Professional Documents
Culture Documents
Lasers & Liches Game Master S Beats
Lasers & Liches Game Master S Beats
-Chris Lock
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Bamf Hammer
Weapon (Warhammer), uncommon
This hammer is a little silly looking with garish
colors steaking up and down its length. If you land Ban Hammer
a critical hit against an opponent, this magical Weapon (Warhammer), very rare (requires
weapon deals an additional 2d6 psychic damage. attunement)
A large exclamation appears above the foe that You gain a +1 bonus to attack and damage rolls
describes the sound the attack makes. For made with this magic weapon.
Example, “Boff” “Pop” or “Thwack”. After a critical This hammer has three charges of the spell
hit, you have advantage on the next Intimidation Banishment . When you hit a creature with this
check you make during the next minute. weapon, you can use a bonus action to expend
one use and cast the spell on them (spell save DC
= 8 + proficiency bonus + Charisma modifier). If
you land a critical hit with this weapon, the target
creature has disadvantage on the saving throw to
resist the spell. Expended uses are recharged at
dawn.
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Garden Cape
Wondrous Item, common
This brown cape is the exact color of moist dirt
and smells of earth. You can lay this cape on the
ground, and it becomes a patch of fertile earth.
You can then plant any fruit or vegetable seed,
planting a maximum of 3 varieties. The
plant will never grow beyond 5 cubic feet,
however, fruit trees and such will still bear
full sized fruit but yield less than a
traditionally sized tree. By grabbing the
clasps of this cape, you can pull it up. The
plants form into the cape, creating a
beautiful garden mural on it. The plants
grow as if they were in favorable light and
conditions. Unless it is a specialty plant, it never
requires water or maintenance.
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Quicksave Key
Wondrous item, legendary
A strange key with the runes “F5” inscribed on it.
As an action, you can say the command word to
cast the spell checkpoint on yourself and up to
2d4 willing creatures within 30 feet of you. Each
creature must stay within that range of you for 1
hour and must not significantly alter themselves
(by using spells, using class or species abilities,
healing or losing hit points, etc.) or the spell
immediately ends for that creature. During that
hour, the key can consume gemstones given from
the affected creatures in order to recreate their
equipment per the spell; otherwise, the spell
simply acts to recreate their body. After the hour,
the quicksave key magically creates the statuettes
needed for this spell. The quicksave key cannot be
used again until 1 year has passed.
Proton Blade
Weapon (longsword), legendary
The hilt of this sword looks like something a mad
scientist would create. It is covered in wires, dials,
and knobs. These accoutrements seem to be
totally useless though and only the on/off switch
and “trap” switch do anything noticeable. Once the
device is switched on, a blade of swirling blue and
orange energy crackles out from the hilt. While
on, this sword acts as a +2 weapon and deals 2d6
radiant damage on a hit. If attacking undead or
fiends, this sword behaves like a +3 weapon and
deals 3d6 radiant damage on a hit.
If an undead is an incorporeal creature, such as
a ghost or banshee, you can attempt to trap them
in the hilt. Once such a creature is dropped to 0 hit
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Re:Dex
Wondrous item, common
This handheld index automatically records the
basic information, such as species and
appearance, of any creatures that come within 5
feet of it. It records any battle information the
user gains while in melee with a creature, such as
resistances or witnessed abilities. Once per day,
you can spend a short rest examining a willing or
dead creature to gain the full knowledge of their
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Tiger’s Eye
Wondrous item, rare (requires attunement)
A glass tiger’s eye that is brimming with fury. If
you replace one of your own eyes with it, you gain
the following attributes.
• You gain darkvision up to 60 feet, or an
additional 15 feet if you already have
darkvision.
• When making an unarmed attack, your
hands become claws, dealing 2d6 + your
Strength modifier slashing damage. This
attack is considered magical.
• You gain +3 to Stealth checks. Universal Reversal Card
• You can bite a creature, your teeth Wondrous Item, Legendary (required attunement)
extending into long fangs for the duration Whenever a creature targets you with a spell or
of the attack. The attack deals 2d8 + your uses an ability that attempts to copy or steal your
strength modifier piercing damage. This magic, soul, hit points, or otherwise take essential
attack is considered magical. life force or arcane energy from you, you can use
• You have advantage on Intimidation your reaction to activate this card. The effect is
checks. completely reversed, either targeting the attacker
• When fighting felines, lycan felines, or with the spell, bestowing whatever benefit they
other creatures possessing a Tiger’s Eye, wished to receive onto you, or taking their ability
you have advantage on unarmed attacks from them. If you gain an attribute from using this
against them. card, that you would not normally have, you have
the ability or spell for 10 minutes before the
power dissipates. You can only use this item once
before finishing a long rest.
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broken. Another creature can use their action to 1-5 Your skin becomes hard and metallic colored.
use this item on a different creature who has been You have a natural AC of 13 and your
dead for 1 minute or less. Once this item has been movement speed is halved.
Air Bubble Gum (10 gp) 21-30 Your attacks deal an extra 1d6 fire damage.
Wondrous item, common 31-45 You gain the “enlarge” effect of the
A special gum designed to blow miraculous enlarge/reduce spell.
bubbles. If you spend 1 minute chewing the gum, 46-60 You gain the “reduce” effect of the
you can then use an action to blow a large bubble enlarge/reduce spell.
that covers your head. It has 10 minutes’ worth of 61-70 You have advantage on Dexterity saving
air and becomes strong enough to withstand throws and gain a climbing speed equal to your
normal movement, go underwater, or survive the movement speed.
vacuum of space. It pops if you take any damage 71-80 You are healed 2d4 + 2 hit points.
other than psychic, or after 10 minutes. 81-90 Your attacks deal an extra 1d6 cold damage.
91-95 The next time an attack would drop you to 0 hit
points but not outright kill you, you instead
drop to 1.
95-97 You are resistant to all damage and shine light
in a 30-foot radius.
98-100 You drop to 0 hit points and begin making
death saving throws.
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Huge Variant
Some arcade mimics become powerful enough to
become host to many games at once or to create
massive multiplayer stations. They have a
challenge rating of 5 (1,800 XP) and the following
traits:
They are Huge sized
Their HP is 110 (13d12 + 26)
Their AC is 15 (natural armor)
Their Alluring Screen ability has a DC of 14 and
can charm up to 4 creatures at once.
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CHEEZERS TRUE
With the full weight of children’s imaginations and
corporate capital behind them, Cheezers (True) is
a force to be reckoned with. It is unknown if this
truly is the final form of Cheezers, though it is
unlikely. So long as the mascot lives in the hearts
and minds of children and the faithful, Cheezers
will be beyond death. Anyone who can kill this
avatar, however, will cause quite a blow to the
corporation. And to children’s hearts everywhere.
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CYBLIGHT DRONE
Cyblight drones make up the bulk of the collective.
They are slow-moving automatons that serve a
handful of purposes. Despite their grotesque
appearance, they do not engage in violence
regularly. When they are called to action, they use
their tools to gruesomely kill opponents and then
infect them with the nano-machines. What they
lack in offensive capabilities, they make up with
sheer numbers. Once a horde of drones begins
shambling towards you, the best option is to flee.
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CYBLIGHT ELITE
The cyblight elite guard the inner sanctums of the
Krige or are sent as shock troops into areas of
heavy resistance. They are masters of combat and
are armed to the teeth with augmentations meant
to slaughter quickly and efferently. They have
access to small dimensional portals that allow
them to pull weapons, ammo, resources, and any
number of surprises from the Cyblight armory.
They are intelligent and massive, chosen from the
crème of those assimilated. Even a single elite is
enough to ravage militias and well-trained
platoons.
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Lair Actions
On imitative count 20 (losing initiative ties) the
dragon takes a lair action to cause one of the
following effects. The dragon can’t use the same
effect two rounds in a row.
• A cacophony of raucous music fills the
lair. Each creature other than the dragon
music. Other beat dragons, with the wide variety
must make a Constitution saving throw
of disparate tastes, very rarely get along. They can
(DC 15), taking 14 (4d6) thunder damage
be particularly picky when choosing a mate, the
and 7 (2d6) psychic damage on a failed
two dragons grilling each other on music tastes
save, or half as much on a successful one.
until they either bond or end the meeting,
• Discordant tones interrupt all other
sometimes violently.
sounds. No creatures in the lair can be
They have a great fondness for bards, but only
heard, their voices simply being cancelled
those that play the beat dragon’s favorite genre.
out and spells that require a verbal
However, a particularly talented bard can
component failing. This effect lasts until
sometimes sway a beat dragon’s opinion and
initiative count 20 on the next round.
expose them to new and wonderful music. Only
• A nearly imperceptible thrum disrupts and
beat dragons who expand their horizons live to
permeates every creature in the lair
become powerful enough to sway the Beat of the
except the dragon. It weakens their
World. They are less amenable to synth weavers,
connection to the Beat of the World,
making it impossible to land a critical hit
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Lair Actions
On initiative count 20 (losing initiative ties), the
dragon takes a lair action to cause one of the
following effects. The dragon can’t use the same
effect two rounds in a row.
• The walls, ceiling, and floor of the lair
become opaque, and the dragon can move
and attack through them as if they were
not there; though other objects, creatures,
and effects interact with them normally. It
can do this until initiative count 20 on the
next round. If this effect ends while the
code dragon is inside a wall, it takes 33
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Lair Actions
On initiative count 20 (losing imitative ties), the
dragon takes a lair action to cause one of the
following effects.
• The dragon overcharges nearby light
sources and breathes life into them. The
lights flare and a neon hardlight projection
of a bodyguard steps out from the light.
They have the stats of a Muddie and glow
brightly, casting light in a 15-foot radius
around their body. The neon dragon can
summon 1d6+1(adult) or 1d10+1 (ancient)
hardlight bodyguards at once and can
dismiss them all as a lair action. No more
can be summoned until all the bodyguard
have been dismissed or destroyed. They
will follow the commands of the neon
dragon to the best of their ability. If a
bodyguard goes further than 300 feet
away from the neon dragon, it fades away.
The bodyguards last 12 hours unless they
are dismissed or defeated.
• A dense fog of neon billows out in a 15-
foot-raidus sphere centered on a point the
dragon can see within 120 feet of it.
Creatures in the fog, or those that enter it
for the first time, must succeed on a
Constitution saving throw (DC 15), or
become sluggish and have their
movement halved for 1 hour. Creatures
that succeed on the saving throw are
immune to the fog’s effects for 24 hours.
The fog remains in place for 1 minute or
until blown away by a strong wind.
Additionally, the dragon may use
another lair action to ignite this fog. It only
needs to see the fog and be within 120 feet
of it. Any creatures in the fog must make a
Dexterity saving throw (DC 15), taking 14
(4d6) fire damage on a failed save, or half
as much damage on a successful save.
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BEAT ELEMENTAL
A creature born of coalesced Beat of the World
energy. They appear as multicolored circles and
waves in a vaguely humanoid shape. Even being
near one is an unpleasant experience as the
binding of The Beat interrupts the natural flow. It
constantly produces screeching and buzzing
feedback, sounds that give the impression of great
pain. These sounds can be heard up to a mile
away easily and create a tremendous amount of
noise pollution.
Beaten Beat. Creating a beat elemental is a
harsh process that can be just as dangerous to
the summoner as it is to the world. The energy for
the beat elemental is pulled from the living things
around it, killing many plants and small animals
and sometimes gravely wounding the summoner.
As long as there is enough smaller life to pull
from though, the process can be done safely. Just
do not try to do it again it in the same spot.
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CREATING A FACE
A single face of cube has around the same surface
area of the Earth. When creating your own world,
we suggest simply starting with one quadrant and
determining what face it is on. This should give
you enough space to create a few major
continents and a few smaller plots of land, several
large and small seas, and enough variety to start
your adventure. When you expand, make sure to
remember where the quadrants separate and
what any Shifts may have done to that area.
For an easy start, simply roll on this chart to
decide the nine quadrants of your face. The
examples given are not the only way these
combinations could work. They simply exist as
inspiring places to start building your story.
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Notable Places
Slate Eagle Ruins: This once mighty kingdom
has fallen into a grey ruin as it is slowly eaten
away by the forces of this unstable land. The
kingdom was on the farthest edge of the
continent from the Glitch Fountain and has
suffered the effects of it the least. Despite
this, it fell long ago and is overrun by
creatures of madness and decay.
Because the realm was abandoned and
decimated so quickly, many relics of the great
kingdom have been left behind. Crafty thieves and
local villages have made use of many of the
artifacts but legends of the nation’s treasury, the
Mother Load, being buried deep under the city still
persist. It is said this vault could contain
everything from simple riches to a backup and
recovery command magic that could restore the
entire kingdom, if it were ever activated. Whether
it’s a mother lode or mother load, its allure is
more than many greedy or altruistic questers can
resist.
The Barrier: A giant concrete structure build a
few miles outside the border of this corrupted
land. It separates it from the rest of the continent
and serves to protect against corrupted creatures
that would try and infect the rest of the face. Built
centuries ago, it has fallen into terrible disrepair.
Giant sections have fallen into the ocean, some
crumbling to make uneven islands of concrete.
The surprisingly thick width of the wall and these
makeshift islands have made this place an odd
living place for thousands of people.
What started as simple outposts of soldiers
defending the wall gradually spread
into small villages and then small cities build on
top of, on the side of, and in the water
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Roll What kind of- -Thing(s)- -Is doing something- -With something else.
1 Mutant Turtle Hunger For Pizza
2 Gas Powered Prince Must Kill The Cyblight
3 Temporal Dragon Have Stolen (from) Death
4 Laser Ninja Are Hunting An Old One
5 Gigantic Goblin Have Lost The Code
6 Greedy Bear Worship Fate
7 Unstoppable Gnome Will Destroy The World
8 Musical B-ugz Must Restore Corruption
9 Ghostly Armies Are Hiding Time
10 Alien Dinosaur Are Enchanting The Omniverse
11 Neon Heroes Are Smuggling Weapons
12 Pirate Wizard Are Fleeing Magic
13 Tiny Wo’nari Must Marry The Beat
14 Robotic Ceran Have Broken Chocolate
15 Radioactive Skeleton Fear Fire
16 A City of Orcs Are Fighting Love
17 Electrified Lich Serve Children
18 Futuristic Time Traveler Have Been Killed by Acid Rain
19 Invisible Marauder Are Helping Sweet Moves
20 Godlike Succubus Are Immune To Fear
21 Wise Actor Have conspired Each Other
22 Weak Content Creators Will Complete Books
23 An evil team Princess Think Little of Gravestone
24 A heroic duo Frog Are Skateboarding With Trash
25 An army Lion Dug Under Water
26 Mystical Teenager Financially Support Starships
27 Ancient Skateboard Have Sacrificed Music
28 Glitched Dancers Dance With Politics
29 Money God Have Aligned With Poison
30 Inept Mosquito Are Crying Over The Hells
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[TL;DR] You received a letter from an old friend RUNNING THE ADVENTURE
Wyatt asking for your help in a magical grotto. Go
The three castles of Warren's Grove will provide
help him recover his stolen duck.
the characters with three unique quests to
Warren's Grove appears at seemingly random
undertake. Between castles they can rest safely in
times throughout the Retroverse. Never in the
the grove, or you can ambush them there with
same spot, and never for more than a few days.
lesser creatures for a more challenging
Its mythological descriptions lead many to believe
adventure. When a creature’s name appears in red
that it is just a tall tale. But it has appeared yet
bold it is a visual cue to reference your 5E
again, and you are one of the few who know
material for the creature’s stat block. Otherwise,
where to find it.
the stat blocks can be found in Chapter 7:
The Grove is a very simple place. It features a
Creatures.
small lake, a shallow stream, and three small
castles. The castles, colored yellow, white, and
“Text that is in blocks like this is intended to be
black, are not castles in the traditional sense. They
read to the players when they enter a new area,
serve as a gateway to an unknown challenge.
or because of a specific circumstance. Feel free to
What is inside the castle may not always match
improvise and add to the descriptions to better fit
what is outside. The nature of the challenge is
your game”
impossible to know before entering and hundreds
of different settings have been recorded, with very
few duplicates over time. The main areas within the adventure are:
Warren's Grove. Named after the person who
Each time Warren's Grove appears, it is always first discovered and recorded this phenomenon. A
preceded by a local item of great value being beautiful grove that contrasts the natural lay of
stolen. The item is whisked away into the Black the land. If it were set within a desert, the grove
Castle and, if not recovered before the grove would still be green and prosperous. A great place
vanishes again, stays there forever. Only one to recuperate and the location of Wyatt's camp.
group of heroes has ever recovered the stolen The Yellow Castle. A diminutive castle on the
item and they refused to speak of it before their outside, an abandoned entertainment restaurant
eventual deaths. on the inside. A cult of Kobolds has made this
You know of its location, a burgeoning forest place their new temple. They serve a mysterious
within the Vector Wilds, because of the letter you drunken god, Cheezers. Crafty and zealous, the
received. In the small outpost of Hoff Keep, a local cult gang will not take lightly to your trespassing
farmer by the name of Wyatt Ferris reported his into their holy temple.
prized possession stolen, his duck. The duck had The White Castle. A more imposing castle hides
been with Ferris for years and had even saved his a terrible world on the other side. Upon entering
life on several peculiar situations. In terms of this castle, you are shifted into a different reality,
sentimental value, it was easily the most valuable one where corruption has spread to almost every
item within Hoff Keep. The letter from your dear living creature. The castle you now reside in is one
friend Wyatt has implored you, and several other of the last bastions for life. It is shielded by a
of his close kinsmen, to help him in his plight. powerful force that fails every 10 hours, but
For one reason or another, you have agreed. quickly comes back. The people inside are battle
Did you come to help your friend? Did you come worn, shifty, and dying. If the shield keeps failing,
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Powerhouse
QUEST HOOKS Your machinations and schemes all mean nothing
Your group being the only ones to get to Warren's without the power to fulfill them. Such an
Grove in time is not mere accident. Driven by amazing place must also hold powerful magic.
some inner desire, you feel called to this place like Artifacts of immeasurable strength slither into
a moth to flame. The only question is, can you your imagination. What new power could you
stand the heat? Give this information to your wield over others? How easily would they bend to
players as possible hooks for their characters and your will if you were holding all the cards? The
let them decide what suits them best. They do not easy part was getting here, the hard part will be
have to choose one of these hooks, these are just convincing these fools to work with you until you
here to make it easier to pull them in on the have all the power you want, which will never be
adventure. enough.
A Hero of Time
History erases all but the most amazing. You
desire not for gold or friendship, only for legacy. If
you can be one of the few to conquer the three
challenges of Warren’s Grove, then surely your
deeds will be remembered for eternity. You're not
just here to do battle, you're here to record your
adventure and ensure that it is kept within the
halls of every great library for all time.
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3 – DINING AREA
“Several different shaped metal tables are set
throughout this area. Having been bolted to the
floor, they seem to be in their original spots. Four
Kobolds in leather jackets drink sour wine and sing
songs of worship to the figures on the stage. Their
singing is oddly harmonious, probably due to the
wine. (or if alarm is set: It is eerily quiet here as
you were pretty sure you heard singing coming
from this area just moments ago. ) Pizza and rot
adorn every table here. The air smells foul and
sweet. ”
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16 – PIZZA SLIME NEST 2 Hole in the Wall. On the north side of this room
a large hole exists where the dough has eaten
“The sound of slurping and burbling can be heard
away at the wall. It leads down another
before you even enter this room. There is again
passageway of yeast.
the smell of fresh pizza. Two pizza slimes are
Creatures. A pizza cube made from the yeast
slopping up parts of a kobold they have killed.
and dough and covered in melted cheese and
They seem occupied by their meal. You can see
pizza sauce will attack the party in this room.
something reflective shining in a satchel still
Small bits of pineapple can be seen all over its
wrapped around what remains of the kobold.”
body.
Aftermath. When the pizza cube is killed it
Cheesy Walls. The walls in this room appear to
slumps down and begins to melt from the heat. It
have a thin layer of cheese that it is keeping the
creates a gooey mess on the floor and this room
dough at bay.
becomes difficult terrain.
Creatures. Two pizza slimes eating a biker
Added Challenge. For an added challenge, have
kobold. If the pizza slimes from the Pizza Slime
an animatronic horror burst through the east
Nest 1 (area 14) were allowed to escape, they will
doorway. It will attempt to pick up players and
be here, feasting upon the kobold as well. They
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7 – MUSIC ROOM
“The northern half of this room is a mess of
shattered windows and bits of glass. Some chairs
are centered around a grand piano. A quick test
will reveal that the piano, despite being covered in
rubble, is still working and in good tune.
Additionally, a set of drums can be seen near the
shattered windows; it is knocked over but not
severely damaged. A cabinet by the door can be
opened to reveal several string and woodwind
instruments.”
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HOLDING ON WITH OUR HEROES Once the Crystal Shield Key is inserted into its
This is the last time the characters will visit hole, the castle doors will creak open. A long black
Warren’s Grove before the Black Castle. In their hallway, with a tiny speck of light at the end, is all
minds, this is, seemingly, the last chance to back that can be seen. When the characters enter, the
out. Wyatt will explain that they have been gone doors shut behind them at some indeterminate
for several moment in the long tunnel.
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There is no set path for leveling up in the Black 9 1d6 Goblinods (CR total 3d6)
Castle, as it can be explored almost in its entirety 10 1d6 b-ugz (2d6 CR Total)
from the beginning. As such, we recommend 11 1 b-ug (CR=2d6) adding +1 to the CR each
bestowing levels to the characters after every 10- time you roll this result
15 rooms. Additionally, there are several places in
12 A Holo-Beast (CR=1d6)
this adventure to explore different character’s
backstories and a deep dive into their lives should 13 1d8 Pizza Slimes and 1d2 Pizza Cubes,
likewise result in a level. By the time they are ready alternating each time you roll this result.
to take on the final challenge, they should be at 14 1d2 OTOTO
least level 15. Whenever the characters find a Key 15 1d4 hidden Velocilisk
Card, they should also level up, unless they just
16 1d6 Neo Bandits Working as a team
gained a level in the previous session. After
fighting Cheezers (True) in The Beginning of the 17 A Mimic pretending to be an out of place
End (area 120) they should level up, and again right item
before fighting Jay-Reth in the Den of Halted 18 1d4 Goblin with “Staff” shirts, repairing a
Entropy (area 123). room
19 A Laser Pup or Power Wolf, alternating
each time you roll this result.
LEAVE ANYTIME
20 An Undying Slasher
There is nothing keeping the characters here and
they can exit the Black Castle whenever they like.
There is no immediate penalty to leaving, except
that they may not return, and some actions taken
in the castle may extend beyond it. If the
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5 - MONOCHROME ROOM
This room is stark white, creating an illusion of a
complete void. You can see doorways, but the
walls, floor, and ceiling are indistinguishable
from each other. A thick black outline of a chest
sits in the center of the room.
Resolution. This room is stark white, until all of
the b-ugz in one of the RGB Rooms (Area 4a, 4b, 4c)
are cleared. At which point, it adopts the color of
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7 - RESTROOM 9 - BEDROOM
You open the doorway to see a neat and clean, A brightly colored room with three bunk beds.
modern bathroom, featuring two stalls, a sink, There are small toy cars on the roadmap-like
and a stall. A small vending machine on the wall carpet, toys on shelves, and several posters of
has several toiletries, for a price. bands and movies on the walls.
Toiletries. The vending machine offering needed Sleepy Head. In the top bunk of one bed is an
supplies has a series of knobs and dials, allowing awakened chainsawrus sleeping soundly and
most creatures to obtain whatever they may need snoring slightly. They can easily be awoken if
for hygienic care. However, the prices are shaken slightly but will not respond to sound. They
exorbitant, with a basic bar of soap costing at least call themselves Ketchup and are not certain
five gp and higher quality products reaching into exactly when they became aware of their own
thousands of gp. mind. They are rude by most standards but are
Mimic. One of the toilets is a mimic but can be simply unfamiliar with how other intelligent
mistaken for a magical toilet that will fit any creatures communicate with each other. They have
creature who needs to use it. An Investigation no interest in helping the party, considering
check (DC 20) will reveal it to be a mimic. Until themselves too powerful to bother with assisting
revealed, it will serve its purpose without revealing others. If left alone to sleep, the party will discover
its true identity, until it can safely strike without them as a dried husk after 24 hours.
being interrupted. Beds. All the beds are comfortable, if a little
small for taller creatures. The bed where Ketchup
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“Flair is part of the game. I think you might have Side Doors. The secret doors on either end have
what it takes to be a star. Your friends, not so hidden handles, embedded in the brick wall from
much. I’ll make an offer soon. -J” the Fallway and a cushioned wall from the
Runway. Each requires an Investigation check (DC
The token can be used to activate the portal and 20) to discover.
unlock the doors in Pahku Portal Room (area 83). Relaxing Passage. There is nothing immediately
The token may also be purchased from a vending threatening in this hallway, though any creatures
machine for 5,000gp if the party fails the who gain their powers from a more powerful deity
challenge in this room. After the show, Wave will or patron will feel their presence and will much
disappear, presumably heading towards the exit. stronger in this hallway.
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35 - ARENA LOBBY
33 - ILLUSORY SPIKE TRAP Light music greets you as you enter the room,
A pit looms before you, going down around 100 complimented by the smell of cleaning products
feet and ending in technicolor spikes. Skeletons and a slightly chilly air. A few seats are scattered
of all sorts hang off the spikes, some of them throughout, with only one filled by a code
still writhing. There is a hum of machinery glitchimar. A metal window slides up and a KA-
hanging in the air. ram beckons you over.
Illusion. The spike trap is an illusion on the floor, Window. The receptionist introduces
requiring a Wisdom save (DC 18) to see through. In themselves as the same from the first lobby, KA-
reality, there is no pit, only a cobblestone floor. ram, handwaving how they get from each lobby
However, there are spikes on the ceiling, coated in window as “the same window, just a difference in
an invisibility illusion. The real spikes require an your perspective”. They will gladly answer
additional Wisdom saving throw (DC 18) and questions the party may have had about their
creatures who still see the pit below have adventure thus far but refuse to give anything
disadvantage on this save. Walking onto the real other than vague hints about what lies beyond this
floor does not cause the illusion to fade if the arena. They will also explain the basic rules of the
creature has not seen through the illusion arena in detail.
themselves. Stepping out onto the floor will cause Looking For Group. A code glitchimar sits in the
an audible grinding sound and the spikes above will corner chair, appearing sullen and barely noticing
begin to fall, crushing and pinning any creatures on the characters that walk in. If questioned, they will
it in 30 seconds. Creatures in the path of the spikes introduce themselves as Octtana and explain that
must make a Dexterity saving throw (DC 20) to their party was killed in the arena and now they are
make it to one side of the hallway or the other. trying to figure out a way to either escape the
Once pinned, initial spikes deal 10d6 piercing castle or get enough gold to revive them. They will
damage and the creature is considered restrained offer to join the party to help fight in the arena, if
(escape DC 20). On each subsequent turn, the the characters will pay for their entry. After 3-4
trapped creatures take 4d6 bludgeoning damage. If battles, they will disappear, having gained enough
no creatures (or only dead creatures) are on the money to revive their friends. If they are not able
floor for more than 1 minute, the trap resets. to participate in the fights, they will leave the
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37A, B, C, D
These small rooms can be found in every arena,
their doors and style changing to match the theme
but always featuring a large question mark (?) on
the door. Opening them will sometimes give the
players an edge, sometimes set them back, or
sometimes result in something seemingly random
happening. Each time the characters open the door
for the first time in a new arena, roll on the chart
to determine what is in the small room. Though
there can be more than one of the same types of
room in the arena, sometimes that option will be
too complicated or may not make narrative sense,
feel free to roll again when necessary or to simply
choose the best option for dramatic tension in the
situation.
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41 - CAMPFIRE TRAIL 1
Darkness extends all around you, broken only by
a flickering fluorescent tube just a few steps
ahead of you.
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42 - CAMPFIRE TRIAL 2
Pushing through the darkness again leads you 44 - CAMPFIRE TRIAL 4
into another dark room, its fluorescent bulb You cannot tell the difference between the
crackling in anticipation. portal and the next room anymore and only
notice you are in a new space when you see the
Encounter. 1d4+1 b-du$4 (DC6) and 1d4+1 b-1¢k barely flickering neon light in the center.
(CR 2) made of bright neon light step into the
room. They will attempt to use their action to snuff Encounter. 1d2 Killer Dolls for each character in
out the campfire tube in the center of the room. If this room appear from the shadows, each made of
they do so, the room will plunge into darkness until different colored neon light. They will attempt to
the flame is restored. The creatures are immune to use their action to snuff out the campfire tube in
radiant damage but are otherwise, functionally the the center of the room. If they do so, the room will
same. plunge into darkness until the flame is restored.
Mural. The mural in this room begins with a The creatures are immune to radiant damage but
sped-up version of the loop in the previous room. It are otherwise, functionally the same.
goes in small circles, slowly morphing across the Mural. The mural begins with the previous god-
wall until they are encapsulated in a set of like character as they shift between watching the
knowing, piercing green eyes. The universes and joy of others in the stable universe and exerting
even a hint of the loop can be seen in the eyes. power to keep it frozen. Each shift shows them
Additional Challenge. Consider having a neon growing old, fading in power and stature until they
b-¢ (CR 11) fly into the area, casting terrible bright appear unable to stop the decay of the universe.
light over the entire arena. Additional Challenge. You may decide to use
neon Killer Dolls Full of Bees or to have each color
of each doll grant it immunity to a different type of
43 - CAMPFIRE TRIAL 3 damage, in order to really challenge the party.
Walking through the portal, the following room
seems only barely lighter, the darkness having
an almost perceptible weight to it. 45 - CAMPFIRE TRIAL 5
The darkness in this room swirls around you,
Encounter. 1 Glass Shadow and 1d4 Shatterlings pushing against you on some imperceptible
step into the room, their reflective surfaces being level. You feel like your spirit is suffocating
made out of brightly lit, multicolored glass. They whenever the light is not on.
look much like a fractured rainbow. They will
attempt to use their action to snuff out the Encounter. An Adult Neon Dragon made of
campfire tube in the center of the room. If they do purple neon light steps from the shadows. They
so, the room will plunge into darkness until the will attempt to use their action or one legendary
flame is restored. The creatures are immune to action (each round) to snuff out the campfire tube
radiant damage but are otherwise, functionally the in the center of the room. If they do so, the room
same. will plunge into darkness until the flame is
Mural. The walls here start with a story of a restored. The dragon is immune to radiant damage
beautiful human man with green eyes that seems but is otherwise, functionally the same.
familiar to the party but none can quite place why. Mural. The central deity character of the past
The figure extends their arms, letting out a wave of stories is old, their powerful eyes watching over
energy. The energy catches up to the swirling dozens of small scenes, eventually focusing on a
universe at its peak, halting it in its decay. The powerful champion. There is a meeting of the two
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71 - GRAND HALLWAY
70 - BALL ROOM This short and wide hallway is lined with
Music wafts from this room before you even multiple paintings, photographs, caricatures,
enter it and is just a bit too loud when you step impressions, and many other types of art, all
inside. Many humanoid figures dance to the centering on Cimt’rry. Though some depict the
music all across the floor, their strange and dragon alone, many have other groups in the
disparate costumes clashing or melding with the frame as well. This hallway seems dustier than
tunes offered. A few kobolds dart in and around, the others, though every piece of art is well
some of them even joining in the ongoing ball. maintained.
The Ball. When this room is not being used for Art. All of the art installations here center
anything else, it has a continual ball going. There around Cimt’rry, though many feature other
are animated mannequins, all wearing “treasure” characters as well. The other creatures in the art
from the Laser Dragon’s collection. The music range from previous adventuring parties, political
played is equally disparate, always moving from leaders of different realms, famous artists,
genre to genre, with a higher focus on pop hits musicians, actors, wondrous landmarks, and even a
than anything else. The mannequins are adept few videogame characters (whether these are
dancers, being magically animated to match cosplayers, or the actual characters is left to the
whatever style of music is being played. They will imagination). The art is not incredibly valuable,
only attack to defend their clothing, caring nothing except to Cimt’urry. For added flavor, add in a few
for their bodies. They use the stat block of the NPCs from the character’s background, especially
Muddie. those that may have gone missing or were
Multi-use. This room also serves as part of the supposed to be dead. If asked, Cimt’rry will be
training area for the party. It can be quickly forthcoming with information about every piece of
rearranged to make representations of taverns,
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80 - BREAK ROOM 2
Electricity buzzes above you and there is the
scent of food cooking in the air. The room 81 - BLANK ROOM
appears to be a break area, with a few chairs, a The room is stark white, with walls that are
table, and a small counter featuring two there but hard to define. The doors stand in stark
microwaves and a coffee machine on it. contrast to the definition of this space and
almost seem to be floating in nothing. There is a
Microwave. One of the microwave doors is small, yellow and black sign on the wall.
slightly ajar and the scent of a burrito wafts from
it. In reality, the microwave is a mimic and is using Sign. The small sign resembles a caution sign,
the allure of a hot burrito (which is not a mimic) to with several symbols adorning it that mean danger
trap adventurers. The other microwave is just a in different contexts and to different species. It
microwave. reads “There is nothing in this room. Do not
Multi-Mimic. At this point, the characters may investigate.” Except for the secret door, the sign is
have become frustrated at dealing with so many correct. It is, however, impossibly clean, empty, and
mimics in this castle. Do not relent in this. The quiet here. Creatures who spend more than 5
Black Castle is full of mimics, as Jay-Reth loves the minutes in this room must make a Wisdom saving
things, and no object should be trusted. We advise throw (DC 20) or become frightened of the room,
making more mimics than we have laid out in the forcing them to flee it.
adventure and to especially use them when the Secret Door. There is a secret door on one wall
party may be preoccupied with a larger threat. You that is almost impossible to detect against the
might go so far as to have a magical weapon or blank walls. An Investigation check (DC 22) will
armor set the characters picked up earlier become reveal it. It leads to the Racetrack Room (area 86).
a mimic in the heat of battle.
Coffee Machine. The coffee machine seems to
have day-old coffee in it. Investigating the grounds 82 - PAHKU-PAHKU TEMPLE
will reveal a potion of healing hidden within. A massive hall stretches before you. Several
Vending Machine. There is a nearly empty onyx pillars, covered in carvings of indistinct and
vending machine in this room, featuring only minor threatening specters line the walls. A large
food items. empty throne, with a strangely rounded seat,
Secret Door. There is a secret door behind a sits at the end of the hall, flanked by two large
large poster of safety rules on the far wall, doors.
requiring an Investigation check (DC 18) to discover.
The rules on the door all deal with safety Locked Doors. The two doors behind the large
regulations for worshipers and workers of Pahku- throne are locked, both of them being openable
Pahku. Though they seem different, all of them boil from the same key. The key can be purchased from
down to “don’t get eaten.” any vending machine for 5,000gp.
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d8 Portal Location
1 Portal Room C1 (area 25)
2 Portal Room B1 (area 86)
3 Portal Room A1 (area 8)
4 Portal Room D2 (area 108)
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Hot Springs. There is a relaxing hot springs rest 98 - LAST CHANCE HALLWAY
in this room, with long hallways offering a gradual
transition into the steam. Benches are placed in the Gentle muzak resonates in a cool and clean
hallway, giving creatures a place to rest based on hallway. A few padded chairs line the walls and a
what level of steam they want. The entire place is sty-ceran sits reading a magazine. A vending
lightly obscured, limiting vision in the hallways to machine buzzes and a strange platform rests
10 feet at most and in the bath itself to a maximum next to locked doors.
of 5 feet. Taking a short rest in this area will heal a
creature twice the amount of each hit dice used. A Calm Setting. This area is incredibly, and
long rest here will remove up to two levels of somewhat infuriatingly, calm. The padded chairs
exhaustion. are comfortable, if a little well worn. The room
Party of One. There is a cosmic dwarf named seems air conditioned and is just a little colder than
Deep Johnson resting in the springs. They are comfortable. Several magazines and bent up
beautiful, with a permanent smile on their face and novels are scattered across small tables with such
a beard full of odd trinkets they have collected titles as “Villains Monthly,” “Rolling Golems,” and
from visitors. He has been lounging in the water for “Dim Matter.” The music above is jazzy renditions of
a long time, possibly years, and is excited to see pop music and is occasionally interrupted by
the party. They have general knowledge of the announcements that warn the party that this is the
castle but as it existed many years ago. Any final stop before an irreversible encounter.
information they offer is approximately correct at Help Window. Another receptionist window is
best and some information is for rooms that no here, with KA-Ram again meeting the party and
longer even exist. They have no desire to leave and letting them know very little about the challenges
will only attempt to keep the party by having long ahead. They will insist that the characters get all
conversations that never seem to have a point. their things in order, as the doors ahead are the
Deep is keen on whatever gossip they can gateways to the final challenges of Warren’s
squeeze out of the party. They will gladly trade Grove.
gossip for gossip, sometimes using the veil of truth Secret Door. A decorative tarp of Jay-Reth
or dare games to get more juicy details out. Their standing triumphantly with the words “The future
happy demeanor is infectious and most creatures is safe; the past is Us!” is covering a secret door.
who rest in the pool find themselves sucked into The secret door is rather obvious once the tarp is
Deep’s stories, personal questions, and giggly aura. moved, requiring only an Investigation check (DC
If attacked, Deep will dive under the water and 12) to discover it behind the tarp.
vanish. They will return after 1d6 days. Where they Vending Machine. There is a fully operable
go during this time is a mystery. vending machine here. It is completely stocked and
Negative Version. On occasion, this room will holds most items available.
shift to a negative version of itself, with acid steam A Little Help. A sty-ceran named Grub is resting
coating the place. Creatures within take 3 (1d6) acid in a chair, reading a copy of “Space-Time”
damage each turn until they leave the area. Have a magazine. They seem quite bored and, while they
creature roll a d20 each time they or the party will notice the party arriving, will not talk with
(one roll for either situation) enter the area. On a 1, them unless engaged first. They will offer to fight
this room shifts to the acid version, reverting to its
original state once each creature leaves. In this
alternate version, Deep cannot be found.
Hot Tub. The hot tub is under the effects of the
spell Temporal Tub. If the characters fall asleep,
use this opportunity to reset some traps and alter
a few areas within the castle. Alternatively, you can
use this to transport them for a spooky adventure
to Sui’kune Lake (Lasers & Liches Halloween
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