The
Shadows of the Scream
They are heralded
by sighs and shuffled footsteps, moving with the gate of a prisoner
traveling to the gallows. Their form is vague, a man or woman,
hunched shoulders and downturned face. Its edges are smoothed over
like a weathered statue, possessing an indication of clothes over an
emaciated and broken form. Colored gray, the hues of life had been
washed from this form long ago. Around the humanoid figure reality
boils in a haze of umber and vermilion. Sharply outlined shapes of
weapons, fists, and sneering faces flash from the miasma in
whip-crack succession. Yells of archetypal captors cascade out of the
bloodied cloud to cry out, “Halt, prisoner.”
As the Grey Folk are
the residue of uncaring and soulless bureaucracies, the Shadows of
the Scream are the residue of their actions. They are silhouettes,
outlines created on the surface of reality, shaped like victims. Each
victim, encapsulated by the violence visited upon them, fades in an
affirmation of their mortality, but the hollow space in the world
left by their passing, continues in the wake of bureaucratic
progress. These spaces are the spot in reality a victim took up as
violence crashed upon them. Shadows of the Scream are not the victims
themselves, they are merely islands of natural reality surrounded by
a wasteland created through continued violence. The human shapes are
not the monsters, they are merely the hollow core of a bruised
reality moved about by the true substance of their exterior. Found in
places where death was casual and ever present, they wander their
spawning ground, perpetuating the very acts of their creation.
OSR
Type: Magical Creature (Not Undead, since undeath
requires a previous life, for which they never had)
Activity Cycle: All times, the torment of
injustice never ends.
Diet: The rust flaking from chains, and water
from leaking prison cells.
Intelligence: Low, violence and subjugation
contain little in the way of intelligence.
Treasure: None
Alignment: Neutral (Evil)
No. Appearing: 1D10 (Can be summoned by Grey
Folk. Grey folk may summon instead of attacking, the next round 1D6+2
appear.)
Armor Class: 15 / 5 (They are the masses, easily
broken under the boots of power.)
Movement: 30 ft.
Hit Dice: 2
To-Hit: +2
No. of Attacks: 1
Damage: 1D4 w/ Prisoner's Burden
Special Attacks:
Prisoner's Burden – Each time a character is
struck, a character must make a save vs. Paralysis. A failed save
results in a character's movement being reduced by ½ for 1 round.
Multiple failed saves in a round increases the duration of the effect
by 1 round per fail. (The effect is ended, or the rounds of effect
reduced from multiple hits from different attackers, if the attacker
creating the effect is destroyed)
Guard's Command – Instead of attacking, the
miasma surrounding the Shadow of the Scream takes the form of
numerous sneering faces that cry out 'HALT'. The effect may only
target one character, that character must make a save vs. Paralysis.
A failed save results in the character being unable to move for 1
round, though they may engage in any other action not associated with
moving (attacking, spell casting, defense). Multiple failed saves in
a round increase the duration by 1 round per failed save. (The effect
is ended, or the rounds of effect reduced from multiple hits from
different attackers, if the attacker creating the effect is
destroyed)
Special Defenses: They are immune to suggestion,
charm, command, or any other spell that gives authority over the
monster. (Only the guards have such authority)
Magic Resistance: 10% (Magic use is forbidden by
the guards.)
Size: Medium (5' to 6' tall)
All Saves: 15
Crimson
Dragon Slayer
Activity Cycle: All times, the torment of
injustice never ends.
Diet: The rust flaking from chains, and water
from leaking prison cells.
Intelligence: Low, violence and subjugation
contain little in the way of intelligence.
Treasure: None
Alignment: Neutral (Evil)
No. Appearing: 1D10 (Can be summoned by Grey
Folk. Grey folk may summon instead of attacking, the next round 1D6+2
appear.)
Armor Class: 2 (They are the masses, easily
broken under the boots of power.)
Movement: 50 ft.
Hit Dice: 2
Action-Dice: 1D6
No. of Attacks: 1 -
Damage: 1D4 (Exploding) w/ Prisoner's Burden
Special Attacks:
Prisoner's Burden – Each time a character is
struck, a character must make a save. A failed save results in a
character's movement being reduced by ½ for 1 round. Multiple failed
saves in a round increases the duration of the effect by 1 round per
fail. (The effect is ended, or the rounds of effect reduced from
multiple hits from different attackers, if the attacker creating the
effect is destroyed)
Guard's Command – Instead of attacking, the
miasma surrounding the Shadow of the Scream takes the form of
numerous sneering faces that cry out 'HALT'. The effect may only
target one character, that character must make a save. A failed save
results in the character being unable to move for 1 round, though
they may engage in any other action not associated with moving
(attacking, spell casting, defense). Multiple failed saves in a
round increase the duration by 1 round per failed save. (The effect
is ended, or the rounds of effect reduced from multiple hits from
different attackers, if the attacker creating the effect is
destroyed)
Special Defenses: They are immune to suggestion,
charm, command, or any other spell that gives authority over the
monster.
Magic Resistance: 10% (Magic use is forbidden by
guards)
Size: Medium
(5' to 6' tall)
Dungeon World
Grouping: Group
or Single
Armor: 1
Hit-Points: 4
Damage: Unarmed
- [1D4+2]
Prisoner's Burden – The aura of hopelessness
the Shadows of the Scream exude seep into the souls of those around
them. While close to the monster take a -1 ongoing to actions
involving escape or avoidance.
Guards' Command – The miasma surrounding the
Shadows forms into the sneering faces of guards shouting “HALT”.
A person caught in the roiling shock-wave created by the shout are
compelled to stand still, though they can engage in other actions
such as physically attacking, parrying, spell casting, etc.
Instinct:
To reenact the tortures that created them.
Moves: Add
to their tortured population. Obey the commands of the Grey Folk.
Alert the Grey Folk of intruders. Prisoner's Burden. Guards' Command.
Into
the Odd
Str 6, Dex 6, Wil 6,
4 hp.
(May be summoned by the Grey Folk)
Driven to recreate
the horrors that made them. Attacks with fists (1D4). Those hit by
the unarmed attack must make a Will save. A failed save results in a
character's movement being reduced by ½ for 1 round. Multiple failed
saves in a round increases the duration of the effect by 1 round per
fail. (The effect is ended, or the rounds of effect reduced from
multiple hits from different attackers, if the attacker creating the
effect is destroyed)
Also attacks with
Guard's Commend. Instead of attacking, the miasma surrounding the
Shadow of the Scream takes the form of numerous sneering faces that
cry out 'HALT'. The effect may only target one character, that
character must make a WILL save. A failed save results in the
character being unable to move for 1 round, though they may engage in
any other action not associated with moving (attacking, arcana use,
defense). Multiple failed saves in a round increase the duration by
1 round per failed save. (The effect is ended, or the rounds of
effect reduced from multiple hits from different attackers, if the
attacker creating the effect is destroyed)
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