames
Nose of the Dog | Violent End (3D6) Wind-Up: Firumzahal breathes in and
smoke brims from her nostrils.
Special Advancements:
Action: Her nostrils spurt fire. Every
Dragon-Gaze: Dragons have poor
creature in a Zone within short range
vision but clearly see worked metal and
must pass a Wit Check or take
precious gems. To Attack or notice a
2D6 damage.
creature, Firumhazal must make an
Observation Check. The Check is • Dragonflight
Against The Odds for any creature not Wind-Up: Firumzahal unfurls her
wearing metal but Trivial for those in wings and rises onto her hind limbs,
Plate Mail. gaining Fragile Defences as her soft
belly is exposed.
Fickle-Minded: Dragons are all
Action: Firumzahal beats her wings.
fiercely intelligent with vastly varying
All creatures in her Zone must pass a
temperaments. Firumhazal has 1 Wit
Brawn Check or be knocked off their
for physical agility and 3 Wit for
feet and Stunned for one turn. For the
mental agility.
next three turns, Firumzahal gains
In addition, upon meeting Flying and Fragile Defences.
Firumhazal roll 1D6 to determine
• Cacophonous Roar
her mood:
Wind-Up: Bright frills extend from
1-2. Igneous
Firumzahal’s open maw.
3-4. Great Beast
Action: Firumzahal’s roar shakes the
5-6. Devious
very earth. All creatures who can hear
must:
- Pass a Grip Check or lose D3 Grip.
- Pass a Brawn Check or be Deafened.
94
Bestiary
95
Bestiary
Knight of Tumours
Mood: Holy 1. Zone Subduction: The Titan gains
Armour 8 | Vigour 36 | Grip 2 2D6 Vigour as its flesh bubbles and
BRAWN 3 | WIT -1 | WILL 1 judders, expanding to fill an adjacent
Zone. Any creatures in that Zone roll
Corroded Greatsword (Hand)
a Brawn or Wit Check or become
Weakness (Fire) Restrained within the Titan. Escape
requires spending 1 minute hacking
Special Adaptations:
at the Titan’s flesh, and rolling a Wit
Slow Mending: At the start of the Check to avoid accidentally dealing
Knight’s Turns, if it can, it loses 1 Grip D3 damage to its captive.
and regains D3 Vigour.
2. Thrashing Capillaries: Coiled and
Glorious Pain: When taking damage ropey veins thrash and stab at
the Knight of Tumours gains 1 Grip. anything nearby. The Titan rolls a
Heavy Weapon Attack against all
Behold the Mighty Flesh!: If the
creatures in an adjacent Zone.
Knight of Tumours has 7+ Grip at the
start of its Turn, it emits a great burst 3. Liquid Purge: The Titan shudders
of meaty fluid and transforms into a and cringes inwards, before releasing
Titan of the Ineffable Flesh. a horrifying slurry that quickly
spreads underfoot. All creatures in
Titan of the Ineffable Flesh adjacent Zones roll a Brawn or Will
Mood: Unthinking Check or, they spend their next
Armour 6 | Vigour 36 | Grip 8 action Immobilised and vomiting.
BRAWN 1 | WIT - | WILL 2
Multi-Zone Monster: The Titan is
No Weapons vast, and ever growing, filling (at least)
an entire Zone; no creature can share
Hulking | Unstoppable |
its Zone. Adjacent Zones count as being
Wound-Knitting
in its Zone for weapon ranges. If it fills
Special Adaptations: additional Zones, it may move out of
1D3 The Unstoppable Tide: The Titan one Zone and into another so long as
knows only growth and consumption. all its Zones remain contiguous.
On its Turn, roll a D3 to determine
96 action:
its
Bestiary
97
Bestiary
The Lion Hydra
Mood: Great Beast Wind-Up: The Hydra’s heads slobber,
Armour 7 | Vigour 60 | Grip 4 snapping their jaws, straining away
BRAWN 3 | WIT 1 | WILL 1 to escape its body’s flesh.
Action: In a storm of violence,
Vicious Teeth (Heavy)
the Hydra makes an Against the Odds
Fearsome | Hulking Menagerie of Attack against all creatures in its
Heads: The Lion Hydra begins with Zone and all adjacent Zones.
2D6 heads. Attacks dealing 5+ damage
• Gibbering Cacophony
sever a head. At the start of its next
Wind-Up: The Hydra breathes in
Turn, D3 replacements sprout — fire
through its many, many mouths.
damage prevents this. Ifreduced to 0
Action: All its heads roar, growl and
heads, it dies. It gaining heads grants
gurgle at once. Listeners roll a Grip
Adaptations, as below:
Check or are Stunned.
1 - 5 Heads. None
6 - 10 Heads. Rampage • AutoCannibalism
11 - 15 Heads. Rampage | Flurry Wind-Up: The Lion Hydra tears into
of Claws itself, ripping off chunks of meat,
16+ Heads. Rampage | Flurry of heads swallowing their duplicates’
Claws | Razor Clawed ragged remains.
Action: The Hydra loses D6 heads,
Special Adaptations:
regaining equal Vigour. This can
Fell-Beast of Legend: Each Turn, in
(fatally) reduce it to 0 heads. This
addition to its move and action, the
does not regenerate any heads with
Lion Hydra may prepare one of the
Menagerie of Heads.
following Windup Actions to occur at
the start of the Hydra’s next Turn.
• Hurricane of Fangs
98
Bestiary
99
Bestiary
The Pale Piper
of Harrenwold
101
Bestiary
Saint of the Demon Flame
Mood: Holy begin swelling and can be attacked
Armour 8 | Vigour 27 | Grip 9 (7 Armour, 1 Vigour).
BRAWN 0 | WIT 2 | WILL 3 Action: Surviving shadows combust
dramatically into Void-Imps.
Staff of the Demon-Flame (Long)
Wearing the armoured vestments of a
Sworn Enemy (Holy) | Hex-Proof |
holy man it clutches a censer-staff in
Censure
its spindly hands. A sacred silver mask
Special Adaptations: hides its face but it holds itself with
The Demon-Flame: Each Turn, in the surety of faith.
addition to its move and action, the
The censer burns mauve with Demon-
Saint may prepare one of the following
Flame, sucking the air into a void
Windup Actions which occurs at the
which coruscates and consumes. The
start of the Saint’s next Turn.
Saint is not its master, their bond is
• Burst of Void-Flame deeper than that.
Wind-Up: A vacuum opens within the
The corpses of slain enemies are fed to
censer, howling as it sucks in air.
the Demon-Flame. They kneel next to
Action: An eruption of mauve-flame
the corpse, perhaps in prayer, as the
engulfs all creatures in adjacent
censer spills eager, devouring flame
Zones for D3+1 damage and 1 Grip.
which leaves only a smear of purest
• Death of Light white ash.
Wind-Up: Pure white smoke, matte,
uncannily flat, and painful to behold.
Action: The entire space the Saint
Void Imps
occupies is filled with a great, opaque Mood: Infernal
whiteness and Blinding every Armour 6 | Vigour 6 | Grip 2
creature except the Saint. BRAWN -1 | WIT 1 | WILL 0
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Bestiary
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Bestiary
Sodslime Town-Gutter
Mood: Unthinking Mood: Brigand
Armour 7 | Vigour 12 Armour 8 | Vigour 8 | Grip 3
BRAWN 1 | WIT -1 | WILL 0 BRAWN 0 | WIT 1 | WILL 0
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Bestiary
Types of Vampires
The nature of Vampires is a matter of
Young Vampires: some contention.
Armour 8 | Vigour 18 | Grip 6
Gelatinous Grip | One Power Many lazy academics theorize Vampires
are merely an evolved Undead, grown
Old Vampires: fat on carrion. This is partly true.
Armour 8 | Vigour 24 | Grip 8
Some radical scholars claim that
Gelatinous Grip | Two Powers
Vampires are cannibalistic Elves, but
that does not explain their varieties.
Ancient Vampires:
Armour 9 | Vigour 30 | Grip 10 A few desperate scholars fleeing agents
Gelatinous Grip | Three Powers of more respectable universities, trade
pamphlets alleging the first Vampires
Special Adaptations
were influenced by the Dying World of
Vampiric: The Vampire cannot be
the Grimm. The Dying World lets no-
targeted by mind-altering magics and
one escape forever though, so what
does not need to sleep or breathe. Each
could it be?
also has a specific hunger which they
must regularly indulge. Each day they Uncontroversially, Vampires are
do not, they lose D3 Vigour and 1 Grip, predators, mercifully limited in number
which cannot be recovered until their as all predators are, lest their hunger
hunger is satisfied. outgrow their prey.
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Bestiary
Vampire, Choleric
Mood: Hungering Choleric Vassals
BRAWN 3 | WIT 2 | WILL 1 Mood: Hungering
Armour 8 | Vigour 8 | Grip 3
As Weapon
BRAWN -1 | WIT 1 | WILL 0
Rampage | Devour | Wound-Knitting
Broken Nails (Hand)
(disabled by fire) | Vampiric
Gelatinous Grip
Special Adaptations
1D6 Choleric Vampire Powers Choleric thralls are loose skins, filled
(Roll Twice): with their master’s rotten meaty vomit.
1. Berserk Frenzy Their pack loyalty means they may
2. Ferocious Charge sacrifice themselves for
3. Razorclawed their Vampire.
4. Sprinter
There is little difference between
5. Flurry of Claws
Choleric Vampires and their Vassals; full
6. Adaptive Defence
Vampires simply wear a skinned corpse.
Living suits of skin bonded onto flayed For this reason, Choleric Vampires are
corpses, Choleric Vampires are strong very protective of their kills and struggle
and confident, depending on no-one. for dominance.
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Bestiary
Vampire, Phlegmatic
Mood: Holy Phlegmatic Vassals
BRAWN 2 | WIT 1 | WILL 3 Mood: Holy
Armour 8 | Vigour 12 | Grip 3
As Weapon
BRAWN 0 | WIT -1 | WILL 1
Compressible | Devour |
Bludgeoning Fists (Hand)
Wound-Knitting (disabled by toxins) |
Vampiric Flesh-Gorging
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Bestiary
Vampire, Sanguine
Mood: Noble Dangerously beautiful, their skin but a
BRAWN 2 | WILL 1 | WIT 3 shade above deathly, and their muscles
thin yet taut. Their most fascinating
As Weapon
feature is their eyes, stunningly vibrant
Wound-Knitting (disabled by silver) | and almost hypnotising...
Bloodscent | Vampiric
They prefer hiding among nobility,
Special Adaptations concealed within lairs matching the
1D6 Sanguine Vampire Powers station they believe
(Roll Twice): they deserve.
1. Swarm Form: As an action, the
They feed through their teeth, draining
Vampire can spend 3 Grip to
blood in greedy, rapturous gulps.
transform into a swarm of Bats, Rats,
Flies or a Misty Cloud. It cannot
Attack, but can fly and takes half Sanguine Vassals
damage from non-magical weapons. Mood: Noble
2. Serpent’s Words: Any creature who Armour 8 | Grip 2 | Vigor 8
is not a character will generally BRAWN 0 | WILL -1 | WIT 1
believe anything the Vampire says,
As Weapon
and must be shown incontrovertible
evidence to disbelieve. Vampiric | Bloodscent
3. Knife from the Shadows
Those with whom the Sanguine Vampire
4. Otherworldly Gaze
has shared their utterly addictive blood,
5. Bloodthirsty
Thralls act as hangers-on and
6. Echosense
sycophants boosting their standing.
To those holding their favour or
If a Sanguine Vassal totally drains a
interest, the Sanguine Vampire is
person’s blood, they mature into a
desirable and confident, charismatic yet
Sanguine Vampire. For this reason, their
brooding. They are also ruthless and
masters closely control feedings.
calculating, with no qualms about
manipulation and abuse to achieve
their ends, even if they do like you. To
them, you are cattle.
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Bestiary
Vermin Collector
Mood: Abomination
Armour 7 | Vigour 24 | Grip 5
Swarm of Insects
Mood: Critter
BRAWN 0 | WIT 1 | WILL 2
Armour 6 | Vigour 12
Gnarled Staff (Hand) BRAWN 0 | WIT -1 | WILL -1
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Bestiary
The Wise Old Woods-Walker
Mood: Cultist
The Woods-Walker can bestow the Eldritch
Armour 7 | Vigour 36 | Grip 13
Pact Advancement with an hour-long ritual.
BRAWN 2 | WIT 3 | WILL 2
This Pact is earned with an exchange of
Crushing Hooves and Goring favours or following a lengthy tutelage. It
Horns (Heavy) manipulates deals to heavily favour itself.
Pressured to ‘repay their debts,’ students
Thunderous Blows | Arcane Volley |
help weave esoteric rites and abhorrent
Shadow Glamours | Any other Arcane
rituals, twisting the landscape and
Advancements.
inhabitants to unspeakable ends.
Special Adaptations
When the Woods-Walker is done with a
Crimson Sacrament: When sharing a
village, it is long gone before
Zone with a corpse or willing creature,
anyone investigates.
the Woods-Walker can magically
consume it rather than pay any Grip to
use Arcane Advancements.
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Bestiary
Witch-Knight
Mood: Void-Hearted Armour and weapons feed on blood,
Armour 9 | Vigour 20 | Grip 3 iron calls out to its distant kin. Their
BRAWN 3 | WIT 0 | WILL 1 dormant spirits can be awakened by
sorcery, revealing their desire: To
Hex-Proof
drench themselves in spilled blood.
Special Adaptations
Imprison a warrior in their armour and
Living Armour: While the armour is
awaken it constructing a Witch-Knight.
worn the Witch-Knight lives, its
Vigour representing its current body's They begat tales of armoured knights
integrity. At 0 Vigour the body inside is whose rampages were only stopped by
destroyed, but if replaced, restores the complete butchery. No matter the
Witch Knight’s Vigour. Destroying the wearer, they inevitably fall into
Armour itself is far harder, requiring unstoppable bloodlust and must be
its creator’s consent or potent magic. butchered themselves. No one ever
suspects the armour or blade, which
Children of Violence: The Witch
contentedly awaits another
Knight gains Adaptations and
foolish wielder.
Advancements based on its weapon:
• Hand Weapon
Swarm of Steel | Rampage
[ex. Longsword]
• Heavy Weapon
Battle Frenzy | Lifedrinker
[ex. Greatsword]
• Long Weapon
Umbral Dash | Nimble
[ex. Glaive]
• Throwing Weapon
Viscous Shadow | Spider Climb
[ex. Wicked Knives]
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Bestiary
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Beasts of the Crypt
Misshapen
Magic
The life of a Cryptdigger is not a happy one, and in the darkest
and most hellish reaches of the Crypt, even the tools and
abilities that the Cryptdiggers wield can turn against their
masters.
Overall, these are another tool for you to use to help reinforce
the idea that, down in the Crypt, characters are never
totally safe...
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Misshapen Magic
Arcanoclastic Flow Bloodshedder
Mood: Aethereal Mood: Martial
Armour 7 | Vigour 18 | Grip 9 (roll twice and choose the most violent option)
BRAWN -1 | WIT 1 | WILL 2 Armour 9 | Vigour 24 | Grip 8
BRAWN 2 | WIT -1 | WILL -1
No Weapons
Bloodstained Blade (Hand)
Ethereal | Fire and Lightning Strange
| Spellwrath | Violent End Bloodscent | Hex Addled
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Misshapen Magic
Bone Thief
Mood: Aberration The Spirits of the Beyond
Armour 8 | Vigour 12 | Grip 4 Advancement creates undead servants
BRAWN 1 | WIT -1 | WILL 0 from bodies and bones. If these tiny
animating sparks are severed from their
Vicious Claws (Hand)
master by death or other means, the
Fleshgorging (the Bone-Thief scoffs spark of life may blaze forth, securing
down the corpse’s bones) | any means of survival. This is especially
Fear of the Light | Undead probable where many dead lie, like
cemeteries or battlefields.
Special Adaptations
Bone Theft: The Bone Thief can steal a The Thief’s main engine of survival, and
bone from a Restrained creature, its namesake, is its appalling power to
incorporating it and gaining D3 Vigour. reach through a victim’s doughy flesh
Roll for the stolen bone and an pulling out bones. It stashes these stolen
additional effect: bones in itself before scurrying into
the night...
1. Rib: Lose D3 Vigour, which the Bone
Thief gains.
2. Arm/Hand: Can’t use that limb (as
Injury), the Bone Thief’s Vicious
Claws become a Heavy Weapon.
3. Leg/Foot: Can’t use that limb (as
Injury), the Bone Thief gains +1
Initiative.
4. Spine Fragment: Lose 1 Brawn,
which the Bone Thief gains.
5. Set of Knuckles: Lose 1 Wit, which
the Bone Thief gains.
6. Skull: You are dead. Bad luck. The
Bone Thief gains 1 of their
Advancements.
A truly skilled surgeon could replace
the bones, reversing the effects
(except death).
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Misshapen Magic
Glamoured Shadow Possession by the Shadow
Mood: Aberration The Glamoured Shadow’s host shares
Armour - | Vigour - | Grip 7 its Fear of the Light Adaptation. Each
BRAWN - | WIT 2 | WILL 1 kill made in the dark grants the
Shadow 1 Grip. It can spend 1 Grip to
No Weapons
grant its host a use of one the following
Fear of the Light Advancements and Adaptations:
1. +1 Armour
2. +2 Brawn
5. It is Ironshelled
6. It is Razorclawed
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Misshapen Magic
Venerat Flesh
Mood: Holy a new person, their hands and knees
Armour 8 | Vigour 15 | Grip 3 fused in permanent prayer.
BRAWN 0 | WIT -1 | WILL 2
This happens particularly in holy spaces.
No Weapon
The resultant creature is serene and
Special Adaptations calm, politely but firmly requesting aid
Divine Retribution: If the Venerat Flesh in achieving true transcendence.
wishes, any creature who touches it Cryptdiggers with Holy Advancements
must make a Grip Check. Creatures who hear the Flesh's gentle chorus in
dare attack it are cursed, and cannot use their minds.
or benefit from Holy Advancements
Unattended, the Venerat Flesh attracts a
until making Divine amends or atoning.
cult, perhaps offering one of the Cult
The Saint’s Progress: The Venerat Philosophies (pg 20).
Flesh demands gifts and offerings from
its followers. Creatures can offer it the Nascent Deity
treasures, granting the Flesh any This is the precipice of Godhood. To
resulting Experience. complete its divine ascension, it and its
followers must complete a long and
Offering 8 Experience of treasure
esoteric ritual requiring heavy sacrifices
grants the Venerat Flesh D6 maximum
and esoteric conditions. Once begun, the
Vigour, D3 Grip, and an Advancement
ritual can only end with the Nascent
or Adaptation it desires.
Diety’s ascension or death.
After gaining 6 Advancements and If successful, the devastation of a deity
Adaptations, it transforms into a incarnating into the world, even for
Nascent Deity. only a brief moment, is wide-reaching
and catastrophic.
Sometimes, the Flesh Made Anew
Advancement is subverted, a curse
unwittingly inflicted by the itinerant
priest for some sublime infraction. The
restored flesh bubbles beyond its
intended shape before budding off into
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Beasts of the Crypt
2 Adaptations/Advancements 3 Adaptations/Advancements
4 Adaptations/Advancements 5 Adaptations/Advancements
6 Adaptations/Advancements
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Crafting
Monster
Crafting
Simple Foes, powerful enemies
Cryptdiggers can carve choice pieces from beasts they slay for
use in Potions, Poisons and even Monstrous Treasures.
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Crafting
Step 1: Investigation Examples
Identifying a Dragon’s Fire-Breathing
First, remove a Monster Material with glands is Direct, as the Adaptation is
an hour’s work and a Grip Check. in its Stat block. However if the player
wants an Ironshelled Component
Successful or not, the Character
(which the Dragon did not have), the
extracts a Monster Material.
Doomsayer might grant it is Adjacent
Most monstrous remains can only have given the Dragon’s high Armour value.
1 Monster Material removed but If a player also wished to remove a
powerful monsters with many Razorclawed Component from the
Adaptations may contain more at the same Dragon, the Doomsayer might
Doomsayer’s discretion. rule that even though it didn’t have
that specific Adaptation, its high
Brawn score means that it is at least
Step 2: Research Adjacent.
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Crafting
Step 3: Creation
Turning a Component into a Monstrous Crafting Resources
Item requires a Night’s Work and a Each of the following constitutes 1
Grip Check. Decide the item you want Resource for Monster Crafting
to create and consult the list below to purposes:
determine how many crafting • 3 Experience worth of Gold
resources are required: • 3 Grip
• D3 Additional Days of Work
Type of Item - Cost in Resources • An Additional Monster Material
• Consumable: 2
Roll a Brawn or Wit Check
• Weapon or Staff: D3+3
(Doomsayer’s discretion) to determine
• Basic Armour or Shield: D3+1
success. Checks to craft Consumables
• Plate Armour: D3+3
have the Upper Hand.
• Trinket: D3+3
Success means the crafting went well
Consumables (Potions, Scrolls,
and the player expends the allotted
Totems or Icons broken to use,
resources.
Grenades, etc.) are destroyed upon use.
Failure means the crafting requires
Weapons and Armour are as defined in
more materials than initially thought.
the Equipment Chapter.
The player must expend the allotted
Trinkets are any other item that could resources and an additional
be held or worn when used, such as D3 resources.
amulets, rings, prayer beads, charms
tied to the hilts of swords, etc.
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Crafting
Step 4: Potency and Curses
Apply the final touches and awaken the Monstrous Item’s
power with a Night’s Work and a Grip Check.
Potencies
If applicable, an Adaptation with a Grip or Vigour cost must
be used to create an Item with an Active Trigger. The cost to
activate it is determined during creation if the Adaptation
doesn’t have one.
Items with a Passive Trigger are the easiest to create, but only
their specific trigger activates the Adaptation, regardless of
its wielder’s intent.
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Crafting
Example 1
Arigal defeated a vast serpent with Two days later, Arigal must make a
veins of anti-magic stone running Check to determine how the initial
through its scales. Arigal has been crafting went. He’s using blacksmith’s
struggling with magic recently and tools to craft his shield , so the
wants to extract the anti-magic ore. Doomsayer calls for a Brawn Check.
It’s not a Consumable item, so he
The Monster Material is removed after
makes the Check as normal, but fails!
an hour of work and a Grip Check, so
He must now spend D3 more resources
it’s time to research it.
and rolls a 3. Running a little low on
Back in the Cryptdigger’s compound, gold, Arigal decides to bite the bullet
Arigal researches the Monster and spend further resources as follows:
Material, which takes a Night’s Work
1. 3 more points of Grip
and another Grip Check. He wants the
2. D3 more days of work (rolls a 1)
Hex-Proof Adaptation. The Serpent
3. D3 further days of work (rolls a 2)
had that Adaptation, so the Doomsayer
tells him to roll a normal Wit Check to Three days later, having completed the
refine the component. He passes, and item, the final rites turn his item into
receives a Hex-Proof Component. its Monstrous form. After one more
Night’s Work and taking one last Grip
With his new Component, Arigal
Check, Arigal chooses a Potency. While
begins crafting the item. To start, he
having Hexproof as a Passive Property
spends another Night’s Work and
would be excellent, Arigal doesn’t want
makes his third Grip Check. Being a
to risk getting a Curse, and settles on
frontline fighter type, he wants a shield
an Active Trigger.
that deflects magic. Shields require
D3+1 crafting resources, so Arigal rolls He rolls a normal Will Check and
and determines he needs 3 resources to passes; the Shield is not cursed. He
create it. Being in relatively even shape rolls a D6 to determine the trigger, and
and having some spare time, Arigal gets a 2 so he must spend D3 Grip
spends his resources as follows: activating it.
1. 3 points of Grip
2. 3 points of Grip
3. 3 points of Grip
4. D3 days of work, (rolls a 3)
5. D3 days of work (also a 3)
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