Shoggoth.net https://shoggoth.net Doing our best... to bring you our worst. Fri, 31 Oct 2025 09:14:40 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 74625239 Osterhase https://shoggoth.net/octobernomicon/the-actual-creatures-of-the-octobernomicon/osterhase/ https://shoggoth.net/octobernomicon/the-actual-creatures-of-the-octobernomicon/osterhase/#respond Fri, 31 Oct 2025 09:14:37 +0000 https://shoggoth.net/?p=6014 In the spring of 1532 in the kingdom of Hesse, near the modern town of Dieburg, there was a bright light like the rising of the sun at midnight. Several villagers, men and strong lads, went out to search the area. They found only a scorched area next to an ancient standing stone deep in the forest. Unknown to the others, little Lampert Sebald an unusually brave lad of 9, followed his father into the woods with the others. Later he would swear that he had seen a 6 foot tall off white rabbit hopping out the forest. The next morning the children of the village started finding hundreds of iridescent eggs all over town. These eggs were sweet and delicious when cooked. Three nights later there was another midnight sun. The priest compared it to mana from heaven and declared it an Easter miracle. All was well until one week later when the unfound eggs hatched, at first they looked like a strange blend of rabbit and toad. Cuddly, warm, and fuzzy. Only the children could see them, so when they grew to fist sized and started eating the chickens, cats, and small game. The adults thought of foxes, dismissing children’s notions of killer rabbits. When they grew to cat sized and started attacking in swarms killing the cows, horses, and adults in unseen clouds of disappearing hemispherical chunks of flesh and spurting blood the adults were terrified. Finally, the adults believed the children about their Easter Rabbits. After a couple deaths and many attacks Lambert Sebald led the children in finding and killing the “rabbits”.

After this incident the village started a tradition of training the children to find brightly colored eggs no matter how well hidden, and to warn the village if the Osterhase was ever seen again.

In 1732 a villager and his son were night hunting in the forest outside of Dieburg.

While crossing the strange clearing with the standing stone, the clearing where nothing grows. A bright flash came for the stone and a hole in reality opened. The hunter’s son screamed and fired. There was an unearthly scream that tore the night in half. Next the boy was lifted from the ground wounds from unseen teeth erupting all over his body. The father in a panic shot the unseen thing. The boy dropped and huge hopping foot prints unlike any beast on Earth mashed the grass as it thundered back through the hole in reality. The boy was dead. His father carried him home to their stout white farm house. Laying the boy down, his mind shattered, told his wife what happened while loading both rifles. When finished he calmly shot his wife and himself. Sadly, their ghosts still haunt the house unable the escape what the hunter had seen.

Osterhase, The Easter Bunny

STR70CON50SIZ80DEX50INT65POW50
Move10HP13MP10Luck50
Attacks1Damage Bonus1d4Build1
Armor1Sanity Loss1/1d6Dodge25
Bite (1d6+1d4)45Listen60
Stealth55Spot Hidden50

Osterhase Kinder

STR10CON35SIZ5DEX90INT50POW35
Move9HP04MP07Luck35
Attacks1Damage Bonus-2Build-2
Armor1Sanity Loss1/1d6Dodge25
Bite (1d4 – 2)35

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Envenom  https://shoggoth.net/octobernomicon/spells-octobernomicon/envenom/ https://shoggoth.net/octobernomicon/spells-octobernomicon/envenom/#respond Fri, 31 Oct 2025 08:58:02 +0000 https://shoggoth.net/?p=6012 Cost: 6 Magic points, 1 POW, 1D6 Sanity Points

Casting Time: 1 round.

This spell causes the victim’s tongue to temporarily elongate, fork, and drip a thick, sticky black poison. The poison is not strong enough to enter a target’s bloodstream through skin contact. However, when entering the bloodstream is quickly takes effect (all damage delivered on the following round). Typically, the practitioner casts this spell and then licks a bladed weapon, coating it with venom, before making a melee attack. The poison neutralizes quickly, growing weaker over time before becoming inert. After being cast the poison is effective for just six rounds, reducing its potency over time (round 1 and 2 – Severe, 1D10 / Round 3 and 4 – Moderate, 1D6 / Round 5 and 6 – 1D3). As with all poisons the victim is allowed a CON check, with an extreme success reducing the damage by 50%. The effects of the poison are necrotic, causing he flesh around the wound site to painfully swell, before blackening and dying. Only enough venom is produced to coat a single weapon, and due to the physical demands on the caster it can only be cast once per day. After casting the caster’s tongue returns to normal, but they become very hungry and thirsty, as their body struggles to recover from the demands the enchantment placed upon it. 

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Molt https://shoggoth.net/octobernomicon/spells-octobernomicon/molt/ https://shoggoth.net/octobernomicon/spells-octobernomicon/molt/#respond Fri, 31 Oct 2025 08:56:46 +0000 https://shoggoth.net/?p=6010 Cost: 10 Magic points, 2 POW, 1D10 Sanity Points

Casting Time: 1 round.

This powerful healing spell takes two full days to perform. On the first day the caster performs the ritual, during which they must devour a quantity of meat equal to 25% of their size. For example, a SIZ 12 caster would have to eat a 4 SIZ worth of protein, or roughly 1/4th of their body weight. The meat must come from a single animal that was alive less than 24 hours before casting. The caster then falls into a torpor, sleeping deeply for about 24 hours. During this time their skin darkens, becomes leathery, and swells a bit, until they become encased inside of a leathery sack of their own hide. During this time all damage done to their bodies is restored, including magical damage resistant to natural healing, and the regeneration of lost body parts (restored eyes, regrown severed limbs, etc.). Any scars or tattoos the caster had before this spell was cast are now absent, along with any hair dyes or painted nails. While this is happening the caster is completely helpless, unable to move while their bodies regenerate. This ritual is typically one of last resort, performed when a cultist is horribly wounded or permanently disfigured. The spell is so taxing on their physical bodies it can only be performed once per six months. 

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Fertility https://shoggoth.net/octobernomicon/spells-octobernomicon/fertility/ https://shoggoth.net/octobernomicon/spells-octobernomicon/fertility/#respond Thu, 30 Oct 2025 04:05:24 +0000 https://shoggoth.net/?p=6006 Cost: 12 Magic points, 1D8 Sanity Points

Casting Time: 6 hours.

This spell magically enhances the fertility of a man or woman, allowing them to conceive a child. This spell curse infertility due to age, illness, or injury in both genders, producing a child arriving full term from a smooth delivery to the mother. However, the child will be sickly and dies with 1D4 days, unless the second half of the ritual is performed. The placenta, or afterbirth, of this pregnancy must be planted of the earth, in a spot that receives both natural light and rain. If performed the child’s health improves with no lasting effects. However, as the child grows a strange tree begins to grow from the placenta, a sprout, growing into a sapling, becoming a warped and grotesque tree by the time the child reaches puberty. At this time their “twin” becomes a Dark Young of Shub-Nigguruath, forever bound to the child they once tethered to their mother and nourished with its own blood. These creatures follow their twin about, protecting them, punishing those who harm their human sibling. The now grown child somehow knows that this strange tree-like creature means them no harm and only wishes to protect them. Lastly, these children also feel a strong connection to the earth, nature, and Shub-Nigguruath, often becoming worshippers of the Outer Goddess who reaches out the them via dreams.

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Spells of the Cult of Shub-Niggurauth  https://shoggoth.net/octobernomicon/spells-octobernomicon/spells-of-the-cult-of-shub-niggurauth/ https://shoggoth.net/octobernomicon/spells-octobernomicon/spells-of-the-cult-of-shub-niggurauth/#respond Wed, 29 Oct 2025 04:01:44 +0000 https://shoggoth.net/?p=6002 The worshipers of the Black Goat of the Woods with a Thousand Young have been gifted with arcane knowledge from the Outer Goddess.  Many of these spells embrace the cycle of life, death, and procreation.  Here is a selection of spells specific to the worshipers of the Outer Goddess Shub-Niggurauth

Mother’s Milk

Cost: 10 Magic points, 4 POW, 1D8 Sanity Points

Casting Time: 3D6 round.

This spell can only be cast by women of SIZ 10 or greater whom birthed at least one child, and have not yet entered menopause. The ritual must be performed outside and the caster must wear a flower garland, which withers and dies during the casting. The enchantment causes the caster’s breasts to swell and lactate, producing 32 ounces of milk. This enchanted fluid has amazing healing properties when ingested, restoring 2D8 points of damage and 1D6 points of Sanity. It also eliminates the effects of any poison, eliminates infections and common illnesses. The wounds it heals leave no scars either, leaving perfectly smooth skin. This ritual is very taxing on the caster, and can only be performed once her week.

Unfortunately, there is a dangerous side effect. Those healed by the Mother’s Milk ritual who become pregnant, or whom impregnate someone, with a month of receiving this restoration the effects are both dangerous and in most cases tragic. Pregnancies developed preternaturally fast, coming to term within six months. Deliveries are usually dangerous to the mother (Hard CON check or 1D10 points of damage, successful Medicine roll reduces this by 50%).  The children conceived during this time are human, but a Gof’nn Hupadgh (see page 75 of the Malleus Monstrorum).

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Spells of the Yig Cult (Part One) https://shoggoth.net/octobernomicon/spells-octobernomicon/spells-of-the-yig-cult-part-one/ https://shoggoth.net/octobernomicon/spells-octobernomicon/spells-of-the-yig-cult-part-one/#respond Tue, 28 Oct 2025 04:01:22 +0000 https://shoggoth.net/?p=6000 Human worshipers of the Great Old One Yig, Serpent Men sorcerers, and their multiple mix-blood offspring, have developed spells and reflective of their god. These arcane arts are never taught to outsiders, and should an infidel learn of them they’ll be relentlessly pursued by the faithful until they are forever silenced. Here are three spells sacred to the Cultists of Yig:

Kiss of Death
Cost:
8 Magic points (varies), 2 POW, 1D6 Sanity Points
Casting Time: 1 round

This spell temporarily turns the caster’s saliva into a powerful neuro-toxin. The caster is, of course, immune to their own venom. However, should they kiss the lips of a victim while this spell is active that the deadly poison is transferred to the target. Once cast the spell lasts for three combat rounds, +1 round per additional Magic Point infused into it when performed. During this time the caster’s saliva becomes a deadly poison. This toxin can be transferred from the casters saliva to the victim through skin of the target’s lips, tongue and mouth. Those unwilling to be kissed can resist, forcing the caster to make a grapple attack. Once a single poisoned kiss is delivered the enchantment ends. Those falling victim to this spell receive a Deadly Poison attack for 2D10, with an extreme CON check reducing this damage by half. The damage is inflicted over three rounds, the first round the victim feels a tingle turning into a burning sensation (no damage), followed by severe muscle cramps (50% of damage on round two), paralysis, and ultimately asphyxiation as their diaphragm seizes up (remaining 50% of damage on rounds three).

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WHISPER STREET https://shoggoth.net/octobernomicon/scenarios/whisper-street/ https://shoggoth.net/octobernomicon/scenarios/whisper-street/#respond Sat, 25 Oct 2025 04:00:00 +0000 https://shoggoth.net/?p=5996 Whisper Street is the secret name for the network of information that flows from person to person in an urban setting. Who are the people who make up Whisper Street? They are the invisible and nameless men and women who deliver your mail, shine your shoes, pour your coffee, sweep your streets, collect your garbage, and so much more. When someone says, “Word on the street is…” they’re talking about Whisper Street. 

NOTE: Whisper Street is not an organization. No one who is part of Whisper Street is consciously aware that they are cogs in a much larger information-processing machine that is informally known as Whisper Street. The concept of Whisper Street is best set in a pre-information age, when the world was analog, not digital. 

Whisper Street can be a useful resource in a Call of Cthulhu game with an urban setting. The concept behind Whisper Street is that an urban setting has ears everywhere – the newsstand operator, the shoeshine clerk, the diner waitress, the mail carrier, the taxi driver, the garbage collector, the pan handler, the food cart vendor, and the street sweeper – just to name a few. The investigators interact with these people all the time without expressly roleplaying it, because their character picked up a newspaper, or grabbed a cup of coffee, or collected their mail. And the odds are good that the antagonists in whatever mystery they are investigating have also crossed paths with the denizens of Whisper Street. So, it’s likely that some of the information they seek to solve the mystery may have been overheard on Whisper Street. 

But not all investigators have equal access to Whisper Street. These guidelines should help the Keeper determine the amount of access each investigator has to the wealth of knowledge on Whisper Street. 

  • Skill: Survival (Urban) – The Survival skill with a focus on an urban setting could be considered a “Streetwise” skill. Any investigator with this particular skill configuration may gain information from Whisper Street with a regular successful Survival (Urban) skill roll or Credit Rating skill roll. Investigators with the Survival (Urban) skill do not need to roll to see if they have access to Whisper Street based on their occupation. Investigators who acquire the Survival (Urban) skill during a character improvement phase automatically gain access to Whisper Street. 
  • Occupation: Blue Collar – The Keeper has final determination on whether an investigator’s occupation is blue collar or white collar. Blue collar investigators are peers to vast majority of people who contribute to Whisper Street. 

Before a blue-collar investigator attempts to gain information from Whisper Street, they must first determine if they have access to it. The Keeper must ask for a regular success with a Credit Rating skill roll, without the use of Luck Points to augment the roll. If successful, the player should note somewhere on their character sheet that their investigator has access to Whisper Street. From then on, information can be gained from Whisper Street with a regular success with a Credit Rating skill roll. 

  • Occupation: White Collar – The Keeper has final determination on whether an investigator’s occupation is white collar or blue collar. White collar investigators are not peers to the hard-working men and women who make up Whisper Street. Even if the investigator’s intensions are good, the denizens of Whisper Street recognize the white-collar investigator as “The Man,” and are more likely to be tight-lipped around them. 

Before a white-collar investigator attempts to gain information from Whisper Street, they must first determine if they have access to it. The Keeper must ask for a hard success with a Credit Rating skill roll, without a use of Luck Points to augment the roll. If successful, the player should note somewhere on their character sheet that their investigator has access to Whisper Street. From then on, information can be gained from Whisper Street with a regular success with a Credit Rating skill roll. 

But what about investigators who do not have the Survival (Urban) skill and they failed to gain access to Whisper Street? Can they still attempt to gain information from Whisper Street anyways? Yes, of course, but it’s just a bit more difficult. 

Investigators Without Access to Whisper Street: 

  • Blue Collar – Regular success with a Credit Rating skill roll, with One Penalty Die. 
  • White Collar – Hard success with a Credit Rating skill roll, with One Penalty Die. 

DENIZENS OF WHISPER STREET

Most of the investigator’s interactions with the denizens of Whisper Street are intended to occur “off camera.” But, if it is necessary to have an encounter on camera, the Keeper can quickly whip-up anyone they may need. Presented here are just a few suggestions. 

Carl, shoe shiner

STR 50 DEX 60 POW 40 

CON 60 APP 50 EDU  40 

SIZ 50 INT 50 HP 11 

Skills: Art/Craft (Shine) 50% (25/10), History (Local) 40% (20/8), Listen 60% (30/12), Sleight of Hand 40% (20/8)

Andy, newspaper boy

STR 40 DEX 50 POW 50 

CON 60 APP 60 EDU  40 

SIZ 45 INT 50 HP 10 

Skills: Climb 40% (20/8), Fast Talk 50% (25/10), Listen 60% (30/12), Throw 40% (20/8)

Flo, waitress

STR 50 DEX 50 POW 40 

CON 50 APP 60 EDU  50 

SIZ 40 INT 60 HP 9

Skills: Dodge 40% (20/8), Listen 60% (30/12), Persuade 50% (25/10), Spot Hidden 40% (20/8) 

Denizen of Whisper Street Template: 

Name, occupation

STR xx DEX xx POW xx 

CON xx APP xx EDU  xx 

SIZ xx INT xx HP xx

Skills: Listen 60% (30/12), Major 50% (25/10), Minor One 40% (20/8), Minor Two 40% (20/8)

The denizen will have two characteristics at 60%, two at 40%, and four at 50%. Their hit points are calculated normally. Any adjustments to their characteristics due to age are also applied. 

The denizen has four skills, one major at 50%, two minors at 40% each, and Listen at 60%. 

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Assassin Masks https://shoggoth.net/octobernomicon/items/assassin-masks/ https://shoggoth.net/octobernomicon/items/assassin-masks/#respond Fri, 24 Oct 2025 04:00:00 +0000 https://shoggoth.net/?p=5982 Legends tell of a royal court, where a mysterious usurper had seized control of the kingdom.  To celebrate the usurper’s ascendency a grand carnival and masquerade ball was held. A group of seven assassins smuggled poisoned weapons into the masquerade ball. To better their chances of escape the assassins did not know exactly who the other assassins were. They would only know one another by the masks they wore, which followed a theme – the seven deadly sins (Pride, Greed, Lust, Envy, Gluttony, Wrath, and Sloth. 

The usurper was a powerful and mysterious sorcerer, and instantly saw through the plot. With a wave of his hand their masks came alive. Each died horribly, with the masks ribbons either strangling them, or drawing the masks so firmly to their faces it fractured their skulls. The usurper then hung the masks about their private chambers where it was whispered that they stood as silent bodyguards. Anyone entering these chambers, who harbored ill intent to the usurper, would trigger the masks to attack, moving about with a will of their own. Over the centuries the masks were sold and scattered to the four winds. Other sorcerers studied them, unlocked their secrets, and created such masks of their own. 

Assassin masks are sentient magical constructs and therefore immune to poison. They can move about using their mask straps as arms or legs. These straps usually appear to be about six inches long, but can grow to up to three feet long should the mask require it. They attack by reaching out with their straps and grappling themselves over the victim’s face. Once grappled they’ll keep increasing pressure with their incredible strength, firmly blocking airways (see Strangulation) and fracturing bone (1/2 DB per round). 

Once attached to a victim it is very hard to remove. Assassin Masks take half damage from non-magical weapons and minimal damage from piercing weapons. If they’ve already attached themselves to a victim’s face, then half the damage from any successful attack made to the mask is transferred to their grappled victim. 

Assassin Masks, Mysterious Masks with murderous intent

Char. Averages rolls
STR  140 (8D6 x 5)
CON  120 (3D6+15 x 5)
SIZ  10 (1D3 x 5)
DEX  75 (1D6+12 x 5)
INT  20 (1D3+2 x 5)
POW  80 (3D6+6 x 5)
HP 13
Av. Damage Bonus: +1D4
Average Build: +1
Average Magic Points: 16
Move 8

ATTACKS
Attacks per round: 1
Fighting attacks: Grapple, strangle & crush 

Grapple (mnvr): This attack firmly affixes the mask to the victim’s face. This initial attack causes no damage, but causes automatic damage reach round after. To remove an assassin mask it must either been wrestled off (with a successful opposed STR check) or by destroying the mask.

Strangulation: Once an assassin mask successfully grapples itself onto a victim it attempts to cut off their airways. Victims should make a Hard CON check each round. Once they fail the victim loses 1D4 points of CON each round. If reduce to zero CON the victim dies.

Fighting 40% (20/8), damage 1/2+DB

Dodge: 38% (19/7)
Armor: Immune to poison, half damage from non-magical weapons;

Minimal damage from piercing weapons;

Damage caused to them is split between them and any currently grappled victims

Sanity Loss: 1/1D3 to encounter an Assassin Mask.

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Death’s Head Spider https://shoggoth.net/octobernomicon/the-actual-creatures-of-the-octobernomicon/deaths-head-spider/ https://shoggoth.net/octobernomicon/the-actual-creatures-of-the-octobernomicon/deaths-head-spider/#respond Thu, 23 Oct 2025 04:00:00 +0000 https://shoggoth.net/?p=5992 These strange creatures are often found amid ruins, bone piles, burial grounds, shrines and temples sacred to the Great Old One Atlach-Nacha. They are small, eight legged creatures, with sharp fangs and venomous bites. While they do produce silk they do not use it to spin webs to hunt, but to create lairs, nests, and line burrows. They also employ silk to create a tether lines, allowing them to silently descend from heights, often onto unsuspecting targets.

Like hermit crabs these creatures select and dwell within a found object, but instead of shells they exclusively employ human skulls. They appear as if they are human skills with six long legs, with the last pair used to secure themselves to the inside of their skull/shell. The skull they inhabit offers their bodies some protection. Death Head Spiders are usually found in groups, infesting a location with anywhere between a handful (1D4+1) to a full infestation (2D12+6).

In combat they stalk their prey, closing the distance before rushing or jumping (up to four feet) at their target. Their bite does little damage but does carry a minor poison (Extreme CON check or 1D3). This venom causes drowsiness and lethargy, with those effected suffering 1 Penalty dice for the next 1D4+1 combat rounds. Keepers may increase this to 2 penalty dice for individuals bitten multiple times.

Death’s Head Spiders lay their eggs in the skulls of their fallen victims. After hatching the young fight amongst themselves, killing and devouring their siblings until only the strongest survives. This hatchling eventually develops into an adult Deaths Head Spider. These creatures are often kept as pets by worshipers of Atlach-Nacha, and the skulls of those human sacrificed on alters as offerings to the Great Old One are eagerly claimed by these creatures.

Death’s Head Spider, Horrifying Arachnid
Char. Averages rolls
STR 20 (1D3+2 x 5)
CON 60 (2D6+5 x 5)
SIZ 20 (1D3+2 x 5)
DEX 65 (3D6+3 x 5)
INT 35 (2D6+3 x 5)

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Mahicantuck Tomahawk https://shoggoth.net/octobernomicon/items/mahicantuck-tomahawk/ https://shoggoth.net/octobernomicon/items/mahicantuck-tomahawk/#respond Wed, 22 Oct 2025 04:00:00 +0000 https://shoggoth.net/?p=5989 Named after the Native American name for the Hudson River, this beautiful weapon was, until recently, on display at the Museum of the American Indian in New York (founded in 1922). This beautiful artifact dates back to the French and Indian Wars, and is in remarkable condition considering its age (between 150 – 160 years old). It has a broad head on one end and a spike on the other, with a steel head, a wooden handle wrapped in deer hide, and a three tassel tipped with bear claws as a decoration on the bottom of the hilt. It is thought to have originated with the Oneida people, who were part of the Iroquois Confederacy.

It had a history of eliciting strange responses from some museum patrons, captivating them for long periods of time. Those so affected often reported hearing the sounds of chanting and drumming, going so far as asking the museum curators if the sound were part of the exhibit. It began having a reputation for being haunted due to this, before it vanished. Its case was smashed open, and a nearby window forced open which is likely how the thief got in and out of the museum. Strangely, an Oneida style peace pipe and drum were left in its place. The value of both of these artifacts exceeded that of the stolen item.

This weapon is, of course, enchanted. Those with any trace of Native American blood are drawn to it, and those whose ancestry can be traced back to tribes belonging to the Iroquois Confederacy sometime hear chanting and drumming (upon failing a POW check). The weapon urges those who hear it’s call to take it up and seek out the supernatural enemies of the native peoples of the Hudson Valley (such as the Seneca, Mohawk, Tuscarora, and Oneida nations). Such a person takes it up they get a vision of a place where it is needed, compelling them to go there and hunt down the creature in question. Those refusing the answer such a call loses 1D4 Sanity points per day until they obey the call or relinquish ownership of the item.

The Mahicantuck Tomahawk in an enchanted weapon. It causes 1D6+1 points of damage, and is incredibly resistance to damage (having 40 HP). Any damage to the item is repaired once it sheds the blood of a mythos creature. Against entities who have traditionally plagued these communities, such as the Deer Woman, the Naked Bear (Nya’kwaehe’h), and the Flying Head (Kanontsistontie) gets a bonus dice to attack rolls.

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