Friday, October 9, 2026

#8 Melt: 31 Horrors for Ruination Pilgrimage

 Melt aka The Cistern Born or the Unformed

Type: Monstrous Humanoid
Group: 1d10

Melts are waxy figures without set features. They're blobby and various shades of white, off white, and yellows. It is said the Unformed are grown in Birthing Cisterns in the deep places and are rejected and cast out of the warrens for being born incomplete or incorrectly. This might be what gives them a burning hatred for the living. Melts do appear to be in the act of melting much like a burning candle and are in a constant state of creation and deconstruction. They cannot speak but can produce screams, moans, and other creepy noises. Melt are suspected to have some sort of telepathic communication and possibly even be in contact or controlled by a hivemind. 

C:40(+4d10) Punch 1d5 DMG AP:0(+1d5) I:70 W:1(15+1d10)

Flux: Each Melt is wildly variable and can alter themselves rapidly. Each one should be rolled up individually. If it's not too much for the Steward, they can even be rerolled during combat. 

Noise: To be attacked by a mostly silent but coordinated enemy until the screaming, moaning, and hissing starts is a terrifying experience. Succeed on a Fear Save or characters' Combat is rolled with (D).

Aspect: Melt faces change when engaging with people. They will mimic the faces of people they're fighting. Sometimes they will reach into the mind of their opponent and mimic loved ones. Melt can even change their waxy faces into monstrous visages that make no sense. Succeed on a Sanity Save or temporarily lose 1d10 Sanity. If Sanity reaches 0, character passes out for 2d10 Rounds. 


Wednesday, October 7, 2026

#7 Centipede, Large: 31 Days of Horrors for Ruination Pilgrimage

 Centipede, Large

Type: Animal
Group: 1d10

Many segmented insect with many legs. Large centipedes grow to be 1-4 ft long. Modified front legs are swollen with venom delivered to victim on attack. There are many different types showing alternate coloring with distinct venoms. 

Roll 3d5 to generate different types of large centipedes below. 

C:55 Venomous Stab 1d5 DMG + Venom AP:1 I:35 W:1(11)


  1. 4 ft long, very slender, and sinuous, 200+ legs ((A) on Agility Tests)
  2. 1 ft long, short thick, 60 legs  (+1 AP)
  3. 2 ft long, bristle hairs, 100 legs (+1 DMG)   
  4. 3 ft long, sturdy build, 120 legs (+1 W)
  5. 2 ft long, heavy armor, 80 legs (+2 AP)

  1. Dark green body, bright red head, orange legs.
  2. Bright orange body, black head, red legs
  3. Black body, Pink head and legs
  4. White body, black head, purple legs
  5. Purple body, pale head, green legs

  1. Venom attacks Agility: -1d10 for 1d5 Rounds or until successful Body Save
  2. Venom attacks Strength: -1d10 for 1d5 Rounds or until successful Body Save
  3. Venom attacks Body: -1d5 for 1d5 Rounds or until successful Body Save
  4. Venom attacks Health: -1d5 for 1d5 Rounds or until successful Body Save
  5. Venom attacks Intellect: -1d10 for 1d5 Rounds or until successful Body Save

Tuesday, October 6, 2026

#6 Bovaurochs: 31 Horrors for Ruination Pilgrimage

 Bovaurochs

Type: Animal
Group: 1d5

A large and shaggy furred Bova standing at 6-8 ft at the shoulder and 8-10 ft long with thick horns spanning 6-8 ft. A large skull, thick shoulders and neck support the massive weight of the horns. Bovaurochs are occasionally hunted for their fur and meat, but more often for the horns which are used to make low blasting war horns or for the skull which makes an impressive trophy hanging on a wall. 

Scholars believe Fighting Bova were orginally created by breeding Bovaurochs and Bova together and choosing the most irritable and aggressive offspring to breed further generations. 

C:65 Gore & Toss 2d10 DMG + Bleed (2) AP:3 I:45 W:3(20)

Gore & Toss: Bovaurochs fight by swinging their massive horned head back and forth tossing anyone and anything into the air causing 1d5 DMG upon landing unless an Agility Test is passed. This may also cause 1d5 DMG to plate armor. 

Bleed (2): An additional 2 DMG accrue every round after taking damage until treated for bleeding. 

Trophy: Each outer sheath of the horns can be sold for 200 coins to artisans creating musical instruments. The whole head (including horns with outer sheath intact) can be sold for 1,000 coins  but do present some logistics challenges as they are large, heavy, and soon begin to stink in warmer weather. 


Monday, October 5, 2026

#5 Wolf, Doom: 31 Horrors for Ruination Pilgrimage

 Wolf, Doom

Type: Monstrous Animal
Group: 1d5

Midnight black savage wolves the size of ponies with howls capable of turning even hardened fighters into whimpering children. They dwell in the unsettled regions deep in dark, ancient forests and high in the mountains. Doom wolves have a wicked bite and are very intelligent, often pulling back from combat, hiding in the shadows, and even tracking the same prey over several days waiting for the most opportune time and place to attack again. 

C: 70 Bite 1d10 +3 or Doom Howl DMG AP:3 I:90 W:3(15)

Doom Howl: When heard on the wind from far away it's bad enough but when large, black shapes come charging out of the darkness howling a Fear Save is needed. Upon failure 1d5 Sorrow are acquired instead of the usual 1 point. 


#4 Spider, Giant Jumping: 31 Horrors for Ruination Pilgrimage

Spider, Giant Jumping

Type: Monstrous Animal
Group: 1d5+2

A huge jumping spider with a leg span of 6 ft, with large, shining eyes, and iridescent red striping on a jet black exoskeleton. A stalking predator able to launch itself great distances. It has large dripping fangs but possessing mild venom, mostly relying on speed and pinning prey to the ground while draining them of fluids. 

C: 70 Bite 1d10 DMG + Venom + Pin  AP:0 I:85 W:2(10) 

Jump: Can jump attack from 120 paces (roughly middle of Bowshot Range).

Pin: A successful attack by the spider and the target make an Agility Test. Upon failure they collapse under the spider with fangs still implanted. A Strength Test is required to dislodge the spider (roll with (A) if helped by someone). If spider is not removed they deal 1d10+5 DMG as they burrow their fangs deeper and inject more digesting venom. 

Venom: Mild venom used for digesting prey items. Extra 1d5 DMG unless a successful Body Save is made. 




Sunday, October 4, 2026

#3 Rats of Contagion: 31 Days of Horrific Additions to Ruination Pilgrimage

 #3 Rats of Contagion

Type: Demonic Animal
Group: 2d5

Rats the size of large hounds, with weeping, infected sores and mangy fur. Eyes of milky white and large yellowed rodent incisors. The saliva of these creatures is especially virulent as hinted at by the blood specked foam soaking the matted fur around their mouths and throats. 

C: 45 Bite 1d5 + Contagion DMG AP:2 I:60 W:1(10) ES: 1

Contagion: A bite is guaranteed to grant infection, maybe disease and in the worst cases plague. A bite wound must be cleaned with the strongest of alcohol or salves. 

If wound isn't cleaned at all: Body Save at (D) or blood is infected (Rulebook pg. 35), roll a Disease (Rulebook pg. 36), and roll a Plague (Rulebook pg. 37). 

If wound is cleaned: No infection. Successful Body Save or roll a Disease, and 50% chance of contracting a Plague. 



#2: Bat, Giant Vampire. 31 Horrific Additions to Ruination Pilgrimage

 #2: Bat, Giant Vampire

Type: Monstrous Animal
Group: 1d5+1

A massive bat standing at 5-7 ft tall when upright on all fours. Broad leather wings are tucked in when crawling and during combat. Covered in shaggy dark, brown fur. Small beady red eyes that glow in the dark. Large claws protruding from wing knuckles are capable of destroying armor and the bite carries saliva that keeps blood flowing long after the bite has been delivered. 


C:60 Claw 2d5 DMG + Rend or Bite 1d10 + Anticoagulant AP:2 I:55 W:2(15)

Rend: +1d5 DMG to target's AP.

Anticoagulant: + Bleed (3) with each bite.








#8 Melt: 31 Horrors for Ruination Pilgrimage

 Melt aka The Cistern Born or the Unformed Type: Monstrous Humanoid Group: 1d10 Melts are waxy figures without set features. They're blo...