Carnival Xolthique

The brother Spook: Awakened from his Mercurial Torpor.

A lone turning carousal can be heard through swirling mists, it’s off key music haunting. Red eerie incandescent diffused lights indicate the carnival just beyond.

The midways, and roller-coaster of the Xolthique attracts one and all. Here there are riches to be won through enticing games of chance and skill. Stroll the catwalks and wonder at the menageries of strange beasts and exotic creatures upon display. Exciting rides and an alluring fun-house elicit dreadful screams in exchange for coin. Will you dare a ride on the old wooden roller-coaster. This is a place of civic celebration, fortunes, and bizarre entertainment.

Here the ringleader brothers Grimz and Toil operate. Conjoined halfling twins who have learned to ever adapt in a harsh and uncaring world. Never welcome within any walls and often chased away due to their deformity, they have forged another path. The wonders of imagination keep the crowds coming and the brothers purses full.
This is a Carnival bar none. Populated and operated by the brothers clan of juvenile orphans. Castaways one and all. A rag tag group of the unwanted, collected by the brothers. Traveling from town to town, from castled keeps to citied walls. The curious are never in short supply. No one is really sure how many of the juvenile halflings skulk in the shadows between tents and side-shows along the midway. Their clown painted faces glimpsed out of the corner of the eye.

Beware the chram of music here

Roller-coaster: At midnight once the Carnival has closed the halfling juveniles enjoy taunting the caged creatures and riding the roller-coaster or drinking on the carousal. At any given time there are 2d6 Juvenile halflings riding the roller-coaster. The roller coaster presents a great ambush point for PC’s should they wait until nightfall and utilize stealth.
*In my campaign combat broke out while the PC’s were riding the roller-coaster making for an exciting battle.

Carousal:1d6+1 halflings can be found drunk, riding the carousal.

Menagarie: The barred cages contain all sorts of strange and exotic creatures from throughout the land, some of which are humanoid and intelligent. One cage contains a large, naked, muscular man. He has large yellow feral eyes, long wild hair and talons for finger nails. He is a Formulkin. A dire Hyena like creature that can take human form. He understands basic speech and forms simple sentences in a guttural voice, composed mainly of grunts. Formulkin require the moons light for transformation between forms.

Formulkin HD: 6 (d8) Move: 50 ft (animal form) 30 ft. (human) AC: 16 Attacks: 2 claw (1d6) Bite (1d6) Saves: P Treasure: 6 XP: 310+6 Special: Rake, Regeneration 3, Alternate Form, Twilight Vision

The halflings are Glibs one and all. Pilferers of a most important commodity. Information. Even more enticing then the midways themselves are the Ale Gardens where the most fantastical brews and honey rose mead’s are served. A taste superbly exquisite and without equal, famous throughout the lands. The recipes are of course a heavily guarded secret known only to the halfling ring leaders. The truth serum that is added at no extra cost ensures that information is very forthcoming and falls liberally from the tongues of patrons. The Halfling Glibs stay current on all happenings in the land. 

The Clan spike their wonderful refreshments with a truth serum they manufacture from the milk of a Gigantic Beetle. They also sell and trade Chitta Boom. A black, egg shaped chitin grenade. The Eggs contain two chambers each housing a different color of resin that is excreted from a Gigantic Beetle the halflings keep. The Beetle excretes a milky white substance at night (used to spike the drinks) while during the midday it excretes a black resin immediately after a feed.

The halflings form the Eggs from Chitin Scales, harvested from the Gigantic Beetle while it sleeps. They use a tree sap to seal a chamber divider into place within the chitin egg. Once tossed the inner chamber breaks and the two resins mix causing an explosion that sends chitin shrapnel flying. A wick fuse can also be used to light the Chitta Booms. The heat form the fuse melting the inner divider causing the resins to mix. Lighting the fuse causes a delay in the explosion.
Having an uncanny knack for tinkering some of the youngsters have even shown a talent as Picks and have managed to obtain an Orbix. The ancient relic stolen from a once proud Wizard, more often than not given to the drink and a highly regarded patron who keeps the the carnival coffers full. 

The Orbix core is symbiotically attached to a third brother who’s body lies hidden within a heavily guarded tent. The brother Spook unwittingly awakened the Orbix and what remains of his body is encased within a large Mercurial plated coffin to contain the power he emanates, it’s gravity crushing. His limbless body, and barely recognizable features consumed and transformed by the power of the Orbix that even now attempts to form writhing tendril limbs from a multitude of silver silk like threads. Know-one dares go near the Orbix due to the frightening power it omits. Only the brothers alone, Grimz and Toil brave go near so they may gently sooth what remains of their younger brother into following their instructions. They understand that the power of the Orb requires a host and also that their brother is slowly being transformed into something else, and they fear what is to come.

Gigantic Beetle (Conjunction Infant): The Gigantic Beetle is actually a conjunction infant. It is attracted to and captivated by the Orbix relic the halfling Brothers Grimz and Toil have in their possession and thus it chooses to serve them for the time being. Ever in their company, it follows them as it matures and experiences the world around it. It follows any order dictated by the halfling Brothers as it wishes to maintain close proximity to the Orbix drawn to the inherent power it possesses. The Beetle is used like a pack mule to ferry the carnival components around the land.

HD: 13 (d10) Move: 30ft, Burrow 30ft AC: 18 Attacks: Trample (1d12), Stomp (1d12) SR: 4 Saves: M Treasure: 9 XP: 6,900 +18 Special: Strange haze, Altered Reality, Spell deflection (negates spells)

Combat: The Gigantic Beetle is a newly formed Conjunction Infant and is not hostile. As such it is still trying to form an identity and responds to the world much like a child would. It has not yet come into it’s full magical abilities as these are still developing as is it’s awareness off the world. If attacked it will trample creatures in an attempt to flee. If a creature is trampled the creature will be knocked prone (DEX save to stay upright). Once knocked prone the Beetle will Stomp as a secondary attack.

Strange Haze: Anyone coming within 20ft of the Gigantic Beetle suffers a -4 to all rolls due to a strange barely visible haze that slows all movement and speech.

Altered reality: As an action the Gigantic Beetle can eject spores at a target it can see within 20ft. The victim must succeed on a CON save or become immobile for 5 rounds. A save may be attempted at the end of each round. While immobile the victim exists in one or more altered realities that may or may not be real and as such may see things that can really help to drive the story. Perhaps a vision of things to come.

Each morning the Halflings dig up the multitude of eggs the Gigantic Beetle has deposited into the ground. It is from these eggs that those that work the carnival take sustenance. It has also granted the Halflings slight magical abilities. They have enhanced speed, hear noise, and hide in shadow abilities +2. As well as a +2 to initiative.

Halfling Ringleaders: Grimz & Toil. Conjoined twins who have led a very ruff life. They have had to scrape by and suffer far too many abuses. Discarded in the trash as toddlers they were traded from sideshow to side show. Suffering abuse after abuse. They have never known life outside the carnival. After orchestrating the previous owners accidental death and purchasing a forged will naming them sole owners, the brothers now run the show.

HD: 2 (d6) Move: 30ft AC: 17 Attacks: Dagger (1d4) Grenade (3d6) Saves: P Treasure: 3 XP: 13+1 Special: Poison, Invisibility, Dancing lights, Heightened senses

Wants: Information, for information is true power. At their word they are able to seed thoughts, implant ideas and guide events in the world. The right information at the right time has been the undoing of many a great noble and even city state rulers. Not to mention the wars. The brothers have been responsible for the election of many of the leading power figures in the smaller baronies. Their enemies are few.

Roleplaying: The brothers active listeners who ask subtle probing questions with honey laced tongues. They speak in such a way as to inflate ego’s referring to everyone as, liege, lord/lady, hero, strong one, brave one. Always feigning modesty and humility. They are always listening and paying close attention to body language. Adept at recognizing lies. (INT check). The brothers will gladly offer up information in exchange for their lives and know the land very well.

Tactics: 

Juvenile Halflings:

HD: 1 (d6) Move: 30ft AC: 17 Attacks: Dagger (1d4) Grenade (3d6) Saves: P Treasure: 3 XP: 13+1 Special: Poison, Dancing lights, Heightened senses

Combat: Hiding in shadows they will attempt to swarm the PC’s and use blowguns containing darts laced with poison. The darts only do 1 point of damage but the victim must make a CON check (CL 4) or fall into deep sleep. If, after the initial barrage of darts, any opponents are still standing, the Halflings will leap from the shadows and attack with small daggers, doing 1d4 damage. They have enhanced speed, hear noise, and hide in shadow abilities +2. As well as a +2 to initiative.

Grenade: 3d6 damage in a 10ft blast radius (DEX save for half damage). 1d6 damage 15-20 ft.

If the halflings are unsuccessful in subduing the PC’s they will attempt to draw the PC’s away from the carnival and use Chitta Boom grenades on them, caring not for whether the PC’s live or not.

The Orbix core is used to power the carnival and if combat ensues at night the halflings will cut the power, casting the carnival and the battlegrounds into complete darkness. This will awaken the brother Spook and bring events to his awareness, causing him to engage in combat.

Spook: Draped in a tattered tarpaulin. White milky eyes housed within a gaunt face of silver flesh. His limbless body is carried by countess silver threads that erupt and waver from his shoulder and hip sockets, propelling his mobility in a fluid writhing manner. 

HD: 7 (d10) Move: 30ft. AC: 20 Attacks: 6 Silver Strands (see below)
Saves: P Treasure: 8 XP: 900+7 Special: Puppet, Gravity blast, Anti gravity, Strands, Drag, Immunity to electricity (full) SR 3, Vulnerability to fire

Combat: Spook attacks with 6 appendages of threadlike silver strands which extend from the shoulder and hip sockets of his body, serving as arms and legs. He engages enemies at range with his strands. Once an enemy is caught he will pull it towards him using his silver strands attempt to cocoon the target. Spook nearly always gains surprise unless magically detected.

Drag: A victim is pulled 2 feet per round towards Spook. Each additional strand attached to a victim doubles this rate. Each round the victim can make a STR save to break the strands hold. Each strand beyond the first cumulatively penalizes this roll by -2. Once a victim has been dragged to spook his silver strands pour into the victims body via open cavities doing 5d4 damage per round.

Puppet: Once dead Spook will use his silver strands to enter into the dead body body and animate it’s limbs like a puppet. The body will be under full control of Spook.

Subduing PC’s: The halflings main goal is to subdue the PC’s whereupon the PC’s will be feed a strong Truth serum so that the Brothers Grimz and Toil can extract as much information as possible before feeding the players to the Giant Beetle. The juvenile halflings then squabble amongst themselves over any items the players were carrying.

(Note: Halflings in Almost are born of human parents and considered human but born abnormally small. They would look like your average 5 year old in terms of height and proportions. They are shunned in society.)

The Fear Of Sorrows

Do not fear for it shall consume you cold. Frozen haunted wastes of heavy snowfalls. The cry of sorrowed winds constantly attack the ears in hopes that some may listen. These are merely ghosts, Specters. It is here in this haunted tundra known as the Fear Of Sorrows that tortured souls still linger. Ancient Colossal bodies of winged serpents lie buried beneath the snows, frozen in time, shaping the landscape around them while the undead Winter Lord roams shackled amongst the Frost Graves.


Features: White out, blizzard conditions.  Deep, snow covered grounds and haunting, screaming winds that blow savage. What hills exist are the frozen remains of once colossal winged serpents. The Winter Lord roams shackled amongst the Frost Graves, legacy to a long dead race of Frost Giants.


Areas of note: 


The Pens: The slave pens of the Duke. Situated around a hill below which a natural hot spring keeps the snows at bay. Here the power emanating from the Sword of Nine Hells grants a sanctuary of immunity from environmental conditions.


The slaves are all chained to one another in groups of six and fastened to anchors of stone built into the hill itself. Dozens are crammed into small pens where the weakest die from being crushed or trampled.


The Frost Graves: The City of graves. The last remaining legacy of a long dead mighty race of Frost Giants buried with their treasure troves and relics. An icy city of mausoleums and burial chambers.


Encounters: 1d6


1. Freezing Blizzard. 1d6-1 damage per round if no precautions are taken.


2. Fear and Sorrow
She of Sorrows

HD 7 (d8) Move: 30ft AC 15 Attack Sorrowed Choke (2d4) Special: Energy Drain, Incorporeal, Create Spawn, Sunlight Powerlessness, Unnatural Aura (see Spectre M&T) Saves: M Treasure: 7 XP: 7

Create Spawn: Any creature slain by a sorrowed touch will become a Sorrow in 1d4 rounds and are under the command of the She that created them.

Sorrowed Choke: When the She of Sorrows finds that which it seeks, it will lock it’s cold spectral hands about it’s victims neck (a to hit of 12 or better is needed). Once successfully choked, it will inflict 2d4 damage per round (no further to hit needed) until it’s victim is dead.

She of Sorrows


She of Fears

HD 7 (d8) Move: 30ft AC 15 Attack Sword of fear (1d8) Special: Energy Drain, Incorporeal, Create Spawn, Sunlight Powerlessness, Unnatural Aura (see Spectre M&T) Saves: M Treasure: 7 XP: 7

Create Spawn: Any creature slain by a She of Fear will become a Fear in 1d4 rounds and are under the command of the She that created them.

She of fears

3. Graals.

HD: 1 (d6) Move: 20ft AC: 15 Attack: Weapon Special: Darkvision 60ft Saves: P Treasure: 1 XP: 5+1

Graal


4. Winter Wolves.

HD: 6 (d8) Move: 50ft. AC: 15 Attacks: Bite (1d10) Special: Breath weapon, Trip, Freezing bite, Darkvision 60ft, Immunity to cold (half) Tracking 5, Scent, Vulnerability to fire. Saves: P Treasure: 4 XP: 480+6

Image result for winter wolves d&d
Winter Wolf

5. Hands of the fallen.

HP 4 Move: None AC: 10 Attacks: Clutch (immobile if clutched) Special: Immunity to cold (half) Vulnerability to fire.  
Clutch:
 Once a hand has gotten a hold of something it will not let go until reduced to 0 hp or magically released. Frozen animated hands that clutch at your ankles under the cover of snow. On a failed DEX Save PC’s are immobile while clutched and until they find away out of the grips of the hands. 


6. The Frozen Brave. The last brave adventuring party to come this way now stand frozen in place. Fear and sorrow forever captured on their faces. Their Fears and Sorrows now haunt the tundra.


Major Encounters: 


The Duke & The Sword Of Nine Hells. The Duke stands 12 feet tall and uses the sword as his primary means of attack. The sword itself unleashes devastating attacks drawing power from the first Hell, The Plains of Azoth. 

The Duke


The Queen of Swords. Once the Duke is reduced to half hit points he uses his remaining strength to summon the Queen of Swords, gatekeeper of the Bardo (9 hells). 

She emerges from the great blade, summoned by her keeper. Filling the sky as nine bloodied swords each as large as castle towers, revolve around her dripping crimson. Each carrying the weight of the world within it. Nine hells for nine blades. She can draw on each of the nine swords, themselves possessing unique powers derived from their respective hell. Each will need to be defeated if one hopes to battle the Gatekeeper herself.

The Queen of Swords

The Winter Lord. Bound to the Frost Graves by unbreakable magical chains and shackles, engraved with Stygian Runes. An undead Frost Giant who carries the Claw of Winter, which causes harsh winter conditions and sub zero temperatures in a 50 mile radius. His primary weapon is a large ball and chain forged from the scales of a metalic dragon. It has a 30 foot reach. Beware the sounds of chains within the snowfall. Should you hear them run! For if you don’t, you are already dead!

HD: 11 (d8) Move: 40ft AC: 20+2* Attacks: 2 fists (2d8) Chain and Ball (4d6) Special: Animate chains, Immunity to cold (full), Vulnerability to Fire Saves: P Treasure: 10 XP: 2,500+10

*The Winter Lord appears draped in chains like clothing. The chains have fused with the flesh of the Lord giving him a +2 to AC.

Ball & Chain: In battle the Winter Lord favors his ball and chain. It does a massive 4d6 damage. Anyone struck with it must male a CON save or be stunned for one round.

Animate Chains: The chains that bind the winter lord can animate rising up around the Winter Lord to strike out at any threats. The Winter Lord has no control over them. The Chains have an AC of 18 and 15 HP. Once reduced to zero the chain dies and cannot animate again for one full day.

Undead: Immune to all mind-affecting effects and to poisons, sleep effects, paralysis, stunning, disease, and to death effects.

Graals aka Slavers

Graals

Graals are servants of the Duke. Pale skinned Slavers with a dislike for sunlight. Once human but there proximity to the Sword Of Nine Hells has twisted them making them aggressive and primitive. All fear the Graal for they take those they want. Particularity the young and strong. They travel by night seeking shelter during the day.

Graals

HD: 1 (d6) Move: 20ft AC: 15 Attack: Weapon Special: Darkvision 60ft Saves: P XP: 5+1

Wants: To please Lord Duke and one day to posses his sword. Roleplay: Shifty eyes and gruff snarly speech.

A Graal on a Dire Rat

Dire Rat

HD: 4 (d8) Move: 50ft AC: 14 Attacks: Bite (2d4) Special: Trip, Darkvision 60ft, Scent, Tracking 6 Saves: P XP: 100+4

Necromancers

Necromancer with risen familiar

I have been trying to build a Necromancer that I want to introduce into the world of Almost once my players gain access to specific locations in upcoming games and re-instate the broken God of Death. I came across this and thought it would work well.

I really like what I see though perhaps a bit OP. But nonetheless I thought I would share.

Happy Gaming!

C&C Product Reviews

Image result for castles and crusades logo

Anyone who has gamed with me knows that Castles & Crusades is my game of choice. Now I don’t say that lightly. I have run weekly sessions of 5e and sometimes up to as many as three game session per week for over a year and run successful long term Campaigns using various other rule-sets. But for me C&C is the system I have the most amount of enjoyment both creating content for and running at my table.

I have absolutely no problem getting players into it, whether they are coming from OSR, 3rd edition or even 5th edition.

C&C often goes under the radar and one thing that has frustrated me about the game is how little information there is in regards to C&C products. It is nearly impossible to find reviews for any of their products aside from the core books.

Well I seek to remedy this for all those C&C fans and even new players and Game Master just getting into the game.

Castles & Crusades Players Handbook -- Standard Cover

As my home Campaign Almost has grown I have grown from using only the Players Handbook and Monsters and Treasure to embracing the Castle Keepers Guide and now utilizing and incorporating much of the material contained within the Adventurers Backpack and the Players Guide to Aihrde. I absolutely love these last two books and what they have brought to my Campaign.

In future blogs I will be presenting reviews of materials I use in my Almost Campaign as well as reviewing any products those who follow the blog may wish to know more about.

These will be honest blogs by a Game Master (Castle Keeper) who not only has read the products but uses them at his table and has actually gamed with the material.

So if anyone has any suggestions please don’t hesitate to reach out.

Happy Gaming!!

Table Topping Inspiration

Anybody who has played in one of my games knows that I absolutely love playing around a table. Dim lighting, a bit of atmospheric music and walla!-we are all transported to someplace otherworldly for the evening.

I love drawing and using large maps at the table, moving minis and utilizing terrain. The experience is so different from running a game online and I have to admit I become a lot more involved with my home games. They just have an added dimension of immersion for me as a DM.

I love coming across pictures of what others are doing at the table. It really ignites me creatively. I wanted to share a few such pictures that I came across that I find really inspiring:

Anthony Huso over at thebluebard.com is one of my gaming heroes. Anytime I start to run out of steam running my games I need only jump over to his blog and I get juiced! I always come away re-motivated and totally pumped to start gaming again. His home campaign has inspired me so much that I even picked up the two novels he has put out based on it, and I have to say they are awesome! 

WOW! Anthony Huso’s home game map found over on thebluebard.com
Anthony Huso’s Masterpeice
Dwarven FOrge Huge Table with 10 levels
A great Dwarven Forge set up that I wish was mine.
I am in awe of this!!
Another amazing map from Jonathan Newell on the Bearded Devil blog.
You have got to be shipping me!!! #westbrandywinewoodworks #dungeonsanddragons #dlsg #rollindice #dungeonmaster #yeahgurl #dontgetontheboat…
I am totally doing this. I love running nautical adventures.
The Black Journal of Dream Company
Another amazing game piece from Anthony Huso at The Blue Bard
The Black Journal of Dream Company
The Black Journal of Dream Company
The Black Journal of Dream Company
The Black Journal of Dream Company

Mechronopolis

The Darkmoors: Deep within the basements of Zygax Industries lies a mine with tracks that lead ever deep. At the end of the tracks lie the Darkmoors, a lake of pure Viridium (the blood of dead gods). Reflected within it’s waters, a large city on a crimson horizon that shines like sunlight on gold. With towers of impossible angles outlined in twilight skies. Their are living constructs of rusted iron, taller than the highest towers, that cast long shadows over the city as they skulk slowly about. There are stars that are much to large and hang far too close over the city, as if waiting to be plucked from the blood red sky. These stars have eyes. To see them runs shivers down ones spine. This is Mechranopolis, it’s banner filled streets brimming with the parading armies of small strange mechanical beings. The city has no end and no beginning once entered. It stretches on add infinitum. This is the dying City of Iron Gods, born from stars, now they rust and wither.

Mechranopolis is reached by complete submergence in Darkmoor Lake. The Lake serves as a portal between worlds. One Modron will pass into the world of Almost for every PC who passes through the portal. A one to one exchange to maintain balance.

Should players enter Mechranopolis and return, have them make a save upon exiting the waters. On a failed save they shall no longer cast a shadow. The Modrons will have captured it. This leads to great future adventure possibilities and a reason for return to Mechronopolis. Perhaps the PC’s may even discover and seek audience with Mechronos, the great builder. 

The Forest Of Wasn’t

The Dark Whale Once Chained.

If ever there was, there wasn’t. It is here the Dark Whale once chained roams his forest. An elder god called down from beyond the stars in exchange for a bargain, his chains now cast off. The Dark Whale possesses powers far older than any magic. Though not evil, his power is feared.

A dark and menacing forest that roams, appearing just beyond town walls under cover of night. It was never there before. 

First the whispers start, then the fear. The brave ones venture into it never to return. Their are strange sounds and sweet smells that issue from within it. The sounds of children laughing and something, something calling through the lure of twilight songs. It bewitches the children whisking them away by night. One day it was and the next is wasn’t.

Never in the same place twice the Forest Of Wasn’t roams the lands by moonlight covering great distances. It comes for the children, to disepell their fears and maintain their innocence.

Deep within lie the ruins of Zygax Industries, forgotten laboratories where genetic experiments were once carried out utilizing a combination of what the ancients called science and forbidden blood magics. It is within the basements of the laboratory that a gateway to another world was torn open. Its inhabitants now roam the hallways and depths of this forgotten place. There are things that stir here, creatures left unfinished.

Places within:
The stream of ones: A lone small stream unimaginably deep. Filled with 4ft. long coy that possess a single large cyclopean eye on top of there heads. Below them there are faces and hands that reach. These are the drowned. Whenever a coy locks it eye on PC, that PC falls victim to a sleep spell. Should the PC fall into the water they shall wake up immediately but faces below the water will reach for and pull PC’s down drowning them in 2 rounds if swift action is not taken or assistance given. If drowned they shall join the many faces below.

Mr. Gallows Hut

Mr. Gallows Hut: Here in his hut Mr. Gallows ponders a way out of the forest he just cannot seem to escape. He cant remember how long he has been trapped here only that he wants out, and he is oh so very lonely, desperate for a friend. He has trapped many an adventurer here. His tea is refreshing and his pastries wonderfully delicious. Just don’t eat to much or you too shall become a friend who never leaves and join the others who now sway from the branches above. Like Mr. Gallows always says ” my friends like to hang.”
In his loneliness he has taken up doll making having found a way to give them life. If one looks close enough their skin appears so real, decorated with makeup and sweet smelling perfumes.
These he refers to as his children.
Wants: To leave the forest for good or at the very least gather a new friend to laugh at his jokes and admire his dolls. His children.

Roleplay: English accent, jovial, always laughing at his own jokes. Very interested in how and where Pc’s entered the forest.

(Think Martin Short from the Santa Clause 3.)

The Great Oak.

The Great Oak: The largest tree of the woods, the mighty oak. Whose large branches reach out over a large waterfall that drops far below into the older, darker parts of the woods.From its long, large branches hang the bodies of dozens. Those that came for the children. The sound of taunt rope swaying in the winds offers the only sound to break the thick silence encountered around the tree.

Sundial: A large stone sundial takes up over 30ft. of the forest floor. The craftsmanship is exquisite displaying the constellations above. Here lies a puzzle and the key to entering the laboratory whose large Iron doors stand sealed just beyond.

Entrance to Zygax Industries

Zygax Industries: A laboratory carved into the cliffs. Its levels descend deep. Rooms filled with an ancient forgotten technology and tomes of forbidden magic are collected here. Strange creatures submerged in deep vats and large fluid filled tanks filled with  humanoid beings.
There are things not of this world within it’s basements and beware the things that are.

Cloning Vat

The Darkmoors: Deep within the basements of Zygax Industries lies a mine whose tracks lead ever deep. At the end of the tacks there’s a moor and lake of pure Viridium. Reflected within it’s waters is a large city far on a crimson horizon. With towers of impossible angles outlined in the twilight and constructs of rusted metal. There are stars that are much to large and hang far too close over the city, as if waiting to be plucked from the blood red sky. To see it runs shivers down ones spine. This is Mechronopolis, city of the star born Iron Gods. It’s infinitum, banner filled streets brimming with the parading armies of strange shaped beings.

Mechronopolis


Graals aka The Slavers

Graals. The Dukes Slavers.

Graals are servants of the Duke. Pale skinned Slavers with a dislike for sunlight. Once human but there proximity to the Sword Of Nine Hells has twisted them making them aggressive and primitive. All fear the Graal for they take those they want. Particularity the young and strong. They travel by night seeking shelter during the day.

Wants: To please The Duke and  one day to posses his sword.

Roleplay: Shifty eyes and gruff snarly speech. Many secretly worship the Rat God.

Graal on a Dire rat mount.

A Murder Of Crows

It is believed to be a bad omen when a murder of crows is spotted in the sky. Amongst those who know it is said that while conjunction magics emerge swarms of crows will fill the skies arranging themselves into strange shapes, behaving oddly. Those that search for Conjunction Infants follow the crows. It is believed that the first Conjunction Infant was a crippled crow and that he can still be glimpsed in the shadows of a particular type of dead tree found in the south.

Crows are symbolic of magic throughout the world and the Cult of the Crow is one of the Largest and most powerful.

A Murder of Crows

AC: 14
HD: 4 (d4)
ATTACKS: Peck or claw (d2).
SPECIAL: Swarm for 1d10 damage
MOVE: 60 ft. fly
XP: 100