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Idea: A Series Of Call Of Cthulhu Adventures Where The PCs Encounter The Violent Aftermath And Found-footage
Idea: a series of Call of Cthulhu adventures where the PCs encounter the violent aftermath and found-footage style evidence of summoning rituals. It seems that the government tried to cover up and study the eldritch activity, but their laboratory was similarly overwhelmed by creatures beyond our comprehension, which they couldn’t contain.
One such creature - one of many - is a frighteningly intelligent shapeshifter, and it seems to understand human culture fairly well despite having a language and mindset that appears to revolve around texture. It hunts by ambush, using static electricity to grab its prey with impossible force and then absorbing fluids and nutrients through its skin. Currently, its goals include gaining access to more important places and shapes, so it can learn and feed more easily. It also wishes to eliminate anyone who might recognize its existence and similarity to the classic D&D Mimic.
What other old-school monsters could be truly frightening in the right context? Aboleths are pretty eldritch already, but I think there’s some good mileage in the Xill, which hops between dimensions and puts its terrible eggs inside of people, Alien-style. Or what about finding a lab full of headless bodies, victims and hosts of the vicious Vargouille?
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More Posts from Decafnerd
Horror Creature Idea
An animal that has learned to mimic the “deus ex machina” or other random helpful encounter. It has a sixth sense for people in the depths of despair or on death’s door, and shows up to rescue them and provide a glimmer of hope.
As a mimic, this beast has many forms, but a common one is an almost-human with jaunty, colorful attire. “The Friendly Wanderer is a cheery fellow. Bright blue his carapace is, and his talons yellow!” One of them might bounce along the road in time to pull a poor hero out of quicksand and take them to get dry in its cozy hut nearby (from which nobody ever emerges).
The great thing about the Friendly Wanderer is that you can use one of them to rescue your players from a really tough fight or challenge that they can’t figure out, but then you don’t have to feel bad about being too nice because they get put in an even worse predicament!
Scholars have a hard time studying the Friendly Wanderer’s habits and abilities because of its unique hunting style. We’re not sure whether it has magic beyond its disguise capabilities, but we do think it gains sustenance from feelings of betrayal in addition to eating its victims’ bodies.
a list of 100+ buildings to put in your fantasy town
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower

Gloves of Relentless Pursuit
Wondrous Item, rare (requires attunement by a ranger)
“These gloves perfectly fit the hand of whoever wears them, and feels as natural as a second skin. They have rough texture on the palm and fingers so nothing slips from their grip, and makes drawing and nocking arrows smooth and effortless.”
Whenever you hit a creature marked by your Hunter’s Mark spell, you gain a +1 bonus to attack rolls and damage rolls against it, to a maximum of +5. If you miss an attack, the bonus is reduced by 2, and if you attack another creature the bonus is lost.
When you defeat a creature marked by your Hunter’s Mark spell and use a bonus action to move it to another creature, you retain the bonus to your attack and damage rolls.
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